This game takes my chamber-objects concept to the next ultimate step. The code builds a “Clue-style board game” in which the gamer attempts to find the correct combination of room color, monster-guardian and pixie clothing. This game is a “search and rescue” of poor lost Kiko (from the Winx Club cartoon series) and any pixies in the dreaded Ruins of Able-Wyvern™. Simply add your artwork; the game is in the download files /BonusGames/Kiko Escapes.
Refer to the book for more details and game rules.
//translated from Flash 10 AS3
var RoomA:Array = new Array("red ","orange","yellow","green ","blue ","purple","brown ","red ","orange","yellow","
green ","blue ","purple","brown ");
var Mnstr:Array = new Array("goblin ","skeleton","zombie ","mummy ","goblin ","skeleton","goblin ","troll ","go
blin ","skeleton","zombie ","troll ","goblin ","skeleton");
var Pixie:Array = new Array("red ","orange","yellow","green ","blue ","purple","brown ","red ","orange","yellow","
green ","orange","yellow","green ");
var MT = new Array(); //from ARST
var RRD = new Array(); //from ARST
var clueA:Array = new Array("P = Red","B = Orange","M = Yellow","C = Green","U = Blue","B = Orange","E = Purple","");
clueA[8] = "The queen is guarded by a monster.";
clueA[9] = "The queen was taken to the room.";
clueA[10] = "The queen was dressed in pixie clothes.";
clueA[11] = "";
clueA[12] = "";
clueA[13] = "";
var DungA:Array = new Array();
DungA[0] = {id:" 0",room:"",monstr:"",pixie:"", clue:""};
DungA[1] = {id:" 1",room:"",monstr:"",pixie:"", clue:""};
DungA[2] = {id:" 2",room:"",monstr:"",pixie:"", clue:""};
DungA[3] = {id:" 3",room:"",monstr:"",pixie:"", clue:""};
DungA[4] = {id:" 4",room:"",monstr:"",pixie:"", clue:""};
DungA[5] = {id:" 5",room:"",monstr:"",pixie:"", clue:""};
DungA[6] = {id:" 6",room:"",monstr:"",pixie:"", clue:""};
DungA[7] = {id:" 7",room:"",monstr:"",pixie:"", clue:""};
DungA[8] = {id:" 8",room:"",monstr:"",pixie:"", clue:""};
DungA[9] = {id:" 9",room:"",monstr:"",pixie:"", clue:""};
DungA[10] = {id:"10",room:"",monstr:"",pixie:"", clue:""};
DungA[11] = {id:"11",room:"",monstr:"",pixie:"", clue:""};
DungA[12] = {id:"12",room:"",monstr:"",pixie:"", clue:""};
DungA[13] = {id:"13",room:"",monstr:"",pixie:"", clue:""};
for (var i=0; i<= DungA.length; i++) {
// get a random room color
var r:uint = Math.floor(Math.random() * RoomA.length);
// get a random monster color
var m:uint = Math.floor(Math.random() * Mnstr.length);
// get a random pixie color
var p:uint = Math.floor(Math.random() * Pixie.length);
switch (i) {
case 0 :
DungA[0].room = RoomA[r];
// remove from room list
RoomA.splice(r,1);
DungA[0].monstr = Mnstr[m];
// remove from monster list
Mnstr.splice(m,1);
DungA[0].pixie = Pixie[p];
// remove from pixie list
Pixie.splice(p,1);
RRD[0] = "The " + RoomA[r] +" Room";
MT[0] = {RmID:0, North:0, East:15, South:0, West:0, Up:100, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 1 :
DungA[1].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[1].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[1].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[1] = "The " + RoomA[r] +" Room";
MT[1] = {RmID:1, North:0, East:17, South:0, West:14, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 2 :
DungA[2].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[2].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[2].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[2] = "The " + RoomA[r] +" Room";
MT[2] = {RmID:2, North:0, East:18, South:0, West:15, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 3 :
DungA[3].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[3].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[3].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[3] = "The " + RoomA[r] +" Room";
MT[3] = {RmID:3, North:0, East:19, South:0, West:16, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 4 :
DungA[4].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[4].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[4].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[4] = "The " + RoomA[r] +" Room";
MT[4] = {RmID:4, North:0, East:20, South:0, West:17, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 5 :
DungA[5].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[5].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[5].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[5] = "The " + RoomA[r] +" Room";
MT[5] = {RmID:5, North:0, East:22, South:0, West:18, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 6 :
DungA[6].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[6].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[6].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[6] = "The " + RoomA[r] +" Room";
MT[6] = {RmID:6, North:0, East:23, South:0, West:19, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 7:
DungA[7].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[7].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[7].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[7] = "The " + RoomA[r] +" Room";
MT[7] = {RmID:7, North:0, East:24, South:0, West:20, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 8:
DungA[8].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[8].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[8].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[8] = "The " + RoomA[r] +" Room";
MT[8] = {RmID:8, North:0, East:25, South:0, West:22, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 9:
DungA[9].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[9].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[9].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[9] = "The " + RoomA[r] +" Room";
MT[9] = {RmID:9, North:0, East:26, South:0, West:23, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 10:
DungA[10].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[10].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[10].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[10] = "The " + RoomA[r] +" Room";
MT[10] = {RmID:10, North:0, East:27, South:0, West:24, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 11:
DungA[11].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[11].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[11].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[11] = "The " + RoomA[r] +" Room";
MT[11] = {RmID:11, North:0, East:28, South:0, West:25, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 12:
DungA[12].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[12].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[12].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[12] = "The " + RoomA[r] +" Room";
MT[12] = {RmID:12, North:0, East:29, South:0, West:26, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case 13:
DungA[13].room = RoomA[r];
RoomA.splice(r,1);// remove from room list
DungA[13].monstr = Mnstr[m];
Mnstr.splice(m,1);// remove from monster list
DungA[13].pixie = Pixie[p];
Pixie.splice(p,1);// remove from pixie list
RRD[13] = "The " + RoomA[r] +" Room";
MT[13] = {RmID:13, North:0, East:Exit, South:0, West:28, Up:0, Dn:0, Tres:0, Mnstr:m, Discovr:1};
break;
case DungA.length :
var d:uint = Math.floor(Math.random() * DungA.length);// get a random room color
console.log("===================================================");
clueA[8] = "The queen is guarded by a "+ DungA[d].monstr + " monster.";
clueA[9] = "The queen was taken to the "+ DungA[d].room + " room.";
clueA[10] = "The queen was dressed in "+ DungA[d].pixie +" pixie clothes.";
console.log("Room Answer: "+d);
console.log("\n Answer: "+DungA[d].id + ") Room: "+ DungA[d].room + ";\t\t Monster: "+ DungA[d].monstr + ";\t\t Pixie: "+ DungA[d].pixie +"\t\t Clue: "+ DungA[d].clue +"\n")
break;
}
}
for (var ii=0; ii<= DungA.length; ii++) {
var c:uint = Math.floor(Math.random() * clueA.length);// get a random clue
switch (ii) {
case 0 :
DungA[0].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 1 :
DungA[1].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 2 :
DungA[2].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 3 :
DungA[3].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 4 :
DungA[4].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 5 :
DungA[5].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 6 :
DungA[6].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 7:
DungA[7].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 8:
DungA[8].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 9:
DungA[9].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 10:
DungA[10].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 11:
DungA[11].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 12:
DungA[12].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case 13:
DungA[13].clue = clueA[c];
clueA.splice(c,1);// remove from clue list
break;
case DungA.length :
console.log("==================================================");
console.log("Room Answer: "+d);
console.log("\n Answer: "+DungA[d].id + ") Room: "+ DungA[d].room + ";\t\t Monster: "+ DungA[d].monstr + ";\t\t Pixie: "+ DungA[d].pixie +"\t\t Clue: "+ DungA[d].clue +"\n")
break;
}
if (ii!=DungA.length){
if(ii>9){
console.log(DungA[ii].id + ") Room: "+ DungA[ii].room + "; \t \t Monster: "+ DungA[ii].monstr + "; \t \t Pixie: "+ DungA[ii].pixie +" \t \t Clue: "+DungA[ii].clue);
}else{
console.log(DungA[ii].id + ") Room: "+ DungA[ii].room + "; \t \t Monster: "+ DungA[ii].monstr + "; \t \t Pixie: "+ DungA[ii].pixie +" \t \t Clue: "+DungA[ii].clue);
}
}
}
console.log("==================================================");
//ARST - Preload Movement Table
//
// -------------------------------------------
// Movement Table
// -------------------------------------------
//MT = new Array();
//ARST Dungeon Framework & infrastructure; converted for Kiko Escape 20130529
/* Fixed assignments above
MT[0] = {RmID:0, North:0, East:15, South:0, West:0, Up:100, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[1] = {RmID:1, North:0, East:17, South:0, West:14, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[2] = {RmID:2, North:0, East:18, South:0, West:15, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[3] = {RmID:3, North:0, East:19, South:0, West:16, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[4] = {RmID:4, North:0, East:20, South:0, West:17, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[5] = {RmID:5, North:0, East:22, South:0, West:18, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[6] = {RmID:6, North:0, East:23, South:0, West:19, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[7] = {RmID:7, North:0, East:24, South:0, West:20, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[8] = {RmID:8, North:0, East:25, South:0, West:22, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[9] = {RmID:9, North:0, East:26, South:0, West:23, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[10] = {RmID:10, North:0, East:27, South:0, West:24, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[11] = {RmID:11, North:0, East:28, South:0, West:25, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[12] = {RmID:12, North:0, East:29, South:0, West:26, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[13] = {RmID:13, North:0, East:Exit, South:0, West:28, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
*/
//Randomized Corridor Content from here down.
MT[14] = {RmID:14, North:0, East:1, South:15, West:0, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[15] = {RmID:15, North:14, East:2, South:16, West:Start, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[16] = {RmID:16, North:15, East:3, South:0, West:0, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[17] = {RmID:17, North:0, East:4, South:18, West:1, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[18] = {RmID:18, North:17, East:5, South:19, West:2, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[19] = {RmID:19, North:18, East:6, South:0, West:3, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[20] = {RmID:20, North:0, East:7, South:21, West:4, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[21] = {RmID:21, North:20, East:0, South:23, West:0, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[22] = {RmID:22, North:0, East:8, South:0, West:5, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[23] = {RmID:23, North:21, East:9, South:0, West:6, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[24] = {RmID:24, North:0, East:10, South:0, West:7, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[25] = {RmID:25, North:24, East:11, South:26, West:8, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[26] = {RmID:26, North:25, East:12, South:0, West:9, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[27] = {RmID:27, North:0, East:0, South:28, West:10, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[28] = {RmID:27, North:27, East:13, South:29, West:11, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[29] = {RmID:27, North:28, East:0, South:0, West:12, Up:0, Dn:0, Tres:0, Mnstr:0, Discovr:1};
MT[30] = {RmID:27, North:100, East:100, South:13, West:13, Up:100, Dn:13, Tres:0, Mnstr:0, Discovr:1};
//
//
See Flash game in your Book Downloads
Copyright © 2017, Stephen Gose LLC.
All rights reserved.