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// A class; a template for creating objects with the properties listed in the class | |
class Duck { | |
public var age:Int; | |
public function new(age:Int) { | |
this.age = age; | |
} | |
} | |
class Test { |
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//A class; a template for creating objects with the properties listed in the class | |
class Duck { | |
static public var CAN_FLY:Bool = true; | |
public var age:Int; | |
public function new(age:Int) { | |
this.age = age; | |
} | |
} |
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//Test it out here: https://try.haxe.org/#5Fb7F1f4 | |
class Test { | |
public static function main() { | |
// Uncomment this and see what happens | |
// var firstUser:Person = { | |
// name: 'Tim' | |
// }; | |
// trace(firstUser.name); | |
var user:Test2 = { |
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@:structInit class Person { | |
final name:String; | |
var age:Int = 30; | |
public function new(name:String, age:Int) { | |
this.name = name; | |
this.age = age; | |
} | |
public function greet() |
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/** | |
* ADTs take in a parameter as you can see here. | |
*/ | |
enum ElementalAtk { | |
FireAtk(?dmg:Int); | |
WaterAtk(?dmg:Int); | |
LightningAtk(?dmg:Int); | |
MagnetoAtk(?dmg:Int); | |
IceAtk(?dmg:Int); |
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/** | |
* ADTs take in a parameter as you can see here. | |
*/ | |
enum ElementalAtk { | |
FireAtk(?dmg:Int); | |
WaterAtk(?dmg:Int); | |
LightningAtk(?dmg:Int); | |
MagnetoAtk(?dmg:Int); | |
IceAtk(?dmg:Int); |
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package buildMacros; | |
import Structs.ZoomT; | |
import sys.FileSystem; | |
#if macro | |
import Structs.ChangeColorT; | |
import Structs.ChangeBrushT; | |
import haxe.macro.ExprTools; | |
import haxe.macro.Expr.Field; | |
import haxe.macro.Context; |
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/* | |
* From The Flixel Documentation | |
* The dimensions of the game world, used by the quad tree for collisions and overlap checks. | |
* Use .set() instead of creating a new object! | |
* ------ | |
* By updating the value of this element, we can fix our collision detection once again. | |
* Best to call this in your update function. | |
*/ | |
FlxG.worldBounds.set(); |
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import flixel.FlxCamera; | |
import flixel.FlxObject; | |
//Sets the screen position of a FlxObject using setPosition(which is in world coordinates) | |
function setScreenPosition(obj:FlxObject, point:FlxPoint, ?camera:FlxCamera) { | |
if (camera == null) { | |
camera = FlxG.camera; | |
} | |
if (obj.pixelPerfectPosition) { |
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/** | |
* Call this function to figure out the on-screen position of the object. | |
* | |
* @param Point Takes a `FlxPoint` object and assigns the post-scrolled X and Y values of this object to it. | |
* @param Camera Specify which game camera you want. | |
* If `null`, it will just grab the first global camera. | |
* @return The Point you passed in, or a new Point if you didn't pass one, | |
* containing the screen X and Y position of this object. | |
*/ | |
public function getScreenPosition(?point:FlxPoint, ?Camera:FlxCamera):FlxPoint |
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