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placing loot in each room, not functional
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PaulSB committed Aug 21, 2011
1 parent 220bee2 commit bee230e
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Showing 6 changed files with 49 additions and 2 deletions.
4 changes: 3 additions & 1 deletion .gitignore
Expand Up @@ -2,4 +2,6 @@

bin/
obj/
lib/
lib/

*.db
2 changes: 1 addition & 1 deletion LD21.as3proj
Expand Up @@ -71,7 +71,7 @@
</compileTargets>
<!-- Paths to exclude from the Project Explorer tree -->
<hiddenPaths>
<!-- example: <hidden path="..." /> -->
<hidden path="data\textures\Thumbs.db" />
</hiddenPaths>
<!-- Executed before build -->
<preBuildCommand />
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Binary file added data/textures/loot.png
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28 changes: 28 additions & 0 deletions src/game/Loot.as
@@ -0,0 +1,28 @@
package game
{
import org.flixel.FlxSprite;

/**
* Ludum Dare 21 - Escape
* @author Paul S Burgess - 21/8/2011
*/
public class Loot extends FlxSprite
{
[Embed(source = '../../data/textures/loot.png')] private var imgLoot:Class;

public function Loot(xLeft:Number, yBottom:Number, colour:uint = 0xffffffff)
{
super(xLeft, yBottom);

loadGraphic(imgLoot);
y -= height;

// Adjust collision rect:
offset.y = (height - width);
height -= offset.y;
y += offset.y;

alpha = 0.75;
}
}
}
6 changes: 6 additions & 0 deletions src/states/PlayState.as
Expand Up @@ -243,6 +243,9 @@ package states
s_layerForeground.remove(m_currentLevel.m_door_SW, true);
if (m_currentLevel.m_door_NW)
s_layerBackground.remove(m_currentLevel.m_door_NW, true);

if (m_currentLevel.m_pickUp_Loot)
s_layerInScene.remove(m_currentLevel.m_pickUp_Loot, true);

m_levelManager.changeCurrentRoom(nextRoom.m_roomIndex);
m_currentLevel = m_levelManager.getCurrentRoom();
Expand All @@ -268,6 +271,9 @@ package states
if (m_currentLevel.m_door_NW)
s_layerBackground.add(m_currentLevel.m_door_NW);

if (m_currentLevel.m_pickUp_Loot)
s_layerInScene.add(m_currentLevel.m_pickUp_Loot);

// Populate
for each (var oldEnemy:Enemy in m_enemies.members)
{
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11 changes: 11 additions & 0 deletions src/world/Level.as
@@ -1,5 +1,6 @@
package world
{
import game.Loot;
import org.flixel.FlxG;
import org.flixel.FlxGroup;
import org.flixel.FlxSprite;
Expand Down Expand Up @@ -44,6 +45,9 @@ package world
public var m_door_SW:FlxSprite = null;
public var m_door_NW:FlxSprite = null;

// Pick-ups
public var m_pickUp_Loot:Loot;

public var m_roomIndex:int;
public var m_doorFlags:uint = F_DIRECTION_NONE;
private var m_roomColour:uint;
Expand Down Expand Up @@ -103,6 +107,13 @@ package world
m_roomCentreY = ROOM_DRAW_Y + (m_roomHeight / 2.0);

setupDoors(doorFlags);

if (m_roomIndex > 0 && !m_isExitRoom) // TO DO: don't have loot in every room!
{
var lootX:int = m_roomCentreX - (Math.random() - 0.5) * (Math.max(0, m_roomWidth - 24));
var lootY:int = m_roomCentreY - (Math.random() - 0.5) * (Math.max(0, getMaxYForX(lootX) * 2 - 24));
m_pickUp_Loot = new Loot(lootX - 9, lootY - 9, m_roomColour);
}
}

public function IsInLevelBounds(xPos:Number, yPos:Number):Boolean
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