Fun cat Catch mouse flash small game Do it yourself

Source: Internet
Author: User
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In the learning process, if the learning content can be combined with the appropriate game, it is necessary to improve the students ' interest in learning, so as to achieve a multiplier effect. To illustrate the convenience, let us take the most commonly used Hanyu Pinyin as an example, here to create a game against Hanyu Pinyin, in a relaxed atmosphere, to deepen the memory of Hanyu Pinyin. Whether it is parents or children or foreign friends who learn Chinese can learn knowledge in the game, play a Back "cat and mouse game."

Program script: We are sure to do a cat-and-mouse game, kitten and mouse at both ends of the screen, whenever the answer to a question, kitten on the front, when the last question is correct, the kitten arrived at the Mouse cabin, said to catch mice, this time the screen will appear "Catch mice!!" "。

Concrete steps: The first step, we collect the game related materials, respectively: kittens, mice, trails, and signs of the picture.

In the second step, we started making the game. We choose to use Flash software for production. First, open Flash and select File/new to create a new file, as shown in Figure 1:


Figure 1 and then select Insert/new symbol to create a new component, as shown in Figure 2:


Figure 2

The name of the new component is kitten, the attribute is graphic (graph), select File/import, select the kitten picture that you want to import, click Open.

Mice, trails and signposts are made in the same way as the kitten components.

We also need to make a Start button to control the beginning of the game. After the Start button is created, the editing interface is shown in Figure 3:


Figure 3
At the first frame, add keyframes. The scene, add a rectangular box, a new layer, at the first frame of the layer, add keyframes, in the placement of the rectangle box, add text "Start". If we want the button to change when the mouse is over or clicked, we can follow the steps below to set it up. At the second frame of the first layer, add the keyframe, select the rectangular box, and use the paint bucket tool to change the color of the rectangular box. Also, we can add keyframes at the third frame of the first layer and change the button when the mouse clicks. The changes to the text can also be done in the same way.

Here we start making the game, placing the path element on the first floor, the kitten will catch the mouse along this path, so put it in the middle of the scene. After you have adjusted the position, lock the layer. Once locked, the component can remain in a fixed position while another component is placed.

Create a new layer, name the Start button, and place the Start button on the layer. We'll place the start button in the lower left corner of the scene.

Create a new layer, name the kitten, and place the kitten component in the layer. We put the kitten components on the left side of the path.

Create a new layer, name the mouse, and place the mouse element in the layer. We put the mouse components on the right side of the path.

Create a new layer, named as a signpost, and place signposts on the floor. These signposts are placed along the path, and then we add the basic text to be examined on these signposts, as shown in Figure 4:


Figure 4

Create a new layer, name it as a rectangular box, add keyframes in the second frame, and place a rectangle below the scene when the second frame is selected. We will place the pinyin at the top of the rectangle box.

Create a new layer, name pinyin, and place pinyin on the layer.

Create a new layer, name it as a transparent button, and place a transparent button on the layer. Transparent buttons do not appear in the animation, but they also have various functions of the button.

Create a new layer, named action, to set keyframes at that level. When the settings are complete, as shown in Figure 5:


Figure 5

The following starts the setting of the action, first, add a key frame for the second frame of the kitten's layer, move the kitten's position to the "How many" road sign, follow the same method, the kitten's layer, add the key frame, until the kitten is moved to the location of the mouse. A total of 11 frames, as shown in Figure 6:


Figure 6

Then add the keyframe for the second frame of the Ruby layer, the position of the rectangular box in the scene, and enter "How much (Shǎo sǎo)". Follow the same method, followed by the Pinyin layer, add keyframes, and the order in which the pinyin is entered is the same as the order in which the signposts are arranged. In frame 10th, enter "This side (Biān Pián)". At 11 frames, the input "caught the mouse!!" "As shown in Figure 7:


Figure 7

Our idea is to answer a group of pinyin, we click the correct pinyin, kitten before the advance, so we will be transparent button placed in the position of pinyin. Make the kitten move forward by setting the action for the transparent button.

We add keyframes for the second frame of the transparent button layer, placing the transparent buttons in the position of phonetic "shǎo" and "Sǎo" respectively. Follow the same method, followed by a transparent button layer, add keyframes, and place the transparency buttons in the position relative to the phonetic alphabet. As shown in Figure 8:


Figure 8

Below we will set the action for the transparent button, select the Transparent button placed in the correct phonetic position, open the Action Settings panel, as shown in Figure 9:


Figure 9

Add script directive "on" {NextFrame ();} " The script instruction means that when the mouse clicks on the release, it automatically jumps to the next frame.

We hope that in each set of pinyin, the animation can be stopped, so that respondents have time to think, answer, choose the time. Therefore, we should set the stop action for each frame.

Select the first frame of the action layer and open the Action Settings panel, as shown in Figure 10:


Figure 10

Add script Instruction "stop ();". Adds a keyframe to the second frame of the action layer, and also sets the action for the frame to "stop ();" Follow the same method, followed by the action layer, adding keyframes until frame 11th and setting the same action for those keyframes. When the settings are complete, as shown in Figure 11:


Figure 11

And the final step, which is the Start button of the game we haven't set yet. Below we can select the Start button and add script instructions for the Start button.
Add script directive "on" {Play ();}. The script instruction means that when the mouse clicks on the release, it automatically plays down.

The "Cat and Mouse" game is finished, and we can then test the film to appreciate our own work. After the test is complete, Flash automatically generates a file with a. swf suffix. We can use it conveniently in class.

Of course, we can also change the protagonist of the game, such as "small rabbit pick Mushrooms", as long as the change in the animation of the relative components can be.



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