- Unlike Godot and others, Flixel has no concept of "nodes", just FlxSprites and stuff, so this will open up a window with all available flixel things that one can insert to the scene. If I pick a FlxSprite, what the engine could do is instantiate a FlxSprite in the current scene class (is tracked), and finally appear in the scene viewer.
- And what happens behind the scenes when an object is added? Well, macros could come powerful here, but I don't think it's neccessary. If you add
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| // parseTileLevel at the beginning | |
| // genPath kinda often | |
| // orient frequently | |
| function parseTileLevel() { | |
| // put this in a more central place? | |
| // parse tile level into graph | |
| graph = new Graph(); | |
| final lvl = CharVars.get().tileLevel; |
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| 0000:006f JessTechColourRumblePad | |
| 0001:0329 Sl6566 | |
| 0005:05ac Mocute | |
| 0010:0082 AkishopCustomsPs360Plus | |
| 0078:0006 MicrontekUsbJoystick | |
| 0079:0006 PcTwinShock | |
| 0079:0011 DragonRiseGamepad | |
| 0079:1800 MayflashWiiUProAdapter | |
| 0079:181a VenomLimitedArcadeJoystick | |
| 0079:181b VenomArcadeJoystick |