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Messages - mightiest_hero

Pages: [1] 2 3
1
you can use FlxG.overlap(Obj1, Obj2, function) to check collision

then set movement on function

3
help / Re: Properly Looping an MP3
« on: Wed, Nov 7, 2012 »
you can see original post in here http://forums.flixel.org/index.php?topic=2794.0

4
help / Re: Nesting FlxSprites
« on: Wed, Oct 31, 2012 »
if you extends FlxGroup. you can use length

5
help / Re: Nesting FlxSprites
« on: Wed, Oct 31, 2012 »
i think you can use setAll function

6
help / Re: FlxTileBlock and collide
« on: Thu, Oct 18, 2012 »
i think because collide doesn't check collision if object moved using x or y. try using velocity/acceleration like when you moving player

7
help / Re: Mouse Movement
« on: Wed, Dec 21, 2011 »
it's doable using flixel

8
do you show the text using FlxText?

9
help / Re: Spawning enemies
« on: Sun, Oct 30, 2011 »
is your timer in Number. If your timer in Integer change it to Number

10
help / Re: switch state problem
« on: Sun, Sep 11, 2011 »
thanks for the solution Lnub

11
help / Re: switch state problem
« on: Sun, Sep 11, 2011 »
thanks for your info Arkeus

12
help / Re: switch state problem
« on: Sat, Sep 10, 2011 »
yeah it is exactly what i do. but when i switch to playstate again throw error
if i don't add player:Player = new Player(); again making player new again


13
help / Re: switch state problem
« on: Fri, Sep 9, 2011 »
ok i already rephrase the question

14
help / Re: switch state problem
« on: Fri, Sep 9, 2011 »
sorry wrong question please check first post i already edit it

15
help / switch state problem
« on: Fri, Sep 9, 2011 »
i use registry class like photonstorm suggest but i have a problem.
player is static public in registry extends FlxSprite
When i switch state from menu to playstate i run player = new Player()
and i add player to playstate it works
then when i switch state to playstate again with different level to load it throw error
if i don't add player = new Player() before add player

16
help / Re: creating a time delay before a code runs.
« on: Fri, Aug 19, 2011 »
hi try this
Code: [Select]
if (FlxG.keys.justPressed("R"))
{
   ammodelay = 1;
}

if (ammodelay > 0)
{
  ammodelay -= FlxG.elapsed;
}
else if (ammodelay > -1)
{
  ammodelay = -1;
  fillammo();
}

or you can use boolean
Code: [Select]
if (FlxG.keys.justPressed("R"))
{
   ammodelay = 1;
   doneReload = false;
}

if (ammodelay > 0)
{
  ammodelay -= FlxG.elapsed;
}
else
{
  if (!doneReload)
  {
    doneReload = true;
    fillammo();
  }
}

17
help / Re: How to resize Hitbox
« on: Fri, Aug 5, 2011 »
Hi try set height and width

18
help / Re: Resize Sprites according to its animation
« on: Tue, Aug 2, 2011 »
try change offset.y

19
help / Re: Witch one is better
« on: Mon, Aug 1, 2011 »
okay thanks for the advise. i'm planning to recycle the object. if not used i kill the object and revive the object when i need it

20
help / Re: Witch one is better
« on: Mon, Aug 1, 2011 »
okay thanks for your input. i use object that changed when player move to other area so it change to other object like tree, boulder i just need to change position, size and graphic. they all have same other attribute

Pages: [1] 2 3