public override void create() { base.create(); houseBases = new FlxGroup(); houseRooves = new FlxGroup(); FlxG.bgColor = FlxColor.INDIGO; p = new Player(200, 200); add(p.footsteps); blackout = new FlxSprite(); blackout.makeGraphic(FlxG.width, FlxG.height, FlxColor.BLACK); blackout.visible = false; add(blackout); add(houseBases); add(p); add(houseRooves); house1 = new Building(0, 0, 600, 600, p, blackout); houseBases.add(house1); houseRooves.add(house1.roof); FlxG.camera.follow(p, FlxCamera.STYLE_TOPDOWN); }
/// <summary> /// Initiate all the things needed by the engine /// </summary> internal static void init() { FlxG.defaultWholeScreenViewport = FlxG.viewport; FlxG.cameras = new List <FlxCamera>(); FlxG.viewports = new List <Viewport>(); //FlxG.width = FlxG.graphics.PreferredBackBufferWidth; //FlxG.height = FlxG.graphics.PreferredBackBufferHeight; FlxG.bgColor = Color.Black; FlxG.mute = false; FlxG.sounds = new FlxGroup(); FlxG.console = new FlxConsole(); FlxG.worldBounds = new FlxRect(); FlxG.defaultFont = FlxG.content.Load <SpriteFont>("ConsoleFont"); //FlxG.zoom = 1f; FlxG.rotation = 0f; FlxG.pad1 = new FlxGamepad(PlayerIndex.One); FlxG.pad2 = new FlxGamepad(PlayerIndex.Two); FlxG.pad3 = new FlxGamepad(PlayerIndex.Three); FlxG.pad4 = new FlxGamepad(PlayerIndex.Four); FlxG.keys = new FlxKeyboard(); FlxG.mouse = new FlxMouse(); FlxG.safeZone = new FlxRect(FlxG.graphicsDevice.Viewport.TitleSafeArea.X, FlxG.graphicsDevice.Viewport.TitleSafeArea.Y, FlxG.graphicsDevice.Viewport.TitleSafeArea.Width, FlxG.graphicsDevice.Viewport.TitleSafeArea.Height); FlxCamera defaultCam = new FlxCamera(0, 0, FlxG.width, FlxG.height, FlxG.zoom); FlxG.addCamera(defaultCam); //Thread tCreate = new Thread(FlxG.state.create); //tCreate.Start(); //create state last FlxG.state.create(); }
public override void create() { base.create(); FlxG.bgColor = Color.LightGray; //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 }; level = new FlxTilemap(); exit = new FlxSprite(35 * 8 + 1, 25 * 8); exit.makeGraphic(14, 16, new Color(3f, 3f, 3f )); exit.exists = false; add(exit); 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, new Color (170, 17, 17)); 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.shadow = 0xff000000; score.shadow = Color.Black; score.text = "SCORE: " + (coins.countDead() * 100); add(score); status = new FlxText(FlxG.width - 160 - 2, 2, 160); //status.shadow = 0xff000000; //status.alignment = "right"; switch (FlxG.score) { case 0: status.text = "Collect coins."; break; case 1: status.text = "Aww, you died!"; break; } add(status); }
/// <summary> /// Called by <code>FlxGame</code> to set up <code>FlxG</code> during <code>FlxGame</code>'s constructor. /// </summary> internal static void init(FlxGame game, int width, int height, float zoom) { FlxG._game = game; FlxG.width = width; FlxG.height = height; FlxG.mute = false; FlxG.volume = 1.0f; FlxG.sounds = new FlxGroup(); FlxG.volumeHandler = delegate { }; //FlxG.clearBitmapCache(); //if(flashGfxSprite == null) //{ // flashGfxSprite = new Sprite(); // flashGfx = flashGfxSprite.graphics; //} FlxCamera.DefaultZoom = zoom; //FlxG._cameraRect = new Rectangle(); FlxG.cameras = new List<FlxCamera>(); //FlxG.UseBufferLocking = false; FlxG.plugins = new List<FlxBasic>(); //addPlugin(new DebugPathDisplay()); //addPlugin(new TimerManager()); FlxG.mouse = new FlxMouse(); FlxG.keys = new FlxKeyboard(); //FlxG.mobile = false; FlxG.levels = null; FlxG.scores = null; FlxG.visualDebug = false; // flx# stuff FlxG.cameras = new List<FlxCamera>(); //FlxG.width = FlxG.graphics.PreferredBackBufferWidth; //FlxG.height = FlxG.graphics.PreferredBackBufferHeight; FlxG.bgColor = Color.Black; FlxG.mute = false; FlxG.sounds = new FlxGroup(); FlxG.worldBounds = new FlxRect(); FlxG.defaultFont = FlxS.ContentManager.Load<SpriteFont>("ConsoleFont"); //FlxG.zoom = 1f; FlxG.pad1 = new FlxGamepad(PlayerIndex.One); FlxG.pad2 = new FlxGamepad(PlayerIndex.Two); FlxG.pad3 = new FlxGamepad(PlayerIndex.Three); FlxG.pad4 = new FlxGamepad(PlayerIndex.Four); FlxG.keys = new FlxKeyboard(); FlxG.mouse = new FlxMouse(); FlxCamera defaultCam = new FlxCamera(0, 0, FlxG.width, FlxG.height, FlxG.zoom); FlxG.addCamera(defaultCam); //Thread tCreate = new Thread(FlxG.state.create); //tCreate.Start(); //create state last //FlxG.State.create(); }
/// <summary> /// Initiate all the things needed by the engine /// </summary> internal static void init() { FlxG.defaultWholeScreenViewport = FlxG.viewport; FlxG.cameras = new List<FlxCamera>(); FlxG.viewports = new List<Viewport>(); //FlxG.width = FlxG.graphics.PreferredBackBufferWidth; //FlxG.height = FlxG.graphics.PreferredBackBufferHeight; FlxG.bgColor = Color.Black; FlxG.mute = false; FlxG.sounds = new FlxGroup(); FlxG.console = new FlxConsole(); FlxG.worldBounds = new FlxRect(); FlxG.defaultFont = FlxG.content.Load<SpriteFont>("ConsoleFont"); //FlxG.zoom = 1f; FlxG.rotation = 0f; FlxG.pad1 = new FlxGamepad(PlayerIndex.One); FlxG.pad2 = new FlxGamepad(PlayerIndex.Two); FlxG.pad3 = new FlxGamepad(PlayerIndex.Three); FlxG.pad4 = new FlxGamepad(PlayerIndex.Four); FlxG.keys = new FlxKeyboard(); FlxG.mouse = new FlxMouse(); FlxG.safeZone = new FlxRect(FlxG.graphicsDevice.Viewport.TitleSafeArea.X, FlxG.graphicsDevice.Viewport.TitleSafeArea.Y, FlxG.graphicsDevice.Viewport.TitleSafeArea.Width, FlxG.graphicsDevice.Viewport.TitleSafeArea.Height); FlxCamera defaultCam = new FlxCamera(0, 0, FlxG.width, FlxG.height, FlxG.zoom); FlxG.addCamera(defaultCam); //Thread tCreate = new Thread(FlxG.state.create); //tCreate.Start(); //create state last FlxG.state.create(); }
/// <summary> /// Override create() and initialize your game objects here /// </summary> public virtual void create() { hud = new FlxGroup(); add(hud); }