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Detecting Acceleration: A Running Game
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3 In the DECLARE VARIABLES AND CREATE OBJECTS section, create
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a variable called speed with a data type of Number This number will represent the rate at which the runner is moving, and I ll talk more about this variable throughout the rest of this chapter Your code should match the code that follows (new code is bold):
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// DECLARE VARIABLES AND CREATE OBJECTS var speed:Number;
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4 In the RUN IMMEDIATELY section of code, run a function called
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initializeGame You ll define this function in the next step
// RUN IMMEDIATELY initializeGame();
5 In the DEFINE FUNCTIONS section, create the skeleton of a function
called initializeGame
// DEFINE FUNCTIONS function initializeGame():Void { }
6 Inside the initializeGame function you just created, set the value of the
speed variable to 0
function initializeGame():Void { speed = 0; }
7 On the next line, run a function called enableAll, and pass in true, true
This function will enable all the buttons and animation for this game, and you ll define it in the next step
function initializeGame():Void { speed = 0; enableAll(true, true); }
C H A P T E R
8 On the next line, make the runner_mc movie clip go to its first frame and
stop by using the gotoAndStop method and passing in a value of 1
function initializeGame():Void { speed = 0; enableAll(true, true); runner_mcgotoAndStop(1); }
You may be wondering why I use frame numbers sometimes and frame labels at other times I prefer to use frame labels in just about every case, unless I m navigating to frame 1 This is because seeing frame 1 in my code tells me that the movie clip (runner_mc in this case) is going to display its initial state
9 On the next line, set the _visible property of the end_mc movie clip to false
That way, you won t see the end message when you start playing the game
function initializeGame():Void { speed = 0; enableAll(true, true); runner_mcgotoAndStop(1); end_mc_visible = false; }
10 Below the initializeGame function, create the skeleton of a function called
enableAll The enableAll function should receive two parameters: isEnabled, which has a Boolean data type, and isAnimating, which has a Boolean data type as well
function enableAll(isEnabled:Boolean, isAnimating:Boolean):Void { }
11 Inside the enableAll function create the skeleton of a conditional statement
that checks whether the value of isAnimating is true
function enableAll(isEnabled:Boolean, isAnimating:Boolean):Void {
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if(isAnimating) { } }
12 Inside the conditional statement you just created, set the value of
_rootonEnterFrame to run a function called run The run function will make the runner run, and you ll define it later in this exercise
function enableAll(isEnabled:Boolean, isAnimating:Boolean):Void { if(isAnimating) { _rootonEnterFrame = run; } }
Remember that you aren t running the run function here, which is why there are no parentheses after the function name You are just telling Flash that the onEnterFrame event connected to _root will trigger the run function As in the previous chapter, this is a more readable alternative to defining the entire function here
13 Below the conditional statement you just wrote, create an else statement s
skeleton
function enableAll(isEnabled:Boolean, isAnimating:Boolean):Void { if(isAnimating) { _rootonEnterFrame = run; } else { } }
14 In the else statement you just created, delete _rootonEnterFrame This will
stop the run function from executing every frame
function enableAll(isEnabled:Boolean, isAnimating:Boolean):Void { if(isAnimating) {
C H A P T E R
_rootonEnterFrame = run; } else { delete _rootonEnterFrame; } }
15 Below the else statement you created, set the enabled property of top_btn
and bottom_btn to the value passed in through the isEnabled parameter
function enableAll(isEnabled:Boolean, isAnimating:Boolean):Void { if(isAnimating) { _rootonEnterFrame = run; } else { delete _rootonEnterFrame; } top_btnenabled = isEnabled; bottom_btnenabled = isEnabled; }
16 In the DEFINE EVENT HANDLERS section, create the skeleton of an event
handler function for top_btnonRollOver and bottom_btnonRollOver
// DEFINE EVENT HANDLERS top_btnonRollOver = bottom_btnonRollOver = function():Void { }
17 Inside the event handler you just created, create the skeleton of a
conditional statement that checks if speed is less than 10
top_btnonRollOver = bottom_btnonRollOver = function():Void { if(speed < 10) { } }
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18 Inside the conditional statement you just created, write the code to
increment the speed variable by 1 using the ++ operator
top_btnonRollOver = bottom_btnonRollOver = function():Void { if(speed < 10) { speed ++; } }
19 Below the top_btnonRollOver event handler, create the skeleton of an
event handler function called run
function run():Void { }
Notice this function is in the DEFINE EVENT HANDLERS section as opposed to being in the DEFINE FUNCTIONS section Why Remember, this function is connected to the onEnterFrame event for _root, as you specified earlier Because it s attached to the onEnterFrame event, it s an event handler Also remember that event handlers, by definition, are just functions that are attached to events
20 Inside the run function, execute a function called setSpeed You ll define
the setSpeed function later in this exercise
function run():Void { setSpeed(); }
21 On the next line, execute a function called showSpeed This function,
which you ll define later in this exercise, will display the current speed at the bottom of the screen
function run():Void { setSpeed(); showSpeed(); }
22 At the bottom of the DEFINE FUNCTIONS section, create the skeleton of
a function called setSpeed
C H A P T E R
function setSpeed():Void { }
23 Inside the setSpeed function, create the skeleton of a conditional statement
that checks whether speed is greater than zero
function setSpeed():Void { if(speed > 0) { } }
24 Now, you ll make this function reduce the speed variable every frame
Remember, any code in this function will execute along with the frame rate of the Flash movie (because it s running inside the run function, which is connected to _rootonEnterFrame) Inside the conditional statement you just created, decrease the value of speed by 4 This value is something I got through trial and error, but it works pretty well on the Wii to make running fun and challenging You can change it if you want, though
function setSpeed():Void { if(speed > 0) { speed -= 4; } }
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