Creating an Asteroids Flash Game Using the Display List Part 5: Lives, Scores, Restarting, Pausing, Creating Levels, and a Basic GUI

Chris Moeller Web Asteroids Flash Game Part 8 - lives levels and menu

In the last section, we created a way to detect collisions, created particle explosions, and broke the asteroids up into smaller pieces when hit.

In this section, we’ll keep track of the lives, score, make levels, and create a GUI for starting, restarting, and pausing the game.

Tutorial Demo

Creating the GUI System For the Game

We’re going to setup a basic GUI system that allows us to have as many menu screens, buttons, and other GUI elements that we want, for this project and for future ones.

The first thing we’ll need to do, is create a new folder under ‘src’ called ‘UI’.

Next, create a new class in this folder called ‘UI_element.as’, with a basclass of ‘MovieClip’, and enter in the following code:

UI_element.as

package UI 
{
	import flash.display.BitmapData;
	import flash.display.MovieClip;
	/**
	 * ...
	 * @author Chris Moeller
	 */
	public class UI_element extends MovieClip
	{
		public var width1:int;//movieclip has it's own width and height that can't be set
		public var height1:int;
		
		public var background:Boolean = false;
		public var bg_color:uint;
		
		public function UI_element(x:Number=0, y:Number=0, width:int=10, height:int=10, background:Boolean=true, bg_color:uint=0x888888) 
		{
			this.x = x;
			this.y = y;
			this.width1 = width;
			this.height1 = height;
			this.background = background;
			this.bg_color = bg_color;
			
			//if there is a background, we'll draw it on this movieclip
			if (background)
			{
				graphics.beginFill(bg_color);
				graphics.drawRect(0, 0, width1, height1);
			}
			
			super();
		}
		public function Update():void
		{
			if (!visible)
				return;
		}
		
	}

}

Next, we will want to create a new class for creating buttons, also with the base class of UI_element.

TextButton.as

package UI 
{
	import flash.display.MovieClip;
	import flash.text.TextField;
	import flash.text.TextFormat;
	
	/**
	 * ...
	 * @author Chris Moeller
	 */
	public class TextButton extends UI_element 
	{
		public var bg_color2:uint;
		public var text:TextField;
		
		public var hovered:Boolean;
		public var clicked:Boolean;
		public var func:Function;
		
		public function TextButton(x:Number = 0, y:Number = 0, width:int = 10, height:int = 10, text_str:String="Button", format:TextFormat=null, background:Boolean = true, bg_color:uint = 0x333333, bg_color2:uint=0x666666, func:Function=null) 
		{

			super(x, y, width, height, background, bg_color);
			
			this.bg_color2 = bg_color2;
			
			text = new TextField();
			if (format == null)
			{
				format = new TextFormat("Arial", 20, 0x000000, true);
				format.align = "center";
			}
				
			text.width = width;
			text.height = height;
			text.defaultTextFormat = format;
			text.text = text_str;
			text.selectable = false;
			addChild(text);
			
			hovered = false;
			clicked = false;
			this.func = func;
			
			//to allow the hand pointer on buttons
			this.buttonMode = true;
			this.useHandCursor = true;
			this.mouseChildren = false;
		}
		override public function Update():void 
		{
			if (!visible)
				return;

			if (background)
			{
				graphics.clear();
				if(!hovered)
					graphics.beginFill(bg_color);
				else
					graphics.beginFill(bg_color2);
					
				graphics.drawRect(0, 0, width1, height1);
				graphics.endFill();
			}
			
			
			if (clicked)
			{
				trace("button Clicked!");
				if (func != null)
					func();
				clicked = false;
			}
			hovered = false;
		}
		
	}

}

And Finally We’ll want to create a “Screen” class that will contain each of our screens that we could want for the game, including the menu screen, pause screen overlay, and the high scores screen.

Screen.as

package UI 
{
	import flash.text.TextField;
	import flash.text.TextFormat;
	/**
	 * ...
	 * @author Chris Moeller
	 */
	public class Screen extends UI_element 
	{
		public var texts:Array;		
		public var buttons:Array;
		
		public function Screen(x:Number = 0, y:Number = 0, width:int = 10, height:int = 10, background:Boolean = true, bg_color:uint = 0x888888) 
		{
			super(x, y, width, height, background, bg_color);
			texts = new Array();
			buttons = new Array();
		}
		public function AddText(x:Number, y:Number, width:int, height:int, text_str:String, format:TextFormat=null, color:uint=0xFFFFFF, font:String="Arial", size:int=20, background:Boolean=false, bg_color:uint=0x888888):void
		{
			var text:TextField = new TextField();
			if (format == null)
				format = new TextFormat(font, size, color);
			
			text.width = width;
			text.height = height;
			text.defaultTextFormat = format;
			text.x = x;
			text.y = y;
			text.text = text_str
			texts.push(text);
			addChild(text);
		}
		public function AddTextButton(x:Number, y:Number, width:int, height:int, text:String, format:TextFormat = null, color:uint = 0xFFFFFF, font:String = "Arial", size:int = 20, background:Boolean = false, bg_color:uint = 0x888888, bg_color2:uint = 0x333333, func:Function=null):void
		{
			buttons.push(new TextButton(x, y, width, height, text, format, background, bg_color, bg_color2, func));
			addChild(buttons[buttons.length - 1]);
		}
		override public function Update():void 
		{
			for (var i:int = 0; i < buttons.length; i++)
			{
				buttons[i].Update();
				if (Game.mouse_pos.x >= x + buttons[i].x && Game.mouse_pos.x <= x + buttons[i].x + buttons[i].width)
					if (Game.mouse_pos.y >= y + buttons[i].y && Game.mouse_pos.y <= y + buttons[i].y + buttons[i].height)
					{
						buttons[i].hovered = true;
						if (Game.mouse_click)
							buttons[i].clicked = true;
					}
			}
		}
		
	}

}

We'll now need to update "Game.as" to create our screens, and to update and render them when they are selected.

Game.as

package
{
	import Entities.Asteroid;
	import Entities.Bullet;
	import Entities.Explosion;
	import Entities.Ship;
	import flash.display.Bitmap;
	import flash.display.BitmapData;
	import flash.display.MovieClip;
	import flash.display.Stage;
	import flash.events.Event;
	import flash.events.KeyboardEvent;
	import flash.events.MouseEvent;
	import flash.geom.Point;
	import flash.text.TextField;
	import flash.text.TextFormat;
	import UI.Screen;
	
	import flash.utils.getTimer;

	public class Game
	{
		public var stage:Stage;
		public var ship:Ship;
		
		private const LEFT:int = 37;
		private const UP:int = 38;
		private const RIGHT:int = 39;
		private const SPACE:int = 32;	
		private const DOWN:int = 40;
		//PART 5: NEW VARIABLES
		private const P:int = 80;
		private const R:int = 82;			
		private const ESC:int = 27;
		
		public static var stageWidth:int;
		public static var stageHeight:int;
		
		public static var current_time:Number; //used to track the time of the current frame
		private var bullets:Array; //used to hold all the bullets
		private var firing_delay:Number; //the delay before creating a new bullet when the space bar is held down
		private var last_fired:Number; //the time the last bullet was created
		private var bullets_max_life:Number; //the max life of the bullets
		private var space_down:Boolean; //Either set to true if the spacebar is being held down, or false if released
		
		private var asteroids:Array;
		private var explosions:Array;
		

		//PART 5: NEW VARIABLES
		private var score_txt:TextField;
		private var score:int;
		
		private var level_txt:TextField;
		private var level:int;
		
		private var game_over_txt:TextField;
		private var game_over:Boolean;
		
		private var lives:int;
		private var starting_lives:int;
		private var death_delay:Number;
		private var lives_display:MovieClip;
		
		private var level_change_timer:Number;
		private var level_change_delay:Number;
		
		public var ship_start:Point;
		
		public var state:int;
		
		public const MAIN_MENU:int = 0;
		public const VIEW_HIGH_SCORES:int = 1;
		public const ENTER_HIGH_SCORE:int = 2;
		public const PLAYING:int = 3;
		public const PAUSED:int = 4;
		
		
		private var main_menu_screen:Screen;
		private var view_high_score_screen:Screen;
		private var enter_high_score_screen:Screen;
		private var paused_screen:Screen;
		
		public static var mouse_down:Boolean;
		public static var mouse_click:Boolean;
		public static var mouse_pos:Point;	
		
		
		public function Game(stage:Stage)
		{
			this.stage = stage;
			stageHeight = stage.stageHeight;
			stageWidth = stage.stageWidth;
			trace("Game created");
			
			//create the ship
			ship = new Ship(stage.stageWidth / 2 - 5, stage.stageHeight / 2 - 10);
			stage.addChild(ship);
			
			//now for input
			stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDown);
			stage.addEventListener(KeyboardEvent.KEY_UP, KeyUp);	
			
			bullets = new Array();
			firing_delay = 200;
			last_fired = 0;
			bullets_max_life = 1000;
			space_down = false;
			
			asteroids = new Array();
			//setup four first asteroids
			asteroids.push(new Asteroid(stageWidth / 5, 2 * stageHeight / 3, 0, 0, 0));
			asteroids.push(new Asteroid(stageWidth / 5, stageHeight / 4, 0, 1, 0));
			
			asteroids.push(new Asteroid(2*stageWidth / 3, 1 * stageHeight / 3, 0, 2, 0));
			asteroids.push(new Asteroid(2*stageWidth / 3, 5 * stageHeight / 5, 0, 3, 0));
			
			for (var i:int = 0; i < asteroids.length; i++ )
				stage.addChild(asteroids[i]);
				
			explosions = new Array();
			
			
			//PART 5: NEW initializations
			ship_start = new Point(stage.stageWidth / 2 - 5, stage.stageHeight / 2 - 10);
			
			score_txt = new TextField();
			score_txt.width = 700;
			var format:TextFormat = new TextFormat("Courier", 40, 0xFFFFFF, true);
			score_txt.x = 20;
			score_txt.y = 10;
			score_txt.defaultTextFormat = format;
			score = 0;
			score_txt.text = String(score);
			stage.addChild(score_txt);
			
			
			game_over_txt = new TextField();
			game_over_txt.width = stageWidth;
			var format2:TextFormat = new TextFormat("Courier", 40, 0xFFFFFF, true);
			format2.align = "center";
			game_over_txt.x = 0;
			game_over_txt.y = stageHeight / 2 - 20;
			game_over_txt.defaultTextFormat = format2;
			game_over_txt.text = "Game Over Man!\nPress 'R' to start a new game";
			game_over = false;
			stage.addChild(game_over_txt);
			
			starting_lives = 4;
			lives = starting_lives;
			lives_display = new MovieClip();
			lives_display.x = score_txt.x;
			lives_display.y = 35;
			stage.addChild(lives_display);
			death_delay = 2000;
			
			level_change_delay = 500;
			level_change_timer = 0;
			
			level_txt = new TextField();
			level_txt.width = 700;
			level_txt.defaultTextFormat = format;
			level_txt.x = 20;
			level_txt.y = 55;
			level_txt.text = "Lvl " + level;
			stage.addChild(level_txt);
			
			level = 1;
			
			main_menu_screen = new Screen(0, 0, stageWidth, stageHeight,true, 0x000000);
			var format3:TextFormat = new TextFormat("Courier", 20, 0xFFFFFF, true);
			format3.align = "center";
			main_menu_screen.AddText(0, 50, stageWidth, 100, "Welcome to Chrismweb.com Asteroids", format3);
			main_menu_screen.AddTextButton(
			stageWidth / 2 - 75, 100, 
			150, 30, 
			"Start!", null,
			0x000000, "Courier",
			10, true, 
			0x666666, 0x999999,
			StartGame);
			stage.addChild(main_menu_screen);
			
			main_menu_screen.AddTextButton(
			stageWidth / 2 - 75, 150, 
			150, 30, 
			"View Scores",	null, 
			0x000000, "Courier", 
			10, true, 
			0x666666, 0x999999,
			ShowScores);
			
			
			
			paused_screen = new Screen(0, 0, stageWidth, stageHeight, false);
			stage.addChild(paused_screen);
			paused_screen.AddText(0, 100, stageWidth, 40, "Paused: Press 'P' To Resume", format3);
			
			
			view_high_score_screen = new Screen(0, 0, stageWidth, stageHeight, true, 0x000000);
			stage.addChild(view_high_score_screen);
			view_high_score_screen.AddText(0, 50, stageWidth, 20, "High Scores", format3);
			
			var format4:TextFormat = new TextFormat("Courier", 16, 0xFFFFFF);
			format4.align = "left";
			
			view_high_score_screen.AddText(
			200, 100, 
			200, stageHeight - 100, 
			"1. Chrismweb\n2. Chrismweb\n3. Chrismweb\n4. Chrismweb\n5. Chrismweb\n6. Chrismweb\n7. Chrismweb\n8. Chrismweb\n9. Chrismweb\n10. Chrismweb", format4);
			
			view_high_score_screen.AddText(
			400, 100, 
			200, stageHeight - 100, 
			"100\n100\n100\n100\n100\n100\n100\n100\n100\n100 ", format4);
			
			view_high_score_screen.AddTextButton(
			stageWidth / 2 - 150, stageHeight-100, 
			300, 30, 
			"Return to Main Menu", null,
			0x000000, "Courier",
			10, true, 
			0x666666, 0x999999,
			ShowMainMenu);
			
			enter_high_score_screen = new Screen(0, 0, stageWidth, stageHeight, true, 0x000000);
			stage.addChild(enter_high_score_screen);
			
			enter_high_score_screen.AddText(0, 50, stageWidth, 100, "You made the high score list! \nEnter Your name:", format3);
			
			//button to submit score
			enter_high_score_screen.AddTextButton(
			stageWidth / 2 - 100, stageHeight-300, 
			200, 30, 
			"Submit Score", null,
			0x000000, "Courier",
			10, true, 
			0x666666, 0x999999);
			
			//button to return to main menu
			enter_high_score_screen.AddTextButton(
			stageWidth / 2 - 150, stageHeight-100, 
			300, 30, 
			"Return to Main Menu", null,
			0x000000, "Courier",
			10, true, 
			0x666666, 0x999999,
			ShowMainMenu);
			
			mouse_down = false;
			mouse_click = false;
			mouse_pos = new Point(0, 0);
			
			stage.addEventListener(MouseEvent.MOUSE_DOWN, MouseDown);
			stage.addEventListener(MouseEvent.MOUSE_UP, MouseUp);
			stage.addEventListener(MouseEvent.MOUSE_MOVE, MoveMouse);
			
			ChangeState(MAIN_MENU);
		}
		
		
		public function Update(e:Event):void
		{
			current_time = getTimer();
			
			//show the lives on screen
			if (state == PLAYING || state == PAUSED)
			{
				lives_display.graphics.clear();
				for (var p:int = 0; p < lives; p++)
				{
					
					lives_display.graphics.lineStyle(.1, 0xFFFFFF);			
					lives_display.graphics.moveTo((p*12)+0, 20);
					lives_display.graphics.lineTo((p*12)+10 / 2, 0);
					lives_display.graphics.lineTo((p*12)+10, 20);			
					//draw the line across
					lives_display.graphics.moveTo((p*12)+(7*20/8 -20)/(-20/(10/2)), 7*20/8 );
					lives_display.graphics.lineTo((p*12)+(7 * 20 / 8 -20) / (20 / (10 / 2)) + 10, 7 * 20 / 8);
				}
			}
					
			
			if (state == PLAYING)
			{
				ship.Update();
				
				if (space_down && current_time-last_fired > firing_delay)
				{
					var angle_rad:Number = ship.rotation * Math.PI / 180;
					bullets.push(new Bullet(ship.x, ship.y, current_time, angle_rad));
					last_fired = current_time;
					stage.addChild(bullets[bullets.length - 1]);
				} 
				
				var bullets_length:int = bullets.length - 1;
				for (var i:int = bullets_length; i > -1;i-- )
				{
					bullets[i].Update();
					if (current_time-bullets[i].life > bullets_max_life)
					{
						stage.removeChild(bullets[i]);
						bullets.splice(i, 1);
					}
				}
				
				for (var k:int = asteroids.length-1; k > -1;k-- )
					asteroids[k].Update();

				//removing explosions
				var explosions_length:int = explosions.length - 1;
				for (var m:int = explosions_length; m > -1; m-- )
				{
					explosions[m].Update();
					if (current_time-explosions[m].life > explosions[m].max_life)
					{
						stage.removeChild(explosions[m]);
						explosions.splice(m, 1);
					}
				}

				//now we'll check collisions
				var asteroids_length:int = asteroids.length - 1;
				for (var k1:int = asteroids_length; k1 > -1;k1-- )
				{
					var asteroid_destroyed:Boolean = false;//created so that if an asteroid is destoryed, it won't try to access it afterwards
					
					var bullets_length2:int = bullets.length - 1;
						for(var k2:int = bullets_length2; k2 > -1;k2-- )
							if (MovieClip(asteroids[k1]).hitTestObject(bullets[k2]))
							{
								stage.removeChild(bullets[k2]);
								bullets.splice(k2, 1);
								DestroyAsteroid(k1);
								
								asteroid_destroyed = true;
								break;
							}
					if (asteroid_destroyed)
						continue;
						
					if (MovieClip(asteroids[k1]).hitTestObject(ship)&&ship.visible)
					{
						//PART 5: Added for having lives
						lives--;
						if (lives > 0)
							ship.ship_death_time = current_time;
						else
						{
							game_over = true;
							game_over_txt.visible = true;
						}
						space_down = false; //to stop firing upon death
							
						ship.visible = false;	
						
						explosions.push(new Explosion(
						ship.x + ship.width / 2,
						ship.y + ship.height / 2, 1000, ship.width / 4));
						
						stage.addChild(explosions[explosions.length - 1]);
						
						DestroyAsteroid(k1);		
					}
				}
				
				//PART 5: for having the level change and pausing after ship death
				if (ship.ship_death_time != 0)
					if (current_time-ship.ship_death_time > death_delay)
					{
						ResetShip();					
					}
				if (asteroids.length == 0 && !game_over&&level_change_timer==0)
					level_change_timer = current_time;
					
				if(level_change_timer!=0)
					if (current_time-level_change_timer > level_change_delay)
					{
						
						level++;
						LoadLevel(level);
						level_change_timer = 0;
						trace("loading level " + level);
					}
					
			}
			else if (state == MAIN_MENU)			
				main_menu_screen.Update();
			else if (state == ENTER_HIGH_SCORE)
				enter_high_score_screen.Update();
			else if (state == VIEW_HIGH_SCORES)
				view_high_score_screen.Update()
			
			mouse_click = false;
		}
		//PART 5: new functiona
		public function ShowMainMenu():void
		{
			ChangeState(MAIN_MENU);
		}
		public function ShowScores():void
		{
			ChangeState(VIEW_HIGH_SCORES);
		}
		public function StartGame():void
		{
			ChangeState(PLAYING);
			LoadLevel(1);
		}
		public function LoadLevel(num:int):void
		{
			if (num == 1)
			{
				lives = starting_lives;
				score = 0;
				score_txt.text = "0";
			}
			for (var i in asteroids)
				stage.removeChild(asteroids[i]); 
			for (var i in bullets)
				stage.removeChild(bullets[i]);
			for (var i in explosions)
				stage.removeChild(explosions[i]);
				
			
			ResetShip();
			asteroids = new Array();
			bullets = new Array();
			explosions = new Array();
			level = num;
			level_txt.text = "Lvl " + level;
			
			game_over_txt.visible = false;
			//every level the number of asteroids increase until 12 on screen at once, after that the levels just keep resetting
			
			//setup four first asteroids
			asteroids.push(new Asteroid(stageWidth / 5, 2 * stageHeight / 3, 0, 0, 1));
			asteroids.push(new Asteroid(stageWidth / 5, stageHeight / 4, 0, 1, 0));
			
			asteroids.push(new Asteroid(2*stageWidth / 3, 1 * stageHeight / 3, 0, 2, 1));
			asteroids.push(new Asteroid(2*stageWidth / 3, stageHeight, 0, 3, 0));
			
			if (num > 1)//5 
				asteroids.push(new Asteroid(stageWidth / 5, 1 * stageHeight / 3, 0, 0, 1));
			if (num > 2)//6
				asteroids.push(new Asteroid(stageWidth ,  stageHeight / 5, 0, 0, 1));
			if (num > 3)//7
				asteroids.push(new Asteroid(stageWidth / 2, stageHeight, 0, 1, 1));
			if (num > 4)//8
				asteroids.push(new Asteroid(2*stageWidth / 3, 2 * stageHeight / 3, 0, 1, 1));
			if (num > 5)//9
				asteroids.push(new Asteroid(stageWidth / 7, 3*stageHeight / 4, 0, 2, 1));
			if (num > 6)//10
				asteroids.push(new Asteroid(stageWidth / 2, 2 * stageHeight / 8, 0, 2, 1));
			if (num > 7)//11
				asteroids.push(new Asteroid(4*stageWidth / 5, stageHeight, 0, 3, 1));
			if (num > 8)//12
				asteroids.push(new Asteroid(2 * stageWidth / 3, 2 * stageHeight / 3, 0, 3, 1));
				
			for (var i in asteroids)
				stage.addChild(asteroids[i]);
		}
		public function ChangeState(new_state:int):void
		{
			state = new_state;
			
			main_menu_screen.visible = false;
			enter_high_score_screen.visible = false;
			view_high_score_screen.visible = false;
			
			paused_screen.visible = false;
			game_over_txt.visible = false;
			ship.visible = false;
			
			score_txt.visible = false;
			level_txt.visible = false;
			lives_display.visible = false;
			
			for (var i in bullets)
				bullets[i].visible = false;
				
			for (var i in asteroids)
				asteroids[i].visible = false;
				
			for (var i in explosions)
				explosions[i].visible = false;
			
			if (state == PLAYING || state == PAUSED)
			{
				score_txt.visible = true;
				level_txt.visible = true;
				lives_display.visible = true;
				
				for (var i in bullets)
					bullets[i].visible = true;
					
				for (var i in asteroids)
					asteroids[i].visible = true;
					
				for (var i in explosions)
					explosions[i].visible = true;
					
					
				if (state == PAUSED)
					paused_screen.visible = true;
				else
					ship.visible = true;
			}
			
				
			if (state == MAIN_MENU)
				main_menu_screen.visible = true;
			else if (state == ENTER_HIGH_SCORE)
				enter_high_score_screen.visible = true;
			else if (state == VIEW_HIGH_SCORES)
				view_high_score_screen.visible = true;
		}
		
		public function ResetShip():void
		{
			ship.visible = true;
			ship.rotation = 0;
			ship.rotation_amount = 0;
			ship.x = ship_start.x;
			ship.y = ship_start.y;
			ship.speed.x = 0;
			ship.speed.y = 0;
			ship.thrust = 0;
			
			ship.ship_death_time = 0;
		}

		public function MoveMouse(e:MouseEvent):void 
		{
			mouse_pos.x = e.stageX;
			mouse_pos.y = e.stageY;
		}
		public function MouseDown(e:MouseEvent):void
		{
			mouse_down = true;
		}
		public function MouseUp(e:MouseEvent):void
		{
			mouse_down = false;
			mouse_click = true;
		}
		//end of new functions
		
		public function DestroyAsteroid(asteroid_hit:int):void
		{
			//PART 5: added for score text
			score += Asteroid.Scores[asteroids[asteroid_hit].size];
			score_txt.text = String(score);
			
			explosions.push(new Explosion(
			asteroids[asteroid_hit].x + asteroids[asteroid_hit].width / 2,
			asteroids[asteroid_hit].y + asteroids[asteroid_hit].height / 2, 1000, asteroids[asteroid_hit].width/4));	
			
			stage.addChild(explosions[explosions.length - 1]);
			
			//now delete the old asteroid, and add 2 new ones in it's place if there are any more sizes left
			var old_asteroid:Asteroid = asteroids[asteroid_hit];
			//if there are more sizes to chose from
			if (old_asteroid.size != Asteroid.Sizes.length - 1)
			{
				
				var rand_dir:int = Math.floor(Math.random() * (1 + Asteroid.Directions.length - 1 ));
				
				var rand_dir2:int = rand_dir - 2;
				if (rand_dir - 2 < 0)
					rand_dir2 = rand_dir + 2;
				
				var rand_type:int = Math.floor(Math.random() * (2 ));
				var rand_type2:int = Math.floor(Math.random() * (2 ));
				
				//add 2 new asteroids at half the size
				asteroids.push(new Asteroid(
				old_asteroid.x, 
				old_asteroid.y, 
				old_asteroid.size + 1, 
				rand_dir, 
				rand_type));
				stage.addChild(asteroids[asteroids.length - 1]);
				
				asteroids.push(new Asteroid(
				old_asteroid.x, 
				old_asteroid.y, 
				old_asteroid.size + 1, 
				rand_dir2, 
				rand_type2));
				stage.addChild(asteroids[asteroids.length - 1]);
				
				trace("creating two new asteroids with dir = " + rand_dir + ", " + rand_dir2);
			}
			stage.removeChild(asteroids[asteroid_hit]); 
			asteroids.splice(asteroid_hit, 1);
		}
		
		public function KeyDown(e:KeyboardEvent):void
		{
			if (ship.visible == false)
				return;
				
			if(e.keyCode==RIGHT)
				ship.rotation_amount = 15;				
			if(e.keyCode==LEFT)
				ship.rotation_amount = -15;
			if(e.keyCode==UP)
				ship.thrust = 1;
			if(e.keyCode==DOWN)
				ship.thrust = -1;
			if(e.keyCode==SPACE)
				space_down = true;	
		}
		public function KeyUp(e:KeyboardEvent):void
		{
			if (state == PAUSED)
			{
				if (e.keyCode==P)
					ChangeState(PLAYING);
			}
			else if (state == PLAYING)
			{
				//PART 5: New section
				if (e.keyCode==ESC)
					ChangeState(MAIN_MENU);
				if (e.keyCode==P)
					ChangeState(PAUSED);
				if (e.keyCode==R)
				{
					LoadLevel(1);
				}
			}
			
			if (ship.visible == false)
				return;
				
			if(e.keyCode==RIGHT||e.keyCode==LEFT)
				ship.rotation_amount = 0;				
				
			if(e.keyCode==UP||e.keyCode==DOWN)
				ship.thrust = 0;	
			if(e.keyCode==SPACE)
				space_down = false;
				
			
		}
	}
}

We'll also need to update "Ship.as" to add a variable to store the death time, and make speed public to have access to it:

Ship.as

package Entities 
{
	import flash.display.MovieClip;
	import flash.geom.Point;

	public class Ship extends MovieClip 
	{
		//changed to public for chapter 5
		public var speed:Point;
		//added ship death time for part 5
		public var ship_death_time:Number;
		
		private var speed_multi:Number = .5;
		private var friction:Number = .95;
		public var thrust:int;
		public var rotation_amount:int;
		
		public function Ship(x:int, y:int) 
		{
			super();
			this.x = x;
			this.y = y;
			
			var width:int = 10;
			var height:int = 20;
			
			//Create an internal movieclip to change the rotational point from the top left to the center
			var internal_mc:MovieClip = new MovieClip();			
			internal_mc.graphics.lineStyle(.1, 0xFFFFFF);			
			internal_mc.graphics.moveTo(0, height);
			internal_mc.graphics.lineTo(width / 2, 0);
			internal_mc.graphics.lineTo(width, height);			
			//draw the line across
			internal_mc.graphics.moveTo((7*height/8 -height)/(-height/(width/2)), 7*height/8 );
			internal_mc.graphics.lineTo((7 * height / 8 -height) / (height / (width / 2)) + width, 7 * height / 8);
			
			//offset the internal drawing so the center is around the top left corner
			internal_mc.x = -width / 2;
			internal_mc.y = -height / 2;
			this.addChild(internal_mc);
			
			speed = new Point(0, 0);
			thrust = 0;
			rotation_amount = 0;
			
			//added for chapter 5:
			ship_death_time = 0;
		}
		public function Update():void
		{
			//Part 5: to not update the ship when not visible
			if (!visible)
				return;
				
			x += speed.x;
			y += speed.y;	
			speed.x *= friction;
			speed.y *= friction;
			
			if (thrust != 0)
				Thrust();
				
			if (rotation_amount != 0)
				rotation += rotation_amount;
				
			if (x + width <= 0)
				x = Game.stageWidth - width;
			else if(x >= Game.stageWidth)
				x = 0;
				
			if (y + height <= 0)
				y = Game.stageHeight - height;
			else if(y >= Game.stageHeight)
				y = 0;
		}
		public function Thrust():void
		{			
			var angle_rad:Number = rotation * Math.PI / 180;
			if (thrust == 1)
			{
				speed.x += Math.cos(angle_rad - Math.PI/2) * speed_multi;
				speed.y += Math.sin(angle_rad - Math.PI/2) * speed_multi;			
			}
			else
			{
				speed.x += Math.cos(angle_rad - Math.PI/2) * (-speed_multi);
				speed.y += Math.sin(angle_rad - Math.PI/2) * (-speed_multi);		
			}
		}
	}
}

And we also need to change Asteroid.as to add an array of scores for each size of the asteroids:

Asteroid.as

package Entities 
{
	import flash.display.MovieClip;
	import flash.geom.Point;
	
	/**
	 * ...
	 * @author Chris Moeller
	 */
	
	public class Asteroid extends MovieClip 
	{
		public static const Directions:Array = [Math.PI / 4, 3 * Math.PI / 4, 5 * Math.PI / 4, 7 * Math.PI / 4];
		public static const Sizes:Array = [40, 20, 10];
		public static const Speeds:Array = [1, 3, 5];
		//PART 5: added for scores
		public static const Scores:Array = [20, 50, 100];
		
		public var size:int;
		public  var type:int;
		private var direction:Number;
		private var speed:Point;
		
		public function Asteroid(x:int, y:int, size:Number, direction:Number, type:int)
		{
			this.x = x;
			this.y = y;
			
			this.size = size;
			this.type = type;
			this.direction = direction = Directions[direction];
			this.speed = new Point( -Speeds[size] * Math.cos(direction), -Speeds[size] * Math.sin(direction));
			
			graphics.lineStyle(1, 0xFFFFFF);
			this.type = type;
			
			var ast_width:Number = Sizes[size];
			var ast_height:Number = Sizes[size];
			
			if (type == 0)
			{
				//first lets draw the asteroid
				//they are basically circles with some craggly looking edges
				graphics.moveTo(0, 1 / 3 * ast_height); 
				graphics.lineTo(1 / 3 * ast_width, 0);//top line
				graphics.lineTo(2 / 3 * ast_width, 0);//top line
				graphics.lineTo(ast_width, 1 / 3 * ast_height); //right slanted line
				graphics.lineTo(ast_width, 2 / 3 * ast_height); //right  line
				graphics.lineTo(2 / 3 * ast_width,  ast_height); //bottom right slanted line
				graphics.lineTo(ast_width / 2,  ast_height); //bottom line
				graphics.lineTo(ast_width / 2,  2 / 3 * ast_height); //vertical bottom line
				graphics.lineTo(1 / 3 * ast_width, ast_height); //slanted bottom left line
				graphics.lineTo(0, 2 / 3 * ast_height); //slanted bottom left line 2
				graphics.lineTo(1 / 3 * ast_width,  ast_height / 2); //slanted center left line 1
				graphics.lineTo(0, 1 / 3 * ast_height);//back to start
			}
			else
			{
				graphics.moveTo(0, 1 / 3 * ast_height);
				graphics.lineTo(1 / 3 * ast_width, 0);//to top left line
				graphics.lineTo(ast_width / 2, 1 / 3 * ast_height);//to center top
				graphics.lineTo(2 / 3 * ast_width, 0);//to top right line
				graphics.lineTo(ast_width, 1 / 3 * ast_height);//to right top line
				graphics.lineTo(4 / 5 * ast_width, ast_height / 2);//inward right center line
				graphics.lineTo( ast_width, 2 / 3 * ast_height);//to right bottom line
				graphics.lineTo( 2 / 3 * ast_width,  ast_height);//to bottom right line
				graphics.lineTo( 1 / 3 * ast_width,  ast_height);//to bottom left line
				graphics.lineTo( 0,  2 / 3 * ast_height);//to left bottom line
				graphics.lineTo(0, 1 / 3 * ast_height);//back tot he start
			}
			//super();
		}
		public function Update():void 
		{
			x += speed.x;
			y += speed.y;	
			
			if (x + width <= 0)
				x = Game.stageWidth - width;
			else if(x >= Game.stageWidth)
				x = 0;
				
			if (y + height <= 0)
				y = Game.stageHeight - height;
			else if(y >= Game.stageHeight)
				y = 0;				
		}
		
	}
}

In the next section we’ll add the Kongregate API to the game, and create a way to submit the high scores to their servers when the game is live.

Download the source Code and please leave me any comments or feedback you have.

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5 Comments

  1. Wowsers! As a kid I’ve enjoyed a lot of this game. Although didn’t expected that such a small game, need so much code to be functional.
    Will experiment now :D. Thanks for the great tut!

  2. Also forgot to ask. Is it possible to implement Spawning time which would activate, after the ship is destroyed? So to prevent Asteroid collision (for 3 seconds, for example).
    Thanks!

  3. Hey, thanks for checking out the tutorial!

    The variable ‘death_delay’ will set the timer for re-spawning after death- right now I have it set at 2 seconds (2000ms), but you could change it to whatever you like best.

    Thanks for the feedback!

  4. question for you chris, is there any benefit to checking if the mouse position is within the area of the button instead of just adding event listeners to the buttons?

    I would understand the reason to do this without the display list, but having it here confuses me.

    • No, you can do it either way, and it might be easier just to have the event listener fire and run the related function. (although I just like being able to control where it finds it)

      If nothing else, it probably would have been simpler to use the built-in Movieclip function ‘hitTestPoint’ to check for intersection.

      I think I didn’t use it because I wrote the non-display list version of the tutorial first before this one, and converted the code.

      I’ll have to probably update that to make it simpler/fit in with the display list method, thanks for seeing that!

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