public FlxPause() { //icons for the pause screen _imgKeyX = FlxG.Content.Load <Texture2D>("flixel/key_x"); _imgKeyC = FlxG.Content.Load <Texture2D>("flixel/key_c"); _imgKeyMouse = FlxG.Content.Load <Texture2D>("flixel/key_mouse"); _imgKeysArrows = FlxG.Content.Load <Texture2D>("flixel/keys_arrows"); _imgKeyMinus = FlxG.Content.Load <Texture2D>("flixel/key_minus"); _imgKeyPlus = FlxG.Content.Load <Texture2D>("flixel/key_plus"); _imgKey0 = FlxG.Content.Load <Texture2D>("flixel/key_0"); _imgKey1 = FlxG.Content.Load <Texture2D>("flixel/key_1"); if (FlxG.height > 240) { _pauseScale = 2; } _pauseRect.Width *= _pauseScale; _pauseRect.Height *= _pauseScale; _pauseRect.X = (FlxG.width - _pauseRect.Width) / 2; _pauseRect.Y = (FlxG.height - _pauseRect.Height) / 2; _pauseText = new FlxText(_pauseRect.X, _pauseRect.Y + (7 * _pauseScale), _pauseRect.Width, "GAME PAUSED"); _pauseText.setFormat(null, (2 * _pauseScale) - 1, Color.White, FlxJustification.Center, Color.White); _posKeyX *= _pauseScale; _posKeyC *= _pauseScale; _posKeyMouse *= _pauseScale; _posKeysArrows *= _pauseScale; _posKeyMinus *= _pauseScale; _posKeyPlus *= _pauseScale; _posKey0 *= _pauseScale; _posKey1 *= _pauseScale; _posKeyX.X += _pauseRect.X; _posKeyC.X += _pauseRect.X; _posKeyMouse.X += _pauseRect.X; _posKeysArrows.X += _pauseRect.X; _posKeyMinus.X += _pauseRect.X; _posKeyPlus.X += _pauseRect.X; _posKey0.X += _pauseRect.X; _posKey1.X += _pauseRect.X; _posKeyX.Y += _pauseRect.Y; _posKeyC.Y += _pauseRect.Y; _posKeyMouse.Y += _pauseRect.Y; _posKeysArrows.Y += _pauseRect.Y; _posKeyMinus.Y += _pauseRect.Y; _posKeyPlus.Y += _pauseRect.Y; _posKey0.Y += _pauseRect.Y; _posKey1.Y += _pauseRect.Y; }
/// <summary> /// /// </summary> /// <param name="x">The x coordinate location of the resulting bar (in world pixels)</param> /// <param name="y">The y coordinate location of the resulting bar (in world pixels)</param> /// <param name="direction">One of the FlxBar.FILL_ constants (such as FILL_LEFT_TO_RIGHT, FILL_TOP_TO_BOTTOM etc)</param> /// <param name="width">The width of the bar in pixels</param> /// <param name="height">The height of the bar in pixels</param> /// <param name="parentRef">A reference to an object in your game that you wish the bar to track</param> /// <param name="variable">The variable of the object that is used to determine the bar position. For example if the parent was an FlxSprite this could be "health" to track the health value</param> /// <param name="min">The minimum value. I.e. for a progress bar this would be zero (nothing loaded yet)</param> /// <param name="max">The maximum value the bar can reach. I.e. for a progress bar this would typically be 100.</param> /// <param name="border">Include a 1px border around the bar? (if true it adds +2 to width and height to accommodate it)</param> public FlxBar(int x, int y, uint direction = FILL_LEFT_TO_RIGHT, uint width = 100, uint height = 10, FlxSprite parentRef = null, string variable = "", float min = 0, float max = 100, bool border = false) : base() { barWidth = width; barHeight = height; _border = border; //if (border) //{ // makeGraphic(barWidth + 2, barHeight + 2, 0xffffffff, true); // filledBarPoint = new Point(1, 1); //} emptyBar = new FlxSprite(x, y).createGraphic((int)width, (int)height, Color.DarkSlateGray); filledBar = new FlxSprite(x, y).createGraphic((int)width, (int)height, Color.Green); if (_border) { outline = new FlxSprite(x - 1, y - 1).createGraphic((int)width + 2, (int)height + 2, Color.LightGray); } if (parentRef != null) { parent = parentRef; parentVariable = variable; } //setFillDirection(direction); setRange(min, max); //createFilledBar(0xff005100, 0xff00F400, border); //emptyKill = false; _text = new FlxText(x, y, 100); _text.setFormat(null, 1, Color.White, FlxJustification.Left, Color.Black); _text.text = variable; health = max; }
public MessageBox() : base() { int midX = (FlxG.width / 2) - (320 / 2); int midY = 10; box = new UIBox(midX, midY, 320, 180); box.setScrollFactors(0, 0); add(box); textBox = new FlxText(midX+10, 20, 320, ""); textBox.setFormat(null, 2, Color.White, FlxJustification.Left, Color.Black); textBox.setScrollFactors(0, 0); add(textBox); visible = false; }
//@benbaird initializes the console, the pause overlay, and the soundbar 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--; } }
//@benbaird initializes the console, the pause overlay, and the soundbar 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--; } }
/// <summary> /// @benbaird initializes the console, the pause overlay, and the soundbar /// </summary> private void initConsole() { hud = new FlxHud(targetLeft, targetWidth); //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()); // Display some information about the engine we are using. Console.WriteLine("\nFlxFactory initialization\nFlixel Details LIBRARY:{0} -- v{1}.{2}", FlxG.LIBRARY_NAME, FlxG.LIBRARY_MAJOR_VERSION, FlxG.LIBRARY_MINOR_VERSION); /* * Assembly assembly = Assembly.GetExecutingAssembly(); * FileVersionInfo fileVersionInfo = FileVersionInfo.GetVersionInfo(assembly.Location); * string version = fileVersionInfo.ProductVersion; * string gameName = System.Reflection.Assembly.GetExecutingAssembly().GetName().Name; * Console.WriteLine(gameName + " - Build version: " + version); * * _console.log(gameName + " - Build version: " + version); */ _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 [=Lower ]=Higher \\=Mute or Unmute"); _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--; } }