Avoider game as3 tutorial




















Some part of the code should look like this:. I hope it makes sense that we are now asking the world to "end the game" as opposed to removing the hero object. The part that may be confusing is the substitution of AvoiderWorld for World and the addition of " AvoiderWorld ". The problem is that we are going to implement endGame in AvoiderWorld , not World.

So, we need some way of specifying that the return value of getWorld will be treated as an AvoiderWorld , not just a plain ol' ordinary World. In Java terms, this is called "casting". You can learn more about casting here. You probably should read that link Now for step 2 and 3. What the heck, I'll just give it to ya. Here's the code you need to add to AvoiderWorld :. There's a part missing Oh well, why don't you lookup the documentation for the Greenfoot class and see if you find a method that will work.

We have changed and added a minimal amount of code, but if you have followed along carefully, you should be able to save, compile, and run the code. See the "Game Over" screen when your hero touches an enemy? If not, go back and retrace your steps. Something you typed in is wrong. The "Game Over" screen is great and all, but I don't want to just stare at it all day. Ok, so let's make it so that you can restart the game by clicking on the "Game Over" screen. AvoiderGameOverScreen needs to keep checking if the mouse has been clicked and then set the world back to AvoiderWorld so we can play the game again.

Looking in the Greenfoot documentation, I discovered the function mouseClicked. As you proceed, think about the concepts and how you would use them in your own game. Experiment with the code and try new things. If you are looking for a quick "how-to" example, this is not the tutorial for you. Greenfoot teaches object orientation with Java. Create 'actors' which live in 'worlds' to build games, simulations, and other graphical programs.

This is the case of Michael Williams , who said I was one of the main reasons he decided to make a blog about Flash game development. He wrote an excellent 4 steps tutorial about making a game with AS3 and gave me the permission to publish it to give it more exposure.

I am publishing the first part, encouraging you to visit his blog for more updates. Conversely, a lot of programmers of other languages find ActionScript 3 quite intuitive, but hate ActionScript 2! This tutorial is aimed at anyone that has some programming experience. The subject of this tutorial? Thanks, Frozen Haddock! This is not a direct port of his tutorial, however. These rules might have to be bent a little when it comes to adding a preloader. Create a new folder, inside this folder, called Classes.

There are some default settings we need to alter before we can start on the game proper. Click the little plus icon above the Classpaths box, and type. Frozen Haddock gave his a size of by pixels, and a grey background. I do recommend sticking with a frame rate of 24 fps, though. The enemy is the object that you, as a player, will have to avoid hence, Avoider Game. Click OK. The Library will now show your new Enemy object:. By default you will be automatically editing the Enemy.

Draw your Enemy. Frozen Haddock picked a smiley face for his bad guy. Who knows why? I recommend this quick drawing tutorial if that applies to you. Pretty awesome. You see that little black crosshair with the white background? A crosshatch pattern will appear:. A blue box will appear. If you now click and drag anything inside that box, the entire enemy will move as one. If you had tried this before, you would have ended up dragging his eye out.

Go to the Align panel. With the Enemy still selected i. Click Scene 1 on the bar above the editing box. As I mentioned at the start, this code is not going to go in either the timeline or the Actions of the Enemy symbol.

There are a number of benefits to this:. A blank text-editing window will appear. Immediately save the file, as Enemy. This file is going to contain the class — a programming template — for our antagonistic smiley faces. The package keyword simply says that everything between the next pair of curly braces is part of a single… well, package. In this case, everything in this package concerns the Enemy object.

The thing is, even though MovieClip is such an important and frequently-used class of object, Flash still has to be told where it is. So, we write in line 2, below:. This is just a function that runs whenever a new Enemy is created. All constructor functions must have the same name as the class they belong to, so:.

Note that the Enemy function has an empty pair of parenthesis directly after it; more on that later.



0コメント

  • 1000 / 1000