package;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.text.FlxText;
import flixel.util.FlxAxes;
import flixel.util.FlxColor;
class PlayState extends FlxState
{
var sprite:FlxSprite;
var healthText:FlxText;
var time:Float = 1;
override public function create()
{
super.create();
sprite = new FlxSprite("assets/sprite.png");
sprite.screenCenter();
add(sprite);
healthText = new FlxText();
healthText.size = 16;
healthText.text = "Alive";
healthText.autoSize = false;
healthText.wordWrap = false;
healthText.fieldWidth = FlxG.width;
healthText.color = FlxColor.WHITE;
healthText.setBorderStyle(FlxTextBorderStyle.SHADOW, FlxColor.BLACK, 2, 1);
healthText.alignment = FlxTextAlign.CENTER;
healthText.screenCenter(FlxAxes.X);
healthText.y = 8;
add(healthText);
}
override public function update(elapsed:Float)
{
time -= elapsed;
if (time <= 0)
{
time = 1;
if (sprite.alive)
{
sprite.kill();
healthText.text = "Dead";
}
else
{
sprite.revive();
healthText.text = "Alive";
}
}
super.update(elapsed);
}
}