// Use this for initialization void Start() { FutileParams fparams = new FutileParams(true, true, false, false); fparams.AddResolutionLevel(480.0f, 2.0f, 1.0f, ""); fparams.origin = new Vector2(0.5f, 0.5f); fparams.backgroundColor = new Color(0.15f, 0.15f, 0.3f); Futile.instance.Init(fparams); // load image atlas (within Resources/Atlases folder) Futile.atlasManager.LoadAtlas("Atlases/Burglar"); // Add tilemap FTilemap room1 = new FTilemap("Burglar Walls"); room1.LoadCSV("CSVs/Room1Map"); // load comma separated text file (within Resources/CSVs folder) room1.x = -room1.width / 2; room1.y -= 4; Futile.stage.AddChild(room1); // create burglar burglar = new FAnimatedSprite("Burglar"); burglar.y = -24; int[] frames = { 1, 1, 2, 1, 1, 1, 10, 1, 11, 1 }; // idle anim burglar.addAnimation(new FAnimation("idle", frames, 400, true)); int[] frames2 = { 3, 4, 5, 6, 4, 7 }; // run anim burglar.addAnimation(new FAnimation("run", frames2, 180, true)); Futile.stage.AddChild(burglar); // add burglar to stage // load font atlas Futile.atlasManager.LoadAtlas("Atlases/Fonts"); // Add large font text Futile.atlasManager.LoadFont("Large", "Large Font", "Atlases/Large Font", 0, 0); FLabel label1 = new FLabel("Large", "LARGE FONT"); label1.y = 26; Futile.stage.AddChild(label1); // Add small font text Futile.atlasManager.LoadFont("Small", "Small Font", "Atlases/Small Font", 0, 0); FLabel label2 = new FLabel("Small", "Small Font"); label2.y = 12; Futile.stage.AddChild(label2); // Add tiny font text Futile.atlasManager.LoadFont("Tiny", "Tiny Font", "Atlases/Tiny Font", 0, 0); FLabel label3 = new FLabel("Tiny", "Tiny Font"); label3.y = 3; Futile.stage.AddChild(label3); }
// Use this for initialization void Start() { FutileParams fparams = new FutileParams(true, true, false, false); fparams.AddResolutionLevel(480.0f, 2.0f, 1.0f, ""); fparams.origin = new Vector2(0.5f, 0.5f); fparams.backgroundColor = new Color(0.15f, 0.15f, 0.3f); Futile.instance.Init(fparams); // load image atlas (within Resources/Atlases folder) Futile.atlasManager.LoadAtlas("Atlases/Burglar"); // Add tilemap FTilemap room1 = new FTilemap("Burglar Walls"); room1.LoadCSV("CSVs/Room1Map"); // load comma separated text file (within Resources/CSVs folder) room1.x = -room1.width/2; room1.y -= 4; Futile.stage.AddChild(room1); // create burglar burglar = new FAnimatedSprite("Burglar"); burglar.y = -24; int[] frames = { 1,1,2,1,1,1,10,1,11,1 }; // idle anim burglar.addAnimation(new FAnimation("idle", frames, 400, true)); int[] frames2 = { 3,4,5,6,4,7 }; // run anim burglar.addAnimation(new FAnimation("run", frames2, 180, true)); Futile.stage.AddChild(burglar); // add burglar to stage // load font atlas Futile.atlasManager.LoadAtlas("Atlases/Fonts"); // Add large font text Futile.atlasManager.LoadFont("Large", "Large Font", "Atlases/Large Font"); FLabel label1 = new FLabel("Large", "LARGE FONT"); label1.y = 26; Futile.stage.AddChild(label1); // Add small font text Futile.atlasManager.LoadFont("Small", "Small Font", "Atlases/Small Font"); FLabel label2 = new FLabel("Small", "Small Font"); label2.y = 12; Futile.stage.AddChild(label2); // Add tiny font text Futile.atlasManager.LoadFont("Tiny", "Tiny Font", "Atlases/Tiny Font"); FLabel label3 = new FLabel("Tiny", "Tiny Font"); label3.y = 3; Futile.stage.AddChild(label3); }