embedded sound, tile, csv, art data

This commit is contained in:
Melos Han-Tani 2020-04-04 19:50:48 +09:00
parent a23f2a44b5
commit 4f336423e2
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package data
{
/**
* BECAUSE STRING COMPARISONS ARE SLOW AS FUCK
* IN THE COLLISION LOGIC
*
* (I still do comparisons on names in SpriteFactory, though - not
* really an issue there)
*
* (IDs for any object that is compared with its xml name...)
* @author Seagaia
*/
public class CLASS_ID
{
/* ENEMIES */
public static var SLIME:int = 0;
public static var MOVER:int = 1;
public static var PEW_LASER:int = 2;
public static var SHIELDY:int = 3;
public static var SUN_GUY:int = 4;
public static var WALL_LASER:int = 5;
public static var ANNOYER:int = 6;
public static var RED_WALKER:int = 7;
public static var FOUR_SHOOTER:int = 8;
public static var SLASHER:int = 9;
public static var ON_OFF_LASER:int = 10;
public static var RED_BOSS:int = 11;
public static var ROTATOR:int = 12;
public static var PERSON:int = 13;
public static var FROG:int = 14;
public static var DOG:int = 15;
public static var SPIKE_ROLLER:int = 16;
public static var WALLBOSS:int = 17;
public static var RAT:int = 18;
public static var SILVERFISH:int = 19;
public static var GASGUY:int = 20;
public static var TELEGUY:int = 21;
public static var DASHTRAP:int = 22;
public static var DUSTMAID:int = 23;
public static var BURSTPLANT:int = 24;
/* DECORATIONS */
public static var EYE_LIGHT:int = 100;
public static var SOLID_SPRITE:int = 101;
/* GADGETS */
public static var BUTTON:int = 200;
public static var CRACKEDTILE:int = 201;
public static var DOOR:int = 202;
public static var DUST:int = 203;
public static var GATE:int = 204;
public static var HOLE:int = 205;
public static var KEY:int = 206;
public static var KEYBLOCK:int = 207;
public static var SINGLEPUSHBLOCK:int = 208;
public static var TREASURE:int = 209;
public static var CONSOLE:int = 210;
public static var GROWTH_GATE:int = 211;
public static var CHALLENGE_GATE:int = 212;
public static var BIG_DOOR:int = 213;
public static var JUMP_TRIGGER:int = 214;
public static var PROPELLED:int = 215;
public static var STOP_MARKER:int = 216;
public static var PILLAR_SWITCH:int = 217;
/* OTHER */
public static var PLAYER:int = 300;
public static var HEALTHPICKUP:int = 301;
public static var BROOM:int = 302;
public static var EVENT_SCRIPT:int = 303;
public static var CONTROLSDEITY:int = 304;
public static var FOLLOWER_BRO:int = 305;
public static var RED_PILLAR:int = 306;
public static var FISHERMAN:int = 307;
public static var NPC_:int = 308;
public static var TRADE_NPC:int = 309;
public static var MITRA:int = 310;
}
}

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intra/src/data/CSV_Data.as Normal file
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package data
{
import org.flixel.plugin.photonstorm.FlxGridOverlay;
public class CSV_Data
{
[Embed(source = "../csv/DEBUG_BG.csv", mimeType = "application/octet-stream")] public static var DEBUG_BG:Class;
[Embed(source = "../csv/DEBUG_BG2.csv", mimeType = "application/octet-stream")] public static var DEBUG_BG2:Class;
[Embed(source = "../csv/DEBUG_FG.csv", mimeType = "application/octet-stream")] public static var DEBUG_FG:Class;
[Embed(source = "../csv/Bedroom_BG.csv", mimeType = "application/octet-stream")] public static var BEDROOM_BG:Class;
//[Embed(source = "../csv/Bedroom_BG2.csv", mimeType = "application/octet-stream")] public static var BEDROOM_BG2:Class;
//[Embed(source = "../csv/Bedroom_FG.csv", mimeType = "application/octet-stream")] public static var BEDROOM_FG:Class;
[Embed(source = "../csv/FOREST_BG.csv", mimeType = "application/octet-stream")] public static var FOREST_BG:Class;
[Embed(source = "../csv/FOREST_BG2.csv", mimeType = "application/octet-stream")] public static var FOREST_BG2:Class;
[Embed(source = "../csv/FOREST_FG.csv", mimeType = "application/octet-stream")] public static var FOREST_FG:Class;
[Embed(source = "../csv/FIELDS_BG.csv", mimeType = "application/octet-stream")] public static var FIELDS_BG:Class;
//[Embed(source = "../csv/FIELDS_BG2.csv", mimeType = "application/octet-stream")] public static var FIELDS_BG2:Class;
[Embed(source = "../csv/FIELDS_FG.csv", mimeType = "application/octet-stream")] public static var FIELDS_FG:Class;
[Embed(source = "../csv/STREET_BG.csv", mimeType = "application/octet-stream")] public static var STREET_BG:Class;
[Embed(source = "../csv/STREET_BG2.csv", mimeType = "application/octet-stream")] public static var STREET_BG2:Class;
[Embed(source = "../csv/STREET_FG.csv", mimeType = "application/octet-stream")] public static var STREET_FG:Class;
[Embed(source = "../csv/OVERWORLD_BG.csv", mimeType = "application/octet-stream")] public static var OVERWORLD_BG:Class;
[Embed(source = "../csv/OVERWORLD_BG2.csv", mimeType = "application/octet-stream")] public static var OVERWORLD_BG2:Class;
//[Embed(source = "../csv/OVERWORLD_FG.csv", mimeType = "application/octet-stream")] public static var OVERWORLD_FG:Class;
[Embed(source = "../csv/BEACH_BG.csv", mimeType = "application/octet-stream")] public static var BEACH_BG:Class;
//[Embed(source = "../csv/BEACH_BG2.csv", mimeType = "application/octet-stream")] public static var BEACH_BG2:Class;
//[Embed(source = "../csv/BEACH_FG.csv", mimeType = "application/octet-stream")] public static var BEACH_FG:Class;
[Embed(source = "../csv/BLANK_BG.csv", mimeType = "application/octet-stream")] public static var BLANK_BG:Class;
//[Embed(source = "../csv/BLANK_BG2.csv", mimeType = "application/octet-stream")] public static var BLANK_BG2:Class;
//[Embed(source = "../csv/BLANK_FG.csv", mimeType = "application/octet-stream")] public static var BLANK_FG:Class;
[Embed(source = "../csv/REDSEA_BG.csv", mimeType = "application/octet-stream")] public static var REDSEA_BG:Class;
//[Embed(source = "../csv/REDSEA_BG2.csv", mimeType = "application/octet-stream")] public static var REDSEA_BG2:Class;
[Embed(source = "../csv/REDSEA_FG.csv", mimeType = "application/octet-stream")] public static var REDSEA_FG:Class;
[Embed(source = "../csv/REDCAVE_BG.csv", mimeType = "application/octet-stream")] public static var REDCAVE_BG:Class;
[Embed(source = "../csv/REDCAVE_BG2.csv", mimeType = "application/octet-stream")] public static var REDCAVE_BG2:Class;
//[Embed(source = "../csv/REDCAVE_FG.csv", mimeType = "application/octet-stream")] public static var REDCAVE_FG:Class;
[Embed(source = "../csv/NEXUS_BG.csv", mimeType = "application/octet-stream")] public static var NEXUS_BG:Class;
//[Embed(source = "../csv/NEXUS_BG2.csv", mimeType = "application/octet-stream")] public static var NEXUS_BG2:Class;
[Embed(source = "../csv/NEXUS_FG.csv", mimeType = "application/octet-stream")] public static var NEXUS_FG:Class;
[Embed(source = "../csv/CROWD_BG.csv", mimeType = "application/octet-stream")] public static var CROWD_BG:Class;
[Embed(source = "../csv/CROWD_BG2.csv", mimeType = "application/octet-stream")] public static var CROWD_BG2:Class;
//[Embed(source = "../csv/CROWD_FG.csv", mimeType = "application/octet-stream")] public static var CROWD_FG:Class;
[Embed(source = "../csv/APARTMENT_BG.csv", mimeType = "application/octet-stream")] public static var APARTMENT_BG:Class;
[Embed(source = "../csv/APARTMENT_BG2.csv", mimeType = "application/octet-stream")] public static var APARTMENT_BG2:Class;
[Embed(source = "../csv/APARTMENT_FG.csv", mimeType = "application/octet-stream")] public static var APARTMENT_FG:Class;
[Embed(source = "../csv/TERMINAL_BG.csv", mimeType = "application/octet-stream")] public static var TERMINAL_BG:Class;
[Embed(source = "../csv/TERMINAL_BG2.csv", mimeType = "application/octet-stream")] public static var TERMINAL_BG2:Class;
//[Embed(source = "../csv/TERMINAL_FG.csv", mimeType = "application/octet-stream")] public static var TERMINAL_FG:Class;
[Embed(source = "../csv/HOTEL_BG.csv", mimeType = "application/octet-stream")] public static var HOTEL_BG:Class;
[Embed(source = "../csv/HOTEL_BG2.csv", mimeType = "application/octet-stream")] public static var HOTEL_BG2:Class;
[Embed(source = "../csv/HOTEL_FG.csv", mimeType = "application/octet-stream")] public static var HOTEL_FG:Class;
/* NOTE!!!! CELL is called TRAIN in DAME because I'm an idiot. That's why. */
[Embed(source = "../csv/TRAIN_BG.csv", mimeType = "application/octet-stream")] public static var CELL_BG:Class;
// [Embed(source = "../csv/TRAIN_BG2.csv", mimeType = "application/octet-stream")] public static var CELL_BG2:Class;
//[Embed(source = "../csv/TRAIN_FG.csv", mimeType = "application/octet-stream")] public static var CELL_FG:Class;
[Embed(source = "../csv/CIRCUS_BG.csv", mimeType = "application/octet-stream")] public static var CIRCUS_BG:Class;
//[Embed(source = "../csv/CIRCUS_BG2.csv", mimeType = "application/octet-stream")] public static var CIRCUS_BG2:Class;
[Embed(source = "../csv/CIRCUS_FG.csv", mimeType = "application/octet-stream")] public static var CIRCUS_FG:Class;
[Embed(source = "../csv/WINDMILL_BG.csv", mimeType = "application/octet-stream")] public static var WINDMILL_BG:Class;
[Embed(source = "../csv/WINDMILL_BG2.csv", mimeType = "application/octet-stream")] public static var WINDMILL_BG2:Class;
//[Embed(source = "../csv/WINDMILL_FG.csv", mimeType = "application/octet-stream")] public static var WINDMILL_FG:Class;
[Embed(source = "../csv/GO_BG.csv", mimeType = "application/octet-stream")] public static var GO_BG:Class;
[Embed(source = "../csv/GO_BG2.csv", mimeType = "application/octet-stream")] public static var GO_BG2:Class;
//[Embed(source = "../csv/GO_FG.csv", mimeType = "application/octet-stream")] public static var GO_FG:Class;
[Embed(source = "../csv/HAPPY_BG.csv", mimeType = "application/octet-stream")] public static var HAPPY_BG:Class;
[Embed(source = "../csv/HAPPY_BG2.csv", mimeType = "application/octet-stream")] public static var HAPPY_BG2:Class;
//[Embed(source = "../csv/HAPPY_FG.csv", mimeType = "application/octet-stream")] public static var HAPPY_FG:Class;
[Embed(source = "../csv/BLUE_BG.csv", mimeType = "application/octet-stream")] public static var BLUE_BG:Class;
[Embed(source = "../csv/BLUE_BG2.csv", mimeType = "application/octet-stream")] public static var BLUE_BG2:Class;
//[Embed(source = "../csv/BLUE_FG.csv", mimeType = "application/octet-stream")] public static var BLUE_FG:Class;
[Embed(source = "../csv/SUBURB_BG.csv", mimeType = "application/octet-stream")] public static var SUBURB_BG:Class;
//[Embed(source = "../csv/SUBURB_BG2.csv", mimeType = "application/octet-stream")] public static var SUBURB_BG2:Class;
//[Embed(source = "../csv/SUBURB_FG.csv", mimeType = "application/octet-stream")] public static var SUBURB_FG:Class;
[Embed(source = "../csv/SPACE_BG.csv", mimeType = "application/octet-stream")] public static var SPACE_BG:Class;
[Embed(source = "../csv/SPACE_BG2.csv", mimeType = "application/octet-stream")] public static var SPACE_BG2:Class;
[Embed(source = "../csv/SPACE_FG.csv", mimeType = "application/octet-stream")] public static var SPACE_FG:Class;
[Embed(source = "../csv/CLIFF_BG.csv", mimeType = "application/octet-stream")] public static var CLIFF_BG:Class;
[Embed(source = "../csv/CLIFF_BG2.csv", mimeType = "application/octet-stream")] public static var CLIFF_BG2:Class;
//[Embed(source = "../csv/CLIFF_FG.csv", mimeType = "application/octet-stream")] public static var CLIFF_FG:Class;
[Embed(source = "../csv/DRAWER_BG.csv", mimeType = "application/octet-stream")] public static var DRAWER_BG:Class;
/* Minimaps */
[Embed (source = "../csv/Minimap_Street.csv", mimeType = "application/octet-stream")] public static var MM_Street:Class;
[Embed (source = "../csv/Minimap_Bedroom.csv", mimeType = "application/octet-stream")] public static var MM_Bedroom:Class;
[Embed (source = "../csv/Minimap_Redcave.csv", mimeType = "application/octet-stream")] public static var MM_Redcave:Class;
[Embed (source = "../csv/Minimap_Crowd.csv", mimeType = "application/octet-stream")] public static var MM_Crowd:Class;
[Embed (source = "../csv/Minimap_Apartment.csv", mimeType = "application/octet-stream")] public static var MM_Apartment:Class;
[Embed (source = "../csv/Minimap_Hotel.csv", mimeType = "application/octet-stream")] public static var MM_Hotel:Class;
[Embed (source = "../csv/Minimap_Circus.csv", mimeType = "application/octet-stream")] public static var MM_Circus:Class;
[Embed (source = "../csv/Minimap_Fields.csv", mimeType = "application/octet-stream")] public static var MM_Fields:Class;
[Embed(source = "../csv/Minimap_Beach.csv", mimeType = "application/octet-stream")] public static var MM_Beach:Class;
[Embed(source = "../csv/Minimap_Cliff.csv", mimeType = "application/octet-stream")] public static var MM_Cliff:Class;
[Embed(source = "../csv/Minimap_Forest.csv", mimeType = "application/octet-stream")] public static var MM_Forest:Class;
[Embed(source = "../csv/Minimap_Overworld.csv", mimeType = "application/octet-stream")] public static var MM_Overworld:Class;
[Embed(source = "../csv/Minimap_Redsea.csv", mimeType = "application/octet-stream")] public static var MM_Redsea:Class;
[Embed(source = "../csv/Minimap_Suburb.csv", mimeType = "application/octet-stream")] public static var MM_Suburb:Class;
[Embed(source = "../csv/Minimap_Space.csv", mimeType = "application/octet-stream")] public static var MM_Space:Class;
[Embed(source = "../csv/Minimap_Cell.csv", mimeType = "application/octet-stream")] public static var MM_Train:Class;
[Embed(source = "../csv/Minimap_Terminal.csv", mimeType = "application/octet-stream")] public static var MM_Terminal:Class;
public static var minimap_csv:Object = { STREET: MM_Street, BEDROOM: MM_Bedroom , REDCAVE: MM_Redcave, APARTMENT: MM_Apartment, HOTEL: MM_Hotel, CIRCUS:MM_Circus , CROWD: MM_Crowd, FIELDS: MM_Fields, BEACH: MM_Beach, CLIFF: MM_Cliff, FOREST: MM_Forest, OVERWORLD: MM_Overworld, REDSEA: MM_Redsea, SUBURB: MM_Suburb, SPACE: MM_Space, TRAIN: MM_Train, TERMINAL: MM_Terminal};
public static var maps_with_fg:Array = new Array("DEBUG", "SPACE","STREET", "APARTMENT", "HOTEL", "NEXUS","CIRCUS","FOREST", "REDSEA", "FIELDS");
public static var maps_with_bg2:Array = new Array("TERMINAL", "SPACE","DEBUG", "OVERWORLD","HAPPY", "BLUE", "REDCAVE","STREET", "APARTMENT", "HOTEL", "CROWD", "WINDMILL","CLIFF","FOREST","GO");
// it looks like you're adding a new CSV.
// did you make sure to add in the new tiles in TileData?
// How to add in a layer once it's been exported from DAME:
// 1.Make sure the file is included above ("Embed ...") - just follow the pattern
// 2. Depending on what you're adding, add that map's name to the arrays maps_with_fg or maps_with_bg2.
// 3. In the big if-statement head, find and insert the necessary code (use the "DEBUG" block as an example)
// 4. you should then be good to go.
/* Layers: 0,1,2 : BG. 1 is collidable, others are decoration. 3: FG */
/**
*
* @param mapName
* @param layer 0,1,2 Bg layers, 3 fg
* @return "0", otherwise the CSV as a string.
*/
public static function getMap(mapName:String,layer:int=1):String {
var CSV:String = "0,0";
if (layer == 3) {
if (maps_with_fg.indexOf(mapName) == -1) {
return CSV;
}
//else go down there and define the behavior
}
if (layer == 2) {
if (maps_with_bg2.indexOf(mapName) == -1) {
return CSV;
}
}
if (mapName == "DEBUG") {
if (layer == 2) {
CSV = new DEBUG_BG2();
} else if (layer == 3) {
CSV = new DEBUG_FG();
} else {
CSV = new DEBUG_BG();
}
} else if (mapName == "BEDROOM") {
CSV = new BEDROOM_BG();
} else if (mapName == "STREET") {
if (layer == 2) {
return new STREET_BG2();
} else if (layer == 3) {
CSV = new STREET_FG();
} else {
CSV = new STREET_BG();
}
} else if (mapName == "FIELDS") {
if (layer == 3) {
CSV = new FIELDS_FG();
} else {
CSV = new FIELDS_BG();
}
} else if (mapName == "OVERWORLD") {
if (layer == 2) {
CSV = new OVERWORLD_BG2();
} else {
CSV = new OVERWORLD_BG();
}
} else if (mapName == "BEACH") {
CSV = new BEACH_BG();
} else if (mapName == "BLANK") {
CSV = new BLANK_BG();
} else if (mapName == "REDSEA") {
if (layer == 3) {
CSV = new REDSEA_FG();
} else {
CSV = new REDSEA_BG();
}
} else if (mapName == "REDCAVE") {
if (layer == 2) {
CSV = new REDCAVE_BG2();
} else if (layer == 3) {
//CSV = new REDCAVE_FG();
} else {
CSV = new REDCAVE_BG();
}
} else if (mapName == "NEXUS") {
if (layer == 2) {
//CSV = new NEXUS_BG2();
} else if (layer == 3) {
CSV = new NEXUS_FG();
} else {
CSV = new NEXUS_BG();
}
} else if (mapName == "CROWD") {
if (layer == 2) {
CSV = new CROWD_BG2();
} else {
CSV = new CROWD_BG();
}
} else if (mapName == "APARTMENT") {
if (layer == 2) {
CSV = new APARTMENT_BG2();
} else if (layer == 3) {
CSV = new APARTMENT_FG();
} else {
CSV = new APARTMENT_BG();
}
} else if (mapName == "HOTEL") {
if (layer == 2) {
CSV = new HOTEL_BG2();
} else if (layer == 3) {
CSV = new HOTEL_FG();
} else {
CSV = new HOTEL_BG();
}
} else if (mapName == "CIRCUS") {
if (layer == 3) {
CSV = new CIRCUS_FG();
} else {
CSV = new CIRCUS_BG();
}
} else if (mapName == "WINDMILL") {
if (layer == 2) {
CSV = new WINDMILL_BG2();
} else {
CSV = new WINDMILL_BG();
}
} else if (mapName == "TRAIN") { //CELL!!
CSV = new CELL_BG();
} else if (mapName == "FOREST") {
if (layer == 3) {
CSV = new FOREST_FG();
} else if (layer == 2) {
CSV = new FOREST_BG2();
} else {
CSV = new FOREST_BG();
}
} else if (mapName == "BLUE") {
if (layer == 2) {
CSV = new BLUE_BG2();
} else {
CSV = new BLUE_BG();
}
} else if (mapName == "HAPPY") {
if (layer == 2) {
CSV = new HAPPY_BG2();
} else {
CSV = new HAPPY_BG();
}
} else if (mapName == "TERMINAL") {
if (layer == 2) {
CSV = new TERMINAL_BG2();
} else {
CSV = new TERMINAL_BG();
}
} else if (mapName == "GO") {
if (layer == 2) {
CSV = new GO_BG2();
} else {
CSV = new GO_BG();
}
} else if (mapName == "SUBURB") {
CSV = new SUBURB_BG();
} else if (mapName == "CLIFF") {
if (layer == 2) {
CSV = new CLIFF_BG2();
} else {
CSV = new CLIFF_BG();
}
} else if (mapName == "DRAWER") {
CSV = new DRAWER_BG();
} else if (mapName == "SPACE") {
if (layer == 2) {
CSV = new SPACE_BG2();
} else if (layer == 3) {
CSV = new SPACE_FG();
} else {
CSV = new SPACE_BG();
}
}
return CSV;
}
}
}

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package data
{
import flash.display.Bitmap;
import flash.display.BitmapData;
/* Embedded sprites common to multiple entities, e.g., shadows */
public class Common_Sprites
{
/* Normal shadow that is used by bullets and has two animations */
[Embed (source = "../res/sprites/decoration/shadows/8x8_shadow.png")] public static var shadow_sprite_8_8:Class;
[Embed(source = "../res/sprites/decoration/SPACE_BG.png")] public static var space_bg:Class;
[Embed(source = "../res/sprites/decoration/briar_BG.png")] public static var briar_Bg:Class;
[Embed(source = "../res/sprites/decoration/nexus_bg.png")] public static var nexus_bg:Class;
/* This shadow has 5 frames, and its frame is determined by the fist's y-offset
* (or height) used by Wallboss fists, and Eyeboss Land form */
[Embed (source = "../res/sprites/decoration/shadows/28x10_shadow.png")] public static var shadow_sprite_28_10:Class;
[Embed(source = "../helper/static.pbj", mimeType = "application/octet-stream")] public static const static_shader:Class;
// OVERLAYS
// 160x160 image, tiled 2x2. No anims.
[Embed(source = "../res/sprites/decoration/overlays/debug_overlay.png")] public static var debug_overlay:Class;
[Embed(source = "../res/sprites/decoration/overlays/windmill_overlay.png")] public static var windmill_overlay:Class;
[Embed(source = "../res/sprites/decoration/overlays/happy_overlay.png")] public static const happy_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/redsea_overlay.png")] public static const redsea_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/ending_overlay.png")] public static const ending_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/forest_overlay.png")] public static const forest_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/cliff_overlay.png")] public static const cliff_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/apartment_overlay.png")] public static const apartment_Blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/beach_overlay.png")] public static const beach_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/space_overlay.png")] public static const space_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/hotel_overlay.png")] public static const hotel_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/hotel_roof_overlay.png")] public static const roof_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/suburbs_overlay.png")] public static const suburbs_Blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/bedroom_overlay.png")] public static const bedroom_Blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/blue_overlay.png")] public static const blue_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/circus_overlay.png")] public static const circus_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/windmill_overlay2.png")] public static const windmill2_Blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/terminal_overlay.png")] public static const terminal_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/street_overlay.png")] public static const street_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/nexus_overlay.png")] public static const nexus_Blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/crowd_overlay.png")] public static const crowd_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/go_overlay.png")] public static const go_blend:Class;
[Embed(source = "../res/sprites/decoration/overlays/redcave_overlay .png")] public static const redcave_blend:Class;
public static var static_map:Bitmap;
public static function init():void {
static_map = new Bitmap(new BitmapData(320, 320,true,0x00000000));
var alpha:uint;
var gray:uint;
var maxalpha:int = 80;
var maxgray:int = 80;
for (var i:int = 0; i < 320; i++) {
for (var j:int = 0; j < 320; j++) {
alpha = maxalpha * Math.random();
gray = maxgray * Math.random();
static_map.bitmapData.setPixel32(j, i, (alpha << 24) | (gray) | (gray << 8) | (gray << 16));
}
}
}
}
}

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package data
{
import helper.Cutscene;
import org.flixel.FlxG;
import org.flixel.FlxGroup;
import org.flixel.FlxSave;
import org.flixel.FlxSprite;
import org.flixel.FlxBasic;
import global.Registry;
import org.flixel.FlxSound;
public class SoundData
{
[Embed (source = "../../../mp3/title.mp3")] public static var Title_Song:Class;
public var TITLE:FlxSound = new FlxSound();
private var Title_Samples:int = 2491776; //checked 9-15-12
[Embed (source = "../../../mp3/gameover.mp3")] public static var GameOver_Song:Class;
public var GameOver:FlxSound = new FlxSound();
private var GameOver_Samples:int = 1397376; //checked 9-15-12
[Embed (source = "../../../mp3/blank.mp3")] public static var Blank_Song:Class;
public var BLANK:FlxSound = new FlxSound();
private var Blank_Samples:int = 1568576;//checked 9-15-12
[Embed (source = "../../../mp3/nexus.mp3")] public static var Nexus_Song:Class;
public var NEXUS:FlxSound = new FlxSound();
private var NEXUSSAMPLES:int = 2983680; //checked 9-15-12
[Embed (source = "../../../mp3/street.mp3")] public static var Street_Song:Class; //street
public var STREET:FlxSound = new FlxSound();
private var Street_Samples:int = 2118528; //checked 9-15-12
[Embed (source = "../../../mp3/overworld.mp3")] public static var Overworld_Song:Class; //OVERWORLD
public var OVERWORLD:FlxSound = new FlxSound();
private var Overworld_Samples:int = 3646080; //checked 9-15-12
[Embed (source = "../../../mp3/mitra.mp3")] public static var Mitra_Song:Class;
public var MITRA:FlxSound = new FlxSound();
private var MITRASAMPLES:int = 2290176; //checked 9-15-12
[Embed (source = "../../../mp3/bedroom.mp3")] public static var Bedroom_Song:Class; //Bedroom
public var BEDROOM:FlxSound = new FlxSound();
private var Bedroom_Samples:int = 5293440; //checked 9-15-12
public var BOSS:FlxSound = new FlxSound();
[Embed (source = "../../../mp3/bedroom-boss.mp3")] public static var BedroomBoss_Song:Class;
public var BEDROOMBOSS:FlxSound = new FlxSound();
private var BEDROOMBOSSSAMPLES:int = 1580491;
[Embed (source = "../../../mp3/fields.mp3")] public static var Fields_Song:Class;
public var FIELDS:FlxSound = new FlxSound();
private var FIELDSSAMPLES:int = 6298125; //checked 9-15-12
///*
[Embed (source = "../../../mp3/beach.mp3")] public static var Beach_Song:Class;
public var BEACH:FlxSound = new FlxSound();
private var Beach_Samples:int = 3479040;
[Embed (source = "../../../mp3/red_cave.mp3")] public static var Red_Cave_Song:Class;
public var REDCAVE:FlxSound = new FlxSound(); //checked 10-7-12
private var Red_Cave_Samples:int = 4021920;
[Embed (source = "../../../mp3/red_sea.mp3")] public static var Red_Sea_Song:Class;
public var REDSEA:FlxSound = new FlxSound();
private var Red_Sea_Samples:int = 2723328;
[Embed (source = "../../../mp3/redcave-boss.mp3")] public static var RedcaveBoss_Song:Class;
public var REDCAVEBOSS:FlxSound = new FlxSound();
private var REDCAVEBOSSSAMPLES:int = 1881600;
[Embed (source = "../../../mp3/windmill.mp3")] public static var Windmill_Song:Class;
public var WINDMILL:FlxSound = new FlxSound();
private var WINDMILLSAMPLES:int = 5019267; // checked 10-20-12
// END EXTENDED DEMO
[Embed (source = "../../../mp3/apartment.mp3")] public static var Apartment_Song:Class;
public var APARTMENT:FlxSound = new FlxSound();
private var APARTMENTSAMPLES:int = 8192009;
[Embed (source = "../../../mp3/forest.mp3")] public static var Forest_Song:Class;
public var FOREST:FlxSound = new FlxSound();
private var FORESTSAMPLES:int = 6542962; // 10-26
[Embed (source = "../../../mp3/cliff.mp3")] public static var Cliff_Song:Class;
public var CLIFF:FlxSound = new FlxSound();
private var CLIFFSAMPLES:int = 5840402; // 10-26
[Embed (source = "../../../mp3/crowd.mp3")] public static var Crowd_Song:Class;
public var CROWD:FlxSound = new FlxSound(); //checked 10-7-12
private var CROWDSAMPLES:int = 6919426;
[Embed (source = "../../../mp3/space.mp3")] public static var Space_Song:Class;
public var SPACE:FlxSound = new FlxSound(); //1-8-12
private var SPACESAMPLES:int = 4907395;
[Embed (source = "../../../mp3/terminal.mp3")] public static var Terminal_Song:Class;
public var TERMINAL:FlxSound = new FlxSound();
private var TERMINALSAMPLES:int = 7560503; // 1-8-12
[Embed (source = "../../../mp3/cell.mp3")] public static var Cell_Song:Class;
public var CELL:FlxSound = new FlxSound();
private var CELLSAMPLES:int = 5409600; //11-3-12
[Embed (source = "../../../mp3/suburb.mp3")] public static var Suburb_Song:Class;
public var SUBURB:FlxSound = new FlxSound();
private var SUBURBSAMPLES:int = 3182553;
[Embed (source = "../../../mp3/roof.mp3")] public static var Roof_Song:Class;
public var ROOF:FlxSound = new FlxSound();
private var ROOFSAMPLES:int = 7112084;
[Embed (source = "../../../mp3/circus.mp3")] public static var Circus_Song:Class;
public var CIRCUS:FlxSound = new FlxSound();
private var CIRCUSSAMPLES:int = 7566553;
[Embed (source = "../../../mp3/hotel.mp3")] public static var Hotel_Song:Class;
public var HOTEL:FlxSound = new FlxSound(); // 12-2-12
private var HOTELSAMPLES:int = 9328688;
[Embed (source = "../../../mp3/happy.mp3")] public static var Happy_Song:Class;
public var HAPPY:FlxSound = new FlxSound();
private var HAPPYSAMPLES:int = 4456421; //checked 11-3-12
[Embed (source = "../../../mp3/blue.mp3")] public static var Blue_Song:Class;
public var BLUE:FlxSound = new FlxSound();
private var BLUESAMPLES:int = 6755745; //12-8-12
[Embed (source = "../../../mp3/go.mp3")] public static var Go_Song:Class;
public var GO:FlxSound = new FlxSound();
private var GOSAMPLES:int = 8090854;
[Embed (source = "../../../mp3/sagefight.mp3")] public static var Sagefight_Song:Class;
public var SAGEFIGHT:FlxSound = new FlxSound(); // checked 10-20-12
private var SAGEFIGHTSAMPLES:int = 7467224;
private var SAGEFIGHTLOOP:int = 2061770;
[Embed (source = "../../../mp3/happy-init.mp3")] public static var Happyinit_song:Class;
public var HAPPYINIT:FlxSound = new FlxSound();
private var HAPPYINITSAMPLES:int = 1128960;
[Embed (source = "../../../mp3/ending.mp3")] public static var Ending_Song:Class;
public var ENDING:FlxSound = new FlxSound();
private var ENDINGSAMPLES:int = 15323054;
[Embed (source = "../../../mp3/briar-fight.mp3")] public static var BriarFight_Song:Class;
public var BRIARFIGHT:FlxSound = new FlxSound();
private var BRIARFIGHTSAMPLES:int = 5171605; // 11-25-12
[Embed (source = "../../../mp3/pre_terminal.mp3")] public static var PreTerminal_Song:Class;
public var PRETERMINAL:FlxSound = new FlxSound();
private var PRETERMSAMPLES:int = 1226195;
[Embed (source = "../../../mp3/soft.mp3")] public static var Soft_Song:Class;
public var SOFT:FlxSound = new FlxSound();
private var SOFTSAMPLES:int = 5007429;
[Embed (source = "../../../mp3/crowd_boss.mp3")] public static var CrowdBoss_Song:Class;
public var CROWDBOSS:FlxSound = new FlxSound();
private var CROWDBOSSSAMPLES:int = 1128960;
[Embed (source = "../../../mp3/apartment-boss.mp3")] public static var ApartmentBoss_Song:Class;
public var APARTMENTBOSS:FlxSound = new FlxSound();
private var APARTMENTBOSSSAMPLES:int = 1411199;
[Embed (source = "../../../mp3/hotel-boss.mp3")] public static var HotelBoss_Song:Class;
public var HOTELBOSS:FlxSound = new FlxSound();
private var HOTELBOSSSAMPLES:int = 1394129;
[Embed (source = "../../../mp3/circus-boss.mp3")] public static var CircusBoss_Song:Class;
public var CIRCUSBOSS:FlxSound = new FlxSound();
private var CIRCUSBOSSSAMPLES:int = 1299789;
//*/
/* Gadgets */
[Embed (source = "../../../sfx/unlock.mp3")] private var S_UNLOCK:Class; // Open locked door
[Embed (source = "../../../sfx/open.mp3")] private var S_OPEN:Class; // Gate open jingle
[Embed (source = "../../../sfx/pushblock.mp3")] private var S_PUSH_BLOCK:Class;
[Embed (source = "../../../sfx/gettreasure.mp3")] private var S_GET_TREASURE:Class;
[Embed (source = "../../../sfx/keyget.mp3")] private var S_GET_KEY:Class; //
[Embed (source = "../../../sfx/button_up.mp3")] public static var S_BUTTON_UP:Class;
[Embed (source = "../../../sfx/button_down.mp3")] public static var S_BUTTON_DOWN:Class;
[Embed (source = "../../../sfx/floor_crack.mp3")] public static var S_FLOOR_CRACK:Class;
[Embed (source = "../../../sfx/big_door_locked.mp3")] public static var S_Big_Door_Locked:Class;
[Embed (source = "../../../sfx/fall_1.mp3")] public static var sfall1:Class; //Falling - spike roller
[Embed (source = "../../../sfx/hit_ground_1.mp3")] public static var shitground1:Class; //Spike roller hits walls
[Embed (source = "../../../sfx/sparkle_1.mp3")] public static var sparkle_1_c:Class;
[Embed (source = "../../../sfx/sparkle_2.mp3")] public static var sparkle_2_c:Class;
[Embed (source = "../../../sfx/sparkle_3.mp3")] public static var sparkle_3_c:Class;
[Embed (source = "../../../sfx/dash_pad_1.mp3")] public static var embed_dash_pad_1:Class; //
[Embed (source = "../../../sfx/dash_pad_2.mp3")] public static var embed_dash_pad_2:Class;
[Embed (source = "../../../sfx/spring_bounce.mp3")] public static var embed_spring_bounce:Class;
/* Other things */
[Embed (source = "../../../sfx/cicada_chirp.mp3")] public static var cicada_chirp_c:Class;
[Embed (source = "../../../sfx/cross2.mp3")] public static var embed_cross2:Class;
[Embed (source = "../../../sfx/cross3.mp3")] public static var embed_cross3:Class;
[Embed (source = "../../../sfx/cross4.mp3")] public static var embed_cross4:Class;
/* Bedroom */
[Embed (source = "../../../sfx/laser-pew.mp3")] public static var S_LASER_PEW:Class;
[Embed (source = "../../../sfx/shieldy-hit.mp3")] public static var S_SHIELDY_HIT:Class;
[Embed (source = "../../../sfx/shieldy_ineffective.mp3")] public static var shieldy_ineffective_embed:Class;
[Embed (source = "../../../sfx/slime_walk.mp3")] public static var slime_walk_embed:Class;
[Embed (source = "../../../sfx/slime_splash.mp3")] public static var slime_splash_embed:Class;
[Embed (source = "../../../sfx/slime_shoot.mp3")] public static var slime_shoot_embed:Class;
/* Sun boss */
[Embed (source = "../../../sfx/sun_guy_scream2.mp3")] public static var S_SUN_GUY_SCREAM:Class; //softer
[Embed (source = "../../../sfx/sun_guy_charge.mp3")] public static var S_SUN_GUY_CHARGE:Class; //
/* Redcave */
[Embed (source = "../../../sfx/slasher_atk.mp3")] public static var slasher_atk_embed:Class; //
[Embed (source = "../../../sfx/on_off_laser_shoot.mp3")] public static var on_off_laser_shoot_embed:Class;
[Embed (source = "../../../sfx/4sht_shoot.mp3")] public static var four_shooter_shoot:Class;
[Embed (source = "../../../sfx/4sht_pop.mp3")] public static var four_shooter_pop:Class;
[Embed (source = "../../../sfx/mover_die.mp3")] public static var mover_die:Class;
[Embed (source = "../../../sfx/mover_move.mp3")] public static var mover_move:Class;
[Embed (source = "../../../sfx/red_cave_rise.mp3")] public static var embed_red_cave_rise:Class;
/* Red boss */
[Embed (source = "../../../sfx/bubble_loop.mp3")] public static var embed_bubble_loop:Class;
[Embed (source = "../../../sfx/bubble_1.mp3")] public static var embed_bubble_1:Class;
[Embed (source = "../../../sfx/bubble_2.mp3")] public static var embed_bubble_2:Class;
[Embed (source = "../../../sfx/bubble_3.mp3")] public static var embed_bubble_3:Class;
[Embed (source = "../../../sfx/bubble_triple.mp3")] public static var embed_bubble_triple:Class;
[Embed (source = "../../../sfx/redboss_moan.mp3")] public static var embed_redboss_moan:Class;
[Embed (source = "../../../sfx/small_wave.mp3")] public static var embed_small_wave:Class;
[Embed (source = "../../../sfx/big_wave.mp3")] public static var embed_big_wave:Class;
[Embed (source = "../../../sfx/redboss_death.mp3")] public static var embed_redboss_death:Class;
/* Crowd */
[Embed (source = "../../../sfx/dog_bark.mp3")] public static var embed_dog_bark:Class; //
[Embed (source = "../../../sfx/dog_dash.mp3")] public static var embed_dog_dash:Class;
[Embed (source = "../../../sfx/talk_1.mp3")] public static var embed_talk_1:Class;
[Embed (source = "../../../sfx/talk_2.mp3")] public static var embed_talk_2:Class;
[Embed (source = "../../../sfx/talk_3.mp3")] public static var embed_talk_3:Class;
//wallboss
[Embed (source = "../../../sfx/wb_hit_ground.mp3")] public static var embed_wb_hit_ground:Class;
[Embed (source = "../../../sfx/wb_tap_ground.mp3")] public static var embed_wb_tap_ground:Class;
[Embed (source = "../../../sfx/wb_shoot.mp3")] public static var embed_wb_shoot:Class;
[Embed (source = "../../../sfx/wb_moan.mp3")] public static var embed_wb_moan:Class;
[Embed (source = "../../../sfx/wb_moan_2.mp3")] public static var embed_wb_moan_2:Class;
[Embed (source = "../../../sfx/talk_death.mp3")] public static var embed_talk_death:Class;
//apt
[Embed (source = "../../../sfx/teleguy_up.mp3")] public static var embed_teleguy_up:Class;
[Embed (source = "../../../sfx/teleguy_down.mp3")] public static var embed_teleguy_down:Class;
[Embed (source = "../../../sfx/gasguy_shoot.mp3")] public static var embed_gasguy_shoot:Class;
[Embed (source = "../../../sfx/gasguy_move.mp3")] public static var embed_gasguy_move:Class;
[Embed (source = "../../../sfx/sf_move.mp3")] public static var embed_sf_move:Class;
[Embed (source = "../../../sfx/rat_move.mp3")] public static var embed_rat_move:Class;
//splitboss
[Embed (source = "../../../sfx/sb_split.mp3")] public static var embed_sb_split:Class;
[Embed (source = "../../../sfx/sb_ball_appear.mp3")] public static var embed_sb_ball_appear:Class;
[Embed (source = "../../../sfx/sb_hurt.mp3")] public static var embed_sb_hurt:Class;
[Embed (source = "../../../sfx/sb_dash.mp3")] public static var embed_sb_dash:Class;
/* hotel */
[Embed (source = "../../../sfx/dustmaid_alert.mp3")] public static var embed_dustmaid_alert:Class;
[Embed (source = "../../../sfx/elevator_open.mp3")] public static var embed_elevator_open:Class;
[Embed (source = "../../../sfx/elevator_close.mp3")] public static var embed_elevator_close:Class;
/* Circus */
[Embed (source = "../../../sfx/flame_pillar.mp3")] public static var embed_flame_pillar:Class;
[Embed (source = "../../../sfx/fireball.mp3")] public static var embed_fireball:Class;
/* etc */
[Embed (source = "../../../sfx/briar_shine.mp3")] public static var embed_briar_shine:Class; //
[Embed (source = "../../../sfx/stream.mp3")] public static var embed_stream:Class;
[Embed (source = "../../../sfx/dust_explode.mp3")] public static var embed_dust_explode:Class;
/* Explosions/rumbles */
[Embed (source = "../../../sfx/hit_wall.mp3")] public static var S_HIT_WALL:Class; //Bat die, sun guy hit wall
[Embed (source = "../../../sfx/sun_guy_death_long.mp3")] public static var S_SUN_GUY_DEATH_L:Class;
[Embed (source = "../../../sfx/sun_guy_death_short.mp3")] public static var S_SUN_GUY_DEATH_S:Class;
[Embed (source = "../../../sfx/broom_hit.mp3")] public static var embed_broom_hit:Class;
/* Player */
[Embed (source = "../../../sfx/player_hit_1.mp3")] public static var S_PLAYER_HIT_1:Class; //Hitting an enemy
[Embed (source = "../../../sfx/noise_step_1.mp3")] public static var S_NOISE_STEP_1:Class;
[Embed (source = "../../../sfx/water_step.mp3")] public static var water_step:Class;
[Embed (source = "../../../sfx/enter_door.mp3")] public static var embed_enter_door:Class;
[Embed (source = "../../../sfx/fall_in_hole.mp3")] private var S_FALL_IN_HOLE:Class; //
[Embed (source = "../../../sfx/get_small_health.mp3")] public static var S_GET_SMALL_HEALTH:Class;
[Embed (source = "../../../sfx/swing_broom_1.mp3")] public static var swing_broom_1:Class;
[Embed (source = "../../../sfx/swing_broom_2.mp3")] public static var swing_broom_2:Class;
[Embed (source = "../../../sfx/swing_broom_3.mp3")] public static var swing_broom_3:Class;
[Embed (source = "../../../sfx/player_jump_up.mp3")] private static var player_jump_up_sound:Class;
[Embed (source = "../../../sfx/player_jump_down.mp3")] private static var player_jump_down_sound:Class;
[Embed (source = "../../../sfx/puddle_up.mp3")] private static var embed_puddle_up:Class;
[Embed (source = "../../../sfx/puddle_down.mp3")] private static var embed_puddle_down:Class;
[Embed (source = "../../../sfx/puddle_step.mp3")] private static var embed_puddle_step:Class;
[Embed (source = "../../../sfx/ladder_step_2.mp3")] private static var embed_ladder_step_2:Class;
[Embed (source = "../../../sfx/ladder_step_1.mp3")] private static var embed_ladder_step_1:Class;
[Embed (source = "../../../sfx/teleport_up.mp3")] public static var S_TELEPORT_UP:Class; //
[Embed (source = "../../../sfx/teleport_down.mp3")] public static var S_TELEPORT_DOWN:Class;
/* Ambient */
[Embed (source = "../../../sfx/wavesandwind.mp3")] private var S_BEACH_WAVES:Class;
[Embed (source = "../../../sfx/rain.mp3")] private var embed_rain:Class;
/* Menu */
[Embed (source = "../../../sfx/menu_move.mp3")] public static var S_MENU_MOVE:Class;
[Embed (source = "../../../sfx/menu_select.mp3")] public static var S_MENU_SELECT:Class;
[Embed (source = "../../../sfx/pause_sound.mp3")] public static var S_PAUSE_SOUND:Class;
[Embed (source = "../../../sfx/dialogue_bloop.mp3")] public static var dialogue_bloop_embed:Class;
[Embed (source = "../../../sfx/dialogue_blip.mp3")] public static var dialogue_blip_embed:Class;
public var unlock:FlxSound = new FlxSound();
public var open:FlxSound = new FlxSound();
public var fall_in_hole:FlxSound = new FlxSound();
public var push_block:FlxSound = new FlxSound();
public var button_up:FlxSound = new FlxSound();
public var button_down:FlxSound = new FlxSound();
public var floor_crack:FlxSound = new FlxSound();
public var get_treasure:FlxSound = new FlxSound();
public var get_key:FlxSound = new FlxSound();
public var dash_pad_1:FlxSound = new FlxSound();
public var dash_pad_2:FlxSound = new FlxSound();
public var spring_bounce:FlxSound = new FlxSound();
public var waves:FlxSound = new FlxSound();
public var waves_samples:int = 1322496; //why is this here
public var rain:FlxSound = new FlxSound();
public var puddle_up:FlxSound = new FlxSound();
public var puddle_down:FlxSound = new FlxSound();
public var puddle_step:FlxGroup = new FlxGroup(2);
public var rain_samples:int = 236955;
public var ladder_step:FlxGroup = new FlxGroup(2);
public var sun_guy_death_l:FlxSound = new FlxSound();
public var sun_guy_death_s:FlxSound = new FlxSound();
public var sun_guy_scream:FlxSound = new FlxSound();
public var sun_guy_charge:FlxSound = new FlxSound();
public var player_jump_down:FlxSound = new FlxSound();
public var player_jump_up:FlxSound = new FlxSound();
public var enter_door:FlxSound = new FlxSound();
public var player_hit_1:FlxSound = new FlxSound();
public var broom_hit:FlxSound = new FlxSound();
public var teleport_up:FlxSound = new FlxSound();
public var teleport_down:FlxSound = new FlxSound();
public var shieldy_hit:FlxSound = new FlxSound();
public var shieldy_ineffective:FlxGroup = new FlxGroup(4);
//redcave
public var red_cave_rise:FlxSound = new FlxSound();
public var bubble_loop:FlxSound = new FlxSound();
public var redboss_moan:FlxSound = new FlxSound();
public var small_wave:FlxSound = new FlxSound();
public var big_wave:FlxSound = new FlxSound();
public var redboss_death:FlxSound = new FlxSound();
//crod
public var dog_dash:FlxGroup = new FlxGroup(3);
public var talk_group:FlxGroup = new FlxGroup(5);
public var wb_tap_ground:FlxSound = new FlxSound();
public var wb_hit_ground:FlxSound = new FlxSound();
public var wb_shoot:FlxSound = new FlxSound();
public var wb_moan:FlxSound = new FlxSound();
public var wb_moan_2:FlxSound = new FlxSound();
public var talk_death:FlxSound = new FlxSound();
//apt
public var teleguy_up:FlxSound = new FlxSound();
public var teleguy_down:FlxSound = new FlxSound();
public var gasguy_shoot:FlxSound = new FlxSound();
public var gasguy_move:FlxGroup = new FlxGroup(2);
public var rat_move:FlxGroup = new FlxGroup(2);
public var sb_split:FlxSound = new FlxSound();
public var sb_hurt:FlxSound = new FlxSound();
public var sb_dash:FlxSound = new FlxSound();
public var sb_ball_appear:FlxGroup = new FlxGroup(5);
public var sf_move:FlxGroup = new FlxGroup(3);
//hotel
public var dustmaid_alert:FlxSound = new FlxSound();
public var elevator_open:FlxSound = new FlxSound();
public var elevator_close:FlxSound = new FlxSound();
//circus
public var flame_pillar_group:FlxGroup= new FlxGroup(2);
public var fireball_group:FlxGroup= new FlxGroup(4);
public var get_small_health:FlxSound = new FlxSound();
public var big_door_locked:FlxSound = new FlxSound();
public var hitground1:FlxSound = new FlxSound();
public var fall1:FlxSound = new FlxSound();
public var slasher_atk:FlxSound = new FlxSound();
public var on_off_laser_shoot:FlxSound = new FlxSound();
public var dialogue_bloop:FlxSound = new FlxSound();
public var cicada_chirp:FlxSound = new FlxSound();
// Etc
public var briar_shine_group:FlxGroup = new FlxGroup(8);
public var stream_sound:FlxSound = new FlxSound();
public var dust_explode_group:FlxGroup = new FlxGroup(3);
public var mushroom_sound_group:FlxGroup = new FlxGroup(3);
/* Groups of sounds! */
public var slime_walk_group:FlxGroup = new FlxGroup(5);
public var slime_splash_group:FlxGroup = new FlxGroup(8);
public var slime_shoot_group:FlxGroup = new FlxGroup(2);
public var four_shooter_shoot_group:FlxGroup = new FlxGroup(2);
public var four_shooter_pop_group:FlxGroup = new FlxGroup(3);
public var mover_move_group:FlxGroup = new FlxGroup(2);
public var mover_die_group:FlxGroup = new FlxGroup(2);
public var bubble_group:FlxGroup = new FlxGroup(4);
public var bubble_triple_group:FlxGroup = new FlxGroup(4);
public var laser_pew_group:FlxGroup = new FlxGroup(2);
public var menu_move_group:FlxGroup = new FlxGroup(3);
public var menu_select_group:FlxGroup = new FlxGroup(2);
public var pause_sound_group:FlxGroup = new FlxGroup(2);
public var enemy_explode_1_group:FlxGroup = new FlxGroup(5);
public var swing_broom_group:FlxGroup = new FlxGroup(3);
public var water_step_group:FlxGroup = new FlxGroup(3);
public var dialogue_blip_group:FlxGroup = new FlxGroup(5);
public var sparkle_group:FlxGroup = new FlxGroup(5);
public var dog_bark_group:FlxGroup = new FlxGroup(2);
public var current_song_name:String = "BEDROOM";
public var current_song:FlxSound = new FlxSound();
public function SoundData() {
/* Init usually-one-off-noises. */
unlock.loadEmbedded(S_UNLOCK, false);
open.loadEmbedded(S_OPEN, false);
push_block.loadEmbedded(S_PUSH_BLOCK, false);
get_treasure.loadEmbedded(S_GET_TREASURE, false);
get_key.loadEmbedded(S_GET_KEY, false);
waves.loadEmbedded(S_BEACH_WAVES, true, waves_samples);
rain.loadEmbedded(embed_rain, true, rain_samples);
fall_in_hole.loadEmbedded(S_FALL_IN_HOLE, false);
button_down.loadEmbedded(S_BUTTON_DOWN);
button_up.loadEmbedded(S_BUTTON_UP);
floor_crack.loadEmbedded(S_FLOOR_CRACK);
big_door_locked.loadEmbedded(S_Big_Door_Locked);
hitground1.loadEmbedded(shitground1);
fall1.loadEmbedded(sfall1);
dash_pad_1.loadEmbedded(embed_dash_pad_1);
dash_pad_2.loadEmbedded(embed_dash_pad_2);
spring_bounce.loadEmbedded(embed_spring_bounce);
puddle_up.loadEmbedded(embed_puddle_up, false);
puddle_down.loadEmbedded(embed_puddle_down, false);
init_sound_group(puddle_step, embed_puddle_step);
init_multi_sound_group(ladder_step, new Array(embed_ladder_step_1, embed_ladder_step_2), false);
slasher_atk.loadEmbedded(slasher_atk_embed, false);
on_off_laser_shoot.loadEmbedded(on_off_laser_shoot_embed, false);
sun_guy_death_l.loadEmbedded(S_SUN_GUY_DEATH_L);
sun_guy_death_s.loadEmbedded(S_SUN_GUY_DEATH_S);
sun_guy_scream.loadEmbedded(S_SUN_GUY_SCREAM);
sun_guy_charge.loadEmbedded(S_SUN_GUY_CHARGE);
//redcave
red_cave_rise.loadEmbedded(embed_red_cave_rise);
bubble_loop.loadEmbedded(embed_bubble_loop, true, 89508);
redboss_moan.loadEmbedded(embed_redboss_moan);
big_wave.loadEmbedded(embed_big_wave, false);
small_wave.loadEmbedded(embed_small_wave, false);
redboss_death.loadEmbedded(embed_redboss_death);
//crowd
init_sound_group(dog_dash, embed_dog_dash);
init_multi_sound_group(talk_group, new Array(embed_talk_1, embed_talk_1, embed_talk_2, embed_talk_3, embed_talk_3));
wb_hit_ground.loadEmbedded(embed_wb_hit_ground);
wb_tap_ground.loadEmbedded(embed_wb_tap_ground);
wb_shoot.loadEmbedded(embed_wb_shoot);
wb_moan.loadEmbedded(embed_wb_moan);
wb_moan_2.loadEmbedded(embed_wb_moan_2);
talk_death.loadEmbedded(embed_talk_death);
//apt
teleguy_down.loadEmbedded(embed_teleguy_down);
teleguy_up.loadEmbedded(embed_teleguy_up);
gasguy_shoot.loadEmbedded(embed_gasguy_shoot);
init_sound_group(gasguy_move, embed_gasguy_move)
init_sound_group(rat_move, embed_rat_move);
sb_split.loadEmbedded(embed_sb_split);
init_sound_group(sb_ball_appear, embed_sb_ball_appear);
sb_dash.loadEmbedded(embed_sb_dash);
sb_hurt.loadEmbedded(embed_sb_hurt);
init_sound_group(sf_move, embed_sf_move);
//hotel
dustmaid_alert.loadEmbedded(embed_dustmaid_alert);
elevator_close.loadEmbedded(embed_elevator_close);
elevator_open.loadEmbedded(embed_elevator_open);
//circus
init_sound_group(flame_pillar_group, embed_flame_pillar);
init_sound_group(fireball_group, embed_fireball);
player_hit_1.loadEmbedded(S_PLAYER_HIT_1);
enter_door.loadEmbedded(embed_enter_door);
player_jump_down.loadEmbedded(player_jump_down_sound);
player_jump_up.loadEmbedded(player_jump_up_sound);
broom_hit.loadEmbedded(embed_broom_hit);
teleport_down.loadEmbedded(S_TELEPORT_DOWN);
teleport_up.loadEmbedded(S_TELEPORT_UP);
shieldy_hit.loadEmbedded(S_SHIELDY_HIT, false);
init_sound_group(shieldy_ineffective, shieldy_ineffective_embed);
get_small_health.loadEmbedded(S_GET_SMALL_HEALTH, false);
dialogue_bloop.loadEmbedded(dialogue_bloop_embed);
cicada_chirp.loadEmbedded(cicada_chirp_c);
GameOver.loadEmbedded(GameOver_Song);
stream_sound.loadEmbedded(embed_stream);
init_sound_group(dust_explode_group, embed_dust_explode);
/* Init repeated noises */
init_sound_group(laser_pew_group, S_LASER_PEW,false,0.1);
init_sound_group(slime_walk_group, slime_walk_embed);
init_sound_group(slime_shoot_group, slime_shoot_embed);
init_sound_group(slime_splash_group, slime_splash_embed);
init_sound_group(briar_shine_group, embed_briar_shine);
init_sound_group(four_shooter_pop_group, four_shooter_pop);
init_sound_group(four_shooter_shoot_group, four_shooter_shoot);
init_sound_group(mover_move_group, mover_move);
init_sound_group(mover_die_group, mover_die);
init_multi_sound_group(bubble_group, new Array(embed_bubble_1, embed_bubble_1, embed_bubble_2, embed_bubble_3));
init_sound_group(bubble_triple_group, embed_bubble_triple);
init_sound_group(dog_bark_group, embed_dog_bark);
init_multi_sound_group(mushroom_sound_group, new Array(embed_cross2, embed_cross3, embed_cross4), false, 1);
init_sound_group(menu_move_group, S_MENU_MOVE);
init_sound_group(menu_select_group, S_MENU_SELECT);
init_sound_group(dialogue_blip_group, dialogue_blip_embed);
init_sound_group(pause_sound_group, S_PAUSE_SOUND);
init_sound_group(enemy_explode_1_group, S_HIT_WALL, false, 0.3);
init_sound_group(water_step_group, water_step, false, 1);
init_multi_sound_group(swing_broom_group, new Array(swing_broom_1, swing_broom_2, swing_broom_3), false, 1);
init_multi_sound_group(sparkle_group, new Array(sparkle_1_c, sparkle_1_c, sparkle_2_c, sparkle_2_c,sparkle_3_c), false, 1);
}
public function init_sound_group(g:FlxGroup, embed_sound:Class, looped:Boolean=false,volume:Number=1):void {
for (var i:int = 0; i < g.maxSize; i++) {
var s:FlxSound = new FlxSound();
s.loadEmbedded(embed_sound, looped);
s.volume = volume;
g.add(s);
}
}
public function init_multi_sound_group(g:FlxGroup, sounds:Array, looped:Boolean = false, volume:Number = 1):void {
for each (var sound:Class in sounds) {
var s:FlxSound = new FlxSound;
s.loadEmbedded(sound, looped, volume);
g.add(s);
}
}
/**
* Given a sound object to reference what to play and
* the title of the song, play it.
*
* @param song
* @param title
*/
public var trigger_soft:Boolean = false;
public function start_song_from_title(title:String):void {
if (current_song == null) current_song = new FlxSound();
if (current_song.playing) current_song.stop();
if (!Registry.sound_data.hasOwnProperty(title)) {
if (title == "TRAIN") {
title = "CELL"; // <_<
} else if (title == "DRAWER") {
// No music in post-death area
if (true == Registry.GAMESTATE.in_death_room) {
return;
}
title = "SUBURB";
} else {
title = "BEDROOM";
}
}
if (Registry.E_PLAY_ROOF) {
if (Registry.CURRENT_MAP_NAME == "REDCAVE" || Registry.CURRENT_MAP_NAME == "REDSEA") {
title = "REDCAVE";
} else {
title = "ROOF";
}
Registry.E_PLAY_ROOF = false;
}
if (title == "HAPPY") {
if (!Registry.GE_States[Registry.GE_Happy_Started]) {
title = "HAPPYINIT";
}
}
if (title == "TERMINAL") {
if (false == Registry.GE_States[Registry.GE_Sage_Dead_Idx]) {
title = "PRETERMINAL";
}
}
if (title == "SUBURB") {
if (trigger_soft) {
trigger_soft = false;
title = "SOFT";
}
}
if (title == "BOSS") {
switch (Registry.CURRENT_MAP_NAME) {
case "BEDROOM":
title = "BEDROOMBOSS";
break;
case "REDCAVE":
title = "REDCAVEBOSS";
break;
case "CROWD":
title = "CROWDBOSS";
break;
case "APARTMENT":
title = "APARTMENTBOSS";
break;
case "HOTEL":
title = "HOTELBOSS";
break;
case "CIRCUS":
title = "CIRCUSBOSS";
break;
default:
title = "BEDROOMBOSS";
break;
}
}
//title = "TITLE"; // remove
Registry.sound_data[title] = null;
Registry.sound_data[title] = new FlxSound();
//Registry.sound_data[title].loadEmbedded(Title_Song, true, Title_Samples); // remove
///*
if (title == "BEDROOM") {
Registry.sound_data.BEDROOM.loadEmbedded(Bedroom_Song, true, Bedroom_Samples);
} else if (title == "OVERWORLD") {
Registry.sound_data.OVERWORLD.loadEmbedded(Overworld_Song, true, Overworld_Samples);
} else if (title == "STREET") {
Registry.sound_data.STREET.loadEmbedded(Street_Song, true, Street_Samples);
} else if (title == "BLANK") {
Registry.sound_data.BLANK.loadEmbedded(Blank_Song, true, Blank_Samples);
} else if (title == "TITLE") {
Registry.sound_data.TITLE.loadEmbedded(Title_Song, true, Title_Samples);
}else if (title == "MITRA") {
Registry.sound_data.MITRA.loadEmbedded(Mitra_Song, true, MITRASAMPLES);
} else if (title == "FIELDS") {
Registry.sound_data.FIELDS.loadEmbedded(Fields_Song, true, FIELDSSAMPLES);
}else if (title == "NEXUS") {
Registry.sound_data.NEXUS.loadEmbedded(Nexus_Song, true, NEXUSSAMPLES);
} else if (title == "BEDROOMBOSS") {
Registry.sound_data.BEDROOMBOSS.loadEmbedded(BedroomBoss_Song, true, BEDROOMBOSSSAMPLES);
}
///*
else if (title === "BEACH") {
Registry.sound_data.BEACH.loadEmbedded(Beach_Song, true, Beach_Samples);
} else if (title == "REDSEA") {
Registry.sound_data.REDSEA.loadEmbedded(Red_Sea_Song, true, Red_Sea_Samples);
} else if (title == "REDCAVE") {
Registry.sound_data.REDCAVE.loadEmbedded(Red_Cave_Song, true, Red_Cave_Samples);
} else if (title == "REDCAVEBOSS") {
Registry.sound_data.REDCAVEBOSS.loadEmbedded(RedcaveBoss_Song, true, REDCAVEBOSSSAMPLES);
} else if (title == "WINDMILL") {
Registry.sound_data.WINDMILL.loadEmbedded(Windmill_Song, true, WINDMILLSAMPLES);
}else if (title == "APARTMENT") {
Registry.sound_data.APARTMENT.loadEmbedded(Apartment_Song, true, APARTMENTSAMPLES);
}else if (title == "FOREST") {
Registry.sound_data.FOREST.loadEmbedded(Forest_Song, true, FORESTSAMPLES);
} else if (title == "SPACE") {
Registry.sound_data.SPACE.loadEmbedded(Space_Song, true, SPACESAMPLES);
} else if (title == "CLIFF") {
Registry.sound_data.CLIFF.loadEmbedded(Cliff_Song, true, CLIFFSAMPLES);
} else if (title == "TERMINAL") {
Registry.sound_data.TERMINAL.loadEmbedded(Terminal_Song, true, TERMINALSAMPLES);
} else if (title == "CROWD") {
Registry.sound_data.CROWD.loadEmbedded(Crowd_Song, true, CROWDSAMPLES);
} else if (title == "CELL") {
Registry.sound_data.CELL.loadEmbedded(Cell_Song, true, CELLSAMPLES);
} else if (title == "SUBURB") {
Registry.sound_data.SUBURB.loadEmbedded(Suburb_Song, true, SUBURBSAMPLES);
} else if (title == "ROOF") {
Registry.sound_data.ROOF.loadEmbedded(Roof_Song, true, ROOFSAMPLES);
} else if (title == "CIRCUS") {
Registry.sound_data.CIRCUS.loadEmbedded(Circus_Song, true, CIRCUSSAMPLES,2009500);
} else if (title == "HOTEL") {
Registry.sound_data.HOTEL.loadEmbedded(Hotel_Song, true, HOTELSAMPLES);
} else if (title == "GO") {
Registry.sound_data.GO.loadEmbedded(Go_Song, true, GOSAMPLES);
} else if (title == "HAPPY") {
Registry.sound_data.HAPPY.loadEmbedded(Happy_Song, true, HAPPYSAMPLES);
} else if (title == "BLUE") {
Registry.sound_data.BLUE.loadEmbedded(Blue_Song, true, BLUESAMPLES);
} else if (title == "SAGEFIGHT") {
Registry.sound_data.SAGEFIGHT.loadEmbedded(Sagefight_Song, true, SAGEFIGHTSAMPLES,SAGEFIGHTLOOP);
} else if (title == "HAPPYINIT") {
Registry.sound_data.HAPPYINIT.loadEmbedded(Happyinit_song, true, HAPPYINITSAMPLES);
} else if (title == "ENDING") {
Registry.sound_data.ENDING.loadEmbedded(Ending_Song,false, ENDINGSAMPLES);
} else if (title == "BRIARFIGHT") {
Registry.sound_data.BRIARFIGHT.loadEmbedded(BriarFight_Song, true, BRIARFIGHTSAMPLES);
} else if (title == "PRETERMINAL") {
Registry.sound_data.PRETERMINAL.loadEmbedded(PreTerminal_Song, true, PRETERMSAMPLES);
} else if (title == "DRAWER") {
Registry.sound_data.SUBURB.loadEmbedded(Suburb_Song, true, SUBURBSAMPLES);
} else if (title == "SOFT") {
Registry.sound_data.SOFT.loadEmbedded(Soft_Song, true, SOFTSAMPLES);
} else if (title == "CIRCUSBOSS") {
Registry.sound_data.CIRCUSBOSS.loadEmbedded(CircusBoss_Song, true, CIRCUSBOSSSAMPLES);
} else if (title == "HOTELBOSS") {
Registry.sound_data.HOTELBOSS.loadEmbedded(HotelBoss_Song, true, HOTELBOSSSAMPLES);
} else if (title == "APARTMENTBOSS") {
Registry.sound_data.APARTMENTBOSS.loadEmbedded(ApartmentBoss_Song, true, APARTMENTBOSSSAMPLES);
} else if (title == "CROWDBOSS") {
Registry.sound_data.CROWDBOSS.loadEmbedded(CrowdBoss_Song, true, CROWDBOSSSAMPLES);
}
//*/
current_song = Registry.sound_data[title];
current_song_name = title;
if (Registry.GAMESTATE != null) {
Registry.GAMESTATE.last_song_time = 0; // avoid issues with changing song midmap
}
//current_song.volume = FlxG.volume;
current_song.play();
if (title == "WINDMILL" && Registry.CUTSCENES_PLAYED[Cutscene.Windmill_Opening] == 0) {
current_song.stop();
}
}
/**
*
* @param g Group of the (loaded) flxsoudns ya wanna play
* @return 1 if a sound was played, 0 otherwise (too many playing);
*/
public function play_sound_group(g:FlxGroup,vol:Number=1):int {
for each (var s:FlxSound in g.members) {
if (!s.playing) {
s.volume = vol;
s.play();
return 1;
}
}
return 0;
}
public function play_sound_group_randomly(g:FlxGroup):int {
var a:Array = new Array;
for (var i:int = 0; i < g.length; i++) {
a.push(i);
}
for (i = 0; i < g.length; i++) {
var r:int = (g.length - i) * Math.random(); // Get a random index into the the array of sound gruop indices to check
var v:int = a[r]; // Store the sound group index to check
a.splice(r, 1); // Remove the sound group index so we dont check again
if (!g.members[v].playing) {
g.members[v].play();
return 1;
break;
}
}
return 0;
}
/*
* Stops the input song and resets it.
* */
public function stop_current_song():void {
if (current_song != null && current_song.playing) {
current_song.stop();
}
}
}
}

1242
intra/src/data/TileData.as Normal file

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