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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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