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	<title>ClickPopMedia &#187; Keyboard</title>
	<atom:link href="http://www.clickpopmedia.com/tag/keyboard/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.clickpopmedia.com</link>
	<description>ClickPopMedia is a great little design and illustration firm.</description>
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			<item>
		<title>Easy Keyboard Controls and Game Design</title>
		<link>http://www.clickpopmedia.com/2008/06/25/easy-keyboard-controls-and-game-design/</link>
		<comments>http://www.clickpopmedia.com/2008/06/25/easy-keyboard-controls-and-game-design/#comments</comments>
		<pubDate>Thu, 26 Jun 2008 01:21:07 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Paul]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Asteroids]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Keyboard]]></category>

		<guid isPermaLink="false">http://www.clickpopmedia.com/?p=340</guid>
		<description><![CDATA[
In this tutorial I will be going over some of the basic elements to making a game in Flash. This being the first in a short series of tutorials on the subject, I will cover the main game loop and keyboard controls.

First off we need to set up some simple graphics.  I did some [...]]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="400" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.clickpopmedia.com/wp-content/uploads/2008/06/asteroids.swf" /><embed type="application/x-shockwave-flash" width="550" height="400" src="http://www.clickpopmedia.com/wp-content/uploads/2008/06/asteroids.swf"></embed></object><br />
In this tutorial I will be going over some of the basic elements to making a game in Flash. This being the first in a short series of tutorials on the subject, I will cover the main game loop and keyboard controls.<br />
<span id="more-340"></span><br />
First off we need to set up some simple graphics.  I did some REALLY simple graphics as you can see.  The <strong>ship_mc</strong> being just a triangle and on the 3rd frame of the ship movie clip it get&#8217;s a little fire tail.  Since I am just imitating <em>Atari Interactive, Inc.</em>&#8217;s<em> Asteroids</em>, we don&#8217;t really need anything more then that for now.<br />
Now, to get our initial code setup:</p>
<div class="dean_ch" style="white-space: wrap;">package <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">import</span> flash.<span class="me1">display</span>.<span class="me1">*</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">import</span> flash.<span class="me1">events</span>.<span class="me1">*</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">import</span> flash.<span class="kw3">text</span>.<span class="me1">*</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">import</span> flash.<span class="me1">utils</span>.<span class="me1">Timer</span>;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">public</span> <span class="kw2">class</span> Asteroids <span class="kw3">extends</span> <span class="kw3">MovieClip</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; protected <span class="kw2">var</span> mainTimer:Timer;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">public</span> <span class="kw2">function</span> Asteroids<span class="br0">&#40;</span><span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mainTimer = <span class="kw2">new</span> Timer<span class="br0">&#40;</span><span class="nu0">20</span><span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mainTimer.<span class="me1">addEventListener</span><span class="br0">&#40;</span>TimerEvent.<span class="me1">TIMER</span>, MainLoop<span class="br0">&#41;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ship_mc.<span class="kw3">stop</span><span class="br0">&#40;</span><span class="br0">&#41;</span>;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">this</span>.<span class="me1">addEventListener</span><span class="br0">&#40;</span>Event.<span class="me1">DEACTIVATE</span>, deactive<span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">this</span>.<span class="me1">addEventListener</span><span class="br0">&#40;</span>Event.<span class="me1">ACTIVATE</span>, active<span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">stage</span>.<span class="me1">addEventListener</span><span class="br0">&#40;</span>KeyboardEvent.<span class="me1">KEY_DOWN</span>, kDown<span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw3">stage</span>.<span class="me1">addEventListener</span><span class="br0">&#40;</span>KeyboardEvent.<span class="me1">KEY_UP</span>, kUp<span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span></p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; protected <span class="kw2">function</span> MainLoop<span class="br0">&#40;</span><span class="kw3">e</span>:TimerEvent<span class="br0">&#41;</span>:<span class="kw3">void</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span></p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; protected <span class="kw2">function</span> deactive<span class="br0">&#40;</span><span class="kw3">e</span>:Event<span class="br0">&#41;</span>:<span class="kw3">void</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mainTimer.<span class="kw3">stop</span><span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; protected <span class="kw2">function</span> active<span class="br0">&#40;</span><span class="kw3">e</span>:Event<span class="br0">&#41;</span>:<span class="kw3">void</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; mainTimer.<span class="kw3">start</span><span class="br0">&#40;</span><span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; protected <span class="kw2">function</span> kDown<span class="br0">&#40;</span><span class="kw3">e</span>:KeyboardEvent<span class="br0">&#41;</span>:<span class="kw3">void</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; protected <span class="kw2">function</span> kUp<span class="br0">&#40;</span><span class="kw3">e</span>:KeyboardEvent<span class="br0">&#41;</span>:<span class="kw3">void</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></div>
<p>So far this is just a skeleton of our game.  We have our <strong>KEY_DOWN</strong> and <strong>KEY_UP</strong> events which will handle all of our keyboard controls later.  But, more importantly, we have our <strong>mainTimer</strong>.  By setting up our game engine to run based on a timer I can later change the frame rate without changing the game dynamics (I left the frame rate at 12/sec for the example above).  This is also useful if your game has too many graphical elements and the frame rate drops on some machines, this will preserve the speed of the game itself.<br />
So, please notice that I have the Timer set to &#8220;tick&#8221; every 20 milliseconds (1000 milliseconds to 1 seconds) which is about 50 ticks per second. Because of that, we are going to have some small values to work with when playing with flight speed and rotation in our ship.<br />
But, first let us think about keyboard controls:</p>
<div class="dean_ch" style="white-space: wrap;">protected <span class="kw2">var</span> thrust:<span class="kw3">Boolean</span>;<br />
protected <span class="kw2">var</span> rpm:<span class="kw3">Number</span>;<br />
protected <span class="kw2">function</span> kDown<span class="br0">&#40;</span><span class="kw3">e</span>:KeyboardEvent<span class="br0">&#41;</span>:<span class="kw3">void</span> <span class="br0">&#123;</span><br />
<span class="co1">//&nbsp; &nbsp; &nbsp; trace(e.keyCode);</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span><span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">37</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">65</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">100</span><span class="br0">&#41;</span><span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rpm = <span class="nu0">-4</span>;<br />
<span class="co1">//&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; trace(&quot;LEFT&quot;);</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span><span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">38</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">87</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">104</span><span class="br0">&#41;</span><span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thrust = <span class="kw2">true</span>;<br />
<span class="co1">//&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; trace(&quot;UP&quot;);</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span><span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">39</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">68</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">102</span><span class="br0">&#41;</span><span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rpm = <span class="nu0">4</span>;<br />
<span class="co1">//&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; trace(&quot;RIGHT&quot;);</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
<span class="br0">&#125;</span><br />
protected <span class="kw2">function</span> kUp<span class="br0">&#40;</span><span class="kw3">e</span>:KeyboardEvent<span class="br0">&#41;</span>:<span class="kw3">void</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span><span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">37</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">65</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">100</span><span class="br0">&#41;</span><span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rpm = <span class="nu0">0</span>;<br />
<span class="co1">//&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; trace(&quot;LEFT&quot;);</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span><span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">38</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">87</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">104</span><span class="br0">&#41;</span><span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; thrust = <span class="kw2">false</span>;<br />
<span class="co1">//&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; trace(&quot;UP&quot;);</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span><span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">39</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">68</span> || <span class="kw3">e</span>.<span class="me1">keyCode</span> == <span class="nu0">102</span><span class="br0">&#41;</span><span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; rpm = <span class="nu0">0</span>;<br />
<span class="co1">//&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; trace(&quot;RIGHT&quot;);</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
<span class="br0">&#125;</span></div>
<p><strong>rpm</strong> and <strong>thrust</strong> are going to control our ships flight in the <strong>MainLoop</strong> later.  The <strong>keyCode</strong> is a number which represents the key being pressed or released on the keyboard.  I prefer to set a value on down because the <strong>KEY_DOWN</strong> event will be fired off numerous times very quickly if the key is held too long.  I have the controls set up to work with WASD, the arrow keys, or the num pad.<br />
To find the key values I just traced <strong>e.keyCode</strong> in the <strong>kUp()</strong> function and tried pressing the keys in question.  This got me the numbers you see in the code above.  The commented out traces are there to make sure we have the correct keys, since we don&#8217;t have any other indicator yet.</p>
<p>The next step is a simple one (except for some of the math):</p>
<div class="dean_ch" style="white-space: wrap;">protected const TOP_SPEED:<span class="kw3">Number</span> = <span class="nu0">10</span>;<br />
protected const ACCELERATION:<span class="kw3">Number</span> = .<span class="nu0">1</span>;<br />
protected const FRICTION:<span class="kw3">Number</span> = .<span class="nu0">995</span>;</p>
<p>protected <span class="kw2">var</span> mainTimer:Timer;<br />
protected <span class="kw2">var</span> speedX:<span class="kw3">Number</span>;<br />
protected <span class="kw2">var</span> speedY:<span class="kw3">Number</span>;</p>
<p><span class="kw3">public</span> <span class="kw2">function</span> Asteroids<span class="br0">&#40;</span><span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; rpm = <span class="nu0">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; speedX = <span class="nu0">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; speedY = <span class="nu0">0</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &#8230;<br />
<span class="br0">&#125;</span></p>
<p>protected <span class="kw2">function</span> MainLoop<span class="br0">&#40;</span><span class="kw3">e</span>:TimerEvent<span class="br0">&#41;</span>:<span class="kw3">void</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; ship_mc.<span class="me1">rotation</span> += rpm;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw2">var</span> dx:<span class="kw3">Number</span> = ACCELERATION * <span class="kw3">Math</span>.<span class="kw3">cos</span><span class="br0">&#40;</span><span class="br0">&#40;</span>ship_mc.<span class="me1">rotation*</span><span class="kw3">Math</span>.<span class="kw3">PI</span><span class="br0">&#41;</span>/<span class="nu0">180</span><span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw2">var</span> dy:<span class="kw3">Number</span> = ACCELERATION * <span class="kw3">Math</span>.<span class="kw3">sin</span><span class="br0">&#40;</span><span class="br0">&#40;</span>ship_mc.<span class="me1">rotation*</span><span class="kw3">Math</span>.<span class="kw3">PI</span><span class="br0">&#41;</span>/<span class="nu0">180</span><span class="br0">&#41;</span>;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span>thrust<span class="br0">&#41;</span><span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; speedX += dx;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; speedY += dy;<br />
<span class="co1">//We want to have a max speed in any direction of the compass</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw2">var</span> speed = speedX*speedX + speedY*speedY;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span>speed &gt;= TOP_SPEED*TOP_SPEED<span class="br0">&#41;</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; speedX *= <span class="br0">&#40;</span>TOP_SPEED*TOP_SPEED<span class="br0">&#41;</span>/speed;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; speedY *= <span class="br0">&#40;</span>TOP_SPEED*TOP_SPEED<span class="br0">&#41;</span>/speed;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ship_mc.<span class="kw3">gotoAndStop</span><span class="br0">&#40;</span><span class="nu0">3</span><span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><span class="kw1">else</span> <span class="br0">&#123;</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ship_mc.<span class="kw3">gotoAndStop</span><span class="br0">&#40;</span><span class="nu0">1</span><span class="br0">&#41;</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="br0">&#125;</span><br />
<span class="co1">//I know there is no friction in space, but I can&#8217;t remember if Asteroids had it or not.</span><br />
&nbsp; &nbsp; &nbsp; &nbsp; speedX *= FRICTION;<br />
&nbsp; &nbsp; &nbsp; &nbsp; speedY *= FRICTION;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; ship_mc.<span class="me1">x</span> += speedX;<br />
&nbsp; &nbsp; &nbsp; &nbsp; ship_mc.<span class="me1">y</span> += speedY;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span>ship_mc.<span class="me1">x</span> &gt; <span class="nu0">560</span><span class="br0">&#41;</span> ship_mc.<span class="me1">x</span> = <span class="nu0">-10</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span>ship_mc.<span class="me1">x</span> &lt; <span class="nu0">-10</span><span class="br0">&#41;</span> ship_mc.<span class="me1">x</span> = <span class="nu0">560</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span>ship_mc.<span class="me1">y</span> &gt; <span class="nu0">410</span><span class="br0">&#41;</span> ship_mc.<span class="me1">y</span> = <span class="nu0">-10</span>;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">if</span><span class="br0">&#40;</span>ship_mc.<span class="me1">y</span> &lt; <span class="nu0">-10</span><span class="br0">&#41;</span> ship_mc.<span class="me1">y</span> = <span class="nu0">410</span>;<br />
<span class="br0">&#125;</span></div>
<p>Here we have initialized some variables in the constructor first.  Then we filled in our <strong>MainLoop</strong> to give our spaceship some life.  I would think the <strong>rotation</strong> is self evident&#8230;  it&#8217;s the first line of the method.  I used some constants in my math (<strong>ACCELERATION, TOP_SPEED,</strong> and <strong>FRICTION</strong>) so that I can easily adjust the game settings all in one place, without searching for the parts of the code that I need changed.<br />
The last group of <strong>if</strong> statements above are checking to see in our ship has flown off the screen and if it has it will be moved to the other side.</p>
<p>That&#8217;s all for now.  Next time I will probably add some asteroids and talk a little about <a href="http://www.clickpopmedia.com/2008/07/07/collision-detection-and-game-design/">collision detection</a>.</p>
<p>You can download the source for this example here: <a href="http://www.clickpopmedia.com/wp-content/uploads/2008/06/asteroidssource.rar">AsteroidsSource.rar</a></p>
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