How To Make A Whack A Mole Game. History of Whack A Mole Game. Whack- a- mole was a game which took stage in arcade centres many years back. The player interacted with the game by taking a mallet and whacking little moles which popped out of some nine holes randomly. Even though gaming has progressed by leaps and bounds today, the single- minded purpose of whacking any moles that pop up of the holes remains a strong and powerful fun factor. Arcade centres still have this game around, and I do still see people playing it. It just shows that games do not have to be overly complex to be fun. Without infringing any copyright .. Whack a Snowman. =)Game Scenario. Some nine snowman (or snowmen?) pop up at random intervals, and the player must use the mallet to hit them down immediately. Whack-A-Mole : The classic county fair game comes to your keyboard. All the fun of the carnival, without those pesky carnie workers. Free Online Action Games from. ![]() Learn how to make a flash game easily in AS3. Follow the tutorials and learn to make Pong, Snake, Breakout, Frogger, TD and other classic games! Anatomy Arcade makes basic human anatomy come ALIVE through awesome games, interactives and videos. How to Make a Flash Game. Flash is a popular format for browser-based video games seen on sites such as Newgrounds and Kongregate. While the Flash format is slowly. Multiply the two numbers together then type the answer in the box. Hit the 'Total' button to see if you entered the corrent answer. Good luck. How To Make A Whack A Mole Game Enjoy hours of fun whacking the stars out of these cute little moles. err. snowmen. Manufacturer(s) Creative Engineering Inc. Years active: 1976–present: Whac-A-Mole is a popular arcade redemption game invented in 1976 by Aaron Fechter of Creative. Games of chance are favorite carnival games. A random outcome gives all players the chance of winning a prize. An example of a carnival game of chance is the 'Dime. Grab a mallet and see if you can pop the mole back into its hole. Listen for the right sound, watch for the light and whack that surfacing mole on the head to win.![]() The player has 1 minute to hit as many snowman as accurately as he can. Game Details. The hammer follows the mouse cursor. Click to swing the hammer and hit the snowman down. Entire game stops after 1 minute. Download the Game Files. The files you need to create this game can be downloaded from here. Step 1 - Managing your FLA file. In this tutorial, we see how we can use a custom mouse cursor for our game rather than use the boring default cursor. It is appropriate in this tutorial to change it to the hammer cursor since that gives the player the feeling that he is really playing the real arcade version of it. Only vector graphics are used here, so you'll find the RAW folder empty. There are only 3 movieclips used - Game. Stage, Hammer and Snowman. ![]() The movieclips have a more complex frame structure this time round, so take a closer look. The labels used are important because they help to control the logic, so if you're doing this from scratch, make sure you get the labels right. The frames labelled idle are the frames that show the hammer doing nothing. When the user is not clicking on the hammer to hit the snowman, the hammer should be within these frames. The frames that are labelled as "hitting" are the frames that will be played when the player clicks the mouse. It is an animation showing the hammer raised and dropped to hit something. After the "hitting" animation is played, it eventually loops back and stop at the "idle" frame. ![]() The Snowman movieclip has a fairly complex frame structure as well. The frames labelled "popup" are the frames that will show the animation of the snowman raising itself. There is an actionscript right in frame 1 that stops the animation, so the default state of all snowman right at the start will be what you see in frame 1. The frames labelled "up" is the animation that shows the snowman raised and standing up, waiting for the palyer to hit it. This labelling of the frames is tied to the logic as well. You'll see later that we only get a score when we click on a snowman that is currently in this frame of action."fall" frames depict the animation of the snowman dropping back onto the floor. Eventually, it loops right back to the start and stops at frame 1 again. To handle the complexity of the Snowman, we'll be using an external . You'll find it in Snowman. Game package. The game stage is also a little more complex here, as we added 2 new text fields to display to the user the number of misses, and the remaining time to play the game. Make sure that they are named txt. Miss and txt. Timer accordingly. Step 2 - Starting up the game in your Game. Controller. as. Usually, we look immediately at the start. Game function. But here, since we're going to be using a new custom mouse cursor for the game which is the hammer, let's do it immediately when the game starts. What better place than the constructor function to do this? Take a look at the Game. Controller() constructor in Game. Controller. as. 5. Game. Controller(). Mouse. hide(). mouse. Cursor = new Hammer(). Cursor. mouse. Enabled = false. Child(mouse. Cursor). Cursor. add. Event. Listener(Event. ENTER_FRAME,follow. Mouse). }In line 4. Mouse. hide() is called to hide the default cursor. The player will not be able to see the arrow cursor moving around the screen. Line 4. 5 then creates the hammer movieclip (we're using the default Flash class here since we did not define the Hammer class externally as a . What line 4. 6 does is to make the hammer, referenced henceforth by the variable mouse. Cursor, ignore all clicks on it. Because the hammer movieclip will be made to follow your mouse cursor later on, it is always under the mouse cursor position. Without line 4. 6, it will trap all mouse click events and none of your clicks on the snowman will work. In line 4. 8, we add. Child the mouse. Cursor to the root instead of mc. Game. Stage because the mouse should be above all UI layers. Then we add an event listener to the mouse. Cursor, executing the function follow. Mouse every ENTER_FRAME. Let's take a look at what happens in the follow. Mouse function. 5. Mouse(evt: Event). Cursor. x = mouse. X. mouse. Cursor. Y. }You've seen what mouse. X and mouse. Y do in the Tutorial 1. They basically return you the x and y position of the mouse currently. By teleporting the mouse. Cursor to these coordinates, what we're doing is actually making mouse. Cursor (which holds the Hammer movieclip) follow wherever the mouse is moving. To the player, he gets the illusion that he is in fact controlling the Hammer movieclip as his mouse. With that out of the way, let's take a look at the start. Game function. 7. Game(). player. Score = C. PLAYER_START_SCORE. Miss = C. PLAYER_START_MISS. C. PLAYER_START_TIMER. List = new Array(). Snowman =. new Snowman(j * C. SNOWMAN_DISTANCE + C. SNOWMAN_START_X. i * C. SNOWMAN_DISTANCE + C. SNOWMAN_START_Y). List. push(new. Snowman). Game. Stage. add. Child(new. Snowman). Game. Stage. add. Event. Listener(Event. ENTER_FRAME,update). Game. Stage. add. Event. Listener(Mouse. Event. CLICK, click. To. Hit). }Most of the code here are pretty self- explanatory. The entire game runs on a timer of 6. Lines 6. 6 to 7. 5 looks complex, but the double for loop is just creating and placing the snowman movieclips onto the proper positions on the game stage. Remember to push them into the snowman. List, the array that is used to hold all snowman movieclips, and to add them to the mc. Game. Stage. In line 7. Game. Stage a big hit area by getting it to respond to mouse click events. So wherever the player clicks the mouse on the entire game stage, this function click. To. Hit will be called. Step 3 - Key Handlers. There're no keyboard inputs to the game for this tutorial, so we can safely ignore adding any key handlers here. The only form of user input will be the mouse. Step 4 - Game Loop - Handle System/Time. I'm going to add in another component to the game loop here. It's not really part of the user input, game logic or display, but it's useful nevertheless. What this component does is to handle timers, or check for pauses in the game, etc. I'll consider it as the administrative portion of the game loop. Therefore, it is placed right at the start of the game loop. Event). if (timer < = 0). Over(). return. timer - = 1; Since our game is running on a timer of 1 minute, the game must go into a game. Over state once it reaches the time limit. The variable timer here keeps track of the total amount of time. Once it reaches 0 or less than that, the game. Over function is called. The return syntax forces the function to exit out, and it just prevents the code from going any further down the game loop. We'll take a look at the game. Over function later. For now, let's go further down the game loop to see what happens. Step 5 - Game Loop - Game Logic. Math. random() < C. SPAWN_SNOWMAN_CHANCE). Snowman = Math. floor(Math. List[random. Snowman]. Label == C. SNOWMAN_POPUP). List[random. Snowman]. Up(). }There isn't any user input in this game except the mouse clicks, which we'll be handling in the function click. To. Hit. More on that later. In the portion of the code to handle the game logic, we set a random chance for the snowman to pop up as a constant in the file C. Line 1. 05 checks if we should spawn the snowman up. If so, line 1. 07 then checks which snowman should be popping up by generating a random number from 0 to 8. Since each of the snowman is already pushed into the snowman. List earlier on, we just need to access that particular index of the array to reference it. Line 1. 08 however makes an additional check to see if that chosen snowman is currently in its popped up state. This is done by checking its value in the property current. Label. As a refresher, if you refer to the diagram above, if the snowman is currently in frame 1, its value of current. Label will be "popup". If it is currently in frame 1. Label will be "up". To get the snowman to pop up, we just execute its function pop. Up() that is already defined in Snowman. You can see from the code pasted below that the pop. Up function just sets a pop. Up. Timer in it and then gets the Snowman movieclip to go to and play the frame "popup". Up(). this. pop. Up. Timer = C. SNOWMAN_TIME_UP. And. Play(C. SNOWMAN_POPUP). Now, let's take a look at the later portion of the game loop. List. length - 1; i > = 0; i- -). List[i]. update(). Now, we need to update the snowman. Like before, this complex update function is now loaded in the external Snowman. This is something you have to start getting used to. So let's head over to snowman. Label == C. SNOWMAN_UP). Up. Timer - = C. TIME_UP_DECREASE. Up. Timer < = 0). And. Play(C. SNOWMAN_FALL). Hit). Movie. Clip(root). Miss(). }You can see that the entire update function runs when the snowman is currently at the frames with the label "up". If you refer to the fla file again, it's frames 7 to 1. It makes sense to only update those snowman which are popped up because we need to check when they should go back down. There isn't much interaction we need to do with those dormant snowman. In line 4. 2, we reduce the pop. Up. Timer by the constant value TIME_UP_DECREASE. If we want to increase the level of difficulty by shortening the amount of time the player has to hit the snowman, then this is an area where we can work on.
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