mobile bullshit cookin in progress???
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@ -1,15 +1,73 @@
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package;
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import flixel.FlxGame;
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import flixel.FlxState;
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import openfl.Assets;
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import openfl.Lib;
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import openfl.display.FPS;
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import openfl.display.Sprite;
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import openfl.events.Event;
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class Main extends Sprite
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{
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var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom).
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var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom).
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var initialState:Class<FlxState> = TitleState; // The FlxState the game starts with.
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var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions.
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var framerate:Int = 60; // How many frames per second the game should run at.
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var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode.
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var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets
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// You can pretty much ignore everything from here on - your code should go in your states.
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public static function main():Void
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{
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Lib.current.addChild(new Main());
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}
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public function new()
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{
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super();
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addChild(new FlxGame(0, 0, TitleState));
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if (stage != null)
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{
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init();
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}
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else
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{
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addEventListener(Event.ADDED_TO_STAGE, init);
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}
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}
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private function init(?E:Event):Void
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{
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if (hasEventListener(Event.ADDED_TO_STAGE))
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{
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removeEventListener(Event.ADDED_TO_STAGE, init);
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}
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setupGame();
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}
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private function setupGame():Void
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{
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var stageWidth:Int = Lib.current.stage.stageWidth;
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var stageHeight:Int = Lib.current.stage.stageHeight;
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if (zoom == -1)
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{
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var ratioX:Float = stageWidth / gameWidth;
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var ratioY:Float = stageHeight / gameHeight;
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zoom = Math.min(ratioX, ratioY);
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gameWidth = Math.ceil(stageWidth / zoom);
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gameHeight = Math.ceil(stageHeight / zoom);
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}
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#if !debug
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initialState = TitleState;
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#end
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addChild(new FlxGame(gameWidth, gameHeight, initialState, zoom, framerate, framerate, skipSplash, startFullscreen));
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#if !mobile
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addChild(new FPS(10, 3, 0xFFFFFF));
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