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KeyboardEvent; import flash.ui

KeyboardEvent; import flash.ui

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Welcome to Part 4 of the Top-Down RPG Shooter flash game tutorial

So far, we’ve the project, and added a player that with the arrow keys and to face the mouse.
In this part, we’re going to add bullets which the player can shoot by clicking and holding the mouse down.
The very basic concepts relating to shooting have already been covered in-depth in  and of my Sidescrolling Platformer tutorial series, so this tutorial might seem a little faster paced.
If you find yourself confused with the basic ideas, it might be a good idea to review those tutorials.
(But don’t worry, I’ll still try to explain things clearly in this post, too :-).
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//calculate these values, which we will use to determine the angle we need to rotate to var yDifference:Number = stageRef.mouseY – y; var xDifference:Number = stageRef.mouseX – x; //this constant will convert our angle from radians to degrees var radiansToDegrees:Number = 180/Math.
PI; //this final line uses trigonometry to calculate the rotation rotation = Math.atan2(yDifference, xDifference) * radiansToDegrees;.
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Welcome back to the second part of my “Top-Down RPG Shooter” flash game tutorial.
In the , we set up a new project and linked it to an external Document Class, and we added the Player to the stage.
In this tutorial, we’re going to program keyboard controls to move the player.

We are going to make use of a really great open-source class called “KeyObject.as“

This class was written by a talented developer named.
It provides a really simple but powerful way to check which keyboard keys are pressed.
package { import flash.display.
Stage; import flash.events.
KeyboardEvent; import flash.ui.
Keyboard; import flash.utils.
Proxy; import flash.utils.flash_proxy; /** * The KeyObject class recreates functionality of * Key.isDown of ActionScript 1 and 2 * * Usage: * var key:KeyObject = new KeyObject(stage); * if (key.isDown(key.
LEFT)) {.
} */ dynamic public class KeyObject extends Proxy { private static var stage:Stage; private static var keysDown:Object; public function KeyObject(stage:Stage) { construct(stage); } public function construct(stage:Stage):void { KeyObject.stage = stage; keysDown = new Object(); stage.addEventListener(KeyboardEvent.
KEY_DOWN, .

KeyPressed); stage.addEventListener(KeyboardEvent

KEY_UP, keyReleased); } flash_proxy override function getProperty(name:*):* { return (name in Keyboard).
Keyboard[name] : -1; } public function isDown(keyCode:uint):Boolean { return Boolean(keyCode in keysDown); } public function deconstruct():void { stage.removeEventListener(KeyboardEvent.
KEY_DOWN, .

KeyPressed); stage.removeEventListener(KeyboardEvent

KEY_UP, keyReleased); keysDown = new Object(); KeyObject.stage = null; } private function keyPressed(evt:KeyboardEvent):void { keysDown[evt.keyCode] = true; } private function keyReleased(evt:KeyboardEvent):void { delete keysDown[evt.keyCode]; } } } How do we use this class.
Basically, we’re going to create an instance of it called “key” in our Player class (or wherever we need to access the keyboard controls).
Then in that class, .

We can check the Boolean value of the keyObject’s isDown() function for specific keys

We can refer to keys by their unique . For example, if key.isDown(65) returns true, it means that the “A” keyboard key is currently being pressed.
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Hello everyone.
If you’re reading this.

That means you haven’t given up on AS3GameTuts

despite . Thanks for your patience.
Today I’m going to start up a brand new tutorial series that I’m really excited about.
How to make a top-down RPG shooter game.
This tutorial is going to be slightly faster-paced than my previous tutorials.
If you haven’t programmed before, I’d recommend starting with my , and then proceeding with the before you attempt this.
We will be coding using AS3 in external .as files, instead of using the timeline.
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PSS.

If you want to be more involved in the AS3GameTuts community

join the forum, here:.
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As I announced in the , I am extremely busy right now.
Luckily for you, a member of the community has already stepped up and written a Part 13 for this side scrolling tutorial.
In this tutorial, you’ll learn to create “bumper” objects for your enemies to interact with, which will let them patrol back and forth.
You’ll also look for collisions between the player and the enemies, so you can take damage in your game.
Cool.
I’ll hand it over now to the newest guest writer around here,  (thanks, Ed!) Ben covered creating enemies and making them disappear when they’re shot in , so in lucky lesson 13, in this guest tutorial, I’ve picked up where the last lesson left off in the side scrolling platform game.
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Hi everyone.
Thanks for sticking with the site and , despite my lack of activity.
I started programming when I was 13, using MIT’s revolutionary software, . Five years later, thanks to an amazing online community of teachers and tutorials, I’ve worked on many Flash games, I’m a professional iPhone/iPad app developer, and I’m currently sitting in an MIT dorm, getting ready for my freshman year to begin.
It’s been quite the ride of teaching and learning to program over these 5 years.
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You can find it here:  Hello Everyone, .

And welcome to AS3GameTuts’ new discussion board

Please join the AS3GameTuts community on

and let me know what you think.
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Creating the Enemy class is very similar to creating the Bullet class

If you just read and , most of this step will look the same as when we made the Bullet class and symbol.
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Although we did get some functional bullets by using the Bullet class, we still need to make some major improvements.
First of all, the bullets are added directly to the stage and have no idea about the scrollX and scrollY variables, so they don’t react when the player moves left, right, up, or down.
Also, the bullets move at a sluggish pace — if they did react to the player’s movements, you could practically outrun them.
Finally, they are never actually removed from the stage, so we waste precious memory that slows down the game.
Imagine that we fired 1,000,000 bullets.
The game would still be keeping track of all of them, constantly updating their positions, even if they are no longer on the stage.
There’s some more code we can add to the bullets to handle all of this, and we are going to implement it in this tutorial.
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