I have generated a maze using depth first search - recursive backtracker algorithm. I also want to solve, but not getting idea about how to start solving my maze.
I am using p5.js to create my maze, and want to solve my already generated maze.
This is my javascript code for generating maze. You might want to add p5.js cdn in your html file if you want to run this code.
var cols, rows;
var w = 40;
var grid = [];
var current;
var stack = [];
function setup() {
createCanvas(400,400);
cols = floor(width/w);
rows = floor(height/w);
frameRate(5);
for (var j = 0; j<rows; j++){
for (var i = 0; i < cols; i++) {
var cell = new Cell(i,j);
grid.push(cell);
}
}
current = grid[0];
}
function draw(){
background(51);
for (var i = 0; i<grid.length; i++){
grid[i].show();
}
current.visited = true;
current.highlight();
var next = current.checkNeighbours();
if (next) {
next.visited = true;
stack.push(current);
removeWalls(current,next);
current = next;
}
else if(stack.length > 0){
current = stack.pop();
}
}
function index(i,j){
if (i < 0 || j < 0 || i > cols-1 || j > rows-1) {
return -1;
}
return i + j * cols;
}
function Cell(i,j){
this.i = i;
this.j = j;
this.walls = [true,true,true,true];
this.visited = false;
this.checkNeighbours = function(){
var neighbours = [];
var top = grid[index(i, j-1)];
var right = grid[index(i+1, j)];
var bottom = grid[index(i, j+1)];
var left = grid[index(i-1, j)];
if (top && !top.visited){
neighbours.push(top);
}
if (right && !right.visited){
neighbours.push(right);
}
if (bottom && !bottom.visited){
neighbours.push(bottom);
}
if (left && !left.visited){
neighbours.push(left);
}
if (neighbours.length > 0){
var r = floor(random(0, neighbours.length));
return neighbours[r];
}
else{
return undefined;
}
}
this.highlight = function(){
x = this.i*w;
y = this.j*w;
noStroke();
fill(0,0,255,200);
rect(x,y,w,w);
}
this.show = function(){
x = this.i*w;
y = this.j*w;
stroke(255);
if (this.walls[0]){
line(x ,y ,x+w ,y);
}
if (this.walls[1]){
line(x+w ,y ,x+w ,y+w);
}
if (this.walls[2]){
line(x+w ,y+w ,x ,y+w);
}
if (this.walls[3]){
line(x ,y+w ,x ,y)
}
if (this.visited) {
noStroke();
fill(255,0,255,100);
rect(x,y,w,w);
}
}
}
function removeWalls(a,b){
var x = a.i - b.i;
if (x === 1){
a.walls[3] = false;
b.walls[1] = false;
}
else if (x === -1){
a.walls[1] = false;
b.walls[3] = false;
}
var y = a.j - b.j;
if (y === 1){
a.walls[0] = false;
b.walls[2] = false;
}
else if (y === -1){
a.walls[2] = false;
b.walls[0] = false;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.3/p5.js"></script>
There are many algorithmsfor solving mazes. One simple way to solve mazes created with the recursive backtracker algorithm is to keep track of the solution as the maze is being generated.
Make the first cell the starting cell and push it onto the solution stack
Make the last cell the goal cell
While the solution stack does not contain the goal cell
if the next neighbor is un-visited push it onto the solution stack
if a cell has no next neighbor pop the solution stack as we are backtracking
When the goal cell is pushed onto the solution stack mark the solution complete
Adapting the questions code so that it also implements the solution algorithm we have:
var cols, rows;
var w = 40;
var grid = [];
var current;
var stack = [];
var solution = [];
var goal;
var solutionComplete;
function setup() {
createCanvas(400,400);
cols = floor(width/w);
rows = floor(height/w);
frameRate(5);
for (var j = 0; j<rows; j++){
for (var i = 0; i < cols; i++) {
var cell = new Cell(i,j);
grid.push(cell);
}
}
current = grid[0];
grid[grid.length - 1].goal = true;
solution.push(grid[0]);
}
function draw(){
background(51);
for (var i = 0; i<grid.length; i++){
grid[i].show();
}
current.visited = true;
current.highlight();
var next = current.checkNeighbours();
if (next) {
if (!next.visited){
if (!solutionComplete){
solution.push(next);
if (next.goal){
solutionComplete = true;
}
}
}
next.visited = true;
stack.push(current);
removeWalls(current,next);
current = next;
}
else if(stack.length > 0){
current = stack.pop();
if (!solutionComplete){
solution.pop();
}
}
if (solutionComplete){
for (let i = 0; i < solution.length; i++){
solution[i].solutionCell = true;
}
}
}
function index(i,j){
if (i < 0 || j < 0 || i > cols-1 || j > rows-1) {
return -1;
}
return i + j * cols;
}
function Cell(i,j){
this.i = i;
this.j = j;
this.walls = [true,true,true,true];
this.visited = false;
this.goal = false;
this.solutionCell = false;
this.checkNeighbours = function(){
var neighbours = [];
var top = grid[index(i, j-1)];
var right = grid[index(i+1, j)];
var bottom = grid[index(i, j+1)];
var left = grid[index(i-1, j)];
if (top && !top.visited){
neighbours.push(top);
}
if (right && !right.visited){
neighbours.push(right);
}
if (bottom && !bottom.visited){
neighbours.push(bottom);
}
if (left && !left.visited){
neighbours.push(left);
}
if (neighbours.length > 0){
var r = floor(random(0, neighbours.length));
return neighbours[r];
}
else{
return undefined;
}
}
this.highlight = function(){
x = this.i*w;
y = this.j*w;
noStroke();
fill(0,0,255,200);
rect(x,y,w,w);
}
this.show = function(){
x = this.i*w;
y = this.j*w;
stroke(255);
if (this.walls[0]){
line(x ,y ,x+w ,y);
}
if (this.walls[1]){
line(x+w ,y ,x+w ,y+w);
}
if (this.walls[2]){
line(x+w ,y+w ,x ,y+w);
}
if (this.walls[3]){
line(x ,y+w ,x ,y)
}
if (this.goal){
noStroke();
fill(0,255,0,100);
rect(x,y,w,w);
}
else if (this.solutionCell){
noStroke();
fill(255,0,0,100);
rect(x,y,w,w);
}else if(this.visited) {
noStroke();
fill(255,0,255,100);
rect(x,y,w,w);
}
}
}
function removeWalls(a,b){
var x = a.i - b.i;
if (x === 1){
a.walls[3] = false;
b.walls[1] = false;
}
else if (x === -1){
a.walls[1] = false;
b.walls[3] = false;
}
var y = a.j - b.j;
if (y === 1){
a.walls[0] = false;
b.walls[2] = false;
}
else if (y === -1){
a.walls[2] = false;
b.walls[0] = false;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.min.js"></script>
It would not be difficult to break the maze generation and solution implementations apart so that the maze is completely generated before the solution is determined but unless there is a restriction that forces us to solve a completed maze it makes sense to build the solution along with the maze.
Sorry about this this is very related but coding train a coding youtuber made a maze generating algorithm, but i don't know if it used depth first search
I have now figured out that After I restart my game The Enter_frame function is not looping? why is that.
Enter_Frame:
public function enter_frame(e:Event)
{
trace("rGame = " + rGame);
_Menu();
if(mGameStart)
{
//Stage & Players
_PlayerStart();
_PlayerCon();
_MoveStage();
}
if(rGame)
{
_PlayerCon();
trace("_PlayerCon(): Done");
_MoveStage();
}
if(Game_Over)
{
mGameStart = false;
GameOver();
}
}
Pipe_Spawn:
private function eSpawn()
{
for(var i:int = 0; i < ePipeMax; i++)
{
var _Pipe:EPipe = new EPipe;
_Pipe.x = (i * 250) + 640;
_Pipe.y = Math.random() * 90;
PipeLayer.addChild(_Pipe);
}
}
Pipe_Move:
public function _MoveStage():void
{
//Pipes Move
for (var i:int; i < vPipeMax; i++)
{
var _Pipe = PipeLayer.getChildAt(i);
if(_Pipe.hitTestPoint(_Player.x, _Player.y, true))
{
blink = true;
Remove(_White);
Game_Over = true;
}
else
{
if(_Pipe.x < 241 && _Pipe.x > 234){
ScoreReady = true;
}
else
{
ScoreReady = false;
two = true;
}
if(ScoreReady && two)
{
Score++;
Scores.text = Score.toString();
two = false;
}
if(_Pipe.x <= -20)
{
_Pipe.x = 640 + 100;
_Pipe.y = Math.random()*90;
}
_Pipe.x -= xSpeed;
}
}
}
Game_Restart:
public function restartButton(m:MouseEvent)
{
GOSign.y = 1000;
R_Button.y = 1000;
Scores.y = 105.65;
HighScore.x = 500;
ScoreReady = false;
two = true;
HighScore5();
_Player.x = 240;
_Player.y = 320;
//This is where I restart the position of the pipes
for (var i:int = 0; i < vPipeMax; i++)
{
var _Pipe = PipeLayer.getChildAt(i);
_Pipe.x = (i * 250) + 640;
_Pipe.y = Math.random() * 90;
}
rGame = true;
}
Iv been at this for about two weeks and can not fix it. Thank you for reading.
I have found my problem. It was a VERY stupid mistake and I cant believe it took me this long to figure it out. I forgot to reset a variable ~facepalm~. I guess you learn from your mistakes lol
So I keep getting this error, debugger wont run but rather just shows this error in a compiler box.
Thing has been driving me crazy for days now so I decided to post it here.
So it says:
Scene 1, Layer 'powerups', Frame 1 1084: Syntax error: expecting rightbrace before end of program.
I designed my code so that the "powerups" layer contains only "powerup" functions,
heres the code from "Powerups" layer:
//this code holds the powerups
function extraCoins():void
{
coins = coins + 1000;
}
function doubleCoins():void
{
doubCoins = true;
}
function hyperBoostD():void
{
Boost = 600;
playerSpeed = playerSpeed + 150;
player.y = player.y + 300;
colBoolean = false;
hyperBoost.push(Boost);
}
function BoostD():void
{
Boost = 200;
playerSpeed = playerSpeed + 100;
player.y = player.y + 200;
colBoolean = false;
boost.push(Boost);
}
function multiplierDone():void
{
multiplier++;
}
function multiplierDtwo():void
{
multiplier = multiplier + 2;
}
function watchOutD():void
{
watchOut = true;
watchOutT = 600;
}
function blowOutD():void
{
blowOut = true;
blowOutT = 100;
}
function planeD():void
{
planeT = 600;
colBoolean = false;
}
function havenD():void
{
havenT = 200;
coinMake = 20;
}
function badBirdD():void
{
birdT = 600;
birdSet = 10;
}
function tricksterD():void
{
tricksterT = 600;
trickster = true;
}
function rampageD():void
{
rampageT = 600;
rampage = true;
pplStat = true;
var tempWatchoutPPL:MovieClip;
tempWatchoutPPL = new peopleWatchout();
tempWatchoutPPL.y = stage.stageHeight /2;
tempWatchoutPPL.x = stage.stageWidth /2;
addChild(tempWatchoutPPL);
signs.push(tempWatchoutPPL);
}
function helpPPLD():void
{
helpPPLT= 600;
helpPPL = true;
var tempHelpPPL:MovieClip;
tempHelpPPL = new savePpl();
tempHelpPPL.y = stage.stageHeight /2;
tempHelpPPL.x = stage.stageWidth /2;
addChild(tempHelpPPL);
signs.push(tempHelpPPL);
}
And here is my main code :
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.engine.SpaceJustifier;
import flashx.textLayout.operations.MoveChildrenOperation;
import flash.utils.Timer;
import flashx.textLayout.accessibility.TextAccImpl;
/*
CODE BY:
START DATE: 12.06.2013.
FINISH DATE: TBA
NOTE: My secound video game ever.
BUGs:
-obsticle collison stops working after some time playing
-passing coin gives you more than 5 coins
*/
/***..........................VARs.........................................................................***/
var STATE_START:String="STATE_START";
var STATE_START_PLAYER:String="STATE_START_PLAYER";
var STATE_PLAY:String="STATE_PLAY";
var STATE_END:String="STATE_END";
var gameState:String;
//Player
var player:MovieClip;
var playerSpeed:Number;
var speedLimit:Number;
var speedLimitInc:Number;
//score
var score:Number= 1;
var scoreInc:Number= 1;
//coins
var coins:Number= 1;
var balance:Number;
var coinCount:Number= 1;
var Coins:Array;
var doubCoins:Boolean = false;
var multiplier:int = 1;
var coinMake:Number = 60;
//distance
var meters:Number= 1;
var distance:Number= 1;
//holds drops
var drops:Array;
//terrain
//decides spawning time
var GenS:Number=1;
//holds terrain
var terrain:Array;
//boost
//holds the speedBoosts that are happening
var boost:Array;
//holds boost dysp obj.
var booost:Array;
//holds speedBoost duration
var Boost:Number;
//collision on/off
var colBoolean:Boolean=true;
var hyperBoost:Array;
//obsticles
var obsticles:Array;
//other
var level:Number= 1;
var levelCount:Number= 1;
var birdArray:Array;
var jumpState:Boolean = false;
var jumpStateT:int;
var jumps:Array;
//powerUps
var watchOut:Boolean = false;
var watchOutT:int;
var blowOut:Boolean = false;
var blowOutT:int;
var planeT:int;
var birdT:int;
var birdSet:int = 300;
var havenT:int;
var trickster:Boolean = false;
var tricksterT:int;
var ppl:Array;
//pplStat tells if ppl are getting hurt or need help, if ture, it means you are gonna run them over
var pplStat:Boolean = true;
var rampage:Boolean;
var rampageT:int;
var helpPPLT:int;
var helpPPL:Boolean;
var signs:Array;
/***.......................Display SETUP...................................................................***/
homeScreen.visible = true;
gamePlay.visible = false;
endScreen.visible = false;
/***........................Start Screen...................................................................***/
homeScreen.play_BTN.addEventListener(MouseEvent.CLICK, clickPlay);
homeScreen.settings_BTN.addEventListener(MouseEvent.CLICK, clickSettings);
function clickPlay(event:MouseEvent):void
{
//Move main screen from stage
homeScreen.visible = false;
//Begin loading the game
gameState = STATE_START;
trace (gameState);
addEventListener(Event.ENTER_FRAME, gameLoop);
}
function clickSettings(event:MouseEvent):void
{
//Move main screen from stage
homeScreen.visible = false;
//settingsScreen.visible...
}
/***...........................Game LOOP...................................................................***/
function gameLoop(e:Event):void
{
switch(gameState)
{
case STATE_START:
startGame();
break;
case STATE_START_PLAYER:
startPlayer();
break;
case STATE_PLAY:
playGame();
break;
case STATE_END:
endGame();
break;
}
}
/***...............STATE_START.............................................................................***/
function startGame():void
{
level = 1;
playerSpeed = 1;
speedLimit = 10;
speedLimitInc = 1;
//Graphics
//coins
Coins = new Array();
//player icon
player = new Player();
//start obsticles array
obsticles = new Array();
//holds terrain (speedUps, jupms, etc)
terrain = new Array();
//holds speedUps
boost = new Array();
booost = new Array();
hyperBoost = new Array();
//other
drops = new Array();
birdArray = new Array();
jumps = new Array();
ppl = new Array();
signs = new Array();
gameState = STATE_START_PLAYER;
trace(gameState);
}
/***....................STATE_START_PLAYER................................................................***/
function startPlayer():void
{
//start the player
//set possition of player
player.y = player.height + 10;
addChild(player);
addEventListener(Event.ENTER_FRAME, movePlayer);
//changing screens
//start game
gameState = STATE_PLAY;
trace(gameState);
}
//player controll
function movePlayer(e:Event):void
{
//mouse\touch recognition
player.x = stage.mouseX;
//making sure player does not move out of the stage
if (player.x < 0)
{
player.x = 0;
}
if (player.x > (stage.stageWidth - 2/player.width))
{
player.x = stage.stageWidth + 2/player.width;
}
}
/***............................STATE_PLAY................................................................***/
function playGame():void
{
if (watchOutT <= 0) {watchOut = false}
if (blowOutT <= 0) {blowOut = false}
if (planeT <= 0) {colBoolean = true}
if (tricksterT <= 0) {trickster= false}
if (havenT <= 0) {coinMake = 60}
if (birdT <= 0) {birdSet = 300}
if (planeT >= 0) {planeT--} birdT
if (havenT >= 0) {havenT--}
if (birdT >= 0) {birdT--}
if (tricksterT >= 0) {tricksterT--}
speedUp();
metersCount();
scoreCount();
makeCoins();
moveCoins();
makeTerrain();
moveDrop();
makeBird();
moveBird();
moveJump();
moveSigns();
movePPL();
stunts();
//speed boost
moveSpeedBoost();
//obsticles
moveObsticle();
}
function metersCount():void
{
meters = meters + playerSpeed;
distance = meters / 50;
if (distance >= 1000 && distance <= 1200)
{
levelCount= 1000;
level = 2;
}
if (distance >= (levelCount + 1000) && distance <= (levelCount + 1200))
{
level++;
levelCount= levelCount + 1000;
}
trace("level", level);
trace("meters", meters);
trace("coins", coins);
trace("distance", distance);
}
function scoreCount():void
{
if (scoreInc >= 30) { score++; scoreInc=1; trace("-score", score); }
scoreInc++
}
function makeCoins():void
{
trace("coinCount", coinCount);
if (coinCount == coinMake)
{
var tempCoin:MovieClip;
//generate enemies
tempCoin = new Coin();
tempCoin.speed = playerSpeed;
tempCoin.x = Math.round(Math.random()*400);
tempCoin.y = stage.stageHeight;
addChild(tempCoin);
Coins.push(tempCoin);
coinCount = 1;
}
coinCount++;
}
function moveCoins():void
{
var j:int;
var tempCoin:MovieClip;
for(var i:int = Coins.length-1; i>=0; i--)
{
tempCoin = Coins[i];
tempCoin.y = tempCoin.y - playerSpeed;
}
//testion colision with the player and screen out
if (tempCoin != null)
{
if (tempCoin.y > stage.stageHeight)
{
removeCoin(i);
}
if (tempCoin.hitTestObject(player))
{
if (i != j && doubCoins == false) {coins = coins + 5; j = i;}
if (i != j && doubCoins == true) {coins = coins + 10; j = i;}
removeCoin(i);
}
}
}
function speedUp():void
{
trace ("speed", playerSpeed);
//checks if any boosts are on
var k:Boolean;
//making speed limit
if (playerSpeed < speedLimit)
{
playerSpeed ++;
if (k == true) {j++}
}
//increasing speed limit
if (speedLimitInc == 100)
{
speedLimit ++;
speedLimitInc = 1;
}
speedLimitInc ++;
var j:Number;
j = playerSpeed;
for (var i:int = boost.length-1; i>=0; i--)
{
if (tempBoostN >= 0)
{k = true; colBoolean = true;}
else
{
k = false;
player.y = player.height + 30;
}
var tempBoostN = boost[i];
if (playerSpeed >= j)
{
if (tempBoostN >= 150)
{
playerSpeed = playerSpeed -1;
} else if (tempBoostN <= 150 && tempBoostN >= 30) {
playerSpeed = playerSpeed - 2;
}
tempBoostN--;
}
}
var l:Number;
l = playerSpeed;
for (var i:int = boost.length-1; i>=0; i--)
{
if (tempBoostN >= 0)
{k = true; colBoolean = true;}
else
{
k = false;
player.y = player.height + 30;
}
var tempBoostH = hyperBoost[i];
if (playerSpeed >= l)
{
if (tempBoostH >= 150)
{
playerSpeed = playerSpeed -1;
} else if (tempBoostN <= 150 && tempBoostH >= 30) {
playerSpeed = playerSpeed - 2;
}
tempBoostH--;
}
}
}
function makeBos():void
{
var tempBoost:MovieClip;
tempBoost = new speedPod();
if (tempBoost != null)
{
tempBoost.y = stage.stageHeight;
tempBoost.x = Math.round(Math.random()*400);
booost.push(tempBoost);
var i = getChildIndex(player);
addChild(tempBoost);
setChildIndex (tempBoost, i);
}
}
function moveSpeedBoost():void
{
var tempBoost:MovieClip;
for(var i:int = booost.length-1; i>=0; i--)
{
tempBoost = booost[i];
tempBoost.y = tempBoost.y - playerSpeed;
}
//test if Boost is off-stage and set it to remove
if (tempBoost != null && tempBoost.y < stage.stageHeight)
{
removeSpeedBoost(i);
}
//player-Boost colision
if (tempBoost != null && tempBoost.hitTestObject(player))
{
Boost = 200;
playerSpeed = playerSpeed + 100;
player.y = player.y + 200;
colBoolean = false;
boost.push(Boost);
}
}
function makeTerrain():void
{
if (GenS == 29)
{
GenS = 1;
var genType:Number = Math.floor(Math.random()*100);
//POWERUPS
//handling watchout powerup
if (watchOut = true){watchOutT--; makeObs();}
//handling blowout powerup
if (blowOut = true){blowOutT--;}
//handling trickster powerup
if (trickster = true){makeJump();}
//handling rampage powerup
if (rampage = true){makePPL(0); rampageT--;}
//handling hurtPPL powerup
if (hurtPPL = true){makePPL(1); hurtPPLT--;}
//general spawning
if (genType >= 1 && genType <=20 && watchOut == false && blowOut == false && trickster == false)
{
trace("makeObs");
makeObs();
}else if (genType >= 20 && genType <=60 && watchOut == false && blowOut == false && trickster == false)
{
trace("makeBos");
makeBos();
}else if (genType >= 60 && genType <=65 && watchOut == false && blowOut == false && trickster == false)
{
trace("makeDrop");
makeDrop();
}else if (genType >= 65 && genType <=100 && watchOut == false && blowOut == false && trickster == false)
{
trace("make jump");
makeJump();
}
}
GenS++;
}
function makeObs():void
{
var tempObs:MovieClip;
//determining the type of an obsticle
var typeObs:Number = Math.floor(Math.random()*3);
switch (typeObs)
{
case 0:
tempObs = new wLog();
break;
case 1:
tempObs = new Spill();
break;
case 2:
tempObs = new wTree();
break;
}
if (tempObs != null)
{
tempObs.y = stage.stageHeight;
tempObs.x = Math.round(Math.random()*400);
addChild(tempObs);
obsticles.push(tempObs);
}
}
function makePPL():void
{
var tempPPL:MovieClip;
if (hurtPPL = true)
{tempPPL = new personHurt();}
else {tempPPL = new person();}
tempPPL.y = stage.stageHeight;
tempPPL.x = Math.round(Math.random()*400);
addChild(tempPPL);
ppl.push(tempPPL);
}
function movePPL():void
{
//move enemies
var tempPPL:MovieClip;
for(var i:int = ppl.length-1; i>=0; i--)
{
tempPPL = ppl[i];
tempPPL.y = tempPPL.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempPPL != null && tempPPL.y < stage.stageHeight)
{
removePPL(i);
}
//player-obsticle colision
if (tempPPL != null && tempPPL.hitTestObject(player) && hurtPPL = true)
{
score = score + 1000;
coins = coins + 1000;
var tempSaved:MovieClip;
tempSaved = new savedPerson();
tempSaved.y = stage.stageHeight /2;
tempSaved.x = stage.stageWidth /2;
addChild(tempSaved);
signs.push(tempSaved);
trace ("person saved");
removePPL(i);
} else if (tempPPL != null && tempPPL.hitTestObject(player))
{
score = score - 1000;
var tempRanOver:MovieClip;
tempRanOver = new ranOver();
tempRanOver.y = stage.stageHeight /2;
tempRanOver.x = stage.stageWidth /2;
addChild(tempRanOver);
signs.push(tempRanOver);
trace ("ran over a person");
removePPL(i);
}
}
function moveSigns():void
{
//move enemies
var tempSign:MovieClip;
for(var i:int = signs.length-1; i>=0; i--)
{
tempSign = signs[i];
tempSign.y = tempSign.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempSign != null && tempSign.y < stage.stageHeight)
{
removeSign(i);
}
}
function makeDrop():void
{
var tempDrop:MovieClip;
tempDrop = new Drop();
tempDrop.y = stage.stageHeight;
tempDrop.x = Math.round(Math.random()*400);
addChild(tempDrop);
drops.push(tempDrop);
}
function moveDrop():void
{
//move enemies
var tempDrop:MovieClip;
for(var i:int = drops.length-1; i>=0; i--)
{
tempDrop = drops[i];
tempDrop.y = tempDrop.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempDrop != null && tempDrop.y < stage.stageHeight)
{
removeDrop(i);
}
//player-obsticle colision
if (tempDrop != null && tempDrop.hitTestObject(player))
{
powerUp();
}
}
function makeBird():void
{
if (distance >= 200)
{
var chance:Number = Math.floor(Math.random()*birdSet);
if (chance <= 1 + level)
{
var tempBird:MovieClip;
//generate enemies
tempBird = new BirdO();
tempBird.speed = 60 + playerSpeed;
tempBird.x = Math.round(Math.random()*400);
addChild(tempBird);
birdArray.push(tempBird);
}
}
}
function moveBird():void
{
var tempBird:MovieClip;
for(var i:int = birdArray.length-1; i>=0; i--)
{
tempBird = birdArray[i];
tempBird.y -= tempBird.speed;
}
if (tempBird != null)
{
if (tempBird.y > stage.stageHeight)
{
removeBird(i);
}
if (tempBird.hitTestObject(player))
{
gameState = STATE_END;
}
}
}
function powerUp():void
{
var dropType:Number = Math.floor(Math.random()*16);
switch (dropType)
{
case 0:
trace("extra coins");
extraCoins();
break;
case 4:
trace("2x coins");
doubleCoins();
break;
case 2:
trace("hyper boost");
hyperBoostD();
break;
case 3:
trace("boost");
BoostD();
break;
case 4:
trace("multiplier 1x");
multiplierDone();
break;
case 5:
trace("multiplier 2x");
multiplierDtwo();
break;
case 6:
trace("watch out!");
watchOutD();
break;
case 7:
trace("blowout");
blowOutD();
break;
case 8:
trace("plane");
planeD();
break;
case 9:
trace("haven");
havenD();
break;
case 10:
trace("bad bird");
badBirdD();
break;
case 11:
trace("trickster");
tricksterD();
break;
case 12:
trace("rampage");
rampageD();
break;
case 13:
break;
case 14:
break;
case 15:
break;
case 16:
break;
}
}
function makeJump():void
{
var tempJump:MovieClip;
tempJump = new Jump();
tempJump.speed = playerSpeed;
tempJump.x = Math.round(Math.random()*400);
addChild(tempJump);
jumps.push(tempJump);
}
function moveJump():void
{
var tempJump:MovieClip;
for(var i:int = jumps.length-1; i>=0; i--)
{
tempJump = jumps[i];
tempJump.y = tempJump.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempJump != null && tempJump.y < stage.stageHeight)
{
removeJump(i);
}
//player-obsticle colision
if (tempJump != null && tempJump.hitTestObject(player))
{
jumpState = true;
jumpStateT = 100;
}
}
function stunts():void
{
if (jumpStateT >= 0)
{
jumpStateT--;
jumpState = true;
}
if (jumpState = true)
{
Multitouch.inputMode = MultitouchInputMode.GESTURE;
stage.addEventListener (TransformGestureEvent.GESTURE_SWIPE, fl_SwipeHandler);
}
}
function fl_SwipeHandler(event:TransformGestureEvent):void
{
switch(event.offsetX)
{
// swiped right
case 1:
{
// My code
trace ("side flip");
score = score + 1000;
coins = coins + 500;
break;
}
// swiped left
case -1:
{
// My code
trace ("barell roll");
score = score + 1000;
coins = coins + 500;
break;
}
}
switch(event.offsetY)
{
// swiped down
case 1:
{
trace ("front flip");
score = score + 1000;
coins = coins + 500;
break;
}
// swiped up
case -1:
{
trace ("side flip");
score = score + 1000;
coins = coins + 500;
break;
}
}
}
function moveObsticle():void
{
//move enemies
var tempObs:MovieClip;
for(var i:int = obsticles.length-1; i>=0; i--)
{
tempObs = obsticles[i];
tempObs.y = tempObs.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempObs != null && tempObs.y < stage.stageHeight)
{
removeObsticle(i);
}
//player-obsticle colision
if (tempObs != null && tempObs.hitTestObject(player))
{
gameState = STATE_END;
}
}
/*REMOVING BS FROM STAGE*/
//remove obsticle
function removeObsticle(idx:int):void
{
if(idx >= 0)
{
removeChild(obsticles[idx]);
obsticles.splice(idx, 1);
}
}
function removeTer(idx:int):void
{
if(idx >= 0)
{
removeChild(terrain[idx]);
terrain.splice(idx, 1);
}
}
function removeSpeedBoost(idx:int):void
{
if(idx >= 0)
{
removeChild(boost[idx]);
boost.splice(idx, 1);
}
}
function removeCoin(idx:int):void
{
if(idx >= 0)
{
removeChild(Coins[idx]);
Coins.splice(idx, 1);
}
}
function removeDrop(idx:int):void
{
if(idx >= 0)
{
removeChild(drops[idx]);
drops.splice(idx, 1);
}
}
function removeBird(idx:int):void
{
if(idx >= 0)
{
removeChild(birdArray[idx]);
birdArray.splice(idx, 1);
}
function removeJump(idx:int):void
{
if(idx >= 0)
{
removeChild(jumps[idx]);
jumps.splice(idx, 1);
}
}
function removePPL(idx:int):void
{
if(idx >= 0)
{
removeChild(ppl[idx]);
ppl.splice(idx, 1);
}
}
function removeSigns(idx:int):void
{
if(idx >= 0)
{
removeChild(signs[idx]);
signs.splice(idx, 1);
}
}
/***.........................STATE_END....................................................................***/
function endGame():void
{
gamePlay.visible = false;
endScreen.visible = true;
}
I have checked times and times again for any syntax missing and have failed to find a problem.
I have seen a guy asking a question here about similar error and it turns out its not eaven a syntax error, he still didnt resolve the problem.
I have also indented all the code properly and eaven used "auto format" in flash pro cs6 to see if it screams any syntax errors and it didnt.
Im making a mobile game so all the code is running in the following environment:
AIR 3,2 for android
And of course as 3.0
Thanks in advance.
You are missing a close bracket } after this function: Try to read your code carefully before asking. Pretty easy to notice :)
function removeBird(idx:int):void
{
if(idx >= 0)
{
removeChild(birdArray[idx]);
birdArray.splice(idx, 1);
}
Im just trying to loop through the two arrays the bullet and enemies array then i perform the hitTestObject on both but it doesnt seem to work until the enemy gets really close to the player or bullet.
here is my code sorry that my code is sloppy `
// ******* IMPORTS *****
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
//*****VARIABLES****
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
var upPressed:Boolean = false;
var shootDown:Boolean = false;
var ySpeed:int = 0;
var xSpeed:int = 0;
var scrollX:int = 0;
var scrollY:int = 0;
var speedConstant:int = 5;
var friction:Number = 0.6;
var level:Number = 1;
var bullets:Array;
var container_mc:MovieClip;
var enemies:Array;
var tempEnemy:MovieClip;
// BUTTON EVENTS EITHER CLICKED OR NOT
left_btn.addEventListener(MouseEvent.MOUSE_DOWN, moveLeft);
right_btn.addEventListener(MouseEvent.MOUSE_DOWN, moveRight);
up_btn.addEventListener(MouseEvent.MOUSE_DOWN, moveUp);
shoot_btn.addEventListener(MouseEvent.MOUSE_DOWN, shootPressed);
left_btn.addEventListener(MouseEvent.MOUSE_UP, leftUp);
right_btn.addEventListener(MouseEvent.MOUSE_UP, rightUp);
up_btn.addEventListener(MouseEvent.MOUSE_UP, upUp);
stage.addEventListener(Event.ENTER_FRAME, makeEnemies);
player.gotoAndStop('still');
stage.addEventListener(Event.ENTER_FRAME,onenter);
function onenter(e:Event):void{
if (rightPressed == true && leftPressed == false){
player.x += 8;
player.scaleX = 1;
player.gotoAndStop("walking");
cloud.x -= 8;
} else if (leftPressed == true && rightPressed == false){
player.x -= 8;
player.scaleX = -1;
player.gotoAndStop('walking');
cloud.x += 8;
} else if(upPressed == true && leftPressed == false && rightPressed == false){
}
else{
rightPressed = false;
leftPressed = false;
player.gotoAndStop('still')}
}
// **** MOVEMENT CONTROLS *********
function shootPressed(e:MouseEvent):void{
shootDown = true;
if(shootDown == true){
fireBullet();
testCollisions();
}
}
function fireBullet():void
{
var playerDirection:String;
if(player.scaleX < 0){
playerDirection = "left";
} else if(player.scaleX > 0){
playerDirection = "right";
}
var bullet:Bullet = new Bullet(player.x, player.y, playerDirection);
bullets = new Array();
bullet.y = 288;
stage.addChild(bullet);
bullets.push(bullet);
trace(bullets);
}
// BUTTON FUNCTIONS
function moveLeft(e:MouseEvent):void
{
if(MouseEvent.MOUSE_DOWN){
leftPressed = true;
}else if (MouseEvent.MOUSE_UP) {
leftPressed = false;
}
}
function moveRight(e:MouseEvent):void
{
if (MouseEvent.MOUSE_DOWN){
rightPressed = true;
}else if (MouseEvent.MOUSE_UP){
rightPressed = false;
}
}
function moveUp(e:MouseEvent):void
{
if(MouseEvent.MOUSE_DOWN){
upPressed = true;
} else if (MouseEvent.MOUSE_UP) {
upPressed = false;
}
}
function leftUp(e:MouseEvent):void
{
leftPressed = false;
}
function rightUp(e:MouseEvent):void
{
rightPressed = false;
}
function upUp(e:MouseEvent):void
{
upPressed = false;
}
enemies = new Array();
//Call this function for how many enemies you want to make...
function makeEnemies(e:Event):void
{
var chance:Number = Math.floor(Math.random() * 60);
if (chance <= 2){
//Make sure a Library item linkage is set to Enemy...
tempEnemy = new enemy();
tempEnemy.speed = 80;
tempEnemy.x = Math.round(Math.random() * stage.stageWidth) * -10;
addChild(tempEnemy);
enemies.push(tempEnemy);
moveEnemies();
}
}
function moveEnemies():void
{
var tempEnemy:MovieClip;
for (var i:int =enemies.length-1; i>=0; i--)
{
tempEnemy = enemies[i];
tempEnemy.x += tempEnemy.speed;
tempEnemy.y = 285;
}
}
//Check for collisions between an enemies array and a Lasers array
function testCollisions():void
{
var tempEnemy:MovieClip;
var tempLaser:MovieClip;
Enemy:for (var i:int=enemies.length-1; i >= 0; i--)
{
tempEnemy = enemies[i];
for (var j:int=bullets.length-1; j>=0; j--)
{
tempLaser = bullets[j];
if (tempLaser.hitTestObject(tempEnemy))
{
removeChild(tempEnemy);
trace("BULLET HIT");
break Enemy;
} else if(tempEnemy.hitTestObject(player)){
removeChild(tempEnemy);
trace("HIT PLAYER");
}
}
}
}
`
It looks as though you're only checking for collisions when the shoot button is pressed, which would explain why it's not happening quickly. I suspect you want to run testCollisions every frame instead:
stage.addEventListener(Event.ENTER_FRAME, testCollisions);
My full code is
import flash.events.KeyboardEvent;
import flash.events.Event;
//init some variables
var speedX = 0;
var speedY = 0;
msg.visible = false;
var curLevel = 2;
var level = new Array();
var flagVar;
var won = false;
//Adding level platforms
for(var i = 0; i < numChildren; i++) {
if(getChildAt(i) is platform) {
level.push(getChildAt(i).getRect(this));
}
if(getChildAt(i) is flag) { flagVar = getChildAt(i).getRect(this); }
}
//Checking key presses
var kUp = false;
var kDown = false;
var kLeft = false;
var kRight = false;
var kSpace = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, kD);
stage.addEventListener(KeyboardEvent.KEY_UP, kU);
function kD(k:KeyboardEvent) {
trace("Key down - " + k.keyCode);
if(k.keyCode == 32) { kSpace = true; }
if(k.keyCode == 37 ) { kLeft = true; }
if(k.keyCode == 38) { kUp = true; }
if(k.keyCode == 39) { kRight = true; }
}
function kU(k:KeyboardEvent) {
trace("Key up - " + k.keyCode);
if(k.keyCode == 32) { kSpace = false; }
if(k.keyCode == 37) { kLeft = false; }
if(k.keyCode == 38) { kUp = false; }
if(k.keyCode == 39) { kRight = false; }
}
addEventListener(Event.ENTER_FRAME, loopAround);
function loopAround(e:Event) {
//horizontal movement
if(kLeft) {
speedX = -10;
} else if(kRight) {
speedX = 10;
} else {
speedX *= 0.5;
}
player.x += speedX;
//horizontal collision checks
for(var i = 0; i < level.length; i++) {
if(player.getRect(this).intersects(level[i])) {
if(speedX > 0) {
player.x = level[i].left - player.width;
}
if(speedX < 0) {
player.x = level[i].right;
}
speedX = 0;
}
}
//vertical movement
speedY += 1;
player.y += speedY;
var jumpable = false;
//Vertical collision
for(i = 0; i < level.length; i++) {
if(player.getRect(this).intersects(level[i])) {
if(speedY > 0) {
player.y = level[i].top - player.height;
speedY = 0;
jumpable = true;
}
if(speedY < 0) {
player.y = level[i].bottom;
speedY *= -0.5;
}
}
}
//JUMP!
if((kUp || kSpace) && jumpable) {
speedY=-20;
}
//Moving camera and other
this.x = -player.x + (stage.stageWidth/2);
this.y = -player.y + (stage.stageHeight/2);
msg.x = player.x - (msg.width/2);
msg.y = player.y - (msg.height/2);
//Checking win
if(player.getRect(this).intersects(flagVar)) {
msg.visible = true;
won = true;
}
//Check for next level request
if(kSpace && won) {
curLevel++;
gotoAndStop(curLevel);
won = false;
}
}
The section in question is
//Checking key presses
var kUp = false;
var kDown = false;
var kLeft = false;
var kRight = false;
var kSpace = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, kD);
stage.addEventListener(KeyboardEvent.KEY_UP, kU);
function kD(k:KeyboardEvent) {
trace("Key down - " + k.keyCode);
if(k.keyCode == 32) { kSpace = true; }
if(k.keyCode == 37 ) { kLeft = true; }
if(k.keyCode == 38) { kUp = true; }
if(k.keyCode == 39) { kRight = true; }
}
function kU(k:KeyboardEvent) {
trace("Key up - " + k.keyCode);
if(k.keyCode == 32) { kSpace = false; }
if(k.keyCode == 37) { kLeft = false; }
if(k.keyCode == 38) { kUp = false; }
if(k.keyCode == 39) { kRight = false; }
}
This was working fine last night, but today I moved it to a new keyframe and now it's not working. I'm not getting any errors (even if I debug). It just won't move the character or even show up in output.
I'm still quite new to as3, so I don't really know what to do.
Thanks in advance.
Edit: After playing with it a bit, I've found out that the reason it's not working is due to the menu. The menu has a single button and two text elements, which are fine. The code that I'm using on the menu is this:
import flash.events.MouseEvent;
stop();
var format:TextFormat = new TextFormat();
format.size = 26;
format.bold = true;
playGameButton.setStyle("textFormat", format);
stage.addEventListener(MouseEvent.CLICK, playGame);
function playGame(e:MouseEvent) {
if(e.target.name == "playGameButton") {
gotoAndStop(2);
}
}
If I use just gotoAndStop(2); it works fine, but with everything else it just goes to the second frame, and nothing else works after that.
Edit #2: I've narrowed it down even farther to the if statement itself.
if(e.target == playGameButton)
if(e.target.name == "playGameButton")
Both of those don't work. If I just remove the if statement all together it works perfectly fine.
there seems to be aproblem with this lines
if(getChildAt(i) is platform)
leads to error 1067: Implicit coercion of a value of type flash.display:MovieClip to an unrelated type Class
the rest of the code seems to be just fine
Try disabling your buttons mouseChildren.
playGameButton.mouseChildren = false;
Try e.currentTarget instead of e.target. From the documentation:
currentTarget : Object
[read-only] The object that is actively processing the Event object with an event listener.
target : Object
[read-only] The event target.
I'm not quite sure that this is your problem but the target vs currentTarget confusion has gotten me before.