EXERCISE 7-2: Setting Up the Flash File in Java

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EXERCISE 7-2: Setting Up the Flash File
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In this exercise, you ll set up some of the basic variables and functions you ll be using for this game
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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 and open the Actions panel by
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pressing F9 (Windows) or OPTION-F9 (Mac)
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3 In the DECLARE VARIABLES AND CREATE OBJECTS section, create a
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variable called rotateAmt, with a data type of Number and a value of 30 This will represent the amount of rotation to apply to the minute hand when it rotates Your code should match the code that follows (new code is bold):
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// DECLARE VARIABLES AND CREATE OBJECTS var rotateAmt:Number = 30;
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The number 30 is not some random number, but rather a calculation of 360 divided by 12 Why 360 divided by 12 One goal for this game is to make the minute hand move only five minutes at a time The number 12 comes from 60 (the number of minutes in an hour) divided by 5 (the amount of minutes to move) 360 comes from a full circle having 360 degrees 360 divided by 12 represents the rotation amount that will show five minutes on the clock
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4 On the next line, create another variable called buttons, with a data type of
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Array and a value of [tl_btn, tr_btn, br_btn, bl_btn] This array will hold all the buttons, and you ll use it to create loops that run a block of code on all the buttons
// DECLARE VARIABLES AND CREATE OBJECTS var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn];
5 Below the code you just wrote, create a variable called currentButtonNum,
with a data type of Number This will represent the number connected to the current button being rolled over
// DECLARE VARIABLES AND CREATE OBJECTS var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var currentButtonNum:Number;
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6 On the next line, create a variable called lastButtonNum, with a data type
of Number This will represent the previous button that was rolled over
var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var currentButtonNum:Number; var lastButtonNum:Number;
7 On the next line, create a variable called cw1, with a data type of Boolean
This variable will represent the first scenario for the player rotating clockwise, which I ll talk about in more detail in the next exercise
var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var currentButtonNum:Number; var lastButtonNum:Number; var cw1:Boolean;
8 On the next three lines, create three more variables: cw2, ccw1, and ccw2
All the variables should have a Boolean data type These variables will represent the other scenarios for rotating the mouse or Wii remote clockwise and counterclockwise, which I ll also talk about in more detail in the next exercise
var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var var var var var var currentButtonNum:Number; lastButtonNum:Number; cw1:Boolean; cw2:Boolean; ccw1:Boolean; ccw2:Boolean;
9 In the DEFINE FUNCTIONS section, create the skeleton of a function
called initializeGame
// DEFINE FUNCTIONS function initializeGame():Void
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10 In the initializeGame function, set the _rotation property of the hour hand
(clock_mchour_mc) to 0 This will reset the rotation of the hour hand each time you play the game
function initializeGame():Void { clock_mchour_mc_rotation = 0; }
11 On the next line, set the _rotation property of the minute hand
(clock_mcminute_mc) to 0 to reset the rotation of the minute hand each time you play the game
function initializeGame():Void { clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; }
12 On the next line, run a function called enableAll, and pass in a value of
true You ll define the enableAll function later in this exercise
function initializeGame():Void { clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); }
13 On the next line, set the _visible property of the end_mc movie clip to false
This will hide the end_mc movie clip when the game starts
function initializeGame():Void { clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
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14 Below the initializeGame function, create the skeleton of a function called
enableAll The function should receive one parameter, isEnabled, which should have a data type of Boolean This function will enable or disable all the buttons, depending on the value passed in
function enableAll(isEnabled:Boolean):Void { }
15 Inside the enableAll function, create the skeleton of a for loop that loops
for the length of the buttons array
function enableAll(isEnabled:Boolean):Void { for(var i:Number = 0; i < buttonslength; i++) { } }
16 Inside the loop you just created, set the enabled property of buttons[i] to
the value passed into the function as isEnabled
function enableAll(isEnabled:Boolean):Void { for(var i:Number = 0; i < buttonslength; i++) { buttons[i]enabled = isEnabled; } }
The enableAll function allows you to pass in the isEnabled parameter, which has either a true or false value Since the for loop is inside the enableAll function, the true or false value that s passed in via the isEnabled parameter is applied to all the buttons in the buttons array For example, consider what would happen if you ran the enableAll function and passed in false, as in the following code: enableAll(false); Flash would set the enabled property for each button in the buttons array to false The buttons in the buttons array would not react to mouse clicks, rollovers, etc
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