What Do Brackets Mean In Math latest 2023

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Quick Article On Making A Flash Game

This step-by-step guide will show you how to create a Flash game quickly and easily.

This article is for people who are just starting to use Flash tools to create interactive elements. This article will take you from a blank flash document to an action game in minutes, with all the tricky stuff explained in plain, everyday language that you can ignore if you want.

So without further ado, let’s fire up our favorite Flash tool. There are many tools available, so I will use Macromedia Flash as it is the most universally used tool.

I recommend Sothink SWF Quicker to budding flash designers to create flash applications and movies. This program is like an easy-to-use version of Macromedia Flash, and I’ve used this versatile tool to easily create a variety of applications.

Staging

Create a new flash document (File/New menu) and save it as game.fla. This is the design file that will contain the game design and content.

If you get stuck anywhere on this tutorial, there is a finished game.fla at the bottom of this page that can be downloaded to see how things should look.

Modify the document properties (Edit/Document menu) so that the dimensions are 640 by 480 and the frame rate is 30 frames per second. The background color is assumed to be white.

We will start by creating the 5 initial objects necessary for the functioning of the game.

Draw the player ship, alien, player projectile, alien laser, and an explosion on the same frame and layer.

Turn each drawing into a video clip with its own instance name. I will explain in more detail below how this is done. More advanced people can skip ahead to naming instances.

How to turn a drawing into a video clip:

1. Select the drawing by dragging a frame around it.

2. Convert to Movie Clip by going to the menu then Edit or Insert depending on the version of Flash. Choose “Convert to symbol”. You can also use the shortcut by pressing F8.

3. Set the behavior to Movie Clip and choose an appropriate name. This name is not the instance name. Click here for an illustration.

4. Select the new video clip and in the properties panel at the bottom set the instance name to whatever is needed.

The instance names are below:

The player ship music video is called PlayerShip

The music video for the alien is called Alien

The Movie Clip for the player shot is called PlayerShotT

The alien laser music video is called AlienShotT

The music video for the explosion is called ExplosionT

Notice how there is a T at the end of some instance names. It’s a convenience to indicate that objects with a T at the end should be used as templates for copies of themselves. This will be explained later.

let’s shake things up

Next, we’ll create some basic behaviors for our Movie Clip objects.

At the moment, the player’s ship is not too responsive. We will change that.

Left-click on the player’s ship to select it. Go to the Actions panel at the bottom and enter the following code in the white part on the right:

onClipEvent(enterFrame)

if(Key.isDown(Key.RIGHT))

// this will move the player 15 units to the right

this._x = this._x + 15;

else if (Key.isDown(Key.LEFT))

// this will move the player 15 units to the left

this._x = this._x – 15;

I will explain below what this code means. Feel free to skip this explanation if you don’t want to get heavily involved with ActionScript.

A few words about ActionScript:

onClipEvent(enterFrame) This is basically a container called a function. This container contains code to be executed inside. The function is not executed or launched until something else tells it to. “onClipEvent” is the name of the function. Some names like “onClipEvent” are reserved by Flash so that certain things work correctly.

The text between the two brackets “(” and “)” are all the parameters passed to the function. Parameters are passed from the source that executed it. There can be several parameters, for example “(var1,test2)”. These parameters can usually be used in the function. The parameters will be described in more detail later.

The stuff between the “” and “” braces is the actual code in the function that’s being executed.

Things like “this._x= this._x + 15;” are called declarations. Instructions are pieces of code that tell something to do something else. There is usually at most one statement per line. Each statement must end with “;” so that Flash knows when the statement ends.

Comments are ignored by Flash, but help the coder know what his code is doing. Comments begin with a “//” and continue down the line.

if(Key.isDown(Key.RIGHT)) This is called an if statement. It’s basically a test to see if the things in parentheses are true. If the trick is true, then the code between the braces is executed.

else if (Key.isDown(Key.LEFT)) This can only go after the “if” statement or another “else if” statement. Basically, if the elements of the previous test are false, then the elements of this “else if” statement are tested. If the test in parentheses is true, the code in braces is executed.

This small piece of code will allow you to move the ship from left to right. Preview your flash animation (CTR-ENTER) and try to move the ship with the left and right arrows.

The ship can move out of bounds, so we need to add some more code to restrict its movement.

Change the line:

if(Key.isDown(Key.RIGHT)) {

to:

if(Key.isDown(Key.RIGHT) and this._x 0) {

Preview your animation again. This time, the player’s ship must stay within bounds.

Now would be a great time to place the player’s ship at the bottom of the stage, as it will fire upwards.

It’s time to give the alien some life. Select the alien and place this code in the ActionScript part:

// this is triggered when the clip loads

onClipEvent (load)

xmove = random(15) – random(15); //comments can also be placed after declarations

ymove = random(15) – random(15); //this sets the ymovement to random

this._x = random(640); //this sets the x and y position randomly

this._y = random(480);

//this is triggered each time a new image is entered, in this case 30 times per second

onClipEvent(enterFrame)

{

//allows you to move the alien

this._x = this._x + xmove;

this._y = this._y + ymove;

// bounce the alien if it’s out of bounds

if(this._x > 640)xmove = Math.abs(xmove) * -1

if(this._x 480)ymove = Math.abs(ymove) * -1

if(this._y 0)

— ShotTimer;

// test the down space key

if(Key.isDown(Key.SPACE))

{

if(PShotTimer 480)this.removeMovieClip();

// test to see if this collides with the player

col = _root.md(_x, _y, _root.PlayerShip._x, _root.PlayerShip._y)

// you can change 40 to another number if the shots seem to pass

if (col here

I hope you had as much fun following this guide as I had writing it.

After you have had a chance to sit down and absorb this article, please send us your comments and suggestions – your feedback is greatly appreciated.

Written by Damien D.

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