Game Development Reference
In-Depth Information
video stream, messages are broadcast and captured by one event.
fails to load, when the video actually starts playing, and when it
finishes. There are two other events that we need to set up listeners
for, which are error-based. It
s not that we should be overly
concerned with these errors, but without a listener attached to them,
they will throw real run-time errors that can break other parts of your
code. Now that we
ve covered all the
code, we
take a look at the main methods used to control the manager.
public function playCutscene(url:String) : void {
_activeVideo = url;
_stream = new NetStream(_nc);
netStatus, false, 0, true);
asyncError, false, 0, true);
if (stage) stage.addEventListener(KeyboardEvent.KEY_
DOWN, skipCutscene, false, 0, true);
public function stopCutscene(eventType:String = Event.CANCEL) :
void {
dispatchEvent(new Event(eventType));
if (stage) stage.removeEventListener(KeyboardEvent.KEY_
DOWN, skipCutscene);
public function get activeVideo():String {
return _activeVideo;
protected function skipCutscene(e:KeyboardEvent) {
if (e.keyCode == skipKey) stopCutscene();
The playCutscene method is the heart of this class. It accepts a
URL string, sets up the stream, and links it to the video. It also adds
a listener for keystrokes, so you can define a key that will skip the
cutscene. You probably noticed back in the netStatus method that
on the video finishing it calls stopCutscene and passes a parameter
of Event.COMPLETE. By default, the stopCutscene method will
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