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alamboley / gist:4022051
Last active October 12, 2015 11:48
How to handle mouse events (Citrus Engine recipe)
var coin:Coin = new Coin("coin", {view:"art.png", touchable:true});
//Within your state class. Same process for Starling or Away3D
var coinArt:DisplayObject = view.getArt(coin) as DisplayObject;
coinArt.addEventListener(MouseEvent.CLICK, handleCoinClick);
private function handleCoinClick(e:MouseEvent):void
{
var clickedCoin:Coin = view.getObjectFromArt(e.currentTarget) as Coin;
@alamboley
alamboley / gist:4022031
Created November 6, 2012 01:59
How to destroy objects (Citrus Engine recipe)
// Inside a class which extends CitrusObject e.g. CitrusSprite, APhysicsObjects...
kill = true;
// If you have an access to the variable of the object :
hero.kill = true;
// Or within a State class (the previous code works too) :
remove(hero);
@alamboley
alamboley / gist:4022014
Last active October 12, 2015 11:48
How to access game's graphics (Citrus Engine recipe)
// Citrus object's view management is powerful: when a view is added to the object it is loaded and added to a template
// called SpriteArt which is a container of your art. This template allows to load external files thanks to their path.
// It works the same way with Starling.
var _hero:Hero = new Hero("my hero", {view:"myHero.swf"});
// _hero.view refers to the path "myHero.swf" not to the swf loaded.
// If the view specified is a DisplayObject, you can directly make whatever you want on it (filter, blendMode, ect).
var _heroGraphic:SpriteArt = view.getArt(_hero) as SpriteArt;
// _heroGraphic is the container of the art. It will loads and display the art. Most often you will work with this.