Game Development Reference
In-Depth Information
dispatchEvent(new Event(EVENT_WAIT_COMPLETE));
}
}
public function okButtonClickListener(e:CustomEventButtonId):void {
switch(e.id) {
case FrameWorkStates.STATE_SYSTEM_TITLE:
removeChild(titleScreen);
titleScreen.removeEventListener(CustomEventButtonId.
BUTTON_ID,okButtonClickListener);
break;
case FrameWorkStates.STATE_SYSTEM_INSTRUCTIONS:
removeChild(instructionsScreen);
instructionsScreen.removeEventListener(
CustomEventButtonId.BUTTON_ID,okButtonClickListener);
break;
case FrameWorkStates.STATE_SYSTEM_GAME_OVER:
removeChild(gameOverScreen);
gameOverScreen.removeEventListener(
CustomEventButtonId.BUTTON_ID,okButtonClickListener);
break;
}
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);
}
//gameOverListener listens for Game.GAMEOVER simple
//custom events calls and changes state accordingly
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(Game.GAME_OVER, gameOverListener);
game.removeEventListener(Game.NEW_LEVEL, newLevelListener);
}
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