Chris' game concept.
You'll need a Python tool called fabric:
pip install fabric
You can install this in a virtualenv, or globally with sudo
.
To install haxe dependencies (flixel, openfl, etc):
fab setup
To test the game using neko:
fab test
To run the C++/Mac build:
fab mac
To generate class docs, run:
fab docs
Flixel uses a simple physics model. The parameters provided work like this:
velocity
: Pixels per second change in position. IfTILE_WIDTH == 10
andvelocity.x == 50
then the sprite will cover a five tile distance in one second.acceleration
: Pixels per second change in velocity. (Probably only useful in Whack Whack for simulating gravity or effects.)drag
: Pixels per second reduction in velocity that only applies whileacceleration == 0
.
The following variables can be adjusted to control difficulty:
- Number of spawner locations in level
- Cooldown between creating spawners
- Number of enemies created by each spawner
- Cooldown between creating enemies by each spawner
- Type/attributes of enemy that is spawned.
Levels are edited in Tiled and consistent of the following layers:
- A 320x240 image background layer.
- A 5x5 floors & walls collision layer.
- An object layer, which can be composed of tilesets of any size so long as "snap to grid" is enabled. These tiles are only placeholders. Tile properties define associations between the these tiles and the Props that will replace them.