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Messages - Gama11

Pages: [1] 2 3 ... 20
1
help / Re: Problem loading .oel files on Android
« on: Tue, Aug 4, 2015 »
There's no need to access the file system at all, you should be using the openfl.Assets API for this. The assets that are included via the <assets> nodes in your Project.xml file are available from it (HaxeFlixel uses it to access all assets as well). For Flash, the assets are embedded into the swf. Try openfl.Assets.exists().

Btw, this is technically the forum for AS3 Flixel. HaxeFlixel has a separate forum here.

2
help / Re: Sprite rotation around the point
« on: Mon, Jul 13, 2015 »
origin controls the center of rotation of a sprite. It defaults to the sprite's center, so to rotate around the upper left corner, you'd need to set it to (0, 0):

Code: [Select]
origin.x = origin.y = 0;

3
HaxeFlixel supports TexturePacker. Since you're posting here though, I assume you're using AS3 Flixel? I'm not aware of any classes that support it (and it's definitely not built into the core engine).

4
help / Re: Anyone have access to FlxMovieClip?
« on: Sun, May 31, 2015 »
A quick google search finds some copies of the class on GitHub (1, 2).

5
help / Re: FlxGroup x and y?
« on: Fri, May 29, 2015 »
magesauce seems to be using HaxeFlixel (capital Void, plus I don't think AS3 Flixel had a FlxGroup#forEach()?)

A FlxGroup is a FlxTypedGroup<FlxBasic> - and FlxBasic has no x and y properties. To get access to those, you need a FlxTypedGroup<FlxObject>, and the code should look something like this:

Code: [Select]
package;

import flixel.FlxState;
import flixel.group.FlxTypedGroup;
import flixel.FlxObject;
import flixel.FlxSprite;

class PlayState extends FlxState
{
override public function create():Void
{
var group = new FlxTypedGroup<FlxObject>();
group.add(new FlxSprite(100, 50));
group.add(new FlxSprite(10, 50));
group.forEach(checkAttackRange);
}

function checkAttackRange(member:FlxObject):Void
{
trace(member.x, member.y);
}
}

Try using the HaxeFlixel forums in the future for HaxeFlixel questions.

6
help / Re: Pressing keys and Dialogues
« on: Fri, Apr 17, 2015 »
Nothing prevents the logic in both if-statements to be executed in the same frame - after the dialog was created in the first one, X was still "just released" in the second if-condition, and player._indialogue has als just been set to true.

You could restructure your code like this to prevent this:

Code: [Select]
if (FlxG.keys.justReleased("X"))
{
if (player._indialogue)
{
dialog.kill();
}
else
{
stopPlayer();
player._indialogue = true;
showDialog(20, 30, 1);
}
}

7
help / Re: Spell check?
« on: Sat, Apr 11, 2015 »
I agree, this is reasonable as a plugin for an IDE, but not implemented into a compiler - two entirely different things.

8
help / Re: Spell check?
« on: Thu, Apr 9, 2015 »
I don't think that should be the responsibility of a compiler, that would be quite silly. How would it know what language to check for? Should it maintain dictionaries for 50 different languages? How would it know a string should be spell-checked in the first place?

9
help / Re: Spell check?
« on: Mon, Apr 6, 2015 »
Why not have any text that you care to have spellchecked inside a separate .txt / .csv / whatever file? That way you could use pretty much any tool for it.

10
help / Re: Colliding with rectangle drawn in a sprite
« on: Sat, Jan 24, 2015 »
You're not setting width and height anywhere (controls the size of the hitbox). Also, why not simply use makeGraphic() to create a rectangular sprite?

11
games / Re: Here is my game Ink World
« on: Mon, Oct 13, 2014 »
That link is broken due to the ".A" at the end.

12
help / Re: Camera follow() is changing my worldBounds
« on: Wed, Oct 1, 2014 »
Are you on the latest release? (3.3.5)

You might want to use the HaxeFlixel forums for HaxeFlixel-questions in the future.

13
help / Re: Camera problems
« on: Wed, Sep 24, 2014 »
follow() works just fine. Have a look at demos like Mode, or provide the relevant code that doesn't work.

14
chat / Re: How to Enable or Disable a FlxButton?
« on: Sat, Sep 20, 2014 »
Depends on what exactly you mean by "disabled", but button.active = false; might do the trick.

15
help / Re: random enemies (help)
« on: Mon, Sep 8, 2014 »
"Random enemies" isn't very specific. I suppose what you really mean is "enemies with randomized assets"? In that case, this seems like a good approach.

16
You can use the FlxG.state reference:

Code: [Select]
FlxG.state.add(sprite);

17
help / Re: how to turn off antialiasing - drawLine
« on: Mon, Aug 11, 2014 »
Try setting the stage quality to low:

Code: [Select]
FlxG.stage.quality = flash.display.StageQuality.LOW;

18
help / Re: Too many overlaps!
« on: Tue, Aug 5, 2014 »
Bullet is not a built-in class, it just happens to be part of the flixel power tools, which I guess jester-race assumed you were using. It actually extends FlxSprite, not FlxExtended.

19
help / Re: Text message and Timers
« on: Mon, Aug 4, 2014 »
He is passing the messageCallback function as an argument to start. By adding the "()", it would become a function call (and that wouldn't work here since the return type of messageCallback is void).

20
You could set player.solid = false; for a couple of frames I guess.

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