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)
Introduction
In this part of my AS3 conversion of Frozen Haddock’s avoiding game tutorial, I’ll show you how to add a game over screen. Click the image below to see how the game will play by the end of this post.
Now, I already said in the first part of this tutorial that we’d be using just one frame of the timeline. This means that we can’t just stick a sign saying “game over” on frame 2 and then run a nextFrame() command when our character dies, so what can we do?
The answer’s pretty simple: we just slap a big “Game Over” sign on top of everything else when we need it, like pulling a curtain down at the end of a play.
Making an Overlay
Let’s get started. If you’ve been following the earlier parts of the tutorial, make a copy of your game folder and open the FLA in this new copy. Otherwise, download the zip file from Part 2, extract it somewhere, and open AvoiderGame-MJW.fla.
Create a new Movie Clip (Insert > New Symbol) called GameOverText, and draw something that will indicate to the player that their game is indeed over. Here’s mine:

That font is Arial Black, and I’ve coloured it a dark red to make it stand out against the grey background. Note that I’ve centred the text around the registration point — see Part 1 for a reminder on how to do this.
If you’re using text, Flash might decide that it should be dynamic — that is, that it can be changed using code. Until we add scores, we don’t need this functionality, so click on your text and in the Properties panel, make sure to change the drop-down list from Dynamic Text or Input Text to Static Text. Otherwise, you’ll get an error:
1046: Type was not found or was not a compile-time constant: TextField.
Next we need to make this symbol available to our code. Find it in the Library, right-click it, and select Properties. In the Linkage panel, check the Export for ActionScript box, make a note of the class name (should be GameOverText) and click OK.
Open your document class file, either by directly opening the AS file in the Classes folder (mine’s called AvoiderGame.as), or by finding the document properties (click on an empty space, and selectWindow > Properties if you can’t see them) and clicking the little pencil icon next to the Document class text box. Find the onTick function, and then the piece of code that determines what happens if an enemy hits the player’s avatar:
46 47 48 49 | if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); } |
So at the minute, this just stops the whole game if the avatar collides with an enemy. Nothing wrong with that, but it looks like the game has just crashed. Let’s make our Game Over text appear as well:
46 47 48 49 50 51 52 53 | if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); var gameOverText:GameOverText = new GameOverText(); gameOverText.x = 200; gameOverText.y = 150; addChild( gameOverText ); } |
This code should be pretty familiar to you after reading Parts 1 and 2. Remember you can change the values 200 and 150 to alter where on the screen the Game Over text will appear.
Save everything and run it (Control > Test Movie) and when you hit an enemy, you should get something like this:

Excellent.
Really Rubbing It In
An “overlay” game over notice like this is fine — it worked for Sonic — but what about a whole game over screen, like in Frozen Haddock’s game?
We can start by doing the same thing that we’re doing now, but making the symbol fill the whole game screen. Create another new Movie Clip, this time called GameOverScreen, and draw a big black rectangle, of any size. Click the rectangle, and change its size to match the dimensions of your stage. (You can change the size of the rectangle by altering its W and H — Width and Height — values in its Properties or Info panel, and you can see the dimensions of the stage by clicking Modify > Document.)
This time, we want the registration point of the symbol to be in the top-left corner. Why? Because then we can align it to the stage by setting its location to (0, 0), rather than having to worry about where the centre of the stage is. You can change the registration point by using the Align panel again:

Alternatively, you can change the X and Y properties of the rectangle to 0.0, just as you changed the Width and Height.
Let’s add some text:

That’ll do. You can pretty it up if you like. When you’re ready, Export GameOverScreen for ActionScript, just as we did with GameOverText.
Open the document class again, and find the code we modified before:
46 47 48 49 50 51 52 53 | if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); var gameOverText:GameOverText = new GameOverText(); gameOverText.x = 200; gameOverText.y = 150; addChild( gameOverText ); } |
It’s pretty simple to make this work with our new screen. Have a go yourself if you like. My code’s here:
46 47 48 49 50 51 52 53 | if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); var gameOverScreen:GameOverScreen = new GameOverScreen(); gameOverScreen.x = 0; gameOverScreen.y = 0; addChild( gameOverScreen ); } |
Note that I changed the x and y coordinates to zero. If you save and run the game and hit an enemy, you’ll see something like the following:

But we can go further with this. We can put the actual game inside its own symbol. This way, rather than dropping a curtain down in front of the stage and leaving all the actors standing around behind it, we can have all the actors in their own glass box, and remove this box from the stage when we drop the game over curtain. This makes the stage much less cluttered, and the actors easier to manage. The only question is, have I gone too far with this analogy?
Adding a Game Screen
Let me clarify this a little. At the minute, our game is set out like this:

The document class is controlling pretty much everything. If we continue making it do so, then if we want to add a title screen, a menu screen, a few more levels, a character selection screen, and so on, then the document class is going to get very very bloated.
Let’s separate things a little bit. Here’s what I’m proposing:

Much neater! The document class duties only consist of making sure the player is seeing the right screen. Each individual screen manages its relevant parts. Later we might break this down even further, but this is absolutely fine for now.
How do we implement this? Well, you probably won’t be surprised if I tell you that we need to make a new Movie Clip — this time, call it PlayScreen.
This new screen is going to do roughly the same thing as our entire game was doing by the end of the last part. That is, it’s going to contain the avatar, and it’s going to generate the enemies and make them move within it. One important difference between using a Movie Clip to contain everything versus using a document (as we were doing before) is that a document has a default background already set up (ours is grey), but a Movie Clip doesn’t — we have to add one ourselves.
Let’s do that now! Edit your PlayScreen Movie Clip and draw a filled rectangle. Just as with GameOverScreen, make this rectangle the same size as the stage, and set its registration point to the top-left corner. I’ve made mine a very light blue, so as to stand out against the editor’s background:

We’re not restricted to using a plain background this time. Because I’m so vain, I’ll demonstrate this by sticking my initials all over the place:

Alright great. Obviously you don’t have to use my initials. Or any initials at all, for that matter. You could draw a cave, or a black hole, or a chat window (since the game is about smilies! get it?) or whatever.
Now for the code. I already said that this screen is going to do the same thing as our game already was doing, so you can imagine that it’ll require almost exactly the same code. We could rewrite all this code from scratch. We could copy and paste it, renaming bits as required. Or… we could take advantage of our marvellous object-oriented design.
Remember that the entire game, the entire document, is basically a Movie Clip. When we assign it a document class, this is essentially the same as selecting a Movie Clip from the library and assigning it a Class when we “Export it for ActionScript”. So, there’s no reason that we couldn’t assign PlayScreen the same class that has, up till now, been the document class.
Right-click PlayScreen in the library, select Properties, and check Export for ActionScript. This time, instead of accepting the default value, enter the name of your document class. Click OK.

Oh, right. First we’ll have to make a new document class, since no two different objects can share the same class. Cancel the Properties box.
A New Class of Document
Hit File > New and select ActionScript File. Enter the (by now familiar) code:
1 2 3 4 5 6 7 8 9 10 11 | package { import flash.display.MovieClip; public class DocumentClass extends MovieClip { public function DocumentClass() { } } } |
Save this in the Classes directory as DocumentClass.as. (There’ll be no confusing the purpose of this file!) Now, back in your FLA, change the document class to DocumentClass.

Check everything’s fine by clicking that pencil icon — if it’s all OK, that should bring up the AS file that you just created.
Now you can set the PlayScreen’s class to AvoiderGame. So do so!
If you save and run the game now, nothing will happen — that’s because the document class isn’t pulling in the PlayScreen. Head back to the DocumentClass AS file and modify it like so (lines 5, 7, and 8):
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | package { import flash.display.MovieClip; public class DocumentClass extends MovieClip { public var playScreen:AvoiderGame; public function DocumentClass() { playScreen = new AvoiderGame(); addChild( playScreen ); } } } |
This is pretty much exactly the same code as the AvoiderGame AS file uses to create a new Avatar, though here we’re using it to create a whole game. Save it and run:

Awesome.
AvoiderGame Once Removed
Actually we’re not quite done yet. Here’s the sketch of my proposed new setup:

And here’s our current setup:

We’ve got the same problem as before — a bloated class file — only now it’s not the document class. We want the document class to be pulling in the Game Over screen when the player dies. How can we do this?
If we were using AS2, we might use _root or _stage to tell the document to do something. We’re not going to do that.
In previous versions of this tutorial, I let the playScreen run a function in the document class directly. That’s probably the simplest way of handling things, but it gets very messy very quickly. Even with a game as simple as this, I got a few emails letting me know of problems this quick fix had caused. So we’re not going to do that, either.
Back in Part 1, when we were adding the game timer, I said:
An event listener is like a robot that’s constantly checking to see if a particular “event” has occurred, and which runs another function if so.
The line we used for this was:
gameTimer.addEventListener( TimerEvent.TIMER, onTick ); |
(If you’ll recall, that line ran a function called onTick whenever the Timer “ticked”.)
What I’d like to do now is place a similar event listener on playScreen (line 11):
8 9 10 11 12 13 | public function DocumentClass() { playScreen = new AvoiderGame(); playScreen.addEventListener( AvatarEvent.DEAD, onAvatarDeath ); addChild( playScreen ); } |
AvatarEvent.DEAD isn’t a built-in Flash event, of course, but we’ll get to that later. Right now let’s write the onAvatarDeath function into the document class:
15 16 17 18 | public function onAvatarDeath( avatarEvent:AvatarEvent ):void { } |
This is just like the onTick function from AvoiderGame.as. Just as then, we need to give it some code to run:
15 16 17 18 19 20 21 22 23 | public function onAvatarDeath( avatarEvent:AvatarEvent ):void { var gameOverScreen:GameOverScreen = new GameOverScreen(); gameOverScreen.x = 0; gameOverScreen.y = 0; addChild( gameOverScreen ); playScreen = null; } |
Lines 17-20 are copied straight from AvoiderGame.as. Line 22 introduces a new keyword: null. By setting an object equal to null you are essentially resetting it. All event listeners are removed, all contained objects are erased, all functions cease to exist. After being set to null, playScreen is in exactly the same state as before the line playScreen = new PlayScreen(); — this means that the next time we want to use it, we need to run that line again. Nullifying the playScreen will also remove it from view.
Now we need to actually trigger this event.
A Grand Event
You know how our Avatar, Enemy and AvoiderGame classes extend MovieClip so that they can do everything a MovieClip can do? Well, TimerEvent extends a class called Event in the same way. This means that we can make our own kind of event (the AvatarEvent I’ve been talking about) by extending Event, too.
So, let’s try that out, in the same way that we extended MovieClip all those times:
1 2 3 4 5 6 7 8 9 10 11 | package { import flash.events.Event; public class AvatarEvent extends Event { public function AvatarEvent() { } } } |
This looks about right, but actually, there’s a problem. When you create an Event of any kind, it expects you to pass through the type of event in the same way that our Enemy class expects you to pass through an x- and y-coordinate — for example, an Event to tell an object to scroll is created like this:
new Event( Event.SCROLL )
We’ve not provided a way to specify the type of event like that in our code, so let’s add that in:
1 2 3 4 5 6 7 8 9 10 11 | package { import flash.events.Event; public class AvatarEvent extends Event { public function AvatarEvent( type:String ) { } } } |
Now we need to add a type of event for us to use. We can use a public const for this; it’s like a public var except it can’t be changed after you’ve hit Test Movie:
1 2 3 4 5 6 7 8 9 10 11 12 13 | package { import flash.events.Event; public class AvatarEvent extends Event { public static const DEAD:String = "dead"; public function AvatarEvent( type:String ) { } } } |
Great, now we’ll be able to write:
new AvatarEvent( AvatarEvent.DEAD )
…because static consts belong to the class AvatarEvent, not to any specific instance of AvatarEvent.
It’s nearly ready to use, but we need to figure out what to do with this type that gets passed in to the new AvatarEvent. Well, actually… we don’t! Events already know what to do with a type that’s passed in to them, so we just need to “borrow” their code.
We can do this using the super() function, like so:
1 2 3 4 5 6 7 8 9 10 11 12 13 | package { import flash.events.Event; public class AvatarEvent extends Event { public static const DEAD:String = "dead"; public function AvatarEvent( type:String ) { super( type ); } } } |
What super( type ) does is, it runs the code from inside the constructor function of the Event class, and passes type through to that. That means we let the existing code (which we can’t see) inside the Event class deal with everything. Fine by me
(We’ll look at super in more detail in Part 5. In the meantime, feel free to check out my post about extends, override, and super.)
Now that we have the event listener and the event class, all that remains is to fire off the event when the avatar dies (i.e., when it hits an enemy). Head back to AvoiderGame.as and change this:
46 47 48 49 50 51 52 53 | if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); var gameOverScreen:GameOverScreen = new GameOverScreen(); gameOverScreen.x = 0; gameOverScreen.y = 0; addChild( gameOverScreen ); } |
to this:
46 47 48 49 50 | if ( avatar.hitTestObject( enemy ) ) { gameTimer.stop(); dispatchEvent( new AvatarEvent( AvatarEvent.DEAD ) ); } |
Line 49 fires off an AvatarEvent of type DEAD. That’s all there is to it. I removed all the code about the Game Over screen because we’re dealing with that in the document class now.
Save it and run, and hey, what do you know, it all works as it should.
I realise that this last big change didn’t change the game in a way that the player could notice, but reorganising the internal structure like this will certainly make it a lot easier to add new features in the future. I’ll prove this in the next part, where we’ll add a title screen and a reset button with minimal effort — available here.
Also, if you like, you can grab the zip with all the files I’ve been using so far from here.


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Here’s one http://www.kongregate.com/games/Buhummith/4-side
But like I said, I made it a while ago.
Neat concept. It hurts my brain though
That was my second game, then I started to work on another but I abandoned it because my code was too sloppy and unorganized. It would’ve been pretty good though.
When I hit one of the enemies I get an error.
TypeError: Error #1034: Type Coercion failed: cannot convert “dead” to AvatarEvent. at AvoiderGame/onTick() at flash.utils::Timer/flash.utils:Timer::_timerDispatch() at flash.utils::Timer/flash.utils:Timer::tick()
I have gone through and check my code against the tutorial and cant find any mess ups.
@asdf: Cool, let us know when you finish your next one
@Dee: At a guess, I’d say that instead of this line:
…you’ve got this:
See the difference? I’ve made that mistake a bunch of times
Thank you. I missed the “new”. I can usually find the typos myself but this time i didnt even begin to understand the error message.
Yeah, that’s a confusing one. It’s caused because
AvatarEvent.DEADis apublic static constwith the value of"dead". So when you type:…you’re basically typing:
…and since “dead” is a String instead of an AvatarEvent, you get the message telling you that Flash can’t convert “dead” to an AvatarEvent.
I get how I build an event, but not how I can make this event return some variables…
Like with the Keyboard statement. It returns the keycode. Now I want an event that returns the position on which the avatar died.
How can I do that?
Hey FlashN00B, good question.
What you need to do is add a new variable to the AvatarEvent AS file, like this:
Next, you need to allow values for these variables to be passed in to the event:
public function AvatarEvent( type:String, avatarsXPosition:Number, avatarsYPosition:Number, bubbles:Boolean = false, cancelable:Boolean = false )See how I’ve added two new parameters to the constructor? This means you have to find the places where you’ve written
newAvatarEvent()and insert the values, like so:Next we need to set the new variables inside the AvatarEvent to be equal to the parameters passed in:
Now you’ll be able to access
avatarEvent.avatarXandavatarEvent.avatarYto find out where the avatar was at time of death.There’s one more change we need to make, though: the
clone()function. This is used automatically by Flash to make a copy of the existing event. Remember I said we needed to change all the code where we’d callednew AvatarEvent()? Well, same applies here. It’s a simple change:public override function clone():Event { return new AvatarEvent( type, avatarX, avatarY, bubbles, cancelable ); }And that should do it
I’ve rushed through this a bit, so please let me know if you’d like any more details.
Nope. I get now how I can do things like this.
Thanks
Great!
Hi everyone,
I made some changes to the tutorial, greatly simplifying the “A Grand Event” section. I’m hoping this makes custom events a lot easier to understand. Let me know if I made any mistakes
I made like i should do and i get error: 5008: The name of definition ‘AvatarEvent’ does not reflect the location of this file. Please change the definition’s name inside this file, or rename the file. I:\Files\Flash CS4\Avoider\Classes\Avatar.as My code is:
}
do I create a new .as for the avatar package
@Nathan: Yep, that’s right. Although… that was back in Part 1; you don’t need to make a new Avatar.as file in this part.
@Patu: Ah, you need to create a new AS file called AvatarEvent.as and put that code in there. You don’t need to change the contents of Avatar.as.
Thanks! I got it. Great tutorial
@Patu: Good good
I’m having a problem with my game at creating new game screen.
it seems i get 1009 error on this line:
playgame = new Main();
when my code looks like this:
public class DocumentClass extends MovieClip { public var playgame:Main;(Main being my Main.as class, set for movie clip PlayScreen- a main .as for the game). What bugs me, is clicking on PlayScreen and seeing no base class set for PlayScreen. But it's not set for bullets, enemies or player either and everything works well. Mega strange.
Hey davidp,
That code looks fine to me, so I guess the problem must be somewhere else. Does your PlayScreen movie clip (in the library) have a class name of Main? When you click the pencil next to the class name (in the place where you can edit it) does it open your Main.as file?
yes, clicking PlayScreen’s pencil for class opens Main.as. Also, If i normally run game with scrambleFlash.fla and Main.as associated as class everything runs fine. then i add PlayScreen, associate DocumentClass.as with scrambleFlash.fla and Main.as with PlayScreen as you have in your tut, and then…well run it, getting the error. Also, this might help:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at Main() at DocumentClass()So, this could mean something is wrong with Main? But it runs okay, when ran from scrambleFlash.as, so it shouldn’t be, or am i wrong? I’ve been also checking your part4.zip and everything seems the same as mine, only changed names. So i don’t know what am i missing. Hm. Well, don’t bother with it, just saying. I guess i’ll just work on gameplay stuff and return to menus later.
Oh! Well, from that error message it looks like there might be a problem somewhere inside Main’s constructor function, and it just looks like the problem is inside DocumentClass because Main itself is being run by DocumentClass.
See if you can narrow down that #1009 error to a single line; it’ll almost certainly be in the Main() constructor function. Check out the first part of my guide to debugging to see how to narrow things down.
Yes, I’ve been trying to test things, but trace has proven to be useless (as game don’t run at all atm), so i’ll go and comment stuff one by one. I’ll get back to you when I find the problem
thanks.
Oh and great tutorial by the way. God job.
Aha OK. Well let me know when you find something. And thanks
I’ve been working with game all over the weekend, banging my head against the wall but nothing helps. would you be willing to check my code? it’s only few lines long with two symbols (player char and level) and two .as files (document class and main)? here is the source: http://www.box.net/shared/pmzccf51in (zipped under Document Class, but all 4 files are in there) I wouldn’t bother you, but I’m really desperate.
i really don’t know what am i doing wrong :/
Hey Davidp,
Sorry, I can’t open the FLA because it’s in CS4 format. If you’d like to “Save As” in CS3 format I’ll take another look, though.
I’ve uploaded version with CS3 – it’s ss_flash3.fla. download link is the same. thank you a lot!
Cheers — found it!
You’ve got a reference to “stage” in your constructor function of Main(), but “stage” actually doesn’t refer to anything until Main has been addChild-ed to the DocumentClass.
This is pretty confusing, but don’t worry — Part 12 of the tutorial explains how to get round this
you my good sire are a genious. i’ve ticket off that “declare stage instances”, removed stage.addListener… in Main and only left addListener…, used stage.focus = game and it works now! i can’t express how happy i am right now
thanks again
Haha awesome
Great to hear that!
http://gamedev.michaeljameswilliams.com/downloads/tutorials/AvoiderGame/part2/AvoiderGame-MJW.zip
the link to download your game doesnt work T_T
Whoops! Thanks, Navras, I had the wrong link up there. Correct link is http://gamedev.michaeljameswilliams.com/downloads/tutorials/AvoiderGame/part2/AvoiderGame-part2.zip.
I’ve corrected it now, cheers for that
Hi Mike,
So far I understood everything except when you created a custom event. Can you please elaborate the following: “What super( type ) does is, it runs the code from inside the constructor function of the Event class, and passes type through to that. That means we let the existing code (which we can’t see) inside the Event class deal with everything. “
Thank You, Keep up the great tutorials,
Elie´s last blog: RSS Feeds now available
Hey Elie,
Have you checked out my post, Extends, Override and Super? I think it’ll help out
Wow, I just realized that you and I have the same initials. o_O
@MJW: Spooooooky…
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