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

Holding states of the player


Besides the movie clips that are listed in the movie clip hierarchy, there is a class, called Myself, to remember all states of the player himself. Every time there will be only one instance of the player so this class is designed to be singleton.

There are several instance variables inside the Myself class to remember related states.

The position of the avatar in isometric coordinate:

private var _isoPosX:Number;
private var _isoPosY:Number;

The customization styles of the avatar:

private var _avatarColor:Number;
private var _style:Number;

Reference to the current room for easily accessing room-related methods:

private var _currentRoom:Room;

A reference of the avatar:

private var _avatar:MovieClip;

Note

Singleton class

It is useful to use singleton pattern when only one instance of the class can exist at a time throughout the whole application life. Normally we initialize new object by calling new ClassName(). A singleton class will restrict this normal instantiation...