Talking about Toony game, Actionscript 3, Flash and Game development.
I want to show you a tiny cute game which is perfect for writing a tutorial about it, and it would also be interesting to port on a mobile device.
I am talking about Toony by Riccardo Amabili and it deserves some minutes of your time, trying to match falling toonies with the ones in your toolbar.
In this post you will find a fully commented script to create a Toony prototype just using functions bound to event listeners.
There are four events which handle entire game:
MOUSE_DOWN: when the mouse is pressed on a toony, will allow the player to drag it
MOUSE_UP: when the mouse is released, it’s time to stop dragging the toony and check whether there’s a match or not
ENTER_FRAME: the main function, used to update toonies position
TIMER: to be called every two seconds, to generate a new toony
And there’s only a MovieClip called Toony
which contains four frames, with a different shape in each frame.
This is the script:
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Main extends Sprite {
// variable to see which toony I am moving, if any. Starts at null value because
// I am not moving any toony at the beginning of the game
private var movingToony:Toony=null;
// timer to handle new toony creation. A new toony will be created every 2 seconds
private var theTimer:Timer=new Timer(2000);
// vector to manage all toonies
private var toonyVector:Vector.=new Vector.();
public function Main() {
// creation of the four draggable toonies
for (var i:int=1; i<=4; i++) {
var toony:Toony=new Toony();
addChild(toony);
toony.gotoAndStop(i);
toony.x=i*100+80;
toony.y=430;
toony.buttonMode=true;
// event to be triggered when the player presses the mouse button over a toony
toony.addEventListener(MouseEvent.MOUSE_DOWN,toonyClicked);
}
// main game loop
addEventListener(Event.ENTER_FRAME,update);
// event to be triggered when the player releases the mouse button
stage.addEventListener(MouseEvent.MOUSE_UP,toonyReleased);
// event to be triggered avery two seconds, to generate a new toony
theTimer.addEventListener(TimerEvent.TIMER,newToony);
// starting the timer
theTimer.start();
}
// what happens when the player presses the mouse on a toony?
private function toonyClicked(e:MouseEvent):void {
// if I am not moving any toony...
if (movingToony==null) {
// setting the toony I am about to move to the toony I just pressed the mouse on
movingToony=e.target as Toony;
}
}
// what happens when the player releases the mouse?
private function toonyReleased(e:MouseEvent):void {
// if I am moving a toony...
if (movingToony!=null) {
// looping through toonies vector
for (var i:int=toonyVector.length-1; i>=0; i--) {
// if I am touching a falling toony with the same shape as the toony I am currently moving...
// (that is: if both toonies are showing the same frame...)
if (toonyVector[i].hitTestPoint(mouseX,mouseY,true)&&movingToony.currentFrame==toonyVector[i].currentFrame) {
// the toonies match!! Highlighting the falling toony
toonyVector[i].alpha=1;
}
}
// putting the moved toony back to its place
movingToony.y=430;
movingToony.x=movingToony.currentFrame*100+80;
// setting the variable which hold the moving toony to null
// I am not moving any toony now
movingToony=null;
}
}
// how do I create a new toony?
private function newToony(e:TimerEvent):void {
// it's simple: I just create a new Toony instance and place it
// randomly in the game field with a random frame shown
var toony:Toony = new Toony();
addChild(toony);
toony.x=Math.random()*600+20;
toony.y=-32;
toony.gotoAndStop(Math.ceil(Math.random()*4));
toony.alpha=0.5;
// pushing the newly created toony into toonies vector
toonyVector.push(toony);
}
// main function
private function update(e:Event):void {
// if I am moving a toony...
if (movingToony!=null) {
// updating toony position according to mouse position
movingToony.x=mouseX;
movingToony.y=mouseY;
}
// looping through toonies vector
for (var i:int=toonyVector.length-1; i>=0; i--) {
// moving toonies down
toonyVector[i].y++;
// removing toonies from the stage if they are too close to the bottom of the stage
if (toonyVector[i].y>350) {
removeChild(toonyVector[i]);
// removing toony item from toonies vector
toonyVector.splice(i,1);
}
}
}
}
}
and this is the result:
Drag your toonies to match falling toonies and highlight them
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