Get the full commented source code of

HTML5 Suika Watermelon Game

Talking about Actionscript 3, Flash and Game development.

In the previous step I showed you how to create a simple “move-the-ball” game using AS3 classes.

Now it’s time to introduce some more elements… some coins to pick up.

Obviously the coin must have its own class, called coin.as, saved in the same path as the other ones.

This is the fully commented coin.as file

package {
	import flash.display.Sprite;
	import flash.events.Event;
	public class coin extends Sprite {
		// variables used in this class
		private var dist_x:int;
		private var dist_y:int;
		private var distance:int;
		// main function
		public function coin() {
			// calling place_coin function.
			// this function randomly places the coin in the field
			place_coin();
			// checking for collisions at every frame
			addEventListener(Event.ENTER_FRAME, check_collisions);
		}
		private function check_collisions(e:Event) {
			// determining the distance between the hero and the coin
			// notice how do I refer the hero
			dist_x = x - as3circle(root).circle_hero.x;
			dist_y = y - as3circle(root).circle_hero.y;
			distance = dist_x*dist_x+dist_y*dist_y;
			// 1809 = (hero radius + coin radius)^2
			// this way I don't have to perform a square root to distance
			if (distance < 1089) {
				// if the hero picks up a coin, then move it elsewhere
				place_coin();
			}
		}
		private function place_coin() {
			x = Math.floor(Math.random()*400)+50;
			y = Math.floor(Math.random()*300)+50;
		}
	}
}

Also notice in the main file as3circle.as how coins are created at lines 9-12

package {
	import flash.display.Sprite;
	import flash.events.Event;
	public class as3circle extends Sprite {
		public var keyboard_input:keys;
		public var circle_hero = new circle;
		public var number_of_coins = 4;
		public function as3circle() {
			for (var i=1; i<=number_of_coins; i++) {
				var ingame_coin = new coin;
				addChild(ingame_coin);
			}
			addChild(circle_hero);
			circle_hero.init();
			var keyboard_sprite = new Sprite();
			addChild(keyboard_sprite);
			keyboard_input = new keys(keyboard_sprite);
			stage.addEventListener(Event.ENTER_FRAME,on_enter_frame);
		}
		public function on_enter_frame(event:Event) {
			if (keyboard_input.is_left()) {
				circle_hero.apply_force(-1,0);
			}
			if (keyboard_input.is_right()) {
				circle_hero.apply_force(1,0);
			}
			if (keyboard_input.is_up()) {
				circle_hero.apply_force(0,-1);
			}
			if (keyboard_input.is_down()) {
				circle_hero.apply_force(0,1);
			}
		}
	}
}

The remaining class files circle.as and keys.as remain unchanged.

This is the result:

Download the source code and enjoy.

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