game test2

  1. define number and sound
    • var num:Number; num = 5;
    • var num: Number = 5;
  2. move alligator function
    • function alligatorMove(event:Event)
    • {
    •     alligatorIntro.y += alligatorUp;
    •     childIntro.y += childUp;
    •     if (alligatorIntro.y < 0)
    •         alligatorIntro.y = stage.stageHeight;
    •     if (childIntro.y < 0)
    •         childIntro.y = stage.stageHeight;
    • }
  3. move alligator event listener
    alligatorIntro.addEventListener(Event.ENTER_FRAME,alligatorMove);
  4. enter frame event listener
    • <instanceName>.addEventListener(
    •    Event.ENTER_FRAME, funName);

    • function funName(event:EVENT)
    • {...
  5. button handler
    • btnName.addEventListener(MouseEvent.CLICK, funName);
    • function funName(event:MouseEvent) {
    • ...
    • }
  6. playGame button
    • function playGame(event:MouseEvent)
    • {
    •    gotoAndStop("play");
    • }

    • begin.addEventListener(
    •    MouseEvent.CLICK,playGame);
  7. directions
    • var dir: Number;
    • const NORTH: Number = 0;
    • const NORTHEAST: Number = 1;
    • ...
    • const NORTHWEST: Number = 7;
  8. sound variable/instance
    • var sendBalloons:Sound
    •       = new SendBalloons();
    • var channel:SoundChannel;

    channel=sendBalloons.play();
  9. add text to numLives textbox
    • numLives.text = "Lives left: " + noLives;
    • numLives.text = "Lives left: " + String(noLives);
  10. to give stage focus in a frame
    stage.focus=this;
  11. stage width and height
    • stage.stageWidth;
    • stage.stageHeight;
  12. checkKeys handler
    • function checkKeys(event:KeyboardEvent) {
    •    if (event.keyCode == Keyboard.UP)
    •    { alligator.speed++; }
    •    else if(event.keyCode==Keyboard.DOWN)
    •    {  alligator.speed--: }
    •    else if(event.keyCode==Keyboard.LEFT)
    •    { alligator.dir--;
    •       if(alligator.dir<NORTH)
    •          alligator.dir=NORTHWEST;
    •    else if(event.keyCode==Keyboard.RIGHT)
    •    { alligator.dir++;
    •       if(alligator.dir>NORTHWEST)
    •          alligator.dir=NORTH;
    •    }
    • }
  13. turn alligator
    alligator.rotation = alligator.dir * 45; //rotate alligator 45 degrees
  14. turn Sprite(sprite) function
    • function turnSprite(sprite) {
    • switch (sprite.dir) {
    •         case NORTH:
    •             sprite.horizontalSpeed = 0;
    •             sprite.verticalSpeed = -1;
    •             break;
    •         case NORTHEAST:
    •             sprite.horizontalSpeed = .7;
    •             sprite.verticalSpeed = -.7;
    •             break;
    •         case EAST:
    •             sprite.horizontalSpeed = 1;
    •             sprite.verticalSpeed = 0;
    •             break;
    •         case SOUTHEAST:
    •             sprite.horizontalSpeed = .7;
    •             sprite.verticalSpeed = .7;
    •             break;
    •         case SOUTH:
    •             sprite.horizontalSpeed = 0;
    •             sprite.verticalSpeed = 1;
    •             break;
    •         case SOUTHWEST:
    •             sprite.horizontalSpeed = -.7;
    •             sprite.verticalSpeed = .7;
    •             break;
    •         case WEST:
    •             sprite.horizontalSpeed = -1;
    •             sprite.verticalSpeed = 0;
    •             break;
    •         case NORTHWEST:
    •             sprite.horizontalSpeed = -.7;
    •             sprite.verticalSpeed = -.7;
    •             break;
    •         default:
    •             trace("there's a problem here...");
    •     }
    •     sprite.horizontalSpeed *= sprite.speed;
    •     sprite.verticalSpeed *= sprite.speed;
    • }
  15. move sprite
    • function moveSprite(sprite) {
    •     trace("entered moveSprite()");
    •     sprite.x += sprite.horizontalSpeed; //move the sprite
    •     sprite.y += sprite.verticalSpeed;

    •     sprite.rotation = sprite.dir * 45;
    •     if (sprite.x > stage.stageWidth) //wrap
    •         sprite.x = 0;
    •     else if (sprite.x < 0)
    •         sprite.x = stage.stageWidth;
    •     if (sprite.y > stage.stageHeight)
    •         sprite.y = 0;
    •     else if (sprite.y < 0)
    •         sprite.y = stage.stageHeight;
    • }
  16. random direction and speed
    • sprite.dir = Math.random() *8;
    • sprite.dir =Math.floor(sprite.dir);
    • sprite.speed = Math.random()*10;
  17. collision detection
    • function checkCollisions()
    • {
    •     if (alligator.hitTestObject(child1))
    •     {
    •         trace("alligator hit by child 1!");
    •         channel=hitAlligator.play();
    •         resetChild(child1);
    •         noLives--;
    •         //trace("noLives=" + noLives);
    •         numLives.text="Lives left: "+noLives;
    •     }
    • else if (balloons.hitTestObject(child1))
    •     {
    •         trace("child 1 popped balloons");
    •         channel=popBalloons.play();
    •         resetBalloons();
    •         resetChild(child1);
    •         noPoints+=100;
    •         trace("noPoints: "+noPoints);
    •         numPoints.text = "Points: " + noPoints;
    •     }
    •    if (noLives <= 0)
    •     {
    •         alligator.removeEventListener(Event.ENTER_FRAME,moveAlligator);
    •         stage.removeEventListener(KeyboardEvent.KEY_DOWN,checkKeys);
    •         stage.removeEventListener(Event.ENTER_FRAME,moveChild);
    •         gotoAndStop("gameOver");
    •     }

    }
  18. object(instance) height or width
    • object.width
    • object.height
  19. un-named move function for boomerang

    change direction
    boomerang.move(); //function call

    • boomerang.move = function()
    • {
    • boomerang.x += horizontalSpeed;
    • boomerang.y += verticalSpeed;
    • }

    horizontalSpeed=-horizontalSpeed;
  20. boomerang checkBoundaries
    • boomerang.checkBoundaries = function()
    • {
    • if (boomerang.x+boomerang.width/2 > stage.stageWidth)
    • boomerang.x = boomerang.width/2; //move to left (ie. Wrap)
    • else if (boomerang.x-boomerang.width/2 < 0)
    • boomerang.x = stage.stageWidth-boomerang.width/2;
    • if (boomerang.y+boomerang.height/2 > stage.stageHeight)
    • boomerang.y= boomerang.height/2;
    • else if (boomerang.y-boomerang.height/2 < 0 )
    • boomerang.y = stage.stageHeight-boomerang.height/2;
    • }
  21. colour gradient
    Choose Radial from the Colour Mixer panel
  22. change cursor to star
    • Insert > New Symbol: Movie Clip Behavior, name it star
    • Drag the star onto the left hand side of the stage.
    • In the properties panel, change the <instance name> to star

    • star.addEventListener(Event.ENTER_FRAME, useStar);
    • function useStar(event:Event)
    • {
    • star.x = stage.mouseX;
    • star.y = stage.mouseY;
    • }
  23. Write a function that we can call upon whenever we need to hide the mouse
    • function init()
    • {
    • Mouse.hide();
    • }
    • init();
  24. have the mouse replaced with the player’s paddle.
    • function movePlayer(event:Event)
    • {
    • player.y = stage.mouseY;
    • }
    • player.addEventListener(Event.ENTER_FRAME, movePlayer);
Author
slc53
ID
330733
Card Set
game test2
Description
game test2
Updated