Overriding Inherited Functions in Flixel

June 12, 2013 Leave a comment

I now have working tower select buttons on the side menu and the ability to pause, unpause and speed up the game working again. In order to get these abilities working, I had to override Flixel’s default update() function on PlayState (an extention of FlxState). Things can get messy real quick when changing those inherited functions, so I’ll share some of the issues I ran in to, but first, here’s a video of the game’s current status.


First of all, when I override the update() function for a FlxSprite, I’m usually trying to add behavior without removing the default behavior. To do this, I start with this basic function override:

override public function update():void
{
    super.update();

    //Add new code here
}

All this does is override the inherited update() function, with a new function that calls super.update() (the inherited version of update). You can then add any additional code as needed.

My favorite addition this iteration is the ability to speed up and slow down the game. I did this by rewriting PlayState’s update() function to this:

override public function update():void
{
    for (var i:int = 0; i < gameSpeed; i++) {
	super.update();
    }
}

This was a really simple way to add this feature. It just runs the update code as many times as needed per frame in order to reach the requested speed. Note: if gameSpeed is 0 or less, the update function won’t be run at all, effectively pausing the game.

Now, for anyone that’s played a standard Tower Defense game, you’ll know that you usually want to place some towers before the enemies start coming. To do this, the game should start in a “paused” state and then let you “unpause” to start the enemy waves. If you haven’t played a Tower Defense game, think of it like the Sims. You go into build mode to add your furniture so that the Sims aren’t getting in your way while you place things. Having this pause function lets you do that.

Unfortunately, I placed the code that enables you to press buttons and that let’s your currently selected tower follow your mouse into the TowerMenu.update() and Tower.update() functions respectively. Those functions are called from FlxState’s update function. And when gameSpeed is set to 0, FlxState’s update function is never called. To make matters worse, the code that tells the towers to fire is located in Tower.update(). So if I just call that function while the game is paused, the towers would keep firing.

My solution was to move those pieces of code directly into the PlayState class. Since the code only affect one specific object (the currently selected Tower) and not every Tower object, it’s okay to take that code out of the Tower class. So here’s my new PlayState.update() function:

override public function update():void
{
    for (var i:int = 0; i < gameSpeed; i++) {
	super.update();
    }
			
    this.runNonGameUpdates();
}

public function runNonGameUpdates():void
{
    var tileWidth:int = Registry.currentLevel.xWidth;
    var tileHeight:int = Registry.currentLevel.yWidth;
			
    if(this.activeTower !== null) {
	this.activeTower.x = FlxG.mouse.x - FlxG.mouse.x % tileWidth;
	this.activeTower.y = FlxG.mouse.y - FlxG.mouse.y % tileHeight;
	if (FlxG.mouse.justReleased()) {
            this.activeTower.placed = true;
	    this.activeTower = null;
	}
    }
			
    Registry.towerMenu.checkMenuButtons();
}

That Registry.towerMenu.checkMenuButtons() is where the code checks if menu buttons are being pressed. Flixel doesn’t have a function to check if a FlxSprite was just clicked, so what I did was add code that would get checked when FlxG.mouse.justPressed() is true and again when FlxG.mouse.justReleased() is true. When pressing the mouse, the code checks to see if your mouse is on top of a button and then sets that as the active button. When the mouse is once again released, it checks to make sure your mouse is on top of the same button. If it is, the button’s clicked function is activated. Afterwards, regardless of whether a button was “clicked” the active button is cleared out. Here’s what the code looks like:

public function mouseButton():int {
    var i:int;

    for (i = 0; i < TowerMenu.buttonCount; i++) {
        if (FlxG.mouse.x >= TowerMenu.startX
                && FlxG.mouse.x <= (TowerMenu.startX + buttonWidth)
                && FlxG.mouse.y >= (TowerMenu.startY + 
                    (buttonHeight + buttonGap) * i)
                && FlxG.mouse.y <= (TowerMenu.startY + 
                    buttonHeight  * (i + 1) + buttonGap * i)) {
            return i;
        }
    }
    return -1;
}

public function checkMenuButtons():void
{
    if (FlxG.mouse.justPressed()) {
        TowerMenu.buttonPushed = this.mouseButton();
    }

    if (FlxG.mouse.justReleased()) {
        if (TowerMenu.buttonPushed == this.mouseButton() 
                && TowerMenu.buttonPushed >= 0) {
            Registry.playState.setActiveTower(TowerMenu.buttonPushed);
        }
        TowerMenu.buttonPushed = -1;
    }
}

So now that I’ve got this code working, it’s time to add the bottom menu that tracks current funds, health, waves remaining and some victory/loss conditions. I think that will bring me back to where I was before I switched to Flixel. So far, it’s been a lot easier using Flixel. I’ll definitely be using it for any future game jams, because it makes prototyping a lot easier.

Drawing Lines in Flixel

June 7, 2013 1 comment

I managed to add bullets and lasers back into the game recently. Lasers turned out to be a much tougher challenge than I thought it would be. I’m still used to drawing graphics using Flash sprites. FlxSprites offer the same functionality, but use different functions. There’s also one additional catch with FlxSprites.

The Catch: Default Flixel Sprite

The Catch: Default Flixel Sprite

Flixel has this weird habit of inserting a default sprite if you don’t add a sprite yourself. This means that if you try and jump straight into drawing a line, the default Flixel sprite jumps in and then gets partially overwritten by your line.

Here’s the code I had been using:

var tempWidth:int = this.x - this.target.x;
var tempHeight:int = this.y - this.target.y;
				
this.drawLine(0, 0, tempWidth, tempHeight, 0xff0000, 2);

Find the width and height of the line. Draw the line from the bullet’s origin to the target’s origin. Seems simple, right? Unfortunately, Flixel only draws graphics within the actual height and width of the sprite. So to fix that, we have to create a sprite big enough to encompass the entire laser beam, move the sprite to the top-left corner of the laser’s length and draw the laser from the tower to the target.

Here’s the new code:

var tempWidth:int = Math.abs(this.x - this.target.x);
var tempHeight:int = Math.abs(this.y - this.target.y);
this.makeGraphic(tempWidth, tempHeight, 0x00000000);
this.x = Math.min(this.x, this.target.x);
this.y = Math.min(this.y, this.target.y);
	
this.drawLine(startPoint.x < this.target.x ? 0 : tempWidth, 
    startPoint.y < this.target.y ? 0 : tempHeight, 
    startPoint.x > this.target.x ? 0 : tempWidth,
    startPoint.y > this.target.y ? 0 : tempHeight, 0xff0000, 2);
The end result

The end result

Next I’ll be adding the “Wave” type tower back in and adding some UI so you can actually see the stats on the towers and enemies. Almost back to where I had been. Flixel has made the code for this game a lot simpler and taken some of the weird bugs out of it too.

Learning to use Flixel

June 4, 2013 Leave a comment

I kept running into errors associated with objects not being deleted properly with my old tower defense engine. Part of it is because I wasn’t putting in proper destroy commands into my classes. Part of it is that I had no idea how to create a proper game framework. One that registers each object and deletes those objects when they’re no longer needed.

In comes Flixel, a flash-based game engine. Flixel breaks a game into “States” that can be created and destroyed without worrying about objects lingering. So a menu state can be opened to start the game, and when you load the game state, everything from the menu is cleared from memory. More importantly, when you exit to menu and then reopen the game, everything from the old game has been cleared out. No more invisible towers that start shooting at invisible enemies as soon as you load the game (this happened more times than I’m willing to admit).

This is your brain on Flixel

This is your brain on Flixel

Flixel is an open source game-making library that is completely free for personal or commercial use. Written entirely in Actionscript 3, and designed to be used with free development tools, Flixel is easy to learn, extend and customize. -Flixel homepage

Flixel provides a large list of helper classes that takes care of some of the more basic programming needs. FlxGame is the base game class. FlxG controls global variables. FlxState can be extended to create new game states, though you only need one for your game to work. FlxSprite is the basic sprite, but with some animation automation, movement controls and automated cleanup. There’s lots of other classes that I haven’t yet dug in to.

Flixel sprites don’t have an addEventListener() function, which makes it harder to confuse yourself about which object is listening to which other object. From what I’ve read, the proper way to handle event checks is within the update function of each object. Flixel also has a class called FlxGroup which allows you to perform collision checks and tests against every object within the group. I’m currently using the FlxGroup as my enemy manager, tower manager and bullet manager.

I’ve started recoding my Weekend Tower Defense using the Flixel game engine. I’m not sure if recoding this Tower Defense game has just become a way to learn how to make games or if I’m actually planning on releasing this game eventually, but it certainly has been a learning experience. So far I’ve got a basic engine that loads up a map and spawns a series a waves to march across the map’s predefined paths.

"Progress"

“Progress”

Since finding Flixel, I’ve also found DAME a free tool for generating levels from tilemaps. You can create multiple layers in each level each using different tilemaps. It certainly makes creating new maps very easy and provides a nice visual tool for doing so. It supports several different export formats from a basic csv to an AS3 class that makes loading levels a breeze. It’s supposed to allow you to create paths, but I’ve haven’t yet been able to figure that tool out and have instead been defining paths manually.

Deadly Alien Map Editor in action

Deadly Alien Map Editor in action

All in all, I think learning both these tools will help with future games. Flixel especially has been teaching me a better mindset for creating games. It also seems like it’s much easier to prototype a flash game using Flixel than the old way I was doing it, so maybe it will really pay off when I move on to the next game.

Counters, Waves and Lasers

March 21, 2013 Leave a comment

Here’s the current status on my Weekend Tower Defense game.

So the changes since the last video I posted are 2 new tower types, Wave and Laser. The Wave tower hits all enemy in range simultaneously and deals a lot of damage, but fires very slowly. The laser does very little damage per hit, but fires continuously, so it works well for lots of fast, weak enemies.

There’s also a wave counter showing all the upcoming waves so that the player can actually make plans instead of just reacting to what’s coming right now. I’ve finally balanced the amount of money the player has throughout the level with the strength of the enemies, so that you actually have to make a plan in order to finish the level without taking damage. It’s not too hard yet, but it’s a start.

I’ve been playing around this last week with Flixel. It’s an open source game-making library for flash that will hopefully make it a little bit easier to develop games in the future. I’m hoping it will also teach me the “proper” way to program a game, since it supports game states and automates a lot of collision detection, event detection and clean-up. This should at least eliminate my horrible AS3 event scripting in the future (events are a nightmare in AS3 because they can cause a lot of memory leaks).

Loving Life in Savannah

March 10, 2013 1 comment

I moved to Savannah, GA about a month ago and have been loving life in the city. We’re right in the heart of downtown, so I can walk to everything. Just filled up my gas tank for the first time in a month.

Today I went for a 3 mile walk over at Wormsloe Historic Site. It was a sunny 70 degrees and I’ve got a bit of a sunburn from spending 2 hours in the sun yesterday.

Now that I’m properly settled in, I’m hoping to spend some regular time working on my games again. I’ve been kicking around a few ideas for what I’d like to work on in the future, but I feel like I need to finish one of my existing games first. The tower defense game is what’s currently on my list. I’ll try to keep the updates coming.

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Follow up 1 to Tower Defense Jam

October 14, 2012 Leave a comment

The first set of changes I’ve made to the game were to add a tower design section. My current idea is that as you play levels, you will earn pieces of equipment for your towers. Then you’ll go into the tower design to equip each of your towers.

Players will only be able to use the top 4 towers at a time, but they will be able to design up to 8. Each tower will have a basic type, but the equipment will give customization, either to increase the tower’s abilities, or to decrease the cost of the towers. Currently, all you can do is reorder the towers. I think for a temporary fix I’ll implement the ability to manually adjust the tower stats so that I can test new builds.

Initial version completed last night

I’ve updated it slightly since uploading this video. Now the buttons slide into their new order over a 0.25 second animation, making it more clear which towers are moving and what the new order is.

The next things I’ll be working on are:
1. Actually allowing tower stats to be changed.

2. Saving the tower designs to the local machine.

3. Adding a couple different base tower types (such as an instant fire laser and an area of effect tower).

Kyle and Ken Game Jam – Final Results

October 7, 2012 Leave a comment

Well, we finished up around 5 and you can play the results for yourself here. Unfortunately, we didn’t get the chance to actually put a win condition in there for our one and only map. We also didn’t get around to making any additional towers, so you’re stuck with the standard tower. It’s currently getting a 1.85/5 rating on Kongregate.

Currently, our plan is for each of us to take the results and add on to it ourselves to see who can make a better game. Perhaps the updated versions will actually rate as games instead of just prototypes of games. We’ll see…

Overall, I’m very happy with the results of this weekend. This kind of tempts me to submit the current prototype of my TBS game, but I don’t think it’s quite ready. Hopefully some time soon.

Now that Ken is more familiar with coding a game in general and with AS3 specifically, I think we’ll try another one of these game jams in the future. It was incredibly productive and I felt like a learned a lot from the experience too.