zxing barcode reader java example Adding Circular Motion Detection: A Clock Game in Java

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Adding Circular Motion Detection: A Clock Game
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target_mcminute_mc_rotation = 0; updateClock(target_mc, fullTargetRotation); if(targetMinutes < 10) { target_txttext = targetHour + ":0" + targetMinutes; } else { target_txttext = targetHour + ":" + targetMinutes; } clock_mchour_mc_rotation = 0; clock_mcminute_mc_rotation = 0; enableAll(true); end_mc_visible = false; }
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6 In the DEFINE FUNCTIONS section, find the enableAll function 7 At the bottom of the loop inside the enableAll function, add the code that
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will run a function called checkWin when buttons[i] (or each button) is clicked You ll define the checkWin function later in this exercise
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function enableAll(isEnabled:Boolean):Void { for(var i:Number = 0; i < buttonslength; i++) { buttons[i]enabled = isEnabled; buttons[i]onRollOver = buttonOver; buttons[i]num = i; buttons[i]onRelease = checkWin; } }
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8 At the bottom of the DEFINE EVENT HANDLERS section, create the
skeleton of an event handler function called checkWin
function checkWin():Void { }
C H A P T E R
9 Inside the checkWin function you just created, create the skeleton of a
conditional statement that checks to see if the main clock s hour hand and the target clock s hour hand have the same value for _rotation
function checkWin():Void { if(clock_mchour_mc_rotation == target_mchour_mc_rotation) { } }
Notice you are only checking to see if the hour hands match Why not the minute hands as well This is because the hour hands move along with the minute hands For example, in order to display the time 7:30, the clock would have the minute hand at 6 (30 minutes) and the hour hand would not be exactly at 7, but rather halfway between 7 and 8 In other words, the minute hand is not unique for a particular time, but the hour hand is because it only makes one rotation for the entire 12 hours that the clock can display To imagine this, picture a clock without an hour hand How would you tell the time You would know how many minutes past an hour, but not know what hour the clock is representing A clock with no minute hand, however, can be used to know the hour and at least estimate the minutes because the position of the hour hand is unique for each minute
10 Inside the conditional statement you just created, set the value of endTime
to (getTimer() startTime) / 1000 This will capture the timer s value once the correct time has been reached and subtract the startTime variable s value to show how long it took the player to get clock_mc to display the correct time Then, divide that value (wrapped in parentheses) by 1000 to make the value in seconds instead of milliseconds (unless you prefer to see the time to be displayed in milliseconds)
function checkWin():Void { if(clock_mchour_mc_rotation == target_mchour_mc_rotation) { endTime = (getTimer() startTime) / 1000; } }
Adding Circular Motion Detection: A Clock Game
NINTENDO
FLASH
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CREATOR S
GUIDE
The startTime variable represents the time on the timer (retrieved by the built-in getTimer function) when the player started the game Subtracting that value from the time when the player ends the game (using the getTimer function when the game is finished) gives you the amount of time it took the player to finish the game
11 On the next line, set the _visible property of end_mc to true to display the
end movie clip
function checkWin():Void { if(clock_mchour_mc_rotation == target_mchour_mc_rotation) { endTime = (getTimer() startTime) / 1000; end_mc_visible = true; } }
12 On the next line, make the text field (end_txt) inside the end_mc movie clip
display the endTime variable s value, followed by a space and seconds
function checkWin():Void { if(clock_mchour_mc_rotation == target_mchour_mc_rotation) { endTime = (getTimer() startTime) / 1000; end_mc_visible = true; end_mcend_txttext = endTime + " seconds"; } }
13 Test the movie, match the
target time, and click on the Stage to display the end_mc movie clip and see your ending time, as shown here Cool! One problem, though: the hands keep rotating if you move the mouse after the game is over You ll fix that in the next exercise
C H A P T E R
14 Save the file, and keep it open for the next exercise
EXERCISE 7-6: Playing the Game Again
Now, you ll add the interactivity to play the game multiple times
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 In the DEFINE EVENT HANDLERS section, find the checkWin event
handler function
4 At the bottom of the conditional statement inside the checkWin function,
disable the interactivity for all the buttons by running the enableAll function and passing in a value of false
function checkWin():Void { if(clock_mchour_mc_rotation == target_mchour_mc_rotation) { endTime = (getTimer() startTime) / 1000; end_mc_visible = true; end_mcend_txttext = endTime + " seconds"; enableAll(false); } }
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