Adobe® Flash® CS3: Building an Interactive Game
While Adobe Flash CS3 is useful for creating short animations, it is also capable of build-ing large, interactive applications. In this chapter, we build a fully functional interactive video game. First, download the Chapter 17 examples from www.deitel.com/books/ iw3htp4. Then, open FullCannon.swf and run the completed game. In the cannon game, the player has a limited amount of time to hit every part of a moving target. Hitting the target increases the remaining time, and missing the target or hitting the blocker decreases it. Some elements of the FullCannon.swf game are not discussed in the body of the chap-ter, but are presented as supplementary exercises. This case study will sharpen the Flash skills you acquired in Chapter 16 and introduce you to more advanced ActionScript. For this case study, we assume that you are comfortable with the material on Flash in Chapter 16. The completed game should run similar to what is shown in Fig. 17.1. Notice how in
Fig. 17.1(c), before the ball collides with the target, the timer displays 9 seconds on the clock. Once the topmost part of the target is hit, 5 seconds are added onto the clock but the clock displays only 13 seconds in Fig. 17.1(d). This is because one second has already passed in this duration, causing the timer to decrease from 14 to 13.
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