Game Development Reference
In-Depth Information
break;
case FrameWorkStates.STATE_SYSTEM_GAME_OVER:
removeChild(gameOverScreen);
gameOverScreen.removeEventListener(CustomEventButtonId.BUTTON_ID,
okButtonClickListener);
break;
}
trace("next system state=" + nextSystemState);
switchSystemState(nextSystemState);
}
public function scoreBoardUpdateListener(e:CustomEventScoreBoardUpdate):void {
scoreBoard.update(e.element, e.value);
}
public function levelScreenUpdateListener(e:CustomEventLevelScreenUpdate):void {
levelInScreen.setDisplayText(levelInText + e.text);
}
public function gameOverListener(e:Event):void {
switchSystemState(FrameWorkStates.STATE_SYSTEM_GAME_OVER);
game.removeEventListener(CustomEventScoreBoardUpdate.UPDATE_TEXT,
scoreBoardUpdateListener);
game.removeEventListener(CustomEventLevelScreenUpdate.UPDATE_TEXT,
levelScreenUpdateListener);
game.removeEventListener(CustomEventSound.PLAY_SOUND, soundEventListener);
game.removeEventListener(Game.GAME_OVER, gameOverListener);
game.removeEventListener(Game.NEW_LEVEL, newLevelListener);
}
public function newLevelListener(e:Event):void {
switchSystemState(FrameWorkStates.STATE_SYSTEM_NEW_LEVEL);
}
public function waitCompleteListener(e:Event):void {
switch(lastSystemState) {
case FrameWorkStates.STATE_SYSTEM_LEVEL_IN:
removeChild(levelInScreen);
break
}
removeEventListener(EVENT_WAIT_COMPLETE, waitCompleteListener);
switchSystemState(nextSystemState);
}
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