add characters to hollywoo scenes

This commit is contained in:
2021-10-28 15:56:36 -04:00
parent 2b565ed1c5
commit d880d21baf
2 changed files with 16 additions and 3 deletions

View File

@@ -1,7 +1,7 @@
(defNew [:String assetPath &opt :Int frameWidth :Int frameHeight :Map<String,AnimationArgs> animations] (defNew [:String assetPath &opt frameWidth frameHeight :Map<String,AnimationArgs> animations]
(super) (super)
(if (and frameWidth frameHeight) (if (and frameWidth frameHeight)
(loadGraphic assetPath frameWidth frameHeight) (loadGraphic assetPath true frameWidth frameHeight)
(loadGraphic assetPath)) (loadGraphic assetPath))
(when animations (when animations
(doFor =>name animationArgs animations (doFor =>name animationArgs animations

View File

@@ -11,11 +11,24 @@
(set actionManager.resetOnStateSwitch NONE)) (set actionManager.resetOnStateSwitch NONE))
(method :Void showScene [:Scene<String,FlxStagePosition,FlxStageFacing,FlxScreenPosition,ActorFlxSprite> scene :Appearance appearance :Continuation cc] (method :Void showScene [:Scene<String,FlxStagePosition,FlxStageFacing,FlxScreenPosition,ActorFlxSprite> scene :Appearance appearance :Continuation cc]
// TODO on the first appearance, give a super (for some scenes but probably not others... hm....)
(FlxG.switchState (cast scene SceneFlxState)) (FlxG.switchState (cast scene SceneFlxState))
(cc)) (cc))
(var STAGE_LEFT_X 40)
(var STAGE_RIGHT_X 1240)
(var ACTOR_Y 500)
(method :Void showCharacter [:Character<FlxStagePosition,FlxStageFacing,ActorFlxSprite> character :Appearance appearance :Continuation cc] (method :Void showCharacter [:Character<FlxStagePosition,FlxStageFacing,ActorFlxSprite> character :Appearance appearance :Continuation cc]
(print "Character shneezy") // TODO on the first appearance, show name and description (maybe? also probably not for all?)
// TODO flip sprite if facing left, and also allow for manually defined flipped frames so text doesn't mirror
(set character.actor.x (case character.stagePosition
(Left
STAGE_LEFT_X)
(Right
STAGE_RIGHT_X)))
(set character.actor.y ACTOR_Y)
(FlxG.state.add character.actor)
(cc)) (cc))
(prop &mut :Null<Continuation> nextCC) (prop &mut :Null<Continuation> nextCC)