Esempio n. 1
0
 //This is run when you flip the collision
 private void onCollision()
 {
     isCollisionOn = !isCollisionOn;
     if (isCollisionOn)
     {
         if (isGravityOn)
         {
             floor.Solid   = true;                      //Set the floor to the 'active' collision barrier
             floor.Visible = true;
             wall.Solid    = false;
             wall.Visible  = false;
         }
         else
         {
             floor.Solid   = false;                     //Set the wall to the 'active' collision barrier
             floor.Visible = false;
             wall.Solid    = true;
             wall.Visible  = true;
         }
         topText.text = "Collision: ON";
     }
     else
     {
         //Turn off the wall and floor, completely
         wall.Solid   = floor.Solid = wall.Visible = floor.Visible = false;
         topText.text = "Collision: OFF";
     }
     topText.Alpha = 1;
     FlxG.log("Toggle Collision");
 }
Esempio n. 2
0
        override public void create()
        {
            FlxG.resetHud();
            FlxG.showHud();

            FlxG.backColor = Color.LightGray;

            base.create();

            string levelData = FlxU.randomString(10);

            FlxG.log("levelData: " + levelData);

            makeCave(0.1f, Color.Black);
            makeCave(0.5f, new Color(0.98f, 1.0f, 0.95f));
            makeCave2(1.0f, Color.Green);

            spaceShip = new FlxSprite(60, 60);
            spaceShip.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/spaceship_32x32"), true, false, 32, 32);
            spaceShip.addAnimation("Static", new int[] { 0 }, 36, true);
            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 }, 36, false);
            spaceShip.play("Static");

            spaceShip.setDrags(1100, 1100);
            add(spaceShip);

            FlxG.follow(spaceShip, 10.0f);
            FlxG.followBounds(0, 0, 50 * 16, 40 * 16);
        }
Esempio n. 3
0
        /// <summary>
        /// Plays an existing animation (e.g. "run").
        /// If you call an animation that is already playing it will be ignored.
        /// </summary>
        /// <param name="animName">The string name of the animation you want to play.</param>
        /// <param name="force">Whether to force the animation to restart.</param>
        public void play(String animName, Boolean force = false)
        {
            if (!force && (_curAnim != null) && (animName == _curAnim.Name) && (_curAnim.Looped || !Finished))
            {
                return;
            }
            _curFrame   = 0;
            _curIndex   = 0;
            _frameTimer = 0;

            foreach (FlxAnim animation in _animations)
            {
                if (animation.Name.Equals(animName))
                {
                    _curAnim = animation;

                    if (_curAnim.Delay <= 0)
                    {
                        Finished = true;
                    }
                    else
                    {
                        Finished = false;
                    }

                    _curIndex = _curAnim.Frames[_curFrame];
                    Dirty     = true;
                    return;
                }
            }

            FlxG.log("WARNING: No animation called \"" + animName + "\"");
        }
Esempio n. 4
0
        /**
         * You can use this if you have a lot of text parameters to set instead of
         * the individual properties.
         *
         * @param Font The name of the font face for the text display.
         * @param Size The size of the font (in pixels essentially).
         * @param Color The color of the text in 0xRRGGBB format.
         * @param Alignment A string representing the desired alignment
         *        ("left,"right" or "center").
         * @param ShadowColor An int representing the desired text shadow color
         *        0xAARRGGBB format.
         * @param ShadowX The x-position of the shadow, default is 1.
         * @param ShadowY The y-position of the shadow, default is 1.
         *
         * @return This FlxText instance (nice for chaining stuff together, if
         *         you're into that).
         */
        public FlxText setFormat(String Font, float size, Color color, String Alignment, Color ShadowColor, float ShadowX = 1f, float ShadowY = 1f)
        {
            if (Font == null)
            {
                Font = _font;
            }
            _size = (int)FlxU.floor(size);
            if (Font != null && (!Font.Equals(_font) || size != _size))
            {
                try {
                    //_textField = new SpriteBatch(FlxG.loadFont(Font, FlxU.round(Size), _bitmapFontParameter));
                    //_textField = new SpriteBatch(GraphicsDevice);
                } catch (Exception e) {
                    Console.WriteLine(e.Message);
                    FlxG.log(e.Message);
                    //_textField = new SpriteBatch(FlxG.loadFont("org/flixel/data/font/nokiafc.fnt", 22, _bitmapFontParameter));
                }

                _font      = Font;
                LoadedFont = FlxS.ContentManager.Load <SpriteFont> (_font);
            }

            Color = color;
            if (Alignment != null)
            {
                _alignment = (Alignment.ToUpper());
            }
            _shadow  = ShadowColor;
            _shadowX = ShadowX;
            _shadowY = ShadowY;

            calcFrame();

            return(this);
        }
Esempio n. 5
0
 //This is run when you flip the gravity
 private void onGravity()
 {
     isGravityOn = !isGravityOn;
     if (isGravityOn)
     {
         theEmitter.gravity = 200;
         if (isCollisionOn)
         {
             floor.Visible = true;
             floor.Solid   = true;
             wall.Visible  = false;
             wall.Solid    = false;
         }
         //Just for the sake of completeness let's go ahead and make this change happen
         //to all of the currently emitted particles as well.
         for (int i = 0; i < theEmitter.Members.Count; i++)
         {
             ((FlxParticle)theEmitter.Members[i]).Acceleration.Y = 200;                     //Cast the pixel from the emitter as a particle so we can use it
         }
         topText.text = "Gravity: ON";
     }
     else
     {
         theEmitter.gravity = 0;
         if (isCollisionOn)
         {
             wall.Visible  = true;
             wall.Solid    = true;
             floor.Visible = false;
             floor.Solid   = false;
         }
         for (int i = 0; i < theEmitter.Members.Count; i++)
         {
             ((FlxParticle)theEmitter.Members[i]).Acceleration.Y = 0;
         }
         topText.text = "Gravity: OFF";
     }
     topText.Alpha = 1;
     FlxG.log("Toggle Gravity");
 }