Welcome to the 2nd part of this tutorial. I recommend you to read the 1st part if you haven’t done it yet and we are ready to start.

**Fixing bullets amount**

In the last example, when you shot a bullet, it “lives” forever. I mean, once the bullet movieclip is on the stage, there isn’t any routine to check if the bullet should exist or not.

Try to imagine thousands of bullets that continue falling down at increasing speed. Obviously, if you fire a large amount of bullets, the movieclip starts lagging.

We need to remove bullets when they are off the stage.

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Mouse.hide(); gravity = 2; attachMovie("crosshair", "crosshair", 1); attachMovie("tank", "tank", 2, {_x:230, _y:350}); crosshair.onEnterFrame = function() { this._x = _xmouse; this._y = _ymouse; }; tank.onEnterFrame = function() { mousex = _xmouse-this._x; mousey = (_ymouse-this._y)*-1; angle = Math.atan(mousey/mousex)/(Math.PI/180); if (mousex<0) { angle += 180; } if (mousex>=0 && mousey<0) { angle += 360; } if (angle>160) { angle = 160; } if (angle<20) { angle = 20; } firepower = Math.sqrt(mousex*mousex+mousey*mousey); if (firepower>200) { firepower = 200; } this.cannon._rotation = angle*-1; }; function onMouseDown() { angle = tank.cannon._rotation-1; start_ball_x = tank._x+48*Math.cos(angle*Math.PI/180); start_ball_y = tank._y+48*Math.sin(angle*Math.PI/180); cannonball_fired = attachMovie("cannonball", "cannonball_"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y}); cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower; cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower; cannonball_fired.onEnterFrame = function() { this.diry += gravity; this._x += this.dirx/30; this._y += this.diry/30; if ((this._x<0) or (this._x>500) or (this._y>350)) { this.removeMovieClip(); } }; } |

**Lines 42-44**: Check if the bullet if out of visible left, right and bottom area (I did not include the top because a bullet is supposed to fall down…) and if true, removes the bullet movieclip.

In this case, the only movieclips active are those visible on stage plus the ones falling from the upper edge of the stage.

**Maximum bullets at the same time**

Now we need to put a limit to the maximum bullets fired at the same time. It would be too easy if we let the player fire a large amount of bullets. So we are going to put a limit.

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Mouse.hide(); gravity = 2; fired = 0; max_firepower = 3; attachMovie("crosshair", "crosshair", 1); attachMovie("tank", "tank", 2, {_x:230, _y:350}); crosshair.onEnterFrame = function() { this._x = _xmouse; this._y = _ymouse; }; tank.onEnterFrame = function() { mousex = _xmouse-this._x; mousey = (_ymouse-this._y)*-1; angle = Math.atan(mousey/mousex)/(Math.PI/180); if (mousex<0) { angle += 180; } if (mousex>=0 && mousey<0) { angle += 360; } if (angle>160) { angle = 160; } if (angle<20) { angle = 20; } firepower = Math.sqrt(mousex*mousex+mousey*mousey); if (firepower>200) { firepower = 200; } this.cannon._rotation = angle*-1; }; function onMouseDown() { if (fired<max_firepower) { fired++; angle = tank.cannon._rotation-1; start_ball_x = tank._x+48*Math.cos(angle*Math.PI/180); start_ball_y = tank._y+48*Math.sin(angle*Math.PI/180); cannonball_fired = attachMovie("cannonball", "cannonball_"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y}); cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower; cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower; cannonball_fired.onEnterFrame = function() { this.diry += gravity; this._x += this.dirx/30; this._y += this.diry/30; if (this._y>350) { this.removeMovieClip(); fired--; } }; } } |

**Line 3**: Variable designed to count the bullets currently on stage

**Line 4**: Maximum firepower allowed. Changing this value you will change the maximum bullets allowed to be shot at the same time. Changing this value will affect gameplay.

**Line 34**: When the player wants to fire, I check if the bullets on stage are minor than the maximum bullets allowrd

**Line 35**: if true, increases the *fired* variable

**Line 48**: decreases the *fired* variable when a bullet is removed. If you look at **line 46**, you will see the control is performed only on bullets leaving the stage to the bottom. This will always happen even for bullets thare are leaving to left or right, since when they fall, sooner or later they will leave to the bottom. This will make the game a little bit harder, because if you fire a bullet out to the right, you will have to wait for it to leave the stage to the bottom to have the bullet reloaded.

Now it’s time to introduce the other great star in an artillery game

**The ground**

I created a new movieclip linkaged as *ground* that represents… well… the ground.

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Mouse.hide(); gravity = 2; fired = 0; max_firepower = 3; attachMovie("crosshair", "crosshair", 1); attachMovie("tank", "tank", 2, {_x:295, _y:255}); attachMovie("ground", "ground", 3, {_x:0, _y:200}); crosshair.onEnterFrame = function() { this._x = _xmouse; this._y = _ymouse; }; tank.onEnterFrame = function() { mousex = _xmouse-this._x; mousey = (_ymouse-this._y)*-1; angle = Math.atan(mousey/mousex)/(Math.PI/180); if (mousex<0) { angle += 180; } if (mousex>=0 && mousey<0) { angle += 360; } if (angle>160) { angle = 160; } if (angle<20) { angle = 20; } firepower = Math.sqrt(mousex*mousex+mousey*mousey); if (firepower>200) { firepower = 200; } this.cannon._rotation = angle*-1; }; function onMouseDown() { if (fired<max_firepower) { fired++; angle = tank.cannon._rotation-1; start_ball_x = tank._x+48*Math.cos(angle*Math.PI/180); start_ball_y = tank._y+48*Math.sin(angle*Math.PI/180); cannonball_fired = attachMovie("cannonball", "cannonball_"+_root.getNextHighestDepth(), _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y}); cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower; cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower; cannonball_fired.onEnterFrame = function() { this.diry += gravity; this._x += this.dirx/30; this._y += this.diry/30; if ((this._y>350) or (ground.hitTest(this._x, this._y, true))) { this.removeMovieClip(); fired--; } }; } } |

**Lines 6-7**: Tank and ground are placed on the stage as if the tank were on the ground (of course…)

**Line 47**: the test to remove the bullet is extended to its collision with the ground. At the moment, I do not care about explosions or accurate hit test

**The enemy**

In an artillery game, you are supposed to shot to an enemy… so I linkaged another movieclip as *enemy*… it should be that red square (you know, red squares are evil).

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Mouse.hide(); gravity = 2; fired = 0; max_firepower = 3; place_enemy(); attachMovie("crosshair", "crosshair", 1); attachMovie("tank", "tank", 2, {_x:295, _y:255}); attachMovie("ground", "ground", 3, {_x:0, _y:200}); crosshair.onEnterFrame = function() { this._x = _xmouse; this._y = _ymouse; }; tank.onEnterFrame = function() { mousex = _xmouse-this._x; mousey = (_ymouse-this._y)*-1; angle = Math.atan(mousey/mousex)/(Math.PI/180); if (mousex<0) { angle += 180; } if (mousex>=0 && mousey<0) { angle += 360; } if (angle>160) { angle = 160; } if (angle<20) { angle = 20; } firepower = Math.sqrt(mousex*mousex+mousey*mousey); if (firepower>200) { firepower = 200; } this.cannon._rotation = angle*-1; }; function onMouseDown() { if (fired<max_firepower) { fired++; angle = tank.cannon._rotation-1; start_ball_x = tank._x+48*Math.cos(angle*Math.PI/180); start_ball_y = tank._y+48*Math.sin(angle*Math.PI/180); cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower; cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower; cannonball_fired.onEnterFrame = function() { this.diry += gravity; this._x += this.dirx/30; this._y += this.diry/30; if ((this._y>350) or (ground.hitTest(this._x, this._y, true))) { this.removeMovieClip(); fired--; } }; } } function place_enemy() { enemy_placed = attachMovie("enemy", "enemy", _root.getNextHighestDepth(), {_x:0, _y:350}); enemy_placed.yspeed = 0; enemy_placed.onEnterFrame = function() { this.yspeed += gravity/10; this._x++; while (_root.ground.hitTest(this._x+this._width/2, this._y+this._height, true)) { this._y--; this.yspeed = 0; } if (!_root.ground.hitTest(this._x+this._width/2, this._y+this._height+1, true)) { this._y += this.yspeed; } else { this.yspeed = 0; } if (this._x>500) { this.removeMovieClip(); place_enemy(); } }; } |

**Line 5**: call to a place_enemy function that will… uh… something like placing an enemy…

**Line 55**: here starts the function *place_enemy*

**Line 56**: Placing an enemy in the bottom left of the stage

**Line 57**: Init enemy yspeed at zero. It’s obvious that I won’t move the enemy with a motion guide but with pure actionscript, just in case tomorrow I would like to change the terrain. I am using some of the basics explained in the tutorial called Create a flash draw game like Line Rider or others – part 5 so give it a look if you haven’t done it yet.

**Line 58**: Function to be executed every time the enemy enters in a frame.

**Lines 59-69**: As said, these are lines already explained in the the tutorial called Create a flash draw game like Line Rider or others – part 5

**Lines 70-73**: When the enemy reaches the right border, I remove it and call the function again, creating another enemy.

And we have our walking enemy… want to hurt it?

**The killable enemy**

In this tutorial I won’t cover energy, health and so on, but I will during next tuts. At the moment, when a bullet hits an enemy, he/it dies and repops in the starting point.

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Mouse.hide(); gravity = 2; fired = 0; max_firepower = 3; place_enemy(); attachMovie("crosshair", "crosshair", 1); attachMovie("tank", "tank", 2, {_x:295, _y:255}); attachMovie("ground", "ground", 3, {_x:0, _y:200}); crosshair.onEnterFrame = function() { this._x = _xmouse; this._y = _ymouse; }; tank.onEnterFrame = function() { mousex = _xmouse-this._x; mousey = (_ymouse-this._y)*-1; angle = Math.atan(mousey/mousex)/(Math.PI/180); if (mousex<0) { angle += 180; } if (mousex>=0 && mousey<0) { angle += 360; } if (angle>160) { angle = 160; } if (angle<20) { angle = 20; } firepower = Math.sqrt(mousex*mousex+mousey*mousey); if (firepower>200) { firepower = 200; } this.cannon._rotation = angle*-1; }; function onMouseDown() { if (fired<max_firepower) { fired++; angle = tank.cannon._rotation-1; start_ball_x = tank._x+48*Math.cos(angle*Math.PI/180); start_ball_y = tank._y+48*Math.sin(angle*Math.PI/180); cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*firepower; cannonball_fired.diry = Math.sin(angle*Math.PI/180)*firepower; cannonball_fired.onEnterFrame = function() { this.diry += gravity; this._x += this.dirx/30; this._y += this.diry/30; if ((this._y>350) or (ground.hitTest(this._x, this._y, true))) { this.removeMovieClip(); fired--; } if (enemy.hitTest(this._x, this._y, true)) { this.removeMovieClip(); enemy.removeMovieClip(); fired--; place_enemy(); } }; } } function place_enemy() { enemy_placed = attachMovie("enemy", "enemy", _root.getNextHighestDepth(), {_x:0, _y:350}); enemy_placed.yspeed = 0; enemy_placed.onEnterFrame = function() { this.yspeed += gravity/10; this._x++; while (_root.ground.hitTest(this._x+this._width/2, this._y+this._height, true)) { this._y--; this.yspeed = 0; } if (!_root.ground.hitTest(this._x+this._width/2, this._y+this._height+1, true)) { this._y += this.yspeed; } else { this.yspeed = 0; } if (this._x>500) { this.removeMovieClip(); place_enemy(); } }; } |

**Lines 52-57**: if a bullet hits **THE** enemy (I will explain that bold “the” later), I remove both the bullet (decreasing the *fired* variable) and the enemy and place another enemy.

It’s very simple, but I wrote that “the” because I know that **A** bullet on the stage can hit only **THE** only enemy on the stage.

When we’ll have lots of bullet that can hit lots of targets, it gets a bit more complicated.

That’s what I’ll cover during next step, coming soon.

Meanwhile, download the sources and give me feedback.

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