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| results = Collision.testShapes(sprite_collider, Main.block_collider_pool); | |
| for(collision in results) { | |
| if(collision.separation.y > 0) { | |
| sprite.pos.y = collision.shape2.position.y - 10 - sprite.size.y/2; | |
| v_velocity = 0; | |
| is_in_air = false; | |
| } | |
| } |
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| function load_isometric_tiledmap() { | |
| Luxe.loadText('assets/isotiles.tmx', function(res){ | |
| tiled_iso = new TiledMap( { tiled_file_data:res.text, pos : new Vector(256,128) } ); |
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| var flameHitResults : Array<CollisionData> = Collision.testShapes(engineDamageFlameCollider, StateGamePlay.asteroidColliderPool); | |
| if(flameHitResults.length > 0) { | |
| for(hit in flameHitResults) { | |
| for(asteroid in StateGamePlay.asteroidPool) { | |
| if(hit.shape2.name == asteroid.name) { | |
| asteroid.destroy(); | |
| asteroid = null; | |
| StateGamePlay.asteroidColliderPool.splice(StateGamePlay.asteroidColliderPool.indexOf(hit.shape2), 1); | |
| hit.shape2.destroy(); | |
| } |
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| // finally some collision checks!! | |
| var shipHitResults : Array<CollisionData> = Collision.testShapes(shipCollider, StateGamePlay.asteroidColliderPool); | |
| if(shipHitResults.length > 0) { | |
| shipHitCount++; | |
| trace("ship hit " + shipHitCount); | |
| } | |
| var flameHitResults : Array<CollisionData> = Collision.testShapes(engineDamageFlameCollider, StateGamePlay.asteroidColliderPool); | |
| if(flameHitResults.length > 0) { | |
| for(hit in flameHitResults) { | |
| for(asteroid in StateGamePlay.asteroidPool) { |
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| :base { | |
| center-x: screen.center-x; | |
| center-y: screen.center-y; | |
| w: <= screen.w * 0.6; | |
| h: <= screen.h * 0.6; | |
| w: >= 280; | |
| w: <= 500; | |
| h: >= 160; |
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| import luxe.Component; | |
| import luxe.Sprite; | |
| import luxe.Color; | |
| import luxe.Vector; | |
| import luxe.tween.Actuate; | |
| class ColorTweenComponent extends Component { | |
| var sprite : Sprite; |
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| import luxe.Component; | |
| import luxe.Sprite; | |
| import luxe.Color; | |
| import luxe.Vector; | |
| import luxe.tween.Actuate; | |
| class ColorRollComponent extends Component { | |
| var sprite : Sprite; | |
| var rad : Float = 0; |
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| import luxe.Component; | |
| import luxe.Sprite; | |
| import luxe.Color; | |
| import luxe.Vector; | |
| import luxe.utils.Maths; | |
| class StarComponent extends Component { | |
| var sprite : Sprite; |
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| override function ready() { | |
| for(i in 0...numberOfStars) { | |
| starSprite = new Sprite({ | |
| name : 'star'+i, | |
| size : new Vector(16, 16), | |
| rotation_z : 45.0, | |
| color : new Color().rgb(0xffffff), | |
| pos : new Vector(Std.random(Std.int(Luxe.screen.w)), Std.random(Std.int(Luxe.screen.h))) | |
| }); //starSprite |
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| var starSprite : Sprite; | |
| var numberOfStars : Int = 300; |