예제 #1
0
        //This is the constructor for the enemy class.  Because we are
        //recycling enemies, we don't want our constructor to have any
        //required parameters.
        public Enemy() : base()
        {
            loadRotatedGraphic(ImgBot, 64, 0, false, true);

            //We want the enemy's "hit box" or actual size to be
            //smaller than the enemy graphic itself, just by a few pixels.
            Width  = 12;
            Height = 12;
            centerOffsets();

            //Here we are setting up the jet particles
            // that shoot out the back of the ship.
            _jets = new FlxEmitter();
            _jets.setRotation();
            //_jets.MakeParticles(ImgJet,15,0,false,0);

            //These parameters help control the ship's
            //speed and direction during the update() loop.
            MaxAngular      = 120;
            AngularDrag     = 400;
            Drag.X          = 35;
            _thrust         = 0;
            _playerMidpoint = new FlxPoint();

            _sfxExplode = new FlxSound().loadEmbedded(SndExplode, false, false);
            _sfxHit     = new FlxSound().loadEmbedded(SndHit, false, false);
            _sfxJet     = new FlxSound().loadEmbedded(SndJet, false, false);
        }
예제 #2
0
        public override void create()
        {
            _timer  = 0;
            _fading = false;
            FlxG.flash(Color.White);

            //Gibs emitted upon death
            FlxEmitter gibs = new FlxEmitter(0, -50);

            gibs.setSize((uint)FlxG.width, 0);
            gibs.setXSpeed();
            gibs.setYSpeed(0, 100);
            gibs.setRotation(-360, 360);
            gibs.gravity = 80;
            gibs.makeParticles(ImgGibs, 800, 32, true, 0);
            add(gibs);
            gibs.start(false, 0, 0.005f);

            FlxText text = new FlxText(0, FlxG.height / 2 - 35, FlxG.width, "VICTORY\n\nSCORE: " + FlxG.score);

            /*
             * if(Gdx.app.getType() == ApplicationType.WebGL)
             *      text.setFormat(ImgFont20,20,0xd8eba2,"center");
             * else
             *      text.setFormat(null,16,0xd8eba2,"center");*/
            add(text);
        }
예제 #3
0
        /// <summary>
        /// Plant that can lose leaves
        /// </summary>
        /// <param name="xPos"></param>
        /// <param name="yPos"></param>
        /// <param name="type">Two types of plants. 1 and 2.</param>
        public Plant(int xPos, int yPos, int type)
            : base(xPos, yPos)
        {
            if (type == 1)
            {
                loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/plant1"), false, false, 10, 110);
            }
            else if (type == 2)
            {
                loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/plant2"), false, false, 13, 110);
            }

            _leaves = new FlxEmitter();
            _leaves.setSize(2, 110);
            _leaves.createSprites(FlxG.Content.Load <Texture2D>("Lemonade/leaves"), 30, true, 0.0f, 0.0f);
            _leaves.setRotation(0, 360);
            _leaves.setYSpeed(15, 85);
            _leaves.setXSpeed(-40, 40);
            _leaves.gravity = 15;
            _leaves.at(this);


            canLoseLeaves = 110;
        }
        //private FlxVirtualPad _pad;

        public override void create()
        {
            //		FlxG.mouse.hide();

            /*_sfxCount = new FlxSound().loadEmbedded(SndCount, false, false, FlxSound.SFX);*/

            /*
             * _pad = new FlxVirtualPad(FlxVirtualPad.DPAD_FULL, FlxVirtualPad.A_B);
             * _pad.Alpha = 0.5f;
             */
            //		if(Gdx.app.getType() == ApplicationType.Desktop || MenuState.attractMode)
            //			_pad.visible = false;

            //Here we are creating a pool of 100 little metal bits that can be exploded.
            //We will recycle the crap out of these!
            _littleGibs = new FlxEmitter();
            _littleGibs.setXSpeed(-150, 150);
            _littleGibs.setYSpeed(-200, 0);
            _littleGibs.setRotation(-720, -720);
            _littleGibs.gravity = 350;
            _littleGibs.bounce  = 0.5f;
            _littleGibs.makeParticles(ImgGibs, 100, 10, true, 0.5f);

            //Next we create a smaller pool of larger metal bits for exploding.
            _bigGibs = new FlxEmitter();
            _bigGibs.setXSpeed(-200, 200);
            _bigGibs.setYSpeed(-300, 0);
            _bigGibs.setRotation(-720, -720);
            _bigGibs.gravity = 350;
            _bigGibs.bounce  = 0.35f;
            _bigGibs.makeParticles(ImgSpawnerGibs, 50, 20, true, 0.5f);

            //Then we'll set up the rest of our object groups or pools
            _blocks       = new FlxGroup();
            _decorations  = new FlxGroup();
            _enemies      = new FlxGroup();
            _spawners     = new FlxGroup();
            _hud          = new FlxGroup();
            _enemyBullets = new FlxGroup();
            _bullets      = new FlxGroup();

            //Now that we have references to the bullets and metal bits,
            //we can create the player object.
            _player = new Player(316, 300, _bullets, _littleGibs /*, _pad*/);

            //This refers to a custom function down at the bottom of the file
            //that creates all our level geometry with a total size of 640x480.
            //This in turn calls buildRoom() a bunch of times, which in turn
            //is responsible for adding the spawners and spawn-cameras.
            generateLevel();

            //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(_enemies);

            //Then we add the player and set up the scrolling camera,
            //which will automatically set the boundaries of the world.
            add(_player);
            FlxG.camera.setBounds(0, 0, 640, 640, true);
            FlxG.camera.follow(_player, FlxCamera.StylePlatformer);

            //We add the bullets to the scene here,
            //so they're drawn on top of pretty much everything
            add(_enemyBullets);
            add(_bullets);
            add(_hud);

            //Finally we are going to sort things into a couple of helper groups.
            //We don't add these groups to the state, we just use them for collisions later!
            _hazards = new FlxGroup();
            _hazards.add(_enemyBullets);
            _hazards.add(_spawners);
            _hazards.add(_enemies);
            _objects = new FlxGroup();
            _objects.add(_enemyBullets);
            _objects.add(_bullets);
            _objects.add(_enemies);
            _objects.add(_player);
            _objects.add(_littleGibs);
            _objects.add(_bigGibs);

            //From here on out we are making objects for the HUD,
            //that is, the player score, number of spawners left, etc.
            //First, we'll create a text field for the current score
            _score = new FlxText(FlxG.width / 4, 0, FlxG.width / 2);

            /*
             * if(Gdx.app.getType() == ApplicationType.WebGL)
             *      _score.setFormat(ImgFont20,20,0xd8eba2,"center",0x131c1b);
             * else*/
            /*_score.setFormat(null,16,0xd8eba2,"center",0x131c1b);*/
            _hud.add(_score);
            if (FlxG.scores == null)
            {
                FlxG.scores = new int[2] {
                    0, 0
                };
            }

            //Then for the player's highest and last scores
            if (FlxG.score > (int)FlxG.scores.GetValue(0))
            {
                FlxG.scores.SetValue(0, FlxG.score);
            }
            if ((int)FlxG.scores.GetValue(0) != 0)
            {
                _score2 = new FlxText(FlxG.width / 2, 0, FlxG.width / 2);
                //_score2.setFormat(null,8,0xd8eba2,"right",_score.getShadow());
                _hud.add(_score2);
                _score2.text = "HIGHEST: " + FlxG.scores.GetValue(0) + "\nLAST: " + FlxG.score;
            }
            FlxG.score  = 0;
            _scoreTimer = 0;

            //Then we create the "gun jammed" notification
            _gunjam = new FlxGroup();
            _gunjam.add(new FlxSprite(0, FlxG.height - 22).makeGraphic((uint)FlxG.width, 24, Color.Orange));

            /*
             * if(Gdx.app.getType() == ApplicationType.WebGL)
             *      _gunjam.add(new FlxText(0,FlxG.height-22,FlxG.width,"GUN IS JAMMED").setFormat(ImgFont20,20,0xd8eba2,"center"));
             * else*/
            _gunjam.add(new FlxText(0, FlxG.height - 22, FlxG.width, "GUN IS JAMMED"));       /*.setFormat(null,16,0xd8eba2,"center"));*/
            _gunjam.Visible = false;
            _hud.add(_gunjam);

            //After we add all the objects to the HUD, we can go through
            //and set any property we want on all the objects we added
            //with this sweet function.  In this case, we want to set
            //the scroll factors to zero, to make sure the HUD doesn't
            //wiggle around while we play.
            _hud.SetAll("ScrollFactor", new FlxPoint(0, 0));
            _hud.SetAll("Cameras", new List <FlxCamera> {
                FlxG.camera
            });

            /*FlxG.playMusic(SndMode);*/
            FlxG.flash(Color.White);
            _fading = false;

            //Debugger Watch examples
            FlxG.watch(_player, "x");
            FlxG.watch(_player, "y");
            //FlxG.watch(FlxG.class,"score");
        }
		/*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);
				*/
		}
        override public void create()
        {
            base.create();

            Lemonade_Globals.coinsThisLevel = 0;

            Console.WriteLine("Starting Level {0} : {1}", FlxG.level, Lemonade_Globals.location);
            FlxG.transition.resetAndStop();


            FlxG._game.hud.p1HudText.x = -1000;
            FlxG._game.hud.p2HudText.x = -1000;
            FlxG._game.hud.p3HudText.x = -1000;
            FlxG._game.hud.p4HudText.x = -1000;

            FlxG._game.hud.setHudGamepadButton(FlxHud.TYPE_KEYBOARD, 0, -1000, -1000);

            FlxG.mouse.hide();

            FlxG.autoHandlePause = true;

            actors               = new FlxGroup();
            trampolines          = new FlxGroup();
            levelItems           = new FlxGroup();
            ramps                = new FlxGroup();
            smallCrates          = new FlxGroup();
            movingPlatforms      = new FlxGroup();
            hazards              = new FlxGroup();
            collidableTileblocks = new FlxGroup();
            coins                = new FlxGroup();


            //Level Adjust

            buildTileset();
            buildActors();
            buildBoxes();

            add(trampolines);
            add(levelItems);

            add(ramps);
            add(smallCrates);
            add(movingPlatforms);
            add(actors);
            add(collidableTileblocks);

            add(hazards);
            add(coins);



            //set up a little bubble particle system.

            bubbleParticle       = new FlxEmitter();
            bubbleParticle.delay = 3;
            bubbleParticle.setXSpeed(-150, 150);
            bubbleParticle.setYSpeed(-40, 100);
            bubbleParticle.setRotation(-720, 720);
            bubbleParticle.gravity = Lemonade_Globals.GRAVITY * -0.25f;
            bubbleParticle.createSprites(FlxG.Content.Load <Texture2D>("Lemonade/bubble"), 200, true, 1.0f, 0.65f);
            add(bubbleParticle);

            crateParticle       = new FlxEmitter();
            crateParticle.delay = float.MaxValue;
            crateParticle.setSize(80, 60);
            crateParticle.setXSpeed(-350, 350);
            crateParticle.setYSpeed(-200, 200);
            crateParticle.setRotation(-720, 720);
            crateParticle.gravity = Lemonade_Globals.GRAVITY;
            crateParticle.createSprites(FlxG.Content.Load <Texture2D>("Lemonade/crateShards"), 200, true, 1.0f, 0.65f);
            add(crateParticle);


            // follow.
            FlxG.followBounds(0, 0, FlxG.levelWidth, FlxG.levelHeight);

            if (Lemonade_Globals.location == "factory")
            {
                FlxG.follow(worker, LERP);
            }
            if (Lemonade_Globals.location == "management")
            {
                FlxG.follow(liselot, LERP);
            }
            if (Lemonade_Globals.location == "military")
            {
                FlxG.follow(army, LERP);
            }
            if (Lemonade_Globals.location == "newyork")
            {
                FlxG.follow(chef, LERP);
            }
            if (Lemonade_Globals.location == "warehouse")
            {
                FlxG.follow(andre, LERP);
            }
            if (Lemonade_Globals.location == "sydney")
            {
                FlxG.follow(inspector, LERP);
            }

            playSong();

            currentCharHud = new Hud(5, 5);
            add(currentCharHud);

            levelIntro = new LevelIntro();
            add(levelIntro);

            currentCharHud.time = Lemonade_Globals.timeLeft;

            foreach (FlxSprite item in actors.members)
            {
                if (Lemonade_Globals.stateSaver[Lemonade_Globals.location].ContainsKey(item.ToString()))
                {
                    try
                    {
                        item.x = Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString()].X;
                        item.y = Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString()].Y;
                    }
                    catch (Exception)
                    {
                        Console.WriteLine("State saver not working for actors.");
                    }
                }
            }
            int count = 0;

            foreach (FlxSprite item in coins.members)
            {
                if (Lemonade_Globals.stateSaver[Lemonade_Globals.location].ContainsKey(item.ToString() + count.ToString()))
                {
                    try
                    {
                        //Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()] = new Vector2(item.x, item.y);
                        if (item.ToString().StartsWith("Lemonade.Coin"))
                        {
                            //item.x = Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()].X;
                            //item.y = Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()].Y;
                            item.dead = Convert.ToBoolean(Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()].X);

                            if (Convert.ToBoolean(Lemonade_Globals.stateSaver[Lemonade_Globals.location][item.ToString() + count.ToString()].X))
                            {
                                item.x = -100;
                                item.y = -100;
                            }
                        }

                        count++;
                    }
                    catch (Exception)
                    {
                        Console.WriteLine("State saver not working for coins");
                    }
                }
            }
        }