Did several tweaks for less memory usage and fixed StoreArrows.hx not working correctly.
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@ -4,7 +4,7 @@
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<app file="Main" main="Main" path="bin" />
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<window fps="120þ" background="0x000000" />
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<window fps="60" background="0x000000" />
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<window width="360" height="640" resizable="false" unless="mobile" />
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<window orientation="portrait" fullscreen="true" if="mobile" />
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<window orientation="portrait" vsync="true" antialiasing="8" if="cpp" />
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@ -12,10 +12,9 @@
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<source path="src" />
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<haxelib name="HaxePunk" />
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<haxelib name="openfl" version="1.4.0" />
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<!-- <haxelib name="openfl" version="1.4.0" /> -->
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<assets path="assets/graphics" rename="graphics" include="*.png|*.jpg" />
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<assets path="assets/save" rename="save" include="*.save" />
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<assets path="assets/audio" rename="audio" include="*.mp3" if="flash" />
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<assets path="assets/audio" rename="audio" include="*.wav|*.ogg" unless="flash" />
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<assets path="assets/font" rename="font" include="*.ttf" />
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12
src/Boss.hx
12
src/Boss.hx
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@ -15,7 +15,7 @@ class Boss extends Entity {
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public function new (clr:Int) {
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color = clr;
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currentSprite = sprites[color];
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currentSprite = new Image(sprites[color]);
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currentSprite.scale = 8;
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currentSprite.smooth = false;
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@ -108,11 +108,11 @@ class Boss extends Entity {
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private var currentSprite:Image;
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private var sprites:Array<Image> = [
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new Image("graphics/ufoGreen.png"),
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new Image("graphics/ufoBlue.png"),
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new Image("graphics/ufoRed.png"),
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new Image("graphics/ufoYellow.png")
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private var sprites:Array<String> = [
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"graphics/ufoGreen.png",
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"graphics/ufoBlue.png",
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"graphics/ufoRed.png",
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"graphics/ufoYellow.png"
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];
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private var color:Int;
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@ -22,6 +22,8 @@ class EnemyBullet extends Entity {
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graphic = sprite[0];
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type = "enemybullet";
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layer = -4;
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}
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public override function update() {
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@ -18,6 +18,10 @@ class Lives extends Entity {
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maxDamage = Save.load().ship_type + Save.load().ship_color;
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if (Save.load().ship_type == 1) {maxDamage++;};
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trace(maxDamage);
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liveBar = Image.createRect(Math.floor(baseSprite.width * .75), 10, 0x00FF00);
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liveBar.y += 65;
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@ -28,7 +28,7 @@ class Pickup extends Entity {
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rand = Math.floor(Math.random() * 3);
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graphic = currentSprite = sprites[randType][rand];
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graphic = currentSprite = new Image(sprites[randType][rand]);
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if (Math.random() > .5)
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turnSpeed = -1 * (Math.random() * 4);
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@ -80,21 +80,21 @@ class Pickup extends Entity {
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}
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private var sprites:Array<Array<Image>> = [
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private var sprites:Array<Array<String>> = [
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[
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new Image("graphics/shield_bronze.png"),
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new Image("graphics/shield_silver.png"),
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new Image("graphics/shield_gold.png")
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"graphics/shield_bronze.png",
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"graphics/shield_silver.png",
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"graphics/shield_gold.png"
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],
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[
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new Image("graphics/things_bronze.png"),
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new Image("graphics/things_silver.png"),
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new Image("graphics/things_gold.png")
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"graphics/things_bronze.png",
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"graphics/things_silver.png",
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"graphics/things_gold.png"
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],
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[
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new Image("graphics/star_bronze.png"),
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new Image("graphics/star_silver.png"),
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new Image("graphics/star_gold.png")
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"graphics/star_bronze.png",
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"graphics/star_silver.png",
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"graphics/star_gold.png"
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]
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];
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@ -7,10 +7,10 @@ import StoreItem;
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class StoreArrows extends Entity {
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public function new(x:Float, y:Float, type:Int) {
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public function new(x:Float, y:Float, z:Int) {
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super(x - 230, y);
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which = type;
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if (type != 4)
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which = z;
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if (z != 4)
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currentItem = 1;
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else
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currentItem = 0;
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@ -43,20 +43,20 @@ class StoreArrows extends Entity {
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arrowLeft.visible = false;
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else
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arrowLeft.visible = true;
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if (currentItem == storeItems[which].items[which].length - 1)
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arrowRight.visible = false;
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else
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arrowRight.visible = true;
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if (Input.mouseReleased) {
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if (Input.mouseY > this.top && Input.mouseY < this.bottom) {
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if (Input.mouseX > this.left && Input.mouseX < this.left + 100) {
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storeItems[which].goLeft();
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storeItems[(storeItems.length - 1) - which].goLeft();
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if (currentItem != 0) currentItem--;
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}
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if (Input.mouseX < this.right && Input.mouseX > this.right - 100) {
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storeItems[which].goRight();
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storeItems[(storeItems.length - 1) - which].goRight();
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if (currentItem != storeItems[which].items[which].length - 1) currentItem++;
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}
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}
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@ -64,20 +64,6 @@ class StoreArrows extends Entity {
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}
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private function onTouch(touch:Touch) {
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var storeItems:Array<StoreItem> = [];
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this.scene.getClass(StoreItem, storeItems);
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if (touch.y > this.top && touch.y < this.bottom) {
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if (touch.x > this.left && touch.x < this.left + 100) {
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storeItems[which].goLeft();
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}
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if (touch.x < this.right && touch.x > this.right - 100) {
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storeItems[which].goRight();
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}
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}
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}
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private var arrowLeft:Image;
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private var arrowRight:Image;
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private var which:Int;
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