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); }
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(); }
//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"); }