Game Development Reference
In-Depth Information
public function soundEventListener(e:CustomEventSound):void {
if (e.type == CustomEventSound.PLAY_SOUND) {
//trace("play sound");
soundManager.playSound(e.name, e.isSoundTrack, e.loops, e.offset, e.volume );
}else {
soundManager.stopSound(e.name, e.isSoundTrack);
}
}
public function keyDownListener(e:KeyboardEvent):void {
trace("key down: " + e.keyCode);
switch(e.keyCode) {
case KEY_PAUSE:
//pause key pressed
pausedKeyPressedHandler();
break;
case KEY_MUTE:
muteKeyPressedHandler();
break;
}
}
public function pausedScreenClickListener(e:Event):void {
removeChild(pausedScreen);
pausedScreen.removeEventListener(CustomEventButtonId.BUTTON_ID,
okButtonClickListener);
trace("clicked");
paused = false;
stage.focus = game;
}
public function pausedKeyPressedHandler():void {
trace("handle pause");
addChild(pausedScreen);
pausedScreen.addEventListener(CustomEventButtonId.BUTTON_ID ,
pausedScreenClickListener, false, 0, true);
paused = true;
}
public function muteKeyPressedHandler():void {
soundManager.muteSound();
}
}
}
That is the complete
GameFrameWork.as
file as it stands in this chapter. We will make many
additions to it when we cover preloading and Mochi integration in Chapter 12.