Game Development Reference
In-Depth Information
instructionsScreen = new BasicScreen(FrameWorkStates.
STATE_SYSTEM_INSTRUCTIONS,400,400, false,0x0000dd);
instructionsScreen.createOkButton("Play", new Point
(150, 250), 80, 20, screenButtonFormat, 0x000000,
0xff0000,2);
instructionsScreen.createDisplayText(
"Click the blue\ncircles",150, new Point(120,150),
screenTextFormat);
gameOverScreen = new BasicScreen (FrameWorkStates.
STATE_SYSTEM_GAME_OVER,400,400,false,0x0000dd);
gameOverScreen.createOkButton("OK", new Point(170, 250),
40, 20,screenButtonFormat, 0x000000, 0xff0000,2);
gameOverScreen.createDisplayText("Game Over",100,new
Point(140,150),screenTextFormat);
levelInScreen = new BasicScreen(FrameWorkStates.
STATE_SYSTEM_LEVEL_IN, 400, 400, true, 0xaaff0000);
levelInText = "Level ";
levelInScreen.createDisplayText(levelInText,100,new
Point(150,150),screenTextFormat);
//set initial game state
switchSystemState(FrameWorkStates.STATE_SYSTEM_TITLE);
waitTime= 40;
//create timer and run it one time
frameRate = 30;
startTimer();
}
}
}
In Chapter 2, we discussed in detail each of these changes to the Main.as init function necessary
to customize it for the stub game. There is very little new introduced in this version of
Main
for
Super Click, but in case you need a refresher read through the next section. If not, you can skip
to “The Game class for Super Click” section.
Importing classes and defining variables for Main.as
Along with the Flash library classes we need for text and formatting, we also import in the
Point
class, so we can pass
Point
instances that contain the location values for the
BasicScreen
and
SimpleBlitButton
instances we will instantiate in the
init
function. The only variables we need
to define are the constants for the
ScoreBoard
. We have four elements on the
ScoreBoard
for our
stub game, so we have created a constant name for each.