Esempio n. 1
0
        public override void create()
        {
            //Kick the framerate back up
            FlxG.Framerate = 60;
            //FlxG.flashFramerate = 60;

            //Let's setup our elevator, for some wonderful crate bashing goodness
            elevator = new FlxSprite((FlxG.width / 2) - 100, 250, elevatorPNG);
            //Make it able to collide, and make sure it's not tossed around
            elevator.Solid = elevator.Immovable = true;
            //And add it to the state
            add(elevator);

            //Now lets get some crates to smash around, normally I would use an emitter for this
            //kind of scene, but for this demo I wanted to use regular sprites
            //(See ParticlesDemo for an example of an emitter with colliding particles)
            //We'll need a group to place everything in - this helps a lot with collisions
            crateStormGroup = new FlxGroup();
            for (int i = 0; i < numCrates; i++)
            {
                crate = new FlxSprite((FlxG.random() * 200) + 100, 20);
                crate.loadRotatedGraphic(cratePNG, 16, 0);        //This loads in a graphic, and 'bakes' some rotations in so we don't waste resources computing real rotations later
                crate.AngularVelocity = FlxG.random() * 50 - 150; //Make it spin a tad
                crate.Acceleration.Y  = 300;                      //Gravity
                crate.Acceleration.X  = -50;                      //Some wind for good measure
                crate.MaxVelocity.Y   = 500;                      //Don't fall at 235986mph
                crate.MaxVelocity.X   = 200;                      //"      fly  "  "
                crate.Elasticity      = FlxG.random();            //Let's make them all bounce a little bit differently
                crateStormGroup.add(crate);
            }
            add(crateStormGroup);
            //And another group, this time - Red crates
            crateStormGroup2 = new FlxGroup();
            for (int i = 0; i < numCrates; i++)
            {
                crate = new FlxSprite((FlxG.random() * 200) + 100, 20);
                crate.loadRotatedGraphic(cratePNG, 16, 1);
                crate.AngularVelocity = FlxG.random() * 50 - 150;
                crate.Acceleration.Y  = 300;
                crate.Acceleration.X  = 50;
                crate.MaxVelocity.Y   = 500;
                crate.MaxVelocity.X   = 200;
                crate.Elasticity      = FlxG.random();
                crateStormGroup2.add(crate);
            }
            add(crateStormGroup2);

            //Now what we're going to do here is add both of those groups to a new containter group
            //This is useful if you had something like, coins, enemies, special tiles, etc.. that would all need
            //to check for overlaps with something like a player.
            crateStormMegaGroup = new FlxGroup();
            crateStormMegaGroup.add(crateStormGroup);
            crateStormMegaGroup.add(crateStormGroup2);

            //Cute little flixel logo that will ride the elevator
            flixelRider                = new FlxSprite((FlxG.width / 2) - 13, 0, flixelRiderPNG);
            flixelRider.Solid          = flixelRider.Visible = flixelRider.Exists = false;    //But we don't want him on screen just yet...
            flixelRider.Acceleration.Y = 800;
            add(flixelRider);

            //This is for the text at the top of the screen
            topText = new FlxText(0, 2, FlxG.width, "Welcome");
            topText.setAlignment("center");
            add(topText);

            //Lets make a bunch of buttons! YEAH!!!
            crateStorm = new FlxButton(2, FlxG.height - 22, "Crate Storm", onCrateStorm);
            add(crateStorm);
            flxRiderButton = new FlxButton(82, FlxG.height - 22, "Flixel Rider", onFlixelRider);
            add(flxRiderButton);
            crateStormG1 = new FlxButton(162, FlxG.height - 22, "Blue Group", onBlue);
            add(crateStormG1);
            crateStormG2 = new FlxButton(242, FlxG.height - 22, "Red Group", onRed);
            add(crateStormG2);
            groupCollision = new FlxButton(202, FlxG.height - 42, "Collide Groups", onCollideGroups);
            add(groupCollision);
            quitButton = new FlxButton(320, FlxG.height - 22, "Quit", onQuit);
            add(quitButton);

            //And lets get the flixel cursor visible again
            FlxG.mouse.show();
            //Mouse.hide();
        }