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Specific Question
Hi all,
I'm new to the boards so I'd like to firstly say hello : ). I'm a student at Kent University working on a flash game as part of a research project involving children. It incorporates a simple game of throw and catch between three people (1 Human player and 2 AI players). The game is designed to ostracise (completely ignore) the player after a certain number of throws and only throw between the two AI players.
Presently I have designed the animations for the game to be visually appealing to children and the initial steps of the coding. I'm very new to flash and have been traulling through tutorials to try and find the specific answers to my questions but this has to lead to countless attempts to tear my own hair out.
I've approached the coding in two ways:
The first I have created the animations for the throws in each direction and put each one on a new scene. My thinking behind this was I could simply have a
man3.onRelease = function() {
goToAndPlay("Scene 2",2);
}
command and it would play out my animation. However, I do not know how to put a 'then' command in which would make the AI players throw either to the other AI or the player based on a mathematical check that reduces the more it's thrown. There would have to be this check and then another command to send it to "Scene 4" else "Scene 5". I hope this makes sense.
The second option was to have everything on the same page and employ it as a collision detection system. The only problem is I do not know how to make the ball travel from the player to the AI on click and then again I don't know how to design the mathematical check that reduces over time.
There also needs to be a score for how many times the player chooses each person to throw to, a link to an external questionnaire at the end of the game and the option to add in a fourth AI and other different variables.
I realise I've taken out quite a hard task for my first ever foray into flash but I would love to hear any comments or advice you guys have .
Thanks very much
LordDaaave
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