I have a life bar in my game and whenever the minion doesn't catch the bananas, the life bar decreases. It works fine, but the problem is that the life bar decreases before it touches the ground. Do I need to add another hitTest in the ground and have it in an && statement?
Main program:
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.events.Event;
var leftKey:Boolean;
var rightKey:Boolean;
var upKey:Boolean;
var downKey:Boolean;
var jump:Boolean = false;
var xvelocity:int = 9;
var yvelocity:int = 3;
var gravity:Number = 7;
stage.addEventListener(Event.ENTER_FRAME, changeVelocity);
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeyUp);
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeyDown);
function changeVelocity(evt:Event){
moveMinion();
yvelocity += gravity;
}
function moveMinion(){
if (leftKey == true){
sideMinion.x -= xvelocity;
sideMinion.left();
}
if (rightKey == true){
sideMinion.x += xvelocity;
sideMinion.right();
}
}
function checkKeyDown(e:KeyboardEvent){
if (e.keyCode == Keyboard.LEFT){
leftKey = true;
}
else if (e.keyCode == Keyboard.RIGHT){
rightKey = true;
}
}
function checkKeyUp(e:KeyboardEvent){
if (e.keyCode == Keyboard.LEFT){
leftKey = false;
}
else if (e.keyCode == Keyboard.RIGHT){
rightKey = false;
}
}
btnStart.addEventListener(MouseEvent.CLICK, makeItFall);
function makeItFall(e:MouseEvent){
var numBananas = 6;
var theBananas: Array = new Array();
theBananas = [];
for (var i = 0; i < numBananas; i++) {
var aBanana: banana = new banana();
theBananas.push(aBanana);
btnStart.visible=false;
aBanana.y=100;
theBananas[i].setSpot(Math.random()*450,Math.random()*200);
theBananas[i].setSpeed((Math.random()), 1);
stage.addChild(aBanana);
}
var health: Number= 100;
var healthPercent: Number= 1;
addEventListener(Event.ENTER_FRAME, pickUpBananas);
function pickUpBananas(event:Event){
for (var i:int = theBananas.length-1; i>-1; i--){
if (sideMinion.hitTestObject(theBananas[i])){
stage.removeChild(theBananas[i]);
theBananas.splice(i,1);
}
else if (sideMinion.hitTestObject(theBananas[i])==false){
health=health-10;
healthPercent=health/100;
trace(healthPercent);
life.scaleX= healthPercent;
}
}
}
}
stop();
And banana class:
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.events.Event;
public class banana extends MovieClip {
var velX: Number = 0;
var velY: Number = 0;
var falling: Boolean = false;
var gravity: Number = 2;
public function banana() {
var timing: Timer = new Timer(25, 0);
timing.addEventListener(TimerEvent.TIMER, moveMe);
timing.start();
}
private function moveMe(event: TimerEvent)
{
x += velX;
y += velY;
if (falling) velY += gravity;
/* trace("[BANANA] position:", x, y, "speed:", velX, velY);*/
}
public function setSpeed(dx,dy) {
velX = dx;
velY = dy;
}
public function setSpot(atX,atY){
this.x=atX;
this.y=atY;
}
public function makeItFall (){
falling=true;
}
}
}
Your problem is basically in the else block. You say if the banana hits, do x, else do y. That's the problem. You can keep your first part if banana hits the minion, do x and then add if banana hits bottom do y.
Get rid of the else.
Hope that made sense.
Edit:
if (the banana is hitting the minion){
// add health or whatever
// remove banana from array
return;
}
if (the banana hits the floor){
// lose health or whatever
// remove banana from array
return;
}
The return statement is so that if you remove a banana, you exit that function instead of going on to the next if statement and checking for a banana that has already been removed.
Related
Wondering if you guys can help me. I've used online tutorials to create the following.
I am working on a small flash project and I've hit a wall. Basically, I've got 3 scenes. A home page, and 2 games. My home page and one of the games are programmed on the timeline within an actions layer. The third game is applied to a Main.as. The problem is that I want to apply a button called home to the Flappy game, but since I've used the .as file for this code, I'm unsure how to do it.
Basically, my question is "How do I add a button to the "Flappy" Scene? Each time i try to do it and run a test, It's playing the Flappy Game over the Scene 1.
Main.as ("Flappy" Scene3)
package{
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event; //used for ENTER_FRAME event
//import flash.events.MouseEvent;
public class Main extends MovieClip{
//These are all of the constants used.
const gravity:Number = 1.5; //gravity of the game. How fast ball falls
const dist_btw_obstacles:Number = 300; //distance between two obstacles
const ob_speed:Number = 8; //speed of the obstacle
const jump_force:Number = 15; //force with which it jumps
//variables
var player:Player = new Player();
var lastob:Obstacle = new Obstacle(); //varible to store the last obstacle in the obstacle array
var obstacles:Array = new Array(); //an array to store all the obstacles
var yspeed:Number = 0; //A variable representing the vertical speed of the bird
var score:Number = 0; //A variable representing the score
public function Main(){
init();
}
function init():void {
//initialize all the variables
player = new Player();
lastob = new Obstacle();
obstacles = new Array();
yspeed = 0;
score = 0;
//add player to center of the stage the stage
player.x = stage.stageWidth/2;
player.y = stage.stageHeight/2;
addChild(player);
//create 3 obstacles ()
createObstacle();
createObstacle();
createObstacle();
//Add EnterFrame EventListeners (which is called every frame) and KeyBoard EventListeners
addEventListener(Event.ENTER_FRAME,onEnterFrameHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, key_up);
}
private function key_up(event:KeyboardEvent){
if(event.keyCode == Keyboard.SPACE){
//If space is pressed then make the bird
yspeed = -jump_force;
}
}
function restart(){
if(contains(player))
removeChild(player);
for(var i:int = 0; i < obstacles.length; ++i){
if(contains(obstacles[i]) && obstacles[i] != null)
removeChild(obstacles[i]);
obstacles[i] = null;
}
obstacles.slice(0);
init();
}
function onEnterFrameHandler(event:Event){
//update player
yspeed += gravity;
player.y += yspeed;
//restart if the player touches the ground
if(player.y + player.height/2 > stage.stageHeight){
restart();
}
//Don't allow the sheep to go above the screen
if(player.y - player.height/2 < 0){
player.y = player.height/2;
}
//update obstacles
for(var i:int = 0;i<obstacles.length;++i){
updateObstacle(i);
}
//display the score
scoretxt.text = String(score);
}
//This functions update the obstacle
function updateObstacle(i:int){
var ob:Obstacle = obstacles[i];
if(ob == null)
return;
ob.x -= ob_speed;
if(ob.x < -ob.width){
//if an obstacle reaches left of the stage then change its position to the back of the last obstacle
changeObstacle(ob);
}
//If the bird hits an obstacle then restart the game
if(ob.hitTestPoint(player.x + player.width/2,player.y + player.height/2,true)
|| ob.hitTestPoint(player.x + player.width/2,player.y - player.height/2,true)
|| ob.hitTestPoint(player.x - player.width/2,player.y + player.height/2,true)
|| ob.hitTestPoint(player.x - player.width/2,player.y - player.height/2,true)){
restart();
}
//If the bird got through the obstacle without hitting it then increase the score
if((player.x - player.width/2 > ob.x + ob.width/2) && !ob.covered){
++score;
ob.covered = true;
}
}
//This function changes the position of the obstacle such that it will be the last obstacle and it also randomizes its y position
function changeObstacle(ob:Obstacle){
ob.x = lastob.x + dist_btw_obstacles;
ob.y = 100+Math.random()*(stage.stageHeight-200);
lastob = ob;
ob.covered = false;
}
//this function creates an obstacle
function createObstacle(){
var ob:Obstacle = new Obstacle();
if(lastob.x == 0)
ob.x = 800;
else
ob.x = lastob.x + dist_btw_obstacles;
ob.y = 100+Math.random()*(stage.stageHeight-200);
addChild(ob);
obstacles.push(ob);
lastob = ob;
}
}
}
Here is the code for my main page called "Scenery" (Scene 1) which is in an actions layer of timeline.
stop();
import flash.events.MouseEvent;
sun1.addEventListener(MouseEvent.CLICK,cloudy);
function cloudy (e:MouseEvent){
cloud1.x = cloud1.x + 10;
cloud2.x = cloud2.x - 10;
}
pong_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
function mouseDownHandler(event:MouseEvent):void {
gotoAndStop(1, "SheepyPong");
}
dodge_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler3);
function mouseDownHandler3(event:MouseEvent):void {
gotoAndStop(1, "Flappy");
}
This is my code for a very simple "SheepyPong" (Scene2) game which is linked to from front page:
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var velocityX:Number = 5;
var velocityY:Number = 5;
movieClip_1.addEventListener(Event.ENTER_FRAME, fl_MoveInDirectionOfKey);
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed);
function fl_MoveInDirectionOfKey(event:Event)
{
if (upPressed)
{
movieClip_1.y -= 5;
}
if (downPressed)
{
movieClip_1.y += 5;
}
sheep.x += velocityX;
sheep.y += velocityY;
if(sheep.y + sheep.height/2 > stage.stageHeight || sheep.y - sheep.height/2 < 0){
velocityY *= -1
}
if(sheep.hitTestObject(AI) || sheep.hitTestObject(movieClip_1)){
velocityX *= -1;
}
if (sheep.x < 0) {
score2.text = (int(score2.text) +1).toString();
sheep.x = 275;
sheep.y = 200;
velocityX *= -1;
}
if (sheep.x > stage.stageWidth) {
score1.text = (int(score1.text) +1).toString();
sheep.x = 275;
sheep.y = 200;
velocityX *= -1;
}
AI.y = sheep.y;
}
function fl_SetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.UP:
{
upPressed = true;
break;
}
case Keyboard.DOWN:
{
downPressed = true;
break;
}
}
}
function fl_UnsetKeyPressed(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.UP:
{
upPressed = false;
break;
}
case Keyboard.DOWN:
{
downPressed = false;
break;
}
}//end of switch
}//end of function
home_btn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler1);
function mouseDownHandler1(event:MouseEvent):void {
gotoAndStop(1, "Scenery");
}
I'm also getting this error in output when I run it. It's not actually affecting the outpu
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Main/onEnterFrameHandler()[/Users/mynamehere/Documents/Game/Main.as:91]
//This is line 91 in the Main.as file:
scoretxt.text = String(score);
here it is the error >> TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::Stage#261b4089 to flash.display.MovieClip.
at com.ply::Heli/fireBullet()
at com.ply::Heli/myOnPress()
this is Heli's Class :
package com.ply
{
import flash.display.MovieClip;
import flash.display.*;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import com.peluru.Bullet;
public class Heli extends MovieClip
{
var shotCooldown:int;
const MAX_COOLDOWN = 10;
//Settings
public var xAcceleration:Number = 0;
public var yAcceleration:Number = 0;
private var xSpeed:Number = 0;
private var ySpeed:Number = 0;
private var up:Boolean = false;
private var down:Boolean = false;
private var left:Boolean = false;
private var right:Boolean = false;
public function Heli()
{
shotCooldown = MAX_COOLDOWN;
bullets = new Array();
addEventListener(Event.ENTER_FRAME, update);
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
init();
}
public function onAddedToStage(event:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
stage.addEventListener(KeyboardEvent.KEY_DOWN, myOnPress);
stage.addEventListener(KeyboardEvent.KEY_UP, myOnRelease);
init();
}
private function init():void
{
addEventListener(Event.ENTER_FRAME, RunHeli);
}
private function RunHeli(event:Event):void
{
xSpeed += xAcceleration ; //increase the speed by the acceleration
ySpeed += yAcceleration ; //increase the speed by the acceleration
xSpeed *= 0.95; //apply friction
ySpeed *= 0.95; //so the speed lowers after time
if(Math.abs(xSpeed) < 0.02) //if the speed is really low
{
xSpeed = 0; //set it to 0
//Otherwise I'd go very small but never really 0
}
if(Math.abs(ySpeed) < 0.02) //same for the y speed
{
ySpeed = 0;
}
xSpeed = Math.max(Math.min(xSpeed, 10), -10); //dont let the speed get bigger as 10
ySpeed = Math.max(Math.min(ySpeed, 10), -10); //and dont let it get lower than -10
this.x += xSpeed; //increase the position by the speed
this.y += ySpeed; //idem
}
public function update(e:Event){
shotCooldown-- ;
}
/**
* Keyboard Handlers
*/
public function myOnPress(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.LEFT)
{
xAcceleration = -1;
}
else if(event.keyCode == Keyboard.RIGHT)
{
xAcceleration = 1;
}
else if(event.keyCode == Keyboard.UP)
{
yAcceleration = -1;
}
else if(event.keyCode == Keyboard.DOWN)
{
yAcceleration = 1;
}
else if (event.keyCode == 32)
{
fireBullet();
}
}
public function myOnRelease(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.LEFT || event.keyCode == Keyboard.RIGHT)
{
xAcceleration = 0;
}
else if(event.keyCode == Keyboard.UP || event.keyCode == Keyboard.DOWN)
{
yAcceleration = 0;
}
}
public function fireBullet() {
if (shotCooldown <=0 )
{
shotCooldown=MAX_COOLDOWN;
var b = new Bullet();
var b2= new Bullet();
b.x = this.x +20;
b.y = this.y ;
b2.x= this.x -20;
b2.y= this.y ;
MovieClip(parent).bullets.push(b);
MovieClip(parent).bullets.push(b2);
trace(bullets.length);
parent.addChild(b);
parent.addChild(b2);
}
}
}
}
and this is the Main Class
package
{
import com.ply.Heli;
import com.peluru.Bullet;
import com.musuh.Airplane2;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.display.*;
import flash.events.*;
import flash.utils.*;
public class Main extends MovieClip
{
public static const STATE_INIT:int = 10;
public static const STATE_START_PLAYER:int = 20;
public static const STATE_PLAY_GAME:int = 30;
public static const STATE_REMOVE_PLAYER:int = 40;
public static const STATE_END_GAME:int = 50;
public var gameState:int = 0;
public var player:Heli;
public var enemy:Airplane2;
//public var bulletholder:MovieClip = new MovieClip();
//================================================
public var cTime:int = 1;
//the time it has to reach in order to be allowed to shoot (in frames)
public var cLimit:int = 10;
//whether or not the user is allowed to shoot
public var shootAllow:Boolean = true;
//how much time before another enemy is made
public var enemyTime:int = 0;
//how much time needed to make an enemy
//it should be more than the shooting rate
//or else killing all of the enemies would
//be impossible :O
public var enemyLimit:int = 64;
//the player's score
public var score:int = 0;
public var gameOver:Boolean = false;
public var bulletContainer:MovieClip = new MovieClip();
//================================================
private var nextPlane:Timer;
public var enemies:Array;
public var bullets:Array;
public function Main()
{
gameState = STATE_INIT;
gameLoop();
}
public function gameLoop(): void {
switch(gameState) {
case STATE_INIT :
initGame();
break
case STATE_START_PLAYER:
startPlayer();
break;
case STATE_PLAY_GAME:
playGame();
break;
case STATE_REMOVE_PLAYER:
//removePlayer();
break;
case STATE_END_GAME:
break;
}
}
public function initGame() :void {
enemies = new Array();
bullets = ne Array();
setNextPlane();
gameState = STATE_START_PLAYER;
gameLoop();
//stage.addEventListener(Event.ENTER_FRAME, AddEnemy);
stage.addEventListener(Event.ENTER_FRAME, back);
stage.addEventListener(Event.ENTER_FRAME,checkForHits);
}
public function setNextPlane() {
nextPlane = new Timer(1000+Math.random()*1000,1);
nextPlane.addEventListener(TimerEvent.TIMER_COMPLETE,newPlane);
nextPlane.start();
}
public function newPlane(event:TimerEvent) {
// random side, speed and altitude
// create plane
var enemy:Airplane2 = new Airplane2();
enemy.y = -1 * enemy.height;
//making the enemy's x coordinates random
//the "int" function will act the same as Math.floor but a bit faster
enemy.x = Math.floor(Math.random()*(stage.stageWidth - enemy.width));
//then add the enemy to stage
addChild(enemy);
enemies.push(enemy);
// set time for next plane
setNextPlane();
}
public function removePlane(plane:Airplane2) {
for(var i in enemies) {
if (enemies[i] == plane) {
enemies.splice(i,1);
break;
}
}
}
// take a bullet from the array
public function removeBullet(bullet:Bullet) {
for(var i in bullets) {
if (bullets[i] == bullet) {
bullets.splice(i,1);
break;
}
}
}
public function checkForHits(event:Event) {
for(var bulletNum:int=bullets.length-1;bulletNum>=0;bulletNum--){
for (var airplaneNum:int=enemies.length-1;airplaneNum>=0;airplaneNum--) {
if (bullets[bulletNum].hitTestObject(enemies[airplaneNum])) {
enemies[airplaneNum].planeHit();
bullets[bulletNum].deleteBullet();
trace("kena");
//shotsHit++;
//showGameScore();
break;
}
}
}
//if ((shotsLeft == 0) && (bullets.length == 0)) {
// endGame();
//}
}
public function back( evt:Event ):void
{ // Backgroud Land
if (Dessert2.y >= 0 && Dessert.y >= 720)
{
Dessert.y = Dessert2.y - 1240 ;
}
else if (Dessert.y >= 0 && Dessert2.y >= 720)
{
Dessert2.y = Dessert.y - 1240 ;
}
else
{
Dessert.y = Dessert.y +5 ;
Dessert2.y = Dessert2.y +5 ;
}
// Background Clouds
if (Clouds2.y >= 0 && Clouds.y >= 720)
{
Clouds.y = Clouds2.y - 2480 ;
}
else if (Clouds.y >= 0 && Clouds2.y >= 720)
{
Clouds2.y = Clouds.y - 2480 ;
}
else
{
Clouds.y = Clouds.y +10 ;
Clouds2.y = Clouds2.y +10 ;
}
}
public function startPlayer() : void {
player=new Heli();
player.x = stage.stageWidth / 2;
player.y = stage.stageHeight / 2;
// add Player to display list
stage.addChild(player);
gameState = STATE_PLAY_GAME;
}
public function playGame():void {
gameLoop();
//txtScore.text = 'Score: '+score;
}
function AddEnemy(event:Event){
if(enemyTime < enemyLimit){
enemyTime ++;
} else {
//defining a variable which will hold the new enemy
enemy =new Airplane2();
//making the enemy offstage when it is created
enemy.y = -1 * enemy.height;
//making the enemy's x coordinates random
//the "int" function will act the same as Math.floor but a bit faster
enemy.x = Math.floor(Math.random()*(stage.stageWidth - enemy.width));
//then add the enemy to stage
addChild(enemy);
//and reset the enemyTime
enemyTime = 0;
}
if(cTime <= cLimit){
cTime ++;
} else {
//if it has, then allow the user to shoot
shootAllow = true;
//and reset cTime
cTime = 1;
}
}
}
}
You have added your player in Main into stage instead of this - why, by the way? So, there are two methods of fixing this: First, change line where you add player to display list, and second, remove direct coercion from Heli.fireBullet() function. I'd say use the first one.
public function startPlayer() : void {
player=new Heli();
player.x = stage.stageWidth / 2;
player.y = stage.stageHeight / 2;
// add Player to display list
this.addChild(player); // <-- this, not stage
gameState = STATE_PLAY_GAME;
}
Change
MovieClip(parent).bullets.push(b);
MovieClip(parent).bullets.push(b2);
to
MovieClip(root).bullets.push(b);
MovieClip(root).bullets.push(b2);
This is Heli's Class and it'll called in main class ,the target of main class in frame 2 .
The frame 1 contain button that can make me go to frame 2 .but this movie clip of Heli doesn't added to the stage . but it'll work if i targeting main class in frame 1 . so can anyone tell me how to use added_to_stage event in specified frame ??? (sorry about my english)
package com.ply
{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.ui.Keyboard;
public class Heli extends MovieClip
{
//Settings
public var xAcceleration:Number = 0;
public var yAcceleration:Number = 0;
private var xSpeed:Number = 0;
private var ySpeed:Number = 0;
private var up:Boolean = false;
private var down:Boolean = false;
private var left:Boolean = false;
private var right:Boolean = false;
private var bullets:Array;
private var missiles:Array;
public function Heli()
{
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
public function onAddedToStage(event:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
init();
}
private function init():void
{
stage.addEventListener(Event.ENTER_FRAME, runGame);
}
private function runGame(event:Event):void
{
xSpeed += xAcceleration ; //increase the speed by the acceleration
ySpeed += yAcceleration ; //increase the speed by the acceleration
xSpeed *= 0.95; //apply friction
ySpeed *= 0.95; //so the speed lowers after time
if(Math.abs(xSpeed) < 0.02) //if the speed is really low
{
xSpeed = 0; //set it to 0
//Otherwise I'd go very small but never really 0
}
if(Math.abs(ySpeed) < 0.02) //same for the y speed
{
ySpeed = 0;
}
xSpeed = Math.max(Math.min(xSpeed, 10), -10); //dont let the speed get bigger as 10
ySpeed = Math.max(Math.min(ySpeed, 10), -10); //and dont let it get lower than -10
this.x += xSpeed; //increase the position by the speed
this.y += ySpeed; //idem
}
}
}
public function Heli()
{
if (stage) init();
addEventListener(Event.ADDED_TO_STAGE, onAddedToStage);
}
here it is the main class
package
{
import com.ply.Heli;
import com.peluru.Bullet;
import com.musuh.Airplane2;
import flash.display.Sprite;
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.*;
import flash.events.*;
import flash.utils.*;
public class Main extends MovieClip
{
public static const STATE_INIT:int = 10;
public static const STATE_START_PLAYER:int = 20;
public static const STATE_PLAY_GAME:int = 30;
public static const STATE_REMOVE_PLAYER:int = 40;
public static const STATE_END_GAME:int = 50;
public var gameState:int = 0;
public var player:Heli;
public var enemy:Airplane2;
//public var bulletholder:MovieClip = new MovieClip();
//================================================
public var cTime:int = 1;
//the time it has to reach in order to be allowed to shoot (in frames)
public var cLimit:int = 10;
//whether or not the user is allowed to shoot
public var shootAllow:Boolean = true;
//how much time before another enemy is made
public var enemyTime:int = 0;
//how much time needed to make an enemy
//it should be more than the shooting rate
//or else killing all of the enemies would
//be impossible :O
public var enemyLimit:int = 64;
//the player's score
public var score:int = 0;
public var gameOver:Boolean = false;
public var bulletContainer:MovieClip = new MovieClip();
//================================================
public function Main()
{
//stage.addEventListener(Event.ENTER_FRAME, gameLoop);
// instantiate car class
gameState = STATE_INIT;
gameLoop();
}
public function gameLoop(): void {
switch(gameState) {
case STATE_INIT :
initGame();
break
case STATE_START_PLAYER:
startPlayer();
break;
case STATE_PLAY_GAME:
playGame();
break;
case STATE_REMOVE_PLAYER:
//removePlayer();
break;
case STATE_END_GAME:
break;
}
}
public function initGame() :void {
//addChild(bulletholder);
addChild(bulletContainer);
gameState = STATE_START_PLAYER;
gameLoop();
stage.addEventListener(KeyboardEvent.KEY_DOWN, myOnPress);
stage.addEventListener(KeyboardEvent.KEY_UP, myOnRelease);
stage.addEventListener(Event.ENTER_FRAME, AddEnemy);
}
public function startPlayer() : void {
player=new Heli();
player.x = stage.stageWidth / 2;
player.y = stage.stageHeight / 2;
// add car to display list
stage.addChild(player);
gameState = STATE_PLAY_GAME;
}
public function playGame():void {
//CheckTime();
gameLoop();
//txtScore.text = 'Score: '+score;
}
public function myOnPress(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.LEFT)
{
player.xAcceleration = -1;
}
else if(event.keyCode == Keyboard.RIGHT)
{
player.xAcceleration = 1;
}
else if(event.keyCode == Keyboard.UP)
{
player.yAcceleration = -1;
}
else if(event.keyCode == Keyboard.DOWN)
{
player.yAcceleration = 1;
}
else if (event.keyCode == 32 && shootAllow)
{
fireBullet();
}
}
public function fireBullet() {
//making it so the user can't shoot for a bit
shootAllow = false;
//declaring a variable to be a new Bullet
var newBullet:Bullet = new Bullet();
var newBullet2:Bullet = new Bullet();
//changing the bullet's coordinates
newBullet.x = player.x+20; //+ player.width/2 - player.width/2;
newBullet.y = player.y;
newBullet2.x = player.x-20;
newBullet2.y = player.y;
//then we add the bullet to stage
bulletContainer.addChild(newBullet);
bulletContainer.addChild(newBullet2);
}
function AddEnemy(event:Event){
if(enemyTime < enemyLimit){
//if time hasn't reached the limit, then just increment
enemyTime ++;
} else {
//defining a variable which will hold the new enemy
enemy =new Airplane2();
//making the enemy offstage when it is created
enemy.y = -1 * enemy.height;
//making the enemy's x coordinates random
//the "int" function will act the same as Math.floor but a bit faster
enemy.x = Math.floor(Math.random()*(stage.stageWidth - enemy.width));
//then add the enemy to stage
addChild(enemy);
//and reset the enemyTime
enemyTime = 0;
}
if(cTime <= cLimit){
cTime ++;
} else {
//if it has, then allow the user to shoot
shootAllow = true;
//and reset cTime
cTime = 1;
}
}
public function myOnRelease(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.LEFT || event.keyCode == Keyboard.RIGHT)
{
player.xAcceleration = 0;
}
else if(event.keyCode == Keyboard.UP || event.keyCode == Keyboard.DOWN)
{
player.yAcceleration = 0;
}
}
}
}
I am creating a platformer game. However, I have encountered an error after creating a collision boundary on platform to make the player jump on the platform without dropping.
I have create a rectangle box and I export it as platForm
Here's the output of the error:
The error keep repeating itself over and over again....
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Boy/BoyMove()
Main class:
package
{
import flash.display.*;
import flash.text.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.*;
public class experimentingMain extends MovieClip
{
var count:Number = 0;
var myTimer:Timer = new Timer(10,count);
var classBoy:Boy;
//var activateGravity:gravity = new gravity();
var leftKey, rightKey, spaceKey, stopAnimation:Boolean;
public function experimentingMain()
{
myTimer.addEventListener(TimerEvent.TIMER, scoreUp);
myTimer.start();
classBoy = new Boy();
addChild(classBoy);
stage.addEventListener(KeyboardEvent.KEY_DOWN, pressTheDamnKey);
stage.addEventListener(KeyboardEvent.KEY_UP, liftTheDamnKey);
}
public function pressTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = true;
stopAnimation = false;
}
if (event.keyCode == 39)
{
rightKey = true;
stopAnimation = false;
}
if (event.keyCode == 32)
{
spaceKey = true;
stopAnimation = true;
}
}
public function liftTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = false;
stopAnimation = true;
}
if (event.keyCode == 39)
{
rightKey = false;
stopAnimation = true;
}
if (event.keyCode == 32)
{
spaceKey = false;
stopAnimation = true;
}
}
public function scoreUp(event:TimerEvent):void
{
scoreSystem.text = String("Score : "+myTimer.currentCount);
}
}
}
Boy class:
package
{
import flash.display.*;
import flash.events.*;
public class Boy extends MovieClip
{
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
//the main character's speed
var mainSpeed:Number = 15;
//whether or not the main guy is jumping
//var mainJumping:Boolean = false;
var mainJumping:Boolean = false;
//how quickly should the jump start off
var jumpSpeedLimit:int = 40;
//the current speed of the jump;
var jumpSpeed:Number = 0;
var gravity:Number = 10;
var theGround:ground = new ground();
//var theCharacter:MovieClip;
public var currentX,currentY:int;
public function Boy()
{
this.x = 600;
this.y = 540;
addEventListener(Event.ENTER_FRAME, BoyMove);
}
public function BoyMove(event:Event):void
{
currentX = this.x;
currentY = this.y;
if (MovieClip(parent).leftKey)
{
currentX -= mainSpeed;
MovieClip(this).scaleX = 1;
}
if (MovieClip(parent).rightKey)
{
currentX += mainSpeed;
MovieClip(this).scaleX = -1;
}
if (MovieClip(parent).spaceKey || mainJumping)
{
mainJump();
}
this.x = currentX;
this.y = currentY;
}
public function mainJump():void
{
currentY = this.y;
if (! mainJumping)
{
mainJumping = true;
jumpSpeed = jumpSpeedLimit * -1;
currentY += jumpSpeed;
}
else
{
if (jumpSpeed < 0)
{
jumpSpeed *= 1 - jumpSpeedLimit / 250;
if (jumpSpeed > -jumpSpeedLimit/12)
{
jumpSpeed *= -2;
}
}
}
if (jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit)
{
jumpSpeed *= 1 + jumpSpeedLimit / 120;
}
currentY += jumpSpeed;
if (MovieClip(this).y > 500)
{
mainJumping = false;
MovieClip(this).y = 500;
}
this.y = currentY;
}
}
}
Platformer class: This is the class I want to set the boundary for the rectangle (platForm)
package
{
import flash.events.*;
import flash.display.MovieClip;
public class platForm extends MovieClip
{
var level:Array = new Array();
var classBoys:Boy = new Boy();
var speedx:int = MovieClip(classBoys).currentX;
public function platForm()
{
for (var i = 0; i < numChildren; i++)
{
if (getChildAt(i) is platForm)
{
level.push(getChildAt(i).getRect(this));
}
}
for (i = 0; i < level.length; i++)
{
if (MovieClip(classBoys).getRect(this).intersects(level[i]))
{
if (speedx > 0)
{
MovieClip(classBoys).x = level[i].left - MovieClip(classBoys).width/2;
}
if (speedx < 0)
{
MovieClip(classBoys).x = level[i].right - MovieClip(classBoys).width/2;
}
}
}
}
}
}
It's a little difficult to see exactly what is happening without being able to run your code, but the error is saying that something within your BoyMove() method is trying to reference a property (or method) of something that is null. Having looked at the BoyMove() method, I can see that there isn't a lot there that could cause this problem. The other two candidates would be
MovieClip(parent)
or
MovieClip(this)
You are attempting to access properties of both of those MovieClips. One of them must not be initialized as you expect. I suggest you do some basic debugging on that method by commenting out the lines with MovieClip(parent) and see if you still get the error. Then try the same with the line with MovieClip(this). That should be able enough to isolate the issue.
I have object char in my stage and i controlled it with main.as but when i decided to make it char.as and to add it in main.as become the error..
main.as
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.Sprite;
import flash.sampler.DeleteObjectSample;
import flashx.textLayout.utils.CharacterUtil;
public class main extends MovieClip
{
public function main()
{
var mychar:char = new char();
mychar.x = 60;
mychar.y = 60;
addChild(mychar);
}
}
}
char.as
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.Sprite;
import flash.sampler.DeleteObjectSample;
public class char extends MovieClip
{
//char vars
var isRight:Boolean = false;
var isLeft:Boolean = false;
var isUp:Boolean = false;
var isDown:Boolean = false;
var angleDegree;
var angleRadian;
//stage vars
var objects = new Array(50);
public function char()
{
for (var i = 0; i<numChildren; i++) {
objects[i] = getChildAt(i);
}
addEventListener(Event.ENTER_FRAME, charEnterFrame);
addEventListener( MouseEvent.MOUSE_DOWN , MouseClick);
addEventListener(KeyboardEvent.KEY_DOWN, KeyDown);
addEventListener(KeyboardEvent.KEY_UP, KeyUp);
}
function charEnterFrame(e:Event)
{
// **Char rotation
angleRadian=Math.atan2(mouseY-this.y,mouseX-this.x);
angleDegree = angleRadian * 180 / Math.PI;
this.rotation = angleDegree;
// **Char Movement
if (isRight==true)this.x += 5;
if (isLeft==true)this.x -= 5;
if (isUp==true)this.y -= 5;
if (isDown==true)this.y += 5;
}
function MouseClick(event:MouseEvent)
{
var radius = 30;
trace(objects.length);
var dx = radius * Math.cos(angleRadian);
var dy = radius * Math.sin(angleRadian);
var movex = 20 * Math.cos(angleRadian);
var movey = 20 * Math.sin(angleRadian);
var bullet = new Sprite();
bullet.graphics.beginFill(0x000000);
bullet.graphics.drawCircle(this.x+dx, this.y+dy, 3);
bullet.graphics.endFill();
var i = 1;
var f:Function;
addChild(bullet);
bullet.addEventListener(Event.ENTER_FRAME, f = function(){
bullet.x += movex*i;
bullet.y += movey*i;
for (var j = 0; j < objects.length-1; j++) {
if (bullet.hitTestObject(objects[j])) {
bullet.graphics.clear();
}
}
i++;
});
}
function KeyDown(event:KeyboardEvent):void
{
if (event.keyCode == 39)isRight = true;
if (event.keyCode == 37)isLeft = true;
if (event.keyCode == 38)isUp = true;
if (event.keyCode == 40)isDown = true;
}
function KeyUp(event:KeyboardEvent):void
{
if (event.keyCode == 39)isRight = false;
if (event.keyCode == 37)isLeft = false;
if (event.keyCode == 38)isUp = false;
if (event.keyCode == 40)isDown = false;
}
}
}
Flash result:http://www.shareswf.com/media/games/swf/28063.swf