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class PlayerHUD extends FlxTypedGroup<FlxSprite> { | |
public function create() { | |
var myGameUIText = new FlxText(0, 0, 100, 'High Score: 0', 12); | |
//Sets the scroll factor of the game UIText; this prevents it from scrolling in either direction. | |
//Note: By default buttons have a scrollFactor of 0. | |
myGameUIText.scrollFactor.set(0, 0); | |
add(myGameUIText) | |
} | |
} |
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var myObj = { | |
name: 'Timothy', | |
health: 3 | |
} | |
//JS Object Example | |
/* | |
const myObj = { | |
name: "Timothy", | |
health: 3 |
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nodemon --watch src -e hx,hxml,xml --exec haxe --times --connect 7010 compile.hxml |
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haxe --wait 7010 |
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extern class Window_Help extends Window_Base { | |
/** | |
* The text that is displayed within the window. | |
* | |
* @protected | |
* @type {string} | |
* @memberof Window_Help | |
*/ | |
private var _text: String; |
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# Standard Build | |
--next | |
-js dist/Luna_SocialSystem.js | |
--next | |
# This will compile the code and make sure it follows the RPGMakerMV code base. | |
-D compileMV | |
-js dist/Luna_SocialSystemMV.js | |
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# Haxe Library | |
-lib LunaTea | |
-cp src | |
# JS Version | |
-D js-es=6 | |
# Enable/Disable console.log -- tracing with the below line | |
# --no-traces |
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Inventory Script Calls | |
----------- | |
Opens the Inventory | |
LunaMMInventory.openInventory() | |
Closes the Inventory | |
LunaMMInventory.closeInventory() | |
Checks if the Inventory is open | |
LunaMMInventory.isInventoryOpen() |
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func die()->bool: | |
hide() | |
# Accessing the node NAMED CollisionShape2D in the UI. | |
# If There were subchildren of that node, we'd access it like so $CollisionShape2D/ChildNode | |
$CollisionShape2D.set_deferred("disabled", true) | |
queue_free() | |
return true | |
# Alternate Syntax |