Game Development Reference
In-Depth Information
tempEnemy = enemies[i];
if (tempEnemy.hitTestObject(player)) {
chances--;
chancesText.text = chances.toString();
makeExplosion(tempEnemy.x, tempEnemy.y);
gameState = STATE_REMOVE_PLAYER;
}
}
}
public function makeExplosion(ex:Number, ey:Number) {
var tempExplosion:MovieClip;
tempExplosion = new ExplosionImage();
tempExplosion.x = ex;
tempExplosion.y = ey;
addChild(tempExplosion);
explosions.push(tempExplosion);
var sound:Sound = new Explode();
sound.play();
}
public function testForEnd() {
if (chances <= 0) {
removePlayer();
gameState = STATE_END_GAME;
} else if(score > level*30) {
level++;
levelText.text = level.toString();
}
}
public function removeEnemy(idx:int) {
removeChild(enemies[idx]);
enemies.splice(idx,1);
}
public function removeMissile(idx:int) {
removeChild(missiles[idx]);
missiles.splice(idx,1);
}
public function removeExplosion(idx:int) {
removeChild(explosions[idx]);
explosions.splice(idx,1);
}
public function onMouseDownEvent(e:MouseEvent) {
if (gameState == STATE_PLAY_GAME) {
var tempMissile:MovieClip = new MissileImage();
tempMissile.x = player.x + (player.width/2);
tempMissile.y = player.y;
tempMissile.speed = 5;
missiles.push(tempMissile);
addChild(tempMissile);
var sound:Sound = new Shoot();
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