C# 클래스 flxSharp.flxSharp.FlxG

This is a global helper class full of useful functions for audio, input, basic info, and the camera system among other things. Utilities for maths and color and things can be found in FlxU. FlxG is specifically for Flixel-specific properties.
파일 보기 프로젝트 열기: jlorek/flxSharp

공개 프로퍼티들

프로퍼티 타입 설명
Black uint
Blue uint
DebuggerBig uint
DebuggerLeft uint
DebuggerMicro uint
DebuggerRight uint
DebuggerStandard uint
DebuggerTop uint
Green uint
LibraryMajorVersion uint
LibraryMinorVersion uint
LibraryName string
Pink uint
Red uint
White uint
camera FlxCamera
cameras List
debug bool
defaultFont Microsoft.Xna.Framework.Graphics.SpriteFont
elapsed float
globalSeed float
height int
keys fliXNA_xbox.FlxKeyboard
level int
levels System.Array
mouse flxSharp.flxSharp.System.FlxMouse
music FlxSound
mute bool
pad1 fliXNA_xbox.FlxGamepad
pad2 fliXNA_xbox.FlxGamepad
pad3 fliXNA_xbox.FlxGamepad
pad4 fliXNA_xbox.FlxGamepad
save int
saves System.Array
score int
scores System.Array
sounds fliXNA_xbox.FlxGroup
timeScale float
visualDebug bool
width int
zoom float

보호된 프로퍼티들

프로퍼티 타입 설명
_game FlxGame
paused bool
volume float

공개 메소드들

메소드 설명
GetRandom ( Array objects, int startIndex, int length ) : object

Fetch a random entry from the given array. Will return null if random selection is missing, or array has no entries. FlxG.getRandom() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings.

addBitmap ( Microsoft.Xna.Framework.Graphics.Texture2D graphic, bool reverse = false, bool unique = false, string key = null ) : Microsoft.Xna.Framework.Graphics.Texture2D

Loads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.

addCamera ( FlxCamera newCamera ) : FlxCamera

Add a new camera object to the game. Handy for PiP, split-screen, etc.

addPlugin ( FlxBasic plugin ) : FlxBasic

Adds a new plugin to the global plugin array.

checkBitmapCache ( string key ) : bool

Check the local bitmap cache to see if a bitmap with this key has been loaded already.

clearBitmapCache ( ) : void

Dumps the cache's image references.

collide ( FlxObject objectOrGroup1 = null, FlxObject objectOrGroup2 = null, Func notifyCallback = null ) : System.Boolean

Call this function to see if one FlxObject collides with another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

This function just calls FlxG.overlap and presets the ProcessCallback parameter to FlxObject.separate. To create your own collision logic, write your own ProcessCallback and use FlxG.overlap to set it up.

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

createBitmap ( uint width, uint height, Color color, bool unique = false, string key = null ) : Microsoft.Xna.Framework.Graphics.Texture2D

Generates a new BitmapData object (a colored square) and caches it.

fade ( Color color, float duration = 1.0f, System.Action onComplete = null, bool force = false ) : void

The screen is gradually filled with this color.

flash ( Color color, float duration = 1.0f, System.Action onComplete = null, bool force = false ) : void

All screens are filled with this color and gradually return to normal.

getLibraryName ( ) : string

For debug purpose.

loadReplay ( String data, FlxState state = null, Array cancelKeys = null, float timeout, System.Action callback = null ) : void

Load replay data from a string and play it back.

loadReplay ( bool standardMode = true ) : void

Resets the game or state and replay requested flag.

loadSound ( SoundEffect soundEffect, float volume = 1.0f, bool looped = false, bool autoDestroy = false, bool autoPlay = false, string url = null ) : FlxSound

Creates a new sound object.

log ( Object data ) : void

Log data to the debugger.

overlap ( FlxObject ObjectOrGroup1 = null, FlxObject ObjectOrGroup2 = null, Func NotifyCallback = null, Func ProcessCallback = null ) : System.Boolean

Call this function to see if one FlxObject overlaps another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

pauseSounds ( ) : void

Pause all sounds currently playing.

play ( SoundEffect soundEffect, float volume = 1.0f, bool looped = false, bool autoDestroy = false ) : FlxSound

Creates a new sound object from an embedded Class object. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.

playMusic ( SoundEffect soundEffect, float volume = 1.0f ) : void

Set up and play a looping background soundtrack.

recordReplay ( bool standardMode = true ) : void

Resets the game or state and requests a new recording.

removeCamera ( FlxCamera camera, bool destroy = true ) : void

Remove a camera from the game.

removePlugin ( FlxBasic plugin ) : FlxBasic

Removes an instance of a plugin from the global plugin array.

removePluginType ( Type type ) : bool

Removes an instance of a plugin from the global plugin array.

resetCameras ( FlxCamera newCamera = null ) : void

Dumps all the current cameras and resets to just one camera. Handy for doing split-screen especially.

resetDebuggerLayout ( ) : void

Just resets the debugger windows to whatever the last selected layout was (DEBUGGER_STANDARD by default).

resetGame ( ) : void

Like hitting the reset button on a game console, this will re-launch the game as if it just started.

resetInput ( ) : void

Reset the input helper objects (useful when changing screens or states).

resetState ( ) : void

Request a reset of the current game state.

resumeSounds ( ) : void

Resume playing existing sounds.

setDebuggerLayout ( uint layout ) : void

Change the way the debugger's windows are laid out.

shuffle ( Array objects, uint howManyTimes ) : Array

Shuffles the entries in an array into a new random order. FlxG.shuffle() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.shuffle() is NOT deterministic and unsafe for use with replays/recordings.

stopRecording ( ) : string

Stop recording the current replay and return the replay data.

stream ( string url, float Volume = 1.0f, bool looped = false, bool autoDestroy = true ) : FlxSound

Creates a new sound object from a URL. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.

switchState ( FlxState state ) : void

Switch from the current game state to the one specified here.

unwatch ( object anyObject, string variableName ) : void

Remove a variable from the watch list in the debugger. Don't pass a Variable Name to remove all watched variables for the specified object.

watch ( object anyObject, string variableName, string displayName = null ) : void

Add a variable to the watch list in the debugger. This lets you see the value of the variable all the time.

비공개 메소드들

메소드 설명
destroySounds ( bool forceDestroy = false ) : void

Called by FlxGame on state changes to stop and destroy sounds.

drawPlugins ( ) : void

Used by the game object to call draw() on all the plugins.

init ( FlxGame game, int width, int height, float zoom ) : void

Called by FlxGame to set up FlxG during FlxGame's constructor.

lockCameras ( ) : void

Called by the game object to lock all the camera buffers and clear them for the next draw pass.

random ( ) : float

Generates a random number. Deterministic, meaning safe to use if you want to record replays in random environments.

reset ( ) : void

Called whenever the game is reset, doesn't have to do quite as much work as the basic initialization stuff.

shake ( float intensity = 0.05f, float duration = 0.5f, System.Action onComplete = null, bool force = true, uint direction ) : void

A simple screen-shake effect.

snap ( float XorY, float Grid ) : float
unlockCameras ( ) : void

Called by the game object to draw the special FX and unlock all the camera buffers.

update ( GameTime dt ) : void

Internal function for updating Camera, State, Console, and Elapsed Time

updateCameras ( ) : void

Called by the game object to update the cameras and their tracking/special effects logic.

updateInput ( ) : void

Called by the game object to update the keyboard and mouse input tracking objects.

updatePlugins ( ) : void

Used by the game object to call update() on all the plugins.

updateSounds ( ) : void

Called by the game loop to make sure the sounds get updated each frame.

메소드 상세

GetRandom() 공개 정적인 메소드

Fetch a random entry from the given array. Will return null if random selection is missing, or array has no entries. FlxG.getRandom() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings.
public static GetRandom ( Array objects, int startIndex, int length ) : object
objects System.Array A Flash array of objects.
startIndex int Optional offset off the front of the array. Default value is 0, or the beginning of the array.
length int Optional restriction on the number of values you want to randomly select from.
리턴 object

addBitmap() 공개 정적인 메소드

Loads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.
public static addBitmap ( Microsoft.Xna.Framework.Graphics.Texture2D graphic, bool reverse = false, bool unique = false, string key = null ) : Microsoft.Xna.Framework.Graphics.Texture2D
graphic Microsoft.Xna.Framework.Graphics.Texture2D The image file that you want to load.
reverse bool Whether to generate a flipped version.
unique bool Ensures that the bitmap data uses a new slot in the cache.
key string Force the cache to use a specific Key to index the bitmap.
리턴 Microsoft.Xna.Framework.Graphics.Texture2D

addCamera() 공개 정적인 메소드

Add a new camera object to the game. Handy for PiP, split-screen, etc.
public static addCamera ( FlxCamera newCamera ) : FlxCamera
newCamera FlxCamera The camera you want to add.
리턴 FlxCamera

addPlugin() 공개 정적인 메소드

Adds a new plugin to the global plugin array.
public static addPlugin ( FlxBasic plugin ) : FlxBasic
plugin FlxBasic Any object that extends FlxBasic. Useful for managers and other things. See org.flixel.plugin for some examples!
리턴 FlxBasic

checkBitmapCache() 공개 정적인 메소드

Check the local bitmap cache to see if a bitmap with this key has been loaded already.
public static checkBitmapCache ( string key ) : bool
key string The string key identifying the bitmap.
리턴 bool

clearBitmapCache() 공개 정적인 메소드

Dumps the cache's image references.
public static clearBitmapCache ( ) : void
리턴 void

collide() 공개 정적인 메소드

Call this function to see if one FlxObject collides with another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

This function just calls FlxG.overlap and presets the ProcessCallback parameter to FlxObject.separate. To create your own collision logic, write your own ProcessCallback and use FlxG.overlap to set it up.

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

public static collide ( FlxObject objectOrGroup1 = null, FlxObject objectOrGroup2 = null, Func notifyCallback = null ) : System.Boolean
objectOrGroup1 FlxObject The first object or group you want to check.
objectOrGroup2 FlxObject The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group.
notifyCallback Func A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap.
리턴 System.Boolean

createBitmap() 공개 정적인 메소드

Generates a new BitmapData object (a colored square) and caches it.
public static createBitmap ( uint width, uint height, Color color, bool unique = false, string key = null ) : Microsoft.Xna.Framework.Graphics.Texture2D
width uint How wide the square should be.
height uint How high the square should be.
color Color What color the square should be (0xAARRGGBB)
unique bool Ensures that the bitmap data uses a new slot in the cache.
key string Force the cache to use a specific Key to index the bitmap.
리턴 Microsoft.Xna.Framework.Graphics.Texture2D

fade() 공개 정적인 메소드

The screen is gradually filled with this color.
public static fade ( Color color, float duration = 1.0f, System.Action onComplete = null, bool force = false ) : void
color Color The color you want to use.
duration float How long it takes for the fade to fade.
onComplete System.Action A function you want to run when the flash finishes.
force bool Force the effect to reset.
리턴 void

flash() 공개 정적인 메소드

All screens are filled with this color and gradually return to normal.
public static flash ( Color color, float duration = 1.0f, System.Action onComplete = null, bool force = false ) : void
color Color The color you want to use.
duration float How long it takes for the flash to fade.
onComplete System.Action A function you want to run when the flash finishes.
force bool Force the effect to reset.
리턴 void

getLibraryName() 공개 정적인 메소드

For debug purpose.
public static getLibraryName ( ) : string
리턴 string

loadReplay() 공개 정적인 메소드

Load replay data from a string and play it back.
public static loadReplay ( String data, FlxState state = null, Array cancelKeys = null, float timeout, System.Action callback = null ) : void
data String The replay that you want to load.
state FlxState Optional parameter: if you recorded a state-specific demo or cutscene, pass a new instance of that state here.
cancelKeys System.Array Optional parameter: an array of string names of keys (see FlxKeyboard) that can be pressed to cancel the playback, e.g. ["ESCAPE","ENTER"]. Also accepts 2 custom key names: "ANY" and "MOUSE" (fairly self-explanatory I hope!).
timeout float Optional parameter: set a time limit for the replay. CancelKeys will override this if pressed.
callback System.Action Optional parameter: if set, called when the replay finishes. Running to the end, CancelKeys, and Timeout will all trigger Callback(), but only once, and CancelKeys and Timeout will NOT call FlxG.stopReplay() if Callback is set!
리턴 void

loadReplay() 공개 정적인 메소드

Resets the game or state and replay requested flag.
public static loadReplay ( bool standardMode = true ) : void
standardMode bool If true, reload entire game, else just reload current game state.
리턴 void

loadSound() 공개 정적인 메소드

Creates a new sound object.
public static loadSound ( SoundEffect soundEffect, float volume = 1.0f, bool looped = false, bool autoDestroy = false, bool autoPlay = false, string url = null ) : FlxSound
soundEffect Microsoft.Xna.Framework.Audio.SoundEffect The embedded sound resource you want to play. To stream, use the optional URL parameter instead.
volume float How loud to play it (0 to 1).
looped bool Whether to loop this sound.
autoDestroy bool Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.
autoPlay bool Whether to play the sound.
url string Load a sound from an external web resource instead. Only used if EmbeddedSound = null.
리턴 FlxSound

log() 공개 정적인 메소드

Log data to the debugger.
public static log ( Object data ) : void
data Object Anything you want to log to the console.
리턴 void

overlap() 공개 정적인 메소드

Call this function to see if one FlxObject overlaps another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

public static overlap ( FlxObject ObjectOrGroup1 = null, FlxObject ObjectOrGroup2 = null, Func NotifyCallback = null, Func ProcessCallback = null ) : System.Boolean
ObjectOrGroup1 FlxObject The first object or group you want to check.
ObjectOrGroup2 FlxObject The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group.
NotifyCallback Func A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap.
ProcessCallback Func A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
리턴 System.Boolean

pauseSounds() 공개 정적인 메소드

Pause all sounds currently playing.
public static pauseSounds ( ) : void
리턴 void

play() 공개 정적인 메소드

Creates a new sound object from an embedded Class object. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.
public static play ( SoundEffect soundEffect, float volume = 1.0f, bool looped = false, bool autoDestroy = false ) : FlxSound
soundEffect Microsoft.Xna.Framework.Audio.SoundEffect The sound you want to play.
volume float How loud to play it (0 to 1).
looped bool Whether to loop this sound.
autoDestroy bool Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.
리턴 FlxSound

playMusic() 공개 정적인 메소드

Set up and play a looping background soundtrack.
public static playMusic ( SoundEffect soundEffect, float volume = 1.0f ) : void
soundEffect Microsoft.Xna.Framework.Audio.SoundEffect The sound file you want to loop in the background.
volume float How loud the sound should be, from 0 to 1.
리턴 void

recordReplay() 공개 정적인 메소드

Resets the game or state and requests a new recording.
public static recordReplay ( bool standardMode = true ) : void
standardMode bool If true, reset the entire game, else just reset the current state.
리턴 void

removeCamera() 공개 정적인 메소드

Remove a camera from the game.
public static removeCamera ( FlxCamera camera, bool destroy = true ) : void
camera FlxCamera The camera you want to remove.
destroy bool Whether to call destroy() on the camera, default value is true.
리턴 void

removePlugin() 공개 정적인 메소드

Removes an instance of a plugin from the global plugin array.
public static removePlugin ( FlxBasic plugin ) : FlxBasic
plugin FlxBasic The plugin instance you want to remove.
리턴 FlxBasic

removePluginType() 공개 정적인 메소드

Removes an instance of a plugin from the global plugin array.
public static removePluginType ( Type type ) : bool
type System.Type The class name of the plugin type you want removed from the array.
리턴 bool

resetCameras() 공개 정적인 메소드

Dumps all the current cameras and resets to just one camera. Handy for doing split-screen especially.
public static resetCameras ( FlxCamera newCamera = null ) : void
newCamera FlxCamera Optional; specify a specific camera object to be the new main camera.
리턴 void

resetDebuggerLayout() 공개 정적인 메소드

Just resets the debugger windows to whatever the last selected layout was (DEBUGGER_STANDARD by default).
public static resetDebuggerLayout ( ) : void
리턴 void

resetGame() 공개 정적인 메소드

Like hitting the reset button on a game console, this will re-launch the game as if it just started.
public static resetGame ( ) : void
리턴 void

resetInput() 공개 정적인 메소드

Reset the input helper objects (useful when changing screens or states).
public static resetInput ( ) : void
리턴 void

resetState() 공개 정적인 메소드

Request a reset of the current game state.
public static resetState ( ) : void
리턴 void

resumeSounds() 공개 정적인 메소드

Resume playing existing sounds.
public static resumeSounds ( ) : void
리턴 void

setDebuggerLayout() 공개 정적인 메소드

Change the way the debugger's windows are laid out.
public static setDebuggerLayout ( uint layout ) : void
layout uint See the presets above (e.g. DEBUGGER_MICRO, etc).
리턴 void

shuffle() 공개 정적인 메소드

Shuffles the entries in an array into a new random order. FlxG.shuffle() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.shuffle() is NOT deterministic and unsafe for use with replays/recordings.
public static shuffle ( Array objects, uint howManyTimes ) : Array
objects System.Array A Flash Array object containing...stuff.
howManyTimes uint How many swaps to perform during the shuffle operation. Good rule of thumb is 2-4 times as many objects are in the list.
리턴 System.Array

stopRecording() 공개 정적인 메소드

Stop recording the current replay and return the replay data.
public static stopRecording ( ) : string
리턴 string

stream() 공개 정적인 메소드

Creates a new sound object from a URL. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.
public static stream ( string url, float Volume = 1.0f, bool looped = false, bool autoDestroy = true ) : FlxSound
url string The URL of the sound you want to play.
Volume float How loud to play it (0 to 1).
looped bool Whether or not to loop this sound.
autoDestroy bool Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.
리턴 FlxSound

switchState() 공개 정적인 메소드

Switch from the current game state to the one specified here.
public static switchState ( FlxState state ) : void
state FlxState The new state.
리턴 void

unwatch() 공개 정적인 메소드

Remove a variable from the watch list in the debugger. Don't pass a Variable Name to remove all watched variables for the specified object.
public static unwatch ( object anyObject, string variableName ) : void
anyObject object A reference to any object in your game, e.g. Player or Robot or this.
variableName string The name of the variable you want to watch, in quotes, as a string: e.g. "speed" or "health".
리턴 void

watch() 공개 정적인 메소드

Add a variable to the watch list in the debugger. This lets you see the value of the variable all the time.
public static watch ( object anyObject, string variableName, string displayName = null ) : void
anyObject object A reference to any object in your game, e.g. Player or Robot or this.
variableName string The name of the variable you want to watch, in quotes, as a string: e.g. "speed" or "health".
displayName string Optional, display your own string instead of the class name + variable name: e.g. "enemy count".
리턴 void

프로퍼티 상세

Black 공개적으로 정적으로 프로퍼티

And black too.
public static uint Black
리턴 uint

Blue 공개적으로 정적으로 프로퍼티

Blue is used to indicate non-solid objects.
public static uint Blue
리턴 uint

DebuggerBig 공개적으로 정적으로 프로퍼티

Debugger overlay layout preset: Large windows taking up bottom half of screen.
public static uint DebuggerBig
리턴 uint

DebuggerLeft 공개적으로 정적으로 프로퍼티

Debugger overlay layout preset: Large windows taking up left third of screen.
public static uint DebuggerLeft
리턴 uint

DebuggerMicro 공개적으로 정적으로 프로퍼티

Debugger overlay layout preset: Tiny windows in the screen corners.
public static uint DebuggerMicro
리턴 uint

DebuggerRight 공개적으로 정적으로 프로퍼티

Debugger overlay layout preset: Large windows taking up right third of screen.
public static uint DebuggerRight
리턴 uint

DebuggerStandard 공개적으로 정적으로 프로퍼티

Debugger overlay layout preset: Wide but low windows at the bottom of the screen.
public static uint DebuggerStandard
리턴 uint

DebuggerTop 공개적으로 정적으로 프로퍼티

Debugger overlay layout preset: Wide but low windows at the top of the screen.
public static uint DebuggerTop
리턴 uint

Green 공개적으로 정적으로 프로퍼티

Green is used to indicate solid but immovable objects.
public static uint Green
리턴 uint

LibraryMajorVersion 공개적으로 정적으로 프로퍼티

Assign a major version to your library. Appears before the decimal in the console.
public static uint LibraryMajorVersion
리턴 uint

LibraryMinorVersion 공개적으로 정적으로 프로퍼티

Assign a minor version to your library. Appears after the decimal in the console.
public static uint LibraryMinorVersion
리턴 uint

LibraryName 공개적으로 정적으로 프로퍼티

If you build and maintain your own version of flixel, you can give it your own name here.
public static string LibraryName
리턴 string

Pink 공개적으로 정적으로 프로퍼티

Pink is used to indicate objects that are only partially solid, like one-way platforms.
public static uint Pink
리턴 uint

Red 공개적으로 정적으로 프로퍼티

Some handy color presets. Less glaring than pure RGB full values. Primarily used in the visual debugger mode for bounding box displays. Red is used to indicate an active, movable, solid object.
public static uint Red
리턴 uint

White 공개적으로 정적으로 프로퍼티

White... for white stuff.
public static uint White
리턴 uint

_game 보호되어 있는 정적으로 프로퍼티

Internal tracker for game object.
protected static FlxGame _game
리턴 FlxGame

camera 공개적으로 정적으로 프로퍼티

By default this just refers to the first entry in the cameras array declared above, but you can do what you like with it.
public static FlxCamera camera
리턴 FlxCamera

cameras 공개적으로 정적으로 프로퍼티

An array of FlxCamera objects that are used to draw stuff. By default flixel creates one camera the size of the screen.
public static List cameras
리턴 List

debug 공개적으로 정적으로 프로퍼티

Whether you are running in Debug or Release mode. Set automatically by FlxPreloader during startup.
public static bool debug
리턴 bool

defaultFont 공개적으로 정적으로 프로퍼티

Internal reference to keep track of current state The default font that you can use for text
public static SpriteFont,Microsoft.Xna.Framework.Graphics defaultFont
리턴 Microsoft.Xna.Framework.Graphics.SpriteFont

elapsed 공개적으로 정적으로 프로퍼티

Represents the amount of time in seconds that passed since last frame.
public static float elapsed
리턴 float

globalSeed 공개적으로 정적으로 프로퍼티

The global random number generator seed (for deterministic behavior in recordings and saves).
public static float globalSeed
리턴 float

height 공개적으로 정적으로 프로퍼티

The height of the screen in game pixels.
public static int height
리턴 int

keys 공개적으로 정적으로 프로퍼티

A reference to a FlxKeyboard object. Important for input!
public static FlxKeyboard,fliXNA_xbox keys
리턴 fliXNA_xbox.FlxKeyboard

level 공개적으로 정적으로 프로퍼티

public static int level
리턴 int

levels 공개적으로 정적으로 프로퍼티

FlxG.levels and FlxG.scores are generic global variables that can be used for various cross-state stuff.
public static Array,System levels
리턴 System.Array

mouse 공개적으로 정적으로 프로퍼티

A reference to a FlxMouse object. Important for input!
public static FlxMouse,flxSharp.flxSharp.System mouse
리턴 flxSharp.flxSharp.System.FlxMouse

music 공개적으로 정적으로 프로퍼티

A handy container for a background music object.
public static FlxSound music
리턴 FlxSound

mute 공개적으로 정적으로 프로퍼티

Whether or not the game sounds are muted.
public static bool mute
리턴 bool

pad1 공개적으로 정적으로 프로퍼티

Reference to Gamepad input for Player One
public static FlxGamepad,fliXNA_xbox pad1
리턴 fliXNA_xbox.FlxGamepad

pad2 공개적으로 정적으로 프로퍼티

Reference to Gamepad input for Player Two
public static FlxGamepad,fliXNA_xbox pad2
리턴 fliXNA_xbox.FlxGamepad

pad3 공개적으로 정적으로 프로퍼티

Reference to Gamepad input for Player Three
public static FlxGamepad,fliXNA_xbox pad3
리턴 fliXNA_xbox.FlxGamepad

pad4 공개적으로 정적으로 프로퍼티

Reference to Gamepad input for Player Four
public static FlxGamepad,fliXNA_xbox pad4
리턴 fliXNA_xbox.FlxGamepad

paused 보호되어 있는 정적으로 프로퍼티

Handy shared variable for implementing your own pause behavior.
protected static bool paused
리턴 bool

save 공개적으로 정적으로 프로퍼티

public static int save
리턴 int

saves 공개적으로 정적으로 프로퍼티

FlxG.saves is a generic bucket for storing FlxSaves so you can access them whenever you want.
public static Array,System saves
리턴 System.Array

score 공개적으로 정적으로 프로퍼티

public static int score
리턴 int

scores 공개적으로 정적으로 프로퍼티

public static Array,System scores
리턴 System.Array

sounds 공개적으로 정적으로 프로퍼티

A list of all the sounds being played in the game.
public static FlxGroup,fliXNA_xbox sounds
리턴 fliXNA_xbox.FlxGroup

timeScale 공개적으로 정적으로 프로퍼티

How fast or slow time should pass in the game; default is 1.0.
public static float timeScale
리턴 float

visualDebug 공개적으로 정적으로 프로퍼티

Whether to show visual debug displays or not. Default = false.
public static bool visualDebug
리턴 bool

volume 보호되어 있는 정적으로 프로퍼티

Internal volume level, used for global sound control.
protected static float volume
리턴 float

width 공개적으로 정적으로 프로퍼티

The width of the screen in game pixels.
public static int width
리턴 int

zoom 공개적으로 정적으로 프로퍼티

Can be used to zoom the camera
public static float zoom
리턴 float