Space Shooter 2D Flash Game
Friday, November 14th, 2008
As preparation to take on my new job role, I wrote a small flash game using ActionScript 3 and OOP (object oriented programming) to brush up on my flash scripting skillz.
So far, so good. It is still a work in progress, and there are many known issues:
- the enemy you shoot isn’t always the one that is removed from the game
- player may leave the screen (need to add screen limits)
- placeholder art asset for explosion & torpedoes
- no enemy AI beyond basic movement
- enemies pop into view rather ugly sometimes
- ship heading is suffers from rounding errors
- torpedo heading suffers from the same rounding errors
- …and lots more
Features to add:
- radar
- lasers
- shields
- enemy combat AI
- pick-ups
- scrolling background
- …and whatever else I find time to add
The game is composed of several class files which can easily be reused for other 2D space shooters:
- Main.as (main game loop)
- PlayerShip.as
- EnemyShip.as
- Torpedo.as
- Explosion.as
- UserInterface.as
- Collision.as (code thanks to gSkinner)
You may download a full source code zip file, or play the game from here (World Building).












I recently flew into the D.C. area to interview and hang out with the guys and gals at
I just wrapped up my first round of contract work for a group of up and comming guys out of San Francisco - Shattered Reality Interactive. These guys have a ton of heart and energy, and they’re working on a unique next-gen MMO called Kaos War. My first round of design work was to help them develop a few key design documents, among them a PvP doc.
Taking up some advice from Brian Green of Meridian 59, I bought some Python books (targeted towards game development) and started reading up on this relatively easy to learn language. I am still learning C++ as well, but it is good to know more than one language, and Python is being used more and more by commercial games (including Eve Online and even