Game Development Reference
In-Depth Information
private var pickupHitPoint:Point = new Point(0, 0);
//temps for loops
private var tempExplode:BlitSprite;
private var tempPickup:BlitSprite;
//explosions
private var explosionList:Array;
//pickups
private var ammoPickupList:Array;
private var lifePickupList:Array;
private var ammoPickupAmount:int;
//missiles
private var playerMissileList:Array;
private var tempMissile:BlitSprite;
private var enemyMissileList:Array;
//** end the final Game.as variables **
Adding the new NoTanks.as init function
The new
init
function is going to delete the
newGame
function call and set the
focusRect
to be
false
.
private function init():void {
this.focusRect = false;
initTileSheetData();
}
The
newGame
function is now called by
Main.as
and the
focusRect
will be set to
false
when the
level starts.
Creating the newGame function
This function is almost a complete rewrite of the original
newGame
function. We have added code
to reset the
level
,
score
,
lives
, and
gameOver
variables, as well as dispatch events to update the
four scoreboard elements.
override public function newGame():void {
setRegions();
level = 0;
score = 0;
lives = playerStartLives;
gameOver = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownListener);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpListener);
addChild(canvasBitmap);
dispatchEvent(new CustomEventScoreBoardUpdate(CustomEventScoreBoardUpdate.
UPDATE_TEXT,Main.SCORE_BOARD_SCORE,"0"));