Talking about Actionscript 3, Flash and Game development.
In previous part we added some gameplay, now it’s time to add timing.
I recommend you to read Understanding AS3 Timer Class.
I used time for two reasons: first, I want the player to collect as much coins as he can before a certain amount of time (to be defined), second to give the player some king of invulnerability every time he respawns.
To time the game, I created the time.as
class with this content:
package {
import flash.display.Sprite;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.text.TextField;
public class time extends Sprite {
private var time_passed = new showtime;
public function time(movieclip) {
movieclip.addChild(time_passed);
var time_count:Timer = new Timer(1000);
time_count.addEventListener(TimerEvent.TIMER, show_time);
time_count.start();
}
public function show_time(event:TimerEvent) {
time_passed.timetext.text=String(event.target.currentCount);
}
}
}
At line 7 showtime
is a movieclip with a dynamic text to show time passed.
This class is invoked in the main as3circle.as
file at line 6 and line 24, this way:
package {
import flash.display.Sprite;
import flash.events.Event;
public class as3circle extends Sprite {
public var keyboard_input:keys;
public var time_limit:time;
public var circle_hero = new circle;
public var your_score = new score;
public var level_wall = new wall;
public var rotating_bar = new bar;
public var my_score = 0;
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(your_score);
your_score.y= 250;
your_score.alpha = 0.2;
addChild(circle_hero);
addChild(rotating_bar);
keyboard_input = new keys(this);
time_limit = new time(this);
addChild(level_wall);
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);
}
}
public function add_score(points) {
my_score += points;
if (my_score<0) {
my_score = 0;
}
your_score.updatescore(my_score);
}
}
}
As for the invulnerability, I set the hero's alpha
to 0.5
when he respawns at line 40 of circle.as
, and in the same file I add 0.01
to the alpha
at every frame, this way:
package {
import flash.display.Sprite;
import flash.events.Event;
public class circle extends Sprite {
private var x_speed:Number;
private var y_speed:Number;
private var power:Number;
private var friction:Number;
private var gravity:Number;
public function circle() {
init();
addEventListener(Event.ENTER_FRAME, movement);
}
private function movement(e:Event) {
if (alpha<1) {
alpha+=0.01;
}
x+=x_speed;
y+=y_speed;
rotation += x_speed;
y_speed += gravity;
x_speed *= friction;
y_speed *= friction;
if (x>500 || x<0 || y >500 || y<0) {
init();
}
}
public function apply_force(x_force,y_force) {
x_speed += (x_force*power);
y_speed += (y_force*power);
}
public function init() {
gravity = 0.1;
power = 0.66;
friction = 0.99;
x_speed = 0;
y_speed = 0;
x = 50;
y = 50;
alpha=0.5;
}
}
}
This should grant almost two seconds of invulnerability at every respawn.
Then, I disabled the collision check with the bar and the coins (but I left the check with walls) when hero's alpha
is less than 1
.
If you look at coin.as
, you will find it at line 18:
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) {
if (as3circle(root).circle_hero.alpha ==1) {
// 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, add one point to the score and speed up the bar
as3circle(root).add_score(1);
as3circle(root).rotating_bar.adjust_speed(0.2);
place_coin();
}
}
}
private function place_coin() {
x = Math.floor(Math.random()*400)+50;
y = Math.floor(Math.random()*400)+50;
}
}
}
and the same concept is applied to the bar.
Here it is the result:
And this is the source code for you to download. Next step will cover ads and leaderboards integration.
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