Game Development Reference
In-Depth Information
soundManager.addSound(SOUND_GAME_LOST,new Library.SoundGameLost);
soundManager.addSound(SOUND_LEVEL_COMPLETE,new Library.SoundLevelComplete);
soundManager.addSound(SOUND_SKULL_HIT,new Library.SoundSkullHit);
soundManager.addSound(SOUND_PLAYER_START,new Library.SoundPlayerStart);
soundManager.addSound(SOUND_HIT_WALL,new Library.SoundHitWall);
//*** Flash IDE SDK
//soundManager.addSound(SOUND_TITLE_MUSIC,new SoundTitleMusic);
//soundManager.addSound(SOUND_CAR, new SoundCar);
//soundManager.addSound(SOUND_CLOCK_PICKUP,new SoundClockPickup);
//soundManager.addSound(SOUND_HEART_PICKUP,new SoundHeartPickup);
//soundManager.addSound(SOUND_GAME_LOST,new SoundGameLost);
//soundManager.addSound(SOUND_LEVEL_COMPLETE,new SoundLevelComplete);
//soundManager.addSound(SOUND_SKULL_HIT,new SoundSkullHit);
//soundManager.addSound(SOUND_PLAYER_START,new SoundPlayerStart);
//soundManager.addSound(SOUND_HIT_WALL,new SoundHitWall);
If you are using the Flash IDE, you will want to comment out the Flex SDK addSound function
calls and uncomment the Flash IDE versions.
Again, like in the previous chapters, we created override functions for the systemTitle and
systemNewGame functions to handle the title screen music.
Transitioning to the LevelInScreen
One of the biggest changes in this version of Main is the coding on the leveInScreen transition in
the. Our game class instance will be positioned at 404x to begin the game.
game.x = 404;
We have also created an override function for the systemWait function.
During the STATE_SYSTEM_LEVEL_IN state, this new function will move the game screen from the
right-hand side of the stage to the 0 x position where the game play will start. Also, the game
levelInScreen will fade out by decrementing its alpha value.
if (lastSystemState == FrameWorkStates.STATE_SYSTEM_LEVEL_IN) {
game.x -= 2;
if (game.x < 100) {
levelInScreen.alpha -= .01;
if (levelInScreen.alpha < 0 ) {
levelInScreen.alpha = 0;
}
}
if (game.x <= 0) {
game.x = 0;
soundManager.playSound(SOUND_PLAYER_START, false,1,20, 1);
dispatchEvent(new Event(EVENT_WAIT_COMPLETE));
}
}
Notice also that once the levelInScreen is in its final position we have a sound that plays
(SOUND_PLAYER_START) to indicate the level has begun.
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