vb.net code 128 checksum Inside the event handler you just created, set the playerChoice variable in Java

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11 Inside the event handler you just created, set the playerChoice variable
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equal to the choice associated with whichever button was clicked
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rock_mconRelease = paper_mconRelease = scissors_mconRelease = function():Void { playerChoice = thischoice; }
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Remember when I talked about what the keyword this means When inside an event handler, this refers to the object the event handler is for, or the object attached to the event Here, there are three different objects with attached events: rock_mc, paper_mc, and scissors_mc How do you know which movie clip this is referring to Because this event handler is connected to multiple objects, this refers to the object that triggered the event For example, if rock_mc is clicked, this refers to rock_mc If paper_mc is clicked, this refers to paper_mc Taking this a step further, if scissors_mc is clicked, thischoice is scissors_mcchoice, which is scissors Writing code in this condensed way saves time, reduces lines of code, and even makes code easier to change if you ever need to
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12 On the next line, run a function called hideButtons You ll define this
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function in a later step, and the function will simply hide all the buttons at the bottom of the screen
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rock_mconRelease = paper_mconRelease = scissors_mconRelease = function():Void { playerChoice = thischoice; hideButtons(); }
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Applying Advanced Logic and Interactivity: A Paper Rock Scissors Game
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GAME
CREATOR S
GUIDE
13 At the bottom of the DEFINE FUNCTIONS section, below the
initializeGame function, create the skeleton of the hideButtons function
function hideButtons():Void { }
14 Inside the hideButtons function that you just created, write the code
to hide the rock_mc movie clip by setting its _visible property to false
function hideButtons():Void { rock_mc_visible = false; }
15 Repeat Step 14 for the paper_mc and scissors_mc movie clips
function hideButtons():Void { rock_mc_visible = false; paper_mc_visible = false; scissors_mc_visible = false; }
16 Test the movie, and click one of the buttons at the bottom of the
screen to make all the buttons disappear, as shown in the following illustration In the next exercise, you ll add the interactivity to display the player s choice after moving the mouse or Wii remote up and down enough times
C H A P T E R
17 Save the file, and keep it open for the next exercise
DDING MORE
Once you have created the basic logic of your game and it works correctly, it s time to start adding some more features Usually in my games I do a lot of early testing, trying to see if there are any errors in my code or any problems I may have overlooked when planning the game Whether you re developing an application in Flash or using any other platform or language, it s always important to test the application often, making sure you re not including anything in your code that could potentially become a problem in the future
Applying Advanced Logic and Interactivity: A Paper Rock Scissors Game
NINTENDO
FLASH
GAME
CREATOR S
GUIDE
EXERCISE 6-3: Showing the Player s Choice
In this exercise, you ll add the interactivity that allows the player to move the mouse (or Wii remote) up and down to move the player s hand and display the player s choice
1 Make sure you are working in the file from the last exercise 2 Select the first keyframe of the actions layer (in the Main Timeline) and
open the Actions panel by pressing F9 (Windows) or OPTION-F9 (Mac)
3 In the DECLARE VARIABLES AND CREATE OBJECTS section, below
the playerChoice variable you created, create a new variable called downPosition, with a data type of Number and a value of the player_mc movie clip s current Y position This variable will hold the position of the hand when it moves down
var playerChoice:String; var downPosition:Number = player_mc_y; paper_mcchoice = "paper"; rock_mcchoice = "rock"; scissors_mcchoice = "scissors";
4 On the next line, create a variable called upPosition, with a data type of
Number and a value of the player_mc movie clip s Y position minus 100 This variable will represent the position of the hand when it moves up, which will be 100 pixels above where it is currently
var playerChoice:String; var downPosition:Number = player_mc_y; var upPosition:Number = player_mc_y - 100; paper_mcchoice = "paper"; rock_mcchoice = "rock"; scissors_mcchoice = "scissors";
5 On the next line, create a variable called shootCount, with a data type
of Number This value will represent the number of times the player has moved the mouse up and down after making a choice
C H A P T E R
var var var var
playerChoice:String; downPosition:Number = player_mc_y; upPosition:Number = player_mc_y - 100; shootCount:Number;
paper_mcchoice = "paper"; rock_mcchoice = "rock"; scissors_mcchoice = "scissors";
6 Find the initializeGame function in the DEFINE FUNCTIONS section
in your code At the bottom of the initializeGame function, give the shootCount an initial value of zero This will reset this variable each time you start a game
function initializeGame():Void { playerChoice = ""; end_mc_visible = false; shootCount = 0; }
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