Here we declare an Array that will store all the circles on stage. We also declare helper loop variables: i and j. Next we add an event listener for enter frame. Here we loop through all the circles in the circles Array and we call 2 functions for each: circleMovement i and collisionWithOtherCircles i. It also makes it wrap around the stage if it is outside of it.
We will add these dynamic properties in a later function. The next lines deal with the wrapping when outside the visible stage area. It starts with a loop going through the array circles with the helper variable j. Next, it checks whether i is not the same as j.
After all, a circle cannot collide with itself. If there is a collision between these 2 circles then the bouncing takes action. A conditional is added to prevent going outside the boundaries of the Flash angle values to Next, the same is repeated for circle[j]. Below all this code, add an event listener to the stage of type MouseEvent. In the click handler function we will create a new circle on the stage, if doing so is appropriate for the current situation. So basically here, a new instance of the class Circle is created and is assigned its coordinates to the mouse position.
It also gets assigned a random scale. But before it can be added to the stage, we must check if it overlaps with any other circle. This is done by using the function collisionWithAnyCircle. In case there is a collision, the circles value is set to null and it never gets instantiated. Otherwise, it gets added to the stage and gets assigned values for xInc and yInc.
There are Dynamic properties. All classes which are Dynamic Like the ones generated automatically by Flash , can be added properties at runtime. The values of these are randomized. After the assignments of these values, the newly created circle gets added to the stage and to the array of circles. You can now proceed to making the graphics suitable to your needs. For example, it can be made into an underwater scene where the circles will be bubbles as below.
Watch the video to see how I did this. After studying this tutorial, you will find that programming in Flash Actionscript 3 is not that hard.
I will leave it to you to finish the work. Good luck!! I have updated that link which has the original files. Most tutorials are user submitted but I will try to contact the original author to respond here. This tutorial is for Actionscript 3 in Flash. Try using the code in the zip file to build the demo. Your email address will not be published. So you want to be a flash game developer, eh? Learn to use hitTestObject to check when two objects are touching in a game.
Well just to give you an idea of what can be done with geometry check out a flash game. Everybody has played those helicopter games where you have to fly the helicopter through a maze without crashing. So you need to create a weapon, maybe a laser, and you want your character to fire the weapon.
Learn how to create and code a classic brick breaker game in ActionScript 2. Take your first steps into flash game development with this series of informative tutorials by Flash Junkie. By Flash Junkie. This is the first part of a long step-by-step article that will guide you through the entire process of creating a Flash game including input management, basic physics, collision detection and a lot more!
Add further visual excitement and interactivity to your game will scrolling terrain. Create this game. Defend the TNT beneath the grass by blowing up any incoming airplanes and the bombs they drop. Hangman is a popular game which can be coded using a few symbols and a short amount of code. This tutorial is intended for intermediate or advanced users of ActionScript.
This tutorial will show you how to shoot bullets to destroy objects, in Flash games. So, we will create a game using our super hero Pawel to kill dragons that are coming from one side of the screen. Making rich media for mobile consumption has never been easier since the release of the Flash Lite player for mobile devices.
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