Game Development Reference
In-Depth Information
private var levelColor:uint;
private var level:int = 0;
private var score:int = 0;
private var shield:int = 10;
private var maxLevel:int = levelColors.length;
private var playerStarted:Boolean = false;
private var playerExplosionParticles:Array = [];
//Canvas and background
private var backgroundBitmapData:BitmapData = new BitmapData(800, 800, false,
0x000000);
private var canvasBitmapData:BitmapData = new BitmapData(800, 800, false, 0x000000);
private var canvasBitmap:Bitmap = new Bitmap(canvasBitmapData);
private var canvasRect:Rectangle = new Rectangle(0,0,400,400);
//drawing
private var drawingCanvas:Shape = new Shape();
//player
private var player:BlitArrayPlayerFollowMouse = new BlitArrayPlayerFollowMouse
(1, 767, 1, 767);
//mineManager
private var mineManager:MineManager = new MineManager();
public var tempMine:Mine;
//projectileManagere
private var projectileManager:ProjectileManager = new ProjectileManager();
private var tempProjectile:BasicBiltArrayProjectile;
//particleManager.particles
private var particleManager:ParticleManager = new ParticleManager();
private var tempParticle:com.efg.framework.BasicBiltArrayParticle;
//reused rectangles/points
private var rect32:Rectangle = new Rectangle(0, 0, 32, 32);
private var point0:Point = new Point(0, 0);
private var spriteGlowFilter:GlowFilter = new GlowFilter(0x0066ff, 1, 3 , 3, 3,
3, false, false);
private var canvasBitmapGlowFilter:GlowFilter=new GlowFilter(0x0066ff, .5, 400,
400, 1, 1, true, false);
//scoreBoard objects - for optimization
private var customScoreBoardEventScore:CustomEventScoreBoardUpdate = new
CustomEventScoreBoardUpdate(CustomEventScoreBoardUpdate.UPDATE_TEXT,
Main.SCORE_BOARD_SCORE, "");
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