Game Development Reference
In-Depth Information
symbol (right-click and choose Properties), you will see that it is set
to export with the same name as the class we
ve just created. Now
when a new CrosswordTile is constructed, this library asset will be
used as the object to display.
The CrosswordClue Class
Before we delve into building the puzzle itself, let
clue component. It is a relatively simple class
all it needs to do is
display the clue for the selected word. With no need for multiple
frames, Sprite is a better candidate than MovieClip.
package {
import flash.display.Sprite;
import flash.text.TextField;
public class CrosswordClue extends Sprite {
static public const DEFAULT_VALUE:String =
public var clueText:TextField;
public function CrosswordClue(){
public function get text():String {
return clueText.text;
public function set text(value:String):void {
clueText.text = value;
The class uses a TextField object and a getter/setter combina-
tion to assign text to it. You might wonder why we didn
use a standard text field instead of a custom class. You very well
could for an example as straightforward as this, but there are a
couple of reasons to encapsulate it as its own class. First is the abil-
ity to define constants, such as what the default value of the text
field should be when there is no clue shown. Another reason is
expandability and flexibility
by already having a class setup to
handle the clue, it will be easier to add animation and other fea-
reason you might not expect is that it is easier to set up a text field
inside Flash rather than a code. Custom fonts (basically, anything
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