Game Development Reference
In-Depth Information
import flash.events.TimerEvent;
import flash.text.TextFormat;
public class Main extends GameFrameWork
{
//custom sccore board elements
public static const SCORE_BOARD_SCORE:String = "score";
public static const SCORE_BOARD_LEVEL:String = "level";
public static const SCORE_BOARD_TURN:String = "turn";
public static const SCORE_BOARD_COMPUTER_LIFE:String = "computerLife";
public static const SCORE_BOARD_PLAYER_LIFE:String = "playerLife";
//custom sounds
public static const SOUND_CLICK:String = "soundClick";
public static const SOUND_BONUS:String = "soundBonus";
public static const SOUND_WIN:String = "soundWin";
public static const SOUND_LOSE:String = "soundLose";
public static const SOUND_HIT:String = "soundHit";
public static const SOUND_SOUND_TRACK_1:String = "soundTrack1";
public static const SOUND_SOUND_TRACK_2:String = "soundTrack2";
//**Flex Framework Only
/*
[Embed(source = "assets/dicebattleassets.swf", symbol="SoundClick")]
private var SoundClick:Class;
[Embed(source = "assets/dicebattleassets.swf", symbol="SoundBonus")]
private var SoundBonus:Class;
[Embed(source = "assets/dicebattleassets.swf", symbol="SoundWin")]
private var SoundWin:Class;
[Embed(source = "assets/dicebattleassets.swf", symbol="SoundLose")]
private var SoundLose:Class; //chnaged
[Embed(source = "assets/dicebattleassets.swf", symbol="SoundHit")]
private var SoundHit:Class;
[Embed(source = "assets/dicebattleassets.swf", symbol="SoundTrack1")]
private var SoundTrack1:Class;
[Embed(source = "assets/dicebattleassets.swf", symbol="SoundTrack2")]
private var SoundTrack2:Class;
*/
// Our construction only calls init(). This way, we can re-init the
entire systemif necessary
public function Main() {
init();
}
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