class FlxState(): #@desc Constructor def __init__(self): self._layer =FlxLayer(); FlxG.state = self #self.schedule(self.update) #@desc Adds a new FlxCore subclass (FlxSprite, FlxBlock, etc) to the game loop #@param Core The object you want to add to the game loop def add(self,Core): return self._layer.add(Core); #@desc Automatically goes through and calls update on everything you added to the game loop, override this function to handle custom input and perform collisions def update(self): self._layer.update(); #@desc Automatically goes through and calls render on everything you added to the game loop, override this loop to do crazy graphical stuffs I guess? def render(self): self._layer.render(); #@desc Override this function to handle any deleting or "shutdown" type operations you might need (such as removing traditional Flash children like Sprite objects) def destroy(self): self._layer.destroy()
class FlxState(): #@desc Constructor def __init__(self): self._layer = FlxLayer() FlxG.state = self #self.schedule(self.update) #@desc Adds a new FlxCore subclass (FlxSprite, FlxBlock, etc) to the game loop #@param Core The object you want to add to the game loop def add(self, Core): return self._layer.add(Core) #@desc Automatically goes through and calls update on everything you added to the game loop, override this function to handle custom input and perform collisions def update(self): self._layer.update() #@desc Automatically goes through and calls render on everything you added to the game loop, override this loop to do crazy graphical stuffs I guess? def render(self): self._layer.render() #@desc Override this function to handle any deleting or "shutdown" type operations you might need (such as removing traditional Flash children like Sprite objects) def destroy(self): self._layer.destroy()
def __init__(self): self._layer = FlxLayer() FlxG.state = self
def __init__(self): self._layer =FlxLayer(); FlxG.state = self