override public void update() { //This is just to make the text at the top fade out if (topText.Alpha > 0) { topText.Alpha -= .01f; } base.update(); FlxG.collide(theEmitter, collisionGroup); if (FlxG.keys.justPressed(Keys.Escape)) { onQuit(); } }
public override void update() { base.update(); if (_collisions) { FlxG.collide(_bunnies); } if (_memoryTimer.time != 0) { _memoryTimer.update(); } if (FlxG.keys.justPressed(Keys.Escape)) { onQuit(); } }
public override void update() { //Player movement and controls player.Acceleration.X = 0; if (FlxG.keys.pressed(Keys.Left)) { player.Acceleration.X = -player.MaxVelocity.X * 4; } if (FlxG.keys.pressed(Keys.Right)) { player.Acceleration.X = player.MaxVelocity.X * 4; } if (FlxG.keys.pressed(Keys.Space) && player.isTouching(FlxObject.Floor)) { player.Velocity.Y = -player.MaxVelocity.Y / 2; } if (FlxG.keys.justPressed(Keys.Escape)) { onQuit(); } //Updates all the objects appropriately base.update(); //Check if player collected a coin or coins this frame FlxG.overlap(coins, player, getCoin); //Check to see if the player touched the exit door this frame FlxG.overlap(exit, player, win); FlxG.collide(level, player); //Check for player lose conditions if (player.Y > FlxG.height) { FlxG.score = 1; //sets status.text to "Aww, you died!" FlxG.resetState(); } }
override public void update() { // collide everything FlxG.collide(); //player 1 controls player1.Acceleration.X = 0; if (FlxG.keys.pressed(Keys.Left)) { player1.Acceleration.X = -player1.MaxVelocity.X * 4; } if (FlxG.keys.pressed(Keys.Right)) { player1.Acceleration.X = player1.MaxVelocity.X * 4; } if (FlxG.keys.justPressed(Keys.Up) && player1.isTouching(FlxObject.Floor)) { player1.Velocity.Y -= (float)(player1.MaxVelocity.Y / 1.5); } //player 2 controls player2.Acceleration.X = 0; if (FlxG.keys.pressed(Keys.A)) { player2.Acceleration.X = -player2.MaxVelocity.X * 4; } if (FlxG.keys.pressed(Keys.D)) { player2.Acceleration.X = player2.MaxVelocity.X * 4; } if (FlxG.keys.justPressed(Keys.W) && player2.isTouching(FlxObject.Floor)) { player2.Velocity.Y -= (float)(player2.MaxVelocity.Y / 1.5); } if (FlxG.keys.justPressed(Keys.Escape)) { onQuit(); } base.update(); }
override public void update() { // Tilemaps can be collided just like any other FlxObject, and flixel // automatically collides each individual tile with the object. FlxG.collide(player, collisionMap); highlightBox.X = (float)Math.Floor(FlxG.mouse.cursor.X / TILE_WIDTH) * TILE_WIDTH; highlightBox.Y = (float)Math.Floor(FlxG.mouse.cursor.Y / TILE_HEIGHT) * TILE_HEIGHT; if (FlxG.mouse.pressed()) { // FlxTilemaps can be manually edited at runtime as well. // Setting a tile to 0 removes it, and setting it to anything else will place a tile. // If auto map is on, the map will automatically update all surrounding tiles. collisionMap.setTile((uint)FlxG.mouse.x / TILE_WIDTH, (uint)FlxG.mouse.y / TILE_HEIGHT, (uint)(FlxG.keys.pressed(Keys.LeftShift) ? 0 : 1)); } updatePlayer(); if (FlxG.keys.justPressed(Keys.Escape)) { onQuit(); } base.update(); }
public override void update() { /* * if(_pad.Visible) * _pad.update(); */ //save off the current score and update the game state int oldScore = FlxG.score; base.update(); //collisions with environment FlxG.collide(_blocks, _objects); FlxG.overlap(_hazards, _player, overlapped); FlxG.overlap(_bullets, _hazards, overlapped); //check to see if the player scored any points this frame bool scoreChanged = oldScore != FlxG.score; //Jammed message if ((FlxG.keys.justPressed(Keys.C) /*|| _pad.buttonB.status == FlxButton.Pressed*/) && _player.flickering) { _jamTimer = 1; _gunjam.Visible = true; } if (_jamTimer > 0) { if (!_player.flickering) { _jamTimer = 0; } _jamTimer -= FlxG.elapsed; if (_jamTimer < 0) { _gunjam.Visible = false; } } if (!_fading) { //Score + countdown stuffs if (scoreChanged) { _scoreTimer = 2; } _scoreTimer -= FlxG.elapsed; if (_scoreTimer < 0) { if (FlxG.score > 0) { if (FlxG.score > 100) { FlxG.score -= 100; } else { FlxG.score = 0; _player.kill(); } _scoreTimer = 1; scoreChanged = true; //Play loud beeps if your score is low float volume = 0.35f; if (FlxG.score < 600) { volume = 1.0f; } _sfxCount.Volume = volume; _sfxCount.play(true); } } //Fade out to victory screen stuffs if (_spawners.CountLiving() <= 0) { _fading = true; FlxG.fade(Color.Black, 3, onVictory); } } //actually update score text if it changed if (scoreChanged) { if (!_player.Alive) { FlxG.score = 0; } _score.text = "" + FlxG.score; } }
override public void update() { //This is just to make the text at the top fade out if (topText.Alpha > 0) { topText.Alpha -= .01f; } //Here we'll make the elevator rise and fall - all of the constants chosen here are just after tinkering if (rising) { elevator.Velocity.Y -= 10; } else { elevator.Velocity.Y += 10; } if (elevator.Velocity.Y == -300) { rising = false; } else if (elevator.Velocity.Y == 300) { rising = true; } //Run through the groups, and if a crate is off screen, get it back! foreach (FlxSprite a in crateStormGroup.Members) { if (a.X < -10) { a.X = 400; } if (a.X > 400) { a.X = -10; } if (a.Y > 300) { a.Y = -10; } } foreach (FlxSprite a in crateStormGroup2.Members) { if (a.X > 400) { a.X = -10; } if (a.X < -10) { a.X = 400; } if (a.Y > 300) { a.Y = -10; } } base.update(); //Here we call our simple collide() function, what this does is checks to see if there is a collision //between the two objects specified, But if you pass in a group then it checks the group against the object, //or group against a group, You can even check a group of groups against an object - You can see the possibilities this presents. //To use it, simply call FlxG.collide(Group/Object1, Group/Object2, Notification(optional)) //If you DO pass in a notification it will fire the function you created when two objects collide - allowing for even more functionality. if (collideGroups) { FlxG.collide(crateStormGroup, crateStormGroup2); } if (isCrateStormOn) { FlxG.collide(elevator, crateStormMegaGroup); } if (isFlxRiderOn) { FlxG.collide(elevator, flixelRider); } //We don't specify a callback here, because we aren't doing anything base specific - just using the default collide method. }