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
This is the script:
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:
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 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 | 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.<Toony>=new Vector.<Toony>(); 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); } } } } }
Download the source code. |