Game Development Reference
In-Depth Information
override public function addSounds():void {
//flash IDE only (uncomment these lines if using the IDE)
//soundManager.addSound(SOUND_IN_GAME_MUSIC, new SoundMusicInGame);
//soundManager.addSound(SOUND_TITLE_MUSIC,new SoundMusicTitle);
//soundManager.addSound(SOUND_EXPLODE,new SoundExplode);
}
override public function frameRateProfileComplete(e:Event):void {
//advanced timer
trace("profiledFrameRate=" + frameRateProfiler.profilerFrameRateAverage);
game.setRendering(frameRateProfiler.profilerFrameRateAverage, frameRate);
game.timeBasedUpdateModifier = frameRate;
removeEventListener(FrameRateProfiler.EVENT_COMPLETE, frameRateProfileComplete) ;
removeChild(frameRateProfiler);
//frame counter
frameCounter.x = 400;
frameCounter.y = 0;
frameCounter.profiledRate = frameRateProfiler.profilerFrameRateAverage;
frameCounter.showProfiledRate = true;
addChild(frameCounter);
startTimer(true);
}
override public function systemMochiAd():void {
super.systemMochiAd();
//*** flex sdk version
nextSystemState = FrameWorkStates.STATE_SYSTEM_TITLE;
//flash IDE version
//nextSystemState = FrameWorkStates.STATE_SYSTEM_PRELOAD;
}
override public function systemGameOver():void {
super.systemGameOver();
lastScore = game.lastScore;
nextSystemState = FrameWorkStates.STATE_SYSTEM_MOCHI_HIGHSCORES;
}
override public function systemGamePlay():void {
game.runGameTimeBased(paused,timeDifference);
}
override public function systemTitle():void {
soundManager.playSound(SOUND_TITLE_MUSIC, true,999, 20, 1);
super.systemTitle();
}
override public function systemNewGame():void {
trace("new game");
soundManager.stopSound(SOUND_TITLE_MUSIC,true);
super.systemNewGame();
}
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