AS3 game high score to HTML input field

Hi guys

This problem is troubling me and my friends we cannot work on how to implement this.

I have a game that records your highest score on the spot. What we need to do is to take this high score of the flash file and place it in an html input box (which is separate frm the flash file, but on the same web page).

Please take a look at the code below and let me know the best way to achieve this. Is this possible?

Here's the AS3:

Following the code brings in the life of the object. All the physics engine has been written here.

Define all variables

var gravity: number;

var airFriction:Number;

var floorFriction:Number;

var xVelocity:Number = 0;

var yVelocity:Number = 0;

var bgSrc:String;

var objSrc:String;

var musicSrc:String;

var scoreTint:uint;

var kineticEnergyLoss:Number;

var xKineticEnergyLoss:Number;

var bDifference:Number;

var tDifference:Number;

var lDifference:Number;

var rDifference:Number;

var xDifference:Number;

var yDifference:Number;

var objectHeight:Number;

var objectWidth:Number;

var score: Number = 0;

var bestScore:Number = 0;

var rotationVelocity:Number;

var lWall:Number;

var rWall:Number;

var tWall:Number;

var bWall:Number;

var bestScoreSO:SharedObject = SharedObject.getLocal ("bestScore");

define() {} function

set the object width and height according to dynamic image used as object

objectHeight = object.height;

objectWidth = 1object. Width;

Define walls according to the dimensions of the stage

lWall = objectWidth/2;

rWall = stage.stageWidth - objectWidth/2;

If (tWall == 0) tWall = undefined;

of another tWall = - objectWidth/2;

bWall = stage.stageHeight - objectHeight/2;

Restore the previous best score

If (bestScoreSO.data.bestScore! = undefined)

bestScore = bestScoreSO.data.bestScore;

else bestScore = 0;

}

Vertical movement of the body OR the action of gravity on the body

function applyGravity(object:MovieClip) {}

Check whether the floor is closer than the current of the object speed and fix

If (-yVelocity > bDifference) {}

Object.y = bWall;

If the object hit the ground its inverse has become speed

yVelocity * = - 1;

reduce the part of speed when it hits the ground

If (yVelocity > kineticEnergyLoss) yVelocity = kineticEnergyLoss;

else {}

yVelocity = 0;

}

Determine the partition

If (score! = 0) {}

If (score > bestScore) {}

bestScore = result;

saveBestScore();

}

score = 0;

scoreDisplay.gotoAndPlay (2);

musicCheckBox.MoveIn ();

}

}

check if the wall top is closer than the current of the object speed and fix

If (yVelocity > tDifference) {}

Object.y = tWall;

yVelocity * = - 1;

If (yVelocity > kineticEnergyLoss) yVelocity += kineticEnergyLoss;

}

move the object with yVelocity and always decrease yVelocity because of gravitational acceleration

Object.y = yVelocity;

yVelocity = gravity;

}

Movement of the body along the horizontal axis

function applyHorizontalMotion(object:MovieClip) {}

Check if the right wall is closer than the current of the object speed and fix

If (-xVelocity > rDifference) {}

Object.x = rWall;

xVelocity * = - 1;

rotationVelocity * = - 1;

If (xVelocity > xKineticEnergyLoss) xVelocity = xKineticEnergyLoss;

else xVelocity = 0;

}

Check if the left wall is closer than the current of the object speed and fix

If (xVelocity > lDifference) {}

Object.x = lWall;

xVelocity * = - 1;

rotationVelocity * = - 1;

If (-xVelocity > xKineticEnergyLoss) xVelocity += xKineticEnergyLoss;

else xVelocity = 0;

}

move the object with xVelocity and slow down due to airFriction

Object.x = xVelocity;

If (yVelocity! = - 0.5) = xVelocity xVelocity * airFriction;

else xVelocity xVelocity = * floorFriction;

}

Increase or decrease the rotation of the body according to mouseclick

function applyRotation(object:MovieClip) {}

If (! isNaN (rotationVelocity)) object.rotation += rotationVelocity;

If (yVelocity! = - 0.5) rotationVelocity = rotationVelocity * airFriction;

else rotationVelocity = rotationVelocity * floorFriction;

}

Distance of the object from walls

function Walls(object:MovieClip) {}

bDifference = bWall - object.y;

tDifference = object.y - tWall;

object.x = lDifference - lWall;

rDifference = rWall - object.x.

}

Apply all of the properties of the object, including gravity, Rotation, Horizontal movement and the reaction force of the walls

function applyPhysics(ev:Event) {}

applyGravity (MovieClip (ev.target));

applyHorizontalMotion (MovieClip (ev.target));

applyRotation (MovieClip (ev.target));

Walls (MovieClip (EV. Target));

updateScore();

}

Current score update and the best music

function updateScore() {}

scoreDisplay.score.text = result;

scoreDisplay.bestScore.text = "Score:"+ bestScore;»

}

Save the best score in the local memory via ShareObjects

function saveBestScore() {}

bestScoreSO.data.bestScore = bestScore;

bestScoreSO.flush ();

}

Where the mouse was of controls, click on to the center of the object

function checkClick(ev:Event) {}

click of the mouse to the center of the object distance

yDifference = (mouseY - object.y);

If (yDifference < 20 & & yDifference > 0) yDifference += 40;

If (yDifference >-20 & & yDifference < 0) yDifference-= 40;

If (yDifference < 0) {}

yDifference * = - 1;

}

the value of the speed of the object based on the distance between the mouseClick centre and object

yVelocity = yDifference/4;

xDifference = (object.x - mouseX);

xVelocity = - xDifference/4;

rotationVelocity = xDifference/4;

Increase the score to each mouse click and away from the music box

Note ++;

scoreDisplay.gotoAndPlay (2);

If (score == 1) musicCheckBox.MoveAway ();

}

You can use the class ExternalInterface to have a Flash file to communicate with the html page that embeds via javascript in the html page.  If you have no issue with it, a Google search using terms such as 'Tutorial AS3 ExternalInterface'-, it will produce useful results several.

Tags: Adobe Animate

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