Return to site

Flash Game Heavenhome

broken image


One night I dreamed I was walking with my dog Sunshine, who had died some years before. It was a familiar walk by the river that led to an old train tunnel from the 1800's. Now it felt more like a cave. I like to walk there because it is a magical otherworldly place where darkness is bright and sounds play tricks with my mind.

  1. Flash Game Heaven Home Video
  2. Flash Game Heaven Home Run
  3. Flash Game Heaven Home Page

In my dream Sunshine, my spirit guide and golden retriever, ran into the tunnel ahead of me. He barked three times in rapid succession, urging me to follow him. Clearly, he had found something important, as his reverberating barks testified. I entered the darkness.

  • This is a site with all of the flash games you can think of! Flash Gamer Heaven We also have tons of music! Flash Gamer Heaven. Google Game Site, Flash Games, Google Music Site.
  • PURCHASE: Amazon (coming soon) Ebay (coming soon) Paypal; CONTACT: sales@genesisworks.com; Mailing Address: P.O. Box 12398; Charlotte, North Carolina, USA.

Inside the tunnel the walls were craggy old black rock, maybe quartz. I noticed, drawn in white and pink chalk, various graffiti — people's initials, hearts and arrows, as well as a couple of skulls and bones. Then, up above me on the top of the tunnel I saw the words '1001 SPLENDID BLESSINGS', spelled out like the famous HOLLYWOOD sign in clear white. Sunshine, looking up with me, barked again, and again. You see what I mean, he seemed to say.

Once upon a time so many people heard a legend of heaven castle. Where it have a game which it will changed their happier if playing it, but if someone lost at the game, they will falling down to the earth where they should try to live there and become kind to so many people. Cause if they die, they have a chance to enter the heave castle again or other side of that, it's really heat there. Just an optional survey to see How I can improve the site! How did you hear about this site?. Internet Search Advertisement Friend Other. Mahjong FlowersA beautiful mahjong solitaire game with 150 puzzles to solve! Mahjong TitansA classic online Mahjong game beloved by many. Jewel PopA sweet match 3 game with interesting levels and power-ups! 13 in 1 Solitaire CollectionPlay 13 different variations of solitaire. Can you beat them all? MahjongA HD Mahjong game that tracks your.

I woke up with the dream fresh in my mind and asked myself what it meant. This is the answer that came to me. At any moment in our lives we are surrounded by a minimum of 1001 splendid blessings — family, friends, special places, trees, flowers, rivers, mountains and valleys, caves and coves; not to mention books, music, chocolate, strawberries, and flan, one of my favorites. Each one, each flower, each tree, each petal, each leaf is in itself a blessing. And, if we could see it, we would recognize that all living things, including ourselves, are blessings to one another, interconnected and bonded. We are all as petals on one global flower.

Thus was born The Project Heaven, the purpose of which is to reveal Earth as a heavenly place. In my heart it is a continuation of The Integral Self-Esteem Project, a journey to divine self-esteem. The project is the curriculum of what I call The University of Heaven where we go through many doors, climb many steps, walk down many winding corridors… leading to a heavenly consciousness.

Sometimes, heaven is not easy. It tests our patience and faith. It is not easy to love and forgive people whose words or actions do not deserve forgiveness. We have to work at it before we understand and let go. Other times it just appears all of a sudden like a flash of lightning or a rainbow. Heaven at our window.

It is my hope and my prayer that we build a coalition of heavenly beings here in our home planet, a union where love overcomes fear, trust replaces uncertainty, and respect for all people and all living things triumphs over arrogance, judgment, and condemnation.

Join me and be a leader in The Heaven Project.

Part 4: UI Controls

FlashUIControl(int inProgrammerCode, int inFormID, int inFlashPeriod)

Calling this method causes the specified build button to flash. The flash period inFlashPeriod appears to be measured in milliseconds: the smaller the value, the quicker the flash; normally a value of 1000 is used. This method provides a useful way of alerting the player when a new building is available, or a hidden trade route is opened. We used this also during the Military Tutorial to flash the 'Play Slow' button during an invasion:

LockUIControl(int inProgrammerCode, int inFormID)

This method locks the specified build button, which will prevent the player from building that particular structure. It would be used normally to disable a building until particular requirements are met.

The UI control has to be identified by its ID; for some buildings and other buttons, this can be obtained using the IDMaker.FromString() method. (In other cases they could only be obtained by 'brute force' using a custom script.) Note that there are a small number for which we have not been able to find an ID. Examples (locking the furniture and utensils factory buttons):

Flash

See Part 11 for a complete list of (known) UI build button IDs.

For the major buttons e.g. Government, there is a method in Tools.cs that can be used to lock/unlock these buttons. For example:

However, this method first requires a declaration of Toolset, and a call to Tools.Init following scenario start or load. If you want to lock/unlock these buttons during a scenario, it is probably easier to obtain the UI button IDs from IDMaker>FromString().

It is also possible to lock buttons on the Advisor and Empire Map screens. For example, the following code snippet locks the 'Send Rome Gift' and 'Change Salary' buttons on the Imperial Advisor screen, and the 'Open Trade' button (for all trade routes) on the Empire Map:

If you are using the script to lock or unlock the build buttons based on triggers, you need to be aware that the state of the buttons (locked or unlocked) is not 'remembered' when you save a game. On a scenario reload, all buttons that are made available through the editor will be available to the player unless you get the script to lock them again. Therefore, you will need a variable (typically a boolean flag) that you can use to keep track of whether a building is locked or unlocked. These need to be declared in the variable section at the start of the script. They can then be used in a function such as ResetBaseUI which is called on scenario start and load to set the UI controls in the required state.

You would include the following line in each of the OnScenarioLoad and OnBeginScenario methods.

The reason for doing it this way (rather than calling ResetBaseUI from OnScenarioLoad and OnBeginScenario is that the locking and unlocking doesn't always seem to work, presumably because the UI button state has not been fully initialised. Finally the ResetBaseUI method would look something like this:

UnlockUIControl(int inProgrammerCode, int inFormID)

This unlocks the specified control, if it has previously been locked using the LockUIControl method as described above.

Flash Game Heaven Home Video

GetUIControlLocked(int inProgrammerCode, int inFormID, out bool outLocked)

Based on testing of this method, it seems to serve no useful purpose: the boolean flag outLocked appears to be returned as TRUE regardless.

GetUIControlUsed(int inProgrammerCode, int inFormID, out bool outUsed)

Flash Game Heaven Home Run

Flash Game Heavenhome

See Part 11 for a complete list of (known) UI build button IDs.

For the major buttons e.g. Government, there is a method in Tools.cs that can be used to lock/unlock these buttons. For example:

However, this method first requires a declaration of Toolset, and a call to Tools.Init following scenario start or load. If you want to lock/unlock these buttons during a scenario, it is probably easier to obtain the UI button IDs from IDMaker>FromString().

It is also possible to lock buttons on the Advisor and Empire Map screens. For example, the following code snippet locks the 'Send Rome Gift' and 'Change Salary' buttons on the Imperial Advisor screen, and the 'Open Trade' button (for all trade routes) on the Empire Map:

If you are using the script to lock or unlock the build buttons based on triggers, you need to be aware that the state of the buttons (locked or unlocked) is not 'remembered' when you save a game. On a scenario reload, all buttons that are made available through the editor will be available to the player unless you get the script to lock them again. Therefore, you will need a variable (typically a boolean flag) that you can use to keep track of whether a building is locked or unlocked. These need to be declared in the variable section at the start of the script. They can then be used in a function such as ResetBaseUI which is called on scenario start and load to set the UI controls in the required state.

You would include the following line in each of the OnScenarioLoad and OnBeginScenario methods.

The reason for doing it this way (rather than calling ResetBaseUI from OnScenarioLoad and OnBeginScenario is that the locking and unlocking doesn't always seem to work, presumably because the UI button state has not been fully initialised. Finally the ResetBaseUI method would look something like this:

UnlockUIControl(int inProgrammerCode, int inFormID)

This unlocks the specified control, if it has previously been locked using the LockUIControl method as described above.

Flash Game Heaven Home Video

GetUIControlLocked(int inProgrammerCode, int inFormID, out bool outLocked)

Based on testing of this method, it seems to serve no useful purpose: the boolean flag outLocked appears to be returned as TRUE regardless.

GetUIControlUsed(int inProgrammerCode, int inFormID, out bool outUsed)

Flash Game Heaven Home Run

This method returns the boolean flag outUsed set to TRUE if the player has ever clicked on the identified build button at any point during the current session - even if the building was never placed. However, this state is not remembered across a save - when the save is reloaded then the flag will be returned as FALSE until such a time as the player clicks on the button again.

Flash Game Heaven Home Page

< Previous: Buildings and resources | Editor Guide | Next: Triggered events >





broken image