Talking about Perfectionism game, Flash and Game development.
This is the last step.
And the end of this one, we’ll have our complete Perfectionism game
The score
You get one point every time you move a square into a ring, and you lose one point every time you move a square out of a ring
To show the score, I just created a new movieclip with a dynamic text area into it just like in the picture
As you can see, the movieclip is called and linked as score
while the text area is instanced as scoretxt
Now, the actionscript:
_root.createEmptyMovieClip("rays",2);
_root.attachMovie("next_level","next_level",3,{_x:400, _y:450});
_root.attachMovie("prev_level","prev_level",4,{_x:50, _y:450});
_root.attachMovie("score","score",5);
level = new Array();
level[1] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[2] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[3] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[4] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[5] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 2, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[6] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 0, 0, 0, 0, 0, 0, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[7] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 2, 1, 0, 0, 0, 0, 0, 0, 2, 1, 0, 0, 2, 1, 0, 2, 0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[8] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 0, 1, 2, 0, 0, 0, 0, 0, 0, 1, 2, 0, 2, 2, 1, 0, 0, 1, 2, 0, 1, 1, 0, 0, 0, 1, 2, 0, 0, 0, 1, 1, 0, 1, 2, 0, 2, 0, 2, 2, 0, 1, 2, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0);
level[9] = new Array(2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 2, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 2);
level[10] = new Array(2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 2, 0, 0, 2, 1, 0, 0, 2, 0, 1, 1, 1, 1, 0, 0, 2, 2, 0, 1, 2, 0, 0, 2, 2, 2, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 2, 2, 0, 0, 0, 2, 0, 0);
level[11] = new Array(1, 2, 0, 0, 0, 0, 2, 1, 0, 0, 1, 2, 1, 0, 0, 2, 0, 0, 2, 1, 0, 1, 0, 2, 1, 0, 0, 2, 1, 0, 2, 0, 2, 2, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 2, 2, 0, 1, 2, 0, 1, 0, 0, 2, 1, 0, 0, 1, 2, 0, 2, 1, 0, 0);
level[12] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[13] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 0, 0, 0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[14] = new Array(2, 2, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 2, 2, 0, 2, 0, 0, 0, 2);
level[15] = new Array(2, 2, 2, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 2, 0, 1, 1, 1, 1, 0, 2, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 2, 2);
level[16] = new Array(2, 0, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 2, 1, 0, 0, 1, 0, 2, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2);
level[17] = new Array(0, 2, 2, 0, 1, 0, 2, 2, 2, 2, 0, 2, 0, 0, 2, 0, 1, 2, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 2, 1, 1, 1, 2, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 1, 2, 0, 0, 1, 0, 2, 0, 1, 2, 0, 0, 1, 0, 1, 1);
level[18] = new Array(1, 2, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 2, 2, 1, 0, 1, 2, 0, 0, 0, 2, 0, 0, 1, 2, 0, 1, 0, 2, 0, 2, 1, 2, 0, 1, 0, 0, 2, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 2, 1, 1, 2, 0, 0, 0, 0, 2, 1);
level[19] = new Array(1, 1, 2, 0, 0, 2, 1, 1, 1, 2, 0, 2, 0, 1, 2, 2, 1, 0, 1, 2, 2, 1, 0, 0, 2, 2, 1, 0, 2, 1, 2, 2, 1, 1, 1, 2, 1, 1, 0, 0, 2, 2, 0, 0, 2, 0, 2, 1, 0, 0, 2, 1, 0, 2, 2, 1, 1, 0, 2, 1, 1, 2, 0, 1);
level[20] = new Array(0, 2, 1, 0, 0, 2, 2, 2, 2, 1, 1, 1, 0, 0, 1, 0, 2, 0, 2, 0, 2, 2, 1, 0, 1, 2, 2, 1, 1, 0, 0, 2, 1, 0, 0, 0, 1, 2, 0, 0, 1, 0, 0, 0, 1, 1, 1, 2, 1, 2, 0, 0, 0, 0, 0, 2, 1, 1, 0, 0, 2, 1, 2, 2);
level[21] = new Array(0, 2, 2, 2, 2, 2, 1, 0, 0, 2, 1, 1, 1, 2, 1, 1, 2, 2, 1, 2, 2, 2, 0, 0, 1, 1, 1, 2, 1, 1, 1, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 2, 1, 1, 1, 2, 1, 0, 0, 2, 2, 2, 1, 2, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0);
current_level = 1;
points = 0;
play_level(current_level);
function play_level(current_level) {
_root.attachMovie("grid","grid",1,{_x:90, _y:90});
swapping = false;
from = -1;
to = -1;
nextlevel = false;
prevlevel = false;
horizontal_swap = false;
vertical_swap = false;
horizontal_hover = new Array(0, 0, 0, 0, 0, 0, 0, 0);
vertical_hover = new Array(0, 0, 0, 0, 0, 0, 0, 0);
horizontal_click = new Array(0, 0, 0, 0, 0, 0, 0, 0);
vertical_click = new Array(0, 0, 0, 0, 0, 0, 0, 0);
for (x=0; x<64; x++) {
if (level[current_level][x] == 1 or level[current_level][x] == 3) {
grid.attachMovie("cell","cell_"+x,grid.getNextHighestDepth(),{_x:(x%8)*40, _y:Math.floor(x/8)*40});
}
if (level[current_level][x] == 2 or level[current_level][x] == 3) {
at = grid.attachMovie("atom", "atom_"+x, grid.getNextHighestDepth(), {_x:(x%8)*40, _y:Math.floor(x/8)*40});
at.pos = x;
at.moving = 0;
at.onEnterFrame = function() {
if (this.moving == 0) {
if (swapping) {
if (horizontal_swap) {
if ((this.pos>=from*8) and (this.pos<=from*8+7)) {
this.moving = (to-from)*40;
}
if ((this.pos>=to*8) and (this.pos<=to*8+7)) {
this.moving = (from-to)*40;
}
}
if (vertical_swap) {
for (x=0; x<8; x++) {
if (this.pos == x*8+from) {
this.moving = (to-from)*40;
}
}
for (x=0; x<8; x++) {
if (this.pos == x*8+to) {
this.moving = (from-to)*40;
}
}
}
}
}
else {
if (this.moving>0) {
if (horizontal_swap) {
this._y += 10;
}
if (vertical_swap) {
this._x += 10;
}
this.moving -= 10;
}
if (this.moving<0) {
if (horizontal_swap) {
this._y -= 10;
}
if (vertical_swap) {
this._x -= 10;
}
this.moving += 10;
}
if (this.moving == 0) {
if (level[current_level][this.pos] == 3) {
points--;
}
level[current_level][this.pos] -= 2;
this.pos = Math.round(this._x/40)+Math.round(this._y/40)*8;
level[current_level][this.pos] += 2;
if (level[current_level][this.pos] == 3) {
points++;
}
score.scoretxt.text = "Score: "+points;
reset_swap();
}
}
};
}
}
for (x=1; x<=8; x++) {
hs = grid.attachMovie("hswapper", "hswapper_"+x, grid.getNextHighestDepth(), {_x:-20, _y:40*x-20});
hs.pos = x;
hs.onEnterFrame = function() {
if (!swapping) {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.gotoAndStop(2);
horizontal_hover[this.pos-1] = 1;
for (x=0; x<8; x++) {
vertical_click[x] = 0;
}
}
else {
this.gotoAndStop(1);
horizontal_hover[this.pos-1] = 0;
}
if (horizontal_click[this.pos-1] == 1) {
(this.gotoAndStop(3));
}
}
};
vs = grid.attachMovie("vswapper", "vswapper_"+x, grid.getNextHighestDepth(), {_x:40*x-20, _y:-20});
vs.pos = x;
vs.onEnterFrame = function() {
if (!swapping) {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.gotoAndStop(2);
vertical_hover[this.pos-1] = 1;
for (x=0; x<8; x++) {
horizontal_click[x] = 0;
}
}
else {
this.gotoAndStop(1);
vertical_hover[this.pos-1] = 0;
}
if (vertical_click[this.pos-1] == 1) {
(this.gotoAndStop(3));
}
}
};
}
rays.onEnterFrame = function() {
if (!swapping) {
horizontal_swap = false;
vertical_swap = false;
this.clear();
clicks = 0;
this.lineStyle(2,0x00ff00);
for (x=0; x<8; x++) {
if ((horizontal_hover[x] == 1) or (horizontal_click[x] == 1)) {
this.moveTo(90,x*40+110);
this.lineTo(410,x*40+110);
if (horizontal_click[x] == 1) {
clicks++;
horizontal_swap = true;
}
}
if ((vertical_hover[x] == 1) or (vertical_click[x] == 1)) {
this.moveTo(x*40+110,90);
this.lineTo(x*40+110,410);
if (vertical_click[x] == 1) {
clicks++;
vertical_swap = true;
}
}
}
if (clicks == 2) {
from = -1;
to = -1;
swapping = true;
if (horizontal_swap) {
for (x=0; x<8; x++) {
if (horizontal_click[x] == 1) {
if (from == -1) {
from = x;
}
else {
to = x;
}
}
}
if (!pieces_on_row(from) and !pieces_on_row(to)) {
reset_swap();
}
}
if (vertical_swap) {
for (x=0; x<8; x++) {
if (vertical_click[x] == 1) {
if (from == -1) {
from = x;
}
else {
to = x;
}
}
}
if (!pieces_on_column(from) and !pieces_on_column(to)) {
reset_swap();
}
}
}
}
};
}
_root.onMouseDown = function() {
for (x=0; x<8; x++) {
if (horizontal_hover[x] == 1) {
horizontal_click[x] = 1-horizontal_click[x];
}
if (vertical_hover[x] == 1) {
vertical_click[x] = 1-vertical_click[x];
}
}
if (nextlevel) {
grid.removeMovieClip();
current_level++;
play_level(current_level);
}
if (prevlevel) {
grid.removeMovieClip();
current_level--;
play_level(current_level);
}
};
function pieces_on_row(row) {
res = false;
for (x=0; x<8; x++) {
if (level[current_level][row*8+x]>=2) {
res = true;
}
}
return (res);
}
function pieces_on_column(col) {
res = false;
for (x=0; x<8; x++) {
if (level[current_level][col+x*8]>=2) {
res = true;
}
}
return (res);
}
function reset_swap() {
for (x=0; x<8; x++) {
horizontal_click[x] = 0;
vertical_click[x] = 0;
swapping = false;
}
}
next_level.onEnterFrame = function() {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.gotoAndStop(2);
nextlevel = true;
}
else {
nextlevel = false;
this.gotoAndStop(1);
}
};
prev_level.onEnterFrame = function() {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.gotoAndStop(2);
prevlevel = true;
}
else {
prevlevel = false;
this.gotoAndStop(1);
}
};
Line 4: Attaching the score movieclip into the movie
Line 28: Declaring a new variable called points that will contain the score
Line 96: When the square stopped moving, I check if before moving the square was inside a ring. It's easy: I just have to check if the level
array element at pos
attribute (that has not been updated yet) was 3
Line 97: In this case, subtract 1
to points
variable
Line 102: Now I check if the square moved into a ring. Now that I have the pos
value updated at line 100, I have to check if the level
array element at pos
attribute (that now is updated) is 3
Line 103: In this case, add 1
to points
variable
Line 105: Updating the text in the scoretext
text area into the score
movieclip.
And now the game has score too!
Now, we must allow the player to make only 100 moves (swapping rows/columns and changing level count as a move) and fix a little bug that allows the player to go to previous level even if there isn't any previous level (when he's playing level 1) and go to next level even if there isn's any next level (when he's playing level 21)
Only 100 moves
After creating the moves movieclip, in the same way as for the score, just calling and linking the movieclip as moves
and instancing the text area as movestxt
, this is the actionscript:
_root.createEmptyMovieClip("rays",2);
_root.attachMovie("next_level","next_level",3,{_x:400, _y:450});
_root.attachMovie("prev_level","prev_level",4,{_x:50, _y:450});
_root.attachMovie("score","score",5);
_root.attachMovie("moves","moves",6);
level = new Array();
level[1] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[2] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[3] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[4] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[5] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 0, 1, 2, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[6] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 0, 0, 0, 0, 0, 0, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[7] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 2, 1, 0, 0, 0, 0, 0, 0, 2, 1, 0, 0, 2, 1, 0, 2, 0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[8] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 0, 1, 2, 0, 0, 0, 0, 0, 0, 1, 2, 0, 2, 2, 1, 0, 0, 1, 2, 0, 1, 1, 0, 0, 0, 1, 2, 0, 0, 0, 1, 1, 0, 1, 2, 0, 2, 0, 2, 2, 0, 1, 2, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0);
level[9] = new Array(2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 2, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 2);
level[10] = new Array(2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 2, 0, 0, 2, 1, 0, 0, 2, 0, 1, 1, 1, 1, 0, 0, 2, 2, 0, 1, 2, 0, 0, 2, 2, 2, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 2, 2, 0, 0, 0, 2, 0, 0);
level[11] = new Array(1, 2, 0, 0, 0, 0, 2, 1, 0, 0, 1, 2, 1, 0, 0, 2, 0, 0, 2, 1, 0, 1, 0, 2, 1, 0, 0, 2, 1, 0, 2, 0, 2, 2, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 2, 2, 0, 1, 2, 0, 1, 0, 0, 2, 1, 0, 0, 1, 2, 0, 2, 1, 0, 0);
level[12] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[13] = new Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 0, 0, 0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
level[14] = new Array(2, 2, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 2, 2, 0, 2, 0, 0, 0, 2);
level[15] = new Array(2, 2, 2, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 2, 0, 1, 1, 1, 1, 0, 2, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 2, 2);
level[16] = new Array(2, 0, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 0, 2, 1, 0, 0, 1, 0, 2, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2);
level[17] = new Array(0, 2, 2, 0, 1, 0, 2, 2, 2, 2, 0, 2, 0, 0, 2, 0, 1, 2, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 2, 1, 1, 1, 2, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 1, 2, 0, 0, 1, 0, 2, 0, 1, 2, 0, 0, 1, 0, 1, 1);
level[18] = new Array(1, 2, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 2, 2, 1, 0, 1, 2, 0, 0, 0, 2, 0, 0, 1, 2, 0, 1, 0, 2, 0, 2, 1, 2, 0, 1, 0, 0, 2, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 2, 1, 1, 2, 0, 0, 0, 0, 2, 1);
level[19] = new Array(1, 1, 2, 0, 0, 2, 1, 1, 1, 2, 0, 2, 0, 1, 2, 2, 1, 0, 1, 2, 2, 1, 0, 0, 2, 2, 1, 0, 2, 1, 2, 2, 1, 1, 1, 2, 1, 1, 0, 0, 2, 2, 0, 0, 2, 0, 2, 1, 0, 0, 2, 1, 0, 2, 2, 1, 1, 0, 2, 1, 1, 2, 0, 1);
level[20] = new Array(0, 2, 1, 0, 0, 2, 2, 2, 2, 1, 1, 1, 0, 0, 1, 0, 2, 0, 2, 0, 2, 2, 1, 0, 1, 2, 2, 1, 1, 0, 0, 2, 1, 0, 0, 0, 1, 2, 0, 0, 1, 0, 0, 0, 1, 1, 1, 2, 1, 2, 0, 0, 0, 0, 0, 2, 1, 1, 0, 0, 2, 1, 2, 2);
level[21] = new Array(0, 2, 2, 2, 2, 2, 1, 0, 0, 2, 1, 1, 1, 2, 1, 1, 2, 2, 1, 2, 2, 2, 0, 0, 1, 1, 1, 2, 1, 1, 1, 0, 1, 2, 2, 2, 2, 2, 1, 0, 0, 2, 1, 1, 1, 2, 1, 0, 0, 2, 2, 2, 1, 2, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0);
current_level = 1;
points = 0;
turns = 100;
play_level(current_level);
function play_level(current_level) {
if (current_level == 1) {
prev_level._visible = false;
}
else {
prev_level._visible = true;
}
if (current_level == 21) {
next_level._visible = false;
}
else {
next_level._visible = true;
}
_root.attachMovie("grid","grid",1,{_x:90, _y:90});
swapping = false;
from = -1;
to = -1;
nextlevel = false;
prevlevel = false;
horizontal_swap = false;
vertical_swap = false;
horizontal_hover = new Array(0, 0, 0, 0, 0, 0, 0, 0);
vertical_hover = new Array(0, 0, 0, 0, 0, 0, 0, 0);
horizontal_click = new Array(0, 0, 0, 0, 0, 0, 0, 0);
vertical_click = new Array(0, 0, 0, 0, 0, 0, 0, 0);
for (x=0; x<64; x++) {
if (level[current_level][x] == 1 or level[current_level][x] == 3) {
grid.attachMovie("cell","cell_"+x,grid.getNextHighestDepth(),{_x:(x%8)*40, _y:Math.floor(x/8)*40});
}
if (level[current_level][x] == 2 or level[current_level][x] == 3) {
at = grid.attachMovie("atom", "atom_"+x, grid.getNextHighestDepth(), {_x:(x%8)*40, _y:Math.floor(x/8)*40});
at.pos = x;
at.moving = 0;
at.onEnterFrame = function() {
if (this.moving == 0) {
if (swapping) {
if (horizontal_swap) {
if ((this.pos>=from*8) and (this.pos<=from*8+7)) {
this.moving = (to-from)*40;
}
if ((this.pos>=to*8) and (this.pos<=to*8+7)) {
this.moving = (from-to)*40;
}
}
if (vertical_swap) {
for (x=0; x<8; x++) {
if (this.pos == x*8+from) {
this.moving = (to-from)*40;
}
}
for (x=0; x<8; x++) {
if (this.pos == x*8+to) {
this.moving = (from-to)*40;
}
}
}
}
}
else {
if (this.moving>0) {
if (horizontal_swap) {
this._y += 10;
}
if (vertical_swap) {
this._x += 10;
}
this.moving -= 10;
}
if (this.moving<0) {
if (horizontal_swap) {
this._y -= 10;
}
if (vertical_swap) {
this._x -= 10;
}
this.moving += 10;
}
if (this.moving == 0) {
if (level[current_level][this.pos] == 3) {
points--;
}
level[current_level][this.pos] -= 2;
this.pos = Math.round(this._x/40)+Math.round(this._y/40)*8;
level[current_level][this.pos] += 2;
if (level[current_level][this.pos] == 3) {
points++;
}
score.scoretxt.text = "Score: "+points;
reset_swap();
}
}
};
}
}
for (x=1; x<=8; x++) {
hs = grid.attachMovie("hswapper", "hswapper_"+x, grid.getNextHighestDepth(), {_x:-20, _y:40*x-20});
hs.pos = x;
hs.onEnterFrame = function() {
if (!swapping) {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.gotoAndStop(2);
horizontal_hover[this.pos-1] = 1;
for (x=0; x<8; x++) {
vertical_click[x] = 0;
}
}
else {
this.gotoAndStop(1);
horizontal_hover[this.pos-1] = 0;
}
if (horizontal_click[this.pos-1] == 1) {
(this.gotoAndStop(3));
}
}
};
vs = grid.attachMovie("vswapper", "vswapper_"+x, grid.getNextHighestDepth(), {_x:40*x-20, _y:-20});
vs.pos = x;
vs.onEnterFrame = function() {
if (!swapping) {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.gotoAndStop(2);
vertical_hover[this.pos-1] = 1;
for (x=0; x<8; x++) {
horizontal_click[x] = 0;
}
}
else {
this.gotoAndStop(1);
vertical_hover[this.pos-1] = 0;
}
if (vertical_click[this.pos-1] == 1) {
(this.gotoAndStop(3));
}
}
};
}
rays.onEnterFrame = function() {
if (!swapping) {
horizontal_swap = false;
vertical_swap = false;
this.clear();
clicks = 0;
this.lineStyle(2,0x00ff00);
for (x=0; x<8; x++) {
if ((horizontal_hover[x] == 1) or (horizontal_click[x] == 1)) {
this.moveTo(90,x*40+110);
this.lineTo(410,x*40+110);
if (horizontal_click[x] == 1) {
clicks++;
horizontal_swap = true;
}
}
if ((vertical_hover[x] == 1) or (vertical_click[x] == 1)) {
this.moveTo(x*40+110,90);
this.lineTo(x*40+110,410);
if (vertical_click[x] == 1) {
clicks++;
vertical_swap = true;
}
}
}
if (clicks == 2) {
if (turns>0) {
turns--;
moves.movestxt.text = "Moves: "+turns;
from = -1;
to = -1;
swapping = true;
if (horizontal_swap) {
for (x=0; x<8; x++) {
if (horizontal_click[x] == 1) {
if (from == -1) {
from = x;
}
else {
to = x;
}
}
}
if (!pieces_on_row(from) and !pieces_on_row(to)) {
reset_swap();
}
}
if (vertical_swap) {
for (x=0; x<8; x++) {
if (vertical_click[x] == 1) {
if (from == -1) {
from = x;
}
else {
to = x;
}
}
}
if (!pieces_on_column(from) and !pieces_on_column(to)) {
reset_swap();
}
}
}
else {
reset_swap();
}
}
}
};
}
_root.onMouseDown = function() {
for (x=0; x<8; x++) {
if (horizontal_hover[x] == 1) {
horizontal_click[x] = 1-horizontal_click[x];
}
if (vertical_hover[x] == 1) {
vertical_click[x] = 1-vertical_click[x];
}
}
if ((nextlevel) and (current_level != 21) and (turns>0)) {
turns--;
moves.movestxt.text = "Moves: "+turns;
grid.removeMovieClip();
current_level++;
play_level(current_level);
}
if ((prevlevel) and (current_level != 1) and (turns>0)) {
turns--;
moves.movestxt.text = "Moves: "+turns;
grid.removeMovieClip();
current_level--;
play_level(current_level);
}
};
function pieces_on_row(row) {
res = false;
for (x=0; x<8; x++) {
if (level[current_level][row*8+x]>=2) {
res = true;
}
}
return (res);
}
function pieces_on_column(col) {
res = false;
for (x=0; x<8; x++) {
if (level[current_level][col+x*8]>=2) {
res = true;
}
}
return (res);
}
function reset_swap() {
for (x=0; x<8; x++) {
horizontal_click[x] = 0;
vertical_click[x] = 0;
swapping = false;
}
}
next_level.onEnterFrame = function() {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.gotoAndStop(2);
nextlevel = true;
}
else {
nextlevel = false;
this.gotoAndStop(1);
}
};
prev_level.onEnterFrame = function() {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
this.gotoAndStop(2);
prevlevel = true;
}
else {
prevlevel = false;
this.gotoAndStop(1);
}
};
Line 5: Attaching the moves
movieclip
Line 30: Declaring a variable called turns
, that will store the number of moves left, and setting it to 100
Line 33: If we are playing level 1...
Line 34: ... then don't show the previous level button
Line 37: If not, then show the previous level button
Lines 39-44: Same thing as lines 33-38, just for the next level button when we are playing on level 21
Please notice that this method will only make the buttons invisible, but they will remain clickable.
Line 195: All the code that previously was executed when the player clicked on two buttons, now it will be executed only if turns
is greater than zero (the player did not spend all moves)
Line 196: If the player switched rows/columns, then drecrease turns
variable
Line 197: Update the number of moves left shown onscreen
Lines 232-234: If turns
is zero, then call the function reset_swap
... nothing happens and the player is not longer able to swap rows/columns
Line 248: Now the condition to advance level is: nextlevel
is true
(as before) and the current level is not the last one (21st) and turns
is greater than zero
(the player has moves left)
Line 249: if the player changes the level, then decrease turns
variable
Line 250: Update the number of moves left shown onscreen
Lines 255-257: Same concept as lines 248-250, just for the previous level
And finally the game is complete
Now you can optimize the code, make your custom levels, add an intro, a game over screen, a highscore tables, and whatever you want, but we made the complete game in just 300 lines of code.
Download the source code and tell me if you made some interesting game out of it.
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