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Text File  |  2009-06-09  |  4.9 KB  |  153 lines

  1. class disney.rabbitRivalry.ui.GamePlay extends disney.rabbitRivalry.ui.Screen
  2. {
  3.    var __overlay;
  4.    var __nav;
  5.    var __help;
  6.    var __state;
  7.    var __hideYoMeter;
  8.    var DOES_UPDATE = true;
  9.    var __HAS_INTRO = true;
  10.    var __LEVEL_INTRO_END_FRAME = 32;
  11.    var __YANG_INTRO_END_FRAME = 45;
  12.    var __YIN_INTRO_END_FRAME = 71;
  13.    var __YANG_OUTRO_END_FRAME = 58;
  14.    var __YIN_OUTRO_END_FRAME = 82;
  15.    function GamePlay(mc, ui, overlay, nav, help)
  16.    {
  17.       super(mc,ui);
  18.       this.__overlay = overlay;
  19.       this.__nav = nav;
  20.       this.__help = help;
  21.       this.__state = disney.rabbitRivalry.GameState.getInstance();
  22.       this.__hideYoMeter = false;
  23.    }
  24.    function update(dt)
  25.    {
  26.       super.update(dt);
  27.       if(this.__state.actionState == 1)
  28.       {
  29.          if(this.__overlay._currentFrame >= this.__LEVEL_INTRO_END_FRAME)
  30.          {
  31.             this.__state.advanceState();
  32.             this.__overlay.gotoAndPlay(!this.__state.isYang ? "yin_in" : "yang_in");
  33.          }
  34.       }
  35.       else if(this.__state.actionState == 2)
  36.       {
  37.          if(this.__overlay._currentFrame == (!this.__state.isYang ? this.__YIN_INTRO_END_FRAME : this.__YANG_INTRO_END_FRAME))
  38.          {
  39.             this.assignWeaponSelectButtons();
  40.             this.__state.advanceState();
  41.          }
  42.       }
  43.       else if(this.__state.actionState == 3)
  44.       {
  45.          if(this.__overlay._currentFrame == (!this.__state.isYang ? this.__YIN_OUTRO_END_FRAME : this.__YANG_OUTRO_END_FRAME))
  46.          {
  47.             this.__state.advanceState();
  48.             this.__overlay.gotoAndStop("hidden");
  49.          }
  50.       }
  51.    }
  52.    function updateLives()
  53.    {
  54.       var _loc2_ = disney.rabbitRivalry.GameState.getInstance().misses;
  55.       while(true)
  56.       {
  57.          _loc2_;
  58.          if(!_loc2_--)
  59.          {
  60.             break;
  61.          }
  62.          this.__nav["underwear_" + (_loc2_ + 1)].gotoAndStop("on");
  63.       }
  64.       _loc2_ = 5;
  65.       while(_loc2_ > disney.rabbitRivalry.GameState.getInstance().misses)
  66.       {
  67.          this.__nav["underwear_" + _loc2_].gotoAndStop("off");
  68.          _loc2_ = _loc2_ - 1;
  69.       }
  70.    }
  71.    function updateScore()
  72.    {
  73.       this.__nav.scoreBoard_mc.txt_score.text = String(disney.rabbitRivalry.GameState.getInstance().score);
  74.    }
  75.    function onNextRabbit()
  76.    {
  77.       this.__overlay.gotoAndStop(32);
  78.    }
  79.    function onOpened()
  80.    {
  81.       super.onOpened();
  82.       this.__overlay.gotoAndPlay("level");
  83.       this.__overlay.levelNum_mc.txt_mc.textBox.text = _root.level_txt + " " + this.__state.levelNum;
  84.       if(disney.rabbitRivalry.GameState.getInstance().levelNum == 1 || this.__nav._currentframe == 1)
  85.       {
  86.          this.__nav.gotoAndPlay("intro");
  87.       }
  88.       this.updateScore();
  89.       this.updateLives();
  90.    }
  91.    function onClosed()
  92.    {
  93.       this.__overlay.gotoAndStop("hidden");
  94.       super.onClosed();
  95.    }
  96.    function assignWeaponSelectButtons()
  97.    {
  98.       this.__overlay.wep_1.onRollOver = function()
  99.       {
  100.          smashing.keithm.Messenger.sendMessage("world","onSelectWeapon",{num:1});
  101.          disney.rabbitRivalry.Sounds.getInstance().playVoiceOver("attack1");
  102.       };
  103.       this.__overlay.wep_1.onRelease = function()
  104.       {
  105.          smashing.keithm.Messenger.sendMessage("world","onSelectWeapon",{num:1});
  106.          smashing.keithm.Messenger.sendMessage("screen","onSelectWeapon");
  107.       };
  108.       this.__overlay.wep_2.onRollOver = function()
  109.       {
  110.          smashing.keithm.Messenger.sendMessage("world","onSelectWeapon",{num:2});
  111.          disney.rabbitRivalry.Sounds.getInstance().playVoiceOver("attack2");
  112.       };
  113.       this.__overlay.wep_2.onRelease = function()
  114.       {
  115.          smashing.keithm.Messenger.sendMessage("world","onSelectWeapon",{num:2});
  116.          smashing.keithm.Messenger.sendMessage("screen","onSelectWeapon");
  117.       };
  118.       this.__overlay.wep_3.onRollOver = function()
  119.       {
  120.          smashing.keithm.Messenger.sendMessage("world","onSelectWeapon",{num:3});
  121.          disney.rabbitRivalry.Sounds.getInstance().playVoiceOver("attack3");
  122.       };
  123.       this.__overlay.wep_3.onRelease = function()
  124.       {
  125.          smashing.keithm.Messenger.sendMessage("world","onSelectWeapon",{num:3});
  126.          smashing.keithm.Messenger.sendMessage("screen","onSelectWeapon");
  127.       };
  128.    }
  129.    function onSelectWeapon()
  130.    {
  131.       this.__overlay.gotoAndPlay(!this.__state.isYang ? "yin_out" : "yang_out");
  132.    }
  133.    function runResultAnim(t_args)
  134.    {
  135.       this.__nav.resultsAnim_mc.gotoAndPlay(2);
  136.       this.__nav.resultsAnim_mc.text_mc.gotoAndStop(t_args.type);
  137.    }
  138.    function onPressHelpOpen()
  139.    {
  140.       this.__help.gotoAndPlay("open");
  141.       smashing.keithm.Messenger.sendMessage("engine","pause");
  142.    }
  143.    function onPressHelpClose()
  144.    {
  145.       this.__help.gotoAndPlay("close");
  146.       smashing.keithm.Messenger.sendMessage("engine","unpause");
  147.    }
  148.    function onPressPlay()
  149.    {
  150.       this.onPressHelpClose();
  151.    }
  152. }
  153.