// Use this for initialization
void Start()
{
FutileParams fparams = new FutileParams(true, true, false, false);
fparams.AddResolutionLevel(480.0f, 2.0f, 1.0f, "");
fparams.origin = new Vector2(0.5f, 0.5f);
fparams.backgroundColor = new Color(0.15f, 0.15f, 0.3f);
Futile.instance.Init(fparams);
// load image atlas (within Resources/Atlases folder)
Futile.atlasManager.LoadAtlas("Atlases/Burglar");
// Add tilemap
FTilemap room1 = new FTilemap("Burglar Walls");
room1.LoadCSV("CSVs/Room1Map"); // load comma separated text file (within Resources/CSVs folder)
room1.x = -room1.width / 2;
room1.y -= 4;
Futile.stage.AddChild(room1);
// create burglar
burglar = new FAnimatedSprite("Burglar");
burglar.y = -24;
int[] frames = { 1, 1, 2, 1, 1, 1, 10, 1, 11, 1 }; // idle anim
burglar.addAnimation(new FAnimation("idle", frames, 400, true));
int[] frames2 = { 3, 4, 5, 6, 4, 7 }; // run anim
burglar.addAnimation(new FAnimation("run", frames2, 180, true));
Futile.stage.AddChild(burglar); // add burglar to stage
// load font atlas
Futile.atlasManager.LoadAtlas("Atlases/Fonts");
// Add large font text
Futile.atlasManager.LoadFont("Large", "Large Font", "Atlases/Large Font", 0, 0);
FLabel label1 = new FLabel("Large", "LARGE FONT");
label1.y = 26;
Futile.stage.AddChild(label1);
// Add small font text
Futile.atlasManager.LoadFont("Small", "Small Font", "Atlases/Small Font", 0, 0);
FLabel label2 = new FLabel("Small", "Small Font");
label2.y = 12;
Futile.stage.AddChild(label2);
// Add tiny font text
Futile.atlasManager.LoadFont("Tiny", "Tiny Font", "Atlases/Tiny Font", 0, 0);
FLabel label3 = new FLabel("Tiny", "Tiny Font");
label3.y = 3;
Futile.stage.AddChild(label3);
}