Prototype of a Flash game like GearTaker
- May 6, 2008 by Emanuele Feronato
- Filed under Actionscript 2, Flash, Game design | 9 Comments
Do you know Tony Pa‘s GearTaker game?
You have a buddy jumping around rotating gears. As most Tony Pa’s games, it’s easier to play than to explain, and it’s hard to link… from this page select “GearTaker” and play.
I made a Flash prototype using two objects, the cog and the hero

The prototype has the following features:
1) Commented code
2) (virtually) unlimited fully customizable gears
3) Player starting gear and offset
Do you want more?
The only feature I am not showing you at the moment is how to determine the angle offset when the hero jumps from a cog to another. In my prototype, the hero always places himself at the top of the gear.
Also, if the hero files out of the stage, you’ll have to reload the page.
Can you improve the prototype?
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 | // constant to convert degrees to radians
degrees_to_radians = 0.0174532925;
// constant to convert radians to degrees
radians_to_degrees = 57.2957795;
// arrays storing cogs information: x position, y position and diameter
cog_x_position = Array(100, 400);
cog_y_position = Array(200, 200);
cog_diameter = Array(100, 100);
// diameter of the hero
hero_diameter = 24;
// speed of the hero, when he'll fly
hero_speed = 5;
// flag to determine if the hero has to rotate attached to the cog (true) or not (false)
rotate = true;
// cog where the hero will rotate. The starting one
cog_to_rotate = 0;
// offset to align the hero to the top of the inner circle of the cog
angle_offset = -Math.PI/2;
// cycle scanning through all cogs
for (x=0; x<cog_x_position.length; x++) {
// attaching the cog
wheel = _root.attachMovie("cog", "cog_"+x, x, {_x:cog_x_position[x], _y:cog_y_position[x], _width:cog_diameter[x], _height:cog_diameter[x]});
// setting a random rotation speed for the cogs
wheel.speed = Math.random()*20-10;
wheel.onEnterFrame = function() {
// update cog rotation according to its speed
this._rotation += this.speed;
};
}
// placing the hero on the screen
_root.attachMovie("hero", "hero", _root.getNextHighestDepth());
// function the hero will execute every frame
hero.onEnterFrame = function() {
// if the hero is supposed to rotate sticked to the cog...
if (rotate) {
// determining hero's angle
angle = (_root["cog_"+cog_to_rotate]._rotation)*degrees_to_radians+angle_offset;
x = _root["cog_"+cog_to_rotate]._x;
y = _root["cog_"+cog_to_rotate]._y;
// no!!! this wont work
//radius = (_root["cog_0"]._width+hero_diameter)/2;
// yes !!
radius = (cog_diameter[0]+hero_diameter)/2;
// updating hero position
this._x = x+Math.cos(angle)*radius;
this._y = y+Math.sin(angle)*radius;
// if the hero is flying
} else {
// updating hero's x and y position
this._x += hero_speed*Math.cos(shooting_angle);
this._y += hero_speed*Math.sin(shooting_angle);
// scanning all cogs
for (x=0; x<cog_x_position.length; x++) {
// if it's not the cog the hero just left...
if (x != cog_to_rotate) {
// checking the distance bewteen the hero and the cog
dist_x = _root["cog_"+x]._x-this._x;
dist_y = _root["cog_"+x]._y-this._y;
distance = Math.sqrt(dist_x*dist_x+dist_y*dist_y);
// if the hero hits a cog
if (distance<(cog_diameter[x]+hero_diameter)/2) {
// time to calculate a new angle offset if you want
// stick the hero to the cog
cog_to_rotate = x;
// make the hero rotate around the cog
rotate = true;
}
}
}
}
};
// if the player presses the mouse
onMouseDown = function () {
// checking hero's angle
dist_x = hero._x-_root["cog_"+cog_to_rotate]._x;
dist_y = hero._y-_root["cog_"+cog_to_rotate]._y;
shooting_angle = Math.atan2(dist_y, dist_x);
// dont' make the hero rotate sticked to the cog anymore
rotate = false;
}; |
Mouse button to play. Happy jumping. Yes, this is a one-button game, and I have a next-to-be-published incredible game based upon this prototype.
Prototypes are the most interesting ways to make a game, remember what I was able to make from this to this…
And this is the source code, just in case you need it…
They can be easily customized to meet the unique requirements of your project.
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(3 votes, average: 3.67 out of 5)

Its good, can’t wait to see what you are going to do with this !
I forsee an awesome game coming out of this :D
I’ve seen an awesome game like this. Miniclip’s Wheels of Salvation.
In between lines 62-63 add…
*************************************************
angle = Math.atan2(dist_y, dist_x);
angle_offset = angle – _root["cog_"+x]._rotation;
*************************************************
This will make the hero stick to the place where it hit the cog.
Wrong!
you’re mixing degrees with radians…
Don’t you just correct it using radians ? the code could stil have some use….I imagine ?
ya, I played wheels of salvatin too.
What’s different though is that the guy doesn’t automatically go to a predefined point.
it just continues from the point where it hit the wheel/gear.
No, it would attach at the opposite side of the wheel
the correct angle_offset is determined by
*************************
angle_offset = angle-_root["cog_"+x]._rotation*degrees_to_radians+Math.PI;
*************************
explain the actions please i want know more about the codes and u dont explain