Well, hello there neighbor!
Below, you'll see something quite amazing that I happened to stumble across while trying to figure out how to make a starfield for my upcoming SHMUP.
Okay, it's amazing to me. I'm not even a year old in the programming field, and much less than that in the ActionScript 3 language, so I must say I'm quite impressed with myself for coming up with something like this.
So below is the final product. I'll be talking you through this, but not in a hand holding way, so if you don't know the basics of AS3 or how to use the FLASH IDE then this is not the proper starting point for you.
Below, you'll see something quite amazing that I happened to stumble across while trying to figure out how to make a starfield for my upcoming SHMUP.
Okay, it's amazing to me. I'm not even a year old in the programming field, and much less than that in the ActionScript 3 language, so I must say I'm quite impressed with myself for coming up with something like this.
So below is the final product. I'll be talking you through this, but not in a hand holding way, so if you don't know the basics of AS3 or how to use the FLASH IDE then this is not the proper starting point for you.
Pretty sweet, right? Let's start off with something simple: the graphics.
DISCLAIMER: I'm using CS5 so if you're using anything else I can't guarantee this will work the same.
I set my stage up to run at 30 FPS and set both the width and height to 480.
Create a 50 pixel yellow ball with a size 10 orange stroke, so it looks something like this.
Turn this into a symbol with F8. "Fire" would be a good symbol name. Give it an instance name of "fire".
Next create a 10 pixel orange square. Symbolize it calling it "FireParticle" and export it for ActionScript.
All of these will be created dynamically so delete this symbol from the stage, making sure it's still in the Library.
The last graphic is the Bounce button. Create a 116 px by 38 px orange box. Symbolize it calling it "ButtonBounce" and give it an instance name of "btnBounce". Get inside the ButtonBounce symbol and create a Dynamic Text field, giving it an instance name of "txtBounce". I used the "_sans" font so I don't have to embed it, and sized it to 24 pt.
Cool beans. Now, let's get into the code. First, set the Document Class to Main and pop that beautiful baby open. Save it as "Main.as". It should already extend MovieClip, but if not go ahead and make it so.
//Main.as package { import flash.display.MovieClip; public class Main extends MovieClip { public function Main() { } } }
Alrighty. The first thing I like to do is establish the size of my stage for easy reference with a couple of constants.
//Main.as internal const SWIDTH:Number = 480; internal const SHEIGHT:Number = 480;
The most important thing is getting the Fire Particles to show up on screen. Right away in our "Main.as" in our Main() function we'll instantiate 80 of them but we want all of them to be above our fire object.
//Main.as //this will instantiate 80 fire particles and that's it. //We'll use the "FireParticle.as" (which we haven't created yet) //to get them to reinitialize themselves. for (var i:int = 0; i < 80; i++) { //creates a new FireParticle at the index above our fire so it's always on top. addChildAt(new FireParticle(), getChildIndex(fire) + 1); }
That's it. If you test now it won't do much because we need to set everything inside the "FireParticle.as".
Go ahead and create that now. Let's add a listener so we know it's been added to the stage. We'll also give it some members (properties), one a reference to our root and the other a variable which will control our particle's speed.
Go ahead and create that now. Let's add a listener so we know it's been added to the stage. We'll also give it some members (properties), one a reference to our root and the other a variable which will control our particle's speed.
//FireParticle.as package { import flash.display.MovieClip; public class FireParticle extends MovieClip { //MEMBERS private var ROOT:Object;//our "Main.as" is our root so we need to access it somehow private var ySpeed:Number;//our particles have to move. What better way than giving them some speed? //METHODS public function FireParticle() { addEventListener(Event.ADDED_TO_STAGE, init, false, 0, true); } private function init(e:Event = null) : void//we set this to "null" so we can use reinitialize it later { } } }
Now, for prettiness, we know we don't want all of our particles to look exactly alike. That's just boring. So we'll want each individual particle to have a different alpha. This is simple, but it adds a lot of depth to our fire. Let's add a x and a y value so we can see the particles on stage. We'll also go ahead and set a ySpeed and a call to our ENTER_FRAME listener.
//FireParticle.as ROOT = root;//get our root MovieClip alpha = Math.random(); x = ROOT.fire.x;//sets the x in the center of our fire y = ROOT.fire.y;//sets the y in the center or our fire ySpeed = 4;//will be used in our ENTER_FRAME listener addEventListener(Event.ENTER_FRAME, update, false, 0, true);
Let's go ahead and add our ENTER_FRAME listener, so our particles will move up. As well, if the particle reaches an alpha of "0" we want to reinitialize it, creating an endless cycle without instantiating a new particle.
//FireParticle.as private function update(e:Event) : void { y -= ySpeed;//moves this particle toward the top of the screen alpha -= 0.01;//lowers this particle's alpha every frame if (alpha <= 0)//if this particle becomes invisile... { init();//...we want to reset it //this is why we set our "init()" function to a default of "null" } }
Oops, there's a problem now. Our particles show up but it's all very boring and in a straight line. To change that we'll create a new function, one that is very useful in many areas of gaming. Let's do that now.
//FireParticle.as private function randomRange(minNum:Number, maxNum:Number) : Number { return Math.floor((Math.random() * (maxNum - minNum + 1)) + minNum); }
Confusing much? I'll try and break it down. What it does over all is take two input numbers (minNum and maxNum) and returns a number within that range. The floor function rounds the number down to a whole number so if we come up with say 5.43 we'd be able to get 5. Let's plug some numbers in for a more practical example, using "3" and "5" for our minNum and maxNum, respectively.
//EXAMPLE private function randomRange(minNum:Number, maxNum:Number) : Number { return Math.floor((0.2 * (5 - 3 + 1)) + 3); }
If the Math.random() returned "0.2" (Math.random() returns a number from 0 - 1 only) we would then multiply it by "6" which comes out to "1.2". The Math.floor() function makes our return "1". Make sense? No? Check this link out. That's where I learned it.
Now we can use this function to make our fire that much cooler...well, you know what I mean. We'll change our starting x and y values as well as our ySpeed.
Now we can use this function to make our fire that much cooler...well, you know what I mean. We'll change our starting x and y values as well as our ySpeed.
//FireParticle.as ROOT = root;//get our root MovieClip alpha = Math.random(); x = randomRange(ROOT.fire.x - ROOT.fire.width / 2, ROOT.fire.x + ROOT.fire.width / 2);//this makes our particle's x initialize somewhere within the width of our fire object on the stage y = randomRange(ROOT.fire.y - ROOT.fire.height / 2, ROOT.fire.y);//this makes our particle's y initialize somewhere in the top half of our fire object on the stage ySpeed = randomRange(3, 5);//setting a random speed makes it look that much more believable, much as the random alpha value addEventListener(Event.ENTER_FRAME, update, false, 0, true);
So that's it if you just want to know how to make the particles dance like magic. If you want to make the ball bounce continue on, brave soldier.
We'll head back into our "Main.as" file for the duration. First up we'll add some new members to the family.
We'll head back into our "Main.as" file for the duration. First up we'll add some new members to the family.
//FireParticle.as private var bounce:Boolean = false;//start it off false if you want it to be stationary from the get go, true if you want it to start off bouncing private var xSpeed:Number = 15;//this will be our fire's speed in the x direction private var ySpeed:Number = 15;//this will be our fire's speed in the y direction
Pretty basic stuff.
Now we need to put some listeners in our Main() function.
Now we need to put some listeners in our Main() function.
//Main.as btnBounce.addEventListener(MouseEvent.CLICK, toggleBounce, false, 0, true);//when we click on the button it will either start or stop the bounce addEventListener(Event.ENTER_FRAME, update, false, 0, true);
We'll do this in one go, because I'm tired. The comments should cover everything.
//Main.as private function update(e:Event) : void { if (bounce)//if bounce is true... { //...we'll make the fire move in both x and y directions fire.x += xSpeed; fire.y += ySpeed; if (fire.x - fire.width / 2 < 0)//if it hits the left side we push it back to the right { fire.x = fire.width / 2;//repositions it so it doesn't get stuck. Same for all the other ones xSpeed *= -1;//this makes the speed the opposite, ie "15" becomes "-15". Same for all the other ones } if (fire.x + fire.width / 2 > SWIDTH)//if it hits the right side we push it back to the left { fire.x = SWIDTH - fire.width / 2; xSpeed *= -1; } if (fire.y - fire.height / 2 < 0)//if it hits the top we push it back to the bottom { fire.y = fire.height / 2; ySpeed *= -1; } if (fire.y + fire.height / 2 > SHEIGHT)//if it hits the bottom we push it back to the top { fire.y = SHEIGHT - fire.height / 2; ySpeed *= -1; } } else//if it's not bouncing then it sits at it's home { fire.x = SWIDTH / 2; fire.y = SHEIGHT * 0.85; } } private function toggleBounce(me:MouseEvent) : void//when clicked... { if (!bounce)//..if it's not bouncing yet then we will make it bounce... { btnBounce.txtBounce.text = "STOP";//changes the dynamic text box bounce = true; } else//...otherwise we stop it { btnBounce.txtBounce.text = "BOUNCE";//changes the dynamic text box bounce = false; } }Okay, all. I'm tired. Writing tutorials are much more time consuming than I thought. I really hope this helps you out. If it does, hit me up and let me know how you've used the concept or if you have any questions. Peace out!