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Quick Tip: Collision Detection Between a Circle and a Line Segment

We covered collision detection between an infinite line and circle in our previous Quick Tip. However, the issue that arose was that the line extends further than the visible line segment; in fact, it extends into a hyperplane. In this Quick Tip, we shall limit our collision detection to that of a line segment only.


Final Result Preview

We shall work toward this result:

Click the Restart button to reposition the circles at the top of the stage.


Step 1: Two Approaches

There are numerous approaches to limit collision detection to within a line segment. We shall look at two approaches this time. The first approach is a little more rigorous mathematically than the second one, but these are concepts which, if you grasp successfully, will surely benefit you in the future. Both approaches manipulate the dot product’s characteristic of being a measure of how parallel two given vectors are.

Let’s have a look at the first approach. Suppose A and B are vectors. If A and B are parallel – or at least pointing in the same direction – the dot product between A and B will produce a positive number. If A and B are pointing directly opposite each other – or at least pointing in opposing directions – the dot product between A and B will produce a negative number. If A and B are orthogonal (forming 90° to each other) then the dot product will produce 0.

The diagram below summarises this description.

Dot product as a measure of parallelism between vectors.

Step 2: Relate Dot Product to Conditions

We’ll need to form vectors B and C from both ends of the line segment so that their dot product with the line segment’s vector, A, can determine whether the circle is within the segment.

Observe the diagram below. If the circle is within the segment, then the value of the dot product between A and B is positive and that between A and C is negative.

Using dot product to define a segment.

The diagram below shows how the dot product changes depending on whether the circle is beyond or within the line segment. Note the differences in the value of the dot product.

A summary of all conditions.

Also note that “within the line segment” does not mean that the circle is necessarily intersecting the line segment, just that it falls within the two thin lines on the diagram above.

So when collision occurs between line and circle, as we have seen in the previous Quick Tip, we have to further investigate whether the circle is positioned within the line segment. If it is, then we know for sure that there is a genuine intersection.


Step 3: Implementation

Step 2 explained the concept we use to restrict collision detection to be within the line segment. However, there’s still a flaw in the precision. You see, the area defined is a little tilted; we should aim to use the area defined according to the diagram below.

reorient the region.

This is easy: we simply calculate D as the horizontal projection of A. Then, instead of using A, we use D to dot product with B and C. All the conditions as explained in Step 2 still stand, but instead of a tilted segment, we have defined a vertical area.

This correction can be visually appreciated if the circle is large; if the circle were small, its center would be so close to the line that this visual flaw would be hard to detect, so we could get away with using that slightly tilted area and save ourselves some processing power.

Nevertheless, I’ll try to do things the correct way. You can pick your approach by modifying the condition slightly.


Step 4: Implementation

The first Actionscript snippet here sets up vector D (v_line_onX)

//Att2: getting the horizontal vector
var line_onX:Number = line.projectionOn(new Vector2D(1, 0));
v_line_onX = new Vector2D(1, 0);
v_line_onX.setMagnitude(line_onX);

Note: We’re using classes from my previous tutorials here. Vector2D was introduced in Gravity in Action, but you don’t need to read that to use the class, it’s included in the source download.

The second Actionscript snippet here sets up B (c1_circle) and C (c2_circle) and checks for the collision and whether the circle is inside the segment or not.

private function refresh(e:Event):void {
	for (var i:int = 0; i < circles.length; i++) {

		//calculating line's perpendicular distance to ball
		var c1_circle:Vector2D = new Vector2D(circles[i].x - x1, circles[i].y - y1);
		var c1_circle_onNormal:Number = c1_circle.projectionOn(leftNormal);

		//Att2: get vector from c2 to circle
		var c2_circle:Vector2D = new Vector2D(circles[i].x - x2, circles[i].y - y2);

		circles[i].y += 2;

		if (
			c1_circle_onNormal <= circles[i].radius
			&& v_line_onX.dotProduct(c1_circle) > 0
			&& v_line_onX.dotProduct(c2_circle) < 0
		){
			//if collision happened, undo movement
			circles[i].y -= 2;
		}
	}
}

Step 5: The Result

Here’s the result for the first approach. Click on the button to reset positions of all circles to the top of stage.


Step 6: Second Approach

The second approach is much simpler. I’ll try to work backwards from the end this time around.

Observe the diagram below. The line segment is from c1 to c2. It’s clear that collide1 and collide3 are both outside the line segment, and that only collide2 is within the line segment.

Analysing the collision conditions.

Let v1, v2 and v3 be vectors from c1 to respective circles. Only v2 and v3 are parallel – or at least pointing in similar directions to the line vector (c1 to c2). By checking for a positive value in the dot product between the line vector and each of those vectors from c1 to the corresponding circle centers (v1, v2, v3), we can easily determine that collide1 is beyond the line segment. In other words, c1 . v1 < 0.

Analysing the collision conditions.

Next, we shall devise a method to determine that collide3 is outside of the line segment. This should be easy. It's obvious that v3's projection along the line vector will exceed the length of line segment. We shall use this characteristic to weed off collide3.

So let me summarise the second approach:

  • First we check for an intersection between the infinite line and the circle.
  • If there is an intersection, further investigate the following to determine whether it happens within the line segment:
    • Check that a positive value is produced when we take the dot product of the vector from c1 to circle and the line vector, and
    • Check that the magnitude of the projection of the vector along the line vector is shorter than the line segment's length.

Step 7: Implementation

Here's the ActionScript implementation of the above:

private function refresh(e:Event):void {
	for (var i:int = 0; i < circles.length; i++) {

		//calculating line's perpendicular distance to ball
		var c1_circle:Vector2D = new Vector2D(circles[i].x - x1, circles[i].y - y1);
		var c1_circle_onNormal:Number = c1_circle.projectionOn(leftNormal);

		//Att2: getting the relevant vectors
		var c1_circle_onLine:Number = c1_circle.projectionOn(line);

		circles[i].y += 2;

		if (
			Math.abs(c1_circle_onNormal) <= circles[i].radius
			&& line.dotProduct(c1_circle) > 0
			&& c1_circle_onLine < line.getMagnitude()
		){
			//if collision happened, undo movement
			circles[i].y -= 2;
		}
	}
}

Step 8: The Result

Essentially, it will produce the same result as the previous but since there is a few lines of code shorter in the second approach, I guess its better.

Conclusion

Hope this has helped. Thanks for reading. Next up, we'll look at collision reaction.



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Beginning Audio Programming in AS3 – Tuts+ Premium

Flash Player 10 introduced new low-level APIs for manipulating audio with AS3. In this tutorial, exclusive to Tuts+ Premium members, you’ll learn about these APIs and how they work, and use them to create a simple app that can play MP3s in reverse.


Premium Preview

description of image
Click to view the demo

Click here to view a preview of the SWF we’ll be building in this tutorial. Click on the “Play” button to play the sound. You can’t really tell by looking at or listening to it, but this isn’t just an MP3 loaded and then played normally; the MP3 is being used as a sound source and samples are fed dynamically to the Sound engine. To help prove it, the “Reverse” button will play the same sound, just in reverse. There is no sleight of hand here: there is only one MP3 loaded and the reversal effect is computed on the fly.

If you’re not yet a Premium member, you can still read the first few steps of the tutorial. Members can, of course, access the full thing right away!


Tuts+ Premium Membership

We run a Premium membership system which periodically gives members access to extra tutorials, like this one! You’ll also get access to Psd Premium, Vector Premium, Audio Premium, Net Premium, Ae Premium, Cg Premium, Photo Premium, and the new Mobile Premium too. If you’re a Premium member, you can log in and download the tutorial. If you’re not a member, you can of course join today!

Also, don’t forget to follow @envatoactive on twitter, circle us on Google+, like us on Facebook, and grab the Activetuts+ RSS Feed to stay up to date with the latest tutorials and articles.



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Build an Active Flash Game Menu: Slides

Stop using static menus! Most players immediately base their initial impression of a Flash game on the menu that they see when they load it. Stand out from the crowd with an active menu!

This tutorial was first posted in December 2011, but has since been updated with extra steps that explain how to make the code more flexible!


Final Result Preview

Introduction: Static vs Active

The word “static” essentially means lacking in change. The majority of menus we see throughout web games are lacking in change, you simply press Play and the game starts. Menus like that are overused and show little creativity or innovation.

To make a menu “active” we must continuously cause change. So in this tutorial that is exactly what we are going to accomplish: a menu that continuously changes.


Step 1: Setting Up

The first thing we are going to need to create is a new Flash File (ActionScript 3.0). Set its width to 650px, its height to 350px, and the frames per second to 30. The background color can be left as white.

Now save the file; you can name it whatever you please, but I named mine menuSlides.fla.

In the next section we will create the nine MovieClips used in the menu. For reference, here is a list of all the colors used throughout the tutorial:

  • White – #FFFFFF
  • Gold – #E8A317
  • Light Gold – #FBB917
  • Blue – #1569C7
  • Light Blue – #1389FF
  • Green – #347235
  • Light Green – #3E8F1B
  • Red – #990000
  • Light Red – #C10202
  • Matte Grey – #222222

Step 2: Creating the Slide MovieClips

To start with we will create the slides used in the transitions, but before we begin let’s turn on some very useful Flash features.

Right-Click the stage and select Grid > Show Grid. By default it will create a 10px by 10px grid across the stage. Next, right-click the stage again and this time select Snapping > Snap to Grid.

Now we can begin drawing! Select the Rectangle Tool and draw a Light Gold rectangle, 650px wide and 350px tall (you can Alt-click on the stage to make this easier). Now change the color to Gold and draw groups of three squares, each 20x20px, to form the shape of an L in each corner,:

The basic Slide Design

Select the whole stage, right-click and choose Convert to Symbol. Name the MovieClip goldSlide and make sure that the type is MovieClip and the registration is top-left.

To save time and make things a whole lot easier, right-click the goldSlide MovieClip in the Library and select Duplicate Symbol three times to make three more copies. Change the colors in the new MovieClips to blue, green and red, then rename the MovieClips to blueSlide, greenSlide and redSlide.

Before we continue we should add some text to each slide. On goldSlide write PLAY, on blueSlide write INSTRUCTIONS, on greenSlide write OPTIONS and on redSlide write CREDITS.

Now that we have the text in place we can break it apart by right-clicking on it and selecting Break Apart twice; this will break the text down to a fill which will transition more smoothly. Plus as a bonus there will be no need to embed a font if you are just using it for the menu!

The Buttons

Now that we have drawn the 4 slides we can focus on the sideButton MovieClip that is used to move the slides either left or right.

First, draw a rectangle 30x60px with only a stroke (no fill), then draw diagonal lines 45 degrees from the top-right and bottom-right corners until they snap together in the middle of the opposite side. Now apply a Matte Grey fill to the triangle:

What your side Button Should Look Like

Next, delete the lines, then right-click the triangle and select Convert to Symbol. Name it sideButton, set the type to Button and make sure the registration is in the top-left corner.

Now insert 3 keyframes in the timeline by right-clicking the timeline and selecting Insert Keyframe. On the Up frame, select the fill of the triangle, go to the Windows tab and select Color. Change the Alpha to 50%. On the Over Frame repeat the same process, but this time set the alpha to 75%.

Now we can begin on the four numbered circle buttons, for jumping directly to a particular slide.

To start draw a white 30px circle with no stroke. Convert it to a symbol, name it circleOne, and set its type to Button and its registration point to the center. Insert three keyframes like we did before and then go to the Up frame.

Draw a black 25px circle with no stroke and center it to the middle through the coordinates or by using the Align menu. Next deselect the black circle, then reselect it and delete it. You should now have a white ring remaining. Now grab the text tool and put a white “1″ in the center of the ring. Then break this number apart until it is a fill.

circleOne Up Frame

Go to the Over frame and draw a black “1″. Center it and break it apart until it becomes a fill. Now deselect and reselect the fill, then delete it. Select everything on the frame and copy it, then go to the Down frame, select everything on it and hit delete. Paste in what we have copied.

circleOne Over Frame

Now create three more circle MovieClips, following the same process, for the numbers 2, 3 and 4.


Step 3: Positioning the MovieClips

Okay, we’re almost half-way done! First drag all of the slides onto the stage and position them with the following coordinates:

  • goldSlide: (0, 0)
  • blueSlide: (650, 0)
  • greenSlide: (1300, 0)
  • redSlide: (1950, 0)

Now drag and drop two copies of the sideButton. The first copy should be positioned at (10,145); before we can position the second copy we must first flip it!

Select the second copy and press Ctrl-T. Change the left-right to -100% and leave the up-down at 100%. Now move the second copy to (640,145).

Finally drag and drop the four circle MovieClips and position them as so:

  • circleOne: (30, 320)
  • circleTwo: (70, 320)
  • circleThree: (110, 320)
  • circleFour: (150, 320)

Your stage should now look like this:

What your stage Should Look Like

The blue, green and red slides are hidden just off to the right of the stage. Now select everything on the stage and convert to a symbol. Name it menuSlidesMC, set the type to MovieClip and the registration to the top-left corner, and export it for ActionScript as MenuSlidesMC.

Before we finish we must give each of the MovieClips inside menuSlidesMC an instance name. Select each slide in the order they appear from the left and name them slide1, slide2, slide3 and slide4 respectively. Name the circle buttons one, two, three and four, and finally name the side buttons left and right.


Step 4: Setting Up the Classes

Now that all of our MovieClips have been created we can start setting up the two classes we are going to use.

First go to your Flash file’s Properties and set its class to menuSlides; then, create a new ActionScript 3.0 file and save it as menuSlides.as.

Now copy the following code into it; I will explain it after:

package{
	import flash.display.MovieClip;
	import flash.events.Event;
	import flash.events.MouseEvent;

	public class menuSlides extends MovieClip{
		public var menuSlidesMC:MenuSlidesMC = new MenuSlidesMC();
		public function menuSlides(){
			addChild(menuSlidesMC);
		}
	}
}

Pretty basic – it’s a document class, into which we imported the MovieClips and Events we will use. Then we created an instance of MenuSlidesMC, and added it to the stage.

Now create a new ActionScript 3.0 file for the menuSlidesMC instance. Save it as MenuSlidesMC.as and copy the following code into it:

package{
	import flash.display.MovieClip;
	import flash.events.Event;
	import flash.events.MouseEvent;

	public class MenuSlidesMC extends MovieClip{
		public var speed:Number = new Number();
		public var activeSlide:Number = new Number();
		public function MenuSlidesMC(){
			speed = 10;
			activeSlide = 1;
			addEventListener(MouseEvent.CLICK, slidesClick);
			addEventListener(Event.ENTER_FRAME, slidesMove);
		}
	}
}

Just like last time, we imported what we are going to need, but we created two number variables. The first variable, speed, is actually how many pixels the slides are moved by each frame. (Note: this number has to evenly divide into your stage’s width to give a smooth transition). The second variable, activeSlide, tells us which slide is currently set to be on screen.

We also added two event listeners for functions we are going to create; one of them is called on a mouse click, and the other is called at the beginning of every frame.


Step 5: Creating the Event Handler Functions

To begin we will get the mouse click function out of the way. Start by creating a public function named slidesClick():

public function slidesClick(event:MouseEvent):void {

}

Next we will create some if-statements regarding the event.target.name. Basically, this property stores the name of the object that was targeted by the mouse click. We can use this to check which button is pressed:

if(event.target.name == "left"){
	if(activeSlide>1){
		activeSlide-=1;
	}
}else if(event.target.name == "right"){
	if(activeSlide<4){
		activeSlide+=1;
	}
}

if(event.target.name == "one"){
	activeSlide=1;
}else if(event.target.name == "two"){
	activeSlide=2;
}if(event.target.name == "three"){
	activeSlide=3;
}else if(event.target.name == "four"){
	activeSlide=4;
}

The code above goes in the slidesClick() function. The first set of if-statements are for the left and right side buttons; they increase or decrease the value of activeSlide, but never allow the value to become less than 1 or greater than 4 (since we only have four slides). The second set of if-statements are for the circle buttons; instead of just incrementing or decrementing the value of activeSlide they set it to the selected value.

Now let’s begin with the ENTER_FRAME handler function:

public function slidesMove(event:Event):void {

}

Add the slidesMove() function below your slidesClick() function and we’ll start adding some code to it. First, we’ll use a switch to check which slide should be on the screen, based on the value of activeSlide:

switch (activeSlide){
case 1:

break;
case 2:

break;
case 3:

break;
case 4:

break;
}

Now in each case we will create an if/else block that will check that slide’s current x-position, and move all of the slides either left, right, or not at all, depending on where the desired slide currently sits.

The first case looks like this:

if(slide1.x<0){
	slide1.x+=speed;
	slide2.x+=speed;
	slide3.x+=speed;
	slide4.x+=speed;
}else if(slide1.x>0){
	slide1.x-=speed;
	slide2.x-=speed;
	slide3.x-=speed;
	slide4.x-=speed;
}

Now all we have to do is repeat the same process for the other cases! After you are done your swtich should look like this:

switch (activeSlide){
	case 1:
		if(slide1.x<0){
			slide1.x+=speed;
			slide2.x+=speed;
			slide3.x+=speed;
			slide4.x+=speed;
		}else if(slide1.x>0){
			slide1.x-=speed;
			slide2.x-=speed;
			slide3.x-=speed;
			slide4.x-=speed;
		}
	break;
	case 2:
		if(slide2.x<0){
			slide1.x+=speed;
			slide2.x+=speed;
			slide3.x+=speed;
			slide4.x+=speed;
		}else if(slide2.x>0){
			slide1.x-=speed;
			slide2.x-=speed;
			slide3.x-=speed;
			slide4.x-=speed;
		}
	break;
	case 3:
		if(slide3.x<0){
			slide1.x+=speed;
			slide2.x+=speed;
			slide3.x+=speed;
			slide4.x+=speed;
		}else if(slide3.x>0){
			slide1.x-=speed;
			slide2.x-=speed;
			slide3.x-=speed;
			slide4.x-=speed;
		}
	break;
	case 4:
		if(slide4.x<0){
			slide1.x+=speed;
			slide2.x+=speed;
			slide3.x+=speed;
			slide4.x+=speed;
		}else if(slide4.x>0){
			slide1.x-=speed;
			slide2.x-=speed;
			slide3.x-=speed;
			slide4.x-=speed;
		}
	break;
}

And that’s it! We are all finished with the code and the menu should be working great right now.

…But wait, what if we want to add more slides or take some away?


Step 6: Adding Slides to an Array

At the moment our code isn’t very flexible due to all of those hard-coded if statements. So let’s do something bold: delete all of the code in the slidesMove() function because we will no longer be needing it, and also delete the if-statements for the circle buttons as we are going to optimize those as well.

Now declare a new variable (underneath speed and activeSlides):

public var slidesArray:Array = new Array();

The first variable, slidesArray, will be an array that contains all of our slides, which will allow us to access them by referencing an item in the array (so we can use slidesArray[2] instead of slide3).

One thing to note is that the first item in an array is given an index of 0, so we will have to make some changes to our instance names.

Select each slide in the order they appear from the left and name them slide0, slide1, slide2 and slide3, respectively. And to help us cut down on the number of lines of code we use, select each circle button in the order they appear from the left and name them circle0, circle1, circle2 and circle3, respectively.

If you are going to add more slides and buttons, now is the time to do so. Just position the extra slides at the end of the row of slides, then give them instance names following the same order. Then do the same for the circle buttons.

Now that we have the instance names correct we must add the slides to the array. Do so by adding the following code to your constructor:

slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];

Now the slides are in the array and can be accessed by their index in the array. For example, slidesArray[0] is equivalent to slide0 because that is the first item in the list.

Next, inside the “right” else-if statement, change the condition to:

if(activeSlide < slidesArray.length-1){

The value of slidesArray.length is equal to the number of elements in the array, so this new condition will now allow us to press the button and shift the slides over as long as the active slide is not the final slide.


Step 7: Handling Circle Button Presses

Now, when a circle button is clicked, we need to figure out which one it is (and which slide it refers to).

Create an array to hold all the circle buttons. First, define it, beneath the slide array:

		public var slidesArray:Array = new Array();
		public var circlesArray:Array = new Array();

Then, add the circle buttons to the array in the constructor:

			circlesArray = [circle0, circle1, circle2, circle3, circle4, circle5];

Now, move to the slidesClick() function, underneath the whole if-else block. We’re going to check whether the button clicked is in the circle buttons array:

			if (circlesArray.indexOf(event.target) != -1) {

			}

The array’s indexOf() function checks to see whether an object is in the array; if it’s not, it returns -1. So, we’re checking to see whether it’s not equal to -1, which will check to see whether it is in the array.

Assuming it is, then the indexOf() function will return the index of the button within the circle buttons array – so, if circle3 was clicked, circlesArray.indexOf(event.target) will be equal to 3. This means we can just set activeSlide to 3, and we’re done!

			if (circlesArray.indexOf(event.target) != -1) {
				activeSlide = circlesArray.indexOf(event.target);
			}

Step 8: Moving the Slides

The only thing left to do is move all of the slides. Begin by adding the same loop as we had before, in the slidesMove() function:

for(var i:int = 0; i < slidesArray.length; i++){

}

An if-else statement needs to be added now; this will use the variable activeSlide to select a slide out of the array and check where its x-position is, just like before.

if(slidesArray[activeSlide].x<0){

}else if(slidesArray[activeSlide].x>0){

}

Since activeSlide is a number, slidesArray[activeSlide] refers to one specific slide, so slidesArray[activeSlide].x is equal to that slide’s x-position.

In the first case we will add a for loop to move all of the movie clips to the right, and in the second case we will add a for loop to move all of the movie clips to the left.

Right:

for(var j:int = 0; j < slidesArray.length; j++){
	slidesArray[j].x+=speed;
}

Left:

for(var k:int = 0; k < slidesArray.length; k++){
	slidesArray[k].x-=speed;
}

If you test this now, you will notice that our optimised code has lead to a much zippier interface!


Step 9: Taking It Further

If you wanted to take this even further, you could use a for loop to position the slides and the circles, rather than needing to drag and drop them in the Flash IDE. For example, to position the slides, we’d first position slide0 in the constructor:

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;

Then, we’d loop through all the other slides, starting at slide1:

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;
			for (var i:int = 1; i < slidesArray.length; i++) {

			}

We can give all the slides an y-position of 0:

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;
			for (var i:int = 1; i < slidesArray.length; i++) {
				slidesArray[i].y = 0;
			}

…and then we can set each slide’s x-position to be 620px to the right of the slide before it:

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;
			for (var i:int = 1; i < slidesArray.length; i++) {
				slidesArray[i].x = slidesArray[i-1].x + 620;
				slidesArray[i].y = 0;
			}

If your slides aren’t 620px wide, you can even detect their width automatically!

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;
			for (var i:int = 1; i < slidesArray.length; i++) {
				slidesArray[i].x = slidesArray[i-1].x + slidesArray[i-1].width;
				slidesArray[i].y = 0;
			}

You can do the same thing with the circle buttons, but I’ll leave that up to you to experiment with.

The great thing about this is, you can add as many slides as you want to the menu; all you have to do is add them to the array, and they’ll be dealt with by this code.

(You can remove slides from the array, too, but they won’t be affected by any of the code, so you’ll probably need to reposition them in the Flash IDE.)

Conclusion

Thank you for taking the time to read through the tutorial, I hope it was helpful and that you learned a little something about active game menus.



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Create a Microphone-Controlled Flash Game: Code

This entry is part 2 of 2 in the series Create a Microphone-Controlled Flash Game

In this mini-series, we’re creating a spaceship game where the main control is via the microphone: shout louder to make the ship fly higher. So far, we’ve created all the required graphical elements for the game. Now, it’s time to work on our code. We’ve got a lot to do, so let’s get started!


Final Result Preview

For the purposes of keeping the tutorial simple, we have done no error checking for the existence of a microphone. This means that, if you do not have a microphone plugged in, turned on, and set up for use with Flash, the game won’t work: you’ll get an Error #1009. Check the comments in Player.as in the source files for information on how to deal with this.


A Small Note:

For some reason Flash Builder isn’t working perfectly. In particular, it’s ignoring code hinting – but, nevertheless, one should be able to follow the tutorial.


Project Setup

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Creating the Player

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Creating Space Objects

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Player Animation and Collision Response

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Setting Up Scores and Lives

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Creating Our Background

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Cleaning Up Our Game

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Creating the Game Over Screen

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Conclusion

Thank you for watching. It’s been a huge tutorial, and afterwards I would have liked to do some things differently:

  • First off the classes have just been added one by one, but it would have made more sense for the classes to be organised in packages.
  • Even though our project works fine, we do get some run time errors, which isn’t very neat.
  • Also, it’s pretty easy to get very far by saying nothing, and just sticking to the bottom of the screen.

Nevertheless, I hope you enjoyed this tutorial, and most importantly learned something from it.



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Weekend Lecture: Egoraptor Discusses Megaman’s Game Design

Interested in game design? This weekend, we feature an interesting look at game design in the NES game Megaman and its SNES sequel Megaman X, through a video by Egoraptor.


Watch the Video

Many games, particularly modern games aimed at a more casual audience, rely on tutorial missions and popups to teach you how to play the game; a few years ago, it was more common for games to be packed with a thick manual that explained all the controls and objectives. But there is a third option: letting the player learn through actually playing the game.

In this video, Egoraptor examines how Megaman did a great job of teaching through gameplay, and how Megaman X refined this even further.

Warning: there’s a lot of profanity in this, so it might not be safe for work.

Hat tip to Jesse Freeman for posting a link to this video on Google+!

If you’re interested in this subject, and would like to learn how to apply these lessons to app design, take a look at Dan Cook’s presentation, The Princess Rescuing Application.



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