It sounds different, doesn't it? Sprite; Imports Sprite built-in class for later use. This class allows us to display graphics.
Sprite means we are importing Sprite class from flash. Basically we are adding new functionalities to Sprite class. This class must be set as public so don't worry about it at the moment. You have no choice. Throughout the book you will find a lot of "three points" …. They mean the rest of the code has not been changed.
Once the class has been defined, we have to create the constructor. It's a function that is called when a new class is created, in this case when the project is run. The constructor must have the same name of the class. This must be set as public as well. It will become your best friend when it's time to debug. This time, displaying "Welcome to Concentration" in the output window, it will let you know everything worked fine with your class.
At this time you had a brief introduction to classes, constructors, and functions, but that was enough to let you create and set up a Flash movie, as well as testing and printing text on the debug window. Also notice there are comments around the code. Commenting the code is almost as important as coding itself, because good comments explain what your script is supposed to do and can help to remind you what the code is meant to be doing, especially when you aren't working on the script for a while.
You can comment your code with either single line or block comments. The compiler will ignore everything between the markers. Creating the tiles As said, we won't use a standard card deck, but tiles with basic shapes on them. We can place any number of tiles, as long as it's an even number, because any tile must have its match.
So, if you want to play with ten symbols, you must have 20 tiles in game. That's exactly what we are going to do. We will create twenty tiles, each one represented by a number from 0 to 9. Since there are two tiles for each value, we will have two zeros, two ones, two twos, and so on until two nines.
Now you may wonder: why are we representing ten tiles with numbers from 0 to 9? Wouldn't it be better to use the classic range? Obviously representing numbers from 1 to 10 seems more meaningful, but keep in mind when you code you should always start counting from zero.
You may also wonder why we are defining tile values with numbers when we decided to use shapes. Think about a Flash game as if it were a movie. In a movie, you see what the director wants you to see. But there is a lot of stuff you will never see, although it is part of the show. Let's take a car chase: you see two cars running fast along a freeway because the director wanted you to see them.
What you don't see are cameras, microphones, mixers, storyboards, safety belts, make-up artists, and so on. You only see what the camera filmed. A game works in the same way; the player will see what happens on the stage, but he won't see what happens behind the 'scenes', and now we are working behind the scene. Let's see how we got this result: var swap,tmp:uint; We need two more variables, both of them unsigned integers.
Notice you can declare more variables of the same type in a single line. This time the variables don't have an initial value, because they'll get their values during the script. I also said generally it's good to give explanatory names to variables, but here, as we're only using them very locally we can give them nice and short names that are easy to type and quick to read. Do you see some differences between this loop and the one used to create the tiles?
Let's compare them. We made it just by adding a property called cardType which contains the value of tiles array i-th element. Modulo calculates the remainder of the first operator divided by the second operator. The recurring 5 number is the spacing between tiles. Why don't you try to define it as a constant?
It would be a good exercise at this time. Picking tiles We said we are going to pick tiles with a mouse click. To manage mouse events such as clicks, movements, and rollovers, AS3 provides a dedicated class called MouseEvent. The first thing we need to do is to import this new class. Sprite; import flash. Now you are ready to handle mouse events. Remember currentTarget property returns us the object that is actively processing the event.
At this stage, the game must show the proper result. That's how recursion comes into play. Print an "end game" message when the player solves the game. At the beginning of the game, the grid is empty and each player has 21 discs of the same color, normally red or yellow.
At each turn a player drops a disc from the top of the grid in a column of his choice, making it fall straight down and occupying the lowest available space in the column. Then it's the other player's turn to move. The aim of the game is connecting four discs of the same color next to each other horizontally, vertically or diagonally.
The first player to connect four discs wins. If the board is filled without there being any winning matches then the game is a draw. Connect Four Defining game design You are making a game people played as a real board game during their childhood, so they reasonably expect the overall look and feel to be the same. Apart from board and discs colors, the most important feature is the gravity. When a player places one of his discs, it must fall down as in the real board game.
CPU will use yellow discs. You also should draw the graphics a way which reminds the original game, with a blue board filled by red and yellow discs. The game field As usual, the first thing we have to do is defining and setting up the game field. The idea: Just like Minesweeper game, the best solution is a two-dimensional array representing the six rows and seven columns. The first index determines the row, and the second index determines the column. Look at this picture with a typical Connect Four situation: [ 78 ] Chapter 3 On the left, array indexes for each cell.
On the right, array values to represent board's situation. When the game starts, all cells are empty, so the entire array must be filled with zeros. Also define the Document Class as Main and save the file as connect4. Showing smooth animations There's a difference between previous game settings and this one. Apart from the size, that's larger than what we saw in previous chapters for an aesthetic choice, I set the frame rate to 30 frames per second.
Unlike games as Concentration and Minesweeper, Connect Four will include animations. The average human eye will see the individual frames on an animation or a movie if the frame rate is lower than a certain amount of frames per second fps. In films, using 24fps along with motion blur, eyes get tricked and they won't be able to see individual frames anymore, as if they were looking at a smooth animation.
Without motion blur, some people are able to see individual frames up to 30 fps and more, according to the complexity of the scene. On the other hand, a frame rate that's too fast will negatively affect the performance, if games aren't played on high end computers. A good choice if you have to show animations is 30fps, as they are a good compromise between smoothness and performance.
Anyway if you want eye proof animations, I suggest you use 60fps, keeping an eye on performances. Without closing connect4. Save this file as Main. Now in Main. So you must check whether the disc is on a legal place or not, and in this case, adjust its position to the closest legal place. The problem is the player can move the mouse at any time, updating the disc position and forcing us to make the check. We need a way to continuously check for mouse and disc position.
To our help here comes a new listener that will do the task: Event. It will become the most used listener because it will help you to manage animations and to make necessary operations that need to be executed at every frame. The development: The disc must have an enter frame event listener that will manage the horizontal position at every frame.
We also need to save the current column position in a class level variable to make it available through the entire class, when we'll manage clicks, animations, and more features. MovieClip; import flash. You will see the disc placing only in legal places.
Let's see how we managed disc movement: import flash. Event; [ 91 ] Connect Four Importing Event class. This class contains the listener we are looking for. Once triggered, it calls onEnterFrame function. It's like telling the script to execute onEnterFrame function at every frame. This is exactly what we needed. There's only a call to another function, moveHorizontally. Although this may seem redundant, we are just at an early stage of the game, so obviously onEnterFrame function will do a lot more things once the game is completed.
Test the movie and you will be able to move the disc exactly over one of the seven columns, while you can move the mouse anywhere you want. Applying game rules Rules define legal player moves and make the game balanced. You have to ensure players cannot break the rules or they might be able to cheat. Unlike some other "put some symbols in a row" games like Tic Tac Toe that let you place your move in every empty spot, in Connect Four you can't place discs everywhere. In the real world, discs fall down to occupy the lowest available space in each column.
Moreover, players can't place a disc on a completely filled column. Unfortunately, the program does not know we are playing on a vertical board where discs fall, and that a disc is a solid entity that does not physically fit in a fully completed column. The whole game field is just an array, a bunch of indexed numbers. So these are the two golden rules you need to apply: 1. If a column is already fully occupied, you can't place a disc in it. If the column has some free spaces, your disc will be placed on the lowest one.
On the right, green discs represent the possible moves. No discs can be placed on the third column. The idea: Once a player selects a column to drop the disc, the script must check whether it's a legal move or not.
The development: It's easier than it may seem. A column is a legal move when it has at least one space available. Since columns are filled from bottom to top, we can say a free column must have the highest row empty. Checking for possible columns Before we can determine how long a disc will fall down a column, we have to know in which columns we can make a move. In your Main. Now we need a class level variable called currentRow to make the value of the row we just placed the disc in available through the entire class private private private private var var var var currentColumn:int; currentPlayer:uint; par:Main; currentRow:uint; and in dropDisc function we assign currentRow the value of the played row, and only later we update y property.
In the first case, the game is over and a message is displayed in the output window. In the second case, the turn passes to the other player. As said at the beginning of this chapter, recreating the look and feel of the original board game is important, so you will need to create the animation of the falling disc.
It's nothing difficult, as we will only create a linear movement without simulating gravity and collision bounces. The idea: When the player selects a column to play, show the disc falling down moving along its vertical axis. The other player can't play until the disc reaches its place. The development: The main question is: how long will the disc fall? Anyway, we will need to use such position here and there around the script, so it's better to create a new class level variable to make the final position available through all classes.
With year game industry experience, Alan has written 28 books, presented 30 online courses, and created 33 games including the award-winning adventure, Baron Wittard: Nemesis of Ragnarok.
Alan is dedicated to helping creative people make high-impact experiences. Alan speaks passionately worldwide about the future of interactive experiences.
In this book, Alan Thorn clearly details Godot specific terminology, how to use its interface effectively, how scenes are structured, coding in C , and optimal ways of working.
No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code. We're getting ready for Godot 3. If you know how to code, and enjoy fun and challenging problems, you can help by fixing bugs or creating cool new features.
Documentation quality is essential in a game engine; help make it better by updating the API reference, writing new guides or submitting corrections. Found a problem with the engine? Unity Game Maker free version with limited features and paid subscription plans, whose details are as follows:.
Unity requires a functional knowledge of C , but the availability of tutorial videos makes it suitable for beginners. GameSalad software for game design is used for iOS as well Android platforms. GameSalad has largely been used to create interactive games that teach fundamentals of programming language. GameSalad game making software stacks a large amount of data such as character action and items into tables and arrays which the user can read or write onto.
Developers can utilize features such as in-app purchases and ads to generate money from their designed games. Games designed using GameSalad can be used for educational purposes especially for computer programming. You can learn Event Driven Programming, which is often used in apps like graphic user interface applications and gaming apps.
Once you have developed a game using GameSalad game making software for beginners, you have the full rights and ownership of the product. Level: GameSalad is suitable for beginners. The level keeps on increasing as the user keeps on learning new concepts. Types of Games you can create: Poker games, 3D games, 2D games, educational games, etc.
GameMaker Studio 2 software for game making allows developers with no coding knowledge to create games using its drag and drop feature. GML language of this game making software helps non-coders execute their ideas into reality in minutes. After developers have created their game using GameMaker Android game making software, they can publish it across different platforms without the need for any modification.
GameMaker free game making software keeps releasing upgraded versions of its software with add on utilities to make entertaining games. GameMaker provides features such as addition of in-app purchases, connectivity with third party apps and more.
Using GameMaker, users can keep a real-time track of how many players are currently using their game. GameMaker has some of the best editing tools as compared to other top games developers. These editing tools let you add funky images and animations to your games. Its Standard version is available for free. Other GameMaker versions are:. Level: Beginners can design simple games with GameMaker Studio 2. For complex games, functional knowledge of C would be required.
A potent game making software for beginners, RPG stands for role-playing games. As the name suggests this video game making software is most useful for designing fantasy and action games. RPG game making software comes with preloaded characters, items, tile sets, etc.
Users can even define their own graphics and add to the existing repository of characters and items. Users can sell their designed games either freely or commercially. They can even use their additional music or graphics. In RPG Maker, developers do not need to set graphics.
They are set automatically by the program itself. There exist communities of RPG Maker game developers, which allows the sharing of resources between gamers. RPG game making software offers a trial version for gamers to get started with their dream of poker development and more. Level: Beginners can design simple games.
For professional developers, the knowledge of Ruby language is required. Types of games: Fantasy games, action games, role-playing games, 3D games, 2D games, etc. GDevelop is one of the best open source game making software and provides several utilities for new as well as professional game designers.
GDevelop open source and free game making software for iOS and android game development can be used to add objects to different scenes of a game with a simple click. Level: This game design software is suitable for beginners and requires no specific coding knowledge.
Types of games: 3D games, 2D games, sports games, poker games, adventure games, etc. Unreal Engine 4 game development software is one of the most professional game making software for PC available in the market.
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