/// <summary> /// If there is a state change requested during the update loop, /// this function handles actual destroying the old state and related processes, /// and calls creates on the new state and plugs it into the game object. /// </summary> protected void switchState() { FlxG.resetCameras(); FlxG.resetInput(); FlxG.destroySounds(); //FlxG.clearBitmapCache(); // Clear the debugger overlay's Watch window //if(_debugger != null) // _debugger.watch.removeAll(); // Clear any timers left in the timer manager //var timerManager:TimerManager = FlxTimer.manager; //if(timerManager != null) // timerManager.clear(); // Destroy the old state (if there is an old state) if (State != null) { State.destroy(); } // Finally assign and create the new state State = RequestedState; State.create(); }
/*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); */ }
public override void create() { FlxG.Framerate = 50; //FlxG.FlashFramerate = 50; // set the background color to white FlxG.bgColor = FlxColor.WHITE; //Setup the level (40 x 40 tiles) Addapted from Adam Atomic's EZPlatformer int[] levelData = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; // Create the tilemap from the levelData we just created level = new FlxTilemap(); level.loadMap(FlxTilemap.arrayToCSV(levelData, 40), FlxTilemap.ImgAuto, 0, 0, FlxTilemap.AUTO); add(level); //Create the two players player1 = new FlxSprite(65, 200).makeGraphic(10, 12, FlxColor.RED); //player 1 is red and starts at 65, 200 player1.MaxVelocity.X = 80; // Theses are pysics settings, player1.MaxVelocity.Y = 200; // controling how the players behave player1.Acceleration.Y = 200; // in the game player1.Drag.X = player1.MaxVelocity.X * 4; add(player1); player2 = new FlxSprite(265, 200).makeGraphic(10, 12, FlxColor.BLUE); // player2 is blue and starts at 265, 200 player2.MaxVelocity.X = 80; // Same thing than player 1 player2.MaxVelocity.Y = 200; player2.Acceleration.Y = 200; player2.Drag.X = player2.MaxVelocity.X * 4; add(player2); // Then we setup two cameras to follow each of the two players FlxCamera cam = new FlxCamera(0, 0, FlxG.width / 2, FlxG.height); // we put the first one in the top left corner cam.follow(player2); // this sets the limits of where the camera goes so that it doesn't show what's outside of the tilemap cam.setBounds(0, 0, level.Width, level.Height); cam.Color = FlxColor.PINK; // add a light red tint to the camera to differentiate it from the other FlxG.resetCameras(cam); // Almost the same thing as the first camera cam = new FlxCamera(FlxG.width / 2, 0, FlxG.width / 2, FlxG.height); // and the second one in the top middle of the screen cam.follow(player1); cam.setBounds(0, 0, level.Width, level.Height); cam.Color = FlxColor.CADETBLUE; // Add a light blue tint to the camera FlxG.addCamera(cam); }