Citrus-Engine
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Modern AS3 Game Engine
would be the same behavior as polyphonic on CitrusSoundGroup except not group wide.
public function tweenVolume(id:String, volume:Number = 0, tweenDuration:Number = 2, callback:Function = null):EazeTween{ if (soundIsPlaying(id)) { var citrusSound:CitrusSound = CitrusSound(soundsDic[id]); var tweenvolObject:Object = {volume:citrusSound.volume}; var tweenvolTween:EazeTween = new EazeTween(tweenvolObject).to(tweenDuration, {volume:volume}) .onUpdate(function():void...
https://github.com/DaVikingCode/Citrus-Engine/blob/master/src/citrus/input/controllers/gamepad/controls/StickController.as 1. actions can get stuck when quickly changing values on axis from positive to negative (can't reproduce, but reported with video for some controllers)
we should have a look at the most recent box2D cpp port to as3 compiled with crossbridge here : https://github.com/crossbridge-community/crossbridge-swc-box2d (apparently some key changes to the b2d api which means...
I had some problems with the position of image objects I added in Tiled. Also without adding a rotation to an image object in Tiled, the position was incorrect after...
A lot of confusion is still going , and propagates unfortunately through tutorials, over what ObjectMaker should be used - and because ObjectMaker2D works for Starling 'most' of the time...
https://github.com/DaVikingCode/Citrus-Engine-Examples/blob/master/src/box2dstarling/ALevel.as ALevels should removeAll() listeners to their signals on destroy I think, its not made clear in the examples. This gist https://gist.github.com/alamboley/4024256 Shows how to use the LevelManager and use...
http://forum.starling-framework.org/topic/levelmanager-loadmanager-stucked-on-0-bytes-custom-gamedata-not-working
Just a suggestion here, I was very confused with this property when I first saw it. This name suggests that the variable will define how high the hero can jump,...
trying to keep sound channels open might be an issue for mobile - we should either get rid of this 'feature' or simply conditionally use it depending on player type....