Exemplo n.º 1
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);
		}
Exemplo n.º 2
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);
		}
Exemplo n.º 3
0
		public override void destroy()
		{
			base.destroy();
			_bots = null;
			_botGibs = null;
			_botBullets = null;
			_gibs = null;
			_player = null;
		}
Exemplo n.º 4
0
		//Each time an Enemy is recycled (in this game, by the Spawner object)
		//we call init() on it afterward.  That allows us to set critical parameters
		//like references to the player object and the ship's new position.
		public void init(int xPos,int yPos,FlxGroup Bullets,FlxEmitter Gibs,Player ThePlayer)
		{
			_player = ThePlayer;
			_bullets = Bullets;
			_gibs = Gibs;

			reset(xPos - Width/2,yPos - Height/2);
			Angle = angleTowardPlayer();
			Health = 2;	//Enemies take 2 shots to kill
			_timer = 0;
			_shotClock = 0;
		}
Exemplo n.º 5
0
		//This is the player object class.  Most of the comments I would put in here
		//would be near duplicates of the Enemy class, so if you're confused at all
		//I'd recommend checking that out for some ideas!
		public Player(int x,int y,FlxGroup Bullets,FlxEmitter Gibs/*, FlxVirtualPad pad*/): base (x, y)
		{
			loadGraphic(ImgSpaceman,true,true,8);
			_restart = 0;

			//bounding box tweaks
			Width = 6;
			Height = 7;
			Offset.X = 1;
			Offset.Y = 1;
			/*
			_pad = pad;
			_pad.buttonA.onDown = new IFlxButton(){ public void callback(){jump();}};
*/
			//basic player physics
			int runSpeed = 80;
			Drag.X = runSpeed*8;
			Acceleration.Y = 420;
			_jumpPower = 200;
			MaxVelocity.X = runSpeed;
			MaxVelocity.Y = _jumpPower;

			//animations
			addAnimation("idle", new int[]{0});
			addAnimation("run", new int[]{1, 2, 3, 0}, 12);
			addAnimation("jump", new int[]{4});
			addAnimation("idle_up", new int[]{5});
			addAnimation("run_up", new int[]{6, 7, 8, 5}, 12);
			addAnimation("jump_up", new int[]{9});
			addAnimation("jump_down", new int[]{10});

			//bullet stuff
			_bullets = Bullets;
			_gibs = Gibs;

			_sfxExplode = new FlxSound().loadEmbedded(SndExplode, false, false);
			_sfxExplode2 = new FlxSound().loadEmbedded(SndExplode2, false, false);
			_sfxHurt = new FlxSound().loadEmbedded(SndHurt, false, false);
			_sfxJam = new FlxSound().loadEmbedded(SndJam, false, false);
			_sfxJump = new FlxSound().loadEmbedded(SndJump, false, false);
			_sfxLand = new FlxSound().loadEmbedded(SndLand, false, false);

		}
Exemplo n.º 6
0
		public Spawner(int x,int y,FlxEmitter Gibs,FlxGroup Bots,FlxGroup BotBullets, FlxEmitter BotGibs,Player ThePlayer) : base(x, y)
		{
			loadGraphic(ImgSpawner,true);
			_gibs = Gibs;
			_bots = Bots;
			_botBullets = BotBullets;
			_botGibs = BotGibs;
			_player = ThePlayer;
			_timer = FlxG.random()*20;
			_open = false;
			Health = 8;

			addAnimation("open", new int[]{1, 2, 3, 4, 5}, 40, false);
			addAnimation("close", new int[]{4, 3, 2, 1, 0}, 40, false);
			addAnimation("dead", new int[]{6});

			_sfxExplode = new FlxSound().loadEmbedded(SndExplode, false, false);
			_sfxExplode2 = new FlxSound().loadEmbedded(SndExplode2, false, false);
			_sfxHit = new FlxSound().loadEmbedded(SndHit, false, false);
		}
Exemplo n.º 7
0
		//Called by flixel to help clean up memory.
		 
		public override void destroy()
		{
			base.destroy();

			_player = null;
			_bullets = null;
			_gibs = null;

			_jets.destroy();
			_jets = null;

			_playerMidpoint = null;
		}
Exemplo n.º 8
0
		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();
		}
Exemplo n.º 9
0
		//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");
		}
Exemplo n.º 10
0
		public override void destroy()
		{
			base.destroy();

			_blocks = null;
			_decorations = null;
			_bullets = null;
			_player = null;
			_enemies = null;
			_spawners = null;
			_enemyBullets = null;
			_littleGibs = null;
			_bigGibs = null;
			_hud = null;
			_gunjam = null;

			//meta groups, to help speed up collisions
			_objects = null;
			_hazards = null;

			//HUD/User Interface stuff
			_score = null;
			_score2 = null;
			
			//_pad = null;
		}
Exemplo n.º 11
0
		/*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);
				*/
		}
Exemplo n.º 12
0
		public override void destroy()
		{
			base.destroy();
			gibs = null;
			/*playButton = null;*/
			title1 = null;
			title2 = null;
		}
Exemplo n.º 13
0
		public override void destroy()
		{
			base.destroy();
			_bullets = null;
			_gibs = null;
		}