package; import flixel.FlxG; import flixel.FlxSprite; import flixel.group.FlxGroup; import flixel.text.FlxText; import flixel.util.FlxColor; class InfoMenu extends FlxTypedGroup { private var _sprBackground:FlxSprite; private var _txtTitle:FlxText; private var _txtAGE:FlxText; private var _txtINT:FlxText; private var _txtHAP:FlxText; private var _txtDIS:FlxText; private var _txtFooter:FlxText; private var _gel:Gel; public function new(gel:Gel) { super(); _gel = gel; _sprBackground = new FlxSprite(9, 9, AssetPaths.Menu__png); add(_sprBackground); _txtTitle = new FlxText((_sprBackground.x + 11), (_sprBackground.y + 2), 0, "Gel Info", 16); _txtTitle.setFormat(AssetPaths.EarlyGameBoy__ttf, 16, FlxColor.fromRGB(8, 24, 32, 0), CENTER); add(_txtTitle); // Content _txtAGE = new FlxText((_txtTitle.x + 7), (_sprBackground.y + 33), 0 , "Age: " + _gel.Age + " Days"); _txtAGE.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER); add(_txtAGE); _txtINT = new FlxText(_txtAGE.x, (_txtAGE.y + _txtAGE.height + 1), 0, "Int: " + _gel.Intellect + " Pts"); _txtINT.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER); add (_txtINT); _txtHAP = new FlxText(_txtINT.x, (_txtINT.y + _txtINT.height + 1), 0, "HAP: " + _gel.Happiness + " Pct"); _txtHAP.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER); add (_txtHAP); _txtDIS = new FlxText(_txtHAP.x, (_txtHAP.y + _txtHAP.height + 1), 0, "DIS: " + _gel.Discipline + " Pct"); _txtDIS.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER); add (_txtDIS); // Footer _txtFooter = new FlxText((_sprBackground.x + 12), (_sprBackground.height - 12), 0, "Press B To Close", 8); _txtFooter.setFormat(AssetPaths.EarlyGameBoy__ttf, 8, FlxColor.fromRGB(8, 24, 32, 0), CENTER); add(_txtFooter); active = false; visible = false; } public function OpenMenu():Void { //_sprBackground.drawFrame(); visible = true; active = true; } override public function update(elapsed:Float):Void { super.update(elapsed); // TODO: When B is pressed fade this menu out if (FlxG.keys.pressed.Z || FlxG.gamepads.anyJustPressed(B)) closeMenu(); } private function closeMenu():Void { active = false; visible = false; } }