Tower Defense in AS3 – Part II

In this segment, we will be covering creep movement within a map, and to stay true with our original intent, everything in this tutorial will be drawn manually using the graphics package in the Sprite object within Flash. This way, we don’t have to worry about downloading images or the file size involved with such extras. Of course, were this a real TD game to be published, we would whip up some original artwork and animations to give our game a little more flair, but in this case, the simpler the better!

The code additions you can expect to find in Part II of this series include drawing our map (or “road”), creating and moving our creeps along that road and recognizing when a creep has completed the course successfully. Anyone familiar with Tower Defense games will recognize the importance of having a trigger to know when each creep finishes. Depending on the rules of your particular game, you may wish to have the creep run another circuit upon completion or simply vanish from existence, but in either case, there will be significant effects from that little guy getting away. Sometimes it costs us money to banish him back to the beginning, and in other games, we simply lose one of our lives and take one step closer to defeat.
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