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If you want the setInterval function to stop running at a certain point, you can use the clearInterval function In order to use the clearInterval function, the setInterval function must be assigned to a variable with a Number data type That variable then needs to be passed into the clearInterval function in order to stop the setInterval function The following code demonstrates the setInterval function being assigned to a variable called meteorInterval The interval is then cleared immediately using the clearInterval function
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var meteorInterval:Number; meteorInterval = setInterval(_root, "createMeteors", 1000); clearInterval(meteorInterval);
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If you want to make the interval rate change each time setInterval runs the interval function, you can clear the interval inside that function and give the interval a new value This is demonstrated in the following code
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var meteorInterval:Number; function createMeteors():Void { var randomInterval:Number = Mathrandom() * 1000; clearInterval(meteorInterval); meteorInterval = setInterval(_root, "createMeteors", randomInterval); } meteorInterval = setInterval(_root, "createMeteors", 1000);
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In this code, the createMeteors function will run after 1000 milliseconds (or once every second) When the createMeteors function runs, the interval is cleared and reset with a new random time between 0 and 1000 milliseconds, which is held in the randomInterval variable In the following exercise, you will apply all of these concepts by using the setInterval function to create meteors at random intervals
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EXERCISE 4-6: Using the setInterval Function to Generate Enemie
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Now you ll get some practice using the setInterval function to create some enemies
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1 Make sure you are working in the same file from the last exercise 2 Select the first keyframe of the actions layer (in Scene 1, or the Main
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Timeline) and open the Actions panel by choosing Window | Actions
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Creating Enemies: A Meteor Shooting Game
NINTENDO
FLASH
GAME
CREATOR S
GUIDE
3 In the Actions panel, at the top of the DECLARE VARIABLES AND
CREATE OBJECTS section, create a new variable called meteorInterval with a data type of Number You will use this variable to hold the interval you create using setInterval
var meteorInterval:Number;
4 Now you ll use the setInterval function to start creating meteors At the
bottom of the startGame function, delete the line of code that runs the createMeteors function Replace it with code that sets the meteorInterval variable equal to a setInterval function that runs the createMeteors function every second (or 1000 milliseconds)
function startGame():Void { Mousehide(); cursor_mcstartDrag(true); cursor_mc_visible = true; meteorInterval = setInterval(_root, "createMeteors", 1000); }
5 Test the movie Notice the meteors being created every second Cool! 6 The next step is to randomize the interval each time the createMeteors
function runs At the bottom of the createMeteors function, use the clearInterval function to clear the meteorInterval variable
function createMeteors():Void { var meteor:MovieClip; meteor = container_mcattachMovie("mcMeteor", "meteor", container_mcgetNextHighestDepth(), meteorInit); meteorinitializeMeteor(); clearInterval(meteorInterval); }
7 On the next line of code, give a new value to the meteorInterval variable
The value should be the same as in Step 4, but with a random number between 100 and 1000 in place of 1000
function createMeteors():Void { var meteor:MovieClip; meteor = container_mcattachMovie("mcMeteor", "meteor", container_mcgetNextHighestDepth(), meteorInit); meteorinitializeMeteor(); clearInterval(meteorInterval);
C H A P T E R
meteorInterval = setInterval(_root, "createMeteors", Mathrandom() * 900 + 100); }
8 Test the movie Notice that the meteors appear at random times Sweet!
Feel free to change the random range you created in the last step
9 Now, you ll set each meteor to be a random size At the top of the
meteorInitinitializeMeteor method, set the _xscale property of this equal to a random number between 50 and 100, and set the _yscale property of this equal to its _xscale property
meteorInitinitializeMeteor = function():Void { this_xscale = Mathrandom() * 50 + 50; this_yscale = this_xscale; this_x = Mathrandom()* Stagewidth; this_y = Mathrandom()* Stageheight; }
10 Test the movie Notice the random sizes of the meteors If you like, you can
adjust the code you wrote in the last step to produce different random sizes, as shown here
11 Save the file, and keep it open for the next exercise
Creating Enemies: A Meteor Shooting Game
NINTENDO
FLASH
GAME
CREATOR S
GUIDE
EXERCISE 4-7: Moving Enemies
In this exercise, you will make the enemy meteors appear to move closer by scaling them up
1 Make sure you are working in the same file from the last exercise 2 Select the first keyframe of the actions layer on the Main Timeline and
open the Actions panel
3 Below the meteorInitinitializeMeteor method, create the skeleton of an
event handler for meteorInitonEnterFrame Code in this block will be adopted by each meteor instance and will animate the meteor s movement
meteorInitonEnterFrame = function():Void { }
4 Inside the event handler you just defined, add 1 to the _xscale property of
this, and set its _yscale property equal to its _xscale property
meteorInitonEnterFrame = function():Void { this_xscale ++; this_yscale = this_xscale; }
5 Test the movie, and watch the meteors grow Nice! Next, you will give
each meteor a unique, random growth rate
6 At the top of the meteorInitinitializeMeteor method, create a new property
of this called growthRate Set the value equal to a random number between 0 and 3
meteorInitinitializeMeteor = function():Void { thisgrowthRate = Mathrandom() * 3; this_xscale = Mathrandom() * 50 + 50; this_yscale = this_xscale; this_x = Mathrandom()* Stagewidth; this_y = Mathrandom()* Stageheight; }
C H A P T E R
The growthRate property is not a pre-built Flash property Because this is referring to an instance of the Object class (meteorInit), you can create custom properties like growthRate and give them any name and value
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