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Creating A Bubble-Popping Game

This document provides instructions for creating a bubble popping game in Adobe Flash, including converting objects to movie clips, assigning instance names, and using ActionScript code to navigate frames and control playback. Key steps are to convert objects to movie clips to create reusable symbols with independent timelines, assign unique instance names, and use ActionScript methods like stop(), gotoAndStop(), and gotoAndPlay() to control the timeline and manipulate movie clips. The document also demonstrates displaying the game in full screen mode using Stage.displayState.

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Kenneth Nicolas
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0% found this document useful (0 votes)
92 views10 pages

Creating A Bubble-Popping Game

This document provides instructions for creating a bubble popping game in Adobe Flash, including converting objects to movie clips, assigning instance names, and using ActionScript code to navigate frames and control playback. Key steps are to convert objects to movie clips to create reusable symbols with independent timelines, assign unique instance names, and use ActionScript methods like stop(), gotoAndStop(), and gotoAndPlay() to control the timeline and manipulate movie clips. The document also demonstrates displaying the game in full screen mode using Stage.displayState.

Uploaded by

Kenneth Nicolas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Creating a Bubble-

Popping Game
OBJECTIVES: 
At the end of the activity, students should be able to:
►    Create a bubble popping game using Adobe
Flash
►    Convert objects into movie clips and animate
them using the movie clip timeline
►    Navigate and view specific frames in the movie
clip using AS2
►    Display and play the game in full screen mode
Converting objects into symbols allows you to create
instances of that symbol and use it repeatedly in your
document and other Flash documents as well. You can
even place symbols within another symbol. You should
keep in mind that modifying and editing the contents of
a symbol changes the content of all the instances of that
symbol used in the document. This is to lessen the time
and confusion in creating new symbols with the same
contents and appearance. There are three types of
symbols that you can convert your object into in Adobe
Flash. One of which is Movie Clip.
MOVIE CLIPS
Movie Clips have their own multi-frame timeline that
is independent from the main timeline—think of
them as nested inside a main timeline that can contain
interactive controls, sounds and even other movie clip
instances. You can also place movie clip instances
inside the timeline of a button symbol to create
animated buttons. In addition, you can add functions
and even use movie clips as clickable elements just like
buttons through ActionScript.
ASSIGNING INSTANCE NAMES
When you have multiple instances of a symbol and you
decide to add functions and codes to them, you will
need to assign that instance an identifier that will set it
apart from other instances of that symbol. This is why
you assign an instance name, a unique identifier to
distinguish instances of a symbol from each other.
Without an instance name, Flash will not be able to
identify which instance the codes are attached to
especially when you are placing the codes in the
Timeline and not directly on the symbol.
USING ACTIONSCRIPT
ActionScript is Flash’ built-in programming language
and is designed for adding user interactivity in your
Flash documents. ActionScript, like any programming
language, tells the objects you created in Flash how to
behave or act based on user actions. It can be used so the
user can interact with the program through mouse clicks
or using keyboard keys.
Here are some ActionScript codes that you can use to
navigate frames and manipulate the Timeline:
stop();
When you want to end the animation on a specific frame,
use the stop()method.
gotoAndStop();
When you want to go to and stop on a specific frame, use the
gotoAndStop() method; you just need to indicate the frame
number inside the parentheses.
gotoAndPlay();
When you want to go to a specific frame and continue
playing the animation starting on that specific frame, use
the gotoAndPlay() method.
Stage.displayState
The stage is a class that is not globally accessible. You need
to access it through the stage property of an instance.
Example:

In the example given, the first line will allow you to use
the full screen mode. The second line will display the
stage in full-screen mode when played.

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