Set Icon on icons
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@@ -8,14 +8,21 @@ class HealthIcon extends FlxSprite
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*/
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public var sprTracker:FlxSprite;
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/**
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* The currently showing icon
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*/
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public var curCharacter:String = null;
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/**
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* If the character is for the player
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*/
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public var isPlayer:Bool;
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/**
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* Health steps in this format:
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* Min Percentage => Frame Index
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*/
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public var healthSteps:Map<Int, Int> = [
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0 => 1, // losing icon
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20 => 0, // normal icon
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];
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public var healthSteps:Map<Int, Int> = null;
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/**
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* Helper for HScript who can't make maps
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@@ -40,21 +47,34 @@ class HealthIcon extends FlxSprite
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{
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super();
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health = 0.5;
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var path = Paths.image('icons/$char');
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if (!Assets.exists(path)) path = Paths.image('icons/face');
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loadGraphic(path, true, 150, 150);
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animation.add(char, [for(i in 0...frames.frames.length) i], 0, false, isPlayer);
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antialiasing = true;
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animation.play(char);
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if (frames.frames.length >= 3)
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healthSteps[80] = 2; // winning icon
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this.isPlayer = isPlayer;
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setIcon(char);
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scrollFactor.set();
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}
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public function setIcon(char:String, width:Int = 150, height:Int = 150) {
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if(curCharacter != char || this.width != width || this.height != height) {
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curCharacter = char;
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var path = Paths.image('icons/$char');
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if (!Assets.exists(path)) path = Paths.image('icons/face');
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loadGraphic(path, true, width, height);
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animation.add(char, [for(i in 0...frames.frames.length) i], 0, false, isPlayer);
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antialiasing = true;
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animation.play(char);
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healthSteps = [
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0 => 1, // losing icon
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20 => 0, // normal icon
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];
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if (frames.frames.length >= 3)
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healthSteps[80] = 2; // winning icon
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}
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}
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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