Make pong game flash as2


















At the end of this tutorial,you will be able to make a fun pong game using very simple physics. Member since: May. Supporter Level 19 Programmer. Did you actually make this code? Member since: Jan. Member Level 17 Blank Slate. I like it. I'll try it out later ;. Member since: Jul. Member Level 13 Blank Slate. Yes,I have fuly invented the code,I havn't stealen anything!

Yeah i couldn't find the var box lol Member since: Dec. Member Level 22 Blank Slate. Member since: Aug. Member Level 07 Blank Slate.

Member Level 40 Blank Slate. Tell me what you think. Hehe,you posted when I was in a trip for one week,I couldn't Member Level 37 Game Developer. My Paddle doesn't work! It moves ok, but it doesn't do anything, the ball goes through it! Are you sure the instance names are correct? Member Level 21 Blank Slate. It was supposed to be a quite basic AS thread.

If you want to learn about complicated physics,try the links I gave. Member Level 05 Blank Slate. Is there anyway to save this page of the forum in 'profile' page of an NG user?

Otherwise, I just replied so it's easier for me to find it. Thanks by the way for the tut. Member Level 04 Blank Slate. Otherwise, just use the searchbar : Otherwise, I just replied so it's easier for me to find it. Heh, it will get to page 5 in some hours What do you mean? Is my tutorial famous? No problem. Bloodshed in The Big House that Blew Doomies: Bloody Fur. The most violent time waster ever!

A challenging puzzle adventure where you can only move in one direction! Aeroplane Shooting Game Tutorial. Create a Sidescrolling Platformer game in AS3. Flash » Game Development — over 8 years ago. In this part tour-de-force of game development, learn how to make a sidescrolling platformer game using Flash Professional and Actionscript 3. Create a Pong game in AS3. Flash » Game Development — almost 10 years ago.

Learn to make your own Pong game in actionscript 3 with this complete, step-by-step tutorial series, perfect for the beginner and intermediate alike. Math game in Actionscript 3. Flash » Game Development — over 10 years ago. In this post you will learn how to create a Math game using Actionscript 3. In the first part of this series, we covered the very basics of Box2D, by adding some simple circular objects and rendering them using graphics calls.

When the framerate of the game is fast enough, the game can react to the player in real-time, making the game interactive and fluent. Line 2: At each frame, we have to know if the player has interacted with the game. If the player has moved the mouse for example, his paddle would have to be moved accordingly. Line 3: The position of the ball needs to be updated, depending on its speed and direction.

Line 4: When the ball hits a paddle, or when the ball bumps against the top or bottom of the playing field, the direction of the ball needs to be adjusted. We have structured our game into classes which can be instantiated into objects and made a gameloop.

We now have to add interactions in the gameloop between the objects of the game. The ball has a position and a direction of movement. The length of the direction of movement vector, indicates how many pixels per second the ball has to move. At each frame, we have to update the position of the ball.

We can do this by adding the direction vector multiplied by the time since the previous frame to the current position of the ball. The following function is added to the Ball class. The player and the AI must be able to move their paddle. The paddle can move in only two directions, upwards and downwards. It cannot move past the playing field. In other words, the bounding box of the paddle needs to stay within the bounding box of the playing field.

We are going to create a function that sets the y-coordinate of a paddle. The function will take two arguments. The first argument determines which of the two paddles will be moved. The other argument is the new y-coordinate of the selected paddle. We want to have the paddle for the player follow the position of the mouse. The following function must be called when there is a Mouse Move event. When the ball collides with the top or bottom of the playing field, we want to change the direction of the ball.

When the ball collides with the left or right side of the playing field, someone scored a point and the position and direction of the ball need to be reset appropriately. We want to respond to a collision with the top or bottom of the playing field, by reflecting the direction of movement of the ball in the axis that is perpendicular to the side of the playing field.

The following image explains our collisions response. We want to keep the speed of the ball constant, therefore we are going to add a function to the Ball class that makes it easier to set the correct movement directions of the ball.

The dirx and diry variables together form a vector. This vector needs to be normalized and multiplied with a defined speed to maintain a constant ball speed. We define the following function in the Ball class that sets the new direction variables and scales them to the correct speed.

We create the following function that checks for ball-playing field collisions. It reflects the ball when it collides with the top or bottom of the playing field and it resets the ball and increases the score when the ball collides with the left or right side of the playing field. Finally, we have to check for collisions between the ball and the paddles. When the ball collides with a paddle, we want the ball to be reflected in a direction based on where the ball hits the paddle.



0コメント

  • 1000 / 1000