Game Development Reference
In-Depth Information
import com.efg.framework.GameFrameWork;
import com.efg.framework.BasicScreen;
import com.efg.framework.ScoreBoard;
import com.efg.framework.SideBySideScoreElement;
import com.efg.framework.SoundManager;
public class Main extends GameFrameWork {
//custom score board elements
public static const SCORE_BOARD_SCORE:String = "score";
public static const SCORE_BOARD_TIME_LEFT:String = "timeleft";
public static const SCORE_BOARD_HEARTS:String = "hearts";
//custom sounds
public static var SOUND_TITLE_MUSIC:String = "titlemusic";
public static var SOUND_CAR:String = "car"
public static var SOUND_CLOCK_PICKUP:String = "clockpickup";
public static var SOUND_HEART_PICKUP:String = "heartpickup";
public static var SOUND_GAME_LOST:String = "gamelost";
public static var SOUND_LEVEL_COMPLETE:String = "levelcomplete";
public static var SOUND_SKULL_HIT:String = "skullhit";
public static var SOUND_PLAYER_START:String = "playerstart";
public static var SOUND_HIT_WALL:String = "hitwall";
//level in screen additions
private var heartsToCollect:TextField = new TextField();
public function Main() {
init();
}
override public function init():void {
game = new DriveSheSaid();
game.y = 20;
game.x = 404; //added
setApplicationBackGround(384, 404, false, 0x000000);
game.addEventListener(CustomEventHeartsNeeded.HEARTS_NEEDED, heartsNeededListener,
false, 0, true);
//add score board to the screen as the seconf layer
scoreBoard = new ScoreBoard();
addChild(scoreBoard);
scoreBoardTextFormat = new TextFormat("_sans", "11", "0xffffff", "true");
scoreBoard.createTextElement(SCORE_BOARD_SCORE, new SideBySideScoreElement
(80, 5, 20,"Score", scoreBoardTextFormat, 25, "0", scoreBoardTextFormat));
scoreBoard.createTextElement(SCORE_BOARD_TIME_LEFT, new SideBySideScoreElement
(180, 5, 20, "Time Left", scoreBoardTextFormat, 45, "0", scoreBoardTextFormat));
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