Tutorial: Create a Platform Game in AS3 – Part 3
Categories: AS3, Advanced Tutorials, All Tutorials, Flash, Game Development
Table of Contents
Step 3: Programming the Level
Now that we’ve set up all of the blocks onto the stage, we can actually add some code to them. The first thing we’re going to do is to make it so the blocks are the only thing that the main guy can stand on. Replace this code in the mainJump() function:
//if main hits the floor, then stop jumping //of course, we'll change this once we create the level if(mcMain.y >= stage.stageHeight - mcMain.height){ mainJumping = false; mcMain.y = stage.stageHeight - mcMain.height; }
With this:
//if main hits a block, then stop jumping //this loop will check a hit test with any block for(var i:int = 0;i<blockHolder.numChildren; i++){ //getting the current block var hitBlock:DisplayObject = blockHolder.getChildAt(i); //checking hit test and if main is above the brick if(mcMain.hitTestObject(hitBlock) && mcMain.y < hitBlock.y){ mainOnGround = false; //stop jumping mainJumping = false; //and set the guys coordinates to be on top of the block mcMain.y = hitBlock.y - mcMain.height; //break out of the loop break; } }
Now, we have to make the character fall when he isn’t on a block. First, define a variable, mainOnGround at the top, and set it as a false boolean. Then, set it to true if mcMain hits a block in the mainJump() function. Hopefully, I don’t have to walk you through this one. Next, add the following code to moveChar():
//checking if he isn't on ground //run the loop checking if he's touching any blocks again for(var i:int = 0;i<blockHolder.numChildren; i++){ //getting the current block var hitBlock:DisplayObject = blockHolder.getChildAt(i); //checking hit test and if main is above the brick if(mcMain.hitTestObject(hitBlock) && mcMain.y < hitBlock.y){ //this time, we just make mainOnGround true mainOnGround = true; //and break from the loop break; } mainOnGround = false; } //then we make him fall if he isn't on ground if(!mainOnGround){ mainJumping = true; }
The next thing we’re going to do is make the guy bounce off of the bricks if he hits them below. Otherwise, he’d somehow get on top of the bricks from below, which we don’t want. To do this, we’re going to have to change the for loop in the mainJump() function. Here’s what you should replace it with:
for(var i:int = 0;i<blockHolder.numChildren; i++){ //getting the current block var hitBlock:DisplayObject = blockHolder.getChildAt(i); //checking hit test if(mcMain.hitTestObject(hitBlock)){ //if main is falling down if(jumpSpeed > 0){ //stop jumping mainJumping = false; //and set the guys coordinates to be on top of the block mcMain.y = hitBlock.y - mcMain.height; //he's on solid ground mainOnGround = true; //break out of the loop break; } else { jumpSpeed = Math.abs(jumpSpeed); //making the main guy get away from the block mcMain.y = hitBlock.y + hitBlock.height + 1; } } }
Now, if you test it out, the guy bounces when hitting the block. Now, the last thing we’re going to do is make the background move with the character if he moves too far to the left or right. In order to do this, I’m going to change around lvlArray1 so the changes are more necessary. Here’s what I’ll change it to:
var lvlArray1:Array = new Array( 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,X,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 );
Now, we have to edit the createLvl function first it centers the main character and actually makes this code work. Replace the current function with this code:
function createLvl():void{ //getting the current level that we are on var lvlArray:Array = MovieClip(root)['lvlArray'+lvlCurrent]; //we have to find how far this level goes //this will be used so we know when to move to the next row //there will always be 16 rows, so this is how we find it out //of course, this will make the lvl formatting very strict var lvlColumns:int = Math.ceil(lvlArray.length/16); //now we must create the level for(var i:int = 0;i<lvlArray.length;i++){ //checking if we move onto the next row //this checks if i is divisible by the # of columns if(i/lvlColumns == int(i/lvlColumns)){ row ++; } if(lvlArray[i] == 1){ //making a new block var newBlock:Block = new Block(); //drawing the block newBlock.graphics.beginFill(0xFFFFFF/*The color for shape*/,1/*The alpha for the shape*/); //turning the shape into a square newBlock.graphics.drawRect(0,0,25,25); //change the coordinates of the block newBlock.x = (i-(row-1)*lvlColumns)*newBlock.width; newBlock.y = (row-1)*newBlock.height; //then finally adding it to stage blockHolder.addChild(newBlock); } else if (lvlArray[i] == 'MAIN'){ mcMain.x = (i-(row-1)*lvlColumns)*newBlock.width; mcMain.y = (row-1)*newBlock.height; } } //reset the row for another use row = 0; //then we center the screen on the main character //this variable will tell us how far away we have to move everything //250 is about centered for mcMain we'll use that number var mainMove:int = 250 - mcMain.x; //then move mcMain and the entire level to center on him mcMain.x += mainMove; blockHolder.x += mainMove; }
This code makes me very happy. The screen will now center on the main character in every level, no matter where you place him. Next, we want the actual background to move instead of the character when he moves so we can keep track of him at all times. This’ll be easy. In the moveChar() function, replace:
if(leftKeyDown){ mcMain.x -= mainSpeed; } if(rightKeyDown){ mcMain.x += mainSpeed; }
with this:
if(leftKeyDown){ blockHolder.x += mainSpeed; } if(rightKeyDown){ blockHolder.x -= mainSpeed; }
Pretty easy, eh? Now there’s only one problem I want to fix before I end this lesson. The character doesn’t really jump high enough. So, we’re just going to recode this part a bit:
//then continue jumping if already in the air //crazy math that I won't explain if(jumpSpeed < 0){ jumpSpeed *= 1 - jumpSpeedLimit/75; if(jumpSpeed > -jumpSpeedLimit/5){ jumpSpeed *= -1; } } if(jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit){ jumpSpeed *= 1 + jumpSpeedLimit/50; } mcMain.y += jumpSpeed;
Replace it with this code:
//then continue jumping if already in the air //crazy math that I won't explain if(jumpSpeed < 0){ jumpSpeed *= 1 - jumpSpeedLimit/125; if(jumpSpeed > -jumpSpeedLimit/5){ jumpSpeed *= -1; } } if(jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit){ jumpSpeed *= 1 + jumpSpeedLimit/50; } mcMain.y += jumpSpeed;
Also, change the jumpSpeedLimit to 20, eh?
Now, we’re done with the intense block programming. Next lesson, we’ll add some stuff to the level, like ladders and other obstacles. We also have to make it so that when we run into a wall, we’re stopped by it. Stay tuned…





its better to change the jumpSpeedLimit to 25 if you want a nicer jump, with 20 youll see a delayed move in the jump
October 31st, 2008 at 4:16 pm
After I was done at this stage, my guy just falls down to oblivion with no blocks around..
November 26th, 2008 at 4:01 pm
I get an error for all of the mainOnGround parts, access of undefined property. Help?
Thanks, good tutorial so far. =)
March 5th, 2009 at 6:42 pm
How would I do this with things that I drew because I don’t want it to be all blocky
March 29th, 2009 at 3:30 pm
Blarg:
you have to make a var for mainOnGround and make it a boolean false
and i have the same problem as Greg, it happened when i changed the createlevel code.
April 1st, 2009 at 1:01 am
So I have the same problem as Greg…I fixed it (kindof) by starting my level array with a column of 1s, don’t know why that fixed it? …and I’m translating this for Flex 3 if anyone has any simple questions about that I might can help…
April 4th, 2009 at 3:18 am
newBlock:Block = new Block(); . It doesn’t work, I receieve errors about it. Could anyone help? :)
April 7th, 2009 at 11:08 am
Awsoome. But i dont get something, what excactly does “for” and “break” do?
May 24th, 2009 at 8:47 pm
It workS great… exept I keep getting namespace errors here:
for(var i:int = 0;i<blockHolder.numChildren; i++){
It says that I has a conflict. Can you help?
June 28th, 2009 at 8:27 am