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subtract 1 from the timeLeft variable You can do this by using the
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mathematical operator, -- Your code should match the code shown next (new code in bold):
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timercountDown = function():Void { timeLeft --; }
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9 When the timeLeft variable goes to or below zero, the time is out and the game
is lost In order to do something after the timer is out, create a conditional statement that checks to see if the timeLeft variable is less than or equal to zero
timercountDown = function():Void { timeLeft --; if(timeLeft <= 0) { } }
10 Inside the curly braces of the conditional statement, you will place code that
tells Flash what happens when the game ends You actually wrote this code in the last exercise Remember what you wrote for when you win the game This is exactly what you want to happen when you lose the game, except you want the face_mc movie clip to go to the losing frame Copy the code from inside the curly braces of the else statement in the all_mcface_mconRelease event handler by selecting it and choosing Edit | Copy Paste the code in the conditional statement you just wrote by clicking in the appropriate area of code and choosing Edit | Paste Then just have the face_mc movie clip go to and stop at frame 3 instead of frame 2
timercountDown = function():Void { timeLeft --; if(timeLeft <= 0) { gameFinished = true all_mcface_mcgotoAndStop(3); all_mcsetMask(null); Mouseshow(); mask_mc_visible = false; } }
C H A P T E R
11 If you tested the movie right now, the timer wouldn t work You need to
attach it to something that runs over and over with the frame rate of the Flash movie The name of the event is onEnterFrame, and you will attach the timercountDown function to the onEnterFrame event of the main timeline, or _root At the bottom of the code inside the startGame function, add this line of code:
_rootonEnterFrame = timercountDown;
This code tells Flash that _rootonEnterFrame is the same as timercountDown, which will make the timercountDown event handler execute along with the frame rate of the Flash movie (12 times per second) Another way to write this is to set _rootonEnterFrame equal to a function, and to define the function then and there Writing the code this way will make the code easier to optimize, because you will have more control to start and stop the onEnterFrame event
12 Test the movie Allow the time to run out, and then click the face_mc
movie clip to restart the game What the heck! The movie seems to be freaking out! The problem is that you never reset the timeLeft variable, so once it goes to zero, it stays at zero You will have to reset the timer You ll do this in the next step
13 On the line above the code you wrote in Step 11, reset the timeLeft variable
to its initial value (seconds * frameRate)
timeLeft = seconds * frameRate;
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Though the timeLeft variable changes as the timer counts down, the seconds and frameRate variables stay the same
14 Test the movie You may notice that if you win and then let the time run
out, the face tells you that you lost This is because you need to stop the _rootonEnterFrame from running by deleting it when you win the game To do this, add the code that follows to the end of the else statement inside the all_mcface_mconRelease event handler All the code should be blue if typed properly
delete _rootonEnterFrame;
This code stops the timercountDown event handler from running, because its running is dependent on _rootonEnterFrame
15 Test the movie Allow the time to run out, and then click the face_mc
movie clip to restart the game It works! Congratulations, you made your first working game! Next step: randomizing the position of the face
Using Mathrandom to Generate Random Numbers
The Math class is similar to the Mouse class in that you can access its properties and methods directly from the class without creating an instance of it The random method is a method of the Math class that generates a random number between 0 and 1, but not including 1 The numbers generated are decimal numbers that can be multiplied with another number to produce random numbers in a particular range For example, the code that follows generates a random number between 0 and 10, but not including 10:
Mathrandom() * 10;
The number you multiply Mathrandom by is the range of numbers you want Here, the range is from 0 to 9, which is a range of ten numbers If you wanted to have the same range of numbers but shift the values, you could add to the product of Mathrandom() * 10 For example, the code that follows would give you a random number between 1 and 10, instead of 0 to 9:
Mathrandom() * 10 + 1;
Here, the minimum number is no longer 0, it s 1 In addition, the maximum number is no longer 9, it s 10 Because multiplication takes place before addition in math (according to the order of operations), the range of values is shifted by 1 You can use this to create a formula The formula for generating a random number is shown in this line of code:
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