Create a Flash game like Deflection – part 2
Filed Under Actionscript 2, Flash, Game design, Users contributions • 7 Comments
Multipart tutorial: available parts 1, 2, 3
In the 1st part I showed you how to make a deflection engine starting from an old tutorial, now it's time to let the player draw walls.
The idea comes from Srdjan Susnic, a reader who runs the blog Ask For Game Task.
The main task Srdjan accomplished was to add a mouse control so a player can draw lines from which the ball will bounce.
After collision between the ball and a line drawn by mouse, that line must be removed
The code is clear and well commented, but it seems to suffer a bug if the player just clicks the mouse without drawing.
It's just a minor issue I fixed in a moment, and if you already read the original post, I just added the control if the player drew a line when he releases the mouse button with player_drew variable.
Anyway, this is the actionscript:
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// create game object
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game = {gravity:0, dragging:false, clip:_root.game_mc, stageW:500, stageH:400, maxV:20};
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// create object
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// point p0 is its starting point in the coordinates x/y
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_root.attachMovie("ball", "ball", 1);
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game.myOb = {clip:ball, airf:1, b:1, f:1, r:20, lastTime:getTimer()};
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game.myOb.p0 = {x:150, y:80};
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// vectors x/y components
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game.myOb.vx = 8;
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game.myOb.vy = 12;
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// create first vector
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// point p0 is its starting point in the coordinates x/y
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// point p1 is its end point in the coordinates x/y
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game.v = new Array();
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game.v[0] = {p0:{x:50, y:40}, p1:{x:450, y:40}, b:1, f:1};
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game.v[1] = {p0:{x:50, y:40}, p1:{x:50, y:360}, b:1, f:1};
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game.v[2] = {p0:{x:50, y:360}, p1:{x:450, y:360}, b:1, f:1};
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game.v[3] = {p0:{x:100, y:80}, p1:{x:400, y:320}, b:1, f:1};
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_root.createEmptyMovieClip("lines", 2);
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lines.lineStyle(1, 0xff0000);
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// draw and calculate all parameters for the wall vectors
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for (x=0; x<game.v.length; x++) {
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lines.moveTo(game.v[x].p0.x, game.v[x].p0.y);
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lines.lineTo(game.v[x].p1.x, game.v[x].p1.y);
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updateVector(game.v[x], true);
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}
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_root.onEnterFrame = function() {
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_root.runMe();
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};
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// function to draw the points, lines and show text
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function drawAll(v) {
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// place ob mc
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v.clip._x = v.p1.x;
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v.clip._y = v.p1.y;
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}
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// main function
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function runMe() {
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// start to calculate movement
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var ob = game.myOb;
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// add air resistance
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ob.vx *= ob.airf;
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ob.vy *= ob.airf;
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// dont let it go over max speed
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if (ob.vx>game.maxV) {
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ob.vx = game.maxV;
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} else if (ob.vx<-game.maxV) {
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ob.vx = -game.maxV;
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}
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if (ob.vy>game.maxV) {
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ob.vy = game.maxV;
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} else if (ob.vy<-game.maxV) {
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ob.vy = -game.maxV;
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}
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// update the vector parameters
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updateObject(ob);
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// check the walls for collisions
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for (x=0; x<game.v.length; x++) {
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var w = game.v[x];
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var v = findIntersection(ob, w);
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v = updateVector(v, false);
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var pen = ob.r-v.len;
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// if we have hit the wall
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if (pen>=0) {
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// move object away from the wall
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ob.p1.x += v.dx*pen;
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ob.p1.y += v.dy*pen;
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// change movement, bounce off from the normal of v
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var vbounce = {dx:v.lx, dy:v.ly, lx:v.dx, ly:v.dy, b:1, f:1};
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var vb = bounce(ob, vbounce);
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ob.vx = vb.vx;
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ob.vy = vb.vy;
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}
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}
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/********************************************************************/
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// CODE ADDED BY SRDJAN SUSNIC
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// check the lines created by mouse for collisions
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x = 0;
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while (x<game.mouseV.length) {
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var w = game.mouseV[x];
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var v = findIntersection(ob, w);
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v = updateVector(v, false);
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var pen = ob.r-v.len;
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// if we have hit the wall
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if (pen>=0) {
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// move object away from the wall
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ob.p1.x += v.dx*pen;
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ob.p1.y += v.dy*pen;
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// change movement, bounce off from the normal of v
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var vbounce = {dx:v.lx, dy:v.ly, lx:v.dx, ly:v.dy, b:1, f:1};
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var vb = bounce(ob, vbounce);
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ob.vx = vb.vx;
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ob.vy = vb.vy;
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// remove the clip and vector array of the collided line
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game.mouseV[x].lineClip.removeMovieClip();
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game.mouseV.splice(x, 1);
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} else {
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x++;
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}
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}
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// END OF CODE ADDED BY SRDJAN SUSNIC
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/********************************************************************/
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// reset object to other side if gone out of stage
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if (ob.p1.x>game.stageW+ob.r) {
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ob.p1.x = -ob.r;
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} else if (ob.p1.x<-ob.r) {
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ob.p1.x = game.stageW+ob.r;
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}
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if (ob.p1.y>game.stageH+ob.r) {
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ob.p1.y = -ob.r;
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} else if (ob.p1.y<-ob.r) {
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ob.p1.y = game.stageH+ob.r;
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}
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// draw it
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drawAll(ob);
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// make end point equal to starting point for next cycle
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ob.p0 = ob.p1;
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// save the movement without time
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ob.vx = ob.vx/ob.timeFrame;
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ob.vy = ob.vy/ob.timeFrame;
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}
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// function to find all parameters for the vector
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function updateVector(v, frompoints) {
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// x and y components
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if (frompoints) {
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v.vx = v.p1.x-v.p0.x;
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v.vy = v.p1.y-v.p0.y;
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} else {
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v.p1.x = v.p0.x+v.vx;
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v.p1.y = v.p0.y+v.vy;
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}
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// length of vector
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v.len = Math.sqrt(v.vx*v.vx+v.vy*v.vy);
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// normalized unti-sized components
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if (v.len>0) {
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v.dx = v.vx/v.len;
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v.dy = v.vy/v.len;
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} else {
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v.dx = 0;
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v.dy = 0;
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}
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// right hand normal
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v.rx = -v.dy;
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v.ry = v.dx;
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// left hand normal
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v.lx = v.dy;
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v.ly = -v.dx;
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return v;
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}
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function updateObject(v) {
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// find time passed from last update
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var thisTime = getTimer();
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var time = (thisTime-v.lastTime)/100;
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// we use time, not frames to move so multiply movement vector with time passed
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v.vx *= time;
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v.vy *= time;
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// add gravity, also based on time
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v.vy = v.vy+time*game.gravity;
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v.p1 = {};
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// find end point coordinates
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v.p1.x = v.p0.x+v.vx;
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v.p1.y = v.p0.y+v.vy;
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// length of vector
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v.len = Math.sqrt(v.vx*v.vx+v.vy*v.vy);
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// normalized unti-sized components
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v.dx = v.vx/v.len;
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v.dy = v.vy/v.len;
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// right hand normal
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v.rx = -v.vy;
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v.ry = v.vx;
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// left hand normal
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v.lx = v.vy;
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v.ly = -v.vx;
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// save the current time
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v.lastTime = thisTime;
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// save time passed
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v.timeFrame = time;
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}
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// find intersection point of 2 vectors
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function findIntersection(v1, v2) {
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// vector between center of ball and starting point of wall
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var v3 = {};
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v3.vx = v1.p1.x-v2.p0.x;
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v3.vy = v1.p1.y-v2.p0.y;
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// check if we have hit starting point
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var dp = v3.vx*v2.dx+v3.vy*v2.dy;
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if (dp<0) {
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// hits starting point
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var v = v3;
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} else {
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var v4 = {};
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v4.vx = v1.p1.x-v2.p1.x;
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v4.vy = v1.p1.y-v2.p1.y;
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// check if we have hit side or endpoint
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var dp = v4.vx*v2.dx+v4.vy*v2.dy;
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if (dp>0) {
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// hits ending point
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var v = v4;
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} else {
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// it hits the wall
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// project this vector on the normal of the wall
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var v = projectVector(v3, v2.lx, v2.ly);
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}
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}
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return v;
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}
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// find new vector bouncing from v2
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function bounce(v1, v2) {
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// projection of v1 on v2
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var proj1 = projectVector(v1, v2.dx, v2.dy);
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// projection of v1 on v2 normal
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var proj2 = projectVector(v1, v2.lx, v2.ly);
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var proj = {};
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// reverse projection on v2 normal
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proj2.len = Math.sqrt(proj2.vx*proj2.vx+proj2.vy*proj2.vy);
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proj2.vx = v2.lx*proj2.len;
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proj2.vy = v2.ly*proj2.len;
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// add the projections
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proj.vx = v1.f*v2.f*proj1.vx+v1.b*v2.b*proj2.vx;
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proj.vy = v1.f*v2.f*proj1.vy+v1.b*v2.b*proj2.vy;
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return proj;
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}
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// project vector v1 on unit-sized vector dx/dy
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function projectVector(v1, dx, dy) {
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// find dot product
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var dp = v1.vx*dx+v1.vy*dy;
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var proj = {};
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// projection components
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proj.vx = dp*dx;
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proj.vy = dp*dy;
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return proj;
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}
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/********************************************************************/
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// CODE ADDED BY SRDJAN SUSNIC
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// declare starting point of the current drawing line
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var lineX1, lineY1;
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// declare ending point of the current drawing line
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var lineX2, lineY2;
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// flag that states if we can draw line or not
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can_draw = false;
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// flag that states if the player drew a line
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player_drew = false;
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// next movie depth for the current drawing line
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nextLineDepth = 0;
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// create array for vectors of lines drawn by mouse
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game.mouseV = new Array();
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// create a movie which represents a line drawn by mouse
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_root.createEmptyMovieClip("mouseLine", 3);
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// when we click...
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onMouseDown = function () {
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// get starting point of line according to current mouse position
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lineX1 = _root._xmouse;
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lineY1 = _root._ymouse;
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// set drawing flag so we can draw a line when mouse is moved
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can_draw = true;
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};
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// when we move mouse...
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onMouseMove = function () {
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if (can_draw) {
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// the player is drawing!
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player_drew = true;
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// get ending point of line according to current mouse position
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lineX2 = _root._xmouse;
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lineY2 = _root._ymouse;
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// clear the previous line drawn by mouse
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mouseLine.clear();
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// set the drawing style
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mouseLine.lineStyle(2, 0x00dd00);
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// move the pen to the starting position
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mouseLine.moveTo(lineX1, lineY1);
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// draw the line to the ending position
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mouseLine.lineTo(lineX2, lineY2);
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}
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};
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// when we release...
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onMouseUp = function () {
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if (player_drew) {
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// clear the line drawn by mouse
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mouseLine.clear();
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// create a new movie clip which contains the line previously drawn by mouse
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var tmp = createEmptyMovieClip("newLine", 10+nextLineDepth);
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tmp.lineStyle(5, 0x0000ff);
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tmp.moveTo(lineX1, lineY1);
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tmp.lineTo(lineX2, lineY2);
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// increase movie depth for the next line
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nextLineDepth++;
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// add the parameters of previously created line to the end of line vectors array
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// lineClip parameter is used to store previously created line movie clip
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// so we can remove it when ball bounces from it
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index = game.mouseV.length;
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game.mouseV[index] = {p0:{x:lineX1, y:lineY1}, p1:{x:lineX2, y:lineY2}, b:1, f:1, lineClip:tmp};
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// calculate all parameters for the created line vector
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updateVector(game.mouseV[index], true);
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// set drawing flag so we can't draw a line when mouse is moved
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player_drew = false;
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}
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can_draw = false;
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};
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// END OF CODE ADDED BY SRDJAN SUSNIC
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/********************************************************************/
And this is the result:
Now you can draw lines with the mouse and the only thing we need in order to have a complete game engine is handling the exit.
Any idea?
Download the source code and play.
Multipart tutorial: available parts 1, 2, 3
They can be easily customized to meet the unique requirements of your project.
7 Responses to “Create a Flash game like Deflection – part 2”
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Create a Flash game like Deflection - part 3 : Emanuele Feronato - italian geek and PROgrammer on
July 25th, 2008 6:47 pm
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Create a Flash game like Deflection : Emanuele Feronato - italian geek and PROgrammer on
July 25th, 2008 6:49 pm
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(17 votes, average: 4.24 out of 5)

Wow, nice!
Amazing
I was playing around and if you right click while making a line it sotps the ball but the ball keeps moving when you put lines on it. it’s pretty cool.
I just got a very nice idea! I’ll email you the game when I’m done!
This is pretty awesome, definitely looking at making something with this! (even if it’s just the line drawing and removal part of it, I have a few ideas…)
Thanks for fixing bug! Nice to see that people like this implementation of player interaction.