<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
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	<title>Comments on: Add Power-Ups to Your AS3 Avoider Game</title>
	<atom:link href="http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/</link>
	<description>I help people make Flash games</description>
	<lastBuildDate>Thu, 11 Mar 2010 18:16:57 -0800</lastBuildDate>
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		<item>
		<title>By: Michael Williams</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-3674</link>
		<dc:creator>Michael Williams</dc:creator>
		<pubDate>Mon, 22 Feb 2010 20:13:16 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-3674</guid>
		<description>&lt;p&gt;Cheers, Jim :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Cheers, Jim <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
	</item>
	<item>
		<title>By: JimE</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-3657</link>
		<dc:creator>JimE</dc:creator>
		<pubDate>Fri, 19 Feb 2010 19:00:22 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-3657</guid>
		<description>&lt;p&gt;Hope this looks ok ... thought this may help some other people tackle pausing timeline movieclips. I am sure it could better but it is working for me.&lt;/p&gt;

&lt;p&gt;&lt;pre&gt;
            private function pauseGame(e:Event = null):void {
            var collectible:Collectible;
            if (isPaused)
            {
                btnPause.gotoAndStop(1);
                trace(&quot;game is active&quot;);
                    var r:int = numChildren -1 ;
                    while ( r &gt; -1 ) {
                        var myMC:MovieClip = (this.getChildAt(r)) as MovieClip;
                        var m:int = collectibles.length - 1;
                            while ( m &gt; -1 ) {
                                collectible = collectibles[m];
                                    if ((myMC == collectible.graphic)){
                                        if (collectible.behaviourType == 3){&lt;br /&gt;
                                            if (myMC.currentFrame &gt; 1){ 
                                                if (myMC.totalFrames &gt; myMC.currentFrame ){
                                                trace(&quot;starting correct movieclips &quot; +r);
                                                myMC.gotoAndPlay( myMC.currentFrame );
                                                m = -1;
                                                }
                                            }
                                        }
                                    }
                                m--;
                            }
                        r--;
                    }
            } else {
                    btnPause.gotoAndStop(2);
                    trace(&quot;game is paused&quot;);
                    var r:int = numChildren -1 ;
                    while ( r &gt; -1 ) {
                        var myMC:MovieClip = (this.getChildAt(r)) as MovieClip;
                        var m:int = collectibles.length - 1;
                            while ( m &gt; -1 ) {
                                collectible = collectibles[m];
                                    if ((myMC == collectible.graphic)){
                                        if (collectible.behaviourType == 3){&lt;br /&gt;
                                            if (myMC.currentFrame &gt; 1){ 
                                                if (myMC.totalFrames &gt; myMC.currentFrame ){
                                                trace(&quot;stopping correct movieclips &quot; +r);
                                                myMC.gotoAndStop( myMC.currentFrame );
                                                m = -1;
                                                }
                                            }
                                        }
                                    }
                                m--;
                            }
                        r--;
                    } 
                }
            isPaused = !isPaused;  // Reverse the game.isPaused boolean value
        }
&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;My Collectibles.as contains many of the variables I needed to access and once I had that the casting of object as movieclip was the key.&lt;/p&gt;

&lt;p&gt;Michael
Thanks so much,
Jim&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hope this looks ok &#8230; thought this may help some other people tackle pausing timeline movieclips. I am sure it could better but it is working for me.</p>

<p><pre>
            private function pauseGame(e:Event = null):void {
            var collectible:Collectible;
            if (isPaused)
            {
                btnPause.gotoAndStop(1);
                trace("game is active");
                    var r:int = numChildren -1 ;
                    while ( r &gt; -1 ) {
                        var myMC:MovieClip = (this.getChildAt(r)) as MovieClip;
                        var m:int = collectibles.length - 1;
                            while ( m &gt; -1 ) {
                                collectible = collectibles[m];
                                    if ((myMC == collectible.graphic)){
                                        if (collectible.behaviourType == 3){<br />
                                            if (myMC.currentFrame &gt; 1){ 
                                                if (myMC.totalFrames &gt; myMC.currentFrame ){
                                                trace("starting correct movieclips " +r);
                                                myMC.gotoAndPlay( myMC.currentFrame );
                                                m = -1;
                                                }
                                            }
                                        }
                                    }
                                m--;
                            }
                        r--;
                    }
            } else {
                    btnPause.gotoAndStop(2);
                    trace("game is paused");
                    var r:int = numChildren -1 ;
                    while ( r &gt; -1 ) {
                        var myMC:MovieClip = (this.getChildAt(r)) as MovieClip;
                        var m:int = collectibles.length - 1;
                            while ( m &gt; -1 ) {
                                collectible = collectibles[m];
                                    if ((myMC == collectible.graphic)){
                                        if (collectible.behaviourType == 3){<br />
                                            if (myMC.currentFrame &gt; 1){ 
                                                if (myMC.totalFrames &gt; myMC.currentFrame ){
                                                trace("stopping correct movieclips " +r);
                                                myMC.gotoAndStop( myMC.currentFrame );
                                                m = -1;
                                                }
                                            }
                                        }
                                    }
                                m--;
                            }
                        r--;
                    } 
                }
            isPaused = !isPaused;  // Reverse the game.isPaused boolean value
        }
</pre></p>

<p>My Collectibles.as contains many of the variables I needed to access and once I had that the casting of object as movieclip was the key.</p>

<p>Michael
Thanks so much,
Jim</p>]]></content:encoded>
	</item>
	<item>
		<title>By: JimE</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-3650</link>
		<dc:creator>JimE</dc:creator>
		<pubDate>Wed, 17 Feb 2010 13:05:19 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-3650</guid>
		<description>&lt;p&gt;Getting close for sure here.  Spent some time just this morning after realizing had to cast displayobject as movieclip.  But still have some ways to go&lt;/p&gt;

&lt;p&gt;... thoughts right now are that I need to selectively do so.&lt;/p&gt;

&lt;p&gt;ie if displayobject is a collectible type 3 then treat as movieclip .&lt;/p&gt;

&lt;p&gt;Other wise seem to be getting some issues.  And those are the only objects that are of concern.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Getting close for sure here.  Spent some time just this morning after realizing had to cast displayobject as movieclip.  But still have some ways to go</p>

<p>&#8230; thoughts right now are that I need to selectively do so.</p>

<p>ie if displayobject is a collectible type 3 then treat as movieclip .</p>

<p>Other wise seem to be getting some issues.  And those are the only objects that are of concern.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Michael Williams</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-3639</link>
		<dc:creator>Michael Williams</dc:creator>
		<pubDate>Wed, 17 Feb 2010 10:11:27 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-3639</guid>
		<description>&lt;p&gt;Hey Jim,&lt;/p&gt;

&lt;p&gt;Your logic is good, there&#039;s just one little thing (which I haven&#039;t covered in this tutorial) that you need to change.&lt;/p&gt;

&lt;p&gt;This line here:&lt;/p&gt;

&lt;p&gt;&lt;pre&gt;if object(r) == Mov*&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;First, rather than &lt;code&gt;object(r)&lt;/code&gt; you should use &lt;code&gt;this.getChildAt(r)&lt;/code&gt;, like you&#039;ve done above.&lt;/p&gt;

&lt;p&gt;Second, to check what class an object is, you can use the &lt;code&gt;is&lt;/code&gt; keyword,  rather than &lt;code&gt;==&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;So here&#039;s a new if statement:&lt;/p&gt;

&lt;p&gt;&lt;pre&gt;if ( this.getChildAt(r) is MovieClip )&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;Or, you could check:&lt;/p&gt;

&lt;p&gt;&lt;pre&gt;if ( this.getChildAt(r) is Enemy )&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;...and so on.&lt;/p&gt;

&lt;p&gt;Then, to stop the animation, you can simply do:&lt;/p&gt;

&lt;p&gt;&lt;pre&gt;this.getChildAt(r).stop();&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;Actually, that might not work -- Flash doesn&#039;t know for sure that an object you obtain using &lt;code&gt;getChildAt()&lt;/code&gt; has a &lt;code&gt;stop()&lt;/code&gt; function. You have to tell it, &quot;it&#039;s OK, this is a MovieClip, so it&#039;ll have &lt;code&gt;stop()&lt;/code&gt;&quot;:&lt;/p&gt;

&lt;p&gt;&lt;pre&gt;( this.getChildAt(r) as MovieClip ).stop();&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;So, &lt;code&gt;as&lt;/code&gt; says, &quot;treat this &lt;em&gt;as&lt;/em&gt; a MovieClip&quot;.&lt;/p&gt;

&lt;p&gt;Hope that helps :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hey Jim,</p>

<p>Your logic is good, there&#8217;s just one little thing (which I haven&#8217;t covered in this tutorial) that you need to change.</p>

<p>This line here:</p>

<p><pre>if object(r) == Mov*</pre></p>

<p>First, rather than <code>object(r)</code> you should use <code>this.getChildAt(r)</code>, like you&#8217;ve done above.</p>

<p>Second, to check what class an object is, you can use the <code>is</code> keyword,  rather than <code>==</code>.</p>

<p>So here&#8217;s a new if statement:</p>

<p><pre>if ( this.getChildAt(r) is MovieClip )</pre></p>

<p>Or, you could check:</p>

<p><pre>if ( this.getChildAt(r) is Enemy )</pre></p>

<p>&#8230;and so on.</p>

<p>Then, to stop the animation, you can simply do:</p>

<p><pre>this.getChildAt(r).stop();</pre></p>

<p>Actually, that might not work &#8212; Flash doesn&#8217;t know for sure that an object you obtain using <code>getChildAt()</code> has a <code>stop()</code> function. You have to tell it, &#8220;it&#8217;s OK, this is a MovieClip, so it&#8217;ll have <code>stop()</code>&#8220;:</p>

<p><pre>( this.getChildAt(r) as MovieClip ).stop();</pre></p>

<p>So, <code>as</code> says, &#8220;treat this <em>as</em> a MovieClip&#8221;.</p>

<p>Hope that helps <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
	</item>
	<item>
		<title>By: JimE</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-3624</link>
		<dc:creator>JimE</dc:creator>
		<pubDate>Sat, 13 Feb 2010 09:34:12 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-3624</guid>
		<description>&lt;p&gt;Currently I am still just working on tracing the output of loop to figure out issue&lt;/p&gt;

&lt;p&gt;&lt;pre&gt;
        private function pauseGame(e:Event = null):void
        {
            // Update the pause button based on the isPaused flag 
            if (isPaused)
            {
                btnPause.gotoAndStop(1);
                trace(&quot;game is active&quot;)
            } else {
                    btnPause.gotoAndStop(2);
                    trace(&quot;game is paused&quot;)
                    trace(&quot;Number of children of Stage: &quot; + numChildren);
                    var r:int = numChildren -1 ;
                        while ( r &gt; -1 ) {
                            trace(r);
                            trace(&quot;child at 33&quot; + this.getChildAt(33));
                            trace(&quot;name &quot; + this.getChildAt(r));
                            trace(this.getChildAt(r).name);
                            // if object(r) == Mov* then gotoAndStop  currentFrame somehow need to accomplish this or have that same effect
                            r--;
                        } //ends testing for moving objects when game is paused
                }
            isPaused = !isPaused;  // Reverse the game.isPaused boolean value
        }
&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;the relevant output for traces returns this
33
child at 33[object MovPeople3]
name [object MovPeople3]
instance5575&lt;/p&gt;

&lt;p&gt;At this time I am pretty positive the instance name is not being recognized from the formation of the movieclip in the flash cs3 and I suspect that is my biggest issue to tagging the current frame .. but not at all sure .. lots of research but no joy so far. that&#039;s why posted to you.&lt;/p&gt;

&lt;p&gt;exported to actionscript not on first frame
Class setting = parkinggame.MovPeople3
Base Class = flash.display.MovieClip&lt;/p&gt;

&lt;p&gt;Thks for perusing this much appreciated.
Jim&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Currently I am still just working on tracing the output of loop to figure out issue</p>

<p><pre>
        private function pauseGame(e:Event = null):void
        {
            // Update the pause button based on the isPaused flag 
            if (isPaused)
            {
                btnPause.gotoAndStop(1);
                trace("game is active")
            } else {
                    btnPause.gotoAndStop(2);
                    trace("game is paused")
                    trace("Number of children of Stage: " + numChildren);
                    var r:int = numChildren -1 ;
                        while ( r &gt; -1 ) {
                            trace(r);
                            trace("child at 33" + this.getChildAt(33));
                            trace("name " + this.getChildAt(r));
                            trace(this.getChildAt(r).name);
                            // if object(r) == Mov* then gotoAndStop  currentFrame somehow need to accomplish this or have that same effect
                            r--;
                        } //ends testing for moving objects when game is paused
                }
            isPaused = !isPaused;  // Reverse the game.isPaused boolean value
        }
</pre></p>

<p>the relevant output for traces returns this
33
child at 33[object MovPeople3]
name [object MovPeople3]
instance5575</p>

<p>At this time I am pretty positive the instance name is not being recognized from the formation of the movieclip in the flash cs3 and I suspect that is my biggest issue to tagging the current frame .. but not at all sure .. lots of research but no joy so far. that&#8217;s why posted to you.</p>

<p>exported to actionscript not on first frame
Class setting = parkinggame.MovPeople3
Base Class = flash.display.MovieClip</p>

<p>Thks for perusing this much appreciated.
Jim</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Michael Williams</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-3620</link>
		<dc:creator>Michael Williams</dc:creator>
		<pubDate>Sat, 13 Feb 2010 01:27:57 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-3620</guid>
		<description>&lt;p&gt;Hi JimE,&lt;/p&gt;

&lt;p&gt;What does your code look like at the minute?&lt;/p&gt;

&lt;p&gt;You can use &lt;code&gt;.stop()&lt;/code&gt; and &lt;code&gt;.play()&lt;/code&gt; to pause and resume the animation of the movie clips, or &lt;code&gt;.gotoAndStop( frameNumber )&lt;/code&gt;, &lt;code&gt;.gotoAndPlay( frameNumber )&lt;/code&gt; and &lt;code&gt;.currentFrame&lt;/code&gt; to stop and play the animations at certain frames.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hi JimE,</p>

<p>What does your code look like at the minute?</p>

<p>You can use <code>.stop()</code> and <code>.play()</code> to pause and resume the animation of the movie clips, or <code>.gotoAndStop( frameNumber )</code>, <code>.gotoAndPlay( frameNumber )</code> and <code>.currentFrame</code> to stop and play the animations at certain frames.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: JimE</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-3611</link>
		<dc:creator>JimE</dc:creator>
		<pubDate>Fri, 12 Feb 2010 22:23:19 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-3611</guid>
		<description>&lt;p&gt;Micheal,
Some of my collectibles are movieclips.  Is there a trick to accessing the currentframe of those at the display object level once they have been add childed?&lt;/p&gt;

&lt;p&gt;i&#039;m trying to pause them along with pausing the game in general but cant seem to get true instance name while looping through the children of display object.  If you could point me in right direction or something would be awesome as this might be last major hurdle I have not fixed yet after a month of reading and building.
Thks,
jim&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Micheal,
Some of my collectibles are movieclips.  Is there a trick to accessing the currentframe of those at the display object level once they have been add childed?</p>

<p>i&#8217;m trying to pause them along with pausing the game in general but cant seem to get true instance name while looping through the children of display object.  If you could point me in right direction or something would be awesome as this might be last major hurdle I have not fixed yet after a month of reading and building.
Thks,
jim</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Michael Williams</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-1649</link>
		<dc:creator>Michael Williams</dc:creator>
		<pubDate>Mon, 01 Jun 2009 15:45:55 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-1649</guid>
		<description>&lt;p&gt;Good points :) But really I can only go so far in a tutorial. The idea is that you can take what you&#039;ve learned and use it to solve these sorts of problems -- in this case, that might be by limiting the player&#039;s speed, or by stopping speed power-ups spawning once the player gets too fast, or whatever.&lt;/p&gt;

&lt;p&gt;Ditto for the boundaries (though this was an honest mistake on my part, at first). I really think it helps you more if you work out how to fix the problem yourself -- as long as the tutorial teaches you enough to be able to do that, of course.&lt;/p&gt;

&lt;p&gt;Cheers for sharing that code! Like you say, I&#039;m sure it will help some people :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Good points <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  But really I can only go so far in a tutorial. The idea is that you can take what you&#8217;ve learned and use it to solve these sorts of problems &#8212; in this case, that might be by limiting the player&#8217;s speed, or by stopping speed power-ups spawning once the player gets too fast, or whatever.</p>

<p>Ditto for the boundaries (though this was an honest mistake on my part, at first). I really think it helps you more if you work out how to fix the problem yourself &#8212; as long as the tutorial teaches you enough to be able to do that, of course.</p>

<p>Cheers for sharing that code! Like you say, I&#8217;m sure it will help some people <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
	</item>
	<item>
		<title>By: Ardavanski</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-1632</link>
		<dc:creator>Ardavanski</dc:creator>
		<pubDate>Sun, 31 May 2009 13:12:40 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-1632</guid>
		<description>&lt;p&gt;Thanks :) But, if you take to many potions you get soooooo small that you cant see the player anymore :O and same with speed, you get so fast, that you can with 1 click get off the screen. I would recomend adding boundaries to your tutorials, because the player CAN just go out of the screen = free highscores!&lt;/p&gt;

&lt;p&gt;&lt;pre&gt;&lt;code&gt;if (this._x&gt;=500) {&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;this._x = 500;
&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;} else if (this._x&lt;=0) {&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;this._x = 0;
&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;}&lt;/p&gt;

&lt;p&gt;if (this._y&gt;=400) {&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;this._y = 400;
&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;} else if (this._y&lt;=0) {&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;this._y = 0;
&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;}
&lt;/code&gt;&lt;/pre&gt;&lt;/p&gt;

&lt;p&gt;}&lt;/p&gt;

&lt;p&gt;this is for my unfinished-dumped-project-game. Would be cool if you added it, would help some people :)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Thanks <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  But, if you take to many potions you get soooooo small that you cant see the player anymore :O and same with speed, you get so fast, that you can with 1 click get off the screen. I would recomend adding boundaries to your tutorials, because the player CAN just go out of the screen = free highscores!</p>

<p><pre><code>if (this._x&gt;=500) {</code></pre></p>

<pre><code>this._x = 500;
</code></pre>

<p>} else if (this._x&lt;=0) {</p>

<pre><code>this._x = 0;
</code></pre>

<p>}</p>

<p>if (this._y&gt;=400) {</p>

<pre><code>this._y = 400;
</code></pre>

<p>} else if (this._y&lt;=0) {</p>

<pre><code>this._y = 0;
</code></pre>

<p>}
</p>

<p>}</p>

<p>this is for my unfinished-dumped-project-game. Would be cool if you added it, would help some people <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
	</item>
	<item>
		<title>By: AS3: Enemies, Part 1 &#124; Avoider Game . com</title>
		<link>http://gamedev.michaeljameswilliams.com/2009/04/22/collectibles-for-as3-avoider-game-part-3/comment-page-1/#comment-1039</link>
		<dc:creator>AS3: Enemies, Part 1 &#124; Avoider Game . com</dc:creator>
		<pubDate>Tue, 28 Apr 2009 23:30:59 +0000</pubDate>
		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=541#comment-1039</guid>
		<description>&lt;p&gt;[...] In an earlier tutorial, the scaleX and scaleY properties were introduced. This was further expanded in this tutorial. [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] In an earlier tutorial, the scaleX and scaleY properties were introduced. This was further expanded in this tutorial. [...]</p>]]></content:encoded>
	</item>
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