Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Platform game game, Actionscript 3, Flash, Game development and Users contributions.

This seems to be the month of AS3 conversions.

Good, this means AS3 community is growing.

Today we’ll see how Bart de Boer translated Creation of a platform game with Flash – step 1 into AS3.

You are invited to read Creation of a platform game with Flash – step 1 to know all theory behind this engine.

All files have a main class called Script.as and the level stored in the Data.as file.

Like all good coders, Bart commented the code for our understanding.

You can also find more informations at this page in the forum

Level creation

Script.as

/*____________________________________________________
|______________	register of functions _______________|
|____________________________________________________|

- BuildMap()		load and create the level


extern

- Setup()			create levels 

*/


package{												//The begin of an .as file
	import flash.display.MovieClip;						//import some libraries
	import flash.events.Event;
	import flash.events.KeyboardEvent;

	public class Script extends MovieClip{				// start the script
		
	private var level:Array = new Array();				// create an empty level array
	
	private var Map_data:Data = new Data;				// create a version of the Data.as
	
	private var tiles:Array = new Array();				// create an array for the tiles
	
		public function Script(){						// the init (will only be runned once)
			BuildMap();									// create map
		}
		
/*
|||||||||||		 |||||||||||	  ||||||||||	||||||||||
||||||||||||	||||||||||||	 ||||	 ||||	||||	|||
||||	||||| |||||		||||	 ||||||||||||	||||||||||
||||	  |||||||		||||	 ||||	 ||||	||||
||||	    |||			||||	||||	  ||||	||||
||||					||||	||||      ||||	||||
*/
		
		private function BuildMap(){
			Map_data.Setup();							// setup data from extern file
			
			level = Map_data.level1;					// get data from extern file
			
			for(var t = 0; t < level.length; t++){							//a simple for loop
				for(var u = 0; u < level[t].length; u++){					//"               "
					if(level[t][u] != 0){									//if the data is not null
						var new_tile:platform_tile = new platform_tile;		//than build a tile
						
						addChild(new_tile);									//put it on the screen
						
						new_tile.gotoAndStop(1);							//give it the right frame
						new_tile.x = u * 25;								//give it coördinate
						new_tile.y = t * 25;								//"				   "
						
						tiles.push(new_tile);								//put it in an array
					}
				}
			}
		}
	}
}

Data.as

package{
	
	public class Data{
		
	public var level1:Array = new Array();
		public function Setup(){
			level1 = [
					  [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
					  [1, 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, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1],
					  [1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
					  [1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
					  [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
					  [1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
					  [1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
					  [1, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
					 ]
		}
	}
}

The Player

Script.as

/*____________________________________________________
|______________	register of functions _______________|
|____________________________________________________|

- create_hero()		creates hero as the var "Hero"

- update_hero()		check collision an move

- BuildMap()		load and create the level


extern

- Setup()			create levels 

*/


package{												//The begin of an .as file
	import flash.display.MovieClip;						//import some libraries
	import flash.events.Event;
	import flash.events.KeyboardEvent;

	public class Script extends MovieClip{				// start the script
	
	private const gravity:int = 1;
	private const max_speed:int = 8;
	
	private const start_x:int = 50;
	private const start_y:int = 50;
	
	private var y_speed:int;
		
	private var level:Array = new Array();
	private var tiles:Array = new Array();
	
	private var Map_data:Data = new Data;				// create a version of the Data.as
	
	private var Hero:hero = new hero;
	
		public function Script(){						// the init (will only be runned once)
			BuildMap();
			create_hero();
			addEventListener(Event.ENTER_FRAME, main);
		}
		
		private function main(even:Event){
			update_hero();
		}
		
/*
///    ///		/////////	///////////		///////////
///    ///		///			////    ///		///		///
///    ///		///			////    ///		///		///
//////////		/////////	//////////		///		///
//////////		/////////	////	///		///		///
///    ///		///			////	///		///		///
///    ///		///			////	///		///		///
///    ///		/////////	////	///		///////////
*/
		private function create_hero(){
			addChild(Hero);
			Hero.x = start_x;
			Hero.y = start_y;
		}
		
		private function update_hero(){
			y_speed += gravity;
			
			if(y_speed > max_speed){
				y_speed = max_speed;
			}
			
			Hero.y += y_speed;
			for(var t:int; t < tiles.length; t++){
				while(tiles[t].hitTestPoint(Hero.x,Hero.y + 10,true)){
					Hero.y -= 1;
				}
			}
		}
	
	
/*
|||||||||||		 |||||||||||	  ||||||||||	||||||||||
||||||||||||	||||||||||||	 ||||	 ||||	||||	|||
||||	||||| |||||		||||	 ||||||||||||	||||||||||
||||	  |||||||		||||	 ||||	 ||||	||||
||||	    |||			||||	||||	  ||||	||||
||||					||||	||||      ||||	||||
*/
				
		private function BuildMap(){
			Map_data.Setup();												// setup data from extern file
			
			level = Map_data.level1;										// get data from extern file
			
			for(var t = 0; t < level.length; t++){
				for(var u = 0; u < level[t].length; u++){
					if(level[t][u] != 0){									//if the data is not null
						var new_tile:platform_tile = new platform_tile;		//than build a tile
						
						addChild(new_tile);									//put it on the screen
						
						new_tile.gotoAndStop(1);
						new_tile.x = u * 25;
						new_tile.y = t * 25;
						
						tiles.push(new_tile);								//put it in an array
					}
				}
			}
		}
	}
}

Data.as remains the same

The moving player

/*____________________________________________________
|______________	register of functions _______________|
|____________________________________________________|

- create_hero()		creates hero as the var "Hero"

- update_hero()		check collision an move

- BuildMap()		load and create the level


extern

- Setup()			create levels 

*/


package{												//The begin of an .as file
	import flash.display.MovieClip;						//import some libraries
	import flash.events.Event;
	import flash.events.KeyboardEvent;

	public class Script extends MovieClip{				// start the script
	
	private const gravity:int = 1;
	private const max_speed:int = 8;
	
	private const start_x:int = 50;
	private const start_y:int = 50;
	
	private var y_speed:int;
	private var x_speed:int;
	
	private var walkspeed:int = 4;
	
	private var left:Boolean;
	private var up:Boolean;
	private var right:Boolean;
	private var space:Boolean;
		
	private var level:Array = new Array();
	private var tiles:Array = new Array();
	
	private var Map_data:Data = new Data;				// create a version of the Data.as
	
	private var Hero:hero = new hero;
	
		public function Script(){						// the init (will only be runned once)
			BuildMap();
			create_hero();
			addEventListener(Event.ENTER_FRAME, main);
			stage.addEventListener(KeyboardEvent.KEY_DOWN, key_down);
			stage.addEventListener(KeyboardEvent.KEY_UP, key_up);
		}
		
		private function main(event:Event){
			update_hero();
		}
		
		private function key_down(event:KeyboardEvent){
			if(event.keyCode == 37){
				left = true;
			}
			if(event.keyCode == 38){
				up = true;
			}
			if(event.keyCode == 39){
				right = true;
			}
		}
		
		private function key_up(event:KeyboardEvent){
			if(event.keyCode == 37){
				left = false;
			}
			if(event.keyCode == 38){
				up = false;
			}
			if(event.keyCode == 39){
				right = false;
			}
		}
								
			
		
/*
///    ///		/////////	///////////		///////////
///    ///		///			////    ///		///		///
///    ///		///			////    ///		///		///
//////////		/////////	//////////		///		///
//////////		/////////	////	///		///		///
///    ///		///			////	///		///		///
///    ///		///			////	///		///		///
///    ///		/////////	////	///		///////////
*/
		private function create_hero(){
			addChild(Hero);
			Hero.x = start_x;
			Hero.y = start_y;
		}
		
		private function update_hero(){
			y_speed += gravity;
			if(left){
				x_speed -= walkspeed;
			}
			if(right){
				x_speed += walkspeed;
			}
			
			if(y_speed > max_speed){
				y_speed = max_speed;
			}
			
			
			
			Hero.y += y_speed;
			Hero.x += x_speed;
			for(var t:int; t < tiles.length; t++){
				while(tiles[t].hitTestPoint(Hero.x,Hero.y + 10,true)){
					Hero.y -= 1;
				}
				while(tiles[t].hitTestPoint(Hero.x,Hero.y - 10,true)){
					Hero.y += 1;
				}
				while(tiles[t].hitTestPoint(Hero.x + 5,Hero.y,true)){
					Hero.x -= 1;
				}
				while(tiles[t].hitTestPoint(Hero.x - 5,Hero.y,true)){
					Hero.x += 1;
				}
			}
			x_speed = 0;
		}
	
	
/*
|||||||||||		 |||||||||||	  ||||||||||	||||||||||
||||||||||||	||||||||||||	 ||||	 ||||	||||	|||
||||	||||| |||||		||||	 ||||||||||||	||||||||||
||||	  |||||||		||||	 ||||	 ||||	||||
||||	    |||			||||	||||	  ||||	||||
||||					||||	||||      ||||	||||
*/
				
		private function BuildMap(){
			Map_data.Setup();												// setup data from extern file
			
			level = Map_data.level1;										// get data from extern file
			
			for(var t = 0; t < level.length; t++){
				for(var u = 0; u < level[t].length; u++){
					if(level[t][u] != 0){									//if the data is not null
						var new_tile:platform_tile = new platform_tile;		//than build a tile
						
						addChild(new_tile);									//put it on the screen
						
						new_tile.gotoAndStop(1);
						new_tile.x = u * 25;
						new_tile.y = t * 25;
						
						tiles.push(new_tile);								//put it in an array
					}
				}
			}
		}
	}
}

Data.as remains the same

The jumping player

/*____________________________________________________
|______________	register of functions _______________|
|____________________________________________________|

- create_hero()		creates hero as the var "Hero"

- update_hero()		check collision an move

- BuildMap()		load and create the level


extern

- Setup()			create levels 

*/


package{												//The begin of an .as file
	import flash.display.MovieClip;						//import some libraries
	import flash.events.Event;
	import flash.events.KeyboardEvent;

	public class Script extends MovieClip{				// start the script
	
	private const gravity:int = 1;
	private const max_speed:int = 8;
	
	private const walkspeed:int = 4;
	private const jumpspeed:int = 20;
	
	private const start_x:int = 50;
	private const start_y:int = 50;
	
	private var y_speed:int;
	private var x_speed:int;
	
	private var left:Boolean;
	private var up:Boolean;
	private var right:Boolean;
	private var space:Boolean;
	private var can_jump:Boolean;
		
	private var level:Array = new Array();
	private var tiles:Array = new Array();
	
	private var Map_data:Data = new Data;				// create a version of the Data.as
	
	private var Hero:hero = new hero;
	
		public function Script(){						// the init (will only be runned once)
			BuildMap();
			create_hero();
			addEventListener(Event.ENTER_FRAME, main);
			stage.addEventListener(KeyboardEvent.KEY_DOWN, key_down);
			stage.addEventListener(KeyboardEvent.KEY_UP, key_up);
		}
		
		private function main(event:Event){
			update_hero();
		}
		
		private function key_down(event:KeyboardEvent){
			if(event.keyCode == 37){
				left = true;
			}
			if(event.keyCode == 38){
				up = true;
			}
			if(event.keyCode == 39){
				right = true;
			}
		}
		
		private function key_up(event:KeyboardEvent){
			if(event.keyCode == 37){
				left = false;
			}
			if(event.keyCode == 38){
				up = false;
			}
			if(event.keyCode == 39){
				right = false;
			}
		}
								
			
		
/*
///    ///		/////////	///////////		///////////
///    ///		///			////    ///		///		///
///    ///		///			////    ///		///		///
//////////		/////////	//////////		///		///
//////////		/////////	////	///		///		///
///    ///		///			////	///		///		///
///    ///		///			////	///		///		///
///    ///		/////////	////	///		///////////
*/
		private function create_hero(){
			addChild(Hero);
			Hero.x = start_x;
			Hero.y = start_y;
		}
		
		private function update_hero(){
			y_speed += gravity;
			if(left){
				x_speed -= walkspeed;
			}
			if(right){
				x_speed += walkspeed;
			}
			if(up && can_jump){
				y_speed -= jumpspeed;
				can_jump = false;
			}
			
			if(y_speed > max_speed){
				y_speed = max_speed;
			}
			
			
			Hero.y += y_speed;
			Hero.x += x_speed;
			for(var t:int; t < tiles.length; t++){
				while(tiles[t].hitTestPoint(Hero.x,Hero.y + 10,true)){
					Hero.y -= 1;
					if(y_speed >= 0){									//my try to dont let it jump out of stage without changing the hittest
						can_jump = true;
					}
				}
				while(tiles[t].hitTestPoint(Hero.x,Hero.y - 10,true)){
					Hero.y += 1;
					y_speed = 0;
				}
				while(tiles[t].hitTestPoint(Hero.x + 5,Hero.y,true)){
					Hero.x -= 1;
				}
				while(tiles[t].hitTestPoint(Hero.x - 5,Hero.y,true)){
					Hero.x += 1;
				}
			}
			x_speed = 0;
		}
	
	
/*
|||||||||||		 |||||||||||	  ||||||||||	||||||||||
||||||||||||	||||||||||||	 ||||	 ||||	||||	|||
||||	||||| |||||		||||	 ||||||||||||	||||||||||
||||	  |||||||		||||	 ||||	 ||||	||||
||||	    |||			||||	||||	  ||||	||||
||||					||||	||||      ||||	||||
*/
				
		private function BuildMap(){
			Map_data.Setup();												// setup data from extern file
			
			level = Map_data.level1;										// get data from extern file
			
			for(var t = 0; t < level.length; t++){
				for(var u = 0; u < level[t].length; u++){
					if(level[t][u] != 0){									//if the data is not null
						var new_tile:platform_tile = new platform_tile;		//than build a tile
						
						addChild(new_tile);									//put it on the screen
						
						new_tile.gotoAndStop(1);
						new_tile.x = u * 25;
						new_tile.y = t * 25;
						
						tiles.push(new_tile);								//put it in an array
					}
				}
			}
		}
	}
}

And Data.as remains the same

Download the source code.

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