CameraTools.addBorder
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@@ -3,6 +3,7 @@ package;
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import flixel.FlxState;
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import flixel.FlxSprite;
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import flixel.util.FlxColor;
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import flixel.FlxCamera;
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import flixel.math.FlxRect;
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import flixel.math.FlxVector;
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import flixel.graphics.FlxGraphic;
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@@ -14,6 +15,7 @@ import flash.display.BitmapData;
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import kiss.Prelude;
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import data.blades.ScenData;
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import data.blades.Scenario;
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import data.blades.SpriteSheet;
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import data.blades.TileMap;
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using kiss_flixel.CameraTools;
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@@ -4,6 +4,7 @@
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(var SPRITE_HEIGHT 55)
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(prop :Array<FlxSprite> floorTiles [])
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(prop &mut :ScenData data null)
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(prop :FlxCamera worldCamera (new FlxCamera))
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(method &override :Void create []
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(super.create)
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@@ -11,10 +12,20 @@
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(Scenario.test)
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(worldCamera.copyFrom FlxG.camera)
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(FlxG.cameras.add worldCamera)
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(let [valleydy (Scenario.fromBasFile "Blades of Avernum Scenarios/Valley of Dying Things/valleydy.bas")]
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(addSprites
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// 2D nth >:)
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(nth valleydy.outdoorSections 0 2))))
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(nth valleydy.outdoorSections 0 2))
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(prop &mut :FlxSprite border (new FlxSprite))
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(set border (SpriteSheet.fromWholeBmp "${data.data}/Game Graphics/G801.bmp"))
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(worldCamera.addBorder border)
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(let [testRed (.makeGraphic (new FlxSprite 0 0) 16 16 FlxColor.RED)]
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(set testRed.cameras [worldCamera])
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(add testRed))))
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(var SELECTED_COLOR FlxColor.LIME)
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(var NORMAL_COLOR FlxColor.WHITE)
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@@ -37,6 +48,7 @@
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(when tileSprite
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(set tileSprite.x x)
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(set tileSprite.y (- y yOffset))
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(set tileSprite.cameras [worldCamera])
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(FlxMouseEventManager.add tileSprite
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// handle click on floor:
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->downTS {}
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@@ -53,6 +65,7 @@
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(when tileSprite
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(+= tileSprite.x x)
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(+= tileSprite.y (- y yOffset))
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(set tileSprite.cameras [worldCamera])
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(FlxMouseEventManager.add tileSprite
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// Handle click on terrain:
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->downTS {}
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@@ -78,7 +91,7 @@
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// F1 to toggle fullscreen:
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(when FlxG.keys.justPressed.F1
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(set FlxG.fullscreen !FlxG.fullscreen))
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(FlxG.camera.updateKeyControl
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(worldCamera.updateKeyControl
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elapsed
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CAMERA_SPEED
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->{FlxG.keys.pressed.LEFT}
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@@ -22,7 +22,7 @@ class ScenData {
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private var spriteSheets:Map<Int, FlxSprite> = [];
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private var data = "";
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public var data = "";
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public static function coreData() {
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var d = new ScenData();
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@@ -21,4 +21,12 @@
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(spriteSheet.replaceColor FlxColor.WHITE FlxColor.TRANSPARENT)
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spriteSheet))
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// Grab a whole BMP and add transparency
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(function :FlxSprite fromWholeBmp [file]
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(let [oBmp (Bmp.loadBitmapData file)
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sprite (new FlxSprite)]
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(sprite.loadGraphic (FlxGraphic.fromBitmapData oBmp))
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(sprite.replaceColor FlxColor.WHITE FlxColor.TRANSPARENT)
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sprite))
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// TODO some of the sprite sheets mix multiple frame sizes (i.e. character sheets)
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