allow making demo flxDirector for options menu
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@@ -37,29 +37,31 @@
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(set pauseMenu.onClose ->:Void (FlxG.switchState (new MenuState)))}
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(movie.run)))
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(defNew []
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// Continue action requires fresh input, Fast Forward action supports continuous holding down
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(set continueAction (new FlxActionDigital "Continue" onContinue))
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(set fastForwardAction (new FlxActionDigital "Fast Forward"))
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// TODO allow configuring continue/fast-forward keys -- any key, specifically mapped keys, etc.
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(doFor [:FlxActionDigital action :FlxInputState trigger] (zipThrow [continueAction fastForwardAction] [JUST_PRESSED PRESSED])
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(action.addKey SPACE trigger)
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(action.addKey ENTER trigger)
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// MenuState uses a director instance to demo the volume. This shouldn't affect flixel globals i.e. by adding an actionManager or sprite layers
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(defNew [&opt :Bool demoDirector]
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(unless demoDirector
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// Continue action requires fresh input, Fast Forward action supports continuous holding down
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(set continueAction (new FlxActionDigital "Continue" onContinue))
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(set fastForwardAction (new FlxActionDigital "Fast Forward"))
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// TODO allow configuring continue/fast-forward keys -- any key, specifically mapped keys, etc.
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(doFor [:FlxActionDigital action :FlxInputState trigger] (zipThrow [continueAction fastForwardAction] [JUST_PRESSED PRESSED])
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(action.addKey SPACE trigger)
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(action.addKey ENTER trigger)
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(action.addMouse LEFT trigger)
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(action.addMouse LEFT trigger)
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(action.addGamepad FlxGamepadInputID.A trigger FlxInputDeviceID.ALL)
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(action.addGamepad FlxGamepadInputID.A trigger FlxInputDeviceID.ALL)
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(actionManager.addAction action))
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(actionManager.addAction action))
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(FlxG.inputs.add actionManager)
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(#when debug (kiss_flixel.DebugTools.f1ToRecord actionManager))
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(set actionManager.resetOnStateSwitch NONE)
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(FlxG.inputs.add actionManager)
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(#when debug (kiss_flixel.DebugTools.f1ToRecord actionManager))
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(set actionManager.resetOnStateSwitch NONE)
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(doFor i (range (+ 1 LAYER_MAX))
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(let [g (new FlxTypedGroup<FlxSprite>)]
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(spriteLayers.push g)
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(FlxG.state.add g))))
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(doFor i (range (+ 1 LAYER_MAX))
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(let [g (new FlxTypedGroup<FlxSprite>)]
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(spriteLayers.push g)
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(FlxG.state.add g)))))
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(prop :Map<SceneTime,FlxSprite> skySprites (new Map))
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(prop &mut :FlxSprite skySprite)
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