vb.net code 128 barcode Now, you ll have the meteors grow by their individual growthRate property in Java

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7 Now, you ll have the meteors grow by their individual growthRate property
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values instead of 1 each frame Return to the meteorInitonEnterFrame event handler At the top of the code, modify the first line to make the _xscale property increase by the meteor s growth rate instead of 1 each frame
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meteorInitonEnterFrame = function():Void { this_xscale += thisgrowthRate; this_yscale = this_xscale; }
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8 Test the movie Watch each meteor grow at a random speed You can
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modify the code you wrote in Step 6 to change the range of random numbers for the growth rate
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9 Save the file, and keep it open for the next exercise
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Creating Enemies: A Meteor Shooting Game
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CREATOR S
GUIDE
EXERCISE 4-8: Destroying Enemies
In this exercise, you will write the code that will make the enemy meteors explode when you click on them
1 Make sure you are working in the same file from the last exercise 2 Select the first keyframe of the actions layer and open the Actions panel 3 At the bottom of the DECLARE VARIABLES AND CREATE OBJECTS
section of code, create the skeleton of an onRelease event handler for the meteorInit object
meteorInitonRelease = function():Void { }
4 Inside the event handler you just created, type the code that makes the
meteor explode when you click it
meteorInitonRelease = function():Void { thisgotoAndPlay("explode"); }
The gotoAndPlay method is a built-in movie clip method that makes a movie clip start playing at a certain frame If you pass in a number, the movie clip will play at the frame number you passed in If you pass in a string, the movie clip will start playing at the frame label that matches the string you passed in You created the explode frame label when you made the mcMeteor movie clip
5 Test the movie, and click some meteors to watch them explode Notice
that the meteors seem to explode and then reappear They end up filling the whole screen and ruining the game, as shown in the following screen What s wrong
C H A P T E R
The meteors are not disappearing because they are not unloading Though you used the unloadMovie method when you created the meteors to make the meteors unload, the code is not working The problem is that the meteors all have the same instance name, meteor , as defined in the createMeteor function Unless movie clips have unique instance names, unexpected problems like this can occur
6 To solve this problem, you need to create unique instance names for each
meteor Start by creating a variable to hold a number, which you ll add on to the end of each meteor s instance name later At the top of the DECLARE VARIABLES AND CREATE OBJECTS section of your code, create a variable called meteorNum Give it a data type of Number and an initial value of 0
var meteorNum:Number = 0;
Creating Enemies: A Meteor Shooting Game
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FLASH
GAME
CREATOR S
GUIDE
7 Next, you ll add the meteorNum variable at the end of the instance names
of the meteors In the createMeteors function, find the area of code where you set the instance name of the meteors in the line of code where you used attachMovie After meteor and before the comma, use concatenation to add meteorNum onto the end of the instance name string
function createMeteors():Void { var meteor:MovieClip; meteor = container_mcattachMovie("mcMeteor", "meteor" + meteorNum, container_mcgetNextHighestDepth(), meteorInit); meteorinitializeMeteor(); clearInterval(meteorInterval); meteorInterval = setInterval(_root, "createMeteors", Mathrandom() * 900 + 100); }
Concatenation refers to connecting strings together Unlike what the plus operator (+) does in math, with strings the plus operator concatenates values In this example, the first meteor created will be named meteor0
8 Next, you ll simply have to add to the meteorNum variable each time this
function runs At the bottom of the createMeteors function, increment the value of meteorNum by 1
function createMeteors():Void { var meteor:MovieClip; meteor = container_mcattachMovie("mcMeteor", "meteor" + meteorNum, container_mcgetNextHighestDepth(), meteorInit); meteorinitializeMeteor(); clearInterval(meteorInterval); meteorInterval = setInterval(_root, "createMeteors", Mathrandom() * 900 + 100); meteorNum ++; }
9 Now, each meteor will have a unique instance name The first meteor
created will be meteor0 Then, because the meteorNum value increments by one, the next time a meteor is created it will be meteor1 , then meteor2 you get the point Test the movie and click on some meteors to watch them explode Cool!
C H A P T E R
10 Save the file, and keep it open for the next exercise
EXERCISE 4-9: Creating the Energy Movie Clips
Now you ll begin creating the movie clips that will display the player s energy
1 Make sure you are working with the file from the last exercise 2 Choose Insert | New Symbol to create a new, blank symbol 3 Name the symbol mcEnergy, choose Movie Clip for the Type, and click OK 4 Inside the mcEnergy movie clip, create two new layers named bar and block
From top to bottom, the layers should be named actions, bar, and block
5 Select the first keyframe of the actions layer and open the Actions panel In
the Actions panel, write a stop action to stop the movie clip from playing
stop();
6 Lock the actions and bar layers 7 In the block layer, draw a white rectangle with the following properties: 790
pixels wide, 610 pixels high, X position 0, Y position 0 One way to do this is to draw a rectangle of any size, and set all of the properties in the Property Inspector This rectangle will be used to make the screen flash when the player gets hit by a meteor, or when a meteor scales past a certain point
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