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Achievements. A simple example showing the loading of the available achievements for the currently signed in player.
// Initialisation code and sign in code
// You must be signed in for achievements to work
GameServices.service.achievements.addEventListener( AchievementEvent.ACHIEVEMENTS_LOADED, achievementsLoadedHandler );
GameServices.service.achievements.addEventListener( AchievementEvent.ACHIEVEMENTS_ERROR, achievementsErrorHandler );
if (GameServices.service.isSignedIn() && GameServices.service.achievements.isSupported)
{
GameServices.service.achievements.loadAchievements( true );
}
...
private function achievementsLoadedHandler( event:AchievementEvent ):void
{
var achievements:Array = event.data;
for each (var achievement:Achievement in achievements)
{
trace( "["+achievement.id+"] " + achievement.name + "[" + achievement.state + "]::" + achievement.iconLockedUrl );
// Here we are demonstrating the unlock (achieve/earn) functionality
// you wouldn't do this here, but when the player did something in your game
if (achievement.state == AchievementState.STATE_REVEALED)
GameServices.service.achievements.achievementUnlock( achievement.id );
}
}
private function achievementsErrorHandler( event:AchievementEvent ):void
{
trace( "ACHIEVEMENTS ERROR" );
}
// com.distriqt.GameServices
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