Book Image

Flash Multiplayer Virtual Worlds

Book Image

Flash Multiplayer Virtual Worlds

Overview of this book

Flash virtual worlds are some of the most exciting—and profitable—online business being built today. Using Flash, developers can build interactive environments where users can interact with the virtual world and one another, compete, and have fun. Creating a playful environment on an electronic network presents unique challenges as you combine a fun, upbeat frontend with some serious and complex server logic. This handy book assists you in building amazing virtual worlds in no time by implementing ActionScripts in a Flash IDE. With this book in hand, you will build virtual worlds that have avatars walking around and interacting with non playing characters, completing challenging quests, and allowing users to link with real-world friends. The fun begins with first exploring existing virtual world games such as Club Penguin, Mole, Dofus, and World of Warcraft. We will then design our virtual environment. Then we will create avatars and move the avatars in the virtual world. We will add some triggers to add amusement and life to the virtual world. We will allow the avatars to interact with other players and create a buddy list for each user. Then we will integrate buildings and other environment to the virtual world. We will also let the players interact with non-player characters to complete some tasks. Finally, we move on to add interesting quests to the virtual world, which need to be accomplished by the player to gear up to the next level of the game. This example-rich, hands-on guide sequentially develops a multiplayer virtual world—the platform, the environment, quests, avatars, non-playing characters, and interaction between them.
Table of Contents (18 chapters)
Flash Multiplayer Virtual Worlds
Credits
About the Author
About the Reviewers
Preface

Completing quests


There are several ways to complete a quest. In the previous example, the player completes the quest by talking to the NPC or adding friends. We can complete a quest anywhere and dispatch a complete event to inform the monitoring quest daemon.

Another common method to complete a quest is to hand in an item that the NPC needs. A panel will pop up for the player to hand in some items. The panel is basically the same as the selling item panel that was discussed in the last chapter except that now we are giving a specific item to NPC instead of selling any items. Therefore, the only difference between this panel and the selling panel is that we need to check if the submit item is what NPC needs. The NPC's desired item type is stored in daemon manager as waitingItemType. In the following code, players are required to submit a duck item to the NPC:

private function handinItem(e:MouseEvent):void {
var itemList:Array = Myself.instance.itemList;
var targetItem:ItemData = itemList...