HTML and CSS Reference
In-Depth Information
saucershootSound3.setAttribute("src", "saucershoot." + audioType);
saucershootSound3.addEventListener("canplaythrough",itemLoaded,false);
shipTiles = new Image();
shipTiles.src = "ship_tiles.png";
shipTiles.onload = itemLoaded;
shipTiles2 = new Image();
shipTiles2.src = "ship_tiles2.png";
shipTiles2.onload = itemLoaded;
saucerTiles= new Image();
saucerTiles.src = "saucer.png";
saucerTiles.onload = itemLoaded;
largeRockTiles = new Image();
largeRockTiles.src = "largerocks.png";
largeRockTiles.onload = itemLoaded;
mediumRockTiles = new Image();
mediumRockTiles.src = "mediumrocks.png";
mediumRockTiles.onload = itemLoaded;
smallRockTiles = new Image();
smallRockTiles.src = "smallrocks.png";
smallRockTiles.onload = itemLoaded;
particleTiles = new Image();
particleTiles.src = "parts.png";
particleTiles.onload = itemLoaded;
switchGameState(GAME_STATE_WAIT_FOR_LOAD);
}
Notice that we must create and preload three separate instances of each sound, even
though they share the same sound file (or files). In this function, we also load in our
tile sheets. The application scope
itemsToLoad
variable will be used to check against the
application scope
loadCount
variable in the
load
event callback
itemLoaded()
function,
which is shared by all assets to be loaded. This will make 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 itemLoaded(event) {
loadCount++;
//console.log("loading:" + loadCount)
if (loadCount >= itemsToLoad) {
shootSound.removeEventListener("canplaythrough",itemLoaded, false);
shootSound2.removeEventListener("canplaythrough",itemLoaded, false);
shootSound3.removeEventListener("canplaythrough",itemLoaded, false);
explodeSound.removeEventListener("canplaythrough",itemLoaded,false);
explodeSound2.removeEventListener("canplaythrough",itemLoaded,false);