Game Development Reference
In-Depth Information
These are the simple custom event constants:
GAME_OVER : Dispatched to Main to change state to STATE_SYSYEM_GAME_OVER
NEW_LEVEL : Dispatched to Main to change state to STATE_SYSTM_NEW_LEVEL
The complex custom events needed for this game are few. We will need some basic events for
Main to update the ScoreBoard class that we will create for this game. These
CustomEventScoreBoardUpdate.UPDATE_TEXT events pass two variables in the custom events
object: Key and Value . We also have to pass CustomEventLevelScreenUpdate.UPDATE_TEXT to
Main ( CUSTOMEVENT_SCORE_BOARD_UPDATE ). This simply passes the new level value in the custom
event object. The custom events, along with the key/value pairs they pass, that we will be using
are as follows:
Updating the score on the scoreboard:
Event : CustomEventScoreBoardUpdate.UPDATE_TEXT
Key : Main.SCORE_BOARD_SCORE
Value : 0 for a new game or the current score during game play
Updating the clicked text on the scoreboard:
Event : CustomEventScoreBoardUpdate.UPDATE_TEXT
Key : Main.SCORE_BOARD_CLICKED
Value : 0/0 for new game and level or clicked + "/" + numCircles during
game play
Updating the percent needed on the scoreBoard
Event : CustomEventScoreBoardUpdate.UPDATE_TEXT
Key : Main.SCORE_BOARD_PERCENT_NEEDED
Value : 0% for new game or percentNeeded during game play for new level
Updating the percent achieved on the scoreBoard
Event : CustomEventScoreBoardUpdate.UPDATE_TEXT
Key : Main.SCORE_BOARD_PERCENT_ACHIEVED
Value : 0% for a new game or percentAchieved during game play for new level
Updating the level number on the levelInScreen
Event : CustomEventLevelScreenUpdate.UPDATE_TEXT
Key : “level” + level variable
Defining the game-specific custom classes
When we need more than one instance of an object and if those objects will each need to store
unique data about themselves, we usually create a custom class for the object. We will create the
following custom classes for the circles that need to be clicked and also for displaying the score
the player received for clicking on a circle:
Circle instances will contain data for a type ( GOOD or BAD ) and whether or not they have
been clicked.
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