API Edit
import flixel.FlxSprite;

FlxSprites are the core building blocks of all Flixel games. They offer a friendly API to add animation, movement and features for the needs of most games.

It is pretty common place to extend FlxSprite for your own game's needs; for example a SpaceShip class may extend FlxSprite but could have additional variables for the game like shieldStrength or shieldPower. When you extend FlxSprite it is important to remember to use super.update() if you override the update method, as you would do for any other FlxBasic.


This method is the easiest way to use a single image for your FlxSprite. Using the OpenFL asset system defined in the project xml file you simply have to define a path to your image and the compiler will do the rest.

var player = new FlxSprite();


This method is a handy way to make a simple color fill to quickly test a feature or have the basic shape.

var whiteSquare = new FlxSprite();
whiteSquare.makeGraphic(200, 200, FlxColor.WHITE);


####Position: x, y

whiteSquare.x = 100;
whiteSquare.y = 300;

####Size: width, height

Automatically set in loadGraphic() or makeGraphic(), changing this will only affect the hitbox of this sprite, use scale to change the graphic's size.

// get
var getWidth = whiteSquare.width;

// set
whiteSquare.width = 100;
whiteSquare.height = 100;

####Scale (FlxPoint) Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that (or setGraphicSize()).

// twice as big
whiteSquare.scale.set(2, 2);

// 50%
whiteSquare.scale.set(0.5, 0.5);

####Offset (FlxPoint) Controls the position of the sprite's hitbox. Likely needs to be adjusted after changing a sprite's width, height or scale.

whiteSquare.offset.set(50, 50);

####Origin (FlxPoint) Rotation axis. Default: center.

WARNING: If you change this, the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

// rotate from top-left corner instead of center
whiteSquare.origin.set(0, 0);


This method is useful for when you want to hide a sprite from the stage but keep it available to reuse later. For example you may want to respawn an enemy the player has killed.


This method is destructive to the sprite and should be used when you want to make sure that the sprite will be cleared from memory. It is commonly used inside a FlxState's overriden destroy method.


Flixel supports spritesheet animation.

player.loadGraphic("assets/player.png", true, 32, 36);
player.animation.add("walk", [0, 1, 0, 2], 5, true);