Here is what the array will look like:. Now as we loop to create the 36 movie clips, we'll pull a random number from this list to determine which picture will display on each card:.
The new lines are in the middle of the code. First, we use this line to get a random number between zero and the number of items remaining in the list:. The Math. Multiply this by cardlist. Then use Math. Then, the number at the location in cardlist is assigned to a property of u named cardface. Then, we use the splice command to remove that number from the array so that it won't be used again. Although we usually need to declare and define variables, we can also add dynamic properties such as cardface to an object.
This can only be done if the object is dynamic, which the Card object is by default because we did not define it otherwise. The cardface property will assume the type of the value it is assigned such as a Number , in this case. This is not the best programming practice. Better would be to define a class for the Card, complete with an ActionScript file declaring a package, class, properties, and constructor function. However, this is quite a lot of extra work when only one little property is needed, so the benefits of convenience outweigh the benefits of sticking to strict programming practices.
In addition, the MatchingGame3. This syntax makes the Card movie clip show its picture. So, all 36 cards will be face up rather than face down.
It takes the value of the property cardface , which is a number from 0 to 17, and then adds 2 to get a number from 2 to This corresponds to the frames in the Card movie clip, where frame 1 is the back of the card, and frames 2 and so on are the picture faces of the cards. Obviously, we don't want to have this line of code in our final game, but it is useful at this point to illustrate what we have accomplished.
This is useful to get visual confirmation that your code is working so far. I would like to receive exclusive offers and hear about products from InformIT and its family of brands. I can unsubscribe at any time. Pearson Education, Inc. This privacy notice provides an overview of our commitment to privacy and describes how we collect, protect, use and share personal information collected through this site. Please note that other Pearson websites and online products and services have their own separate privacy policies.
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This chapter is from the book. ActionScript 3. NOTE Sometimes educational matching games for children don't have exact matches in a pair of cards.
NOTE Using multiple symbols, one for each card, can prove useful if you are picking cards from a large group—like if you need 18 cards from a pool of NOTE Even the single-symbol method can use many symbols. NOTE Putting specific numbers in your code, such as the 6s for the row and column lengths, is called hard coding.
NOTE This process is kind of the opposite from shuffling a deck of cards. NOTE Although we usually need to declare and define variables, we can also add dynamic properties such as cardface to an object.
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Web Analytics Pearson may use third party web trend analytical services, including Google Analytics, to collect visitor information, such as IP addresses, browser types, referring pages, pages visited and time spent on a particular site. I want to know whether I can make models in external software like 3DS Max and then import and use them in flash. I want to make a game where there is a 3D animation of a an athlete running on athletic field. How can I go about making that animation and using that in my flash game.
The chosen answer is not correct - since Flash player 11 we've had access to the Stage3D APIs, which allow hardware-accelerated 3d graphics within Flash Player. George Profenza's comment on your question points you in the right direction I swear by Away3D! By all means check it out, but I wouldn't choose it over Flash without a lot of good reasons! Unfortunately it is not possible to bring models into flash and use them in the capacity you are talking about.
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Active 8 years, 10 months ago. Viewed 4k times. Thanks in advance. Improve this question. All three buttons are available for ActionScript. To do that, right click the movie clip and click on Properties. Check the box for "Export for ActionScript. The Level Parts folder holds two movie clips; a red circle and a blue box. We will instantiate the blue box for maze pieces we can change the size using the free transform tool and the red circle will be the object that is our goal to get to.
Neither of them need to be exported to ActionScript. The Levels folder will hold the movie clips of the maze. Below is the maze I created using only the blue box and red circle movie clips:. Inside the Movie Clip 'level1' of the maze game. You can see I have three layers. The first layer is the stage layer. The stage layer is just a rectangle shape with no fill that's the same size as our stage px by px. This layer will be hidden in the final, published version of the game. It's there so I can see what my starting screen will look like when the maze is loaded to the stage in the beginning.
Also note that the 0,0 point of this movie clip is located at the top left of that rectangle. That's very important. The second layer is a stop layer. It's important because this particular timeline has 30 frames, and even though frames 2 through 30 are blank frames only holding comment information, they will still loop if it is not stopped to stop it, type "stop ;" in the Actions window, without quotes.
And finally, the Maze layer holds all of the blue box movie clips. The comment I have reminds me that there are 16 instances of the blue box movie clips. The instance name of each movie clip is m1, m2, m3, and so on and so forth. Giving them instance names are necessary for the scripting part. The instance name of the movie clip holding the red circle is called "winBox". You can see in the following image that you can assign an instance name in the properties tab if you have the instance selected:.
The properties tab while viewing the inside of the movie clip 'level1' with the movie clip of a red circle graphic selected. The next folder, Player Parts, includes three movie clips. They are move, idle, and player. Move and idle aren't needed to be exported to ActionScript, but player is. The idle is a simple animation I made with the basic tools provided by Flash.
It's just the little green guy blinking twice. Because it's a movie clip, it will automatically loop indefinitely when played. The move is another simple animation of the same green guy facing down , and he's just facing a corner for 5 frames. I only had to make this movie clip 10 frames long because, again, it will loop indefinitely. The player movie clip is a bit more complicated.
It is eight frames long. The first frame has a stop code, an instance of the idle movie clip facing down , and a frame label of 'down-idle' frame labels are assigned the same way as instance names are, but nothing is selected on the stage. The second frame has a stop code, an instance of the move movie clip facing down , and a frame label of 'down-move'. Keep in mind that both of these movie clips are located at 0,0 in the player movie clip.
The third frame has a stop code, an instance of the idle movie clip rotated 90 degrees, counter clock-wise , and a frame label of 'left-idle'. I'm sure you can see the pattern to cover the idle and move frames for down, left, right, and up. The last folder, Stage Components, includes a single movie clip with an invisible block. This movie clip will provide us the ability to keep the player on the stage, and to push the game around when pushing against the border.
We've already covered the code layer. The outline is just a rectangular shape with no fill to give the game an outline. The stage and timeline of the main timeline in the FLA file of the maze game.
The Move Level layer also has four of those invisible movie clips, each named p1, p2, p3, and p4 I named them p for pusher. These boxes will be used to detect when a player is moving up against the edge of the game to push the maze level around. These boxes are outlined in orange and cover about 15 pixels. These boxes have to extend farther into the play area because once the player reaches the green boxes, he'll stop moving, so in order for the player to collide with the orange boxes at all, there has to be enough room before the player reaches the green boxes.
Of course, you don't want to leave too much room or the code will detect the collision before the player is up against the edge and the maze would start moving before the player reaches it.
On a side note, I believe I changed my pixel buffer from 10 to 5 on the border, but I didn't change it in my comment in the Flash file. You'll see it in the image of the border layer. Once you have everything set up in your Flash file, you're ready to start coding it. We'll start with establishing variables in our main class. Now I'm not going to explain to you what variables are. However, I will explain what some of the vague variables are for.
Most of them are self-explanatory. It's for humans to document their code and make it more readable for other programmers and scripters. These variables are all public because they will all be used throughout several of our functions, and making them public makes them accessible to any function within this script, or another script. A lot of the variables are already explained in their comments. For example, the public variable called "heroPosX" is the x coordinate or position of our hero on the stage, and it is represented by a number.
The public variable 'dir' is a string variable that will change depending on what key the player is pressing, and it will determine what animation to play. This is the name that we'll be referring to throughout the remainder of the codes.
Remember when we created the player's movie clip? His 'class name' was the same as his movie clip name when you checked the box to export him, so that's why hero is being set to reference the class of player.
The last part, where it's set equal to itself, is making a new copy of that class, so we aren't using the original, and a new one is created every time this game is initiated. As you can see, this method is also used for our buttons and level. In the variables, you'll also be able to see three arrays; borders, pushers, and allLevels. The borders array will hold a list of the border movie clips the ones that will keep the player from leaving the stage.
The pushers will hold a list of all the movie clips that we labeled with p , and the last array will hold a list of all the levels in our game. When starting your own game, you may not always know what variables you'll need to finish the game. I didn't have a list to hold all of my levels until I needed to code the part of what happens when you complete a level.
So it's a good idea to make variables only when you need them. You may have heard the word 'constructor' before. If you didn't connect your main class correctly, you probably saw it as the only function in a blank AS file when clicking the pencil icon. A constructor function is always named after the class name, it runs as soon as the class is instantiated, and it's always the first function defined in a class.
In our case, this class is exported on frame 1 automatically, so we can use a constructor function. We won't be using a constructor function for our level classes, for it causes problems. You'll soon understand why when we get to it. So to begin, you need to ask yourself, "What will the player see when the game first pops on the screen? Well for our maze game, we see the big start button, the hero facing down in his idle position, and the first maze underneath.
So let's start by adding those objects to our stage through the script in the constructor function. Now you can see I didn't add the level to the stage through addChild like I did with our player and button. I told it to call a function called 'loadLevel' instead. To make this code modular, every time I need a level to load, I'll simply call that function. In that function which we'll write soon enough will check our curLevel variable to see what level we're on, and then load the appropriate level according to that variable.
Running the game now will give you errors, since you don't have a function called loadLevel. So for right now, go ahead and make a function like this:.
Now there's a few other things we need to add to this function. We need to make sure that if and when we get the player to move, that we can make use of those borders and pushers that are on the stage. We also need to make an event listener for the start button so it knows to do something when it's clicked.
There's also a few variables we need to set a value to. We're adding the hero to the stage, and setting his x and y coordinates to 20, We're also setting those heroPosX and heroPosY variables to equal his coordinates. We're telling the 'dir' variable to equal the string 'down-idle' which is exactly what we labeled the frame in the player's movie clip that loops his idle position that's facing down We are telling the borders array to push, or add to the end of the list, the object that's labeled b1, b2, b3, and b4.
We are telling the allLevels array to add the levelOne variable to the end of it's list. The following trace statement then tells me how many levels there are in my game by looking at the length of the allLevels array. If I had a second level to add to this game, I'd be writing 'allLevels. The next thing this code does is that it calls the function 'loadLevel' and runs through everything in that function.
When that's finished, the constructor codes picks up exactly where it left off. It then adds our button to the stage, followed by the event listener for our button that waits for the user to click it. If it gets clicked, it will call the 'startGame' function. The last thing our constructor function does is trace that the game is loaded.
That should make sense, especially in that order. Children that are added to the stage last are on the top-most layer. So if we added our button first, we may not be able to click it because our player and level objects would be in the way.
We want to add our button last so that it covers everything else. Once you're constructor is finished, the next logical step is to set up what happens when you click the button to start your game. First, we remove the start button from the page. Then, we tell the stage to focus on the stage.
This is a very important step for any keyboard based game because otherwise, any keyboard inputs may not get recognized, and they'll simply be ignored. Next, we add three event listeners to our stage; key down, key up, and an enter frame. The key down function, called 'keyPressed' will get called every time you press a button on the keyboard, and will continue to get called while it's held down.
The key up function, called 'keyUnPressed', will get called every time you release a button on the keyboard. And finally, the enter frame function, called 'gameLoop' will forever be called every frame this game is running from this point on.
Last, we trace to our output channel that the game has started. You're welcome to comment old trace statements to stop them from going to your output channel if it's starting to clog up space and is no longer necessary such as the "Game Loaded" statement, if you no longer need to make sure that function ran correctly because you know it did based on what you're seeing on the stage. Testing your game now won't work because errors will pop up saying that you haven't defined those three functions yet, which is exactly the next three that we'll cover.
Note : You've probably noticed that some of the functions are public, some of them are private, and that none of them are just 'function' like you've probably done before when writing in the Actions window of a timeline. A public function, much like a public variable, makes it so that that particular function can be accessed by other AS files.
Private functions makes it so that that particular function is only accessible by the AS file it is written in. You can probably leave "private" out and just write it as a function, and "private" will be assumed, but it's good practice to assign all of your functions as either private or public within a class. Mostly for humans when they read your code. If you're unsure whether or not the function you're writing needs to be private or public, then just make it private first.
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