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); }
public Ball(int xPos, int yPos) : base(xPos, yPos) { loadGraphic("putt/ball_8x8", false, false, 8, 8); addAnimationsFromGraphicsGaleCSV("content/putt/ball_8x8.csv"); play("size2"); //setDrags(10, 10); dragMultiplier = 10; width = 4; height = 2; setOffset(2, 6); heightOffGround = 0; shadow = new FlxSprite(xPos, yPos); shadow.loadGraphic("putt/ball_8x8", false, false, 8, 8); shadow.color = Color.Black; shadow.alpha = 0.1f; rise = false; normalizedDrags = new Vector2(0, 0); }
override public void create() { base.create(); //FlxG.hideHud(); FlxG.resetHud(); _world = new World(new Vector2(0, 980.0f)); _ground = BodyFactory.CreateRectangle(_world, 3000, 20, 1.0f, new Vector2(0, 700), null); _ground.BodyType = BodyType.Static; g1 = new FlxSprite(0, 700); g1.loadGraphic("flixel/diagnostic/testpalette", true, false, 1000, 20); add(g1); for (int i = 0; i < 40; i++) { FarSprite f = new FarSprite(Convert.ToInt32(FlxU.random(90, 800)), Convert.ToInt32(FlxU.random(-600, 0)), _world); f.loadGraphic("flixel/initials/crate_80x60", true, false, FlxU.randomInt(20, 40), FlxU.randomInt(40, 60)); f._body.AngularVelocity = FlxU.randomInt(0, 5); add(f); } List <Dictionary <string, string> > completeSet = new List <Dictionary <string, string> >(); string currentLevel = "l" + FlxG.level.ToString(); XDocument xdoc = XDocument.Load("Content/flixel/ogmo/PhysicsLevel.oel"); // Load level main stats. XElement xelement = XElement.Load("Content/flixel/ogmo/PhysicsLevel.oel"); IEnumerable <XAttribute> attList = from at in xelement.Attributes() select at; foreach (XAttribute xAttr in attList) { //Console.WriteLine(xAttr.Name.ToString() + " " + xAttr.Value.ToString()); //levelAttrs.Add(xAttr.Name.ToString(), xAttr.Value.ToString()); } foreach (XElement xEle in xdoc.Descendants("level").Descendants("NewLayer0").Elements()) { Console.WriteLine(xEle.Name.ToString() + " " + xEle.Attribute("x").ToString().Split('=')[1].Replace('\"', ' ')); FarSprite f = new FarSprite( Convert.ToInt32(xEle.Attribute("x").ToString().Split('=')[1].Replace('\"', ' ')) + 500, Convert.ToInt32(xEle.Attribute("y").ToString().Split('=')[1].Replace('\"', ' ')) + 220, _world); f.loadGraphic("flixel/initials/crate_80x60", true, false, Convert.ToInt32(xEle.Attribute("width").ToString().Split('=')[1].Replace('\"', ' ')), Convert.ToInt32(xEle.Attribute("height").ToString().Split('=')[1].Replace('\"', ' '))); add(f); } }
override public void create() { base.create(); FlxG.hideHud(); FlxG.resetHud(); robot = new FlxSprite(60, 60); robot.loadGraphic("flixel/surt/race_or_die", true, false, 64, 64); robot.addAnimation("static", new int[] { 0 }, 12, true); robot.play("static"); robot.angle = 0; robot.width = 32; robot.height = 32; robot.setOffset(12, 12); robot.health = 100; robot.alpha = 0.1f; add(robot); bar = new FlxBar(30, 30, FlxBar.FILL_LEFT_TO_RIGHT, 100, 10, robot, "rad", 0, 100, true); add(bar); bar2 = new FlxBar(60, 90, FlxBar.FILL_LEFT_TO_RIGHT, 20, 2, null, "health", 0, 100, false); bar2.loadCustomEmptyGraphic("flixel/initials/healthBar"); bar2.emptyBar.offset.X = 2; bar2.emptyBar.offset.Y = 3; add(bar2); }
override public void create() { base.create(); FlxSprite robot = new FlxSprite(0, 0); robot.loadGraphic("flixel/surt/race_or_die", true, false, 64, 64); robot.addAnimation("static", new int[] { 7 }, 0, true); robot.play("static"); add(robot); robot.angle = 210; robot.setVelocityFromAngle(100); robot = new FlxSprite(200, 0); robot.loadGraphic("flixel/surt/race_or_die", true, false, 64, 64); robot.addAnimation("static", new int[] { 10 }, 0, true); robot.play("static"); add(robot); robot.setVelocity(-30, 100); robot.setAngleFromVelocity(); }
//creates a new coin located on the specified tile public void createCoin(int X, int Y) { FlxSprite coin = new FlxSprite(X * 8 + 3, Y * 8 + 2); coin.makeGraphic(2, 4, FlxColor.YELLOW); coins.add(coin); }
void AddSegment() { FlxSprite segment = new FlxSprite(-20, -20); segment.MakeGraphic(BLOCK_SIZE - 2, BLOCK_SIZE - 2, Color.Green); segment.DebugColor = Color.Yellow; _snakeBody.Add(segment, true); }
protected override void Create() { BackgroundColor = Color.Gray; VisibleBoundingbox = true; spriteA = new FlxSprite(10, 10); spriteA.MakeGraphic(128, 128, Color.White); spriteA.ScrollFactor = Vector2.Zero; spriteB = new FlxSprite(200, 400); spriteB.MakeGraphic(160, 16, Color.Yellow); spriteB.Immovable = true; spriteB.ScrollFactor = new Vector2(0.5f, 0.5f); text1 = new FlxText("Font"); text2 = new FlxText("Font", 0, 0, FlxG.Width); text2.Alignment = FlxTextAlign.LEFT; text3 = new FlxText("Font", 0, 0, FlxG.Width); text3.Alignment = FlxTextAlign.CENTER; text4 = new FlxText("Font", 0, 0, FlxG.Width); text4.Alignment = FlxTextAlign.RIGHT; text5 = new FlxText("BigFont", 0, 0, FlxG.Width, "Hello World"); text5.BorderStyle = FlxTextBorderStyle.SHADOW; text5.BorderColor = Color.Black; text5.BorderSize = 4; text5.ScreenCenter(); text1.X = 10; text1.Y = FlxG.Height - 40; text2.X = 10; text2.Y = FlxG.Height - 20; text3.X = 10; text3.Y = FlxG.Height - 60; text4.X = 10; text4.Y = FlxG.Height - 80; flxBar = new FlxBar(50, 50); flxBar.CreateFilledBar(Color.DarkBlue, Color.Cyan, true, Color.Black); flxBar.Value = 40; flxBar.SetParent(spriteA, null, true, (int)(spriteA.FrameWidth - flxBar.Width) / 2, -20); Add(spriteA); Add(spriteB); Add(text1); Add(text2); Add(text3); Add(text4); Add(text5); Add(flxBar); }
public FlxConsole() : base() { bg = new FlxSprite(80, 40); bg.makeGraphic((uint)FlxS.GraphicsDevice.Viewport.Width - 160, (uint)FlxS.GraphicsDevice.Viewport.Height - 80, FlxColor.WHITE * 0.45f); bg.Alpha = 0.5f; add(bg); ScrollFactor.X = ScrollFactor.Y = 0; Visible = false; text = new FlxText(100, 60, FlxS.GraphicsDevice.Viewport.Width - 160, "internal console is a work in progress", FlxG.defaultFont); text.setFormat(FlxColor.WHITE); text.Alpha = 0.75f; add(text); }
override public void create() { base.create(); for (int i = 0; i < 40; i++) { for (int y = 0; y < 40; y++) { FlxSprite x = new FlxSprite(i * 8, y * 8); x.loadGraphic("water", false, false, 8, 8); x.addAnimation("flow", new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, (int)FlxU.random(1, 7), true); x.play("flow"); add(x); } } FlxTilemap t = new FlxTilemap(); string map = "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,1,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1,1,1,0,1,1,1,0,0,0,0,0\n"; map += "0,0,1,0,0,0,0,1,0,1,0,1,1,0,0,1,0,1,1,0,0,1,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0\n"; map += "0,0,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,0,0,0,0,1,1,1,1,0,0,0,0\n"; map += "0,0,1,0,1,0,0,1,0,1,0,1,0,0,1,1,0,1,0,0,1,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0\n"; map += "0,0,0,1,0,1,1,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1,1,0,0,1,0,0,1,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; map += "0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n"; t.auto = FlxTilemap.AUTO; t.loadMap(map, FlxG.Content.Load <Texture2D>("autotilesIsland"), 8, 8); add(t); }
override public void create() { base.create(); FlxG.mouse.hide(); FlxG.hideHud(); playingField = new FlxTileblock(0, 0, 640, 640); playingField.auto = FlxTileblock.RANDOM; playingField.loadTiles(FlxG.Content.Load <Texture2D>("examples/sports_ground"), 16, 16, 0); add(playingField); team1 = new FlxGroup(); team2 = new FlxGroup(); // Create two teams of 7 robots; for (int i = 0; i < 7; i++) { FlxSprite robot = new FlxSprite(20 + (i * 90), 10); robot.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/race_or_die"), true, false, 64, 64); robot.addAnimation("Static", new int[] { 7 }, 0, true); robot.play("Static"); robot.angle = 270; robot.velocity.Y = FlxU.random(10, 100); //robot.width = 32; //robot.height = 32; //robot.offset.X = 16; //robot.offset.Y = 16; team1.add(robot); } for (int i = 0; i < 7; i++) { FlxSprite robot = new FlxSprite(20 + (i * 90), 200); robot.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/race_or_die"), true, false, 64, 64); robot.addAnimation("Static", new int[] { 9 }, 0, true); robot.play("Static"); robot.angle = 90; robot.velocity.Y = FlxU.random(-10, -100); //robot.width = 32; //robot.height = 32; //robot.offset.X = 16; //robot.offset.Y = 16; team2.add(robot); } add(team1); add(team2); }
override public void create() { base.create(); menu = new FlxSprite(0, 0); menu.loadGraphic(Globals.ContentFolder + "/menu", true, false, 256, 224); add(menu); toPlay = false; FlxG.playMp3("putt/music/GreenlandIsAlive", 1.0f); toStart = false; FlxGlobal.cheatString = ""; }
public static bool PixelPerfectOverlap(FlxSprite spriteA, FlxSprite spriteB) { if (spriteA.BoundingBox.Intersects(spriteB.BoundingBox)) { return(IntersectPixels( spriteA.TransformMatrix, (int)spriteA.Width, (int)spriteA.Height, spriteA.BitmapData, spriteB.TransformMatrix, (int)spriteB.Width, (int)spriteB.Height, spriteB.BitmapData)); } return(false); }
protected override void Create() { base.Create(); closeBtn = new FlxButton(FlxG.Width * 0.5f - 40f, FlxG.Height * 0.5f, "Close", OnClick); Add(closeBtn); switchParentDrawingBtn = new FlxButton(closeBtn.X, closeBtn.Y + 40, "SwitchDraw", OnSwitchDraw); Add(switchParentDrawingBtn); switchParentUpdatingBtn = new FlxButton(switchParentDrawingBtn.X, switchParentDrawingBtn.Y + 40, "SwitchUpdate", OnSwitchUpdate); Add(switchParentUpdatingBtn); testSprite = new FlxSprite(0, 10); testSprite.Velocity.X = 20; Add(testSprite); }
public override void create() { base.create(); //FlxG.addCamera(new FlxCamera(50, 50, 500, 500)); //defaultLogo = new FlxSprite(FlxG.width / 2, FlxG.height / 2); ////defaultLogo.scaling = new FlxPoint(10, 10); //this.add(defaultLogo); //block = new FlxSprite(0, 0); //block.makeGraphic(100, 100, FlxColor.CYAN); //this.add(block); //block2 = new FlxSprite(100, 0); //block2.makeGraphic(100, 100, FlxColor.GREEN); //this.add(block2); //block3 = new FlxSprite(0, 100); //block3.makeGraphic(100, 100, FlxColor.INDIGO); //block3.drawLine(0, 0, 99, 99, FlxColor.BLACK, 1); //this.add(block3); //block4 = new FlxSprite(100, 100); //block4.makeGraphic(100, 100, FlxColor.PINK); //this.add(block4); background = new FlxSprite(0, 0, FlxS.ContentManager.Load <Texture2D>("bg")); this.add(background); megaman = new FlxSprite(50, 150); //megaman.loadGraphic(FlxS.ContentManager.Load<Texture2D>("megaman_run_test"), true, false, 49, 49); megaman.loadGraphic(FlxS.ContentManager.Load <Texture2D>("megaman_run"), true, false, 49, 49); megaman.addAnimation("run", new[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 }, 12); megaman.play("run", true); this.add(megaman); //FlxG.playMusic(FlxS.ContentManager.Load<SoundEffect>("applause")); //FlxG.play(FlxS.ContentManager.Load<SoundEffect>("background")); // change content processor to soundeffect //DoFlash(); DoQuake(); }
public override void create() { FlxG.debug = true; // The grass background FlxSprite grass = new FlxSprite(0, 0).loadGraphic(ImgGrass, false, false, FlxG.width, FlxG.height); add(grass); add(_bunnies = new FlxGroup()); // Text display add(_bunnyCounter = new FlxText(0, FlxG.height - 20, FlxG.width).setFormat(null, 8, Color.White, "right", Color.Black)); add(_memoryUsage = new FlxText(5, FlxG.height - 20, 200).setFormat(null, 8, Color.White, "left", Color.Black)); // Buttons Left side float leftBtnY = 20; add(new FlxButton(leftBtnY, 25, "+" + INITIAL_AMOUNT, addBunnies)); add(new FlxButton(leftBtnY, 50, "-" + INITIAL_AMOUNT, removeBunnies)); // Buttons right side float rightBtnX = FlxG.width - 100; add(_complexityButton = new FlxButton(rightBtnX, 25, "Complex", ComplexityCallback)); add(_collisionButton = new FlxButton(rightBtnX, 65, "Collision ON", CollisionCallback)); // Finally create the bunnies addBunnies(); // Force GC GC.Collect(); // Timer to update the memory usage _memoryTimer = new FlxTimer(); updateMemoryUsage(); // Show mouse pointer FlxG.mouse.show(); }
protected override void Create() { //VisibleHitbox = true; int screenMiddleX = (int)Math.Floor(FlxG.Width / 2f); int screenMiddleY = (int)Math.Floor(FlxG.Height / 2f); _snakeHead = new FlxSprite(screenMiddleX - BLOCK_SIZE * 2, screenMiddleY); _snakeHead.MakeGraphic(BLOCK_SIZE - 2, BLOCK_SIZE - 2, Color.Lime); _snakeHead.DebugColor = Color.Yellow; OffsetSprite(_snakeHead); _headPositions = new List <Vector2> { new Vector2(_snakeHead.X, _snakeHead.Y) }; _snakeBody = new FlxSpriteGroup(); Add(_snakeBody); for (int i = 0; i < 3; i++) { AddSegment(); MoveSnake(); } Add(_snakeHead); _fruit = new FlxSprite(); _fruit.MakeGraphic(BLOCK_SIZE - 2, BLOCK_SIZE - 2, Color.Red); RandomizeFruitPosition(); OffsetSprite(_fruit); Add(_fruit); _scoreText = new FlxText(0, 0, 200, "Score: " + _score); Add(_scoreText); ResetTimer(); _gameOverSound = Game.Content.Load <SoundEffect>(FlxAssets.SOUND_FLIXEL); _beepSound = Game.Content.Load <SoundEffect>(FlxAssets.SOUND_BEEP); }
public static FlxSprite ScreenWrap(FlxSprite sprite, bool left = true, bool right = true, bool top = true, bool bottom = true) { if (left && ((sprite.X + sprite.FrameWidth / 2) <= 0)) { sprite.X = FlxG.Width; } else if (right && (sprite.X >= FlxG.Width)) { sprite.X = 0; } if (top && ((sprite.Y + sprite.FrameHeight / 2) <= 0)) { sprite.Y = FlxG.Height; } else if (bottom && (sprite.Y >= FlxG.Height)) { sprite.Y = 0; } return(sprite); }
/// <summary> /// Creates a new <code>FlxButton</code> object with a gray background /// and a callback function on the UI thread. /// </summary> /// <param name="x">The X position of the button.</param> /// <param name="y">The Y position of the button.</param> /// <param name="callback">The function to call whenever the button is clicked.</param> public FlxButton(int x, int y, FlxButtonClick callback) { X = x; Y = y; Width = 100; Height = 20; _off = new FlxSprite().CreateGraphic((int)Width, (int)Height, new Color(0x7f, 0x7f, 0x7f)); _off.Solid = false; Add(_off, true); _on = new FlxSprite().CreateGraphic((int)Width, (int)Height, Color.White); _on.Solid = false; Add(_on, true); _offT = null; _onT = null; _callback = callback; _onToggle = false; _pressed = false; _initialized = false; _sf = Vector2.Zero; PauseProof = false; }
override public void create() { FlxG.hideHud(); FlxG.backColor = Color.LightGray; base.create(); makeCave2(1.0f, Color.Green); logo = new FlxSprite(360, 360); logo.loadGraphic("flixel/surt/race_or_die", true, false, 64, 64); logo.addAnimation("Static", new int[] { 8 }, 0, true); logo.play("Static"); logo.setDrags(5, 5); add(logo); FlxG.follow(logo, 10.0f); FlxG.followBounds(0, 0, 150 * 16, 140 * 16); velValue = 0; }
override public void create() { base.create(); FlxG.hideHud(); _world = new World(new Vector2(0, 98.0f)); for (int i = 0; i < 10; i++) { Vector2 v = new Vector2((int)FlxU.random(0, 400), (int)FlxU.random(0, 200)); FarSprite f = new FarSprite((int)v.X, (int)v.Y, _world); f.loadGraphic("flixel/initials/crate_80x60", true, false, (int)FlxU.random(10, 20), (int)FlxU.random(10, 20)); f._body.Mass = 500f; //f._body.AngularVelocity = FlxU.random(-20,20); add(f); } for (int i = 0; i < 10; i++) { Vector2 v = new Vector2((int)FlxU.random(0, 400), (int)FlxU.random(0, 200)); FarTileblock f = new FarTileblock((int)v.X, (int)v.Y, (int)FlxU.random(10, 40), (int)FlxU.random(10, 40), _world); f.loadTiles("flixel/initials/crate_80x60", 5, 5, 0); //f.loadGraphic("flixel/initials/crate_80x60", true, false, (int)FlxU.random(10, 20), (int)FlxU.random(10, 20)); f._body.Mass = 500f; f._body.AngularVelocity = FlxU.random(-20, 20); f.moves = true; add(f); } _ground = BodyFactory.CreateRectangle(_world, 2000, 20, 1.0f, new Vector2(0, 350), null); _ground.BodyType = BodyType.Static; g1 = new FlxSprite(0, 340); g1.loadGraphic("flixel/diagnostic/testpalette", true, false, 1000, 20); add(g1); }
override public void create() { FlxG.backColor = Color.DarkGreen; base.create(); FlxCamera cam1 = new FlxCamera(0, 0, FlxG.width / 2, FlxG.height, 1); cam1.color = Color.Blue; FlxG.cameras.Add(cam1); FlxCamera cam2 = new FlxCamera(FlxG.width / 2, 0, FlxG.width / 2, FlxG.height, 1); cam2.color = Color.GreenYellow; FlxG.cameras.Add(cam2); FlxTilemap t = new FlxTilemap(); t.auto = FlxTilemap.AUTO; 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FlxG.Content.Load <Texture2D>("flixel/autotiles"), 8, 8); add(t); FlxSprite s = new FlxSprite(0, 0, FlxG.Content.Load <Texture2D>("flixel/initials/initialsLogo")); add(s); s.velocity.X = 150; s.velocity.Y = 50; FlxG.follow(s, 10.0f); FlxG.followBounds(0, 0, 2000, 2000); }
private void setupPlayer() { player = new FlxSprite(64, 220); player.loadGraphic(ImgSpaceman, true, true, 16); //bounding box tweaks player.Width = 14; player.Height = 14; player.Offset.X = 1; player.Offset.Y = 1; //basic player physics player.Drag.X = 640; player.Acceleration.Y = 420; player.MaxVelocity.X = 80; player.MaxVelocity.Y = 200; //animations player.addAnimation("idle", new int[] { 0 }); player.addAnimation("run", new int[] { 1, 2, 3, 0 }, 12); player.addAnimation("jump", new int[] { 4 }); add(player); }
override public void create() { base.create(); Lemonade_Globals.totalCoins = Lemonade_Globals.calculateTotalCoins(); Console.WriteLine("Total coins = {0}", Lemonade_Globals.totalCoins); #if __ANDROID__ FlxG.BUILD_TYPE = FlxG.BUILD_TYPE_OUYA; #endif FlxTilemap bgMap = new FlxTilemap(); bgMap.auto = FlxTilemap.STRING; bgMap.indexOffset = -1; bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20); bgMap.boundingBoxOverride = false; bgMap.setScrollFactors(1, 1); add(bgMap); bgMap = new FlxTilemap(); bgMap.auto = FlxTilemap.STRING; bgMap.indexOffset = -1; bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg2", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20); bgMap.boundingBoxOverride = false; bgMap.setScrollFactors(1, 1); add(bgMap); FlxTilemap bgMap3 = new FlxTilemap(); bgMap3.auto = FlxTilemap.STRING; bgMap3.indexOffset = -1; bgMap3.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "stars", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20); bgMap3.boundingBoxOverride = false; bgMap3.setScrollFactors(0.5f, 0.5f); add(bgMap3); FlxTilemap bgMap4 = new FlxTilemap(); bgMap4.auto = FlxTilemap.STRING; bgMap4.indexOffset = -1; bgMap4.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "city", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20); bgMap4.boundingBoxOverride = false; bgMap4.setScrollFactors(1, 1); add(bgMap4); follower = new FlxSprite(0, -100); follower.visible = false; add(follower); follower.velocity.Y = 450; FlxG.follow(follower, 20.0f); FlxG.followBounds(0, 0, int.MaxValue, 2000); FlxText text1 = new FlxText(0, FlxG.height / 2 - 50, FlxG.width, "Initials\nVideo\nGames\nPresents"); text1.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1); text1.setScrollFactors(1.5f, 1.5f); add(text1); credits = new FlxText(0, FlxG.height / 2 - 100, FlxG.width, "A Game by\nShane Brouwer"); credits.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1); credits.setScrollFactors(0, 0); credits.visible = false; add(credits); string ins = "Press X to Continue"; #if __ANDROID__ ins = "Press O to Continue"; #endif instruction = new FlxText(0, FlxG.height / 1.3f, FlxG.width, ins); instruction.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1); instruction.setScrollFactors(0, 0); instruction.visible = false; add(instruction); tween = new Tweener(FlxG.height / 1.3f, FlxG.height / 1.2f, TimeSpan.FromSeconds(0.67f), XNATweener.Cubic.EaseInOut); tween.PingPong = true; tween.Start(); // play some music FlxG.playMp3("Lemonade/music/Beyond", 0.75f); rain = new FlxGroup(); for (int i = 0; i < 150; i++) { FlxSprite rainDrop = new FlxSprite((FlxU.random() * FlxG.width), -200 + (FlxU.random() * 1000)); rainDrop.loadGraphic("Lemonade/rain", true, false, 2, 2); rainDrop.frame = (int)FlxU.random(0, 6); rainDrop.velocity.Y = FlxU.random(350, 400); rain.add(rainDrop); } add(rain); splashes = new FlxEmitter(); splashes.createSprites("Lemonade/rain", 150, true, 0.0f, 0.0f); splashes.setXSpeed(-25, 25); splashes.setYSpeed(-30, 0); splashes.gravity = 1.0f; add(splashes); }
public override void create() { // Background color FlxG.bgColor = (FlxColor.GREEN); FlxG.worldBounds = new FlxRect(0, 0, 320, 240); //Design your platformer level with 1s and 0s (at 40x30 to fill 320x240 screen) int[] data = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }; //Create a new tilemap using our level data level = new FlxTilemap(); level.loadMap(FlxTilemap.arrayToCSV(data, 40), FlxTilemap.ImgAuto, 0, 0, FlxTilemap.AUTO); add(level); //Create the level exit, a dark gray box that is hidden at first exit = new FlxSprite(35 * 8 + 1, 25 * 8); exit.makeGraphic(14, 16, FlxColor.BLUE); exit.Exists = false; add(exit); //Create coins to collect (see createCoin() function below for more info) coins = new FlxGroup(); //Top left coins createCoin(18, 4); createCoin(12, 4); createCoin(9, 4); createCoin(8, 11); createCoin(1, 7); createCoin(3, 4); createCoin(5, 2); createCoin(15, 11); createCoin(16, 11); //Bottom left coins createCoin(3, 16); createCoin(4, 16); createCoin(1, 23); createCoin(2, 23); createCoin(3, 23); createCoin(4, 23); createCoin(5, 23); createCoin(12, 26); createCoin(13, 26); createCoin(17, 20); createCoin(18, 20); //Top right coins createCoin(21, 4); createCoin(26, 2); createCoin(29, 2); createCoin(31, 5); createCoin(34, 5); createCoin(36, 8); createCoin(33, 11); createCoin(31, 11); createCoin(29, 11); createCoin(27, 11); createCoin(25, 11); createCoin(36, 14); //Bottom right coins createCoin(38, 17); createCoin(33, 17); createCoin(28, 19); createCoin(25, 20); createCoin(18, 26); createCoin(22, 26); createCoin(26, 26); createCoin(30, 26); add(coins); //Create player (a red box) player = new FlxSprite(FlxG.width / 2 - 5); player.makeGraphic(10, 12, FlxColor.RED); player.MaxVelocity.X = 80; player.MaxVelocity.Y = 200; player.Acceleration.Y = 200; player.Drag.X = player.MaxVelocity.X * 4; add(player); score = new FlxText(2, 2, 80, "SCORE: "); //score.setShadow(FlxColor.BLACK); score.text = "SCORE: " + (coins.CountDead() * 100); add(score); status = new FlxText(FlxG.width - 160 - 2, 2, 160); //status.setShadow(0xff000000); //status.setAlignment("right"); switch (FlxG.score) { case 0: status.text = "Collect coins."; break; case 1: status.text = "Aww, you died!"; break; } add(status); }
private void InitConsole() { //initialize the debug console _console = new FlxConsole(targetLeft, targetWidth); _console.log(FlxG.LIBRARY_NAME + " v" + FlxG.LIBRARY_MAJOR_VERSION.ToString() + "." + FlxG.LIBRARY_MINOR_VERSION.ToString()); _console.log("---------------------------------------"); //Pause screen popup _pausePanel = new FlxPause(); if (_helpStrings != null) { _pausePanel.helpX = _helpStrings[0]; _pausePanel.helpC = _helpStrings[1]; _pausePanel.helpMouse = _helpStrings[2]; _pausePanel.helpArrows = _helpStrings[3]; } //Sound Tray popup _soundTrayRect = new Rectangle((FlxG.width - 80) / 2, -30, 80, 30); _soundTrayVisible = false; _soundCaption = new FlxText((FlxG.width - 80) / 2, -10, 80, "VOLUME"); _soundCaption.SetFormat(null, 1, Color.White, FlxJustification.Center, Color.White).Height = 10; int bx = 10; int by = 14; _soundTrayBars = new FlxSprite[10]; for(int i = 0; i < 10; i++) { _soundTrayBars[i] = new FlxSprite(_soundTrayRect.X + (bx * 1), -i, null); _soundTrayBars[i].Width = 4; _soundTrayBars[i].Height = i + 1; _soundTrayBars[i].scrollFactor = Vector2.Zero; bx += 6; by--; } }
override public void create() { FlxG.resetHud(); FlxG.hideHud(); FlxG.backColor = Color.DarkTurquoise; base.create(); _world = new World(new Vector2(0, 0)); FlxCaveGeneratorExt caveExt = new FlxCaveGeneratorExt(20, 20, 0.49f, 1); string[,] caveLevel = caveExt.generateCaveLevel(); //Optional step to print cave to the console. //caveExt.printCave(caveLevel); tileGrp = new FlxGroup(); for (int i = 0; i < caveLevel.GetLength(1); i++) { for (int y = 0; y < caveLevel.GetLength(0); y++) { //string toPrint = tiles[y, i]; if (Convert.ToInt32(caveLevel[y, i]) != 0) { FarSprite x = new FarSprite(100 + (i * 10), 10 + (y * 10), _world); //x.createGraphic(8, 8, colors[Convert.ToInt32(caveLevel[y, i])]); x.loadGraphic("flixel/autotilesIsland", false, false, 8, 8); //x.color = colors[Convert.ToInt32(caveLevel[y, i])]; x._body.BodyType = BodyType.Dynamic; //_body.BodyType = BodyType.Dynamic; x.frame = Convert.ToInt32(caveLevel[y, i]); //x.scale = 2; //x.angularDrag = 250; // //x.setOffset(4, 4); tileGrp.add(x); } //Console.Write(toPrint); } //Console.WriteLine(); } //string newMap = caveExt.convertMultiArrayStringToString(caveLevel); add(tileGrp); m = new FlxSprite(0, 0); m.loadGraphic("flixel/cursor"); add(m); _ground = BodyFactory.CreateRectangle(_world, 2000, 20, 1.0f, new Vector2(0, 350), null); _ground.BodyType = BodyType.Static; //g1 = new FlxSprite(0, 340); //g1.loadGraphic("flixel/diagnostic/testpalette", true, false, 1000, 20); //add(g1); }
public Hud(int xPos, int yPos) : base(xPos, yPos) { loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/currentChar"), true, false, 14, 28); setScrollFactors(0, 0); addAnimation("andre", new int[] { 2 }, 0, true); play("andre"); coin = new Coin(FlxG.width - 24, 2, true); coin.setScrollFactors(0, 0); coinCounter = new FlxText(FlxG.width - 36, 10, 100); coinCounter.setFormat(null, 1, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Left, Lemonade_Globals.GAMEBOY_COLOR_1); coinCounter.alignment = FlxJustification.Left; coinCounter.setScrollFactors(0, 0); toastySprite = new FlxSprite(0, FlxG.height); string person = "Lemonade/illustration/andre_drawing"; int ran = (int)FlxU.random(0, 4); switch (ran) { case 0: person = "Lemonade/illustration/andre_drawing"; break; case 1: person = "Lemonade/illustration/liselot_drawing"; break; case 2: person = "Lemonade/illustration/army_drawing"; break; case 3: person = "Lemonade/illustration/worker_drawing"; break; default: person = "Lemonade/illustration/andre_drawing"; break; } toastySprite.loadGraphic(person, false, false, 302, 640); toastySprite.setScrollFactors(0, 0); tween = new Tweener(4, 12, 1, Quadratic.EaseInOut); tween.Start(); tween.PingPong = true; powerBar = new FlxGroup(); for (int i = 0; i < 30; i++) { int offsetY = 0; int offsetS = 0; #if __ANDROID__ offsetY = 50; offsetS = 150; #endif FlxSprite bar = new FlxSprite(offsetS + 5 + (i * 10), FlxG.height - 10 - offsetY); bar.createGraphic(8, 8, Lemonade_Globals.GAMEBOY_COLOR_4); bar.setScrollFactors(0, 0); powerBar.add(bar); } }
override public void create() { FlxG.Framerate = 60; //FlxG.flashFramerate = 60; //Here we actually initialize out emitter //The parameters are X Y Size (Maximum number of particles the emitter can store) theEmitter = new FlxEmitter(10, FlxG.height / 2, 200); //Now by default the emitter is going to have some properties set on it and can be used immediately //but we're going to change a few things. //First this emitter is on the side of the screen, and we want to show off the movement of the particles //so lets make them launch to the right. theEmitter.setXSpeed(100, 200); //and lets funnel it a tad theEmitter.setYSpeed(-50, 50); //Let's also make our pixels rebound off surfaces theEmitter.bounce = 0.8f; //Now let's add the emitter to the state. add(theEmitter); //Now it's almost ready to use, but first we need to give it some pixels to spit out! //Lets fill the emitter with some white pixels for (int i = 0; i < theEmitter.maxSize / 2; i++) { whitePixel = new FlxParticle(); whitePixel.makeGraphic(2, 2, new Color(0xFF, 0xFF, 0xFF)); whitePixel.Visible = false; //Make sure the particle doesn't show up at (0, 0) theEmitter.add(whitePixel); whitePixel = new FlxParticle(); whitePixel.makeGraphic(1, 1, new Color(0xFF, 0xFF, 0xFF)); whitePixel.Visible = false; theEmitter.add(whitePixel); } //Now let's setup some buttons for messing with the emitter. collisionButton = new FlxButton(0, FlxG.height - 22, "Collision", onCollision); add(collisionButton); gravityButton = new FlxButton(80, FlxG.height - 22, "Gravity", onGravity); add(gravityButton); quitButton = new FlxButton(FlxG.width - 80, FlxG.height - 22, "Quit", onQuit); add(quitButton); //I'll just leave this here topText = new FlxText(0, 2, FlxG.width, "Welcome"); topText.setAlignment("center"); add(topText); //Lets setup some walls for our pixels to collide against collisionGroup = new FlxGroup(); wall = new FlxSprite(100, (FlxG.height / 2) - 50); wall.makeGraphic(10, 100, new Color(0xFF, 0xFF, 0xFF, 0x50)); //Make it darker - easier on the eyes :) wall.Visible = wall.Solid = false; //Set both the visibility AND the solidity to false, in one go wall.Immovable = true; //Lets make sure the pixels don't push out wall away! (though it does look funny) collisionGroup.add(wall); //Duplicate our wall but this time it's a floor to catch gravity affected particles floor = new FlxSprite(10, 267); floor.makeGraphic((uint)FlxG.width - 20, 10, new Color(0xFF, 0xFF, 0xFF, 0x50)); floor.Visible = floor.Solid = false; floor.Immovable = true; collisionGroup.add(floor); //Please note that this demo makes the walls themselves not collide, for the sake of simplicity. //Normally you would make the particles have solid = true or false to make them collide or not on creation, //because in a normal environment your particles probably aren't going to change solidity at a mouse //click. If they did, you would probably be better suited with emitter.setAll("solid", true) //I just don't feel that setAll is applicable here(Since I would still have to toggle the walls anyways) //Don't forget to add the group to the state(Like I did :P) add(collisionGroup); //Now lets set our emitter free. //Params: Explode, Particle Lifespan, Emit rate(in seconds) theEmitter.start(false, 3, .01f); //Let's re show the cursors FlxG.mouse.show(); //Mouse.hide(); }
/// <summary> /// This function generates a new array of sprites to attach to the emitter. /// </summary> /// <param name="graphics">If you opted to not pre-configure an array of FlxSprite objects, you can simply pass in a particle image or sprite sheet.</param> /// <param name="quantity">The number of particles to generate when using the "create from image" option.</param> /// <param name="Multiple">Whether the image in the graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).</param> /// <param name="Collide">Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.</param> /// <param name="Bounce">Whether the particles should bounce after colliding with things. 0 means no bounce, 1 means full reflection.</param> /// <returns>his FlxEmitter instance (nice for chaining stuff together, if you're into that).</returns> public FlxEmitter CreateSprites(Texture2D graphics, int quantity, bool Multiple, float Collide, float Bounce) { members = new List<FlxObject>(); int r; FlxSprite s; int tf = 1; float sw; float sh; if(Multiple) { s = new FlxSprite(); s.LoadGraphic(graphics,true); tf = s.frames; } int i = 0; while(i < quantity) { if((Collide > 0) && (Bounce > 0)) s = new FlxParticle(Bounce) as FlxSprite; else s = new FlxSprite(); if(Multiple) { r = (int)(FlxU.random()*tf); //if(BakedRotations > 0) // s.loadRotatedGraphic(graphics,BakedRotations,r); //else //{ s.LoadGraphic(graphics,true); s.frame = r; //} } else { //if(BakedRotations > 0) // s.loadRotatedGraphic(graphics,BakedRotations); //else s.LoadGraphic(graphics); } if(Collide > 0) { sw = s.Width; sh = s.Height; s.Width = (int)(s.Width * Collide); s.Height = (int)(s.Height * Collide); s.offset.X = (int)(sw-s.Width)/2; s.offset.Y = (int)(sh-s.Height)/2; s.Solid = true; } else s.Solid = false; s.Exists = false; s.scrollFactor = scrollFactor; Add(s); i++; } return this; }
override public void create() { base.create(); Lemonade_Globals.totalCoins = Lemonade_Globals.calculateTotalCoins(); FlxTilemap bgMap = new FlxTilemap(); bgMap.auto = FlxTilemap.STRING; bgMap.indexOffset = -1; bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20); bgMap.boundingBoxOverride = false; bgMap.setScrollFactors(1, 1); add(bgMap); bgMap = new FlxTilemap(); bgMap.auto = FlxTilemap.STRING; bgMap.indexOffset = -1; bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg2", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20); bgMap.boundingBoxOverride = false; bgMap.setScrollFactors(1, 1); add(bgMap); FlxTilemap bgMap3 = new FlxTilemap(); bgMap3.auto = FlxTilemap.STRING; bgMap3.indexOffset = -1; bgMap3.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "stars", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20); bgMap3.boundingBoxOverride = false; bgMap3.setScrollFactors(0.5f, 0.5f); add(bgMap3); FlxTilemap bgMap4 = new FlxTilemap(); bgMap4.auto = FlxTilemap.STRING; bgMap4.indexOffset = -1; bgMap4.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "city", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20); bgMap4.boundingBoxOverride = false; bgMap4.setScrollFactors(1, 1); add(bgMap4); follower = new FlxSprite(400, 1500); follower.visible = false; add(follower); follower.velocity.Y = this.speed; FlxG.follow(follower, 20.0f); FlxG.followBounds(0, 0, int.MaxValue, 2000); int textSize = 2; #if __ANDROID__ textSize = 4; #endif heading = new FlxText(0, 50, FlxG.width, "Collection Incomplete"); heading.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1); heading.setScrollFactors(0, 0); add(heading); string howWellDidYouGo = "Collected " + Lemonade_Globals.coins.ToString() + "\nfrom " + Lemonade_Globals.totalCoins.ToString() + " Coins "; credits = new FlxText(0, FlxG.height / 1.75f, FlxG.width, howWellDidYouGo); credits.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1); credits.setScrollFactors(0, 0); credits.visible = false; add(credits); string ins = "Press X to Continue"; #if __ANDROID__ ins = "Press O to Continue"; #endif instruction = new FlxText(0, FlxG.height / 1.3f, FlxG.width, ins); instruction.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1); instruction.setScrollFactors(0, 0); instruction.visible = false; add(instruction); if (Lemonade_Globals.coins == Lemonade_Globals.totalCoins) { heading.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1); heading.text = "Complete Collection!!\nThe Lemonade Factory is saved."; instruction.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1); string ins2 = "Press X to Continue"; #if __ANDROID__ ins2 = "Press O to Continue"; #endif instruction.text = ins2; //FlxU.openURL("http://initials.itch.io/slf2/download/Y9wdBOHe7a92Qpo9t5UJdz05HhZR5p10F0L6wfdP"); } tween = new Tweener(FlxG.height / 1.3f, FlxG.height / 1.2f, TimeSpan.FromSeconds(0.67f), XNATweener.Cubic.EaseInOut); tween.PingPong = true; tween.Start(); // play some music FlxG.playMp3("Lemonade/music/March", 0.75f); rain = new FlxGroup(); for (int i = 0; i < 150; i++) { FlxSprite rainDrop = new FlxSprite((FlxU.random() * FlxG.width * 2), -200 + (FlxU.random() * 1000)); rainDrop.loadGraphic("Lemonade/rain", true, false, 2, 2); rainDrop.frame = (int)FlxU.random(0, 6); rainDrop.velocity.Y = FlxU.random(350, 400); rain.add(rainDrop); } add(rain); splashes = new FlxEmitter(); splashes.createSprites("Lemonade/rain", 150, true, 0.0f, 0.0f); splashes.setXSpeed(-25, 25); splashes.setYSpeed(-30, 0); splashes.gravity = 1.0f; add(splashes); }
public CarPark(int xPos, int yPos) : base(xPos, yPos) { loadGraphic("putt/carPark", true, false, 256, 224); _path = new FlxPath(); _path.add(0, 0); _path.add(13, 28); _path.add(39, 19); _path.add(63, 55); _path.add(84, 104); _path.add(83, 144); _path.add(103, 175); _path.add(105, 130); _path.add(110, 103); _path.add(132, 81); _path.add(156, 70); _path.add(165, 81); _path.add(173, 102); _path.add(176, 124); _path.add(179, 141); _path.add(181, 139); _path.add(186, 115); _path.add(201, 76); _path.add(225, 61); _path.add(800, 33); record = false; ball = new FlxSprite(0, 0); ball.loadGraphic("putt/ball_8x8", true, false, 8, 8); ball.frame = 2; ballPositionCounter = 0; ball.pathCornering = 100; ballPositions = new List <Vector2>(); ballPositions.Add(new Vector2(8, 31)); ballPositions.Add(new Vector2(8, 31)); ballPositions.Add(new Vector2(8, 31)); ballPositions.Add(new Vector2(7, 31)); ballPositions.Add(new Vector2(7, 31)); ballPositions.Add(new Vector2(7, 31)); ballPositions.Add(new Vector2(7, 31)); ballPositions.Add(new Vector2(7, 30)); ballPositions.Add(new Vector2(7, 29)); ballPositions.Add(new Vector2(11, 27)); ballPositions.Add(new Vector2(17, 24)); ballPositions.Add(new Vector2(20, 23)); ballPositions.Add(new Vector2(23, 22)); ballPositions.Add(new Vector2(27, 22)); ballPositions.Add(new Vector2(31, 23)); ballPositions.Add(new Vector2(37, 24)); ballPositions.Add(new Vector2(43, 26)); ballPositions.Add(new Vector2(48, 28)); ballPositions.Add(new Vector2(53, 30)); ballPositions.Add(new Vector2(58, 32)); ballPositions.Add(new Vector2(64, 36)); ballPositions.Add(new Vector2(73, 44)); ballPositions.Add(new Vector2(79, 49)); ballPositions.Add(new Vector2(86, 55)); ballPositions.Add(new Vector2(92, 62)); ballPositions.Add(new Vector2(97, 70)); ballPositions.Add(new Vector2(101, 80)); ballPositions.Add(new Vector2(107, 95)); ballPositions.Add(new Vector2(109, 106)); ballPositions.Add(new Vector2(113, 118)); ballPositions.Add(new Vector2(116, 130)); ballPositions.Add(new Vector2(121, 140)); ballPositions.Add(new Vector2(126, 149)); ballPositions.Add(new Vector2(132, 161)); ballPositions.Add(new Vector2(136, 167)); ballPositions.Add(new Vector2(138, 170)); ballPositions.Add(new Vector2(139, 172)); ballPositions.Add(new Vector2(139, 173)); ballPositions.Add(new Vector2(139, 169)); ballPositions.Add(new Vector2(137, 166)); ballPositions.Add(new Vector2(135, 161)); ballPositions.Add(new Vector2(134, 154)); ballPositions.Add(new Vector2(133, 146)); ballPositions.Add(new Vector2(132, 138)); ballPositions.Add(new Vector2(131, 125)); ballPositions.Add(new Vector2(130, 117)); ballPositions.Add(new Vector2(130, 108)); ballPositions.Add(new Vector2(130, 100)); ballPositions.Add(new Vector2(131, 92)); ballPositions.Add(new Vector2(137, 87)); ballPositions.Add(new Vector2(141, 80)); ballPositions.Add(new Vector2(144, 78)); ballPositions.Add(new Vector2(146, 77)); ballPositions.Add(new Vector2(149, 76)); ballPositions.Add(new Vector2(152, 76)); ballPositions.Add(new Vector2(156, 76)); ballPositions.Add(new Vector2(161, 78)); ballPositions.Add(new Vector2(163, 82)); ballPositions.Add(new Vector2(164, 88)); ballPositions.Add(new Vector2(165, 95)); ballPositions.Add(new Vector2(166, 103)); ballPositions.Add(new Vector2(166, 116)); ballPositions.Add(new Vector2(166, 123)); ballPositions.Add(new Vector2(168, 128)); ballPositions.Add(new Vector2(169, 130)); ballPositions.Add(new Vector2(171, 130)); ballPositions.Add(new Vector2(171, 130)); ballPositions.Add(new Vector2(172, 128)); ballPositions.Add(new Vector2(172, 122)); ballPositions.Add(new Vector2(173, 116)); ballPositions.Add(new Vector2(175, 110)); ballPositions.Add(new Vector2(177, 103)); ballPositions.Add(new Vector2(179, 96)); ballPositions.Add(new Vector2(182, 85)); ballPositions.Add(new Vector2(184, 79)); ballPositions.Add(new Vector2(186, 73)); ballPositions.Add(new Vector2(189, 67)); ballPositions.Add(new Vector2(192, 61)); ballPositions.Add(new Vector2(199, 54)); ballPositions.Add(new Vector2(201, 51)); ballPositions.Add(new Vector2(204, 48)); ballPositions.Add(new Vector2(207, 45)); ballPositions.Add(new Vector2(211, 44)); ballPositions.Add(new Vector2(213, 44)); ballPositions.Add(new Vector2(216, 44)); ballPositions.Add(new Vector2(220, 45)); ballPositions.Add(new Vector2(224, 49)); ballPositions.Add(new Vector2(227, 53)); ballPositions.Add(new Vector2(230, 60)); ballPositions.Add(new Vector2(232, 68)); ballPositions.Add(new Vector2(234, 75)); ballPositions.Add(new Vector2(235, 77)); ballPositions.Add(new Vector2(235, 77)); ballPositions.Add(new Vector2(235, 77)); ballPositions.Add(new Vector2(235, 75)); ballPositions.Add(new Vector2(235, 69)); ballPositions.Add(new Vector2(234, 62)); ballPositions.Add(new Vector2(233, 56)); ballPositions.Add(new Vector2(233, 50)); ballPositions.Add(new Vector2(235, 44)); ballPositions.Add(new Vector2(238, 37)); ballPositions.Add(new Vector2(243, 31)); ballPositions.Add(new Vector2(252, 21)); ballPositions.Add(new Vector2(262, 15)); ballPositions.Add(new Vector2(272, 10)); ballPositions.Add(new Vector2(280, 7)); ballPositions.Add(new Vector2(287, 5)); ballPositions.Add(new Vector2(292, 4)); ballPositionCounter = 0; }
/// <summary> /// Set your own image as the button background. /// </summary> /// <param name="image">A FlxSprite object to use for the button background.</param> /// <param name="imageHighlight">A FlxSprite object to use for the button background when highlighted (optional).</param> /// <returns>This FlxButton instance (nice for chaining stuff together, if you're into that).</returns> public FlxButton LoadGraphic(FlxSprite image, FlxSprite imageHighlight) { _off = Replace(_off, image) as FlxSprite; if (imageHighlight == null) { if (_on != _off) Remove(_on); _on = _off; } else _on = Replace(_on, imageHighlight) as FlxSprite; _on.Solid = _off.Solid = false; _off.scrollFactor = scrollFactor; _on.scrollFactor = scrollFactor; Width = _off.Width; Height = _off.Height; RefreshHulls(); return this; }
override public void create() { base.create(); FlxG.resetHud(); String hudText = "Press \n"; hudText += "Q. Back \n"; hudText += "W. Bounce \n"; hudText += "E. Circular \n"; hudText += "R. Cubic \n"; hudText += "A. Elastic \n"; hudText += "S. Exponential \n"; hudText += "D. Linear \n"; hudText += "F. Quadratic \n"; hudText += "Z. Quartic \n"; hudText += "X. Quintic \n"; hudText += "C. Sinusoidal"; FlxG.setHudText(2, hudText); FlxG.mouse.hide(); //Define the time it takes to move the car across the screen. timeToMove = 2.5f; //Define the distance the car will move. driveDistance = 350; //Define the starting positions of the cars. car1Pos = new Vector2(20, 0); car2Pos = new Vector2(20, 50); car3Pos = new Vector2(20, 100); car4Pos = new Vector2(20, 150); car5Pos = new Vector2(20, 200); car6Pos = new Vector2(20, 250); redCarText = new FlxText(car1Pos.X, car1Pos.Y + 40, FlxG.width); redCarText.text = "Back.EaseInOut"; redCarText.setFormat(null, 1, Color.Red, FlxJustification.Left, Color.Black); add(redCarText); yellowCarText = new FlxText(car2Pos.X, car2Pos.Y + 40, FlxG.width); yellowCarText.text = "Bounce.EaseInOut"; yellowCarText.setFormat(null, 1, Color.Yellow, FlxJustification.Left, Color.Black); add(yellowCarText); greenCarText = new FlxText(car3Pos.X, car3Pos.Y + 40, FlxG.width); greenCarText.text = "Circular.EaseInOut"; greenCarText.setFormat(null, 1, Color.Green, FlxJustification.Left, Color.Black); add(greenCarText); blueCarText = new FlxText(car4Pos.X, car4Pos.Y + 40, FlxG.width); blueCarText.text = "Cubic.EaseInOut"; blueCarText.setFormat(null, 1, Color.Blue, FlxJustification.Left, Color.Black); add(blueCarText); purpleCarText = new FlxText(car5Pos.X, car5Pos.Y + 40, FlxG.width); purpleCarText.text = "Elastic.EaseInOut - Loop"; purpleCarText.setFormat(null, 1, Color.Purple, FlxJustification.Left, Color.Black); add(purpleCarText); lightGreenCarText = new FlxText(car6Pos.X, car6Pos.Y + 40, FlxG.width); lightGreenCarText.text = "Exponential.EaseInOut - Ping Pong"; lightGreenCarText.setFormat(null, 1, Color.LightGreen, FlxJustification.Left, Color.Black); add(lightGreenCarText); carsGroup = new FlxGroup(); add(carsGroup); redCar = new FlxSprite(car1Pos.X, car1Pos.Y); redCar.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/race_or_die"), true, false, 64, 64); redCar.addAnimation("Static", new int[] { 6 }, 0, true); redCar.play("Static"); redCar.angle = 180; carsGroup.add(redCar); redCarTween = new Tweener(car1Pos.X, driveDistance, TimeSpan.FromSeconds(timeToMove), Back.EaseInOut); redCarTween.Loop = true; redCarTween.Start(); yellowCar = new FlxSprite(car2Pos.X, car2Pos.Y); yellowCar.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/race_or_die"), true, false, 64, 64); yellowCar.addAnimation("Static", new int[] { 7 }, 0, true); yellowCar.play("Static"); yellowCar.angle = 180; carsGroup.add(yellowCar); yellowCarTween = new Tweener(car2Pos.X, driveDistance, TimeSpan.FromSeconds(timeToMove), Bounce.EaseInOut); yellowCarTween.Loop = true; greenCar = new FlxSprite(car3Pos.X, car3Pos.Y); greenCar.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/race_or_die"), true, false, 64, 64); greenCar.addAnimation("Static", new int[] { 8 }, 0, true); greenCar.play("Static"); greenCar.angle = 180; carsGroup.add(greenCar); greenCarTween = new Tweener(car3Pos.X, driveDistance, TimeSpan.FromSeconds(timeToMove), XNATweener.Circular.EaseInOut); greenCarTween.Loop = true; blueCar = new FlxSprite(car4Pos.X, car4Pos.Y); blueCar.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/race_or_die"), true, false, 64, 64); blueCar.addAnimation("Static", new int[] { 9 }, 0, true); blueCar.play("Static"); blueCar.angle = 180; carsGroup.add(blueCar); blueCarTween = new Tweener(car4Pos.X, driveDistance, TimeSpan.FromSeconds(timeToMove), XNATweener.Cubic.EaseInOut); blueCarTween.Loop = true; purpleCar = new FlxSprite(car5Pos.X, car5Pos.Y); purpleCar.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/race_or_die"), true, false, 64, 64); purpleCar.addAnimation("Static", new int[] { 10 }, 0, true); purpleCar.play("Static"); purpleCar.angle = 180; carsGroup.add(purpleCar); purpleCarTween = new Tweener(car5Pos.X, driveDistance, TimeSpan.FromSeconds(timeToMove), XNATweener.Elastic.EaseInOut); purpleCarTween.Loop = true; lightGreenCar = new FlxSprite(car6Pos.X, car6Pos.Y); lightGreenCar.loadGraphic(FlxG.Content.Load <Texture2D>("flixel/surt/race_or_die"), true, false, 64, 64); lightGreenCar.addAnimation("Static", new int[] { 11 }, 0, true); lightGreenCar.play("Static"); lightGreenCar.angle = 180; carsGroup.add(lightGreenCar); lightGreenCarTween = new Tweener(car6Pos.X, driveDistance, TimeSpan.FromSeconds(timeToMove), XNATweener.Exponential.EaseInOut); lightGreenCarTween.PingPong = true; Console.WriteLine(lightGreenCar.GetType().AssemblyQualifiedName); String myClass = "org.flixel.examples.CarSprite"; var type = Type.GetType(myClass); Console.WriteLine(type); var myObject = (FlxSprite)Activator.CreateInstance(type, 800, 400); //Console.WriteLine(myObject.GetType().AssemblyQualifiedName); //myObject.x = 300; //myObject.y = 300; add(myObject); }
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(); }