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