Create a Flash game like Gold Miner
Today I received an email from a reader asking me to make a tutorial of a game like Gold Miner.
It's a Flash demo of a downloadable game, and I think its gameplay is interesting enough to deserve a tutorial.
The main actor in this game is the hook (in the original game, a claw).
The hook can have three states, that I defined this way:
rotate: that's when the hook is rotating from left to right at the top of the screen. If the player presses the mouse the state turns to...
shoot: the hook moves in a fixed direction (the one it had when the player pressed the mouse) until it hits a gem or flies off the screen. Then the state turns again to...
rewind: the hook returns, in a straight path, to its initial position and changes the state to rotate, allowing the player to shoot again.
Rewind speed is the same as shoot speed if the hook did not take any boulder, while if the hook has a boulder attached, there will be a slowdown according to boulder size
Let's see the commented code... remember that the hook is linked as pod while the gem as boulder
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// number of boulders in the game
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boulders = 20;
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for (x=1; x<=boulders; x++) {
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// creating the boulders
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bould = _root.attachMovie("boulder", "boulder_"+_root.getNextHighestDepth(), _root.getNextHighestDepth());
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// placing them in random positions and with random dimensions
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bould._x = Math.floor(Math.random()*400)+50;
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bould._y = Math.floor(Math.random()*200)+150;
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bould._width = Math.floor(Math.random()*30)+20;
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bould._height = bould._width;
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// setting picked attribute as false
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// picked = false => the boulder has not been picked by the hook
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// picked = true => the boulder has been picked
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bould.picked = false;
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// function to be executed at every frame for the boulder
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bould.onEnterFrame = function() {
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// if it's not been picked...
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if (!this.picked) {
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// check if the hook is in shoot mode and touched the boulder
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// you'll see later what do hot_spot_x and hot_spot_y mean
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if (pod_status == "shoot" and this.hitTest(hot_spot_x, hot_spot_y, true)) {
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// set the hook on rewind mode
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pod_status = "rewind";
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// mark this boulder as picked
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this.picked = true;
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// determining the slowdown according to boulder size
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slowdown = Math.floor(this._width/5);
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}
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}
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else {
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// the boulder has been picked, so move it as the hook moves
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this._x = hot_spot_x;
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this._y = hot_spot_y;
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// if the hook status changed to rotate
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// (this means: if the hook took a boulder and pulled it out to surface...
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if (pod_status == "rotate") {
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// remove the boulder
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this.removeMovieClip();
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}
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}
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};
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}
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// placing the hook on stage
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_root.attachMovie("pod","pod",_root.getNextHighestDepth(),{_x:250});
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// creating an empty movie clip to draw the rope
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_root.createEmptyMovieClip("rod",_root.getNextHighestDepth());
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// this is the rotation direction and speed
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rotation_dir = 2;
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// hook initial status
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pod_status = "rotate";
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// slowdown malus
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slowdown = 0;
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// function the hook will execute at every frame
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pod.onEnterFrame = function() {
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// getting pod status
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switch (pod_status) {
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case "rotate" :
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// if the status is rotate, just rotate the hook according to rotation_dir
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this._rotation += rotation_dir;
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if (this._rotation == 80 or this._rotation == -80) {
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// invert rotation_dir if the hook reaches its minimum (or maximum) rotation allowed
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rotation_dir *= -1;
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}
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break;
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case "shoot" :
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// the hook has ben shoot
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// (re)set slowdown malus to zero
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slowdown = 0;
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// moving the hook using trigonometry
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this._x += 10*Math.cos(dir);
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this._y += 10*Math.sin(dir);
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// determining the hot spot of the hook
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// the hot spot is the lowest corner of the hook (that acts like an harpoon in this case)
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hot_spot_x = this._x+40*Math.cos(dir);
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hot_spot_y = this._y+40*Math.sin(dir);
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// if the hot spot goes off the stage
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if (hot_spot_y>400 or hot_spot_x<0 or hot_spot_x>500) {
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// then rewind the hook
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pod_status = "rewind";
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}
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// draw a line from the hook starting position to its actual position
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// this will simulate the rope
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rod.clear();
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rod.lineStyle(1,0x000000);
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rod.moveTo(250,0);
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rod.lineTo(this._x,this._y);
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break;
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case "rewind" :
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// rewinding the hook...
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// it may seem a nonsense determining the hot spot now, but I need id
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// to move the boulder (if I have any boulder attached to the hook)
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hot_spot_x = this._x+40*Math.cos(dir);
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hot_spot_y = this._y+40*Math.sin(dir);
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// moving the hook with slowdown malus (if any)
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this._x -= (10-slowdown)*Math.cos(dir);
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this._y -= (10-slowdown)*Math.sin(dir);
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// if the hook returns in its initial position...
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if (this._y<0) {
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// then reset its position and set its status to rotate
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this._y = 0;
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this._x = 250;
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pod_status = "rotate";
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}
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// drawing a line as seen in shoot status
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rod.clear();
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rod.lineStyle(1,0x000000);
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rod.moveTo(250,0);
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rod.lineTo(this._x,this._y);
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break;
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}
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};
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// when the mouse is clicked...
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_root.onMouseDown = function() {
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// if the status is rotate...
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if (pod_status == "rotate") {
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// save hook heading and convert it to radians
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dir = (pod._rotation+90)*0.0174532925;
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// set pod status to shoot
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pod_status = "shoot";
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}
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};
And this is the result
As you can see, the basics have been reproduced.
Tell me what do you think about this post. I'll write better and better entries.
They can be easily customized to meet the unique requirements of your project.
12 Responses to “Create a Flash game like Gold Miner”
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Create a Flash game like Gold Miner - step 2 : Emanuele Feronato on
October 10th, 2008 4:02 pm
[...] received a lot of emails asking me to add left-right movement to my Gold Miner clone and requiring more information about manually placing the [...]


(17 votes, average: 4.71 out of 5)
Cool! I loved this game when I first played it :D
Very cool game idea!
hey really cool game…played it for 30mins+ and this is rare for me ;)
A million thanks Emanuele!
I’ll show you once I finish the game now.
Erv
Altho I was wondering how is it possible to add the Boulders manually and being able to move the base of the rope left n right.
this is awesome!!
This reminds me of Double Wire without the swinging. (DW)was AWESOME! but this is cool too.
This is great!
could you show how to also make lead boulders, like there are in the game?
I keep trying but it stuffs up.
thanks
I made a game based on this, but i have a problem… the boulders aren’t removed on the next frame (they tay tehre?!?!?) how to remove them?
@lolek,if you doing with frames you probably use bould_n.removeMovieClip();
Create some loop like
for (x=1; x<=boulders; x++)
{
[”bould_”+x}.removeMovieClip();
}
to clear stage or something…
or boulders may be in own “layer” then will be
boulders_ly.removeMovieClip()….
so many ways to do it, read help and this blog:)
Again, thanks for this great tutorial. I’m a newbie, so don’t consider this as criticising, I am merely trying to understand the code:
Wouldn’t it be better to determine the hotspot somewhere outside the switch, so it doesn’t have to be determined over and over?