FlxAnimations not triggering

24 views
Skip to first unread message

Altra12

unread,
Mar 24, 2015, 2:01:02 AM3/24/15
to haxef...@googlegroups.com


I'm trying to make a simple little game right now, where you play as a ghost and you go around an apartment complex knocking on doors. There's a bit more to it than that, but that's the fundamental idea. Anyway, I've currently got the ghost moving from door to door, and knocking on them, but for some reason the animation where the tenant opens the door isn't triggering. 

Here is the state:
package;

import flixel.addons.display.FlxBackdrop;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxG;
import flixel.group.FlxTypedGroup;
import flixel.group.FlxTypedGroupIterator;
import flixel.text.FlxText;
import flixel.util.FlxPoint;
/**
 * ...
 * @author ...
 */
class GhostState extends FlxState
{
var ghost:FlxSprite;
var hall:FlxBackdrop;
var wall:FlxSprite;
var knock :Array<FlxText>;
public var doors:FlxTypedGroup<Door>;
public var speed = 0;
public var inTransit:Bool;
public var knockCount = 0;
public var doneWithThisDoor = false;
public var doorIndex = 0;
public function justPressed():Bool
{
#if mobile
var returnVal = false;
for (touch in FlxG.touches.list)
{
returnVal = touch.justPressed;
}
return returnVal;
#else
return FlxG.mouse.justPressed;
#end
}
public function pressed():Bool
{
#if mobile
var returnVal = false;
for (touch in FlxG.touches.list)
{
returnVal = touch.pressed;
}
return returnVal;
#else
return FlxG.mouse.pressed;
#end
}
public function justReleased():Bool
{
#if mobile
var returnVal = false;
for (touch in FlxG.touches.list)
{
returnVal = touch.justReleased;
}
return returnVal;
#else
return FlxG.mouse.justReleased;
#end
}
public function clickCoords():FlxPoint
{
#if mobile
var returnVal = new FlxPoint();
var i=0;
for (touch in FlxG.touches.list)
{
i++;
returnVal.x += touch.screenX;
returnVal.y += touch.screenY;
}
returnVal.x /= i;
returnVal.y /= i;
return returnVal;
#else
return new FlxPoint(FlxG.mouse.screenX, FlxG.mouse.screenY);
#end
}
override public function create() 
{
hall = new FlxBackdrop("assets/images/Stage3/hall wall.png", 0, 0, true, false);
add(hall);
doors = new FlxTypedGroup<Door> ();
add(doors);
#if web
doors.add(new Door(((FlxG.width/2) - 259) + 465 + 175, (FlxG.height - 280) / 2, this, "assets/images/Stage3/door.png"));
#else
doors.add(new Door(((FlxG.width - 250-(175/2)-10) / 2) + 465 + 175, (FlxG.height - 280) / 2, this, "assets/images/Stage3/door.png"));
#end
ghost = new FlxSprite(FlxG.width / 2, FlxG.height / 2, "assets/images/Stage3/chicken ghost.png");
ghost.loadGraphic("assets/images/Stage3/chicken ghost.png", true, 75, 100);
ghost.animation.add("right", [0], 30, true);
ghost.animation.add("forward", [1], 30, true);
ghost.animation.add("back", [2], 30, true);
add(ghost);
speed = 0;
super.create();
knock = new Array();
knock.push(new FlxText(ghost.x+25, ghost.y-35, -1, "*knock*", 20));
knock.push(new FlxText(ghost.x+25, ghost.y - 85, -1, "*knock*", 20));
for (member in knock)
{
member.color = 0x000000;
add(member);
member.kill();
}
nextDoor();
}
public function nextDoor()
{
inTransit = true;
if (ghost.x <= doors.members[doorIndex].x)
{
speed = 10;
}
else
{
speed = 0;
inTransit = false;
doorIndex++;
}
}
override public function update()
{
hall.x -= speed;
/* var i = 0;
while (i < doors.members.length)
{
var basic = doors.members[i++];
if (basic != null && basic.exists && basic.active)
{
basic.update();
}
}*/
if (inTransit)
{
nextDoor();
}
super.update();
if (justPressed()&&!inTransit)
{
if (knockCount == 2)
{
knockCount = 0;
for (member in knock)
{
member.kill();
}
doors.members[doorIndex-1].open();
FlxG.watch.add(this,"doorIndex");
nextDoor();
}
else 
{
knock[knockCount].revive();
knockCount++;
}
}
}
}

and here is the Door class:
package;

import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxG;

/**
 * ...
 * @author ...
 */
class Door extends FlxSprite
{
var state:GhostState;
var firstPass = true;
public function new(X:Float=0, Y:Float=0, level:GhostState, ?SimpleGraphic:Dynamic) 
{
super(X, Y, SimpleGraphic);
loadGraphic("assets/images/Stage3/door.png", true, 175, 250, false);
animation.add("open", [0, 1, 2, 3, 4, 5], 30, false);
animation.add("close", [5,4,3,2,1,0], 30, false);
state = level;
//state.doors.add(this);
}
public override function update():Void
{
if (firstPass)
{
if (isOnScreen())
{
state.doors.add(new Door(x + 465 + 175, (FlxG.height - 280) / 2, state));
//state.add(new Door(x+465+175, (FlxG.height - 280) / 2, state));
firstPass = false;
}
}
this.x -= state.speed;
if (this.x <= 0-this.width)
{
this.destroy();
}
}
public function open()
{
trace("open");
animation.play("open", true, 0);
}
public function close()
{
animation.play("close", true, 0);
}
}

some information abut the code, as I'm bad at remembering to comment:
doors is a group that contains all doors in the state
doorIndex is the next door the ghost is supposed to move to next (so doorIndex-1 is the door it's at right now)

why isn't it triggering? And how should I go about fixing this?

Thanks in advance,
Altra12
Reply all
Reply to author
Forward
0 new messages