One of the more powerful aspects of groups is FlxTypedGroup.recycle().

// revive the next dead object in the group,
// or create a new one if we haven't reached maxSize
sprite = group.recycle(Sprite.new);

This is very useful for things like bullets, particles, enemy spawns, etc, where you don’t want to call new() frequently.

Note: FlxTypedGroup.recycle() will act differently depending on if the group has a maxSize defined or not.

Demonstration

package;

import flixel.FlxG;
import flixel.FlxState;
import flixel.group.FlxGroup.FlxTypedGroup;

class PlayState extends FlxState
{
	var group:FlxTypedGroup<Sprite>;
	var spawnTimer:Float = 0;

	override public function create()
	{
		bgColor = 0;

super.create();

		add(group = new FlxTypedGroup<Sprite>(20));
	}

	override public function update(elapsed:Float)
	{
		spawnTimer += elapsed * 5;
		if (spawnTimer > 1)
		{
			spawnTimer--;
			group.add(group.recycle(Sprite.new));
		}

		super.update(elapsed);
	}
}

package;

import flixel.FlxG;
import flixel.FlxSprite;
import flixel.system.FlxAssets.FlxGraphicAsset;

class Sprite extends FlxSprite
{
	public function new()
	{
		super("assets/sprite.png");
		kill();
	}

	override public function revive()
	{
		x = -width;
		y = FlxG.random.int(0, Std.int(FlxG.height - height));
		velocity.x = 200;
		super.revive();
	}

	override public function update(elapsed:Float)
	{
		if (x > FlxG.width)
			kill();
		super.update(elapsed);
	}
}