Game Development Reference
In-Depth Information
private function render():void {
canvasBitmapData.lock();
canvasBitmapData.copyPixels(backgroundBitmapData, backgroundBitmapData.rect, point0);
if (playerStarted) {
player.render(canvasBitmapData);
}
for each (tempMine in mineManager.mines) {
tempMine.render(canvasBitmapData);
}
for each (tempParticle in particleManager.particles) {
tempParticle.render(canvasBitmapData);
}
for each (tempProjectile in projectileManager.projectiles) {
tempProjectile.render(canvasBitmapData);
}
for each (tempParticle in playerExplosionParticles) {
tempParticle.render(canvasBitmapData);
}
if (player.shieldRender) {
//trace("render shield");
canvasBitmapData.copyPixels(player.shieldBitmapData, player.
shieldBitmapData.rect, player.point);
player.shieldCount++;
if (player.shieldCount > player.shieldLife) {
player.shieldCount = 0;
player.shieldRender = false;
}
}
canvasBitmapData.unlock();
if (playerStarted) {
canvasRect.x = player.x - 200;
canvasRect.y = player.y - 200;
if (canvasRect.x < 0) canvasRect.x = 0;
if (canvasRect.y < 0) canvasRect.y = 0;
if (canvasRect.x > 399) canvasRect.x = 399;
if (canvasRect.y > 399) canvasRect.y = 399;
canvasBitmap.scrollRect = canvasRect;
}
}
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