vb.net code 128 checksum Adding Circular Motion Detection: A Clock Game in Java

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Adding Circular Motion Detection: A Clock Game
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clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
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16 Test the movie, and look at the clock on the right side of the screen to see it
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show a random time, as shown here You can test the movie multiple times to see the clock at other random times Nice!
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17 Next, you ll set a value for the target_txt text field so that you can see the
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target value as a numbered time One problem you ll run into for this is that if the minute value is 0 or 5, Flash will not display those values as two digits (example: if the time is 8:05, your clock will display 8:05, but Flash will display 8:5) To work around this, below the last code you wrote, create the skeleton of a conditional statement that checks if the targetMinutes value is less than 10
C H A P T E R
function initializeGame():Void { targetHour = Mathround(Mathrandom() * 11 + 1); targetMinutes = Mathround(Mathrandom() * 11) * 5; targetHourRotation = targetHour * 360; targetMinuteRotation = targetMinutes/5 * rotateAmt; fullTargetRotation = targetHourRotation + targetMinuteRotation; target_mchour_mc_rotation = 0; target_mcminute_mc_rotation = 0; updateClock(target_mc, fullTargetRotation); if(targetMinutes < 10) { } clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
18 Inside the conditional statement you just created, set the text property
of the target_txt text field to display the time using the targetHour and targetMinutes variables Make sure to add a 0 before the targetMinutes variable, or else the time will display improperly
function initializeGame():Void { targetHour = Mathround(Mathrandom() * 11 + 1); targetMinutes = Mathround(Mathrandom() * 11) * 5; targetHourRotation = targetHour * 360; targetMinuteRotation = targetMinutes/5 * rotateAmt; fullTargetRotation = targetHourRotation + targetMinuteRotation;
Adding Circular Motion Detection: A Clock Game
NINTENDO
FLASH
GAME
CREATOR S
GUIDE
target_mchour_mc_rotation = 0; target_mcminute_mc_rotation = 0; updateClock(target_mc, fullTargetRotation); if(targetMinutes < 10) { target_txttext = targetHour + ":0" + targetMinutes; } clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
This code will make the target_txt text field display the target time First, the text field will display the targetHour variable s value (random value between 1 and 12), then the text field will display a colon (:) and a 0, then the value of the targetMinutes variable, which in this case will be 0 or 5 (because this conditional statement will only be true if targetMinutes is less than 10) So, if the targetHour variable had a value of 10, and the targetMinutes variable had a value of 5, the text field would display 10, then a colon and 0, and then 5, which would look like 10:05
19 Below the conditional statement you created, create the skeleton of an else
statement The code inside this statement will run if the targetMinutes variable has a value of 10 or more
function initializeGame():Void { targetHour = Mathround(Mathrandom() * 11 + 1); targetMinutes = Mathround(Mathrandom() * 11) * 5; targetHourRotation = targetHour * 360; targetMinuteRotation = targetMinutes/5 * rotateAmt; fullTargetRotation = targetHourRotation + targetMinuteRotation; target_mchour_mc_rotation = 0; target_mcminute_mc_rotation = 0; updateClock(target_mc, fullTargetRotation);
C H A P T E R
if(targetMinutes < 10) { target_txttext = targetHour + ":0" + targetMinutes; } else { } clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
20 Inside the else statement you just created, set the target_txt text field to
display the time as you did before, but without adding the 0
function initializeGame():Void { targetHour = Mathround(Mathrandom() * 11 + 1); targetMinutes = Mathround(Mathrandom() * 11) * 5; targetHourRotation = targetHour * 360; targetMinuteRotation = targetMinutes/5 * rotateAmt; fullTargetRotation = targetHourRotation + targetMinuteRotation; target_mchour_mc_rotation = 0; target_mcminute_mc_rotation = 0; updateClock(target_mc, fullTargetRotation); if(targetMinutes < 10) { target_txttext = targetHour + ":0" + targetMinutes; } else { target_txttext = targetHour + ":" + targetMinutes;
Adding Circular Motion Detection: A Clock Game
NINTENDO
FLASH
GAME
CREATOR S
GUIDE
} clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
21 Test the movie, and notice the target time in the text field matches the time
on the clock below it, as shown in the following illustration Sweet!
22 Save the file, and keep it open for the next exercise
EXERCISE 7-5: Winning the Game
In this exercise, you ll take a look at winning the game when the main clock s hands match the target clock s hands
1 Make sure you are working in the same file from the last exercise
C H A P T E R
2 Select the first keyframe of the actions layer and open the Actions panel by
pressing F9 (Windows) or OPTION-F9 (Mac)
3 In the DECLARE VARIABLES AND CREATE OBJECTS section, below
all the other variables you created, create two new variables: startTime and endTime Both variables should have a Number data type
var rotateAmt:Number = 30; var buttons:Array = [tl_btn, tr_btn, br_btn, bl_btn]; var var var var var var var var var var var currentButtonNum:Number; lastButtonNum:Number; cw1:Boolean; cw2:Boolean; ccw1:Boolean; ccw2:Boolean; targetMinutes:Number; targetHour:Number; targetMinuteRotation:Number; targetHourRotation:Number; fullTargetRotation:Number;
var startTime:Number; var endTime:Number;
4 In the DEFINE FUNCTIONS section, find the initializeGame function 5 At the top of the initializeGame function, set the startTime equal to
getTimer() The getTimer function captures the amount of time (in milliseconds) that the Flash movie has been playing
function initializeGame():Void { startTime = getTimer(); targetHour = Mathround(Mathrandom() * 11 + 1); targetMinutes = Mathround(Mathrandom() * 11) * 5; targetHourRotation = targetHour * 360; targetMinuteRotation = targetMinutes/5 * rotateAmt; fullTargetRotation = targetHourRotation + targetMinuteRotation; target_mchour_mc_rotation = 0;
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