public void buildTileset() //string LevelFile, string Tiles
        {
            transitionPause = 0.0f;

            List <Dictionary <string, string> > bgString = FlxXMLReader.readNodesFromTmxFile("Lemonade/levels/slf2/" + Lemonade_Globals.location + "/bg" + Lemonade_Globals.location + ".tmx", "map", "bg", FlxXMLReader.TILES);

            FlxTilemap bgMap = new FlxTilemap();

            bgMap.auto        = FlxTilemap.STRING;
            bgMap.indexOffset = -1;
            bgMap.loadMap(bgString[0]["csvData"], FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_" + Lemonade_Globals.location), 20, 20);
            bgMap.boundingBoxOverride = false;
            bgMap.setScrollFactors(0, 0);
            add(bgMap);

            levelAttrs = new Dictionary <string, string>();
            levelAttrs = FlxXMLReader.readAttributesFromTmxFile("Lemonade/levels/slf2/" + Lemonade_Globals.location + "/" + Lemonade_Globals.location + "_level" + FlxG.level.ToString() + ".tmx", "map");

            foreach (KeyValuePair <string, string> kvp in levelAttrs)
            {
                //Console.WriteLine("Key = {0}, Value = {1}", kvp.Key, kvp.Value);
            }

            FlxG.levelWidth  = Convert.ToInt32(levelAttrs["width"]) * Convert.ToInt32(levelAttrs["tilewidth"]);
            FlxG.levelHeight = Convert.ToInt32(levelAttrs["height"]) * Convert.ToInt32(levelAttrs["tileheight"]);


            levelString = FlxXMLReader.readNodesFromTmxFile("Lemonade/levels/slf2/" + Lemonade_Globals.location + "/" + Lemonade_Globals.location + "_level" + FlxG.level.ToString() + ".tmx", "map", "bg", FlxXMLReader.TILES);
            //foreach (Dictionary<string, string> nodes in levelString)
            //{
            //    foreach (KeyValuePair<string, string> kvp in nodes)
            //    {
            //        //Console.Write("Key = {0}, Value = {1}, ", kvp.Key, kvp.Value);
            //    }
            //    //Console.Write("\r\n");
            //}

            bgElementsTilemap               = new FlxTilemap();
            bgElementsTilemap.auto          = FlxTilemap.STRING;
            bgElementsTilemap.indexOffset   = -1;
            bgElementsTilemap.stringTileMin = 200;
            bgElementsTilemap.stringTileMax = 354;
            bgElementsTilemap.loadMap(levelString[0]["csvData"], FlxG.Content.Load <Texture2D>("Lemonade/tiles_" + Lemonade_Globals.location), 20, 20);
            bgElementsTilemap.boundingBoxOverride = false;
            add(bgElementsTilemap);


            collidableTilemap      = new FlxTilemap();
            collidableTilemap.auto = FlxTilemap.STRING;

            // TMX maps have indexOffset of -1;
            collidableTilemap.indexOffset   = -1;
            collidableTilemap.stringTileMax = 200;
            collidableTilemap.loadMap(levelString[0]["csvData"], FlxG.Content.Load <Texture2D>("Lemonade/tiles_" + Lemonade_Globals.location), 20, 20);
            collidableTilemap.boundingBoxOverride = false;
            add(collidableTilemap);
        }
示例#2
0
        override public void create()
        {
            base.create();

            for (int i = 0; i < 40; i++)
            {
                for (int y = 0; y < 40; y++)
                {
                    FlxSprite x = new FlxSprite(i * 8, y * 8);
                    x.loadGraphic("water", false, false, 8, 8);
                    x.addAnimation("flow", new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, (int)FlxU.random(1, 7), true);
                    x.play("flow");

                    add(x);
                }
            }

            FlxTilemap t   = new FlxTilemap();
            string     map = "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\n";

            map += "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\n";
            map += "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\n";
            map += "0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0\n";
            map += "0,0,1,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1,1,1,0,1,1,1,0,0,0,0,0\n";
            map += "0,0,1,0,0,0,0,1,0,1,0,1,1,0,0,1,0,1,1,0,0,1,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0\n";
            map += "0,0,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,1,0,0,0,0,1,1,1,1,0,0,0,0\n";
            map += "0,0,1,0,1,0,0,1,0,1,0,1,0,0,1,1,0,1,0,0,1,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,0\n";
            map += "0,0,0,1,0,1,1,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,1,1,1,0,0,1,0,0,1,0,0,0,0\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";
            map += "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\n";


            t.auto = FlxTilemap.AUTO;
            t.loadMap(map, FlxG.Content.Load <Texture2D>("autotilesIsland"), 8, 8);
            add(t);
        }
示例#3
0
        override public void create()
        {
            FlxG.Framerate = 50;
            //FlxG.flashFramerate = 50;

            // Creates a new tilemap with no arguments
            collisionMap = new FlxTilemap();

            /*
             * FlxTilemaps are created using strings of comma seperated values (csv)
             * This string ends up looking something like this:
             *
             * 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,
             * 0,0,1,1,1,0,0,0,0,0,
             * ...
             *
             * Each '0' stands for an empty tile, and each '1' stands for
             * a solid tile
             *
             * When using the auto map generation, the '1's are converted into the corresponding frame
             * in the tileset.
             */

            // Initializes the map using the generated string, the tile images, and the tile size
            collisionMap.loadMapFile(default_auto, auto_tiles, (int)TILE_WIDTH, (int)TILE_HEIGHT, FlxTilemap.AUTO);
            add(collisionMap);

            highlightBox = new FlxObject(0, 0, TILE_WIDTH, TILE_HEIGHT);

            setupPlayer();

            // When switching between modes here, the map is reloaded with it's own data, so the positions of tiles are kept the same
            // Notice that different tilesets are used when the auto mode is switched
            autoAltBtn = new FlxButton(4, FlxG.height - 24, "AUTO", altButtonFunc);
            add(autoAltBtn);

            resetBtn = new FlxButton(8 + autoAltBtn.Width, FlxG.height - 24, "Reset", resetButtonFunc);
            add(resetBtn);

            quitBtn = new FlxButton(FlxG.width - resetBtn.Width - 4, FlxG.height - 24, "Quit", onQuit);
            add(quitBtn);

            helperTxt = new FlxText(5, 5, 150, "Click to place tiles. Shift-Click to remove tiles\nArrow keys to move");
            add(helperTxt);

            // Show mouse pointer
            FlxG.mouse.show();
        }
示例#4
0
        public void makeCave2(float Scroll, Color Col)
        {
            FlxCaveGeneratorExt caveExt = new FlxCaveGeneratorExt(150, 140, 0.45f, 5);

            string[,] caveLevel = caveExt.generateCaveLevel();

            //Optional step to print cave to the console.
            //caveExt.printCave(caveLevel);

            string newMap = caveExt.convertMultiArrayStringToString(caveLevel);

            //Create a tilemap and assign the cave map.
            tiles      = new FlxTilemap();
            tiles.auto = FlxTilemap.STRING;
            tiles.loadMap(newMap, FlxG.Content.Load <Texture2D>("flixel/autotiles_16x16"), 16, 16);
            tiles.setScrollFactors(Scroll, Scroll);
            tiles.color = Col;
            add(tiles);
        }
示例#5
0
        public void makeCave(float Scroll, Color Col)
        {
            // make a new cave of tiles 50x40;
            FlxCaveGenerator cav = new FlxCaveGenerator(100, 100, 0.48f, 1);

            //Create a matrix based on these parameters.
            int[,] matr = cav.generateCaveLevel(3, 0, 2, 0, 1, 1, 1, 1);

            //convert the array to a comma separated string
            string newMap = cav.convertMultiArrayToString(matr);

            //Create a tilemap and assign the cave map.
            tiles      = new FlxTilemap();
            tiles.auto = FlxTilemap.AUTO;
            tiles.loadMap(newMap, FlxG.Content.Load <Texture2D>("flixel/autotiles_16x16"), 16, 16);
            tiles.setScrollFactors(Scroll, Scroll);
            tiles.color = Col;

            add(tiles);
        }
示例#6
0
        private void altButtonFunc()
        {
            switch (collisionMap.auto)
            {
            case FlxTilemap.AUTO:
                collisionMap.loadMap(FlxTilemap.arrayToCSV(collisionMap.getData(true), collisionMap.widthInTiles),
                                     alt_tiles, TILE_WIDTH, TILE_HEIGHT, FlxTilemap.ALT);
                autoAltBtn.Label.text = "ALT";
                break;

            case FlxTilemap.ALT:
                collisionMap.loadMap(FlxTilemap.arrayToCSV(collisionMap.getData(true), collisionMap.widthInTiles),
                                     empty_tiles, TILE_WIDTH, TILE_HEIGHT, FlxTilemap.OFF);
                autoAltBtn.Label.text = "OFF";
                break;

            case FlxTilemap.OFF:
                collisionMap.loadMap(FlxTilemap.arrayToCSV(collisionMap.getData(true), collisionMap.widthInTiles),
                                     auto_tiles, TILE_WIDTH, TILE_HEIGHT, FlxTilemap.AUTO);
                autoAltBtn.Label.text = "AUTO";
                break;
            }
        }
示例#7
0
        override public void create()
        {
            FlxG.backColor = Color.DarkGreen;

            base.create();

            FlxCamera cam1 = new FlxCamera(0, 0, FlxG.width / 2, FlxG.height, 1);

            cam1.color = Color.Blue;
            FlxG.cameras.Add(cam1);

            FlxCamera cam2 = new FlxCamera(FlxG.width / 2, 0, FlxG.width / 2, FlxG.height, 1);

            cam2.color = Color.GreenYellow;
            FlxG.cameras.Add(cam2);

            FlxTilemap t = new FlxTilemap();

            t.auto = FlxTilemap.AUTO;
            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0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,0,1\n",
                      FlxG.Content.Load <Texture2D>("flixel/autotiles"),
                      8,
                      8);

            add(t);

            FlxSprite s = new FlxSprite(0, 0, FlxG.Content.Load <Texture2D>("flixel/initials/initialsLogo"));

            add(s);
            s.velocity.X = 150;
            s.velocity.Y = 50;


            FlxG.follow(s, 10.0f);
            FlxG.followBounds(0, 0, 2000, 2000);
        }
        public override void create()
        {
            // Background color
            FlxG.bgColor     = (FlxColor.GREEN);
            FlxG.worldBounds = new FlxRect(0, 0, 320, 240);

            //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
            };

            //Create a new tilemap using our level data
            level = new FlxTilemap();
            level.loadMap(FlxTilemap.arrayToCSV(data, 40), FlxTilemap.ImgAuto, 0, 0, FlxTilemap.AUTO);
            add(level);

            //Create the level exit, a dark gray box that is hidden at first
            exit = new FlxSprite(35 * 8 + 1, 25 * 8);
            exit.makeGraphic(14, 16, FlxColor.BLUE);
            exit.Exists = false;
            add(exit);

            //Create coins to collect (see createCoin() function below for more info)
            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, FlxColor.RED);
            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: ");
            //score.setShadow(FlxColor.BLACK);
            score.text = "SCORE: " + (coins.CountDead() * 100);
            add(score);

            status = new FlxText(FlxG.width - 160 - 2, 2, 160);
            //status.setShadow(0xff000000);
            //status.setAlignment("right");
            switch (FlxG.score)
            {
            case 0:
                status.text = "Collect coins.";
                break;

            case 1:
                status.text = "Aww, you died!";
                break;
            }
            add(status);
        }
示例#9
0
        override public void create()
        {
            base.create();

            Lemonade_Globals.totalCoins = Lemonade_Globals.calculateTotalCoins();

            FlxTilemap bgMap = new FlxTilemap();

            bgMap.auto        = FlxTilemap.STRING;
            bgMap.indexOffset = -1;
            bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap.boundingBoxOverride = false;
            bgMap.setScrollFactors(1, 1);
            add(bgMap);

            bgMap             = new FlxTilemap();
            bgMap.auto        = FlxTilemap.STRING;
            bgMap.indexOffset = -1;
            bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg2", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap.boundingBoxOverride = false;
            bgMap.setScrollFactors(1, 1);
            add(bgMap);

            FlxTilemap bgMap3 = new FlxTilemap();

            bgMap3.auto        = FlxTilemap.STRING;
            bgMap3.indexOffset = -1;
            bgMap3.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "stars", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap3.boundingBoxOverride = false;
            bgMap3.setScrollFactors(0.5f, 0.5f);
            add(bgMap3);

            FlxTilemap bgMap4 = new FlxTilemap();

            bgMap4.auto        = FlxTilemap.STRING;
            bgMap4.indexOffset = -1;
            bgMap4.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "city", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap4.boundingBoxOverride = false;
            bgMap4.setScrollFactors(1, 1);
            add(bgMap4);

            follower         = new FlxSprite(400, 1500);
            follower.visible = false;
            add(follower);
            follower.velocity.Y = this.speed;

            FlxG.follow(follower, 20.0f);
            FlxG.followBounds(0, 0, int.MaxValue, 2000);

            int textSize = 2;

                        #if __ANDROID__
            textSize = 4;
                        #endif


            heading = new FlxText(0, 50, FlxG.width, "Collection Incomplete");
            heading.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            heading.setScrollFactors(0, 0);
            add(heading);



            string howWellDidYouGo = "Collected " + Lemonade_Globals.coins.ToString() + "\nfrom " + Lemonade_Globals.totalCoins.ToString() + " Coins ";
            credits = new FlxText(0, FlxG.height / 1.75f, FlxG.width, howWellDidYouGo);
            credits.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            credits.setScrollFactors(0, 0);
            credits.visible = false;
            add(credits);

            string ins = "Press X to Continue";
#if __ANDROID__
            ins = "Press O to Continue";
#endif

            instruction = new FlxText(0, FlxG.height / 1.3f, FlxG.width, ins);
            instruction.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            instruction.setScrollFactors(0, 0);
            instruction.visible = false;
            add(instruction);

            if (Lemonade_Globals.coins == Lemonade_Globals.totalCoins)
            {
                heading.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
                heading.text = "Complete Collection!!\nThe Lemonade Factory is saved.";
                instruction.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), textSize, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);


                string ins2 = "Press X to Continue";
#if __ANDROID__
                ins2 = "Press O to Continue";
#endif

                instruction.text = ins2;

                //FlxU.openURL("http://initials.itch.io/slf2/download/Y9wdBOHe7a92Qpo9t5UJdz05HhZR5p10F0L6wfdP");
            }

            tween          = new Tweener(FlxG.height / 1.3f, FlxG.height / 1.2f, TimeSpan.FromSeconds(0.67f), XNATweener.Cubic.EaseInOut);
            tween.PingPong = true;
            tween.Start();

            // play some music
            FlxG.playMp3("Lemonade/music/March", 0.75f);

            rain = new FlxGroup();
            for (int i = 0; i < 150; i++)
            {
                FlxSprite rainDrop = new FlxSprite((FlxU.random() * FlxG.width * 2), -200 + (FlxU.random() * 1000));
                rainDrop.loadGraphic("Lemonade/rain", true, false, 2, 2);
                rainDrop.frame      = (int)FlxU.random(0, 6);
                rainDrop.velocity.Y = FlxU.random(350, 400);
                rain.add(rainDrop);
            }
            add(rain);

            splashes = new FlxEmitter();
            splashes.createSprites("Lemonade/rain", 150, true, 0.0f, 0.0f);
            splashes.setXSpeed(-25, 25);
            splashes.setYSpeed(-30, 0);
            splashes.gravity = 1.0f;
            add(splashes);
        }
示例#10
0
        override public void create()
        {
            base.create();

            Lemonade_Globals.totalCoins = Lemonade_Globals.calculateTotalCoins();

            Console.WriteLine("Total coins = {0}", Lemonade_Globals.totalCoins);

                        #if __ANDROID__
            FlxG.BUILD_TYPE = FlxG.BUILD_TYPE_OUYA;
                        #endif

            FlxTilemap bgMap = new FlxTilemap();
            bgMap.auto        = FlxTilemap.STRING;
            bgMap.indexOffset = -1;
            bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap.boundingBoxOverride = false;
            bgMap.setScrollFactors(1, 1);
            add(bgMap);

            bgMap             = new FlxTilemap();
            bgMap.auto        = FlxTilemap.STRING;
            bgMap.indexOffset = -1;
            bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg2", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap.boundingBoxOverride = false;
            bgMap.setScrollFactors(1, 1);
            add(bgMap);

            FlxTilemap bgMap3 = new FlxTilemap();
            bgMap3.auto        = FlxTilemap.STRING;
            bgMap3.indexOffset = -1;
            bgMap3.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "stars", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap3.boundingBoxOverride = false;
            bgMap3.setScrollFactors(0.5f, 0.5f);
            add(bgMap3);

            FlxTilemap bgMap4 = new FlxTilemap();
            bgMap4.auto        = FlxTilemap.STRING;
            bgMap4.indexOffset = -1;
            bgMap4.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "city", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap4.boundingBoxOverride = false;
            bgMap4.setScrollFactors(1, 1);
            add(bgMap4);

            follower         = new FlxSprite(0, -100);
            follower.visible = false;
            add(follower);
            follower.velocity.Y = 450;

            FlxG.follow(follower, 20.0f);
            FlxG.followBounds(0, 0, int.MaxValue, 2000);

            FlxText text1 = new FlxText(0, FlxG.height / 2 - 50, FlxG.width, "Initials\nVideo\nGames\nPresents");
            text1.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            text1.setScrollFactors(1.5f, 1.5f);

            add(text1);

            credits = new FlxText(0, FlxG.height / 2 - 100, FlxG.width, "A Game by\nShane Brouwer");
            credits.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            credits.setScrollFactors(0, 0);
            credits.visible = false;
            add(credits);

            string ins = "Press X to Continue";
                        #if __ANDROID__
            ins = "Press O to Continue";
                        #endif

            instruction = new FlxText(0, FlxG.height / 1.3f, FlxG.width, ins);
            instruction.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            instruction.setScrollFactors(0, 0);
            instruction.visible = false;
            add(instruction);

            tween          = new Tweener(FlxG.height / 1.3f, FlxG.height / 1.2f, TimeSpan.FromSeconds(0.67f), XNATweener.Cubic.EaseInOut);
            tween.PingPong = true;
            tween.Start();

            // play some music
            FlxG.playMp3("Lemonade/music/Beyond", 0.75f);

            rain = new FlxGroup();
            for (int i = 0; i < 150; i++)
            {
                FlxSprite rainDrop = new FlxSprite((FlxU.random() * FlxG.width), -200 + (FlxU.random() * 1000));
                rainDrop.loadGraphic("Lemonade/rain", true, false, 2, 2);
                rainDrop.frame      = (int)FlxU.random(0, 6);
                rainDrop.velocity.Y = FlxU.random(350, 400);
                rain.add(rainDrop);
            }
            add(rain);

            splashes = new FlxEmitter();
            splashes.createSprites("Lemonade/rain", 150, true, 0.0f, 0.0f);
            splashes.setXSpeed(-25, 25);
            splashes.setYSpeed(-30, 0);
            splashes.gravity = 1.0f;
            add(splashes);
        }
示例#11
0
        public void loadOgmo()
        {
            Console.WriteLine("Ogmo Loading level {0}", Globals.hole);

            Dictionary <string, string> ogmo = FlxXMLReader.readAttributesFromOelFile("putt/ogmo/hole" + Globals.hole.ToString() + ".oel", "level/roll");

            rollTiles = new FlxTilemap();
            rollTiles.loadMap(ogmo["roll"], FlxG.Content.Load <Texture2D>("putt/rollIndicators"), 8, 8);
            rollTiles.color = new Color(1, 1, 1, 0.8f);
            //add(rollTiles);



            // ------------------------------------
            string[] cols;
            string[] rows          = ogmo["roll"].Split('\n');
            int      heightInTiles = rows.Length;
            int      r             = 0;

            //int c;

            foreach (var item in rows)
            {
                int l = 0;
                cols = rows[r].Split(',');
                foreach (var x in cols)
                {
                    if (x != "-1" && x != "-1\r")
                    {
                        //Console.WriteLine("Roll: {0}", x);

                        RollIndicator roll = new RollIndicator(l * 8, r * 8, Convert.ToInt32(x));
                        add(roll);
                    }


                    l++;
                }

                r++;
            }



            List <Dictionary <string, string> > levelNodes = FlxXMLReader.readNodesFromOelFile("putt/ogmo/hole" + Globals.hole.ToString() + ".oel", "level/bg");

            foreach (Dictionary <string, string> nodes in levelNodes)
            {
                //foreach (KeyValuePair<string, string> kvp in nodes)
                //{
                //    Console.Write("Key = {0}, Value = {1}, ",
                //        kvp.Key, kvp.Value);
                //}
                //Console.Write("\r\n");

                if (nodes["Name"] == "hole")
                {
                    hole.reset(Convert.ToInt32(nodes["x"]), Convert.ToInt32(nodes["y"]));
                }
            }
        }
        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, 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,
                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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 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, 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, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
                1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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);
        }
        override public void create()
        {
            base.create();

            // play some music



            FlxG.playMp3("Lemonade/music/music_menu_1", 0.75f);

            // load some tile maps

            List <Dictionary <string, string> > bgString = FlxXMLReader.readNodesFromTmxFile("Lemonade/levels/slf2/newyork/bgnewyork.tmx", "map", "bg", FlxXMLReader.TILES);

            ny             = new FlxTilemap();
            ny.auto        = FlxTilemap.STRING;
            ny.indexOffset = -1;
            ny.loadMap(bgString[0]["csvData"], FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            ny.boundingBoxOverride = true;
            ny.setScrollFactors(0, 0);
            ny.visible = false;
            add(ny);

            bgString           = FlxXMLReader.readNodesFromTmxFile("Lemonade/levels/slf2/sydney/bgsydney.tmx", "map", "bg", FlxXMLReader.TILES);
            sydney             = new FlxTilemap();
            sydney.auto        = FlxTilemap.STRING;
            sydney.indexOffset = -1;
            sydney.loadMap(bgString[0]["csvData"], FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_sydney"), 20, 20);
            sydney.boundingBoxOverride = true;
            sydney.setScrollFactors(0, 0);
            sydney.visible = false;
            add(sydney);

            bgString            = FlxXMLReader.readNodesFromTmxFile("Lemonade/levels/slf2/military/bgmilitary.tmx", "map", "bg", FlxXMLReader.TILES);
            miltary             = new FlxTilemap();
            miltary.auto        = FlxTilemap.STRING;
            miltary.indexOffset = -1;
            miltary.loadMap(bgString[0]["csvData"], FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_military"), 20, 20);
            miltary.boundingBoxOverride = true;
            miltary.setScrollFactors(0, 0);
            miltary.visible = false;
            add(miltary);

            //FlxG.mouse.show(FlxG.Content.Load<Texture2D>("Mode/cursor"));

            FlxButton b = new FlxButton((FlxG.width / 2) - 100, 150, startGame);

            b.loadGraphic(new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/button_ny")), new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/buttonPressed_ny")));
            b.loadText(new FlxText(-20, 10, 100, "Sydney"), new FlxText(-20, 10, 100, "Sydney!"));
            buttons.add(b);

            b = new FlxButton(FlxG.width / 2, 150, startGame);
            b.loadGraphic(new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/button_ny")), new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/buttonPressed_ny")));
            b.loadText(new FlxText(-20, 10, 100, "New York"), new FlxText(-20, 10, 100, "New York!"));
            buttons.add(b);

            b = new FlxButton((FlxG.width / 2) + 100, 150, startGame);
            b.loadGraphic(new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/button_ny")), new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/buttonPressed_ny")));
            b.loadText(new FlxText(-20, 10, 100, "Military"), new FlxText(-20, 10, 100, "Military!"));
            buttons.add(b);


            for (int i = 1; i < 13; i++)
            {
                FlxButton a = new FlxButton(175 + (i * 45), 225, startGame);
                a.loadGraphic(new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/button_ny")), new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/buttonPressed_ny")));
                a.loadText(new FlxText(-40, 10, 100, i.ToString()), new FlxText(-40, 10, 100, i.ToString() + "!"));

                buttons.add(a);
            }

            b = new FlxButton((FlxG.width / 2) - 100, 275, startMultiplayerGame);
            b.loadGraphic(new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/button_ny")), new FlxSprite().loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/buttonPressed_ny")));
            b.loadText(new FlxText(-20, 10, 100, "Multiplayer"), new FlxText(-20, 10, 100, "Multiplayer!"));
            buttons.add(b);


            location = new FlxText(0, 50, FlxG.width);
            location.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 3, Color.White, FlxJustification.Center, Color.Black);
            location.text = "";
            add(location);


            addButtons();

            FlxText badges = new FlxText(0, 330, 0, "Badges");

            badges.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 3, Color.White, FlxJustification.Left, Color.Black);
            add(badges);

            Color notDone = new Color(0.1f, 0.1f, 0.1f);


            badge1 = new FlxSprite((FlxG.width / 2) - 150, 330);
            badge1.loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/offscreenIcons"), true, false, 12, 12);
            badge1.frame = 2;
            badge1.color = notDone;
            add(badge1);

            badge2 = new FlxSprite((FlxG.width / 2) - 50, 330);
            badge2.loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/offscreenIcons"), true, false, 12, 12);
            badge2.frame = 3;
            badge2.color = notDone;
            add(badge2);

            badge3 = new FlxSprite((FlxG.width / 2) + 50, 330);
            badge3.loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/offscreenIcons"), true, false, 12, 12);
            badge3.frame = 4;
            badge3.color = notDone;
            add(badge3);

            badge4 = new FlxSprite((FlxG.width / 2) + 150, 330);
            badge4.loadGraphic(FlxG.Content.Load <Texture2D>("Lemonade/offscreenIcons"), true, false, 12, 12);
            badge4.frame = 5;
            badge4.color = notDone;
            add(badge4);

            tweenBounce          = new Tweener(5.0f, 8.0f, TimeSpan.FromSeconds(1.12f), Elastic.EaseOut);
            tweenBounce.PingPong = true;


            try
            {
                FlxG.username = LoadFromDevice();
            }
            catch
            {
                Console.WriteLine("Cannot load name from file");
            }

            if (FlxG.username != "")
            {
                //_nameEntry.text = FlxG.username;
                FlxG.setHudText(3, "Username:\n" + FlxG.username);
                FlxG.setHudTextPosition(3, 50, FlxG.height - 30);
                FlxG.setHudTextScale(3, 2);
            }
        }
        override public void create()
        {
            base.create();

#if __ANDROID__
            FlxG.BUILD_TYPE = FlxG.BUILD_TYPE_OUYA;
#endif

            FlxTilemap bgMap = new FlxTilemap();
            bgMap.auto        = FlxTilemap.STRING;
            bgMap.indexOffset = -1;
            bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap.boundingBoxOverride = false;
            bgMap.setScrollFactors(1, 1);
            add(bgMap);

            bgMap             = new FlxTilemap();
            bgMap.auto        = FlxTilemap.STRING;
            bgMap.indexOffset = -1;
            bgMap.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "bg2", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap.boundingBoxOverride = false;
            bgMap.setScrollFactors(1, 1);
            add(bgMap);

            FlxTilemap bgMap3 = new FlxTilemap();
            bgMap3.auto        = FlxTilemap.STRING;
            bgMap3.indexOffset = -1;
            bgMap3.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "stars", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap3.boundingBoxOverride = false;
            bgMap3.setScrollFactors(0.5f, 0.5f);
            add(bgMap3);

            FlxTilemap bgMap4 = new FlxTilemap();
            bgMap4.auto        = FlxTilemap.STRING;
            bgMap4.indexOffset = -1;
            bgMap4.loadTMXMap("Lemonade/levels/slf2/newyork/newyork_intro.tmx", "map", "city", FlxXMLReader.TILES, FlxG.Content.Load <Texture2D>("Lemonade/bgtiles_newyork"), 20, 20);
            bgMap4.boundingBoxOverride = false;
            bgMap4.setScrollFactors(1, 1);
            add(bgMap4);

            follower         = new FlxSprite(0, -100);
            follower.visible = false;
            add(follower);
            follower.velocity.Y = 1450;
            follower.drag.Y     = 10;

            FlxG.follow(follower, 20.0f);
            FlxG.followBounds(0, 0, int.MaxValue, 2000);

            FlxText text1 = new FlxText(0, FlxG.height / 2 - 50, FlxG.width, "GAME OVER");
            text1.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            text1.setScrollFactors(1.5f, 1.5f);

            add(text1);


            string howWellDidYouGo = "Collected " + Lemonade_Globals.coins.ToString() + " from " + Lemonade_Globals.totalCoins.ToString() + " Coins ";
            credits = new FlxText(0, FlxG.height / 2 - 100, FlxG.width, "");
            credits.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            credits.setScrollFactors(0, 0);
            credits.visible = true;
            add(credits);

            string ins = "Press X to Continue";
#if __ANDROID__
            ins = "Press O to Continue";
#endif

            instruction = new FlxText(0, FlxG.height / 1.3f, FlxG.width, ins);
            instruction.setFormat(FlxG.Content.Load <SpriteFont>("Lemonade/SMALL_PIXEL"), 2, Lemonade_Globals.GAMEBOY_COLOR_4, FlxJustification.Center, Lemonade_Globals.GAMEBOY_COLOR_1);
            instruction.setScrollFactors(0, 0);
            instruction.visible = true;
            add(instruction);


            //rgb(237, 0, 142)

            tween          = new Tweener(FlxG.height / 1.3f, FlxG.height / 1.2f, TimeSpan.FromSeconds(1.0f), XNATweener.Cubic.EaseInOut);
            tween.PingPong = true;
            tween.Start();

            // play some music
            FlxG.playMp3("Lemonade/music/Lemonade1989Theme", 0.75f);

            FlxG.play("Lemonade/sfx/cw_sound15", 0.5f, false);
        }