public FlxTile(FlxTilemap Tilemap, int Tx, int Ty, int Index, int Width, int Height, Boolean Visible, uint AllowCollisions) : base(0, 0, Width, Height) { Immovable = true; Moves = false; callback = null; if (base.Width > base.Height) tileSize = base.Width; else tileSize = base.Height; tilemap = Tilemap; tileGraphic = tilemap.tileGraphic; index = Index; ((FlxBasic) this).Visible = Visible; base.AllowCollisions = AllowCollisions; mapIndex = 0; tileGraphicSectionToDraw = new Rectangle((int)index * (int)tileSize, 0, (int)base.Width, (int)base.Height); drawPosition = new Vector2(Tx * Width, Ty * Height); //if(Convert.ToBoolean(allowCollisions)) // FlxG.log("my tile index: " + index +", coll: "+allowCollisions); ID = 2; }
public FlxTile(FlxTilemap Tilemap, int Tx, int Ty, int Index, int Width, int Height, Boolean Visible, uint AllowCollisions) : base(0, 0, Width, Height) { Immovable = true; Moves = false; callback = null; if (base.Width > base.Height) { tileSize = base.Width; } else { tileSize = base.Height; } tilemap = Tilemap; tileGraphic = tilemap.tileGraphic; index = Index; ((FlxBasic)this).Visible = Visible; base.AllowCollisions = AllowCollisions; mapIndex = 0; tileGraphicSectionToDraw = new Rectangle((int)index * (int)tileSize, 0, (int)base.Width, (int)base.Height); drawPosition = new Vector2(Tx * Width, Ty * Height); //if(Convert.ToBoolean(allowCollisions)) // FlxG.log("my tile index: " + index +", coll: "+allowCollisions); ID = 2; }
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 (); }
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); }
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); }