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TUTORIAL: Building games in Flash 5
Part 3: Enemies and collisions.
Author:
David Doull
Date: 11/04/01
Download source files: tut3.zip
Step 2: Getting
the enemies moving
Ok, we have created our enemy movie clip
and have set up its start position, now lets get it moving.
If you don't have it still open, open
up the actions window for the enemy movie clip.
Underneath the code from the previous
step type the following code for the enemies enterFrame clip
event:
onClipEvent (enterFrame) {
if (_root.spaceship.scrollStart){
this._x-=enemySpeed+_root.mainGround.groundSpeed;
} else {
this._x-=enemySpeed;
}
if (this._x<-10) {
reset();
}
}
This code does two things; it moves the
enemy across the stage by reducing its x-coordinate and it
resets the enemy if it has moved off the left edge of the
stage.
The first if statement checks to see
if our variable scrollStart is true?
If it is true then the enemy ships x-coordinate is decreased
by enemySpeed+_root.mainGround.groundSpeed
otherwise it is decreased by just enemySpeed.
So if the ground isn't scrolling the enemy will be moved left
by the random number assigned to enemySpeed.
If the ground is scrolling the enemy's x-coordinate will be
decreased by enemySpeed
plus the speed at which the ground is scrolling. We need to
do this to ensure the movement looks realistic. If the ground
started scrolling and the enemy just kept moving at the same
speed it wouldn't look right (try it out if you are not convinced).
The second if statement checks to see
if the enemy movie clip has moved off the left of the stage
(i.e.: it's x-coordinate is less
than -10). If this is true then the reset
function is called. The reset
function will reposition the movie clip on the right of the
stage and assign a new random speed and y-coordinate.
If you test your flash file you should
now have a enemy spaceship moving across the stage and resetting
itself after it moves off the left side of the stage.
More enemies
But one enemy isn't going to be a very
challenging game, so lets use duplicateMovieClip to add some
more enemies. We will put the code to duplicate the enemy
in a new layer on the main timeline.
Control Layer
Create
a new layer on the main timeline and call it control.
Click on the first frame of the control layer and open up
the actions window (either Window > Actions or right-click
and pick actions).
Type the following code in the actions window.
numEnemy=3;
for (i=2; i<=numEnemy; i++){
enemy1.duplicateMovieClip( "enemy"+i, i+100 );
}
The first line creates a new variable
called numEnemy and sets
it to 3. This variable will be the number of enemies on the
stage at any one point in time, if you want to make the game
harder just try increasing this number.
The next three lines are a for
loop. The loop duplicates the enemy1 movie clip.
What is a for loop?
For loops are used when you want to repeat
some code a set number of times. For loops use a counter,
in our case its called i,
which is typically increased by one each time flash goes through
the loop.
The line for (i=2; i<=numEnemy; i++){
is actually doing quite a lot.
The i=2 bit sets a variable called
i equal to 2 when the loop starts. The i++
bit tells flash to increase i by one everytime the loop is
repeated and the i<=numEnemy
bit tells flash to keep looping while i is less than or equal
to numEnemy. So it will stop looping when i is greater than
numEnemy.
The result of this is that two duplicates
of enemy1 will be created, called enemy2 and enemy3. If you
increase the value of numEnemy then the number of duplicate
enemies will increase accordingly.
Now,
close the actions window and on the main time line add an
extra frame to each of the layers (as shown). Select the second
frame of the control layer and insert a keyframe (press F6).
Open up the actions window for this frame (either Window >
Actions or right-click and pick actions) and type the following
line:
stop();
This just stops the main timeline.
You might wonder how the game plays if
the main timeline is stopped? Well, even though the main timeline
is stopped the laser, spaceship and ground movieclips are
still playing. The timelines of movieclips run independent
of the main timeline, they will only stop if you specifically
tell each one of them to stop.
You might also be wondering about why
we used the control layer.
We could have just put the code in any one of the other four
layers. However its much better practice to include all frame
code in a separate layer. This makes it much easier to debug
your flash file and for other people to understand your flash
file. It also means that if you delete a layer to remove a
graphic you wont accidentally also remove some code. It has
become a standard in the flash programming community to call
this layer control.
If you test your flash file now you should
have three enemy spaceships flying across the screen.
If you don't want to type in all that
code you can download the fla: tutorial3_partb.fla
.
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