Part 4 : Moving The Player
Now that we have set described the basic set-up of the .fla, that basic state machine for the game, and basic event model we will be using, it is time to start making the actual game. In the last section we placed the Player object on the screen, and now we will look at the code for the class in player.as.
import mx.events.EventDispatcher;
class Player extends MovieClip {
var speed:Number;
var nextx:Number;
var lbound:Number;
var rbound:Number;
var fireKeyWait:Number = 0;
static var FIRE_WAIT_FRAMES = 7;
public function Player () {
EventDispatcher.initialize(this);
speed = 5;
fireKeyWait = 0;
lbound=0;
rbound = Stage.width-this._width;
nextx = _x;
}
function setLocation(x,y) {
_y = y;
_x = x;
nextx = _x;
}
function setSpeed(val:Number) {
speed = val;
}
function getSpeed():Number {
return speed;
}
function setBounds(right:Number, left:Number) {
rbound=right;
lbound=left;
}
function Move() {
if (Key.isDown(Key.LEFT)) {
if (_x-speed > lbound) {
nextx -= speed;
}
}
if (Key.isDown(Key.RIGHT)) {
if (_x+speed < rbound) {
nextx += speed;
}
}
fireKeyWait++;
if (Key.isDown(Key.SPACE) && fireKeyWait > FIRE_WAIT_FRAMES) {
this.dispatchEvent({type:"EventFireMissile"});
fireKeyWait=0;
}
}
function Render() {
_x = nextx;
}
public function addEventListener(){/*Interface Stub*/}
public function removeEventListener(){/*Interface Stub*/}
public function dispatchEvent(){/*Interface Stub*/}
}
First, notice that we have included all the EventDispatcher code that we used in TitleScreen.as and HomeWars.as. Every class we create will have these function included, so I will cease describing it at this point.
The Player class does two basic things necessary for our game:
- Moves the player on the screen by listening for keyboard input (arrow keys)
- Send out a message that a missile has been fired by listening keyboard input (space bar)
Everything else in this class supports those two basic functions.
setLocation(): This function sets the initial location of the player on the screen. We also set nextx to _x in this functions. The Player class calculated nextx in the move() function and applies nextx to _x in render function. However, when the class is instantiated, and when we use setLocation(), we needed to make sure to update nextx so the next time render() is called it can be applied.
setBounds(): This function sets the right and left boundary (rbound, lbound) on the screen that our player can move to. We set the lbound to 0. This is because the registration point of the FPlayer MovieClip is in the top, center (-30,0), and if the player moves to a position of _y=0 on the screen, the middle side of the player graphic will just reach the edge of the screen. Since the player fires from the middle, we do this so they can shoot enemies at the far left of the screen. We set the rbound to Stage.width; This will set the rbound to the extreme right of the screen, but since the registration point is -30,0, it won’t reach this point until the middle Player hits that boundary.
setSpeed(): This function sets the speed at which the player will move.
Again, quickly, let’s look at the move() function:
function Move() {
if (Key.isDown(Key.LEFT)) {
if (_x-speed > lbound) {
nextx -= speed;
}
}
if (Key.isDown(Key.RIGHT)) {
if (_x+speed < rbound) {
nextx += speed;
}
}
fireKeyWait++;
if (Key.isDown(Key.SPACE) && fireKeyWait > FIRE_WAIT_FRAMES) {
this.dispatchEvent({type:"EventFireMissile"});
fireKeyWait=0;
}
}
This function works because it is called every frame by the move() event called from the HomeWars class. The Key.isDown() function is static function call to the always available in Flash Key object. It allows you to test is a key is currently pressed. We use this instead of the onKeyDown() key listener because, unlike onKeyDown(), it can be checked on demand, instead of waiting for a keyboard event. This might not sound like much, but for action games it is a must. onKeyDown() will only register a single key-press at a time. This will make for stutter-stop movement that is unacceptable. (However, it is perfect for creating a [pause] function as we will see later).
For moving left and right, all we have to do is check for left-arrow or right-arrow key press (Key.isDown(Key.LEFT) and Key.isDown(Key.RIGHT), and set nextx according to the current speed. However, testing the [space bar] for firing missiles is a bit harder. If we test every frame for a missile firing, the Player will simply be too powerful and fire far too many missiles to make the game any kind of challenge. Because of this, we will slow down the firing by creating a “waiting period” in which the player cannot fire a missile. This is certainly not the only way to solve this problem, but it has worked well for me in the past. Here is the code that tests for a missile being fired:
fireKeyWait++;
if (Key.isDown(Key.SPACE) && fireKeyWait > FIRE_WAIT_FRAMES) {
this.dispatchEvent({type:"EventFireMissile"});
fireKeyWait=0;
The fireKeyWait property is used to count a specified number of frames (specified with the FIRE_WAIT_FRAMES property) before a missile can be fired. When a missile is fired, we set that value back to 0 and then count again. We will use this property to make the player more powerful in a later lesson.
Finally, this line of code: this.dispatchEvent({type:"EventFireMissile"}); will send a message back to all subscribers that the Player has fired a missile, and we need to do something about it.
If you ran the .fla file right now, with all the code intact, you should see something like the image below. The arrow keys would move the Atari 800 right and left.

Read the rest of the series: ‘Anatomy of a Flash Game’
- Anatomy of a Flash Game: Lesson 1 – Setting up the game
- Anatomy of a Flash Game: Lesson 2 – Creating Enemies & The Game Environment
- Anatomy of a Flash Game: Lesson 3 – MochiAds, MochiBot and MochiAds Leaderboards

Wow, just what I’ve been looking for. Nice article.
Just curious–
In section 4, what does the ‘F’ prefix indicate in your Movie Clip names and identifiers?
It’s just a convention. Back when we were building everything with components, one of our developers told us “that was the way to do it”, and I’ve continued to do it. It helps to find the assets that have classes associated with them, but in rteality, any convention you use (or none) should work fine.
You files to download are different then the code in the tutorial. For some reason, my title screen won’t load. I’ve tried putting trace’s
to see where things are being triggered.
I put a trace in the function
function fSTATE_TITLE_SCREEN() to see if it was even getting in there but it is.
Then I decided to put a trace in the TitleScreen.as
Trace did not go through. I checked many times to see if maybe linkage Identifier was incorrect or class was incorrect and they were not. I also checked to see to make sure that I had unchecked export actionscript on frame 1.
So, not sure what the problem is. Any help would be appreciated or if you could post the files that you use the code from this tutorial.
Because I noticed the code posted for the file TitleScreen.as does not include the create Delegate.Create.
Also, the code on the main.fla is different as well.
Well, that won’t suffice. Can you .zip your files and email them to me so I can take a look at them?
Send thjem to: stevefulton@adelphia.net
Also, check this:
1. Put a travce in the constructor of TitleScreen.as to see if it ever gets called.
2. Make sure the class is named TitleScreen in the TitleScreen.as and the contructor is named function TitleScreen()
-Steve
Going to send you my files zipped.
Thank you for taking interest in my problem i appreciate it.
jeff
Nice piece! Learned a few things, disagreed with a few things :o) Have you benched the event dispatcher versus normal method calling?
fyi you can use: for (var i in array) {item=array[i]} to interate backwards through an array , plus it is faster…
I downloaded the files but I can’t get it working in Flash CS3. It firstly complained about missing classes ScoreBoard, Enemy, PowerUp, and EndScreen. It also complained about being unable to find the ComponentBase class. I fixed the first four errors by creating empty stub classes for those but I have no idea how to fix the ComponentBase issue….
I do like the tutorial and I’m looking forward to the remaining installments as even though I’m an experienced programmer I’m finding it quite a challenge to develop an interactive application in Flash as I’m not sure how to tie the MovieClips and the code together.
It sounds likw the wrong set of files was zipped and put up for downloafd. I’ll send the Mochi guys another one today.
Paul,
Thanks!
All others:
Sorry about the files. It looks like the wrong set got posted. I sent Mochi an old .zip I’m not sure how I made that mistake. I’ve sent Mochi a new batch. so hopefully they will be up soon.
Thanks,
-Steve
Hi, and thx for sharing your methods,
My (very personal, I admit) opinion about programming games is that the code should be the simplest possible.
While the techniques you showcase (EventDispatch, implementing UI stuff programmatically) deserve to be known, they are not absolutely required when programming a simple game.
Much of the UI stuff can be done in the timeline almost without code, for example. Regarding game mechanics, standard method calling may be more efficient than event dispatching.
From a learning standpoint, the result may be that some users think it’s quite complex.
Flash has this strange property that implemeting a simple button can be done in about 100 different ways ;-), then it’s always good to share techniques (seems that flashers love doing that)!
olive
Olive,
You are right, there are dozens of ways to do most anything in AS2, and nothing I have presented is absolutely required. However, I have programmed many games, and the methods I showcase are the ones I have developed that that save the most time when maintaining the code, updating, the code, adding new features, and using the code as basis for additional games, all the while maintaining performance.
Hi everyone, the correct files should be posted now. Thanks!
eagerly waiting for next lesson
I just wanted to state that f in front of your state functions is an example of “Apps Hungarian Notation” and the f stands for function. Very good tutorial by the way!! I enjoyed it :)
Justin, I think yo uare correct…which means the prefix is absolutely useless in this context. It should probably be “o” for object. Just goes to prove that you shouldn’t blindly follow a convention just because other developers you know do it, especially if you don’t know the reason for doing it!
…by the way, I just finished the code for the next lesson today, and I’m writing the text now. I hope to have it completeld
shortly.
So, where do I go to download all the sources?
Btw, I am a fifteen year old who, like you at childhood, wanted to make video games. I got Flash CS3 and even Photoshop CS3, but I am just getting started on programming, and I hardly can keep up with this guide. Is this begginer orientated or should I try something easier?
jimsotonna…
jimsotonna dropped by…
free quotes…
Excellent post. Keep it up!…
I am new to Flash programming, and find it difficult to follow this tutorial. Is there a download of the entire project that I could examine?
How do you set the path for objects in library folders? If I don’t put MovieClips in a folder then Flash can find them.
This is not a beginner guide and not an advanced guide…
If you can’t follow this than you should use another tutorial(I started with a few tuts from emanueleferonato.com).
nice guide any way
Realize I’m coming to this somewhat late, but I got to say, Steve – I paid my way through a Master’s Degree in IT, and this tutorial taught me more in substantially less time! Outstanding work, and remarkably generous of you to share your knowledge. I found myself repeatedly hitting a sort of mental block when it came to Flash until reading this tutorial.
I’m extremely grateful to you. I’ve purchased video tutorials on Flash that were less thorough and less approachable. You’re a gentleman and a scholar, sir! =D
I wish you’d start with more basic basic’s. For those of us who have never programmed flash; what do we need? Is it possible to do so without forking over $800 to Adobe?