Game Development Reference
In-Depth Information
2.
Next, we enlarge and move the symbol to the center of the backgroundBitmapData with
a scale and translate matrix.
3.
We draw a rectangle box around the entire backgroundBitmapData to give it a thin
border.
4. We draw 800 random blue stars (single pixels) to the backgroundBitmapData .
Now, we will take a look at the MineManager class function, createLevelMines . This function
creates a certain number of Mine class instances based on the level value:
public function createLevelMines(spriteGlowFilter:GlowFilter,level:int,
levelColor:uint):void{
//*** Mines look
mineBitmapData= new BitmapData(32, 32, true, 0x00000000);
var tempBlitArrayAsset:BlitArrayAsset = new BlitArrayAsset();
drawingCanvas.graphics.clear();
drawingCanvas.graphics.lineStyle(2, 0xffffff);
drawingCanvas.graphics.moveTo(6, 6);
drawingCanvas.graphics.lineTo(25, 6);
drawingCanvas.graphics.lineTo(25, 22);
drawingCanvas.graphics.lineTo(6, 22);
drawingCanvas.graphics.lineTo(6, 6);
drawingCanvas.graphics.moveTo(18, 8);
drawingCanvas.graphics.lineTo(18, 16);
drawingCanvas.graphics.lineTo(12, 16);
drawingCanvas.graphics.lineTo(12, 12);
drawingCanvas.graphics.moveTo(9, 23);
drawingCanvas.graphics.lineTo(9, 25);
drawingCanvas.graphics.moveTo(15, 23);
drawingCanvas.graphics.lineTo(15, 25);
drawingCanvas.graphics.moveTo(21, 23);
drawingCanvas.graphics.lineTo(21, 25);
spriteGlowFilter.color = levelColor;
mineBitmapData.draw(drawingCanvas);
mineBitmapData.applyFilter(mineBitmapData, mineBitmapData.rect, point0,
spriteGlowFilter);
tempBlitArrayAsset = new BlitArrayAsset();
mineAnimationFrames=tempBlitArrayAsset.createRotationBlitArrayFromBD
(mineBitmapData, 1,90);
//*** end look
//create mines for the level
mines = [];
for (var ctr:int=0;ctr<30+20*level;ctr++) {
var tempMine:Mine=new Mine(13,787,13,787);
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