Game Development Reference
In-Depth Information
game.addEventListener(CustomEventScoreBoardUpdate.
UPDATE_TEXT,scoreBoardUpdateListener,false, 0, true);
game.addEventListener(CustomEventLevelScreenUpdate.
UPDATE_TEXT,levelScreenUpdateListener,false, 0, true);
game.addEventListener(Game.GAME_OVER, gameOverListener,
false, 0, true);
game.addEventListener(Game.NEW_LEVEL, newLevelListener,
false, 0, true);
game.newGame();
switchSystemState(FrameWorkStates.STATE_SYSTEM_NEW_LEVEL);
}
public function systemNewLevel():void {
game.newLevel();
switchSystemState(FrameWorkStates.STATE_SYSTEM_LEVEL_IN);
}
public function systemLevelIn():void {
addChild(levelInScreen);
waitTime = 30;
switchSystemState(FrameWorkStates.STATE_SYSTEM_WAIT);
nextSystemState = FrameWorkStates.STATE_SYSTEM_GAME_PLAY;
addEventListener(EVENT_WAIT_COMPLETE,
waitCompleteListener, false, 0, true);
}
public function systemGameOver():void {
removeChild(game);
addChild(gameOverScreen);
gameOverScreen.addEventListener(CustomEventButtonId.
BUTTON_ID,okButtonClickListener, false, 0, true);
switchSystemState(FrameWorkStates.
STATE_SYSTEM_WAIT_FOR_CLOSE);
nextSystemState = FrameWorkStates.STATE_SYSTEM_TITLE;
}
public function systemGamePlay():void {
game.runGame();
}
public function systemWaitForClose():void {
//do nothing
}
public function systemWait():void {
waitCount++;
if (waitCount > waitTime) {
waitCount = 0;
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