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Video: Resetting the game

After someone is finished with the game, they may want to play again. Let's take a look at how to do that. So let's scroll down and find the winGame method. Now if you're ever looking at these methods in here, because we're going to have to tab in so much to organize the code, if the word wrap bothers you, then you can always turn it off. But if you still want it on anyway, but you want more space, you can always just click these Minimize buttons to minimize the panels, and double-click the Timeline to get a little bit more space.
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  1. 3m 22s
    1. Welcome
      1m 23s
    2. Using the exercise files
      1m 17s
    3. Using the function keys
  2. 23m 38s
    1. Adjusting preferences for ActionScript fonts, colors, and formatting
      3m 25s
    2. Changing Flash Player and ActionScript versions in the Publish settings
      1m 35s
    3. Reading and solving errors through the Compiler Errors window
      2m 49s
    4. Using the Actions panel buttons to add and remove comments
      2m 33s
    5. Using the Actions panel to format code
      1m 49s
    6. Using the Actions panel Toolbox
      2m 4s
    7. Seldom-used but helpful functions of the Actions panel
      3m 14s
    8. Understanding code hinting
      2m 3s
    9. Reviewing the Code Snippets panel
      3m 7s
    10. Using help
  3. 45m 50s
    1. Understanding how ActionScript 3.0 code is processed in the Flash Player
      3m 22s
    2. Understanding variables
      4m 56s
    3. Understanding functions
      9m 1s
    4. Understanding events and event listeners
      5m 47s
    5. Working with conditional statements
      9m 49s
    6. Creating arrays and vectors
      6m 50s
    7. Using the For command to create a loop
      6m 5s
  4. 49m 9s
    1. Reviewing the display list
      3m 0s
    2. Understanding instances referenced through ActionScript
      2m 27s
    3. Using dot syntax to modify properties in an instance
      3m 25s
    4. Placing objects at the center of the stage
      4m 2s
    5. Placing objects at the edges of the stage
      5m 53s
    6. Using the methods of an instance
      3m 44s
    7. Accessing the parents, children, and grandchildren of objects
      5m 50s
    8. Creating instances from Library movie clips using ActionScript
      4m 23s
    9. Adding objects to the stage and changing parents with the addChild method
      5m 45s
    10. Removing objects from the stage with the removeChild method
      4m 17s
    11. Using the numChildren property to loop through a container's child objects
      3m 17s
    12. Using the getChildByName method
      3m 6s
  5. 56m 20s
    1. Understanding timelines
      4m 15s
    2. Using common timeline navigation methods
      5m 34s
    3. Using the currentFrame and totalFrames properties
      8m 2s
    4. Controlling the timeline of an instance
      6m 41s
    5. Detecting and navigating frame labels with ActionScript
      7m 57s
    6. Solving problems when timelines and ActionScript animation collide
      4m 16s
    7. Condensing a multi-frame timeline into one frame
      8m 33s
    8. Creating a simple slide presentation app in the timeline
      7m 51s
    9. Using one event handler with multiple buttons
      3m 11s
  6. 36m 5s
    1. Creating a class using Flash templates
      4m 43s
    2. Setting a document class
      6m 51s
    3. Preparing a class to be connected to a symbol
      4m 31s
    4. Using the Symbol Properties menu to connect a symbol to a class
      4m 55s
    5. Resolving problems with instances in a linked class
      7m 53s
    6. Understanding packages
      3m 17s
    7. Working with ActionScript source paths
      3m 55s
  7. 44m 32s
    1. Viewing the finished game
    2. Viewing the FLA file
      2m 9s
    3. Creating the DragDrop and Map classes
      2m 51s
    4. Linking the draggable class to Library symbols
      2m 47s
    5. Adding drag-and-drop functionality
      3m 38s
    6. Saving and resetting an object's position
      3m 33s
    7. Giving a target drop object to the draggable objects
      13m 16s
    8. Showing a Win screen
      7m 3s
    9. Resetting the game
      8m 24s
  8. 29m 6s
    1. Loading bitmap images from the Library
      4m 6s
    2. Loading bitmap images from external files
      5m 22s
    3. Adding mouse functionality to bitmap images
      3m 31s
    4. Using a loop to load multiple images
      6m 14s
    5. Creating a simple slideshow
      8m 37s
    6. Using Flash Player 10 color management
      1m 16s
  9. 27m 13s
    1. Loading an external SWF
      4m 14s
    2. Running ActionScript code in an external SWF from its parent
      5m 30s
    3. Running parent code in a child SWF
      5m 7s
    4. Creating a timeline-based preloader to load an external SWF file
      5m 3s
    5. Displaying playback progress of a loaded SWF file
      7m 19s
  10. 40m 10s
    1. Creating plain text files
      2m 8s
    2. Loading text from an external text file
      6m 26s
    3. Loading multiple text files
      6m 43s
    4. Rendering simple HTML in a text field
      5m 51s
    5. Creating a scroll bar for a text field
      5m 29s
    6. Scrolling a text field
      4m 59s
    7. Scrolling movie clips and other objects using masks
      5m 42s
    8. Modifying TLF text properties through ActionScript
      2m 52s
  11. 23m 40s
    1. Reviewing XML and E4X syntax
      3m 29s
    2. Loading an XML file
      3m 26s
    3. Using dot syntax to access XML data
      4m 2s
    4. Using XML data to populate a DataGrid component
      7m 4s
    5. Using XML data to load image files
      5m 39s
  12. 23m 33s
    1. Loading audio from the Library
      1m 41s
    2. Loading audio from external files
      3m 41s
    3. Playing, pausing, and stopping sounds
      5m 39s
    4. Muting all audio with the SoundMixer.stopAll method
      1m 28s
    5. Tracking load progress
      2m 38s
    6. Displaying sound position
      5m 5s
    7. Adjusting volume
      3m 21s
  13. 19m 54s
    1. Touring the FLA file
      5m 57s
    2. Controlling video playing and pausing with ActionScript
      1m 56s
    3. Working with ActionScript cue points to add closed captioning
      3m 35s
    4. Displaying video playback position
      3m 44s
    5. Adjusting video volume
      4m 42s
  14. 5m 32s
    1. Using new code snippets for AIR and mobile
      1m 13s
    2. Viewing the new code snippets HUD
      1m 17s
    3. Loading assets with the new ProLoader class
      1m 8s
    4. Understanding Flash Player premium features
      1m 54s
  15. 16s
    1. Goodbye

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Watch the Online Video Course ActionScript 3.0 in Flash Professional CS5 Essential Training
7h 8m Beginner Oct 21, 2010 Updated May 23, 2012

Viewers: in countries Watching now:

In ActionScript 3.0 in Flash Professional CS5 Essential Training, Todd Perkins shows Flash designers how to incorporate ActionScript code into their projects and create interactive presentations and applications. The course includes a review of ActionScript language basics and the object-oriented programming (OOP) methodology, a tour of those Flash Professional CS5 features designed for developers, such as code hinting and the Code Snippets panel, and instructions on interacting with objects in the Library and placing code on the Timeline. Exercise files are included with the course.

Topics include:
  • Understanding the building blocks of ActionScript
  • Working with the display list
  • Using dot syntax
  • Navigating the Timeline
  • Creating document classes
  • Linking classes to Library objects
  • Adding drag/drop functionality to objects
  • Creating a slide show
  • Loading and running code in an external SWF
  • Working with text
  • Accessing XML data
  • Playing audio and video with ActionScript
Developer Web
ActionScript Flash Professional
Todd Perkins

Resetting the game

After someone is finished with the game, they may want to play again. Let's take a look at how to do that. So let's scroll down and find the winGame method. Now if you're ever looking at these methods in here, because we're going to have to tab in so much to organize the code, if the word wrap bothers you, then you can always turn it off. But if you still want it on anyway, but you want more space, you can always just click these Minimize buttons to minimize the panels, and double-click the Timeline to get a little bit more space.

So here, right below win.removeEventListener, I'm going to add win.addEventListener, capital E, capital L. This is going to be for a mouse click, and this is how we're going to reset the game. So we'll type MouseEvent capital M, capital E, .CLICK, in all caps, then a comma and space, and then clickWin capital W. So we'll have to define that method now. Right below the winGame method, make sure you're doing it below the right curly braces.

So you should have two extra ones at the bottom: one to close out the class and one to close out the package. So here, type function clickWin, capital W, in parentheses, type event:MouseEvent. After the parentheses, type colon void, add some curly braces. Then what we're going to do is remove that mouse click event listener in here. So highlight win.addEventListener, copy it, paste it into clickWin and change add to remove.

So we want to disable it after we've clicked it once. Then we're going to add an event listener to have the object animate downward. So actually, I'm going to copy win.removeEventListener, winGame right here. Copy that, Command+C or Ctrl+C and then paste it right below, win.removeEventListener(MouseEvent.CLICK). Here, I'm going to change removeEvetnListener to addEventListener. I'm going to leave Event.ENTER_FRAME. Then I'm going to change winGame to animateDown, with a capital D.

For animatingDown, I'm simply going to select and copy the winGame method, Command+C or Ctrl+C, and paste it right below clickWin. Change the method name in the pasted code to animateDown, capital D, and then change, win.y -= speed to win.y += speed. Then change the conditional statement to be if win.y is greater than or equal to the height of the stage, which can be accessed through stage.stageHeight.

When that happens, we'll set win.y equal to the height of the stage, which is stage.stageHeight. This is going to align the top of the win movie clip with the bottom of the stage, just like it is before you play the game. Then we're going to remove that event listener to animateDown. So I'm going to highlight win.addEventListener animateDown. That's on line 50 in my code. I'll copy that, and then I'll highlight win.remove EventListener and win.addEventListener in the animateDown method, and paste the code I just copied.

In the pasted code, I'll change addEventListener to removeEventListener. So basically, all that we've done so far is make it so that when you click the win movie clip, the win movie clip just animates right back down. So we haven't reset all the properties of the game yet. We'll do that in just a second. First, let's test to see if this animation works. Go to File > Save and test the movie. Drag all the objects into the right place. You should be an expert at this by now.

You get the win screen. If you click on it, it goes back down. So now all we have to do is reset all the objects. So let's close the SWF, and then go up to the clickWin method. At the bottom of the code, we're going to add a for loop to loop through all of the drag/drop objects. We've actually already written the for loop that goes through all the drag/drop objects at the top of this file. So let's just copy that. I'm going inside of the constructor method, and I'll copy every line from var currentObject:DragDrop to the end of the for loop.

Copy that with Command+C or Ctrl+C. Scroll down to clickWin, and still inside of the method, I'm going to paste the code with Command+V or Ctrl+V. Note that I have a variable called currentObject here. I'm also declaring it here, in the constructor. Whenever you create a variable inside of a function, that variable can only be used within that function. So I can't make a reference to currentObject outside of this function. If I define the variable in the class, outside of any method, then I can use it wherever I want in the file.

This existence of variables, like whether they can exist inside of a function or throughout all of your whole file, is called a variable's scope. So let's scroll down, and in clickWin, I'm going to change the line of code that says = getChildByName. I'm just going to erase everything before getChildByName in this line of code. So I'm referencing that currentObject's target.

I want to set every target object's alpha to zero. So right after the close parenthesis here, I'll type .alpha = 0. Then I want to show all the objects that you can drag and drop. So I'll go below that, and then type currentObject.visible = true. So I don't need to position them, because I already positioned them in the drag and drop class. Remember, they just go back to their original position, but they turn invisible.

So right below the for loop, I'm going to add the - one of the last lines of code to finish the game. I need to set the number of matches back to zero, because if I don't set it back, then it's going to keep going up every time, so I'm going to have a problem. So I'll type numOfMatches =0. Now let's save this file, and test the movie, and see what we get. Click and drag all the objects into place.

Look at the win screen. Now I want you to pay attention to what happens when I click the win screen. Watch where the drag and drop objects are. Notice that they all come up above that win movie clip. That's a little bit awkward and that's happening, because every time we drag an object, we bring it all the way to the front. So we can fix that by putting the win object in the front. So we can actually do that right here inside of clickWin. So I'll go down one more line, and type addChild, and in parentheses, pass in win.

Save this file and test it one more time. Drop all the objects into place. Watch the win screen. When you click the win screen, pay special attention to the drag drop area. So the win screen is now in front of all of those objects. Note that you can still see them because there is a little transparency. But they're not clearly in the front, fully opaque in front of the win object.

So now the game is completely finished, and the person playing can click to reset the game, and play as many times as they want.

Find answers to the most frequently asked questions about ActionScript 3.0 in Flash Professional CS5 Essential Training .

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Q: Will the exercise files for this course work with Flash CS6?
A: Yes, the code should work fine. The language has not changed since CS5.
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