Game Development Reference
In-Depth Information
public function createProjectiles(spriteGlowFilter:GlowFilter):void {
//projectileManager.projectiles
var tempBlitArrayAsset:BlitArrayAsset = new BlitArrayAsset();
drawingCanvas.graphics.clear();
drawingCanvas.graphics.lineStyle(1, 0xffffff);
drawingCanvas.graphics.drawRect(3, 3, 2, 2);
projectileBitmapData.draw(drawingCanvas);
projectileBitmapData.applyFilter(projectileBitmapData, projectileBitmapData.rect,
point0, spriteGlowFilter);
tempBlitArrayAsset= new BlitArr`ayAsset();
projectileAnimationFrames=tempBlitArrayAsset.createRotationBlitArrayFromBD
(projectileBitmapData, 10,0);
}
Projectiles are drawn in a very similar manner to the player's ship. These are a simple rectangle
with a blue GlowFilter (spriteGlowFilter) to match the ship's glow.
Here is the projectileManager.createProjectilePool function:
public function createProjectilePool(maxProjectiles:int):void {
for (var projetcileCtr:int = 0; projetcileCtr < maxProjectiles; projetcileCtr++) {
var tempProjectile:BasicBiltArrayProjectile=new BasicBiltArrayProjectile(0,799,0,799);
tempProjectile.animationList=projectileAnimationFrames;
tempProjectile.bitmapData = tempProjectile.animationList[0];
projectilePool.push(tempProjectile);
}
}
The projectilePool is very similar to the particle pool described earlier. There are two Array s
that hold the projectiles. The projectilePool holds the inactive projectiles, and the projectiles
Array holds the active projectiles that are in use.
Adding the newGame and newLevel functions
The BlasterMines.as newGame function sets up the defaults for a new game. The new level
functions set up a new level based on a simple algorithm to change the color, speed, and number
of enemy the player must face.
override public function newGame():void {
//cannot do this until the game has been added to the stage.
if (frameRateMultiplier==2) {
stage.quality = StageQuality.BEST;
}else {
stage.quality = StageQuality.MEDIUM;
}
trace("new game");
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