GravityGun Mod PE/Bedrock adds an epic item into Minecraft called the Gravity Gun. you
will enjoy this mod. It allows you to lift and carry mobs at will. Once
you use the gravity gun to lift them up you can launched them in the
direction you are facing. It can also be used for catching mobs.
Items ID's
Gravity Gun - 1016
Commands
/GravityGun get - adds Gravity Gun to Inventory
/GravityGun setPower (int) - sets the Gravity Gun launched distance.
/GravityGun setDistance (int) - sets the Gravity Gun hold distance.
/GravityGun setPPSpeed (int) - sets the Gravity Gun push/pull speed.
/GravityGun setRange (int) - sets the Gravity Gun range.
/GravityGun setGuiSize (int) - sets the Gravity Gun Gui size.
/GravityGun setGuiTrans (int) - sets the Gravity Gun Gui transparency.
/GravityGun setGuiHd (bool) - sets the Gravity Gun Gui type.
How to use?
LAUNCH BUTTON
SHOOT BUTTON
PULL / PUSH BUTTON
SETTINGS BUTTON
Mhafy1016
A simple blog of mine
Monday, December 17, 2018
Saturday, September 8, 2018
GravityGun Mod
GravityGun Mod PE/Bedrock adds an epic item into Minecraft called the Gravity Gun. you will enjoy this mod. It allows you to lift and carry mobs at will. Once you use the gravity gun to lift them up you can launched them in the direction you are facing. It can also be used for catching mobs.
Items ID's
Gravity Gun - 1016
Commands
/GravityGun get - adds Gravity Gun to Inventory
/GravityGun setPower (x) - sets the Gravity Gun launched distance.
/GravityGun setDistance (x) - sets the Gravity Gun hold distance.
How to use?
to lift/carry mob simply tap them with the Gravity Gun.
to launch mob tap again, replace carried item to drop mob.
Download
Items ID's
Gravity Gun - 1016
Commands
/GravityGun get - adds Gravity Gun to Inventory
/GravityGun setPower (x) - sets the Gravity Gun launched distance.
/GravityGun setDistance (x) - sets the Gravity Gun hold distance.
How to use?
to lift/carry mob simply tap them with the Gravity Gun.
to launch mob tap again, replace carried item to drop mob.
Download
Sunday, September 2, 2018
More Sword v1.0
More Sword Mod is an amazing mod which adds 23 new swords with unique abilities, there are ones that summons shadow mobs that will help you defeat the enemy, other has the ability to absorb soul that increases sword damage for a period of time, the more you kill the more you get stronger. There many other sword to discover but take note the material used to craft these swords are hard to get, you need to dig deeper to be able to obtain a special metal called 'Tungsten', but don't worry there are some swords that are easy to obtain like the 'Zombie Slayer' sword specialized for killing zombies and the 'Nether Sword' can deals damage twice as the original when in the Nether Dimension.
Download and Try it now! collect all swords and become stronger as you explore the wonders of Minecraft.
Item ID's & Crafting Recipes
Media Fire
Download and Try it now! collect all swords and become stronger as you explore the wonders of Minecraft.
Item ID's & Crafting Recipes
- Ice Shard(700) - Can be obtained by destroying Ice Blocks
- Tungsten(701) - From Tungsten Ore
- Glaze Stone(702) - 9 Ice Shard
- Wurtzite Crystal(703) - From Wurtzite Ore
- Ignited Soul Stone(704) - Burning Soul Stone using Furnace
- Soul Stone(705) - Drops from any mob
- Thunder Stone(706) - Drops from a natural caused Lightning
- Fire Stone(709) - Burning Soul Block using Furnace
- Fire Orb(708) - 4 Blaze powder + 5 Fire Stone
- Soul Block(720) - 9 Soul Stone
- Ignited Soul Block(721) - 9 Ignited Soul Stone
- Tungsten Ore(722) - Natural (4 - 12)
- Wurtzite Ore(723) - Natural (4 - 6)
- Tungsten Block(724) - 9 Tungsten
- Wurtzite Crystal Block(725) - 9 Wurtzite Crystal
- Adventurer Sword(750) - 2 Tungsten + 1 Stick
- Blade of Thunder(751) - 1 Adventurer Sword + 1 Thunder Stone
- Crimson Sword(752) - 2 Ignited Soul Block + 1 Stick
- Dark Blade(753) - 1 Adventurer Sword + 1 Obsidian
- Excalibur(754) - Creative Only(Beta)
- Frost Blade(755) - 4 Glaze Stone + 1 Adventurer Sword
- Glacial Sword(756) -1 Frost Blade + 1 Glaze Stone + 1 Adventurer Sword
- Hell Blaze(757) - 4 Fire Orb + 1 Adventurer Sword
- Inferno(758) - 1 Hell Blaze + 1 Fire Orb + 1 Adventurer Sword
- Knife(759) - 1 Tungsten + 1 Stick
- Narrow Blade(760) - 4 Knife + 2 Tungsten + 1 Stick
- Phantom Blade(761) - 1 Dark Blade + 1 Soul Block + 1 Adventurer Sword
- Silver Edge(762) - 2 Wurtzite + 1 Stick
- Soul Saber(763) - 2 Ignited Soul Block + 1 Adventurer Sword + 1 Tungsten
- Ethereal(764) - 1 Silver Edge + 1 Emerald Block
- Luxurious Sword(765) - 1 Silver Edge + 1 Gold Block
- Nether Sword(766) - 2 Nether Brick + 1 Stick
- Rainbow Sword(767) - 1 Redstone Block + 1 Gold Block + 1 Iron Block + 1 Lapis Block + 1 Stick
- Light Saber Handle(768) - 1 Glowstone Dust + 1 Netherstar + Iron Ingot
- Light Saber Blue(769) - 1 Light Saber Handle + 1 Lapis Lazuli
- Light Saber Lightblue(770) - 1 Light Saber Handle + 1 Light Blue Dye
- Light Saber Green(771) - 1 Light Saber Handle + 1 Lime Dye
- Light Saber Red(772) - 1 Light Saber Handle + 1 Rose Red
- Light Saber Yellow(773) - 1 Light Saber Handle + 1 Dandelion Yellow
- Light Saber White(774) - 1 Light Saber Handle + 1 Bone Meal
- Light Saber Purple(775) - 1 Light Saber Handle + 1 Purple Dye
- Shadow Brawler(776) - 1 Phantom Blade + 1 Soul Block + 1 Soul Saber
- Shifted Blade(777) - 2 Narrow Blade + 2 Tungsten + 1 Stick
- Twisted Blade(778) - 1 Obsidian + 1 Wurtzite Crystal + 1 Stick
- Zombie Slayer(779) - Kill 250 Zombies to Obtain (use iron sword)
Media Fire
Wednesday, August 1, 2018
ToolShifter Mod v.1
ToolShifter Mod v1
This mod is pretty awesome, this makes mining, faming, digging and fighting mob easy. you dont have to switch tool every single time, and it is easy to gain by crafting all types of tool in a certain type.To activate tool
Hoe Tool. Simply tap on tap on the ground.
Axe Tool. Start breaking Wood type block.
Pickaxe Tool. Start breaking Stone type block.
Shovel Tool. Start breaking drit, sand, gravel etc.
Sword Tool. Attack or Point any mob.
*When not is use the tool reverts to its original form.*
To craft tool.
Tool [Wood]
Tool [Stone]
Tool [Iron]
Tool [Gold]
Tool [Diamond]
Download
Wednesday, July 25, 2018
RPG Gauge Mod
RPG Guage Mod
This mod is part of my new project which is the PocketRPG mod but this mod isn't finished yet, I'm still adding some new mobs, weapons, npcs, and a lot more, I am already halfway to finish this project. for the mean time I let you try my Guage system which adds a gui that displays the player Gauge. When pointing or throwing something to the entity it immediately show the entities gauge.
- HP Bar
- Hunger Bar
- MP Bar
- Exp Bar
- Level
screenshots
download
check out my GUI lib. here
Tuesday, July 24, 2018
New GUI lib
GUI.1016 lib.
This is a ModPE library that some of
my mod uses, this library is simple yet useful. this library helps you create
an in-game GUI (Graphical User Interface) like menus, buttons, screen texts,
etc. You can even change and customize your GUI with your own bitmap/texture
image from your local storage or mod texture.
To use this library :
- Create a lib folder with the library in it and place the folder inside your current texturepack or zip the lib folder with the library inside then load it to your blocklauncher.
- To activate library copy the line below and paste it at the first part of your script.
var
activity = com.mojang.minecraftpe.MainActivity.currentMainActivity.get(); eval(""+new
java.lang.String(ModPE.getBytesFromTexturePack("lib/Mhafy1016.library.gui.js"))+"");
If
the library loaded, a small text will popup and says Patched! then the Author’s
name.
“If the text didn’t appear review your script.”
Terms
Font.setGlobal – change the font of all text related elements.
usage
Font.setGlobal = Font.fromTexture( location of font inside texture );
Font.fromLocal = Font.fromTexture( location local storage );
Tip : If Font not found returns to original font.
screen.width - integer returns the screen actual width.
screen.height - integer returns the screen actual height;
color.red - returns color red;
color.blue - returns color blue;
color.yellow - returns color yellow;
color.green - returns color green;
color.cyan - returns color cyan;
color.black - returns color black;
color.white - returns color white;
color.gray - returns color gray;
color.transparent - returns color transparent;
color.rgb(red, green, blue) - returns the combination of color red, green, blue ranging from 0 to 255.
color.argb(alpha, red, green, blue) - returns the combination of color red, green, blue ranging from 0 to 255 with a transparency from 0 to 1.
color.hex( color hex value ) - returns the color according to the hex value.
color.setColor( color ) - set the color according to the color value.
color.setColorHex( color hex value ) - set the color according to the hex value.
Tip : When changing the background color use color.setColor or color.setColorHex otherwise leave it with null.
alignment.LEFT - change the alignment to the left.
alignment.RIGHT - change the alignment to the right.
alignment.TOP - change the alignment to the top.
alignment.BOTTOM - change the alignment to the bottom.
alignment.CENTER - change the alignment to the center.
Tip : When changing the alignment of window pick two from above and add | at the center.
e.g alignment.LEFT | alignment.TOP.
runUI( your function ) - run ui thread from device.
Tip : use this when changing ui components.
e.g in a newLevel function
function newLevel(){
runUI(function(){
put something here
});
}
usage
Font.setGlobal = Font.fromTexture( location of font inside texture );
Font.fromLocal = Font.fromTexture( location local storage );
Tip : If Font not found returns to original font.
screen.width - integer returns the screen actual width.
screen.height - integer returns the screen actual height;
color.red - returns color red;
color.blue - returns color blue;
color.yellow - returns color yellow;
color.green - returns color green;
color.cyan - returns color cyan;
color.black - returns color black;
color.white - returns color white;
color.gray - returns color gray;
color.transparent - returns color transparent;
color.rgb(red, green, blue) - returns the combination of color red, green, blue ranging from 0 to 255.
color.argb(alpha, red, green, blue) - returns the combination of color red, green, blue ranging from 0 to 255 with a transparency from 0 to 1.
color.hex( color hex value ) - returns the color according to the hex value.
color.setColor( color ) - set the color according to the color value.
color.setColorHex( color hex value ) - set the color according to the hex value.
Tip : When changing the background color use color.setColor or color.setColorHex otherwise leave it with null.
alignment.LEFT - change the alignment to the left.
alignment.RIGHT - change the alignment to the right.
alignment.TOP - change the alignment to the top.
alignment.BOTTOM - change the alignment to the bottom.
alignment.CENTER - change the alignment to the center.
Tip : When changing the alignment of window pick two from above and add | at the center.
e.g alignment.LEFT | alignment.TOP.
runUI( your function ) - run ui thread from device.
Tip : use this when changing ui components.
e.g in a newLevel function
function newLevel(){
runUI(function(){
put something here
});
}
new android.widget.RelativeLayout(activity) - creates a new layout.
e.g
var your_variable_name = new android.widget.RelativeLayout(activity);
when adding an element to the layout -
your_variable_name.addView( your_element_name );
createGUI.window( widget, x, y, width, height, alignment) - returns newly created window.
widget - Layout to be displayed on the window (object).
x - Position of window in X-axis of the screen (integer).
y - Position of window in Y-axis of the screen (integer).
width – width of window to be displayed (integer).
height – height of window to be displayed (integer).
alignment – is where the window will be placed (object).
Tip : When closing the window use .dismiss()
e.g var your_gui_name = createGUI.window( widget, x, y, width, height, alignment);
createGUI.button( text, textShadow, textSize, font, textColor, action, background) - returns the button to be displayed.
text - text to be displayed at the button (string).
textShadow - add shadow to the text (boolean).
textSize - change the text size of the button (integer).
font - change text font of the button (object).
textColor - change text color of the button (object).
action - add action when the button was clicked (function).
background - change the background of button (object).
Tip : when adding action change action to your function.
e.g createGUI.button( text, textShadow, textSize, font, textColor, function(){
add something here.
}, background);
Tip : When changing the button size use createGUI.customLayout(your button, x, y, width, height);
e.g
var your_variable_name = new android.widget.RelativeLayout(activity);
when adding an element to the layout -
your_variable_name.addView( your_element_name );
createGUI.window( widget, x, y, width, height, alignment) - returns newly created window.
widget - Layout to be displayed on the window (object).
x - Position of window in X-axis of the screen (integer).
y - Position of window in Y-axis of the screen (integer).
width – width of window to be displayed (integer).
height – height of window to be displayed (integer).
alignment – is where the window will be placed (object).
Tip : When closing the window use .dismiss()
e.g var your_gui_name = createGUI.window( widget, x, y, width, height, alignment);
createGUI.button( text, textShadow, textSize, font, textColor, action, background) - returns the button to be displayed.
text - text to be displayed at the button (string).
textShadow - add shadow to the text (boolean).
textSize - change the text size of the button (integer).
font - change text font of the button (object).
textColor - change text color of the button (object).
action - add action when the button was clicked (function).
background - change the background of button (object).
Tip : when adding action change action to your function.
e.g createGUI.button( text, textShadow, textSize, font, textColor, function(){
add something here.
}, background);
Tip : When changing the button size use createGUI.customLayout(your button, x, y, width, height);
createGUI.bitMapButton(text, shadow, textSize, font, textColor, x, y, width, height, fromTexture1, bitmapUnpressed, fromTexture2, bitmapPressed, bitmapWidth, bitmapHeight, lr, tb, centerWidth, centerheight, action, pixelSize) - returns the button with bitmap to be displayed.
text - text to be displayed at the button (string).
textShadow - add shadow to the text (boolean).
textSize - change the text size of the button (integer).
font - change text font of the button (object).
textColor - change text color of the button (object).
x - Position of button in X-axis (integer).
y - Position of button in Y-axis (integer).
width – width of button to be displayed (integer).
height – height of button to be displayed (integer).
fromTexture1 - check if the first bitmap is from texture or localStorage (boolean).
bitmapUnpressed - location of the bitmap (string).
fromTexture2 - check if the second bitmap is from texture or localStorage (boolean).
bitmapPressed - location of the bitmap (string).
bitmapWidth - original width of the used bitmap image (integer).
bitmapHeight - original height of the used bitmap image (integer).
lr - left and right border of the bitmap image (integer).
tb - top and bottom border of the bitmap image (integer).
centerWidth - width of the center of bitmap image to be stretched (integer).
centerHeight - height of the center of bitmap image to be stretched (integer).
action - add action when the button was clicked (function).
pixelSize - adjust the pixels of th bitmap image (integer).
e.g createGUI.bitMapButton("CLOSE", true, 8, null, color.black, 80,64,96,48, true, "ui/slider_button_default.png", true, "ui/slider_button_hover.png", 6, 6, 2, 2, 2, 2, function(v){
}, 1);
createGUI.icon(fromTexture, bitmap, offsetX, offsetY, imageWidth, imageHeight, x, y, width, height) - returns the bitmap image to be displayed.
fromTexture - check if the first bitmap is from texture or localStorage (boolean).
bitmap - location of the bitmap (string).
offsetX - starting offset of the image from the X-Axis (integer).
offsetY - starting offset of the image from the Y-Axis (integer).
imageWidth - the with of the image from offsetX (integer).
imageHeight - the with of the image from offsetY (integer).
x - Position of icon in X-axis (integer).
y - Position of icon in Y-axis (integer).
width – width of icon to be displayed (integer).
height – height of icon to be displayed (integer).
e.g createGUI.icon(true, "ui/mashup_hangar.png",0,0,24,24,0,0,32,32);
createGUI.textLabel(text, x, y, width, height, textShadow, textSize, textColor, font, alignment) - returns the text layout to be displayed.
text - text to be displayed at the button (string).
x - Position of text in X-axis (integer).
y - Position of text in Y-axis (integer).
width – width of text to be displayed (integer).
height – height of text to be displayed (integer).
textShadow - add shadow to the text (boolean).
textSize - change the text size of the button (integer).
font - change text font of the button (object).
textColor - change text color of the button (object).
alignment – is where the window will be placed (object).
Tip : aligning the textLabel use only one alignment.
e.g createGUI.textLabel("text label", 0, 0, 128, 64, true, 12, color.red, null, alignment.CENTER);
createGUI.customLayout(widget, x, y, width, height, background) - set a layout to a given widget;
widget - Layout to be displayed on the window (object).
x - Position of window in X-axis of the screen (integer).
y - Position of window in Y-axis of the screen (integer).
width – width of window to be displayed (integer).
height – height of window to be displayed (integer).
background - change the background of button (object).
Bitmap.drawableBitmap(fromTexture, bitmap, offsetX, offsetY, imageWidth, imageHeight, dip(imageWidth), dip(imageHeight)).getBitmap() - change bkacground to bitmap image.
fromTexture - check if the first bitmap is from texture or localStorage (boolean).
bitmap - location of the bitmap (string).
offsetX - starting offset of the image from the X-Axis (integer).
offsetY - starting offset of the image from the Y-Axis (integer).
imageWidth - the with of the image from offsetX (integer).
imageHeight - the with of the image from offsetY (integer).
Tip : just copy the dip() thing, it is for the pixel something...
Bitmap.bitmapStretch(btimap, lr, tb, centerWidth, centerHeight, width, height, pixelSize) - stretch the bitmap to a new size.
bitmap - the bitmap image to be stretched.
lr - left and right border of the bitmap image (integer).
tb - top and bottom border of the bitmap image (integer).
centerWidth - width of the center of bitmap image to be stretched (integer).
centerHeight - height of the center of bitmap image to be stretched (integer).
width – new width of the bitmap (integer)
height – new height of the bitmap (integer).
pixelSize - adjust the pixels of th bitmap image (integer).
Tip : only use Bitmap.bitmapStretch() to Bitmap.drawableBitmap(), change the bitmap of Bitmap.bitmapStretch() to the value Bitmap.drawableBitmap().
e.g
Bitmap.bitmapStretch(Bitmap.drawableBitmap(true, "ui/dialog_background_opaque.png",0,0,16,16,dip(16),dip(16)).getBitmap(),/*<= the bitmap*/ dip(5),dip(5),dip(6),dip(6),256,128,1);
Others
getEntId( entity ) - get the id of the entity.
entity - selected entity.
checkInArray(object, array)- checks if the given object exists inside the array.
Tip : if the object exists returns to true otherwise false.
checkNear(entity1, entity12, distance, height) - check if the two entities were near each other in a given distance.
Tip : if near returns to true otherwise false.
function vector3d(x, y, z) - returns new x, y, z coordinates.
Sample Scripts
Plain gui + text + button
var activity = com.mojang.minecraftpe.MainActivity.currentMainActivity.get();
eval(""+new java.lang.String(ModPE.getBytesFromTexturePack("lib/Mhafy1016.library.gui.js"))+"");
eval(""+new java.lang.String(ModPE.getBytesFromTexturePack("lib/Mhafy1016.library.gui.js"))+"");
var gui;
var layout;
var text;
var btn;
function sampleGUI(){
runUI(function(){
layout
= new android.widget.RelativeLayout(activity);
text
= createGUI.textLabel("Sample GUI",0,0,256,64,true,18,color.black,null,alignment.CENTER);
btn
=
createGUI.customLayout(createGUI.button("Close",false,12,null,color.black,function(){
if(gui
!= null){
gui.dismiss();
gui
= null;
}
}),
80, 64, 96, 64);
layout.addView(text);
layout.addView(btn);
gui
= createGUI. window(layout,0,0,256,128,alignment.CENTER | alignment.CENTER,
color.setColor(color.white));
});
}
function newLevel(){
sampleGUI();
}
screenshot
Gui with
Bitmap
var activity = com.mojang.minecraftpe.MainActivity.currentMainActivity.get();
eval(""+new java.lang.String(ModPE.getBytesFromTexturePack("lib/Mhafy1016.library.gui.js"))+"");
eval(""+new java.lang.String(ModPE.getBytesFromTexturePack("lib/Mhafy1016.library.gui.js"))+"");
var gui;
var layout;
var text;
var btn;
var background;
function sampleGUI(){
runUI(function(){
layout
= new android.widget.RelativeLayout(activity);
background
= Bitmap.bitmapStretch(Bitmap.drawableBitmap(true,
"ui/dialog_background_opaque.png",0,0,16,16,dip(16),dip(16)).getBitmap(),dip(5),dip(5),dip(6),dip(6),256,128,1);
layout.setBackgroundDrawable(background);
text
= createGUI.textLabel("Sample
GUI",0,0,256,64,true,18,color.black,null,alignment.CENTER);
btn
= createGUI.bitMapButton("CLOSE", true, 8, null, color.black,
80,64,96,48, true, "ui/slider_button_default.png", true,
"ui/slider_button_hover.png", 6, 6, 2, 2, 2, 2, function(v){
if(gui
!= null){
gui.dismiss();
gui
= null;
}
},
1);
layout.addView(text);
layout.addView(btn);
gui
= createGUI. window(layout,0,0,256,128,alignment.CENTER | alignment.CENTER);
});
}
function newLevel(){
sampleGUI();
}
screenshot
var activity = com.mojang.minecraftpe.MainActivity.currentMainActivity.get();
eval(""+new java.lang.String(ModPE.getBytesFromTexturePack("lib/Mhafy1016.library.gui.js"))+"");
var gui;
var main_layout;
var layout;
var text;
var btn;
function sampleGUI(){
runUI(function(){
main_layout = new android.widget.RelativeLayout(activity);
layout = createGUI.customLayout(new android.widget.RelativeLayout(activity), 16, 16, 224, 96, Bitmap.bitmapStretch(Bitmap.drawableBitmap(true, "ui/dialog_background_opaque.png",0,0,16,16,dip(16),dip(16)).getBitmap(),dip(5),dip(5),dip(6),dip(6),224,96,1));
text = createGUI.textLabel("Arranging Elements",0,0,224,96,true,18,color.black,null,alignment.CENTER);
btn = createGUI.customLayout(new android.widget.RelativeLayout(activity),208,0,48,48,Bitmap.bitmapStretch(Bitmap.drawableBitmap(true, "ui/recipe_back_panel.png",0,0,16,16,dip(16),dip(16)).getBitmap(),dip(4),dip(4),dip(8),dip(8),48,48,1));
btn.addView(createGUI.bitMapButton("", true, 12, null, color.black, 8, 8, 32, 32, true, "ui/close_button_default.png", true, "ui/close_button_pressed.png", 15, 15, 1, 1, 13, 13, function(v, e){
if(gui != null){
gui.dismiss();
gui = null;
}
}, 1));
layout.addView(text);
main_layout.addView(layout);
main_layout.addView(btn);
gui = createGUI.window(main_layout,0,0,256,128,alignment.CENTER | alignment.CENTER);
});
}
function newLevel(){
sampleGUI();
}
eval(""+new java.lang.String(ModPE.getBytesFromTexturePack("lib/Mhafy1016.library.gui.js"))+"");
var gui;
var main_layout;
var layout;
var text;
var btn;
function sampleGUI(){
runUI(function(){
main_layout = new android.widget.RelativeLayout(activity);
layout = createGUI.customLayout(new android.widget.RelativeLayout(activity), 16, 16, 224, 96, Bitmap.bitmapStretch(Bitmap.drawableBitmap(true, "ui/dialog_background_opaque.png",0,0,16,16,dip(16),dip(16)).getBitmap(),dip(5),dip(5),dip(6),dip(6),224,96,1));
text = createGUI.textLabel("Arranging Elements",0,0,224,96,true,18,color.black,null,alignment.CENTER);
btn = createGUI.customLayout(new android.widget.RelativeLayout(activity),208,0,48,48,Bitmap.bitmapStretch(Bitmap.drawableBitmap(true, "ui/recipe_back_panel.png",0,0,16,16,dip(16),dip(16)).getBitmap(),dip(4),dip(4),dip(8),dip(8),48,48,1));
btn.addView(createGUI.bitMapButton("", true, 12, null, color.black, 8, 8, 32, 32, true, "ui/close_button_default.png", true, "ui/close_button_pressed.png", 15, 15, 1, 1, 13, 13, function(v, e){
if(gui != null){
gui.dismiss();
gui = null;
}
}, 1));
layout.addView(text);
main_layout.addView(layout);
main_layout.addView(btn);
gui = createGUI.window(main_layout,0,0,256,128,alignment.CENTER | alignment.CENTER);
});
}
function newLevel(){
sampleGUI();
}
screenshot
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