//Just plops down a spawner and some blocks - haphazard and crappy atm but functional! protected void buildRoom(int RX, int RY, bool Spawners) { //first place the spawn point (if necessary) int rw = 20; int sx = 0; int sy = 0; if (Spawners) { sx = (int)(2 + FlxG.random() * (rw - 7)); sy = (int)(2 + FlxG.random() * (rw - 7)); } //then place a bunch of blocks int numBlocks = (int)(3 + FlxG.random() * 4); if (!Spawners) { numBlocks++; } int maxW = 10; int minW = 2; int maxH = 8; int minH = 1; int bx; int by; int bw; int bh; bool check; for (int i = 0; i < numBlocks; i++) { do { //keep generating different specs if they overlap the spawner bw = (int)(minW + FlxG.random() * (maxW - minW)); bh = (int)(minH + FlxG.random() * (maxH - minH)); bx = (int)(-1 + FlxG.random() * (rw + 1 - bw)); by = (int)(-1 + FlxG.random() * (rw + 1 - bh)); if (Spawners) { check = ((sx > bx + bw) || (sx + 3 < bx) || (sy > by + bh) || (sy + 3 < by)); } else { check = true; } } while(!check); FlxTileblock b; b = new FlxTileblock(RX + bx * 8, RY + by * 8, bw * 8, bh * 8); b.loadTiles(ImgTech); _blocks.add(b); //If the block has room, add some non-colliding "dirt" graphics for variety if ((bw >= 4) && (bh >= 5)) { b = new FlxTileblock(RX + bx * 8 + 8, RY + by * 8, bw * 8 - 16, 8); b.loadTiles(ImgDirtTop); _decorations.add(b); b = new FlxTileblock(RX + bx * 8 + 8, RY + by * 8 + 8, bw * 8 - 16, bh * 8 - 24); b.loadTiles(ImgDirt); _decorations.add(b); } } if (Spawners) { //Finally actually add the spawner Spawner sp = new Spawner(RX + sx * 8, RY + sy * 8, _bigGibs, _enemies, _enemyBullets, _littleGibs, _player); _spawners.add(sp); //Then create a dedicated camera to watch the spawner _hud.add(new FlxSprite(3 + (_spawners.length - 1) * 16, 3, ImgMiniFrame)); FlxCamera camera = new FlxCamera(10 + (_spawners.length - 1) * 32, 10, 24, 24, 1); camera.follow(sp); FlxG.addCamera(camera); } }
public override void create() { FlxG.Framerate = 50; //FlxG.FlashFramerate = 50; // set the background color to white FlxG.bgColor = FlxColor.WHITE; //Setup the level (40 x 40 tiles) Addapted from Adam Atomic's EZPlatformer int[] levelData = { 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, 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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; // Create the tilemap from the levelData we just created level = new FlxTilemap(); level.loadMap(FlxTilemap.arrayToCSV(levelData, 40), FlxTilemap.ImgAuto, 0, 0, FlxTilemap.AUTO); add(level); //Create the two players player1 = new FlxSprite(65, 200).makeGraphic(10, 12, FlxColor.RED); //player 1 is red and starts at 65, 200 player1.MaxVelocity.X = 80; // Theses are pysics settings, player1.MaxVelocity.Y = 200; // controling how the players behave player1.Acceleration.Y = 200; // in the game player1.Drag.X = player1.MaxVelocity.X * 4; add(player1); player2 = new FlxSprite(265, 200).makeGraphic(10, 12, FlxColor.BLUE); // player2 is blue and starts at 265, 200 player2.MaxVelocity.X = 80; // Same thing than player 1 player2.MaxVelocity.Y = 200; player2.Acceleration.Y = 200; player2.Drag.X = player2.MaxVelocity.X * 4; add(player2); // Then we setup two cameras to follow each of the two players FlxCamera cam = new FlxCamera(0, 0, FlxG.width / 2, FlxG.height); // we put the first one in the top left corner cam.follow(player2); // this sets the limits of where the camera goes so that it doesn't show what's outside of the tilemap cam.setBounds(0, 0, level.Width, level.Height); cam.Color = FlxColor.PINK; // add a light red tint to the camera to differentiate it from the other FlxG.resetCameras(cam); // Almost the same thing as the first camera cam = new FlxCamera(FlxG.width / 2, 0, FlxG.width / 2, FlxG.height); // and the second one in the top middle of the screen cam.follow(player1); cam.setBounds(0, 0, level.Width, level.Height); cam.Color = FlxColor.CADETBLUE; // Add a light blue tint to the camera FlxG.addCamera(cam); }