HTML and CSS Reference
In-Depth Information
largeRockTiles = new
new Image ();
largeRockTiles . src = "largerocks.png" ;
largeRockTiles . onload = itemLoaded ;
mediumRockTiles = new
new Image ();
mediumRockTiles . src = "mediumrocks.png" ;
mediumRockTiles . onload = itemLoaded ;
smallRockTiles = new
new Image ();
smallRockTiles . src = "smallrocks.png" ;
smallRockTiles . onload = itemLoaded ;
particleTiles = new
new Image ();
particleTiles . src = "parts.png" ;
particleTiles . onload = itemLoaded ;
switchGameState ( GAME_STATE_WAIT_FOR_LOAD );
}
Notice that we must create and preload three instances of each sound, even though they share
the same sound file (or files). In this function, we also load our tile sheets. The application
scope itemsToLoad variable checks against the application scope loadCount variable in the
load event callback itemLoaded() function, which is shared by all assets to be loaded. This
makes it easy for the application to change state so that it can start playing the game when all
assets have loaded. Let's briefly look at the itemLoaded() function now:
function
function itemLoaded ( event ) {
loadCount ++ ;
//console.log("loading:" + loadCount)
iif ( loadCount >= itemsToLoad ) {
shootSound . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
shootSound2 . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
shootSound3 . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
explodeSound . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
explodeSound2 . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
explodeSound3 . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
saucershootSound . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
saucershootSound2 . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
saucershootSound3 . removeEventListener ( "canplaythrough" , itemLoaded , false
false );
soundPool . push ({ name : "explode1" , element : explodeSound , played : false
false });
soundPool . push ({ name : "explode1" , element : explodeSound2 , played : false
false });
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