Technical Manual Urban Ninja

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1 Sarah Somers B CS1106 Section 1 sarah.somers000@gmail.com Technical Manual Urban Ninja Kevin Leach B CS1106 Section x leach@cs.dal.ca INTRODUCTION Our game is called defend the dojo, you have to kill robot ninjas and ninja planes before they get to your dojo but if you shoot too many ninja stars you lose because you won t have any to defend your dojo with afterwards. This games was a lot of fun to make and the way we set it up was having the actions applied directly to the stage rather than having a main class per say. FLASHGAME2.FLA [Anime 1-4] These objects in the library are just images so we could have a walking animation set up from using a sprite spread sheet. [Level 1 and 2] These objects are just our level 1 and two backgrounds. [Enemy and Enemy 2] These are just our sprites for our robots and ninjas [Hero] This is just our sprite set up with the walking animation and different frames labeled to utilize the switching between walking left and right. [Dojo] This is just an invisible box, we didn t really use it yet, we were going to add a losing function from the enemies getting into the dojo but we decided against it. [Losescreen and Winscreen] These are just our win and lose screens. Date CS1106 Flash Module Technical Manual 1

2 [Start Page] This is our start page that we have displayed when the game first loads. [Textbox] This is just our dynamic text box that we have set up for our game so that the players can keep track of how many ninjastars they have shot. ENEMY AND 2.AS Var core is just so that we can bring in the ninjastarholder into the class and test the object collision. Var ninjastartarget is set up so that we can have a sprite that tests the collision for the these two objects set up within our array. [onadd] This function just assigns the root of the object to the core as a movie clip when the enemy is added to the stage. It then adds our second function loop. [loop] This function defines the motion of our enemy and sets up the collision testing for any children of our ninja star holder and the enemy. It will remove both the bullet and the enemy as well as the event listeners. [Add more function sections as necessary] NINJASTAR.AS Var sw is just the stagewidth. Var sh is just the stageheight. Const _speed is the speed at which the ninjastar will travel. The two offstage constants just set the x boundry for the ninjastar. Date CS1106 Flash Module Technical Manual 2

3 [onadd] This function just sets the sw and sh = to the stagewidth and height after it is added to the stage and then it adds the loop fuction. [loop] This just checks to see if the bullet has gone off stage and if it has then to remove the child. It also sets the speed for the ninjastar. SCORE.AS Var _score just sets the variable as an integer. Var cont plusscore is the amount the score goes up by when a function occurs. [onaddedtostage] This function just sets the score to == at the beginning. [updatescore] This function just convers the Score object text to the string of the _score variable. [KEYOBJECT] This action script file was taken from and we just used to it convert the keyboard code to actual characters and also have all of the event listeners set up properly and removed as well. [AS3] var laser_ninjastar1:sound = new laser(); this is set up to make the laser sound for the ninjastar var hero1:movieclip = new hero(); this creates a sprite var for our hero object. var ninjastarholder1:sprite = new Sprite(); this makes a ninjastarholder which we can shoot ninjastars out of and also make it so the ninja stars come from underneath our hero instead of ontop of him. var Key:KeyObject = new KeyObject(stage);this just sets the key variable from our KeyObject class. Date CS1106 Flash Module Technical Manual 3

4 var dy:number=0; we have this set up to change the gravity in conjuction with our heros ability to be able to jump. var gravity:number=2; this sets the gravity for the hero for when he jumps. var canjump:boolean = false; this sets the Boolean var for the heros ability to jump (so he can jump while in the air). var tm:timer = new Timer(800); this is the timer for spawning enemies from enemy. var eh:int; this counts the amount of ninjastars shot. var time:timer = new Timer(60000); this is the timer for the first level. var lv1:movieclip = new level1 (); this creates a var for our level1 object. var lv2:movieclip = new level2 (); this creates a var for our level 2 object var tm2:timer = new Timer(800); this is the spawn timer for our enemy2 class. var sg:movieclip = new sign(); this is the level2 green sign object. var lose:movieclip = new losescreen(); this is the lose screen object. var ws:movieclip = new winscreen(); this is the win screen object. var timewin:timer = new Timer(30000); this is the timer for level 2. var txtbox:movieclip = new score; this is the textbox object from the score class. var Dojo1:MovieClip = new Dojo; this is the dojo that we ended up not using. var start:movieclip = new startpage; this is our start page object. [launch] This function just sets the if statement that when the space bar is hit the game begins. [ontime] This function is derived by that 60 second timer and after which it removes all objects and switches over to level two and adds them back. [Add more function sections as necessary] [onstart2] This function is just our enemy spawner for the planes and this timer wont start until the ontime fuction is executed. [onstart] This function is for our classic robot ninjas and is the same as onstart2 except it is affective in level1 and 2. [win] This function is just the win function it stops everything and goes to the win screen. Date CS1106 Flash Module Technical Manual 4

5 [onclick] This function is whenever a player clicks and it spawns a child out of the ninjstarholder, it also adds one to the total count and adds one to the score count. [onenter] This function sets up the gravity as well as the movement for left and right as well as jumping. Within it the one thing to really explain here is the walking and still which are the captions for certain frames set up on the objects that this calls so when the player is moving it will perform the walking animation and when that isn t happening the hero will perform the still animation. This also has the if statement for losing as well; which is when eh==300. FUTURE WORK We would first like to reference onenterflash.com for some great tutorials to get this game set up. Our future work for this would be getting rid of the hitboxes on the enemies and hero and intergrate them more fully to the game. We would also in the future set up a collision test between the hero and the enemies but for right he dodges them and hides in the shadows. We would also add a hit test to the dojo and a melee fighting level to the game that is based on how many enemies got into the dojo and that sets the difficulty. We would probably add some good final fantasy music to hit in the future and set up a more of a whoosing sound rather than the laser sound for the ninjastar. [Add future work text here] Date CS1106 Flash Module Technical Manual 5

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