add characters to hollywoo scenes
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@@ -1,7 +1,7 @@
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(defNew [:String assetPath &opt :Int frameWidth :Int frameHeight :Map<String,AnimationArgs> animations]
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(defNew [:String assetPath &opt frameWidth frameHeight :Map<String,AnimationArgs> animations]
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(super)
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(if (and frameWidth frameHeight)
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(loadGraphic assetPath frameWidth frameHeight)
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(loadGraphic assetPath true frameWidth frameHeight)
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(loadGraphic assetPath))
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(when animations
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(doFor =>name animationArgs animations
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@@ -11,11 +11,24 @@
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(set actionManager.resetOnStateSwitch NONE))
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(method :Void showScene [:Scene<String,FlxStagePosition,FlxStageFacing,FlxScreenPosition,ActorFlxSprite> scene :Appearance appearance :Continuation cc]
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// TODO on the first appearance, give a super (for some scenes but probably not others... hm....)
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(FlxG.switchState (cast scene SceneFlxState))
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(cc))
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(var STAGE_LEFT_X 40)
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(var STAGE_RIGHT_X 1240)
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(var ACTOR_Y 500)
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(method :Void showCharacter [:Character<FlxStagePosition,FlxStageFacing,ActorFlxSprite> character :Appearance appearance :Continuation cc]
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(print "Character shneezy")
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// TODO on the first appearance, show name and description (maybe? also probably not for all?)
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// TODO flip sprite if facing left, and also allow for manually defined flipped frames so text doesn't mirror
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(set character.actor.x (case character.stagePosition
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(Left
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STAGE_LEFT_X)
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(Right
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STAGE_RIGHT_X)))
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(set character.actor.y ACTOR_Y)
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(FlxG.state.add character.actor)
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(cc))
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(prop &mut :Null<Continuation> nextCC)
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