Table of contents for AS3 Avoider Game Tutorial
- Learn ActionScript 3 by Following this Simple Avoider Game Tutorial
- AS3 Avoider Game Tutorial, Part 2: Multiple Enemies
- AS3 Avoider Game Tutorial, Part 3: Game Over
- AS3 Avoider Game Tutorial, Part 4: Menus and Buttons
- AS3 Avoider Game Tutorial, Part 5: A Score and a Clock
- AS3 Avoider Game Tutorial, Part 6: Several Small Improvements
- AS3 Avoider Game Tutorial, Part 7: Keyboard Control
- AS3 Avoider Game Tutorial, Part 8: Adding a Preloader
- AS3 Avoider Game Tutorial, Part 9: Music and Sound Effects
- AS3 Avoider Game Tutorial, Part 10: Multiple Levels
- AS3 Avoider Game Tutorial, Part 11: Saving and Loading
- AS3 Avoider Game Tutorial, Part 12: Garbage Collection
(This tutorial is also available in Spanish, Polish, and Italian.)
Introduction
In this part of my AS3 conversion of Frozen Haddock‘s tutorial, I’ll show you how to add multiple enemies to your game. Check out what you’ll be working towards by clicking the image below.
Setting Up
If you didn’t follow along with the first part of the tutorial, grab the zip file here and extract it to your hard drive, making sure it keeps the folder paths intact.
If you did follow the first part, I recommend making a backup of your existing game files by copying the main folder (I called mine AvoiderGame-MJW, remember) and naming the copy something like AvoiderGame-MJW-part1. This way, you can look back at the early game in the future and see how much you’ve progressed!
Either way, open the FLA file. Open the document class file (mine’s called AvoiderGame.as) and the Enemy.as file too, since we’re going to be editing them a lot.
Taking Control of the Enemy
Take another look at the Enemy’s constructor (it’s located in the Enemy.as file):
6 7 8 9 10 | public function Enemy() { x = 100; y = -15; } |
This little bit of code means that every single instance of the Enemy class will start off at (100,-15). This will not make for a very interesting Avoider game. It’s also not going to be any use when we start making enemies that move upwards — if they start above the screen, they’ll never make it onto the playing field!
Change the constructor function like so:
6 7 8 9 10 | public function Enemy( startX:Number, startY:Number ) { x = startX; y = startY; } |
We’ve added parameters to the constructor function. Now when we create an instance of Enemy in the document class, we can pass x and y values to it to specify where it should appear.
Switch to your document class (that’s AvoiderGame.as) and change the code that creates a new enemy from:
15 | enemy = new Enemy(); |
to:
15 | enemy = new Enemy( 100, -15 ); |
If you run the game (Control > Test Movie, remember), you’ll see that the enemy starts at (100,-15) — which is exactly as we’d expect. We’ve passed the values 100 and -30 to the Enemy constructor, which has first set startX = 100 and startY = -15, and then set x = startX and y = startY. Of course you can change the numbers in Enemy(100,-15) to make it start out in different places. Try it out.
Irresponsible Cloning
How can we make more than one enemy appear? Let me show you an example of what not to do. It’s the simplest method: we literally copy and paste the enemy until we have as many as we need.
First, define a few more enemies as public vars in your document class (lines 10-12):
7 8 9 10 11 12 13 14 | public class AvoiderGame extends MovieClip { public var enemy:Enemy; public var eric:Enemy; public var ernie:Enemy; public var emily:Enemy; public var avatar:Avatar; public var gameTimer:Timer; |
Next, set these up with different starting positions in the document class’s constructor, and add (using .addChild) them to the game (lines 20-25):
16 17 18 19 20 21 22 23 24 25 | public function AvoiderGame() { enemy = new Enemy( 100, -15 ); addChild( enemy ); eric = new Enemy( 160, -120 ); addChild( eric ); ernie = new Enemy( 205, -60 ); addChild( ernie ); emily = new Enemy( 317, -85 ); addChild( emily ); |
Next, in your onTick function, get them all moving:
37 38 39 40 41 42 | public function onTick( timerEvent:TimerEvent ):void { enemy.moveDownABit(); eric.moveDownABit(); ernie.moveDownABit(); emily.moveDownABit(); |
Finally, check each of them for a collision with the player:
46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 | if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); } if ( avatar.hitTestObject( eric ) ) { gameTimer.stop(); } if ( avatar.hitTestObject( ernie ) ) { gameTimer.stop(); } if ( avatar.hitTestObject( emily ) ) { gameTimer.stop(); } |
Run the game. Sure, it works, but it’s a pretty very messy solution. Go ahead and undo all of that copying and pasting, it’s unnecessary.
Forming an Army
Copying and pasting enemies like that lets us refer to each one by a specific name. But… do we ever actually need to do that? Is there ever a situation where we need to tell just one enemy to act differently to the rest? Only when something happens to that enemy — when it hits the player, perhaps, or when it leaves the screen — but in those cases we single the enemy out by its situation, not by its name. I’ll show you what I mean in a bit.
What we’re going to do is create a group of enemies, and use the document class as a “general”, telling the group how to behave. I’m going to call this group army, for obvious reasons. We’ll use an Array as the structure for the group; this is basically an ordered list of objects.
First we need to define the new army, just as we did for the enemy. It’s going to have to be accessible for the duration of the game, so we’ll define it within the document class but outside the constructor (line 7):
7 8 9 10 11 12 | public class AvoiderGame extends MovieClip { public var army:Array; public var enemy:Enemy; public var avatar:Avatar; public var gameTimer:Timer; |
Also, remove that line, public var enemy:Enemy; (line 10 above). Since the enemies are all going to be part of the army, and the army is a public var, we don’t need the enemies to be public vars any more.
Now, alter the game’s constructor like so:
14 15 16 17 18 19 | public function AvoiderGame() { army = new Array(); var newEnemy = new Enemy( 100, -15 ); army.push( newEnemy ); addChild( newEnemy ); |
What have we done?
- Line 16 — Set the army as a new instance of Array, just as we’ve done for the enemy.
- Line 17 — So as not to get confused, I’ve renamed enemy to newEnemy, as it will now only be used for creating new enemies. Since there’s no var newEnemy statement (public or otherwise) anywhere, we need to stick var on the front here.
- Line 18 — Added the new enemy to the army. (“Pushed” it onto the end of the list of enemies.)
- Line 19 — added the new enemy to the game (all that’s changed here is that enemy has been renamed newEnemy).
Now we need to make the enemy move. Remember this is done in the onTick function. We’re going to need a for each…in loop, which is new to ActionScript 3.
Edit the onTick function so that:
31 32 33 34 35 | public function onTick( timerEvent:TimerEvent ):void { enemy.moveDownABit(); avatar.x = mouseX; avatar.y = mouseY; |
becomes:
31 32 33 34 35 36 37 38 | public function onTick( timerEvent:TimerEvent ):void { for each ( var enemy:Enemy in army ) { enemy.moveDownABit(); } avatar.x = mouseX; avatar.y = mouseY; |
I think it’s actually quite clear what’s happening here. The for each…in loop goes through everything in the army’s list of items and tells it to move down a bit. The confusing part is that it looks like we are telling the loop only to look at items of type Enemy — but that’s not how it works. We are merely telling the loop that it should expect everything inside the army to be of type Enemy. We could have added the avatar to the army back in the constructor function — and then the game would have crashed because the Avatar class doesn’t contain a function called moveDownABit(). Anyway, don’t worry about this too much, it’ll become more intuitive as you use it more.
There’s one more change we need to make before we can run this: checking for collisions. We can just move the collision detection code to be inside the for each…in loop (lines 36-39):
31 32 33 34 35 36 37 38 39 40 41 42 43 | public function onTick( timerEvent:TimerEvent ):void { for each ( var enemy:Enemy in army ) { enemy.moveDownABit(); if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); } } avatar.x = mouseX; avatar.y = mouseY; } |
Although, this means that we are checking for collisions before we’ve moved the avatar, i.e. we’re checking if the enemy is colliding with where the player used to be, which hardly seems fair. So, rearrange it a bit:
31 32 33 34 35 36 37 38 39 40 41 42 43 44 | public function onTick( timerEvent:TimerEvent ):void { avatar.x = mouseX; avatar.y = mouseY; for each ( var enemy:Enemy in army ) { enemy.moveDownABit(); if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); } } } |
Save it and run it, and you’ll see everything’s working out just as before. Now to add more enemies.
Adding to the Army
Try this:
31 32 33 34 35 | public function onTick( timerEvent:TimerEvent ):void { var newEnemy:Enemy = new Enemy( 100, -15 ); army.push( newEnemy ); addChild( newEnemy ); |
You should recognise lines 33-35. We’ve just put the code for creating a new enemy in the onTick, so that every tick it will create a new enemy. What do you expect will happen when we run it?

Hm. It’s creating new enemies in the same place at such a fast rate that they’re overlapping. Let’s try to fix this by starting the new enemies off in all different places.
We’ll need the Math.random() function for this. Math.random() returns a random number between 0 and 1. My game is 400 pixels wide, so I’d like the enemies to start off with an x-coordinate of between 0 and 400. Therefore (lines 33-34):
31 32 33 34 35 36 | public function onTick( timerEvent:TimerEvent ):void { var randomX:Number = Math.random() * 400; var newEnemy:Enemy = new Enemy( randomX, -15 ); army.push( newEnemy ); addChild( newEnemy ); |
So now the enemies will be created at some random point above the screen. Save it and run it, and what do we get?

Argh!
All right, so, maybe they’re still coming in at too fast a rate…
Less Enemies per Second, Please
Right now, the enemies are appearing at a rate of one new enemy per tick. Since a tick is 25ms, there are 40 ticks per second, and therefore 40 new enemies per second. I think if we reduced this to four new enemies per second, we’d be good. Since 4 is 1/10 of 40, we need to reduce the new-enemies-per-tick rate to 1/10.
We could do this by making a new enemy appear every ten ticks. I think it would be more fun if we said there was a 1/10 chance of a new enemy appearing on any given tick; this way, sometimes we’d have more than four enemies appearing per second, and sometimes we’d have less, but over time we’d average out at four/sec. The uncertainty involved makes the game a little more exciting, however (though perhaps “exciting” is a little bit of a misnomer at this early stage of the game’s development…).
How can we do this, then? Well, we know that Math.random() generates a random number between 0 and 1. Since these random numbers are evenly distributed, that means that there’s a 1/10 chance of the number generated being between 0 and… well, 1/10. I.e., the chance of Math.random() < 0.1 is 1/10.
So, let’s change our code to make use of this fact (lines 29 & 34):
28 29 30 31 32 33 34 35 36 | public function onTick( timerEvent:TimerEvent ):void { if ( Math.random() < 0.1 ) { var randomX:Number = Math.random() * 400; var newEnemy:Enemy = new Enemy( randomX, -15 ); army.push( newEnemy ); addChild( newEnemy ); } |
(Note: each time you call Math.random() the number generated is different, so this new code isn’t interfering with our random positioning code.)
Save it and run it.

Much better! Actually, I think this may now be too easy. Why not fiddle around with the if (Math.random() < 0.1) statement to see what works best for you?
Wrapping Up
That’s it for part two. You can download a zip file with everything I’ve been working on from here.
In the next part, we’ll add a Game Over screen so that finally the game will have an aim! It’s available here.
If you’d like to try expanding upon this part yourself, how about trying to make the starting enemy appear at a random location? I’m sure you can do that now. Also, the enemies sometimes appear partly off one side of the screen. Can you fix that?

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Hi!
Thank you for the tutorials, they are awesome.
I have a question though: I`m using FlashDevelop to create my first game and for some reason it always freezes when the enemy touches the wall and sometimes it displays this error message:The supplied DisplayObject must be a child of the caller.
I have an enemy class which contains a textbox (the player has to type the word to kill it). Here is my code (related to the enemy):
public function onTick(timerEvent:TimerEvent):void { if (Math.random() < 0.0125) { var newEnemy = new Enemy(0,50); army.push(newEnemy); addChild(newEnemy); } for each (var enemy:Enemy in army) { moveEnemy(); if (wall.hitTestObject(enemy)) { wallHealth = wallHealth - 1; army.pop(); removeChild(enemy); } if (wallHealth == 0) { gameTimer.stop(); dispatchEvent( new AvatarEvent(AvatarEvent.DEAD)); } if (wallHealth == 2) { removeChild(life3); } if (wallHealth == 1) { removeChild(life2); }and the enemy class:
package { import flash.display.Sprite; import flash.text.TextField;}
}
@seb
becoz, both are instance of Enemy.
newEnemy:Enemy
enemy:Enemy
for each (var enemy:Enemy in army) <<<< he just define another instance of Enemy, wich is enemy.
do you know what i mean? @_@” (sorry 4 bad english)
@seb
becoz, both are instance of Enemy.
newEnemy:Enemy
enemy:Enemy
for each (var enemy:Enemy in army) <<<< he just define another instance of Enemy, wich is enemy.
(var enemy:Enemy in army) <<<< enemy is VARIABLE, instance of Enemy, wich Enemies? every Enemies that inside the army, but newEnemy is also the instance of Enemy aswell. That if im not mistaken.
do you know what i mean? @_@” (sorry 4 bad english)
sorry for double post.
BTW GREAT TUTORIAL
AS3 ROCKSS!!
can you make a tutorial how to drop power ups that makes the avatar invulnerable to Enemies for limited times.(so it will be easier to avoid enemies)? i think it would be more fun, because sometimes the gaps between the enemies are too small, that is no way you can avoid the enemies. (just waiting to die D:).
I noticed that too rock. A simple solution for this point in the tutorial is to change your enemy width and height to 25 in instead of 30. I also changed my avatar to 25 width, but kept it at 30 height. I just thought it looked better that way.
@Period Three
lol, xD
No, i’ve been added a lives, and shield.
my avatar has three lives, it died after a 3 hit. And i’ve been added a life drops too, it’s add a life if it Hit the avatar.
the shield makes the avatar invicible for few second.
but, i made shields and lives in different array.
So, i have a question, how do i add 2 or more different movieclip inside a single array?
i have tried this but i always getting an error. T_T, i’ve been searching anywhere. T_T
(LOL VERY VERY BAD ENGLISH XD, EMBARASSING xD)
very nice Rock. I am only up to part 9 so far and I am pretty new to actionscript, so I don’t know how you would do that. Maybe you could store variables in the array that call functions to add the movieclips with if and if else statements?
Hello,thanks for tutorial,it’great.I have a question:how can you limit the value of math random between two numbers?I mean i need enemies appear randomic but between a certain x1 and a certain x2… Thank you for support
Just multiply it, and use round Pan. For example Math.round( Math.random()400 ) will return an integer between 0 and 400. If you want a different range you also add to it. Math.round( Math.random()200 )+200 will give you a range of 200 – 400.
easy and clear!!thank you
Thanks Dude, you rock
:)
GREAT TUTORIAL I HAVE EVER SEEN
Hey,
Thanks for the awesome tutorial! But so far, I just don’t get this one line of code:
for each(var enemy:Enemy in army)
{
}
Are we going through and renaming everything in the array enemy? Because I thought originally they were called newEnemy…sorry, please let me know if you can’t understand my question.
Hey Stephanie,
In a way, yes, that’s what we’re doing. Think of variable names as being temporary; they’re like post-it notes. Earlier, when you created the enemy, you stuck a post-it note to it that said “newEnemy”. When you created another enemy, you basically removed the post-it note from the first enemy, and stuck it on the second – so the first has no name.
That for-each loop goes through every item in the army[] array, one by one. The first enemy it looks at, it slaps a post-it note on it that says “enemy”. This means that any code inside the for-each loop will refer to that specific enemy, the one with the post-it note. At the end of the for-each loop, it takes the post-it note off that item and puts it onto the next one, and so on and so on.
Hope that helps clear it up!
Yeah, that helps a lot! Thanks very much
Thanks a lot for this great tutorial! I’ve seen very few tutorials describe good programming practices in AS3 so well.
I’m making another game based on this and can’t figure out a solution to stop enemies from spawning on top of each-other. Got any ideas?
I have tanks and other vehicles as the enemies and it doesn’t look very realistic when they are stuck together.
Hey Kristjan,
I would suggest that, as soon as you spawn a new enemy, you check to see whether it is colliding with another enemy. If so, simply move it to another place and check it again. Keep doing that till it’s not colliding with any others. Make sense?
Thanks for the reply.
Yes, I thought of that at first as well, but couldn’t figure out how to check for collision between two enemies. I think I know how now, but I already got around the problem by adding a delay between spawning two enemies.
My solution wouldn’t work well in an avoider game, but does in my game.
Anyway, thanks again for your help.
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