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Author: Jesse

#### Now type in the following code:

```_root.onEnterFrame = function(){
frame += 1
name = "frame"+frame
frames[name] = [circle._x, circle._y]
if(frame==25){
gotoAndStop(6)
}
}```

#### This code is pretty simple. Every frame, one is added to the frame variable that we set earlier. Then we set a variable called name which is equal to "frame"+frame. This means that if frame was equal to 5, name would be equal to "frame5". So then we create an array inside frames. frames[name] means that if name was "frame5", then frames[name] would be frames.frame5. The array contains the x and y positions of the circle. Remember that when we do this, frames[name][0] = circle._x, and frames[name][1] = circle._y, because arrays start at 0. Finally, if the frame is 25, we go to the sixth frame. Create a sixth keyframe and make sure there is no script inside the circle. In this frame, we will play the video of the circle. Then type in the following script in the sixth frame:

```frame = 0
_root.onEnterFrame = function(){
frame += 1
name = "frame"+frame
circle._x = frames[name][0]
circle._y = frames[name][1]
if(frame==25){
gotoAndStop(1)
}
}```

#### First we set frame to zero. This way, we can access the arrays we created using the frame variable, instead of another variable. Then we make it so that every frame we add one to the frame variable. Then we create the same name variable we created in the first frame. Then we set the circles x and y positions to the positions we set in the arrays we made earlier. Finally, if the frame is equal to 25, then we go back to the first frame, where the user drags the circle. That's it! That's all you have to do to make a game like this. You can also change the script in the circle to this:

```onClipEvent(enterFrame){
if(Key.isDown(Key.LEFT)){
_x -= 5
} else if(Key.isDown(Key.RIGHT)){
_x += 5
}
if(Key.isDown(Key.UP)){
_y -= 5
} else if(Key.isDown(Key.DOWN)){
_y += 5
}
}```

#### This code just detects key presses instead of mouse movements. You can also change it like this:

```onClipEvent(enterFrame){
_x = _xmouse
_y = _ymouse
}```

#### This code makes it follow the mouse no matter what! Note that onEnterFrame events are better for games like this, because an array is added to frames every frame, not every time the mouse moves. You could change the root timeline script to onMouseMove instead of onEnterFrame, but you would have to change the sixth frame. Anyway, best of luck making Flash games!

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