Posts Tagged ‘codebase’
Just a small status update for https://dl.dropbox.com/u/74836805/IGM2E.zip :
- Bunched up some code here and there
- Changed the way tiles (or entities on tile layers with the type argument set to entity) get loaded – Objects on object groups behave same .
- Added an enemy base , the “Mob.java” , which is a modified entity which can walk, jump over obstacles or turn around if needed.
- Added a tech-demo “Blob.java” as base NPC (currently does nothing). Also added two of them into the test level.
This post was just to declare changes in the codebase / engine .
I took Chevy Ray‘s code that he released as part of his keynote for LD23 and put it up on github. It is written for his FlashPunk engine. I used it to make my LD23 entry Seeds of Destruction and it worked out really well for me.
PS Chevy if you happen to see this, I’ll happily transfer the repository to you.
Here’s my C# and SFML code base: LD24. It’s a work in progress.
Here’s the command center, that’s right I code in a storage closet and that’s my cat Jack. His hobby is to keep me from using the keyboard or mouse.
I also wanted to share this snippet of AS3 code that lets you choose a color and then convert pixels of that color to transparent pixels:
public static function MakeTransparent(source:*, color:uint = 0x00FF00FF) : BitmapData
// Get the bitmap data so we can fix it
if (source is Class)
bitmapData = FP.getBitmap(source);
else if (source is BitmapData)
bitmapData = source;
// We aren’t use the transparent feature, hence the color
var bitmapDataNew:BitmapData = new BitmapData(bitmapData.width,
bitmapData.height, true, 0×00000000);
var pt:Point = new Point(0, 0);
var rect:Rectangle = new Rectangle(0, 0, bitmapData.width,
var transparent:uint = 0×00000000;
var maskColor:uint = 0x00FFFFFF;
bitmapDataNew.threshold(bitmapData, rect, pt, “==”, color, transparent, maskColor, true);