Game Development Reference
In-Depth Information
}
bitmapData = animationList[frame];
}
public function render(canvasBitmapData:BitmapData):void {
x = nextX;
y = nextY;
point.x = x;
point.y = y;
canvasBitmapData.copyPixels(bitmapData, bitmapData.rect, point);
}
public function dispose():void {
bitmapData.dispose();
bitmapData = null;
animationList = null;
point = null;
}
}
}
The next two classes, BasicBlitArrayParticle and Basic BlitArrayProjectile , will be
subclasses of the BasicBlitArrayObject class. They are generic enough to be part of the
framework rather than the Blaster Mines page package.
Designing the BasicBlitArrayParticle class
The BasicBlitArrayParticle class is a subclass of the BlitArrayObjec t that will be used in our
game for basic explosion particles. This class will be added to the framework package and will be
located here: com.efg.famework .
Here are its public attributes:
public var lifeDelayCount:int : The count of frames between changes in animation
public var lifeDelay:int : The number of fames to count in lifeDelayCount
Here is the private attribute:
private var remove:Boolean : remove will be set to true if the particle needs to be
removed from the screen.
And these are the public functions:
public function BasicBiltArrayParticle(xMin:int,xMax:int, yMin:int, yMax:int
) : The constructor for all of the children of BasicBlitArrayObject accepts in the same
parameters as their parent and pass them off with a call to super(): super(xMin, xMax,
yMin, yMax); .
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