Game Development Reference
In-Depth Information
Figure 8-3. Blocks falling into place (annoted with const identifiers)
Next, we add an EventListener for the CustomEventClickBlock.EVENT_CLICK_BLOCK event we
created earlier in the CustomEventClickBlock class. We will put into our CustomEvent class named
CUSTOMEVENT_CLICKBLOCK . This is the same event that we had the Block class dispatch when it was
clicked. The function blockClickListener will be used to handle that event. Finally, we put the Block
on the screen with addChild and then return a reference to the Block to the caller. In our case, this is
always replaceBlocks , which will store the reference in the board 2D array.
tempBlock.x=(col*BLOCK_WIDTH)+X_PAD+(col*COL_SPACING);
tempBlock.y= 0 - BLOCK_HEIGHT;
tempBlock.addEventListener(CustomEventClickBlock.EVENT_CLICK_BLOCK,
blockClickListener, false, 0, true);
this.addChild(tempBlock);
return tempBlock;
}
Expanding update and render for ColorDrop
The update and render functions for Color Drop are similar to ones created for other games in
this topic. However, we have expanded the logic a bit in both of them to assist with our local
ColorDrop state machine. Recall, that these two functions are called regardless of the gameState .
We do this because multiple states require these functions to be called, but it is messy to call
them multiple times within the state switch statement. Instead, we put in some simple logic to test
the Block objects to see if they need to have their render or update functions called.
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