Game Development Reference
In-Depth Information
will create for the game in this chapter will be a child of the
Game.as
base class. It will override
some of the
Game.as
base classes and hold the custom logic for the game.
//Game is our custom class to hold all logic for the game.
private var game:Game;
The wait variables
These variables are used for the simple wait period in the
STATE_SYSTEM_WAIT
state.
waitTime
can be set to a different value each time it is used.
30
is the default. We have set the frame rate
for our application framework to 30 frames per second, so this would be a one second wait time.
30 frame ticks equals 1 second of time in our game timer if the frame rate is set to 30.
waitCount
is incremented each frame when a wait is occurring. When
waitCount==waitTime
, the control
moves to the next state.
//waitTime is used in conjunction with the STATE_SYSTEM_WAIT state
// it suspends the game and allows animation or other processing to
//finish
private var waitTime:int = 30;
private var waitCount:int=0;
The constructor function definition
The constructor for
GameFrameWork.as
does not contain any code. It is simply a placeholder. We
will subclass
GameFrameWork.
as to create the unique
Main.as
for each game. The
Main.as
constructor will contain code to call the
init
function override.
public function GameFrameWork() {
}
The init function definition
The
init()
function is simply a stub to be overridden by the
Main.as
subclass of
GameFrameWork.as
.
The setApplicationBackGround function definition
This function accepts in parameters to create a basic back ground for the game. The width,
height, transparency Boolean, and color values for the back ground are passed and used to
instantiate the
appBackBitmapData
and place it on to the display list.
The startTimer function definition
This function will be called by the
Main.as
subclass inside its
init
function. It will use the
frameRate
variable to create the
timerPeriod
. Since the
timerPeriod
must be expressed in
milliseconds (1,000/1 of a second equals a
timerPeriod
of 1000 or a single second), we simply
divide the
frameRate
into 1,000 to get the number of times per second that the timer must run. In
the case of a
frameRate
that is set to 30 ticks for example, the
timerPeriod
would be 33.33.