Step by step AS3 translation of Flash game creation tutorial – part 2

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This is the second part of Tim Edelaar‘s step by step AS3 translation of Flash game creation tutorial.

Now it’s time to translate to AS3 the content of Flash game creation tutorial – part 2 which I suggest you to read before this one.

The style of the coding is the same of the previous part, with actionscript written directly in the timeline with the critical parts commented.

The bounds

//import some important flash libraries.
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.MovieClip;

//initializes variables.
var speed:Number = 0.08;
var xspeed:Number = 0;
var yspeed:Number = 0;
var friction:Number = 0.98;
var gravity:Number = 0.04;
var thrust:Number = 0.8;
var key_left:Boolean = false;
var key_right:Boolean = false;
var key_up:Boolean = false;
var key_down:Boolean = false;

//Checks if the player presses a key.
stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP,KeyUp);

//Lets the function main play every frame.
addEventListener(Event.ENTER_FRAME,Main);

//create the function main.
function Main(event:Event){
	CheckKeys();
	MoveHero();
	CheckCollision();
}

//create the function KeyDown.
function KeyDown(event:KeyboardEvent){
	if(event.keyCode == 37){		//checks if left arrowkey is pressed.
		key_left = true;
	}
	if(event.keyCode == 39){		//checks if right arrowkey is pressed.
		key_right = true;
	}
	if(event.keyCode == 38){		//checks if up arrowkey is pressed.
		key_up = true;
	}
	if(event.keyCode == 40){		//checks if down arrowkey is pressed.
		key_down = true;
	}
}

function KeyUp(event:KeyboardEvent){
	if(event.keyCode == 37){		//checks if left arrowkey is released.
		key_left = false;
	}
	if(event.keyCode == 39){		//checks if right arrowkey is released.
		key_right = false;
	}
	if(event.keyCode == 38){		//checks if up arrowkey is released.
		key_up = false;
	}
	if(event.keyCode == 40){		//checks if down arrowkey is released.
		key_down = false;
	}
}

function CheckKeys(){
	if(key_left){
		xspeed -= speed;
	}
	if(key_right){
		xspeed += speed;
	}
	if(key_up){
		yspeed -= speed*thrust;
	}
	if(key_down){
		yspeed += speed*thrust;
	}
}

function MoveHero(){
	hero.x += xspeed;
	hero.y += yspeed;
	xspeed *= friction;
	yspeed += gravity;
	yspeed *= friction;
	hero.rotation += xspeed;
}

function CheckCollision(){
	//Checks if left border hits the wall.
	if(wall.hitTestPoint(hero.x-(hero.width-5)/2,hero.y,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if right border hits the wall.
	if(wall.hitTestPoint(hero.x+(hero.width-5)/2,hero.y,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if upper border hits the wall.
	if(wall.hitTestPoint(hero.x,hero.y-(hero.height-5)/2,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if lower border hits the wall.
	if(wall.hitTestPoint(hero.x,hero.y+(hero.height-5)/2,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
}

The coin – 1st attempt

//import some important flash libraries.
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.MovieClip;

//initializes variables.
var speed:Number = 0.08;
var xspeed:Number = 0;
var yspeed:Number = 0;
var friction:Number = 0.98;
var gravity:Number = 0.04;
var thrust:Number = 0.8;
var key_left:Boolean = false;
var key_right:Boolean = false;
var key_up:Boolean = false;
var key_down:Boolean = false;

//Checks if the player presses a key.
stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP,KeyUp);

//Lets the function main play every frame.
addEventListener(Event.ENTER_FRAME,Main);

//create the function main.
function Main(event:Event){
	CheckKeys();
	MoveHero();
	CheckCollision();
}

//create the function KeyDown.
function KeyDown(event:KeyboardEvent){
	if(event.keyCode == 37){		//checks if left arrowkey is pressed.
		key_left = true;
	}
	if(event.keyCode == 39){		//checks if right arrowkey is pressed.
		key_right = true;
	}
	if(event.keyCode == 38){		//checks if up arrowkey is pressed.
		key_up = true;
	}
	if(event.keyCode == 40){		//checks if down arrowkey is pressed.
		key_down = true;
	}
}

function KeyUp(event:KeyboardEvent){
	if(event.keyCode == 37){		//checks if left arrowkey is released.
		key_left = false;
	}
	if(event.keyCode == 39){		//checks if right arrowkey is released.
		key_right = false;
	}
	if(event.keyCode == 38){		//checks if up arrowkey is released.
		key_up = false;
	}
	if(event.keyCode == 40){		//checks if down arrowkey is released.
		key_down = false;
	}
}

function CheckKeys(){
	if(key_left){
		xspeed -= speed;
	}
	if(key_right){
		xspeed += speed;
	}
	if(key_up){
		yspeed -= speed*thrust;
	}
	if(key_down){
		yspeed += speed*thrust;
	}
}

function MoveHero(){
	hero.x += xspeed;
	hero.y += yspeed;
	xspeed *= friction;
	yspeed += gravity;
	yspeed *= friction;
	hero.rotation += xspeed;
}

function CheckCollision(){
	//Checks if left border hits the wall.
	if(wall.hitTestPoint(hero.x-(hero.width-5)/2,hero.y,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if right border hits the wall.
	if(wall.hitTestPoint(hero.x+(hero.width-5)/2,hero.y,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if upper border hits the wall.
	if(wall.hitTestPoint(hero.x,hero.y-(hero.height-5)/2,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if lower border hits the wall.
	if(wall.hitTestPoint(hero.x,hero.y+(hero.height-5)/2,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Now do the same for our coin.
	if(coin.hitTestPoint(hero.x,hero.y,true)){
		coin.x = Math.random()*510+20; //Changes the x of the coin to a random number between 20 and 530.
		coin.y = Math.random()*360+20; //Changes the y of the coin to a random number between 20 and 380.
	}
}

The coin – 2nd attempt

//import some important flash libraries.
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.MovieClip;

//initializes variables.
var speed:Number = 0.08;
var xspeed:Number = 0;
var yspeed:Number = 0;
var friction:Number = 0.98;
var gravity:Number = 0.04;
var thrust:Number = 0.8;
var key_left:Boolean = false;
var key_right:Boolean = false;
var key_up:Boolean = false;
var key_down:Boolean = false;

//Checks if the player presses a key.
stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP,KeyUp);

//Lets the function main play every frame.
addEventListener(Event.ENTER_FRAME,Main);

//create the function main.
function Main(event:Event){
	CheckKeys();
	MoveHero();
	CheckCollision();
}

//create the function KeyDown.
function KeyDown(event:KeyboardEvent){
	if(event.keyCode == 37){		//checks if left arrowkey is pressed.
		key_left = true;
	}
	if(event.keyCode == 39){		//checks if right arrowkey is pressed.
		key_right = true;
	}
	if(event.keyCode == 38){		//checks if up arrowkey is pressed.
		key_up = true;
	}
	if(event.keyCode == 40){		//checks if down arrowkey is pressed.
		key_down = true;
	}
}

function KeyUp(event:KeyboardEvent){
	if(event.keyCode == 37){		//checks if left arrowkey is released.
		key_left = false;
	}
	if(event.keyCode == 39){		//checks if right arrowkey is released.
		key_right = false;
	}
	if(event.keyCode == 38){		//checks if up arrowkey is released.
		key_up = false;
	}
	if(event.keyCode == 40){		//checks if down arrowkey is released.
		key_down = false;
	}
}

function CheckKeys(){
	if(key_left){
		xspeed -= speed;
	}
	if(key_right){
		xspeed += speed;
	}
	if(key_up){
		yspeed -= speed*thrust;
	}
	if(key_down){
		yspeed += speed*thrust;
	}
}

function MoveHero(){
	hero.x += xspeed;
	hero.y += yspeed;
	xspeed *= friction;
	yspeed += gravity;
	yspeed *= friction;
	hero.rotation += xspeed;
}

function CheckCollision(){
	//Checks if left border hits the wall.
	if(wall.hitTestPoint(hero.x-(hero.width-5)/2,hero.y,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if right border hits the wall.
	if(wall.hitTestPoint(hero.x+(hero.width-5)/2,hero.y,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if upper border hits the wall.
	if(wall.hitTestPoint(hero.x,hero.y-(hero.height-5)/2,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if lower border hits the wall.
	if(wall.hitTestPoint(hero.x,hero.y+(hero.height-5)/2,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Now do the same for our coin.
	if(hero.hitTestObject(coin)){
		coin.x = Math.random()*510+20; //Changes the x of the coin to a random number between 20 and 530.
		coin.y = Math.random()*360+20; //Changes the y of the coin to a random number between 20 and 380.
	}
}

The coin – 3rd attempt

//import some important flash libraries.
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.MovieClip;

//initializes variables.
var speed:Number = 0.08;
var xspeed:Number = 0;
var yspeed:Number = 0;
var friction:Number = 0.98;
var gravity:Number = 0.04;
var thrust:Number = 0.8;
var key_left:Boolean = false;
var key_right:Boolean = false;
var key_up:Boolean = false;
var key_down:Boolean = false;

//Checks if the player presses a key.
stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP,KeyUp);

//Lets the function main play every frame.
addEventListener(Event.ENTER_FRAME,Main);

//create the function main.
function Main(event:Event){
	CheckKeys();
	MoveHero();
	CheckCollision();
}

//create the function KeyDown.
function KeyDown(event:KeyboardEvent){
	if(event.keyCode == 37){		//checks if left arrowkey is pressed.
		key_left = true;
	}
	if(event.keyCode == 39){		//checks if right arrowkey is pressed.
		key_right = true;
	}
	if(event.keyCode == 38){		//checks if up arrowkey is pressed.
		key_up = true;
	}
	if(event.keyCode == 40){		//checks if down arrowkey is pressed.
		key_down = true;
	}
}

function KeyUp(event:KeyboardEvent){
	if(event.keyCode == 37){		//checks if left arrowkey is released.
		key_left = false;
	}
	if(event.keyCode == 39){		//checks if right arrowkey is released.
		key_right = false;
	}
	if(event.keyCode == 38){		//checks if up arrowkey is released.
		key_up = false;
	}
	if(event.keyCode == 40){		//checks if down arrowkey is released.
		key_down = false;
	}
}

function CheckKeys(){
	if(key_left){
		xspeed -= speed;
	}
	if(key_right){
		xspeed += speed;
	}
	if(key_up){
		yspeed -= speed*thrust;
	}
	if(key_down){
		yspeed += speed*thrust;
	}
}

function MoveHero(){
	hero.x += xspeed;
	hero.y += yspeed;
	xspeed *= friction;
	yspeed += gravity;
	yspeed *= friction;
	hero.rotation += xspeed;
}

function CheckCollision(){
	//Checks if left border hits the wall.
	if(wall.hitTestPoint(hero.x-(hero.width-5)/2,hero.y,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if right border hits the wall.
	if(wall.hitTestPoint(hero.x+(hero.width-5)/2,hero.y,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if upper border hits the wall.
	if(wall.hitTestPoint(hero.x,hero.y-(hero.height-5)/2,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Checks if lower border hits the wall.
	if(wall.hitTestPoint(hero.x,hero.y+(hero.height-5)/2,true)){
		hero.x = 275;
		hero.y = 200;
		xspeed = 0;
		yspeed = 0;
	}
	//Now do the same for our coin.
	if(hero.hitTestPoint(coin.x,coin.y,true)){
		coin.x = Math.random()*510+20; //Changes the x of the coin to a random number between 20 and 530.
		coin.y = Math.random()*360+20; //Changes the y of the coin to a random number between 20 and 380.
	}
}

And that’s all for today.

Download source codes and thank Tim Edelaar for the contribution

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214 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
// 1+2=3
// 100 rounds
// 10000000
// 2 Cars
// 2048
// A Blocky Christmas
// A Jumping Block
// A Life of Logic
// Angry Birds
// Angry Birds Space
// Artillery
// Astro-PANIC!
// Avoider
// Back to Square One
// Ball Game
// Ball vs Ball
// Ball: Revamped
// Balloon Invasion
// BallPusher
// Ballz
// Bar Balance
// Bejeweled
// Biggification
// Block it
// Blockage
// Bloons
// Boids
// Bombuzal
// Boom Dots
// Bouncing Ball
// Bouncing Ball 2
// Bouncy Light
// BoxHead
// Breakout
// Bricks
// Bubble Chaos
// Bubbles 2
// Card Game
// Castle Ramble
// Chronotron
// Circle Chain
// Circle Path
// Circle Race
// Circular endless runner
// Cirplosion
// CLOCKS - The Game
// Color Hit
// Color Jump
// ColorFill
// Columns
// Concentration
// Crossy Road
// Crush the Castle
// Cube Jump
// CubesOut
// Dash N Blast
// Dashy Panda
// Deflection
// Diamond Digger Saga
// Don't touch the spikes
// Dots
// Down The Mountain
// Drag and Match
// Draw Game
// Drop Wizard
// DROP'd
// Dudeski
// Dungeon Raid
// Educational Game
// Elasticity
// Endless Runner
// Erase Box
// Eskiv
// Farm Heroes Saga
// Filler
// Flappy Bird
// Fling
// Flipping Legend
// Floaty Light
// Fuse Ballz
// GearTaker
// Gem Sweeper
// Globe
// Goat Rider
// Gold Miner
// Grindstone
// GuessNext
// Helicopter
// Hero Emblems
// Hero Slide
// Hexagonal Tiles
// HookPod
// Hop Hop Hop Underwater
// Horizontal Endless Runner
// Hundreds
// Hungry Hero
// Hurry it's Christmas
// InkTd
// Iromeku
// Jet Set Willy
// Jigsaw Game
// Knife Hit
// Knightfall
// Legends of Runeterra
// Lep's World
// Line Rider
// Lumines
// Magick
// MagOrMin
// Mass Attack
// Math Game
// Maze
// Meeblings
// Memdot
// Metro Siberia Underground
// Mike Dangers
// Mikey Hooks
// Nano War
// Nodes
// o:anquan
// One Button Game
// One Tap RPG
// Ononmin
// Pacco
// Perfect Square!
// Perfectionism
// Phyballs
// Pixel Purge
// PixelField
// Planet Revenge
// Plants Vs Zombies
// Platform
// Platform game
// Plus+Plus
// Pocket Snap
// Poker
// Pool
// Pop the Lock
// Pop to Save
// Poux
// Pudi
// Pumpkin Story
// Puppet Bird
// Pyramids of Ra
// qomp
// Quick Switch
// Racing
// Radical
// Rebuild Chile
// Renju
// Rise Above
// Risky Road
// Roguelike
// Roly Poly
// Run Around
// Rush Hour
// SameGame
// SamePhysics
// Save the Totem
// Security
// Serious Scramblers
// Shrink it
// Sling
// Slingy
// Snowflakes
// Sokoban
// Space Checkers
// Space is Key
// Spellfall
// Spinny Gun
// Splitter
// Spring Ninja
// Sproing
// Stabilize!
// Stack
// Stick Hero
// String Avoider
// Stringy
// Sudoku
// Super Mario Bros
// Surfingers
// Survival Horror
// Talesworth Adventure
// Tetris
// The Impossible Line
// The Moops - Combos of Joy
// The Next Arrow
// Threes
// Tic Tac Toe
// Timberman
// Tiny Wings
// Tipsy Tower
// Toony
// Totem Destroyer
// Tower Defense
// Trick Shot
// Tunnelball
// Turn
// Turnellio
// TwinSpin
// vvvvvv
// Warp Shift
// Way of an Idea
// Whack a Creep
// Wheel of Fortune
// Where's my Water
// Wish Upon a Star
// Word Game
// Wordle
// Worms
// Yanga
// Yeah Bunny
// Zhed
// zNumbers