/// <summary> /// Creates a new <code>FlxButton</code> object with a gray background /// and a callback function on the UI thread. /// </summary> /// <param name="X">The X position of the button.</param> /// <param name="Y">The Y position of the button.</param> /// <param name="Callback">The function to call whenever the button is clicked.</param> public FlxButton(int X, int Y, FlxButtonClick Callback) : base() { x = X; y = Y; width = 100; height = 20; _off = new FlxSprite().createGraphic((int)width, (int)height, new Color(0x7f, 0x7f, 0x7f)); _off.solid = false; add(_off, true); _on = new FlxSprite().createGraphic((int)width, (int)height, Color.White); _on.solid = false; add(_on, true); _offT = null; _onT = null; _callback = Callback; _onToggle = false; _pressed = false; _initialized = false; _sf = Vector2.Zero; pauseProof = false; _controllerButtonIndex = -1; //_controllerButton = new FlxSprite((int)width+5,0); //_controllerButton.loadGraphic(FlxG.Content.Load<Texture2D>("buttons/BP3_SSTRIP_32"),true,false,32,32); //_controllerButton.solid = false; ////_controllerButton.scale //add(_controllerButton, true); }
/// <summary> /// Creates a new <code>FlxButton</code> object with a gray background /// and a callback function on the UI thread. /// Also appends a GamePad symbol to allow for using a gamepad to select the menu. /// </summary> /// <param name="X">The X position of the button.</param> /// <param name="Y">The Y position of the button.</param> /// <param name="Callback">The function to call whenever the button is clicked.</param> /// <param name="Button">Button number. Uses FlxButton.ControlPad** to select a button</param> public FlxButton(int X, int Y, FlxButtonClick Callback, int Button) : base() { x = X; y = Y; width = 100; height = 20; _off = new FlxSprite().createGraphic((int)width, (int)height, new Color(0x7f, 0x7f, 0x7f)); _off.solid = false; add(_off, true); _on = new FlxSprite().createGraphic((int)width, (int)height, Color.White); _on.solid = false; add(_on, true); _offT = null; _onT = null; _callback = Callback; _onToggle = false; _pressed = false; _initialized = false; _sf = Vector2.Zero; pauseProof = false; _controllerButtonIndex = Button; //_controllerButton = new FlxSprite((int)width + 5, 0); //_controllerButton.loadGraphic(FlxG.Content.Load<Texture2D>("buttons/BP3_SSTRIP_32"), true, false, 31, 32); //_controllerButton.width = 29; //_controllerButton.height = 30; //_controllerButton.offset.X = 1; //_controllerButton.offset.Y = 1; //_controllerButton.addAnimation("frame", new int[] {Button}); //_controllerButton.play("frame"); //_controllerButton.solid = false; //add(_controllerButton, true); }
public FlxRecord() { vcrGroup = new FlxGroup(); // Customizable things filename = "File"; controller = PlayerIndex.One; //int xPos = 150; int yPos = 30; openSprite = new FlxSprite(130, yPos); openSprite.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/vcr/open")); openSprite.setScrollFactors(0, 0); openSprite.debugName = "open"; vcrGroup.add(openSprite); openSprite.boundingBoxOverride = false; pauseSprite = new FlxSprite(230, yPos); pauseSprite.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/vcr/pause")); pauseSprite.setScrollFactors(0, 0); pauseSprite.debugName = "pause"; vcrGroup.add(pauseSprite); pauseSprite.boundingBoxOverride = false; playSprite = new FlxSprite(330, yPos); playSprite.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/vcr/play")); playSprite.setScrollFactors(0, 0); playSprite.debugName = "play"; vcrGroup.add(playSprite); playSprite.boundingBoxOverride = false; recordSprite = new FlxSprite(430, yPos); recordSprite.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/vcr/record_on")); recordSprite.setScrollFactors(0, 0); recordSprite.debugName = "record"; vcrGroup.add(recordSprite); recordSprite.boundingBoxOverride = false; restartSprite = new FlxSprite(530, yPos); restartSprite.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/vcr/restart")); restartSprite.setScrollFactors(0, 0); restartSprite.debugName = "restart"; vcrGroup.add(restartSprite); restartSprite.boundingBoxOverride = false; stopSprite = new FlxSprite(630, yPos); stopSprite.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/vcr/stop")); stopSprite.setScrollFactors(0, 0); stopSprite.debugName = "stop"; vcrGroup.add(stopSprite); stopSprite.boundingBoxOverride = false; infoText = new FlxText(360, yPos, FlxG.width); infoText.boundingBoxOverride = false; }
/// <summary> /// /// </summary> /// <param name="Graphics"></param> /// <param name="color"></param> /// <param name="rows"></param> /// <param name="cols"></param> /// <param name="width"></param> /// <param name="height"></param> /// <param name="angle"></param> /// <param name="angularVelocity"></param> /// <param name="speed">Speed 0.001 is slow. 1 = transition over 1 frame.</param> /// <returns></returns> public FlxTransition createSprites(Texture2D Graphics, Color color, int rows, int cols, int width, int height, float angle, float angularVelocity, float speed) { members = new List <FlxObject>(); FlxSprite s; _speed = speed; for (int _y = 0; _y < rows; _y++) { for (int _x = 0; _x < cols; _x++) { //Console.WriteLine(":::: z{0} w{1} h{2} x{3} y{4} ", FlxG.zoom, width, height, _x, _y); s = new FlxSprite(width * _y * 4, height * _x * 4); if (Graphics == null) { s.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/transitionBlack_40x40"), false, false, width, height); } else { s.loadGraphic(Graphics, false, false, width, height); } if (FlxG.buildDescription == "GAMEBOY") { s.color = new Color(77, 81, 60); } else { s.color = new Color(0, 0, 0); } s.angle = angle; s.angularVelocity = angularVelocity + (angularVelocity * _y); s.scale = 0.0f; s.scrollFactor.X = 0; s.scrollFactor.Y = 0; s.solid = false; s.boundingBoxOverride = false; add(s); } } return(this); }
/// <summary> /// /// </summary> /// <param name="x">The x coordinate location of the resulting bar (in world pixels)</param> /// <param name="y">The y coordinate location of the resulting bar (in world pixels)</param> /// <param name="direction">One of the FlxBar.FILL_ constants (such as FILL_LEFT_TO_RIGHT, FILL_TOP_TO_BOTTOM etc)</param> /// <param name="width">The width of the bar in pixels</param> /// <param name="height">The height of the bar in pixels</param> /// <param name="parentRef">A reference to an object in your game that you wish the bar to track</param> /// <param name="variable">The variable of the object that is used to determine the bar position. For example if the parent was an FlxSprite this could be "health" to track the health value</param> /// <param name="min">The minimum value. I.e. for a progress bar this would be zero (nothing loaded yet)</param> /// <param name="max">The maximum value the bar can reach. I.e. for a progress bar this would typically be 100.</param> /// <param name="border">Include a 1px border around the bar? (if true it adds +2 to width and height to accommodate it)</param> public FlxBar(int x, int y, uint direction = FILL_LEFT_TO_RIGHT, uint width = 100, uint height = 10, FlxSprite parentRef = null, string variable = "", float min = 0, float max = 100, bool border = false) : base() { barWidth = width; barHeight = height; _border = border; //if (border) //{ // makeGraphic(barWidth + 2, barHeight + 2, 0xffffffff, true); // filledBarPoint = new Point(1, 1); //} emptyBar = new FlxSprite(x, y).createGraphic((int)width, (int)height, Color.DarkSlateGray); filledBar = new FlxSprite(x, y).createGraphic((int)width, (int)height, Color.Green); if (_border) { outline = new FlxSprite(x - 1, y - 1).createGraphic((int)width + 2, (int)height + 2, Color.LightGray); } if (parentRef != null) { parent = parentRef; parentVariable = variable; } //setFillDirection(direction); setRange(min, max); //createFilledBar(0xff005100, 0xff00F400, border); //emptyKill = false; _text = new FlxText(x, y, 100); _text.setFormat(null, 1, Color.White, FlxJustification.Left, Color.Black); _text.text = variable; health = max; }
/// <summary> /// Instantiates a new camera at the specified location, with the specified size and zoom level. /// </summary> /// <param name="X">X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.</param> /// <param name="Y">Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.</param> /// <param name="Width">The width of the camera display in pixels.</param> /// <param name="Height">The height of the camera display in pixels.</param> /// <param name="Zoom">The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution.</param> public FlxCamera(int X, int Y, int Width, int Height, float Zoom) { x = X; y = Y; width = Width; height = Height; target = null; scroll = new Vector2(); bounds = new Rectangle(); screen = new FlxSprite(); screen.createGraphic(0, 0, Color.Black); bgColor = FlxG.backColor; angle = 0; color = Color.White; zoom = Zoom; }
/// <summary> /// Creates the sprites you need for a Transition. /// </summary> /// <param name="Graphics">A graphic to use for the transition.</param> /// <param name="color">The color to use if you're not using a texture</param> /// <param name="rows">Rows</param> /// <param name="cols">Columns</param> /// <param name="width">Width</param> /// <param name="height">Height</param> /// <returns>A FlxTransition</returns> public FlxTransition createSprites(Texture2D Graphics, Color color, int rows, int cols, int width, int height) { members = new List <FlxObject>(); FlxSprite s; for (int _y = 0; _y < rows; _y++) { for (int _x = 0; _x < cols; _x++) { s = new FlxSprite(width * _y * FlxG.zoom, height * _x * FlxG.zoom); s.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/transition_30x30"), false, false, width, height); if (FlxG.buildDescription == "GAMEBOY") { s.color = new Color(77, 81, 60); } else { s.color = new Color(0, 0, 0); } //s.angle = 45; s.scale = FlxG.zoom; //s.angularVelocity = 15; //s.scrollFactor = Vector2.Zero; s.scrollFactor.X = 0; s.scrollFactor.Y = 0; s.solid = false; s.boundingBoxOverride = false; add(s); } } return(this); }
/// <summary> /// Initialize the console. /// </summary> /// <param name="targetLeft">Target Left</param> /// <param name="targetWidth">Target Width</param> public FlxConsole(int targetLeft, int targetWidth) { visible = false; _FPS = new int[8]; _consoleRect = new Rectangle(FlxG.spriteBatch.GraphicsDevice.Viewport.X, 0, FlxG.spriteBatch.GraphicsDevice.Viewport.Width, FlxG.spriteBatch.GraphicsDevice.Viewport.Height); width = FlxG.spriteBatch.GraphicsDevice.Viewport.Width; height = FlxG.spriteBatch.GraphicsDevice.Viewport.Height; dx = (int)(width * 0.05); dy = (int)(height * 0.05); _titleSafeRect = new Rectangle(dx * 2, dy * 2, width - 4 * dx, height - 4 * dy); _consoleColor = new Color(0, 0, 0, 0x7F); _consoleText = new FlxText(targetLeft + (dx * 2), -800, targetWidth, "").setFormat(null, 1, Color.White, FlxJustification.Left, Color.White); _consoleText.height = FlxG.height; //FlxG.spriteBatch.GraphicsDevice.Viewport.Height; _consoleText.boundingBoxOverride = false; _consoleCommand = new FlxText(targetLeft + (dx * 2) + 50, -800, targetWidth, "").setFormat(null, 1, Color.HotPink, FlxJustification.Left, Color.Black); _consoleCommand.text = ""; _consoleCommand.boundingBoxOverride = false; _consoleCheatActivated = new FlxSprite(targetLeft + (dx * 2), -800, FlxG.Content.Load <Texture2D>("flixel/vcr/cheat_on")); _consoleCheatActivated.setScrollFactors(0, 0); _consoleCheatActivated.boundingBoxOverride = false; _consoleFPS = new FlxText(targetLeft + targetWidth - (dx * 3), -800, 30, "").setFormat(null, 2, Color.White, FlxJustification.Right, Color.White); _consoleFPS.boundingBoxOverride = false; _consoleLines = new List <string>(); MAX_CONSOLE_LINES = (FlxG.spriteBatch.GraphicsDevice.Viewport.Height / (int)(_consoleText.font.MeasureString("Qq").Y)) - 1; vcr = new FlxRecord(); }
virtual public FlxSprite emitParticleAndReturnSprite() { _counter++; FlxSprite s = members[_particle] as FlxSprite; s.visible = true; s.exists = true; s.active = true; s.x = x - ((int)s.width >> 1) + FlxU.random() * width; s.y = y - ((int)s.height >> 1) + FlxU.random() * height; s.velocity.X = minParticleSpeed.X; if (minParticleSpeed.X != maxParticleSpeed.X) { s.velocity.X += FlxU.random() * (maxParticleSpeed.X - minParticleSpeed.X); } s.velocity.Y = minParticleSpeed.Y; if (minParticleSpeed.Y != maxParticleSpeed.Y) { s.velocity.Y += FlxU.random() * (maxParticleSpeed.Y - minParticleSpeed.Y); } s.acceleration.Y = gravity; s.angularVelocity = minRotation; if (minRotation != maxRotation) { s.angularVelocity += FlxU.random() * (maxRotation - minRotation); } if (s.angularVelocity != 0) { s.angle = FlxU.random() * 360 - 180; } s.drag.X = particleDrag.X; s.drag.Y = particleDrag.Y; _particle++; if (_particle >= members.Count) { _particle = 0; } s.onEmit(); justEmitted = true; return(s); }
//@benbaird initializes the console, the pause overlay, and the soundbar private void initConsole() { //initialize the debug console _console = new FlxConsole(targetLeft, targetWidth); _console.log(FlxG.LIBRARY_NAME + " v" + FlxG.LIBRARY_MAJOR_VERSION.ToString() + "." + FlxG.LIBRARY_MINOR_VERSION.ToString()); _console.log("---------------------------------------"); //Pause screen popup _pausePanel = new FlxPause(); if (_helpStrings != null) { _pausePanel.helpX = _helpStrings[0]; _pausePanel.helpC = _helpStrings[1]; _pausePanel.helpMouse = _helpStrings[2]; _pausePanel.helpArrows = _helpStrings[3]; } //Sound Tray popup _soundTrayRect = new Rectangle((FlxG.width - 80) / 2, -30, 80, 30); _soundTrayVisible = false; _soundCaption = new FlxText((FlxG.width - 80) / 2, -10, 80, "VOLUME"); _soundCaption.setFormat(null, 1, Color.White, FlxJustification.Center, Color.White).height = 10; int bx = 10; int by = 14; _soundTrayBars = new FlxSprite[10]; for (int i = 0; i < 10; i++) { _soundTrayBars[i] = new FlxSprite(_soundTrayRect.X + (bx * 1), -i, null); _soundTrayBars[i].width = 4; _soundTrayBars[i].height = i + 1; _soundTrayBars[i].scrollFactor = Vector2.Zero; bx += 6; by--; } }
override public void create() { base.create(); Registry.levelSize = Registry.getLevelSize(); FlxG.elapsedTotal = 0; add(SpriteFactory.createCave()); hero = SpriteFactory.createSprite(new Dictionary<string, string> { { "Name", "CharacterPlayerControlled" }, { "x", (((int)Registry.levelSize.X * Registry.tileSize) / 2).ToString() }, { "y", (((int)Registry.levelSize.X * Registry.tileSize) / 2).ToString() } }); createStaircase(); enemies = new FlxGroup(); addRandomObjects(5 * Registry.levelNumber, "CharacterComputerControlled", enemies); add(enemies); pickups = new FlxGroup(); addRandomObjects(55, "PickUp", pickups); add(pickups); add(hero); FlxG.follow(hero, 9); FlxG.followBounds(0, 0, (int)Registry.levelSize.X * Registry.tileSize, (int)Registry.levelSize.Y * Registry.tileSize); //FlxG.showBounds = true; //add(SpriteFactory.createTileblock(new Dictionary<string, string> { { "Name", "UIBox" }, { "x", "10" }, { "y", "10" }, { "width", "64" }, { "height", "32" } })); add(SpriteFactory.createSprite(new Dictionary<string, string> { { "Name", "MoveCounter" }, { "x", "-1" }, { "y", "-1" } })); add(battleUI = new BattleUI()); add(messageBox = new MessageBox()); }
public override void update() { if (_f == null) { _f = new List <FlxLogoPixel>(); int scale = 10; float pwrscale; int pixelsize = (FlxG.height / scale); int top = (FlxG.height / 2) - (pixelsize * 2); int left = (FlxG.width / 2) - pixelsize; pwrscale = ((float)pixelsize / 24f); //Add logo pixels add(new FlxLogoPixel(left + pixelsize, top, pixelsize, 0, _fc)); add(new FlxLogoPixel(left, top + pixelsize, pixelsize, 1, _fc)); add(new FlxLogoPixel(left, top + (pixelsize * 2), pixelsize, 2, _fc)); add(new FlxLogoPixel(left + pixelsize, top + (pixelsize * 2), pixelsize, 3, _fc)); add(new FlxLogoPixel(left, top + (pixelsize * 3), pixelsize, 4, _fc)); FlxSprite pwr = new FlxSprite((FlxG.width - (int)((float)_poweredBy.Width * pwrscale)) / 2, top + (pixelsize * 4) + 16, _poweredBy); pwr.loadGraphic(_poweredBy, false, false, (int)((float)_poweredBy.Width * pwrscale), (int)((float)_poweredBy.Height * pwrscale)); pwr.color = _fc; pwr.scale = pwrscale; add(pwr); _fSound.Play(FlxG.volume, 0f, 0f); } _logoTimer += FlxG.elapsed; base.update(); if (_logoTimer > 2.5f) { FlxG.state = _nextScreen; } }
public override void update() { if (_f == null) { _f = new List<FlxLogoPixel>(); int scale = 10; float pwrscale; int pixelsize = (FlxG.height / scale); int top = (FlxG.height / 2) - (pixelsize * 2); int left = (FlxG.width / 2) - pixelsize; pwrscale = ((float)pixelsize / 24f); //Add logo pixels add(new FlxLogoPixel(left + pixelsize, top, pixelsize, 0, _fc)); add(new FlxLogoPixel(left, top + pixelsize, pixelsize, 1, _fc)); add(new FlxLogoPixel(left, top + (pixelsize * 2), pixelsize, 2, _fc)); add(new FlxLogoPixel(left + pixelsize, top + (pixelsize * 2), pixelsize, 3, _fc)); add(new FlxLogoPixel(left, top + (pixelsize * 3), pixelsize, 4, _fc)); FlxSprite pwr = new FlxSprite((FlxG.width - (int)((float)_poweredBy.Width * pwrscale)) / 2, top + (pixelsize * 4) + 16, _poweredBy); pwr.loadGraphic(_poweredBy, false, false, (int)((float)_poweredBy.Width * pwrscale), (int)((float)_poweredBy.Height * pwrscale)); pwr.color = _fc; pwr.scale = pwrscale; add(pwr); _fSound.Play(FlxG.volume, 0f, 0f); } _logoTimer += FlxG.elapsed; base.update(); if (_logoTimer > 2.5f) { FlxG.state = _nextScreen; } }
/** * Creates a new <code>FlxButton</code> object with a gray background * and a callback function on the UI thread. * * @param X The X position of the button. * @param Y The Y position of the button. * @param Callback The function to call whenever the button is clicked. */ public FlxButton(int X, int Y, FlxButtonClick Callback) : base() { x = X; y = Y; width = 100; height = 20; _off = new FlxSprite().createGraphic((int)width, (int)height, new Color(0x7f, 0x7f, 0x7f)); _off.solid = false; add(_off, true); _on = new FlxSprite().createGraphic((int)width, (int)height, Color.White); _on.solid = false; add(_on, true); _offT = null; _onT = null; _callback = Callback; _onToggle = false; _pressed = false; _initialized = false; _sf = Vector2.Zero; pauseProof = false; }
/// <summary> /// Set your own image as the button background. /// </summary> /// <param name="Image">A FlxSprite object to use for the button background.</param> /// <param name="ImageHighlight">A FlxSprite object to use for the button background when highlighted (optional).</param> /// <returns>This FlxButton instance (nice for chaining stuff together, if you're into that).</returns> public FlxButton loadGraphic(FlxSprite Image, FlxSprite ImageHighlight) { _off = replace(_off, Image) as FlxSprite; if (ImageHighlight == null) { if (_on != _off) { remove(_on); } _on = _off; } else { _on = replace(_on, ImageHighlight) as FlxSprite; } _on.solid = _off.solid = false; _off.scrollFactor = scrollFactor; _on.scrollFactor = scrollFactor; width = _off.width; height = _off.height; refreshHulls(); return(this); }
public override void create() { base.create(); ImgTech=FlxG.Content.Load<Texture2D>("Mode/tech_tiles"); ImgDirtTop=FlxG.Content.Load<Texture2D>("Mode/dirt_top"); ImgDirt=FlxG.Content.Load<Texture2D>("Mode/dirt"); ImgNotch=FlxG.Content.Load<Texture2D>("Mode/notch"); ImgGibs=FlxG.Content.Load<Texture2D>("Mode/gibs"); ImgSpawnerGibs = FlxG.Content.Load<Texture2D>("Mode/spawner_gibs"); FlxG.mouse.hide(); reload = false; //get the gibs set up and out of the way _littleGibs = new FlxEmitter(); _littleGibs.delay = 3; _littleGibs.setXSpeed(-150,150); _littleGibs.setYSpeed(-200,0); _littleGibs.setRotation(-720,-720); _littleGibs.createSprites(ImgGibs,100,true,0.5f,0.65f); _bigGibs = new FlxEmitter(); _bigGibs.setXSpeed(-200,200); _bigGibs.setYSpeed(-300,0); _bigGibs.setRotation(-720,-720); _bigGibs.createSprites(ImgSpawnerGibs,50,true,0.5f,0.35f); //level generation needs to know about the spawners (and thusly the bots, players, etc) _blocks = new FlxGroup(); _decorations = new FlxGroup(); _bullets = new FlxGroup(); _player = new Player(316,300,_bullets.members,_littleGibs); _bots = new FlxGroup(); _botBullets = new FlxGroup(); _spawners = new FlxGroup(); //simple procedural level generation int i; int r = 160; FlxTileblock b; b = new FlxTileblock(0,0,640,16); b.loadGraphic(ImgTech); _blocks.add(b); b = new FlxTileblock(0,16,16,640-16); b.loadGraphic(ImgTech); _blocks.add(b); b = new FlxTileblock(640-16,16,16,640-16); b.loadGraphic(ImgTech); _blocks.add(b); b = new FlxTileblock(16,640-24,640-32,8); b.loadGraphic(ImgDirtTop); _blocks.add(b); b = new FlxTileblock(16,640-16,640-32,16); b.loadGraphic(ImgDirt); _blocks.add(b); buildRoom(r * 0, r * 0, true); buildRoom(r*1,r*0); buildRoom(r*2,r*0); buildRoom(r * 3, r * 0, true); buildRoom(r * 0, r * 1, true); buildRoom(r*1,r*1); buildRoom(r*2,r*1); buildRoom(r * 3, r * 1, true); buildRoom(r*0,r*2); buildRoom(r*1,r*2); buildRoom(r*2,r*2); buildRoom(r*3,r*2); buildRoom(r*0,r*3,true); buildRoom(r*1,r*3); buildRoom(r*2,r*3); buildRoom(r*3,r*3,true); //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(_bots); //actually create the bullets now for(i = 0; i < 50; i++) _botBullets.add(new BotBullet()); for(i = 0; i < 8; i++) _bullets.add(new Bullet()); //add player and set up scrolling camera add(_player); FlxG.follow(_player,2.5f); FlxG.followAdjust(0.5f,0.0f); FlxG.followBounds(0,0,640,640); //add gibs + bullets to scene here, so they're drawn on top of pretty much everything add(_botBullets); add(_bullets); //finally we are going to sort things into a couple of helper groups. //we don't add these to the state, we just use them for collisions later! _enemies = new FlxGroup(); _enemies.add(_botBullets); _enemies.add(_spawners); _enemies.add(_bots); _objects = new FlxGroup(); _objects.add(_botBullets); _objects.add(_bullets); _objects.add(_bots); _objects.add(_player); _objects.add(_littleGibs); _objects.add(_bigGibs); //HUD - score Vector2 ssf = new Vector2(0,0); _score = new FlxText(0,0,FlxG.width); _score.color = new Color (0xd8, 0xeb, 0xa2); _score.scale = 2; _score.alignment = FlxJustification.Center; _score.scrollFactor = ssf; _score.shadow = new Color(0x13, 0x1c, 0x1b); add(_score); if (FlxG.scores.Count < 2) { FlxG.scores.Add(0); FlxG.scores.Add(0); } //HUD - highest and last scores _score2 = new FlxText(FlxG.width/2,0,FlxG.width/2); _score2.color = new Color(0xd8, 0xeb, 0xa2); _score2.alignment = FlxJustification.Right; _score2.scrollFactor = ssf; _score2.shadow = _score.shadow; add(_score2); if (FlxG.score > FlxG.scores[0]) FlxG.scores[0] = FlxG.score; if (FlxG.scores[0] != 0) _score2.text = "HIGHEST: " + FlxG.scores[0] + "\nLAST: " + FlxG.score; FlxG.score = 0; _scoreTimer = 0; //HUD - the "number of spawns left" icons _notches = new List<FlxSprite>(); FlxSprite tmp; for(i = 0; i < 6; i++) { tmp = new FlxSprite(4+i*10,4); tmp.loadGraphic(ImgNotch,true); tmp.scrollFactor.X = tmp.scrollFactor.Y = 0; tmp.addAnimation("on", new int[] {0}); tmp.addAnimation("off",new int[] {1}); tmp.moves = false; tmp.solid = false; tmp.play("on"); _notches.Add((FlxSprite)this.add(tmp)); } //HUD - the "gun jammed" notification _jamBar = this.add((new FlxSprite(0,FlxG.height-22)).createGraphic(FlxG.width,24, new Color(0x13, 0x1c, 0x1b))) as FlxSprite; _jamBar.scrollFactor.X = _jamBar.scrollFactor.Y = 0; _jamBar.visible = false; _jamText = new FlxText(0,FlxG.height-22,FlxG.width,"GUN IS JAMMED"); _jamText.color = new Color(0xd8, 0xeb, 0xa2); _jamText.scale = 2; _jamText.alignment = FlxJustification.Center; _jamText.scrollFactor = ssf; _jamText.visible = false; add(_jamText); FlxG.playMusic(SndMode); FlxG.flash.start(new Color(0x13, 0x1c, 0x1b), 0.5f, null, false); _fading = false; }
override public void create() { FlxG.resetHud(); FlxG.hideHud(); FlxG.backColor = Color.DarkTurquoise; base.create(); FlxCaveGeneratorExt caveExt = new FlxCaveGeneratorExt(100, 60, 0.42f, 3); string[,] caveLevel = caveExt.generateCaveLevel(); tileGrp = new FlxGroup(); for (int i = 0; i < caveLevel.GetLength(1); i++) { for (int y = 0; y < caveLevel.GetLength(0); y++) { //string toPrint = tiles[y, i]; if (Convert.ToInt32(caveLevel[y, i]) != 0) { FlxSprite x = new FlxSprite(i * 8, y * 8); //x.createGraphic(8, 8, colors[Convert.ToInt32(caveLevel[y, i])]); x.loadGraphic("flixel/autotilesIsland", false, false, 8, 8); //x.color = colors[Convert.ToInt32(caveLevel[y, i])]; x.frame = Convert.ToInt32(caveLevel[y, i]); //x.scale = 2; x.angularDrag = 250; //x.setOffset(4, 4); x.@fixed = true; tileGrp.add(x); } //Console.Write(toPrint); } //Console.WriteLine(); } //string newMap = caveExt.convertMultiArrayStringToString(caveLevel); add(tileGrp); boats = new FlxGroup(); for (int i = 0; i < 20; i++) { Boat b = new Boat((int)FlxU.random(0, FlxG.width), (int)FlxU.random(0, FlxG.height)); b.velocity.X = FlxU.random(-40, 40); b.velocity.Y = FlxU.random(-40, 40); boats.add(b); } add(boats); }
public FlxEmitter createSprites(Texture2D Graphics, int Quantity, bool Multiple, float Collide, float Bounce) { members = new List <FlxObject>(); int r; FlxSprite s; int tf = 1; float sw; float sh; if (Multiple) { s = new FlxSprite(); s.loadGraphic(Graphics, true); tf = s.frames; } int i = 0; while (i < Quantity) { if ((Collide > 0) && (Bounce > 0)) { s = new FlxParticle(Bounce) as FlxSprite; } else { s = new FlxSprite(); } if (Multiple) { r = (int)(FlxU.random() * tf); //if(BakedRotations > 0) // s.loadRotatedGraphic(Graphics,BakedRotations,r); //else //{ s.loadGraphic(Graphics, true); s.frame = r; //} } else { //if(BakedRotations > 0) // s.loadRotatedGraphic(Graphics,BakedRotations); //else s.loadGraphic(Graphics); } if (Collide > 0) { sw = s.width; sh = s.height; s.width = (int)(s.width * Collide); s.height = (int)(s.height * Collide); s.offset.X = (int)(sw - s.width) / 2; s.offset.Y = (int)(sh - s.height) / 2; s.solid = true; } else { s.solid = false; } s.exists = false; s.scrollFactor = scrollFactor; add(s); i++; } return(this); }
/// <summary> /// @benbaird initializes the console, the pause overlay, and the soundbar /// </summary> private void initConsole() { hud = new FlxHud(targetLeft, targetWidth); //initialize the debug console _console = new FlxConsole(targetLeft, targetWidth); _console.log(FlxG.LIBRARY_NAME + " v" + FlxG.LIBRARY_MAJOR_VERSION.ToString() + "." + FlxG.LIBRARY_MINOR_VERSION.ToString()); // Display some information about the engine we are using. Console.WriteLine("\nFlxFactory initialization\nFlixel Details LIBRARY:{0} -- v{1}.{2}", FlxG.LIBRARY_NAME, FlxG.LIBRARY_MAJOR_VERSION, FlxG.LIBRARY_MINOR_VERSION); /* * Assembly assembly = Assembly.GetExecutingAssembly(); * FileVersionInfo fileVersionInfo = FileVersionInfo.GetVersionInfo(assembly.Location); * string version = fileVersionInfo.ProductVersion; * string gameName = System.Reflection.Assembly.GetExecutingAssembly().GetName().Name; * Console.WriteLine(gameName + " - Build version: " + version); * * _console.log(gameName + " - Build version: " + version); */ _console.log("---------------------------------------"); //Pause screen popup _pausePanel = new FlxPause(); if (_helpStrings != null) { _pausePanel.helpX = _helpStrings[0]; _pausePanel.helpC = _helpStrings[1]; _pausePanel.helpMouse = _helpStrings[2]; _pausePanel.helpArrows = _helpStrings[3]; } //Sound Tray popup _soundTrayRect = new Rectangle((FlxG.width - 80) / 2, -30, 80, 30); _soundTrayVisible = false; _soundCaption = new FlxText((FlxG.width - 80) / 2, -10, 80, "VOLUME [=Lower ]=Higher \\=Mute or Unmute"); _soundCaption.setFormat(null, 1, Color.White, FlxJustification.Center, Color.White).height = 10; int bx = 10; int by = 14; _soundTrayBars = new FlxSprite[10]; for (int i = 0; i < 10; i++) { _soundTrayBars[i] = new FlxSprite(_soundTrayRect.X + (bx * 1), -i, null); _soundTrayBars[i].width = 4; _soundTrayBars[i].height = i + 1; _soundTrayBars[i].scrollFactor = Vector2.Zero; bx += 6; by--; } }
/// <summary> /// FlxHud /// </summary> /// <param name="targetLeft"></param> /// <param name="targetWidth"></param> public FlxHud(int targetLeft, int targetWidth) { _consoleRect = new Rectangle(0, 0, FlxG.spriteBatch.GraphicsDevice.Viewport.Width, FlxG.spriteBatch.GraphicsDevice.Viewport.Height); _consoleColor = new Color(0, 0, 0, 0x00); visible = false; hudGroup = new FlxGroup(); hudGroup.scrollFactor.X = 0; hudGroup.scrollFactor.Y = 0; string keys = "flixel/buttons/MapWhite"; string xbox360 = "flixel/buttons/Map360"; string ouya = "flixel/buttons/MapOuya"; if (FlxG.buildDescription == "GAMEBOY") { keys = "flixel/buttons/MapWhiteGameboy"; xbox360 = "flixel/buttons/Map360Gameboy"; ouya = "flixel/buttons/MapOuyaGameboy"; } p1OriginalPosition = new Vector2(targetLeft, 0); p2OriginalPosition = new Vector2(targetLeft, 0); p3OriginalPosition = new Vector2(targetLeft, FlxG.spriteBatch.GraphicsDevice.Viewport.Height - 20); p4OriginalPosition = new Vector2(targetLeft, FlxG.spriteBatch.GraphicsDevice.Viewport.Height - 20); //FlxG.Content.Load<SpriteFont>("flixel/initials/SpaceMarine") if (FlxG.hudFont == null) { p1HudText = new FlxText(targetLeft, 0, targetWidth, "").setFormat(null, 1, Color.White, FlxJustification.Left, Color.White); p2HudText = new FlxText(targetLeft, 0, targetWidth, "").setFormat(null, 1, Color.White, FlxJustification.Right, Color.White); p3HudText = new FlxText(targetLeft, FlxG.spriteBatch.GraphicsDevice.Viewport.Height - 20, targetWidth, "").setFormat(null, 1, Color.White, FlxJustification.Left, Color.White); p4HudText = new FlxText(targetLeft, FlxG.spriteBatch.GraphicsDevice.Viewport.Height - 20, targetWidth, "").setFormat(null, 1, Color.White, FlxJustification.Right, Color.White); } else { p1HudText = new FlxText(targetLeft, 0, targetWidth, "").setFormat(FlxG.Content.Load <SpriteFont>(FlxG.hudFont), 1, Color.White, FlxJustification.Left, Color.Black); p2HudText = new FlxText(targetLeft, 0, targetWidth, "").setFormat(FlxG.Content.Load <SpriteFont>(FlxG.hudFont), 1, Color.White, FlxJustification.Right, Color.Black); p3HudText = new FlxText(targetLeft, FlxG.spriteBatch.GraphicsDevice.Viewport.Height - 20, targetWidth, "").setFormat(FlxG.Content.Load <SpriteFont>(FlxG.hudFont), 1, Color.White, FlxJustification.Left, Color.Black); p4HudText = new FlxText(targetLeft, FlxG.spriteBatch.GraphicsDevice.Viewport.Height - 20, targetWidth, "").setFormat(FlxG.Content.Load <SpriteFont>(FlxG.hudFont), 1, Color.White, FlxJustification.Right, Color.Black); } keyboardButton = new FlxSprite(targetLeft, -1000); keyboardButton.loadGraphic(FlxG.Content.Load <Texture2D>(keys), true, false, 100, 100); keyboardButton.addAnimation("frame", new int[] { FlxButton.ControlPadA }); keyboardButton.play("frame"); keyboardButton.solid = false; keyboardButton.visible = true; keyboardButton.scrollFactor.X = 0; keyboardButton.scrollFactor.Y = 0; keyboardButton.boundingBoxOverride = false; xboxButton = new FlxSprite(targetLeft, -1000); xboxButton.loadGraphic(FlxG.Content.Load <Texture2D>(xbox360), true, false, 100, 100); xboxButton.addAnimation("frame", new int[] { FlxButton.ControlPadA }); xboxButton.play("frame"); xboxButton.solid = false; xboxButton.visible = true; xboxButton.scrollFactor.X = 0; xboxButton.scrollFactor.Y = 0; xboxButton.boundingBoxOverride = false; ouyaButton = new FlxSprite(targetLeft, -1000); ouyaButton.loadGraphic(FlxG.Content.Load <Texture2D>(ouya), true, false, 100, 100); ouyaButton.addAnimation("frame", new int[] { FlxButton.ControlPadA }); ouyaButton.play("frame"); ouyaButton.solid = false; ouyaButton.visible = true; ouyaButton.scrollFactor.X = 0; ouyaButton.scrollFactor.Y = 0; ouyaButton.boundingBoxOverride = false; keyboardDirection = new FlxSprite(targetLeft, -1000); keyboardDirection.loadGraphic(FlxG.Content.Load <Texture2D>(keys), true, false, 100, 100); keyboardDirection.addAnimation("frame", new int[] { Keyboard_Arrow_Up }); keyboardDirection.play("frame"); keyboardDirection.solid = false; keyboardDirection.visible = true; keyboardDirection.scrollFactor.X = 0; keyboardDirection.scrollFactor.Y = 0; keyboardDirection.boundingBoxOverride = false; xboxDirection = new FlxSprite(targetLeft, -1000); xboxDirection.loadGraphic(FlxG.Content.Load <Texture2D>(xbox360), true, false, 100, 100); xboxDirection.addAnimation("frame", new int[] { FlxButton.ControlPadA }); xboxDirection.play("frame"); xboxDirection.solid = false; xboxDirection.visible = true; xboxDirection.scrollFactor.X = 0; xboxDirection.scrollFactor.Y = 0; xboxDirection.boundingBoxOverride = false; ouyaDirection = new FlxSprite(targetLeft, -1000); ouyaDirection.loadGraphic(FlxG.Content.Load <Texture2D>(ouya), true, false, 100, 100); ouyaDirection.addAnimation("frame", new int[] { FlxButton.ControlPadA }); ouyaDirection.play("frame"); ouyaDirection.solid = false; ouyaDirection.visible = true; ouyaDirection.scrollFactor.X = 0; ouyaDirection.scrollFactor.Y = 0; ouyaDirection.boundingBoxOverride = false; //add(_gamePadButton, true); timeToShowButton = float.MaxValue; _elapsedSinceLastButtonNeeded = 0.0f; }
public void startBattle(FlxSprite BattleTarget, FlxSprite BattlePlayer) { if (visible == true) return; battleTarget = BattleTarget; battlePlayer = BattlePlayer; battlePlayer.facing = Flx2DFacing.Left; battleTarget.facing = Flx2DFacing.Right; for (int i = 0; i < 4; i++) { Key x; x = new Key((int)(box.x + (i * 75)), (int)(box.y)); x.loadGraphic("flixel/buttons/MapWhite", true, false, 100, 100); x.frame = directions[FlxU.randomInt(0,3)]; x.setScrollFactors(0, 0); keys.add(x); } Console.WriteLine("Starting battle"); visible = true; Registry.canMove = false; playerTweener.Reset(); targetTweener.Reset(); playerTweener.Start(); targetTweener.Start(); }
public FlxEmitter createSprites(Texture2D Graphics, int Quantity, bool Multiple, float Collide, float Bounce) { members = new List<FlxObject>(); int r; FlxSprite s; int tf = 1; float sw; float sh; if(Multiple) { s = new FlxSprite(); s.loadGraphic(Graphics,true); tf = s.frames; } int i = 0; while(i < Quantity) { if((Collide > 0) && (Bounce > 0)) s = new FlxParticle(Bounce) as FlxSprite; else s = new FlxSprite(); if(Multiple) { r = (int)(FlxU.random()*tf); //if(BakedRotations > 0) // s.loadRotatedGraphic(Graphics,BakedRotations,r); //else //{ s.loadGraphic(Graphics,true); s.frame = r; //} } else { //if(BakedRotations > 0) // s.loadRotatedGraphic(Graphics,BakedRotations); //else s.loadGraphic(Graphics); } if(Collide > 0) { sw = s.width; sh = s.height; s.width = (int)(s.width * Collide); s.height = (int)(s.height * Collide); s.offset.X = (int)(sw-s.width)/2; s.offset.Y = (int)(sh-s.height)/2; s.solid = true; } else s.solid = false; s.exists = false; s.scrollFactor = scrollFactor; add(s); i++; } return this; }
//@benbaird initializes the console, the pause overlay, and the soundbar private void initConsole() { //initialize the debug console _console = new FlxConsole(targetLeft, targetWidth); _console.log(FlxG.LIBRARY_NAME + " v" + FlxG.LIBRARY_MAJOR_VERSION.ToString() + "." + FlxG.LIBRARY_MINOR_VERSION.ToString()); _console.log("---------------------------------------"); //Pause screen popup _pausePanel = new FlxPause(); if (_helpStrings != null) { _pausePanel.helpX = _helpStrings[0]; _pausePanel.helpC = _helpStrings[1]; _pausePanel.helpMouse = _helpStrings[2]; _pausePanel.helpArrows = _helpStrings[3]; } //Sound Tray popup _soundTrayRect = new Rectangle((FlxG.width - 80) / 2, -30, 80, 30); _soundTrayVisible = false; _soundCaption = new FlxText((FlxG.width - 80) / 2, -10, 80, "VOLUME"); _soundCaption.setFormat(null, 1, Color.White, FlxJustification.Center, Color.White).height = 10; int bx = 10; int by = 14; _soundTrayBars = new FlxSprite[10]; for(int i = 0; i < 10; i++) { _soundTrayBars[i] = new FlxSprite(_soundTrayRect.X + (bx * 1), -i, null); _soundTrayBars[i].width = 4; _soundTrayBars[i].height = i + 1; _soundTrayBars[i].scrollFactor = Vector2.Zero; bx += 6; by--; } }
public override void update() { //if (FlxG.elapsedFrames == 5) // FlxG.transition.startFadeIn(0.08f); if (FlxG.keys.justPressed(Keys.B)) { cheatStorage += "B"; } if (FlxG.keys.justPressed(Keys.U)) { cheatStorage += "U"; } if (FlxG.keys.justPressed(Keys.G)) { cheatStorage += "G"; } if (FlxG.keys.justPressed(Keys.S)) { cheatStorage += "S"; } if (cheatStorage == FlxGlobal.titleScreenDebugMode) { debugMode.visible = true; FlxG.debug = true; } _logoTweener.Update(FlxG.elapsedAsGameTime); //_logo.y = _logoTweener.Position; if (_logoTimer > 1.15f) { //FlxG.bloom.Visible = true; //FlxG.bloom.bloomIntensity += 1.5f; //FlxG.bloom.baseIntensity += 1.0f; //FlxG.bloom.blurAmount += 1.1f; } if (_f == null && _logoTimer > 2.5f) { foreach (FlxLogoSprite item in logoParts.members) { item.play("bugs2", true); //item.velocity.Y = FlxU.randomInt(-200, 200); //item.angularVelocity = FlxU.randomInt(120, 240); float offset = FlxG.height; if (item._row < 1) { offset *= -1.0f; } item.t = new Tweener(item.y, item.y + offset, 0.25f + (item._col / 18.0f), Quadratic.EaseInOut); item.t.Reverse(); item.t.Start(); } //_logo.visible = false; _logoTweener.Reverse(); _logoTweener.Start(); //FlxG.flash.start(FlxG.backColor, 1.0f, null, false); _f = new List <FlxLogoPixel>(); int scale = 10; float pwrscale; int pixelsize = (FlxG.height / scale); int top = (FlxG.height / 2) - (pixelsize * 2); int left = (FlxG.width / 2) - pixelsize; pwrscale = ((float)pixelsize / 24f); //Add logo pixels add(new FlxLogoPixel(left + pixelsize, top, pixelsize, 0, _fc)); add(new FlxLogoPixel(left, top + pixelsize, pixelsize, 1, _fc)); add(new FlxLogoPixel(left, top + (pixelsize * 2), pixelsize, 2, _fc)); add(new FlxLogoPixel(left + pixelsize, top + (pixelsize * 2), pixelsize, 3, _fc)); add(new FlxLogoPixel(left, top + (pixelsize * 3), pixelsize, 4, _fc)); FlxSprite pwr = new FlxSprite((FlxG.width - (int)((float)_poweredBy.Width * pwrscale)) / 2, top + (pixelsize * 4) + 16, _poweredBy); pwr.loadGraphic(_poweredBy, false, false, 64); //pwr.color = _fc; //pwr.scale = pwrscale; add(pwr); _fSound.Play(FlxG.volume, 0f, 0f); } _logoTimer += FlxG.elapsed; base.update(); if (FlxG.keys.ONE) { FlxG.level = 1; } if (FlxG.keys.TWO) { FlxG.level = 2; } if (FlxG.keys.THREE) { FlxG.level = 3; } if (FlxG.keys.FOUR) { FlxG.level = 4; } if (FlxG.keys.FIVE) { FlxG.level = 5; } if (FlxG.keys.SIX) { FlxG.level = 6; } if (FlxG.keys.SEVEN) { FlxG.level = 7; } if (FlxG.keys.EIGHT) { FlxG.level = 8; } if (FlxG.keys.NINE) { FlxG.level = 9; } if (_logoTimer > 5.5f || FlxG.keys.SPACE || FlxG.keys.ENTER || FlxG.gamepads.isButtonDown(Buttons.A)) { FlxG.destroySounds(true); //FlxG.bloom.Visible = false; FlxG.state = _nextScreen; } if (FlxG.keys.F1 || (FlxG.gamepads.isButtonDown(Buttons.RightStick) && FlxG.gamepads.isButtonDown(Buttons.LeftStick))) { //FlxG.bloom.Visible = false; FlxG.destroySounds(true); #if !__ANDROID__ FlxG.state = new org.flixel.examples.TestState(); #endif } if (FlxG.keys.F8) { FlxG.state = new org.flixel.FlxSplash(); return; } }
/** * Set your own image as the button background. * * @param Image A FlxSprite object to use for the button background. * @param ImageHighlight A FlxSprite object to use for the button background when highlighted (optional). * * @return This FlxButton instance (nice for chaining stuff together, if you're into that). */ public FlxButton loadGraphic(FlxSprite Image, FlxSprite ImageHighlight) { _off = replace(_off, Image) as FlxSprite; if (ImageHighlight == null) { if (_on != _off) remove(_on); _on = _off; } else _on = replace(_on, ImageHighlight) as FlxSprite; _on.solid = _off.solid = false; _off.scrollFactor = scrollFactor; _on.scrollFactor = scrollFactor; width = _off.width; height = _off.height; refreshHulls(); return this; }
private void renderWithOffset(SpriteBatch spriteBatch, FlxSprite obj, float localX, float localY, float localScale) { float oldX = obj.x; float oldY = obj.y; float oldScale = obj.scale; float oldScrollX = obj.scrollFactor.X; float oldScrollY = obj.scrollFactor.Y; obj.setScrollFactors(0, 0); obj.x = localX; obj.y = localY; obj.scale = localScale; obj.render(spriteBatch); obj.setScrollFactors(oldScrollX, oldScrollY); obj.x = oldX; obj.y = oldY; obj.scale = oldScale; }
public override void create() { base.create(); FlxSprite bg = new FlxSprite(0, 0); bg.createGraphic(FlxG.width, FlxG.height, FlxG.splashBGColor); add(bg); _f = null; _poweredBy = FlxG.Content.Load <Texture2D>("flixel/poweredby"); _fSound = FlxG.Content.Load <SoundEffect>(FlxG.splashAudioWaveFlixel); _initialsLogo = FlxG.Content.Load <Texture2D>(FlxG.splashLogo); //_logo = new FlxSprite(); //_logo.loadGraphic(_initialsLogo, false, false, 216,24); //_logo.x = FlxG.width / 2 - 216 / 2; //_logo.y = FlxG.height / 2 - 24; //add(_logo); logoParts = new FlxGroup(); for (int i = 0; i < 18; i++) { for (int j = 0; j < 2; j++) { _logo = new FlxLogoSprite(i, j); _logo.loadGraphic(_initialsLogo, false, false, 12, 12); _logo.x = (FlxG.width / 2 - 216 / 2) + (i * 12); _logo.y = (FlxG.height / 2 - 24) + (j * 12); _logo.addAnimation("bugs", new int[] { 0, 1, 2, FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), (j * 18) + i }, FlxU.randomInt(12, 18), false); _logo.addAnimation("bugs2", new int[] { 0, 1, 2, FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), FlxU.randomInt(0, 24), 0 }, FlxU.randomInt(18, 24), false); _logo.play("bugs"); logoParts.add(_logo); float offset = 25.0f; if (j >= 1) { offset *= -1.0f; } _logo.t = new Tweener((float)(_logo.y + offset), (float)_logo.y, 0.25f + (i / 18.0f), XNATweener.Quadratic.EaseInOut); _logo.t.Start(); } } add(logoParts); _logoTweener = new Tweener(-150, FlxG.height / 2 - 24, TimeSpan.FromSeconds(0.9f), Bounce.EaseOut); SndTag = FlxG.splashAudioWave; //FlxG.play(SndTag,1.0f); debugMode = new FlxText(10, 90, 200, "DEBUG MODE!"); debugMode.visible = false; add(debugMode); Console.WriteLine(" !!! Type {0} To Enter Debug Mode !!! ", FlxGlobal.titleScreenDebugMode); }