Toony Flash game prototype

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I want to show you a tiny cute game which is perfect for writing a tutorial about it, and it would also be interesting to port on a mobile device.

I am talking about Toony by Riccardo Amabili and it deserves some minutes of your time, trying to match falling toonies with the ones in your toolbar.

In this post you will find a fully commented script to create a Toony prototype just using functions bound to event listeners.

There are four events which handle entire game:

MOUSE_DOWN: when the mouse is pressed on a toony, will allow the player to drag it

MOUSE_UP: when the mouse is released, it’s time to stop dragging the toony and check whether there’s a match or not

ENTER_FRAME: the main function, used to update toonies position

TIMER: to be called every two seconds, to generate a new toony

And there’s only a MovieClip called Toony which contains four frames, with a different shape in each frame.

This is the script:

package {
	import flash.display.Sprite;
	import flash.events.MouseEvent;
	import flash.events.Event;
	import flash.utils.Timer;
	import flash.events.TimerEvent;
	public class Main extends Sprite {
		// variable to see which toony I am moving, if any. Starts at null value because
		// I am not moving any toony at the beginning of the game
		private var movingToony:Toony=null;
		// timer to handle new toony creation. A new toony will be created every 2 seconds
		private var theTimer:Timer=new Timer(2000);
		// vector to manage all toonies
		private var toonyVector:Vector.=new Vector.();
		public function Main() {
			// creation of the four draggable toonies
			for (var i:int=1; i<=4; i++) {
				var toony:Toony=new Toony();
				addChild(toony);
				toony.gotoAndStop(i);
				toony.x=i*100+80;
				toony.y=430;
				toony.buttonMode=true;
				// event to be triggered when the player presses the mouse button over a toony
				toony.addEventListener(MouseEvent.MOUSE_DOWN,toonyClicked);
			}
			// main game loop
			addEventListener(Event.ENTER_FRAME,update);
			// event to be triggered when the player releases the mouse button
			stage.addEventListener(MouseEvent.MOUSE_UP,toonyReleased);
			// event to be triggered avery two seconds, to generate a new toony
			theTimer.addEventListener(TimerEvent.TIMER,newToony);
			// starting the timer
			theTimer.start();
		}
		// what happens when the player presses the mouse on a toony?
		private function toonyClicked(e:MouseEvent):void {
			// if I am not moving any toony...
			if (movingToony==null) {
				// setting the toony I am about to move to the toony I just pressed the mouse on
				movingToony=e.target as Toony;
			}
		}
		// what happens when the player releases the mouse?
		private function toonyReleased(e:MouseEvent):void {
			// if I am moving a toony...
			if (movingToony!=null) {
				// looping through toonies vector
				for (var i:int=toonyVector.length-1; i>=0; i--) {
					// if I am touching a falling toony with the same shape as the toony I am currently moving...
					// (that is: if both toonies are showing the same frame...)
					if (toonyVector[i].hitTestPoint(mouseX,mouseY,true)&&movingToony.currentFrame==toonyVector[i].currentFrame) {
						// the toonies match!! Highlighting the falling toony
						toonyVector[i].alpha=1;
					}
				}
				// putting the moved toony back to its place
				movingToony.y=430;
				movingToony.x=movingToony.currentFrame*100+80;
				// setting the variable which hold the moving toony to null
				// I am not moving any toony now
				movingToony=null;
			}
		}
		// how do I create a new toony?
		private function newToony(e:TimerEvent):void {
			// it's simple: I just create a new Toony instance and place it
			// randomly in the game field with a random frame shown
			var toony:Toony = new Toony();
			addChild(toony);
			toony.x=Math.random()*600+20;
			toony.y=-32;
			toony.gotoAndStop(Math.ceil(Math.random()*4));
			toony.alpha=0.5;
			// pushing the newly created toony into toonies vector
			toonyVector.push(toony);
		}
		// main function
		private function update(e:Event):void {
			// if I am moving a toony...
			if (movingToony!=null) {
				// updating toony position according to mouse position
				movingToony.x=mouseX;
				movingToony.y=mouseY;
			}
			// looping through toonies vector
			for (var i:int=toonyVector.length-1; i>=0; i--) {
				// moving toonies down
				toonyVector[i].y++;
				// removing toonies from the stage if they are too close to the bottom of the stage
				if (toonyVector[i].y>350) {
					removeChild(toonyVector[i]);
					// removing toony item from toonies vector
					toonyVector.splice(i,1);
				}
			}
		}
	}
}

and this is the result:

Drag your toonies to match falling toonies and highlight them

Download the source code.

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