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ARTDM 170, Week 7:
Scripting Interactivity
         Gilbert Guerrero
        gguerrero@dvc.edu
gilbertguerrero.com/blog/artdm-170
Homework

• Please put your .swf file in a folder
  with your last name and first initial
• Put the folder in my dropbox
• Example:
  
   
   smith-h
  
   
   
 myAnimation.swf
Open Flash

• Create a new ActionScript 3.0
  document:
  
  
 MyObject.fla
• Create a new ActionScript file:
  
   
   MyObject.as
Final Projects
Requirements
Your final project is to create a game in Flash.  Your game must meet
these requirements:
•   Start screen
•   Interactivity, which could be:
    ‣   Key press
    ‣   Space bar
    ‣   Mouse click
    ‣   Mouse drag
•   Score
•   Game over screen, shown when the game ends
•   Way to replay the game
•   Sound (optional)
Timeline
March                      April                   May              Last day of class
9       16    23    30     6*      13   20   27    4     11   18   25

    Create a project title and description
                                                               Present final projects
                      Paper prototypes                         (two days)

                            Design background, characters,
                            and other game elements

                                    Embed game elements in game symbol
                                    Add movement and keyboard interaction


                                              Add Start and Game Over screens



                                                    Add scoring and game over trigger
Flash Buttons
Create a Button

• Create a new symbol in the Library
• Symbol type: Button
Button Frames

• Buttons only have four frames
• Each frame is a button state:
  ‣ Up - no user interaction
  ‣ Over - user mouse hovers over
  ‣ Down - user clicks the button
  ‣ Hit - invisible shape defines whatʼs
    clickable
Button Event Listeners

• Add a button to the stage
• Name the button
  Instance name: myButton
Event Listeners

• Add an event listener to the button
  myButton.addEventListener(
    MouseEvent.CLICK, stopOnEveryFrame);

  function stopOnEveryFrame(
    e:MouseEvent):void{
      removeEventListener(
        Event.ENTER_FRAME, onEveryFrame);
  }

  How would we restore movement?
Dragging Objects
Dragging

• Objects can be dragged by tying
  them to the dragging functions
  myObj.startDrag()
  myObj.stopDrag()
Dragging

• An event listener is added to the
  start of the script that is tied to the
  object that must be dragged
  myObj.addEventListener(
    MouseEvent.MOUSE_DOWN,
  startDragging);
Dragging
•   Drag functions are placed in the event handlers as well as
    a new event listener to listen for stop dragging
function startDragging(e:MouseEvent) {
  stage.addEventListener(
    MouseEvent.MOUSE_UP, stopDragging);
  myObj.startDrag();
}
function stopDragging(e:MouseEvent) {
  stage.removeEventListener(
    MouseEvent.MOUSE_UP, stopDragging);
  myObj.stopDrag();
}
Stage Event Listeners

• Event listeners are added to the
     stage to improve performance
stage.addEventListener(
  MouseEvent.MOUSE_UP, stopDragging
);
Throwing Objects
Throwing Velocity
To throw an object, the values for velocity (moveX and
moveY) are updated according to the where the user
has moved the object and its change in location over
time

function trackVelocity(e:Event):void {
	 moveX = myCircle.x - oldX;
	 moveY = myCircle.y - oldY;
	 oldX = myCircle.x;
	 oldY = myCircle.y;
}
Collision Detection
hitTestObject                 sprite1




sprite1.hitTestObject(sprite2)          sprite2


• When the bounding
  box of one object overlaps
  with the bounding box of
  another object, a collision is
  detected
hitTestObject               sprite1




• Use an if() statement to do         sprite2

  something with the collision
if( sprite1.hitTestObject(sprite2) ){
    // collision happened
}
hitTestPoint                  sprite1




sprite1.hitTestPoint(x1, y1, true)

• Check if the edge of a shape is near
  a point (x1, y1)
• Cannot be used with two shapes,
  only a shape and a point
• Can be used with the mouse, using
  mouseX and mouseY
hitTestPoint                  sprite1




• Use an if() statement to do something
  with the collision
if(sprite1.hitTestPoint(x1,y1,true)){
    // collision happened
}
Keyboard
Listen for Keyboard
stage.addEventListener(
 KeyboardEvent.KEY_DOWN,keyDownFunction);

stage.addEventListener(
 KeyboardEvent.KEY_UP,keyUpFunction);
Checking which key
// key pressed down
public function keyDownFunction(
  e:KeyboardEvent) {
    if(event.keyCode == 37) {
        leftArrow = true;
    } else if(event.keyCode == 39) {
        rightArrow = true;
    } else if(event.keyCode == 32) {
        jumpUp = true;
    }
}
Checking which key
// key lifted up
public function keyUpFunction(
  event:KeyboardEvent) {
    if(event.keyCode == 37) {
        leftArrow = false;
    } else if(event.keyCode == 39) {
        rightArrow = false;
    }
}
Key codes

• Spacebar 32
• Left arrow 37
• Up arrow 38
• Right arrow 39
• Down arrow 40
More key codes and constants on
Adobeʼs site
Moving an object
// move to the left
if (leftArrow) {
    myBrick.x -= speed;
}



•   This would allow the user to move
    the object to the left at a certain
    speed every frame.
Stage Focus

• Keyboard input like using the arrow
  keys or the space bar arenʼt detected
  until you clicked the screen
• Add this line of code before your
  keyboard event listeners:
  stage.focus = stage;
Homework, due March 23

• Create a Title and Description for
  your final project
• Read p83-94, Chapter 3: Basic
  Game Framework: A Matching Game
  in AS 3.0 Game Programming
  University
• Next week: youʼll have a subsitute
Thank You

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ARTDM 170, Week 7: Scripting Interactivity

  • 1. ARTDM 170, Week 7: Scripting Interactivity Gilbert Guerrero gguerrero@dvc.edu gilbertguerrero.com/blog/artdm-170
  • 2. Homework • Please put your .swf file in a folder with your last name and first initial • Put the folder in my dropbox • Example: smith-h myAnimation.swf
  • 3. Open Flash • Create a new ActionScript 3.0 document: MyObject.fla • Create a new ActionScript file: MyObject.as
  • 5. Requirements Your final project is to create a game in Flash.  Your game must meet these requirements: • Start screen • Interactivity, which could be: ‣ Key press ‣ Space bar ‣ Mouse click ‣ Mouse drag • Score • Game over screen, shown when the game ends • Way to replay the game • Sound (optional)
  • 6.
  • 7. Timeline March April May Last day of class 9 16 23 30 6* 13 20 27 4 11 18 25 Create a project title and description Present final projects Paper prototypes (two days) Design background, characters, and other game elements Embed game elements in game symbol Add movement and keyboard interaction Add Start and Game Over screens Add scoring and game over trigger
  • 9. Create a Button • Create a new symbol in the Library • Symbol type: Button
  • 10. Button Frames • Buttons only have four frames • Each frame is a button state: ‣ Up - no user interaction ‣ Over - user mouse hovers over ‣ Down - user clicks the button ‣ Hit - invisible shape defines whatʼs clickable
  • 11. Button Event Listeners • Add a button to the stage • Name the button Instance name: myButton
  • 12. Event Listeners • Add an event listener to the button myButton.addEventListener( MouseEvent.CLICK, stopOnEveryFrame); function stopOnEveryFrame( e:MouseEvent):void{ removeEventListener( Event.ENTER_FRAME, onEveryFrame); } How would we restore movement?
  • 14. Dragging • Objects can be dragged by tying them to the dragging functions myObj.startDrag() myObj.stopDrag()
  • 15. Dragging • An event listener is added to the start of the script that is tied to the object that must be dragged myObj.addEventListener( MouseEvent.MOUSE_DOWN, startDragging);
  • 16. Dragging • Drag functions are placed in the event handlers as well as a new event listener to listen for stop dragging function startDragging(e:MouseEvent) { stage.addEventListener( MouseEvent.MOUSE_UP, stopDragging); myObj.startDrag(); } function stopDragging(e:MouseEvent) { stage.removeEventListener( MouseEvent.MOUSE_UP, stopDragging); myObj.stopDrag(); }
  • 17. Stage Event Listeners • Event listeners are added to the stage to improve performance stage.addEventListener( MouseEvent.MOUSE_UP, stopDragging );
  • 19. Throwing Velocity To throw an object, the values for velocity (moveX and moveY) are updated according to the where the user has moved the object and its change in location over time function trackVelocity(e:Event):void { moveX = myCircle.x - oldX; moveY = myCircle.y - oldY; oldX = myCircle.x; oldY = myCircle.y; }
  • 21. hitTestObject sprite1 sprite1.hitTestObject(sprite2) sprite2 • When the bounding box of one object overlaps with the bounding box of another object, a collision is detected
  • 22. hitTestObject sprite1 • Use an if() statement to do sprite2 something with the collision if( sprite1.hitTestObject(sprite2) ){ // collision happened }
  • 23. hitTestPoint sprite1 sprite1.hitTestPoint(x1, y1, true) • Check if the edge of a shape is near a point (x1, y1) • Cannot be used with two shapes, only a shape and a point • Can be used with the mouse, using mouseX and mouseY
  • 24. hitTestPoint sprite1 • Use an if() statement to do something with the collision if(sprite1.hitTestPoint(x1,y1,true)){ // collision happened }
  • 26. Listen for Keyboard stage.addEventListener( KeyboardEvent.KEY_DOWN,keyDownFunction); stage.addEventListener( KeyboardEvent.KEY_UP,keyUpFunction);
  • 27. Checking which key // key pressed down public function keyDownFunction( e:KeyboardEvent) { if(event.keyCode == 37) { leftArrow = true; } else if(event.keyCode == 39) { rightArrow = true; } else if(event.keyCode == 32) { jumpUp = true; } }
  • 28. Checking which key // key lifted up public function keyUpFunction( event:KeyboardEvent) { if(event.keyCode == 37) { leftArrow = false; } else if(event.keyCode == 39) { rightArrow = false; } }
  • 29. Key codes • Spacebar 32 • Left arrow 37 • Up arrow 38 • Right arrow 39 • Down arrow 40 More key codes and constants on Adobeʼs site
  • 30. Moving an object // move to the left if (leftArrow) { myBrick.x -= speed; } • This would allow the user to move the object to the left at a certain speed every frame.
  • 31. Stage Focus • Keyboard input like using the arrow keys or the space bar arenʼt detected until you clicked the screen • Add this line of code before your keyboard event listeners: stage.focus = stage;
  • 32. Homework, due March 23 • Create a Title and Description for your final project • Read p83-94, Chapter 3: Basic Game Framework: A Matching Game in AS 3.0 Game Programming University • Next week: youʼll have a subsitute

Editor's Notes