Skip to main content

Creating the Full No Tanks! Game

  • Chapter
The Essential Guide to Flash Games
  • 397 Accesses

Abstract

In the previous chapter, we covered a lot of ground in our No Tanks! game. We explored tile sheets, levels, XML, and blitting to a BitmapData canvas. In this chapter, we will finish up the game and cover some more advanced topics such as smooth tile-base grid movement and a “good enough” enemy chase AI. We are going to plow through a lot of code very quickly, and we’ll need to be pretty efficient to fit all of the game logic and changes to the framework into the allotted space. So, hold on, read everything very carefully, and please check out the AS3 documentation provided by Adobe if you are stuck on any language concepts we skip over or only cover briefly.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 49.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Jeff Fulton and Steve Fulton

About this chapter

Cite this chapter

Fulton, J., Fulton, S. (2010). Creating the Full No Tanks! Game. In: The Essential Guide to Flash Games. Apress. https://doi.org/10.1007/978-1-4302-2615-4_7

Download citation

Publish with us

Policies and ethics