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);
        }
Example #2
0
        /// <summary>
        /// Plant that can lose leaves
        /// </summary>
        /// <param name="xPos"></param>
        /// <param name="yPos"></param>
        /// <param name="type">Two types of plants. 1 and 2.</param>
        public Plant(int xPos, int yPos, int type)
            : base(xPos, yPos)
        {
            if (type == 1)
            {
                loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/plant1"), false, false, 10, 110);
            }
            else if (type == 2)
            {
                loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/plant2"), false, false, 13, 110);
            }

            _leaves = new FlxEmitter();
            _leaves.setSize(2, 110);
            _leaves.createSprites(FlxG.Content.Load <Texture2D>("Lemonade/leaves"), 30, true, 0.0f, 0.0f);
            _leaves.setRotation(0, 360);
            _leaves.setYSpeed(15, 85);
            _leaves.setXSpeed(-40, 40);
            _leaves.gravity = 15;
            _leaves.at(this);


            canLoseLeaves = 110;
        }
        override public void create()
        {
            base.create();

            FlxG.setHudGamepadButton(FlxHud.TYPE_KEYBOARD, FlxHud.Keyboard_Arrow_Left, 10, 110);
            FlxG.setHudGamepadButton(FlxHud.TYPE_KEYBOARD_DIRECTION, FlxHud.Keyboard_Arrow_Right, 110, 110);



            FlxSprite bg = new FlxSprite(0, 0);

            bg.createGraphic(FlxG.width, FlxG.width, new Color(0.05f, 0.05f, 0.08f));
            bg.setScrollFactors(0, 0);
            add(bg);

            stars = new FlxGroup();


            // Make a starfield to fly through.
            for (int i = 0; i < 100; i++)
            {
                star = new FlxSprite(FlxU.random(0, FlxG.width), FlxU.random(0, FlxG.height));
                star.createGraphic(3, 3, Color.White);
                star.velocity.Y = FlxU.random(20, 100);
                star.velocity.X = 0;
                stars.add(star);
            }

            add(stars);

            spaceShip = new FlxSprite(FlxG.width / 2, FlxG.height / 2);
            spaceShip.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/spaceship_32x32"), true, false, 32, 32);

            //Add some animations to our Spaceship
            spaceShip.addAnimation("static", new int[] { 0 }, 36, true);

            spaceShip.addAnimation("transform1", new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 }, 12, false);
            spaceShip.addAnimation("transform2", new int[] { 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39 }, 12, false);
            spaceShip.addAnimation("transform3", new int[] { 40, 41, 42 }, 12, false);


            //spaceShip.addAnimation("transform", new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39}, 24, false);
            //spaceShip.addAnimation("reverse", new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39 }, 24, false);

            spaceShip.addAnimation("transform", spaceShip.generateFrameNumbersBetween(0, 39), 24, false);
            spaceShip.addAnimation("reverse", spaceShip.generateFrameNumbersBetween(39, 0), 24, false);

            spaceShip.play("static");

            //Add an animation callback - This will call Pulse on every frame.
            spaceShip.addAnimationCallback(pulse);

            spaceShip.scale = 3;
            spaceShip.setDrags(1100, 1100);
            add(spaceShip);

            jets = new FlxEmitter();

            jets.setSize(5, 50);
            jets.createSprites(FlxG.Content.Load <Texture2D>("flixel/diagnostic/testpalette"), 100, true, 0.0f, 0.0f);
            jets.setXSpeed(-110, 110);
            jets.setYSpeed(40, 80);

            add(jets);
            jets.at(spaceShip);
        }
		/*private FlxVirtualPad _pad;*/

		
		public override void create()
		{
			FlxG.width = (int)FlxG.camera.Width;// ViewportWidth;
			FlxG.resetCameras();
			
			FlxG.bgColor = Color.Black;

			//Simple use of flixel save game object.
			//Tracks number of times the game has been played.
			/*FlxSave save = new FlxSave();
			if(save.bind("Mode"))
			{
				if(save.data.get("plays", Integer.class) == null)
					save.data.put("plays", 0);
				else
					save.data.put("plays", save.data.get("plays", Integer.class) + 1);
				FlxG.log("Number of plays: "+save.data.get("plays", Integer.class));
				//save.erase();
				save.close();
			}
			*/

			//All the bits that blow up when the text smooshes together
			gibs = new FlxEmitter(FlxG.width/2-50,FlxG.height/2-10);
			gibs.setSize(100,30);
			gibs.setYSpeed(-200,-20);
			gibs.setRotation(-720,720);
			gibs.gravity = 100;
			gibs.makeParticles(ImgGibs,650,32,true,0);
			add(gibs);

			//the letters "mo"
			title1 = new FlxText(FlxG.width + 16,FlxG.height/3,64,"mo");
			/*
			if(Gdx.app.getType() == ApplicationType.WebGL)
				title1.setFormat(ImgFont40, 40);
			else 
				title1.SetSize(32);
			title1.SetColor(0x3a5c39);
			title1.Antialiasing = true;
			*/
			title1.Velocity.X = -FlxG.width;
			title1.Moves = true;
			add(title1);

			//the letters "de"
			title2 = new FlxText(-60,title1.Y,(int) title1.Width,"de");
			/*
			if(Gdx.app.getType() == ApplicationType.WebGL)
				title2.setFormat(ImgFont40, 40);
			else 
				title2.SetSize(32);

			title2.SetColor(title1.GetColor());
			title2.Antialiasing = title1.Antialiasing;
			*/
			title2.Velocity.X = FlxG.width;
			title2.Moves = true;
			add(title2);

			fading = false;
			timer = 0;
			attractMode = false;
				
			//FlxG.mouse.show(FlxS.ContentManager.Load<Texture2D>(ImgCursor),2);
			/*
			_pad = new FlxVirtualPad(FlxVirtualPad.DPAD_None, FlxVirtualPad.A_B);
			_pad.setAlpha(0.5f);

			if(Gdx.app.getType() != ApplicationType.Desktop)
				add(_pad);
				*/
		}
        override public void create()
        {
            base.create();

            Lemonade_Globals.coinsThisLevel = 0;

            Console.WriteLine("Starting Level {0} : {1}", FlxG.level, Lemonade_Globals.location);
            FlxG.transition.resetAndStop();


            FlxG._game.hud.p1HudText.x = -1000;
            FlxG._game.hud.p2HudText.x = -1000;
            FlxG._game.hud.p3HudText.x = -1000;
            FlxG._game.hud.p4HudText.x = -1000;

            FlxG._game.hud.setHudGamepadButton(FlxHud.TYPE_KEYBOARD, 0, -1000, -1000);

            FlxG.mouse.hide();

            FlxG.autoHandlePause = true;

            actors               = new FlxGroup();
            trampolines          = new FlxGroup();
            levelItems           = new FlxGroup();
            ramps                = new FlxGroup();
            smallCrates          = new FlxGroup();
            movingPlatforms      = new FlxGroup();
            hazards              = new FlxGroup();
            collidableTileblocks = new FlxGroup();
            coins                = new FlxGroup();


            //Level Adjust

            buildTileset();
            buildActors();
            buildBoxes();

            add(trampolines);
            add(levelItems);

            add(ramps);
            add(smallCrates);
            add(movingPlatforms);
            add(actors);
            add(collidableTileblocks);

            add(hazards);
            add(coins);



            //set up a little bubble particle system.

            bubbleParticle       = new FlxEmitter();
            bubbleParticle.delay = 3;
            bubbleParticle.setXSpeed(-150, 150);
            bubbleParticle.setYSpeed(-40, 100);
            bubbleParticle.setRotation(-720, 720);
            bubbleParticle.gravity = Lemonade_Globals.GRAVITY * -0.25f;
            bubbleParticle.createSprites(FlxG.Content.Load <Texture2D>("Lemonade/bubble"), 200, true, 1.0f, 0.65f);
            add(bubbleParticle);

            crateParticle       = new FlxEmitter();
            crateParticle.delay = float.MaxValue;
            crateParticle.setSize(80, 60);
            crateParticle.setXSpeed(-350, 350);
            crateParticle.setYSpeed(-200, 200);
            crateParticle.setRotation(-720, 720);
            crateParticle.gravity = Lemonade_Globals.GRAVITY;
            crateParticle.createSprites(FlxG.Content.Load <Texture2D>("Lemonade/crateShards"), 200, true, 1.0f, 0.65f);
            add(crateParticle);


            // follow.
            FlxG.followBounds(0, 0, FlxG.levelWidth, FlxG.levelHeight);

            if (Lemonade_Globals.location == "factory")
            {
                FlxG.follow(worker, LERP);
            }
            if (Lemonade_Globals.location == "management")
            {
                FlxG.follow(liselot, LERP);
            }
            if (Lemonade_Globals.location == "military")
            {
                FlxG.follow(army, LERP);
            }
            if (Lemonade_Globals.location == "newyork")
            {
                FlxG.follow(chef, LERP);
            }
            if (Lemonade_Globals.location == "warehouse")
            {
                FlxG.follow(andre, LERP);
            }
            if (Lemonade_Globals.location == "sydney")
            {
                FlxG.follow(inspector, LERP);
            }

            playSong();

            currentCharHud = new Hud(5, 5);
            add(currentCharHud);

            levelIntro = new LevelIntro();
            add(levelIntro);

            currentCharHud.time = Lemonade_Globals.timeLeft;

            foreach (FlxSprite item in actors.members)
            {
                if (Lemonade_Globals.stateSaver[Lemonade_Globals.location].ContainsKey(item.ToString()))
                {
                    try
                    {
                        item.x = Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString()].X;
                        item.y = Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString()].Y;
                    }
                    catch (Exception)
                    {
                        Console.WriteLine("State saver not working for actors.");
                    }
                }
            }
            int count = 0;

            foreach (FlxSprite item in coins.members)
            {
                if (Lemonade_Globals.stateSaver[Lemonade_Globals.location].ContainsKey(item.ToString() + count.ToString()))
                {
                    try
                    {
                        //Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()] = new Vector2(item.x, item.y);
                        if (item.ToString().StartsWith("Lemonade.Coin"))
                        {
                            //item.x = Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()].X;
                            //item.y = Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()].Y;
                            item.dead = Convert.ToBoolean(Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()].X);

                            if (Convert.ToBoolean(Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()].X))
                            {
                                item.x = -100;
                                item.y = -100;
                            }
                        }

                        count++;
                    }
                    catch (Exception)
                    {
                        Console.WriteLine("State saver not working for coins");
                    }
                }
            }
        }