[rpg] Generate enemies and boss
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13
projects/flixel/rpg-tutorial/source/Enemy.hx
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13
projects/flixel/rpg-tutorial/source/Enemy.hx
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@@ -0,0 +1,13 @@
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package;
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import flixel.FlxObject;
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import flixel.FlxSprite;
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enum EnemyType
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{
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REGULAR;
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BOSS;
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}
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@:build(kiss.Kiss.build("source/Enemy.kiss"))
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class Enemy extends FlxSprite {}
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52
projects/flixel/rpg-tutorial/source/Enemy.kiss
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52
projects/flixel/rpg-tutorial/source/Enemy.kiss
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@@ -0,0 +1,52 @@
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(defvar &inline :Float SPEED 140)
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(defprop &mut :EnemyType type null)
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(defmethod new [:Float x :Float y :EnemyType type]
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(super x y)
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(set this.type type)
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(loadGraphic
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(case type
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(BOSS
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AssetPaths.boss__png)
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(otherwise AssetPaths.enemy__png))
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true
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16
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16)
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(setFacingFlip FlxObject.LEFT false false)
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(setFacingFlip FlxObject.RIGHT true false)
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(animation.add "d" [0 1 0 2] 6 false)
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(animation.add "lr" [3 4 3 5] 6 false)
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(animation.add "u" [6 7 6 8] 6 false)
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(set drag.x (set drag.y 10))
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(set width 8)
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(set height 14)
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(set offset.x 4)
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(set offset.y 2)
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(return))
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(defmethod &override update [:Float elapsed]
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(when (and
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(or !(= velocity.x 0) !(= velocity.y 0))
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(= touching FlxObject.NONE))
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(if (> (Math.abs velocity.x) (Math.abs velocity.y))
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(if (< velocity.x 0)
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(set facing FlxObject.LEFT)
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(set facing FlxObject.RIGHT))
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(if (< velocity.y 0)
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(set facing FlxObject.UP)
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(set facing FlxObject.DOWN)))
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(case facing
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((or FlxObject.LEFT FlxObject.RIGHT)
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(animation.play "lr"))
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(FlxObject.UP
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(animation.play "u"))
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(FlxObject.DOWN
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(animation.play "d")))
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(super.update elapsed))
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(return))
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@@ -2,6 +2,7 @@
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(defprop &mut :FlxOgmo3Loader map null)
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(defprop &mut :FlxTilemap walls null)
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(defprop &mut :FlxTypedGroup<Coin> coins null)
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(defprop &mut :FlxTypedGroup<Enemy> enemies null)
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// TODO make a &void meta
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(defmethod &override create []
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@@ -13,6 +14,8 @@
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(add walls)
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(set coins (new FlxTypedGroup<Coin>))
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(add coins)
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(set enemies (new FlxTypedGroup<Enemy>))
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(add enemies)
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(map.loadEntities placeEntities "entities")
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(FlxG.camera.follow player TOPDOWN 1)
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(super.create)
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@@ -24,7 +27,12 @@
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(set player (new Player entity.x entity.y))
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(add player))
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("coin"
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(coins.add (new Coin (+ entity.x 4) (+ entity.y 4)))))
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(coins.add (new Coin (+ entity.x 4) (+ entity.y 4))))
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("enemy"
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(enemies.add (new Enemy (+ entity.x 4) entity.y REGULAR)))
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("boss"
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(enemies.add (new Enemy (+ entity.x 4) entity.y BOSS))))
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(return))
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(defmethod &override update [:Float elapsed]
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