Flash How to embed and display a sprite using flixel



The title says it simply.... I know how to do it when you extend Sprite like so:
Code:
[Embed(source = '../lib/imgname.png')]
private var layer0Class:Class;
private var layer0:Bitmap = new layer0Class();
addChild(layer0);
But how can you do this using flixel?

Related to : Flash How to embed and display a sprite using flixel
import flash.display.Sprite (1046:type not found)
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ive been working on a as3 project using flex and fcs3 for a few months now and have had no problems. now im trying to get a new project started using flex and fcs3 but now i get this errror telling me that import flash.display.Sprite (1046:type not found). how could this be? ive tried running my old project and it still works.
cannot convert flash.display::Sprite
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cannot convert flash.display::Sprite@39394a9 to flash.display.MovieClip.
here is sample code
Code:
var enemyArray:Array = new Array();
var mySprite:Sprite;
mySprite = new Sprite();
addChild(mySprite);
var myEnemy:Enemy;
myEnemy = new Enemy();
mySprite.addChild(myEnemy);
enemyArray.push(myEnemy);
removeEnemy(e:Enemy)
{
  for(var i in enemyArray)
  {
      if(enemyArray[i] == e)
      {
        enemyArray.splice(1,i);
   
Flash Need to remove a sprite object when another sprite object hits it
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Hello All,
I have a brick class where I have created a rectangle using flash.display.graphics.
I am using this brick class to create a grid of 10 X 10 in another class called grid using new brick() in a for loop.
I have another class called ball where I have created a circle with flash.display.graphics.
The problem is that I want to remove / destroy individual bricks when the ball hits the bricks on Event.ENTER_FRAME which is not happening.
the error I get is shown only for the last brick that is created in a for loop.
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flas
Flash How to embed and display a sprite using flixel
Development Tools & Services
The title says it simply.... I know how to do it when you extend Sprite like so:
Code:
[Embed(source = '../lib/imgname.png')]
private var layer0Class:Class;
private var layer0:Bitmap = new layer0Class();
addChild(layer0);
But how can you do this using flixel?
Sprite Kit - Move scene and camera with sprite when sprite is going off screen
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I am trying to make a scene that extends up off the screen for a certain distance, and I want the camera to stay centered on the player node. When the player reaches the top of the screen, I want the bottom nodes to disappear below the screen bounds and the new off screen part of the scene to become visible. Like Mario!

I create the scene size like this:

CGSize screenSize = CGSizeMake(skView.bounds.size.width,
skView.bounds.size.height + (skView.bounds.size.height/3));//+
(skView.bounds.size.height/3)
scene = [GameScene sceneWithSize:screenSize];

And then, add all of my nodes to a WorldNode as in This question.

I have modified it to be:

- (void)didSimulatePhysics
{
    CGFloat margin = self.size.height/3;// previously defined

    // make sure the cat's position is defined in scene coordinates
    CGPoint catPosition = [self convertPoint:cat.position
fromNode:cat.parent];

    if (catPosition.y > (self.size.height - margin))
    {
        CGPoint worldPosition = worldNode.position;
        worldPosition.y -= catPosition.y - (self.size.height -
margin);
        worldNode.position = worldPosition;
    }
    else if (catPosition.y < (self.size.height - margin))
    {
        CGFloat maxWorldHeight = self.size.height;
        CGPoint worldPosition = worldNode.position;
        // this keeps the cat on the margin line
        if (worldPosition.y != worldStartPosition.y)
        {
            worldPosition.y += (self.size.height - margin) -
catPosition.y;
        }
        if (worldPosition.y > maxWorldHeight) // assume
maxWorldHeight is defined
        {
            worldPosition.y = maxWorldHeight;
        }
        worldNode.position = worldPosition;
    }

}

Ok, I have it almost working. I can't seem to stop the world at the top boarder of the scene, and the character does not fall when he reaches below the margin, as in the world keeps following him down past the worlds initial start point. How can I get the screen to only move up and down if the character is above the margin, and then if the character is below the margin, the screen does not move?


Display child sprite behind parent sprite with Phaser
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Is it possible to display a child sprite behind a parent sprite with Phaser? I'd like to draw a ring around my sprite by rendering a filled green circle and sticking it behind the parent sprite. I know I can use a group for this, but I want the parent sprite to be affected by physics and don't know how to reconcile this with the group usage.

Here is a jsfiddle of my issue: http://jsfiddle.net/omm0vvfv/

<script
src='https://rawgit.com/photonstorm/phaser/master/build/phaser.js'></script>
<script>
var game = this.game = new Phaser.Game(800, 400, Phaser.AUTO, '', {
  create: function() {
    game.physics.startSystem(Phaser.Physics.ARCADE);

    var main_sprite = game.add.sprite(200, 200, 'foo-sprite')
    main_sprite.anchor.setTo(.5, .5)
    game.physics.arcade.enable(main_sprite)
    main_sprite.body.gravity.y = 30

    var bmd = this.game.make.bitmapData(main_sprite.width * 2,
main_sprite.width * 2)
    bmd.circle(bmd.width * .5, bmd.width * .5, main_sprite.width,
'#0000ff')
    var ring_sprite = this.game.make.sprite(0, 0, bmd)
    ring_sprite.anchor.setTo(.5, .5)

    // I can get the ring behind the sprite like this, but it doesn't
stick.
    var group = game.add.group()
    group.add(ring_sprite)
    group.add(main_sprite)
    ring_sprite.x = main_sprite.x
    ring_sprite.y = main_sprite.y

    // If I do this it sticks, but I can't get it behind the sprite.
    // main_sprite.addChild(ring_sprite)
  }
})

</script>


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