Game Development Reference
In-Depth Information
instructionsScreen.createOkButton("Play",new Point(250,250),100,20,
screenButtonFormat,0xFFFFFF,0xFF0000,2);
gameOverScreen = new BasicScreen(FrameWorkStates.STATE_SYSTEM_GAME_OVER,
600,400, false, 0x000000);
gameOverScreen.createDisplayText("Game Over",300,new Point(250,100),
screenTextFormat);
gameOverScreen.createOkButton("Play Again",new Point(225,250),150,20,
screenButtonFormat,0xFFFFFF,0xFF0000,2);
levelInText = "Level ";
levelInScreen = new BasicScreen(FrameWorkStates.STATE_SYSTEM_GAME_OVER,
600,400, false, 0x000000);
levelInScreen.createDisplayText(levelInText,300,new Point(275,100),
screenTextFormat);
//set initial game state
switchSystemState(FrameWorkStates.STATE_SYSTEM_TITLE);
waitTime= 40;
soundManager.addSound(SOUND_CLICK,new SoundClick());
soundManager.addSound(SOUND_BONUS, new SoundBonus());
soundManager.addSound(SOUND_WIN,new SoundWin());
soundManager.addSound(SOUND_LOSE,new SoundLose());
soundManager.addSound(SOUND_HIT,new SoundHit());
soundManager.addSound(SOUND_SOUND_TRACK_1,new SoundTrack1());
soundManager.addSound(SOUND_SOUND_TRACK_2,new SoundTrack2());
frameRate = 40;
startTimer();
}
override public function systemTitle():void {
soundManager.playSound(Main.SOUND_SOUND_TRACK_1,true,1000,0,1);
super.systemTitle();
}
override public function systemNewGame():void {
soundManager.playSound(Main.SOUND_SOUND_TRACK_2,true,1000,0,1);
super.systemNewGame();
}
override public function systemGameOver():void {
soundManager.playSound(Main.SOUND_SOUND_TRACK_1,true,1000,0,1);
super.systemGameOver();
}
}
}
Search WWH ::




Custom Search