The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript 3.0

The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript 3.0

Jeff Fulton, Steve Fulton

Language: English

Pages: 655

ISBN: 2:00306875

Format: PDF / Kindle (mobi) / ePub

The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript 3.0

Jeff Fulton, Steve Fulton

Language: English

Pages: 655

ISBN: 2:00306875

Format: PDF / Kindle (mobi) / ePub


The Essential Guide to Flash Games is a unique tool for Flash game developers. Rather than focusing on a bunch of low-level how-to material, this book dives straight into building games. The book is divided into specific game genre projects, covering everything from old classics such as a Missile Command-style game, to hot new genres such as retro evolved. The chapters build in complexity through the book, and new tools are introduced along the way that can be reused for other games.

* The game projects covered start simple and increase in complexity as more and more tools are added to your tool chest.
* Ten full game projects are discussed in detail. Each solves a very different game development problem and builds on the knowledge gained from the previous project.
* Many advanced game development techniques are covered, including particle systems, advanced controls, artificial intelligence, blitting, scrolling, and more.

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Customizing FrameRateProfiler for Blaster Mines..................................................507 Creating the frameRateProfileComplete function ...............................................508 Creating the Library.as class ..................................................................................508 Modifying the SoundManager class........................................................................509 Optimizing with object pooling

...............511 Adding the private variables................................................................................511 Instantiating a particle in the pool .......................................................................512 Making a particle active ......................................................................................512 Making a particle inactive....................................................................................513 Optimizing with single-unit

so, handles that event. Finally, testForEnd() tests to see if the level needs to be increased or the game needs to end. All of these functions will be described in detail after the code. public function playGame() { player.rotation += 15; makeEnemies(); moveEnemies(); testCollisions(); testForEnd(); } 26 THE SECOND GAME THEORY Making the Balloons In many games, you will need to have some kind of logic that makes things happen without user interaction. In an action game like Balloon Saw, this

............................................................................................89 Game ScoreBoard constants....................................................................................90 Creating the Main.as class .......................................................................................90 Class import and variable definitions for the Main class ...........................................92 Applying the constructor and init function definitions

would have strange runtime errors that would be difficult to diagnose. This is because we might bypass the final element in the array now that the length is one less than it was when we started. 121 THE ESSENTIAL GUIDE TO FLASH GAMES The other optimization is the loop backward through the circles array. By doing this, when we do splice a Circle instance from the array (because it has reached its maximum size), we won’t skip the Circle instance in the array following the one we splice. For

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