/** * Called by <code>FlxGame</code> to set up <code>FlxG</code> during <code>FlxGame</code>'s constructor. */ static internal void setGameData(FlxGame Game, int Width, int Height) { _game = Game; width = Width; height = Height; _mute = false; _volume = 0.5f; FlxG.camera = new FlxCamera(); FlxG.camera.unfollow(); level = 0; score = 0; pause = false; timeScale = 1.0f; maxElapsed = 0.0333f; FlxG.elapsed = 0; showBounds = false; #if !WINDOWS_PHONE mobile = false; #else mobile = true; #endif FlxU.setWorldBounds(0, 0, FlxG.width, FlxG.height); }
/// <summary> /// Specify the boundaries of the level or where the camera is allowed to move. /// </summary> /// <param name="MinX">The smallest X value of your level (usually 0).</param> /// <param name="MinY">The smallest Y value of your level (usually 0).</param> /// <param name="MaxX">The largest X value of your level (usually the level width).</param> /// <param name="MaxY">The largest Y value of your level (usually the level height).</param> /// <param name="UpdateWorldBounds">Whether the quad tree's dimensions should be updated to match.</param> static public void followBounds(int MinX, int MinY, int MaxX, int MaxY, bool UpdateWorldBounds) { followMin = new Point(-MinX, -MinY); followMax = new Point(-MaxX + width, -MaxY + height); if (followMax.X > followMin.X) { followMax.X = followMin.X; } if (followMax.Y > followMin.Y) { followMax.Y = followMin.Y; } if (UpdateWorldBounds) { FlxU.setWorldBounds(MinX, MinY, MaxX - MinX, MaxY - MinY); } doFollow(); }