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Messages - werem

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help / Re: avoid easing in camera follow
« on: Sun, May 23, 2010 »
I'm Still trying to figure out how to use the attributes followLert and followAdjust.

I need two things:

- Remove the easing when follow a target.
- Make the camera look down when the character cross a bridge. The character must still be in the frame, but the camera must show the scene under the bridge.

Is this possible with the actual behavior of the camera?


help / avoid easing in camera follow
« on: Tue, May 18, 2010 »
How can I disable the easing of the camera?


help / Re: Dynamic water reflection - Solved!
« on: Mon, May 17, 2010 »
Post an example!!! :-D

yea, but, the problem is that if the hero is not dashing(has not enough speed to break the glass) the collision should be solved normally. Is there a way to cancel the collision resolution from the hitRight function?

help / Break glass routine on the breackeable sprite
« on: Sun, May 16, 2010 »
I'm making breakable objects, but I want that the routine that checks the collision lays inside the breakable object.

What I do, is override the "hitLeft" routine, there I check if the Contact object is the type I need(Player) and if it state is the right(dashing). If this is positive, I destroy the object(solid = active = visible = false);

The problem is that the dashing object stops(as a result of the collision resolution).

I need the dashing object keeps it's velocity while the I keep the code for the reaction inside the breakable object. Any ideas?

Some more data. I'm using a class that extends from FlxTilemap. In this class, I override the "renderTilemap" method.

Code: [Select]
package weremsoft.customFlixelClasses
import flash.display.BitmapData;
import flash.geom.Point;
import flash.geom.Rectangle;

import org.flixel.FlxG;
import org.flixel.FlxTilemap;

public class CustomFLXTileMap extends FlxTilemap
public var renderBuffer:BitmapData;
public function CustomFLXTileMap()
renderBuffer = new BitmapData(FlxG.width * 2, FlxG.height, true, 0x00ffffff);


protected override function renderTilemap():void
_flashPoint.x = _point.x;
_flashPoint.y = _point.y;
var tx:int = Math.floor(-_flashPoint.x/_tileWidth);
var ty:int = Math.floor(-_flashPoint.y/_tileHeight);
if(tx < 0) tx = 0;
if(tx > widthInTiles-_screenCols) tx = widthInTiles-_screenCols;
if(ty < 0) ty = 0;
if(ty > heightInTiles-_screenRows) ty = heightInTiles-_screenRows;
var ri:int = ty*widthInTiles+tx;
_flashPoint.x += tx*_tileWidth;
_flashPoint.y += ty*_tileHeight;
var opx:int = _flashPoint.x;
var c:uint;
var cri:uint;
for(var r:uint = 0; r < /*_screenRows*/heightInTiles; r++)
cri = ri;
for(c = 0; c < /*_screenCols*/widthInTiles; c++)
_flashRect = _rects[cri++] as Rectangle;
if(_flashRect != null)
_flashPoint.x += _tileWidth;
ri += widthInTiles;
_flashPoint.x = opx;
_flashPoint.y += _tileHeight;
//FlxG.buffer.copyPixels(renderBuffer, renderBuffer.rect, new Point(), null, null, true);

I made some tests myself but I don't fully understand the way it's renders the tilemap. Any ideas?

I need to render all the tilemap, not only what is visible on the screen. Is for a special effect in wich I need to access to all the information of the tilemap. Actually I'm rendering it in a renderbuffer the first time, not directly to the screen, but when the tilemap is larguer than the screen, just the first viewable part is rendered.

I have heard that there is a new parameter in v2.35 that allows this. Anybody knows if this is implemented?

Thanks in advance.

I believe that fade() was only for sounds. I'll check it out. Thanks!

How to make fade-to-black/fade-from-black transitions between states?

by the way, I solves the problem with this code

bg2.collideLeft = bg2.collideRight = bg2.collideTop = bg2.collideBottom = false;


I recently have a problem with a background image(parallax). When I go to the end of the level and back, the 1st layer of the parallax desapears.

After some testing I realized that the problem was because the parallax was colliding with the player sprite and, due to the scrollFactor values and that the image was inside a FlxSprite object, when Flixel solves the collision, the bitmap was adjusted in a way that changes it's position outside the screen.

I think that will be a nice implementation a Bitmap Class that is excluded from the collision/overlapping calculations (no groups, no useless things in the collision loops)  but still handles animations and things like that.


It's confusing the legend over this forum. If it's a mess update on every release, put something like "get the last version!"


help / Re: Proximity dettection
« on: Thu, Apr 22, 2010 »
That was exactly my solution. States + flags. Works pretty fine.

help / hitLeft not working
« on: Thu, Apr 22, 2010 »
Triggers when colliding left or right. Not only left. Is a known issue?

help / Re: Proximity dettection
« on: Thu, Apr 22, 2010 »
Yes, but I need to determine when the player "touch" the wall. When flixel solves collision, takes each collision rectangles and pushes one away the other, so you only has a collision against the wall once.

Also, the wall is moving. I think I need to give a couple of hours of analysis to this :-(

help / Re: Proximity dettection
« on: Thu, Apr 22, 2010 »
Can you give me some more details? I still don't get it.


help / Proximity dettection
« on: Thu, Apr 22, 2010 »
There is a way to detect when an object is close to another? I'm trying to give the player the ability to climb walls so I need to know when is flat to a wall. The problem is that in the collision resolution, the collision rectangle of the player is projected outside the wall, so in one step of the loop there is a collision, but in the next not.

Any ideas?


help / boss programming (resources to share?)
« on: Thu, Apr 15, 2010 »
Anyone has some resources to share about bosses?

IKinematic, IA, best practices, etc.

Will be very wellcome!

help / Re: Collision Groups
« on: Wed, Apr 14, 2010 »
That did the trick

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