Game Development Reference
In-Depth Information
//set initial game state
switchSystemState(FrameWorkStates.STATE_SYSTEM_TITLE);
//wait
waitTime = 30;
//sounds
//*** flex SDK
soundManager.addSound(SOUND_ENEMY_FIRE,new Library.SoundEnemyFire);
soundManager.addSound(SOUND_EXPLODE, new Library.SoundExplode);
soundManager.addSound(SOUND_PLAYER_EXPLODE,new Library.SoundPlayerExplode);
soundManager.addSound(SOUND_PLAYER_FIRE,new Library.SoundPlayerFire);
soundManager.addSound(SOUND_PLAYER_MOVE,new Library.SoundPlayerMove);
soundManager.addSound(SOUND_PICK_UP,new Library.SoundPickUp);
soundManager.addSound(SOUND_GOAL,new Library.SoundGoal);
soundManager.addSound(SOUND_HIT,new Library.SoundHit);
soundManager.addSound(SOUND_MUSIC,new Library.SoundMusic);
soundManager.addSound(SOUND_HIT_WALL,new Library.SoundHitWall);
soundManager.addSound(SOUND_LIFE, new Library.SoundLife);
//*** end flex sdk
//***Flash IDE
*/
soundManager.addSound(SOUND_ENEMY_FIRE,new SoundEnemyFire);
soundManager.addSound(SOUND_EXPLODE, new SoundExplode);
soundManager.addSound(SOUND_PLAYER_EXPLODE,new SoundPlayerExplode);
soundManager.addSound(SOUND_PLAYER_FIRE,new SoundPlayerFire);
soundManager.addSound(SOUND_PLAYER_MOVE,new SoundPlayerMove);
soundManager.addSound(SOUND_PICK_UP,new SoundPickUp);
soundManager.addSound(SOUND_GOAL,new SoundGoal);
soundManager.addSound(SOUND_HIT,new SoundHit);
soundManager.addSound(SOUND_MUSIC,new SoundMusic);
soundManager.addSound(SOUND_HIT_WALL,new SoundHitWall);
soundManager.addSound(SOUND_LIFE, new SoundLife);
*/
//create timer and run it one time
frameRate = 30;
startTimer();
}
override public function systemTitle():void {
soundManager.playSound(SOUND_MUSIC, false,999, 0, 1);
super.systemTitle();
}
override public function systemNewGame():void {
soundManager.stopSound(SOUND_MUSIC);
super.systemNewGame();
}
}
}
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