//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); }
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); }
/// <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"); } } } }