Cannon ball flash game tutorial




















Here we are with the beginning of a new tutorial. We are going to create a flash artillery game. Something like Worms. Or similar. Well… the first thing we need in an artillery game is…. This means you will move the crosshair with the mouse. Look at the picture to understand how I placed the movieclips. Lines determine the angle with trigonometry.

This concept is explained in the tutorial called Create a flash draw game like Line Rider or others - part 3. Lines limit the cannon angle between 20 and degrees. Limiting the cannon angle may affect gameplay, use it wisely.

Now it's time to determine the firepower. In this game, we are going to determine it by the distance from the crosshair to the cannon. Lines calculate the fire power using the pythagorean theorem there is no need to publish this example as a. The first thing to do when you fire a bullet is determine the exit point of the bullet. I mean: the cannon is on a rotating turret, so I have to place the bullet right next to the end of the cannon to give the player the feeling he really fired that bullet.

Line 30 : Beginning of the actions to be executed when the player press the fire Lines : Determining the exit point of the cannonball using with trigonometry. This concept too is explained in the tutorial called Create a flash draw game like Line Rider or others - part 3. The "48" value you can see it given by the cannon lenght 40 plus the ball radius 5 plus 3 "safety pixels" since sine and cosine functions returns non-integer values.

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The aim of the game is guiding your string through some levels without touching the walls. Line 4 : Maximum firepower allowed. Changing this value you will change the maximum bullets allowed to be shot at the same time.

Changing this value will affect gameplay. Line 34 : When the player wants to fire, I check if the bullets on stage are minor than the maximum bullets allowrd. Line 48 : decreases the fired variable when a bullet is removed. If you look at line 46 , you will see the control is performed only on bullets leaving the stage to the bottom. This will always happen even for bullets thare are leaving to left or right, since when they fall, sooner or later they will leave to the bottom.

This will make the game a little bit harder, because if you fire a bullet out to the right, you will have to wait for it to leave the stage to the bottom to have the bullet reloaded. I created a new movieclip linkaged as ground that represents… well… the ground. Lines : Tank and ground are placed on the stage as if the tank were on the ground of course….

Line 47 : the test to remove the bullet is extended to its collision with the ground. At the moment, I do not care about explosions or accurate hit test. In an artillery game, you are supposed to shot to an enemy… so I linkaged another movieclip as enemy … it should be that red square you know, red squares are evil.

Line 57 : Init enemy yspeed at zero.



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