Game Development Reference
In-Depth Information
ll now look at the methods we
ve defined for each state of the
game, breaking them into pairs.
private function onPreGameEnter():void
var overlayClass:Class = Class( getDefinitionByName(
mOverlayClip = new overlayClass() as MovieClip;
private function onPreGameUpdate( _dt:Number ):void
if (mOverlayClip.currentFrame == mOverlayClip.totalFrames)
removeChild( mOverlayClip );
mOverlayClip = null;
mStateMachine.gotoState( STATE_GAME_ACTIVE );
When the PRE_GAME state is entered, it creates an overlay for
the countdown clip, which has a simple animation play to its com-
pletion. In the update loop for this state, we simply check to see if
the animation is done playing. If it is, we remove the animation
and then head directly into the GAME_ACTIVE state.
private function onGameActiveEnter():void
clipTouchController1.init( this, new Point( clipPaddle1.x,
clipPaddle1.y ), clipPaddle1.height * 0.75 );
clipTouchController2.init( this, new Point( clipPaddle2.x,
clipPaddle2.y ), clipPaddle2.height * 0.75 );
private function onGameActiveUpdate( _dt:Number ):void
clipPaddle1.x = clipTouchController1.position.x;
clipPaddle1.y = clipTouchController1.position.y;
clipPaddle2.x = clipTouchController2.position.x;
clipPaddle2.y = clipTouchController2.position.y;
mEngine.setPlayer1Position( clipTouchController1.position.
x, clipTouchController1.position.y );
mEngine.setPlayer2Position( clipTouchController2.position.
x, clipTouchController2.position.y );
mEngine.update( _dt );
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