class ForceCrashPlugin
package funkin.util.plugins
extends FlxBasic
@:directlyUsed@:nullSafetyAvailable on all platforms
A plugin which forcibly crashes the application. TODO: Should we disable this in release builds?
Static methods
Constructor
Methods
Inherited Variables
Defined by FlxBasic
@:value(idEnumerator++)ID:Int = idEnumerator++
A unique ID starting from 0 and increasing by 1 for each subsequent FlxBasic that is created.
@:value(true)active:Bool = true
@:value(true)alive:Bool = true
Useful state for many game objects - "dead" (!alive) vs alive. kill() and
revive() both flip this switch (along with exists, but you can override that).
cameras:Array<FlxCamera>
This determines on which FlxCameras this object will be drawn. If it is null / has not been
set, it uses the list of default draw targets, which is controlled via FlxG.camera.setDefaultDrawTarget
as well as the DefaultDrawTarget argument of FlxG.camera.add.
read onlycontainer:Null<FlxContainer>
The parent containing this basic, typically if you check this recursively you should reach the state
5.7.0
.@:value(true)exists:Bool = true
@:value(true)visible:Bool = true
Inherited Methods
Defined by FlxBasic
draw():Void
Override this function to control how the object is drawn. Doing so is rarely necessary, but can be very useful.
getCameras():Array<FlxCamera>
The cameras that will draw this. Use this.cameras to set specific cameras for this object,
otherwise the container's cameras are used, or the container's container and so on. If there
is no container, say, if this is inside FlxGroups rather than a FlxContainer then the
default draw cameras are returned.
5.7.0
.getDefaultCamera():FlxCamera
The main camera that will draw this. Use this.cameras to set specific cameras for this
object, otherwise the container's camera is used, or the container's container and so on.
If there is no container, say, if this is inside FlxGroups rather than a FlxContainer
then FlxG.camera is returned.
5.7.0
.kill():Void
Handy function for "killing" game objects. Use reset() to revive them.
Default behavior is to flag them as nonexistent AND dead.
However, if you want the "corpse" to remain in the game, like to animate an effect or whatever,
you should override this, setting only alive to false, and leaving exists true.