Space Shooter - Game Pause and Sound
| Category | : Flash | Views | : 60306 | ||
| Version | : 8 | Rating | : | ||
| Type | : Text | Source File | : space-shooter-pause-game-sound.zip | ||
| Result | : See the result | ||||
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The first thing we do is declare a new Sound():
var shoot_sound = new Sound();
Then we attach the sound we have on our library to this variable:
shoot_sound.attachSound("shoot");
And we tell our sound to play using the start() method:
shoot_sound.start();
Run the code (Ctrl + Enter) and see the results.
Now we are going to add a pause to our game.
Add a new variable to know whether we are paused or not:
var gpause = false;
Then make some changes to ALL codes.
Main code:
this.onEnterFrame = function()
{
if (!gpause)
{
//this is the rest of the code we did previously.
}
}
Enemy's code:
onClipEvent(enterFrame)
{
if (!_root.gpause)
{
this._x -= mySpeed;
if (this._x < -10)
{
reset();
}
}
}
Bullet's code:
this.onEnterFrame = function()
{
if (!_root.gpause)
{
//rest of the code we did
}
}
It's pretty simple; if gpause is false the code will run normally, but if gpause is true the code will not run.
Add another code to the main timeline:
this.onEnterFrame = function()
{
if (!_root.gpause)
{
//rest of the code we did
}
if (Key.isDown(Key.CONTROL))
{
if (gpause)
{
gpause = false;
} else if (!gpause)
{
gpause = true;
}
}
}
If the players press "ctrl" we set gpause to true or false depending on the value of gpause.
This needs to be outside "if (!_root.gpause)" because we need to check if the user pressed the pause key even if the game is paused.
The game is done! I hope you enjoyed developing it. And see you in the next series!
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