Ejemplo n.º 1
0
        public override void create()
        {
            _timer  = 0;
            _fading = false;
            FlxG.flash(Color.White);

            //Gibs emitted upon death
            FlxEmitter gibs = new FlxEmitter(0, -50);

            gibs.setSize((uint)FlxG.width, 0);
            gibs.setXSpeed();
            gibs.setYSpeed(0, 100);
            gibs.setRotation(-360, 360);
            gibs.gravity = 80;
            gibs.makeParticles(ImgGibs, 800, 32, true, 0);
            add(gibs);
            gibs.start(false, 0, 0.005f);

            FlxText text = new FlxText(0, FlxG.height / 2 - 35, FlxG.width, "VICTORY\n\nSCORE: " + FlxG.score);

            /*
             * if(Gdx.app.getType() == ApplicationType.WebGL)
             *      text.setFormat(ImgFont20,20,0xd8eba2,"center");
             * else
             *      text.setFormat(null,16,0xd8eba2,"center");*/
            add(text);
        }
Ejemplo n.º 2
0
        //private FlxVirtualPad _pad;

        public override void create()
        {
            //		FlxG.mouse.hide();

            /*_sfxCount = new FlxSound().loadEmbedded(SndCount, false, false, FlxSound.SFX);*/

            /*
             * _pad = new FlxVirtualPad(FlxVirtualPad.DPAD_FULL, FlxVirtualPad.A_B);
             * _pad.Alpha = 0.5f;
             */
            //		if(Gdx.app.getType() == ApplicationType.Desktop || MenuState.attractMode)
            //			_pad.visible = false;

            //Here we are creating a pool of 100 little metal bits that can be exploded.
            //We will recycle the crap out of these!
            _littleGibs = new FlxEmitter();
            _littleGibs.setXSpeed(-150, 150);
            _littleGibs.setYSpeed(-200, 0);
            _littleGibs.setRotation(-720, -720);
            _littleGibs.gravity = 350;
            _littleGibs.bounce  = 0.5f;
            _littleGibs.makeParticles(ImgGibs, 100, 10, true, 0.5f);

            //Next we create a smaller pool of larger metal bits for exploding.
            _bigGibs = new FlxEmitter();
            _bigGibs.setXSpeed(-200, 200);
            _bigGibs.setYSpeed(-300, 0);
            _bigGibs.setRotation(-720, -720);
            _bigGibs.gravity = 350;
            _bigGibs.bounce  = 0.35f;
            _bigGibs.makeParticles(ImgSpawnerGibs, 50, 20, true, 0.5f);

            //Then we'll set up the rest of our object groups or pools
            _blocks       = new FlxGroup();
            _decorations  = new FlxGroup();
            _enemies      = new FlxGroup();
            _spawners     = new FlxGroup();
            _hud          = new FlxGroup();
            _enemyBullets = new FlxGroup();
            _bullets      = new FlxGroup();

            //Now that we have references to the bullets and metal bits,
            //we can create the player object.
            _player = new Player(316, 300, _bullets, _littleGibs /*, _pad*/);

            //This refers to a custom function down at the bottom of the file
            //that creates all our level geometry with a total size of 640x480.
            //This in turn calls buildRoom() a bunch of times, which in turn
            //is responsible for adding the spawners and spawn-cameras.
            generateLevel();

            //Add bots and spawners after we add blocks to the state,
            //so that they're drawn on top of the level, and so that
            //the bots are drawn on top of both the blocks + the spawners.
            add(_spawners);
            add(_littleGibs);
            add(_bigGibs);
            add(_blocks);
            add(_decorations);
            add(_enemies);

            //Then we add the player and set up the scrolling camera,
            //which will automatically set the boundaries of the world.
            add(_player);
            FlxG.camera.setBounds(0, 0, 640, 640, true);
            FlxG.camera.follow(_player, FlxCamera.StylePlatformer);

            //We add the bullets to the scene here,
            //so they're drawn on top of pretty much everything
            add(_enemyBullets);
            add(_bullets);
            add(_hud);

            //Finally we are going to sort things into a couple of helper groups.
            //We don't add these groups to the state, we just use them for collisions later!
            _hazards = new FlxGroup();
            _hazards.add(_enemyBullets);
            _hazards.add(_spawners);
            _hazards.add(_enemies);
            _objects = new FlxGroup();
            _objects.add(_enemyBullets);
            _objects.add(_bullets);
            _objects.add(_enemies);
            _objects.add(_player);
            _objects.add(_littleGibs);
            _objects.add(_bigGibs);

            //From here on out we are making objects for the HUD,
            //that is, the player score, number of spawners left, etc.
            //First, we'll create a text field for the current score
            _score = new FlxText(FlxG.width / 4, 0, FlxG.width / 2);

            /*
             * if(Gdx.app.getType() == ApplicationType.WebGL)
             *      _score.setFormat(ImgFont20,20,0xd8eba2,"center",0x131c1b);
             * else*/
            /*_score.setFormat(null,16,0xd8eba2,"center",0x131c1b);*/
            _hud.add(_score);
            if (FlxG.scores == null)
            {
                FlxG.scores = new int[2] {
                    0, 0
                };
            }

            //Then for the player's highest and last scores
            if (FlxG.score > (int)FlxG.scores.GetValue(0))
            {
                FlxG.scores.SetValue(0, FlxG.score);
            }
            if ((int)FlxG.scores.GetValue(0) != 0)
            {
                _score2 = new FlxText(FlxG.width / 2, 0, FlxG.width / 2);
                //_score2.setFormat(null,8,0xd8eba2,"right",_score.getShadow());
                _hud.add(_score2);
                _score2.text = "HIGHEST: " + FlxG.scores.GetValue(0) + "\nLAST: " + FlxG.score;
            }
            FlxG.score  = 0;
            _scoreTimer = 0;

            //Then we create the "gun jammed" notification
            _gunjam = new FlxGroup();
            _gunjam.add(new FlxSprite(0, FlxG.height - 22).makeGraphic((uint)FlxG.width, 24, Color.Orange));

            /*
             * if(Gdx.app.getType() == ApplicationType.WebGL)
             *      _gunjam.add(new FlxText(0,FlxG.height-22,FlxG.width,"GUN IS JAMMED").setFormat(ImgFont20,20,0xd8eba2,"center"));
             * else*/
            _gunjam.add(new FlxText(0, FlxG.height - 22, FlxG.width, "GUN IS JAMMED"));       /*.setFormat(null,16,0xd8eba2,"center"));*/
            _gunjam.Visible = false;
            _hud.add(_gunjam);

            //After we add all the objects to the HUD, we can go through
            //and set any property we want on all the objects we added
            //with this sweet function.  In this case, we want to set
            //the scroll factors to zero, to make sure the HUD doesn't
            //wiggle around while we play.
            _hud.SetAll("ScrollFactor", new FlxPoint(0, 0));
            _hud.SetAll("Cameras", new List <FlxCamera> {
                FlxG.camera
            });

            /*FlxG.playMusic(SndMode);*/
            FlxG.flash(Color.White);
            _fading = false;

            //Debugger Watch examples
            FlxG.watch(_player, "x");
            FlxG.watch(_player, "y");
            //FlxG.watch(FlxG.class,"score");
        }
Ejemplo n.º 3
0
		public override void update()
		{			
			base.update();

			if(title2.X > title1.X + title1.Width - 4)
			{
				//Once mo and de cross each other, fix their positions
				title2.X = title1.X + title1.Width - 4;
				title1.Velocity.X = 0;
				title2.Velocity.X = 0;

				//Then, play a cool sound, change their color, and blow up pieces everywhere
				/*
				FlxG.play(SndHit, 1f, false, false);
				*/
				FlxG.flash(Color.White,0.5f);
				FlxG.shake(0.035f,0.5f);
				title1.Color = Color.White;
				title2.Color = Color.White;
				gibs.start(true,5);
				title1.Angle = FlxG.random()*30-15;
				title2.Angle = FlxG.random()*30-15;

				//Then we're going to add the text and buttons and things that appear
				//If we were hip we'd use our own button animations, but we'll just recolor
				//the stock ones for now instead.
				FlxText text;
				text = new FlxText(FlxG.width/2-50,FlxG.height/3+39,100,"by Adam Atomic");
				/*text.Alignment = "center";*/
				text.Color = Color.White;
				add(text);
				/*
				FlxButton flixelButton = new FlxButton(FlxG.width/2-40,FlxG.height/3+54,"flixel.org",new IFlxButton(){ public void callback(){onFlixel();}});
				flixelButton.setColor(0xff729954);
				flixelButton.label.setColor(0xffd8eba2);
				ModeMenuState(flixelButton);

				FlxButton dannyButton = new FlxButton(flixelButton.X,flixelButton.Y + 22,"music: dannyB",new IFlxButton(){ public void callback(){onDanny();}});
				dannyButton.setColor(flixelButton.getColor());
				dannyButton.label.setColor(flixelButton.label.getColor());
				add(dannyButton);
				*/

				text = new FlxText(FlxG.width/2-40,FlxG.height/3+139,80,"X+C TO PLAY");
				text.Color = Color.White;
				//text.setAlignment("center");
				add(text);
				/*
				playButton = new FlxButton(flixelButton.X,flixelButton.Y + 82,"CLICK HERE", onPlay());
				playButton.setColor(flixelButton.getColor());
				playButton.label.setColor(flixelButton.label.getColor());
				add(playButton);
				*/
			}

			//X + C were pressed, fade out and change to play state.
			//OR, if we sat on the menu too long, launch the attract mode instead!
			timer += FlxG.elapsed;
			if(timer >= 10) //go into demo mode if no buttons are pressed for 10 seconds
				attractMode = true;
			if(!fading 
				&& ((FlxG.keys.pressed(Keys.X) && FlxG.keys.pressed(Keys.C)) 
				/*|| (_pad.buttonA.status == FlxButton.Pressed && _pad.buttonB.status == FlxButton.Pressed) */
				|| attractMode)) 
			{
				fading = true;
				/*FlxG.play(SndHit2, 1f, false, false);*/
				FlxG.flash(Color.White,0.5f);
				FlxG.fade(Color.Black,1, onFade);
			}
		}