anodyne/AIR/intra/hsrc/entity/decoration/Nonsolid.hx

48 lines
1.7 KiB
Haxe

package entity.decoration
{
import org.flixel.FlxSprite;
class Nonsolid extends FlxSprite
{
// embed the sprite file Into the code.
//[Embed(source="../../res/sprites/decoration/grass_1.png")] public static var grass_1_sprite:Class;
//[Embed(source="../../res/sprites/decoration/grass_REDSEA.png")] public static var grass_REDSEA_sprite:Class;
//[Embed(source="../../res/sprites/decoration/rail.png")] public static var rail_sprite:Class;
//[Embed(source="../../res/sprites/decoration/rail_NEXUS.png")] public static var rail_NEXUS_sprite:Class;
//[Embed(source="../../res/sprites/decoration/rail_CROWD.png")] public static var rail_CROWD_sprite:Class;
public function new(_xml:XML)
{
// When adding one of these to DAME, supply it the image file,
// the size of one frame, and add the "type" property to the DAME sprite
// where "type" is some identifier.
// There's a "Grass_1" sprite in there for an example.
super(parseInt(_xml.@x), parseInt(_xml.@y));
switch(_xml.@type.toString()){
// The word after "case" will be whatever you put in for "Type" in the DAME file.
case "Grass_1":
loadGraphic(grass_1_sprite, true, false, 16, 6);
addAnimation("whatever", [0, 1], 10);//Add animations if you need to.
play("whatever");
break;//Don't forget this so the code exits the switch block. one for every case.
case "Grass_REDSEA":
loadGraphic(grass_REDSEA_sprite, true, false, 16, 16);
play("whatever");
break;
case "Rail_1":
loadGraphic(rail_sprite, true, false, 16, 16);
break;
case "Rail_NEXUS":
loadGraphic(rail_NEXUS_sprite, true, false, 16, 17);
break;
case "Rail_CROWD":
loadGraphic(rail_CROWD_sprite, true, false, 16, 22);
break;
}
}
}