56. HaxeFlixel RPG tutorial: Part 19

2014-10-27

HaxeFlixel RPG tutorial particles

Today we'll add particles to our game that are emitted whenever the hero picks up a potion.

For this goal we'll utilize HaxeFlixel's FlxEmitter class, which will spit out 10 blue particles on command.

Despite the fact that the particle emission will occur in different spots, we'll only use one particle emitter, moving it to new locations when needed.

The emitted particles are typed FlxParticle, which extends FlxSprite, so you can use any graphic you want for these.

Start by going to the PlayState.hx class and introducing a new FlxEmitter typed variable:

private var particleEmitter:FlxEmitter;

Instantiate it in create(), make sure you do this before adding your HUD instance to the state, because we want the HUD to appear on top of these particles.

particleEmitter = new FlxEmitter(0, 0);

particleEmitter.setXSpeed( -8, 8);

particleEmitter.setYSpeed( -8, 8);

add(particleEmitter);

The two parameters of the constructor set the initial position of the emitter. We don't care about this, because we won't be spawning any particles at the very beginning anyway.

Set the range for minimum and maximum velocities using setXSpeed() and setYSpeed() methods.

Now update the onPotionCollision() function, to actually emit the particles:

private function onPotionCollision(hero:FlxSprite, potion:Potion):Void {

	if (potion.exists && hero.exists) {

		potion.kill();

		hud.addHealth(1);

		

		particleEmitter.x = potion.x + TILE_WIDTH / 2;

		particleEmitter.y = potion.y + TILE_HEIGHT / 2;

		var i:Int;

		for (i in 0...10) {

			var particle:FlxParticle = new FlxParticle();

			particle.makeGraphic(2, 2, FlxColor.CYAN);

			particle.visible = false;

			particleEmitter.add(particle);

		}

		particleEmitter.start(true, 2, 0, 10, 1);

	}

}

First we "teleport" the emitter to the needed position - the potion's coordinates. Add 10 particles to the emitter, create the graphics dynamically using the makeGraphic() method.

Then call the start() method of the emitter to emit the particles.

The first parameter of the method determines whether to spawn all the particles at once, i.e. as an explosion - set this to true, because that's exactly what we want to do.

The second parameter sets the lifespan of a single particle.

The third parameter will be ignored in this case (because we're spawning all particles at once), but it actually sets the frequency that the particles spawn with.

The fourth parameter determines the number of particles to spawn, and the last one lets us randomize the lifespan of the particles a bit by adding a random number ranged from 0 to this value to the initial lifespan of a single particle.

And that's done! Here's the full PlayState.hx code:

package ;



import flixel.effects.particles.FlxEmitter;

import flixel.effects.particles.FlxParticle;

import flixel.FlxCamera;

import flixel.FlxG;

import flixel.FlxObject;

import flixel.FlxSprite;

import flixel.FlxState;

import flixel.group.FlxTypedGroup;

import flixel.system.FlxSound;

import flixel.tile.FlxTilemap;

import flixel.tweens.FlxEase;

import flixel.tweens.FlxTween;

import flixel.ui.FlxButton;

import flixel.util.FlxColor;

import flixel.util.FlxPath;

import flixel.util.FlxPoint;

import flixel.util.FlxSave;

import openfl.Assets;



enum PlayerAction {

	Walking;

	Combat;

}



/**

 * A FlxState which can be used for the actual gameplay.

 */

class PlayState extends FlxState

{

	private var camera:FlxCamera;

	private var cameraFocus:FlxSprite;

	private var combatHide:FlxTween;

	private var combatWindow:CombatWindow;

	private var currentAction:PlayerAction;

	private var enemies:Array<Enemy>;

	private var movementMarker:FlxSprite;

	private var path:FlxPath;

	private var potions:FlxTypedGroup<Potion>;

	private var saveButton:FlxButton;

	private var tileMap:FlxTilemap;

	private var particleEmitter:FlxEmitter;

	public static var CAMERA_SPEED:Int = 8;

	public static var LEVEL_HEIGHT:Int = 50;

	public static var LEVEL_WIDTH:Int = 50;

	public static var SAVE_NAME:String = "RPG_Save";

	public static var TILE_HEIGHT:Int = 16;

	public static var TILE_WIDTH:Int = 16;

	public var hero:FlxSprite;

	public var hud:HUD;

	public var loadedGame:Bool;

	

	/**

	 * Function that is called up when to state is created to set it up.

	 */

	override public function create():Void

	{

		super.create();

		

		FlxG.worldBounds.width = TILE_WIDTH * LEVEL_WIDTH;

		FlxG.worldBounds.height = TILE_HEIGHT * LEVEL_HEIGHT;

		

		tileMap = new FlxTilemap();

		tileMap.loadMap(Assets.getText("assets/data/map.csv"), "assets/images/tileset.png", TILE_WIDTH, TILE_HEIGHT, 0, 1);

		tileMap.setTileProperties(0, FlxObject.ANY);

		tileMap.setTileProperties(1, FlxObject.ANY);

		tileMap.setTileProperties(2, FlxObject.NONE);

		add(tileMap);

		

		cameraFocus = new FlxSprite();

		cameraFocus.makeGraphic(1, 1, FlxColor.TRANSPARENT);

		add(cameraFocus);

		

		camera = FlxG.camera;

		camera.follow(cameraFocus, FlxCamera.STYLE_LOCKON);

		

		movementMarker = new FlxSprite();

		movementMarker.visible = false;

		add(movementMarker);

		

		hero = new FlxSprite(TILE_WIDTH * 7, TILE_HEIGHT * 3);

		hero.loadGraphic("assets/images/hero.png", true, TILE_WIDTH, TILE_HEIGHT);

		hero.animation.add("down", [0, 1, 0, 2]);

		hero.animation.add("up", [3, 4, 3, 5]);

		hero.animation.add("right", [6, 7, 6, 8]);

		hero.animation.add("left", [9, 10, 9, 11]);

		add(hero);

		

		potions = new FlxTypedGroup<Potion>();

		add(potions);

		

		hero.animation.play("down");

		path = new FlxPath();

		

		enemies = new Array<Enemy>();

		

		hud = new HUD();

		

		if (loadedGame) {

			loadGame();

		}else {

			newGame();

		}

		

		particleEmitter = new FlxEmitter(0, 0);

		particleEmitter.setXSpeed( -8, 8);

		particleEmitter.setYSpeed( -8, 8);

		add(particleEmitter);

		

		add(hud);

		

		currentAction = Walking;

		hero.active = true;

		

		combatWindow = new CombatWindow(this);

		combatWindow.active = false;

		combatWindow.visible = false;

		add(combatWindow);

		

		saveButton = new FlxButton(FlxG.width - 80, 0, "Save", doSave);

		add(saveButton);

	}

	

	public function newGame():Void {

		spawnPotion(5, 5);

		spawnPotion(6, 5);

		spawnPotion(3, 10);

		spawnPotion(4, 10);

		spawnPotion(1, 10);

		addEnemy(10, 15);

		addEnemy(12, 10);

		addEnemy(15, 6);

		addEnemy(20, 6);

		addEnemy(12, 20);	

	}

	

	public function loadGame():Void {

		var save:FlxSave = new FlxSave();

		save.bind(SAVE_NAME);

		hud.hp = save.data.hp;

		hud.maxHp = save.data.maxHp;

		hud.exp = save.data.exp;

		hud.maxExp = save.data.maxExp;

		hud.level = save.data.level;

		var i:Int;

		if(save.data.enemies != null){

			for (i in 0...save.data.enemies.length) {

				addEnemy(Math.floor(save.data.enemies[i].x / TILE_WIDTH), Math.floor(save.data.enemies[i].y / TILE_HEIGHT));

			}

		}

		if(save.data.potions != null){

			for (i in 0...save.data.potions.length) {

				spawnPotion(Math.floor(save.data.potions[i].x / TILE_WIDTH), Math.floor(save.data.potions[i].y / TILE_HEIGHT));

			}

		}

		hero.x = save.data.heroX;

		hero.y = save.data.heroY;

		cameraFocus.x = save.data.cameraX;

		cameraFocus.y = save.data.cameraY;

	}

	

	private function doSave():Void {

		var save:FlxSave = new FlxSave();

		

		// Delete all existing data

		save.bind(SAVE_NAME);

		save.erase();

		

		// Write new data

		save.bind(SAVE_NAME);

		save.data.hp = hud.hp;

		save.data.maxHp = hud.maxHp;

		save.data.exp = hud.exp;

		save.data.maxExp = hud.maxExp;

		save.data.level = hud.level;

		var i:Int;

		save.data.enemies = new Array<Dynamic>();

		for (i in 0...enemies.length) {

			if(enemies[i].exists && enemies[i].active){

				save.data.enemies.push({ x: enemies[i].x, y: enemies[i].y });

			}

		}

		save.data.potions = new Array<Dynamic>();

		for (i in 0...potions.members.length) {

			if(potions.members[i].exists && potions.members[i].active){

				save.data.potions.push({ x: potions.members[i].x, y: potions.members[i].y });

			}

		}

		save.data.heroX = hero.x;

		save.data.heroY = hero.y;

		save.data.cameraX = cameraFocus.x;

		save.data.cameraY = cameraFocus.y;

		

		save.flush();

		FlxG.switchState(new MenuState());

	}

	

	private function spawnPotion(x:Int, y:Int):Void{

		var potion:Potion = new Potion();

		potion.x = x * TILE_WIDTH;

		potion.y = y * TILE_HEIGHT;

		potions.add(potion);

	}

	

	private function addEnemy(x:Int, y:Int):Void {

		var enemy:Enemy = new Enemy(tileMap, hero);

		enemy.x = x * TILE_WIDTH;

		enemy.y = y * TILE_HEIGHT;

		enemy.health = 5;

		enemies.push(enemy);

		add(enemy);

	}

	

	private function onPotionCollision(hero:FlxSprite, potion:Potion):Void {

		if (potion.exists && hero.exists) {

			potion.kill();

			hud.addHealth(1);

			

			particleEmitter.x = potion.x + TILE_WIDTH / 2;

			particleEmitter.y = potion.y + TILE_HEIGHT / 2;

			var i:Int;

			for (i in 0...10) {

				var particle:FlxParticle = new FlxParticle();

				particle.makeGraphic(2, 2, FlxColor.CYAN);

				particle.visible = false;

				particleEmitter.add(particle);

			}

			particleEmitter.start(true, 2, 0, 10, 1);

		}

	}

	

	private function onEnemyCollision(hero:FlxSprite, enemy:Enemy):Void {

		if (enemy.exists && hero.exists && hero.active && enemy.active) {

			hero.active = false;

			enemy.active = false;

			currentAction = Combat;

			startCombat(enemy);

		}

	}

	

	private function startCombat(enemy:Enemy):Void {

		combatWindow.active = true;

		combatWindow.visible = true;

		if (combatHide!=null && combatHide.active) {

			combatHide.cancel();

		}

		FlxTween.tween(combatWindow, { y: FlxG.height / 2 - 40 }, 1, { type: FlxTween.ONESHOT, ease: FlxEase.quadOut } );

		combatWindow.y = -200;

		combatWindow.fight(enemy);

	}

	

	public function winCombat(enemy:Enemy):Void {

		endCombat(enemy);

	}

	

	public function endCombat(enemy:Enemy):Void {

		enemy.kill();

		combatHide = FlxTween.tween(combatWindow, {y: -200 }, 1, { type: FlxTween.ONESHOT, ease: FlxEase.quadIn, complete: hideCombat} );

		hero.active = true;

		currentAction = Walking;

	}

	

	private function hideCombat(tween:FlxTween):Void {

		combatWindow.active = false;

		combatWindow.visible = false;	

	}



	/**

	 * Function that is called when this state is destroyed - you might want to

	 * consider setting all objects this state uses to null to help garbage collection.

	 */

	override public function destroy():Void

	{

		super.destroy();

	}



	/**

	 * Function that is called once every frame.

	 */

	override public function update():Void

	{

		super.update();

		

		// Save visibility

		saveButton.visible = currentAction == Walking;

		

		// Collisions

		FlxG.overlap(hero, potions, onPotionCollision);

		var i:Int;

		for (i in 0...enemies.length) {

			FlxG.overlap(hero, enemies[i], onEnemyCollision);

		}

		

		// Animation

		if (!path.finished && path.nodes!=null) {

			if (path.angle == 0 || path.angle == 45 || path.angle == -45) {

				hero.animation.play("up");

			}

			if (path.angle == 180 || path.angle == -135 || path.angle == 135) {

				hero.animation.play("down");

			}

			if (path.angle == 90) {

				hero.animation.play("right");

			}

			if (path.angle == -90) {

				hero.animation.play("left");

			}

		} else {

			hero.animation.curAnim.curFrame = 0;

			hero.animation.curAnim.stop();

		}

		

		// Camera movement

		if (FlxG.keys.anyPressed(["DOWN", "S"])) {

			cameraFocus.y += CAMERA_SPEED;

		}

		if (FlxG.keys.anyPressed(["UP", "W"])) {

			cameraFocus.y -= CAMERA_SPEED;

		}

		if (FlxG.keys.anyPressed(["RIGHT", "D"])) {

			cameraFocus.x += CAMERA_SPEED;

		}

		if (FlxG.keys.anyPressed(["LEFT", "A"])) {

			cameraFocus.x -= CAMERA_SPEED;

		}

		

		// Camera bounds

		if (cameraFocus.x < FlxG.width / 2) {

			cameraFocus.x = FlxG.width / 2;

		}

		if (cameraFocus.x > LEVEL_WIDTH * TILE_WIDTH - FlxG.width / 2) {

			cameraFocus.x = LEVEL_WIDTH * TILE_WIDTH - FlxG.width / 2;

		}

		if (cameraFocus.y < FlxG.height / 2) {

			cameraFocus.y = FlxG.height / 2;

		}

		if (cameraFocus.y > LEVEL_HEIGHT * TILE_HEIGHT - FlxG.height / 2) {

			cameraFocus.y = LEVEL_HEIGHT * TILE_HEIGHT - FlxG.height / 2;

		}

		

		// Mouse clicks

		if (currentAction == Walking && FlxG.mouse.justReleased){

			var tileCoordX:Int = Math.floor(FlxG.mouse.x / TILE_WIDTH);

			var tileCoordY:Int = Math.floor(FlxG.mouse.y / TILE_HEIGHT);

			

			movementMarker.visible = true;

			if (tileMap.getTile(tileCoordX, tileCoordY) == 2) {

				var nodes:Array<FlxPoint> = tileMap.findPath(FlxPoint.get(hero.x + TILE_WIDTH/2, hero.y + TILE_HEIGHT/2), FlxPoint.get(tileCoordX * TILE_WIDTH + TILE_WIDTH/2, tileCoordY * TILE_HEIGHT + TILE_HEIGHT/2));

				if (nodes != null) {

					path.start(hero, nodes);

					movementMarker.loadGraphic(AssetPaths.marker_move__png, false, TILE_WIDTH, TILE_HEIGHT);

				}else {

					movementMarker.loadGraphic(AssetPaths.marker_stop__png, false, TILE_WIDTH, TILE_HEIGHT);

				}

			}else {

				movementMarker.loadGraphic(AssetPaths.marker_stop__png, false, TILE_WIDTH, TILE_HEIGHT);

			}

			movementMarker.setPosition(tileCoordX * TILE_WIDTH, tileCoordY * TILE_HEIGHT);

		}

	}

}

Here's what you should end up with:

HaxeFlixel RPG tutorial particles

Next, I'll share an easy optimization approach that can greatly benefit your game.