I am trying to make a flash game in which there is collision detection between the player and the walls. However, when I try using Wall11.hitTestPoint(), I cannot get the collision detection to be perfect. Then, I decided to use bitmap but it is hard to code this because the wall is irregularly shaped (it is not a square, rectangle, circle or any regular shape). Is there anyway to improve the collision detection with walls?
function checkCollision(_debug:Boolean = false):Boolean {
var bmd1:BitmapData = new BitmapData(Wall11.width, Wall11.height, true, 0);
var bmd2:BitmapData = new BitmapData(LevelOnePlayer.width, LevelOnePlayer.height, true, 0);
bmd1.draw(Wall11);
bmd2.draw(LevelOnePlayer);
if (_debug) {
var bmp:Bitmap = new Bitmap(bmd1);
bmp.x = Wall11.x;
bmp.y = Wall11.y;
addChild(bmp);
var bmp2:Bitmap = new Bitmap(bmd2);
bmp2.x = LevelOnePlayer.x;
bmp2.y = LevelOnePlayer.y;
addChild(bmp2);
}
if(bmd1.hitTest(new Point(Wall11.x, Wall11.y), 255, bmd2, new Point(LevelOnePlayer.x, LevelOnePlayer.y), 255))
return true;
if (!_debug) {
bmd1.dispose();
bmd2.dispose();
}
return false;
}
These are basics of hitTestPoint stuff.
package
{
import flash.geom.Point;
import flash.events.Event;
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
public class HitTest extends Sprite
{
private var textArea:TextField;
private var Circle:Shape;
private var Box:Shape;
public function HitTest()
{
if (stage) onStage();
else addEventListener(Event.ADDED_TO_STAGE, onStage);
}
private function onStage(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, onStage);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.showDefaultContextMenu = false;
stage.align = StageAlign.TOP_LEFT;
stage.stageFocusRect = false;
addShapes();
addLabel();
onFrame();
// Call it every frame to keep things updated.
addEventListener(Event.ENTER_FRAME, onFrame);
}
private function onFrame(e:Event = null):void
{
// Place graphics to the center of the stage.
x = stage.stageWidth >> 1;
y = stage.stageHeight >> 1;
// Lets detect collision with the circle.
var aPoint:Point = new Point();
// Take local mouse coordinates within the target shape.
aPoint.x = Circle.mouseX;
aPoint.y = Circle.mouseY;
// Convert them into the root coordinates - it is the ONLY correct way.
// Comment the next 2 lines to see how local coordinates fail to work.
aPoint = Circle.localToGlobal(aPoint);
aPoint = root.globalToLocal(aPoint);
// Hit test the point against shape.
// Set the last parameter to false to see hitTest against the shape bounding box.
var aHit:Boolean = Circle.hitTestPoint(aPoint.x, aPoint.y, true);
textArea.text = aHit? "! HIT !": "NO HIT";
}
private function addShapes():void
{
Circle = new Shape();
Circle.graphics.lineStyle(2, 0x000000, 1);
Circle.graphics.beginFill(0xCC99FF, 1);
Circle.graphics.drawCircle(0, 0, 50);
Circle.graphics.endFill();
Box = new Shape();
Box.graphics.lineStyle(0, 0xCCCCCC, 1);
Box.graphics.drawRect(-50, -50, 100, 100);
addChild(Box);
addChild(Circle);
}
private function addLabel():void
{
textArea = new TextField();
textArea.x = 10;
textArea.y = 10;
textArea.width = 70;
textArea.height = 20;
textArea.border = true;
textArea.wordWrap = false;
textArea.multiline = true;
textArea.selectable = true;
textArea.background = true;
textArea.mouseEnabled = false;
var aFormat:TextFormat;
aFormat = textArea.getTextFormat();
aFormat.font = "_typewriter";
aFormat.size = 12;
aFormat.bold = true;
aFormat.align = TextFormatAlign.CENTER;
textArea.setTextFormat(aFormat);
textArea.defaultTextFormat = aFormat;
stage.addChild(textArea);
textArea.text = "NO HIT";
}
}
}
Related
I used a creative cow tutorial to create my own snow globe that moves and snow reactivates - it really is a great tutorial.
What I'm trying to do is Change between 3 Movie clips in the ActionScript - But each time I add my movie clip names - Or try and add a simple visibility code I break my snow globe actions.
I have my MovieClip instances named friendsSceneThree, BuddiesSceneTwo and HatsOffSceneOne. I would think they'd be good but somewhere I'm missing something. Right now I can't get the code to even SEE The movieclips I'm getting a simple:
TypeError: Error #1006: value is not a function.at SnowGlobeContainer/update()
Down in the 'if drag' Update is where I'd like to Change from One MClip to the Next.
What Am I Not Seeing?!?! Any help would be greatly appreciated! Thanks
Here is the ActionScript:
package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Rectangle;
import flash.geom.Point;
public class SnowGlobeContainer extends Sprite {
public var snowForeground:SnowGeneratorCircle;
public var snowBackground:SnowGeneratorCircle;
public var friendsSceneThree:MovieClip;
public var buddiesSceneTwo:MovieClip;
public var hatsOffSceneOne:MovieClip;
public var drag:Boolean = false;
public var over:Boolean = false;
public var startPos:Point = new Point;
public var mouseDownOffset:Point = new Point;
public var bounds:Rectangle = new Rectangle;
public var vel:Point = new Point(0,0);
public var pos:Point = new Point(x,y);
public var old:Point = new Point(x,y);
public var gravity:Number = 5+(Math.random()*1);
public var restitution:Number = 0.5;
public var friction:Number = 0.9;
public function SnowGlobeContainer() {
// save some initial persistant properties
startPos.x = this.x;
startPos.y = this.y;
old.x = this.x;
old.y = this.y;
bounds.x = 0;
bounds.y = 0;
bounds.width = 600;
bounds.height = startPos.y;
// add mouse interaction listeners and show the cursor on rollover
this.mouseChildren = false;
this.useHandCursor = true;
this.buttonMode = true;
this.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
this.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
this.addEventListener(Event.ENTER_FRAME, update);
}
protected function onMouseOver(e:MouseEvent=null):void { over = true; }
protected function onMouseOut(e:MouseEvent=null):void { over = false; }
protected function onMouseDown(e:MouseEvent=null):void {
// Save the offset of your mouse when you first start dragging. Same functionality as startDrag(false)
mouseDownOffset.x = mouseX;
mouseDownOffset.y = mouseY;
drag = true;
}
protected function onMouseUp(e:MouseEvent=null):void {
vel.x = vel.y = 0;
pos.x = x;
pos.y = y;
drag = false;
}
public function update(e:Event):void {
// this if/else statement controls the mouse over and out instead of using event listeners
if(mouseY < -175 || mouseY > 175 || mouseX < -175 || mouseX > 175){
if(over) onMouseOut();
}else{
if(!over) onMouseOver();
}
if(drag){
// drag around..
this.x = parent.mouseX - mouseDownOffset.x;
this.y = parent.mouseY - mouseDownOffset.y;
// keep this thing on the table :)
if(y >= bounds.height) y = bounds.height;
// if you "shake" or move the mouse quickly, we are going to reset the snow particles
var d:Point = new Point(Math.abs(old.x - x), Math.abs(old.y - y));
if(d.x > 50 || d.y > 50 ){
snowForeground.reset();
snowBackground.reset();
friendsSceneThree.visible = false;
}
// update the history position
old.x = x;
old.y = y;
vel.y = (y-old.y)/2;
}else{
// if you drop this object it should have a bit of realistic falling..
vel.y += gravity;
pos.y += vel.y;
// bounce
if(pos.y > bounds.height){
pos.y = bounds.height;
vel.y *= -(Math.random()*restitution);
}
y = pos.y;
}
}
}
}
I appreciate the help -- If you haven't noticed I'm new to all of this scripting. I'm looking in on lynda.com and other forums. the SnowGeneratorCircle.as is:
package {
import flash.display.Sprite;
import flash.events.Event;
public class SnowGeneratorCircle extends Sprite {
var totalFlakes:int = 500;
var flakes:Array = new Array();
public function SnowGeneratorCircle() {
addSnowFlakes();
addEventListener(Event.ENTER_FRAME, update);
}
protected function addSnowFlakes():void{
for(var i:int=0; i<totalFlakes; i++){
var f:SnowFlake = new SnowFlake();
addChild(f);
flakes.push(f);
}
}
public function reset():void{
for(var i:int=0; i<totalFlakes; i++){
var f:SnowFlake = flakes[i];
f.reset();
}
}
public function update(e:Event=null):void {
for(var i:int=0; i<totalFlakes; i++){
var f:SnowFlake = flakes[i];
f.update(0);
}
}
}
}
I debugged - didn't clean up the code, because every time I did - it broke the actions. So I left the code with the double spacing. That's how it went in when I copied and pasted from the tutorial anyway.
Here's the error on line 173 - which is the MovieClip I'd like to have change.
Attempting to launch and connect to Player using URL /Volumes/Lacie Biggest S2S/GRaid/Veronica
/V/Rubio/Work/SUBARU/SnowGlobe Subaru/SnowGlobeAnima/snowGlobeShakev3.swf
[SWF] Volumes:Lacie Biggest S2S:GRaid:Veronica:V:Rubio:Work:SUBARU:SnowGlobe >Subaru:SnowGlobeAnima:snowGlobeShakev3.swf - 468081 bytes after decompression
TypeError: Error #1006: value is not a function.
at SnowGlobeContainer/update()[/Volumes/Lacie Biggest S2S/GRaid/Veronica/V/Rubio/Work/SUBARU
/SnowGlobe Subaru/SnowGlobeAnima/SnowGlobeContainer.as:173]
I just don't know how to get the actionscript to find my MovieClips and then swap them out wt each shake of the globe.
I'm trying to make a basic loader that uses Splash.swf to then load myisogame.swf
I keep getting error #1009. It's a template we was given in class, originally the Splash.swf directed to Game.swf, but in the code below there is only one mention of where it directs to.
In the template Game.fla doesn't have any code in it.
Here is the Splash
package {
import flash.display.MovieClip;
import flash.display.Loader;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.events.IOErrorEvent;
import flash.net.URLLoader;
import flash.net.URLRequest;
import flash.text.TextField;
import flash.text.TextFormat;
public class Splash extends MovieClip {
var myLoader:Loader;
var loadingAnim:LoadingAnimation;
var percentLoaded:TextField =new TextField();
public function Splash() {
// constructor code
myLoader = new Loader();
myLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
var blubox = new BluBox();
addChild(blubox);
blubox.x=200;
blubox.y=200;
loadingAnim = new LoadingAnimation();
addChild(loadingAnim);
loadingAnim.x=200;
loadingAnim.y=200;
loadingAnim.scaleX=0;
var format:TextFormat = new TextFormat();
format.font = "Verdana";
format.color = 0xFF0000;
format.size = 20;
format.underline = false;
percentLoaded.defaultTextFormat = format;
addChild(percentLoaded);
percentLoaded.x=200;
percentLoaded.y=230;
myLoader.load(new URLRequest("myisogame.swf"));
}
function onProgress(evt:ProgressEvent):void {
var nPercent:Number = Math.round((evt.bytesLoaded / evt.bytesTotal) * 100);
loadingAnim.scaleX = nPercent / 100;
percentLoaded.text = nPercent.toString() + "%";
trace("load%"+nPercent.toString());
}
function onComplete(evt:Event):void {
myLoader.contentLoaderInfo.removeEventListener(ProgressEvent.PROGRESS, onProgress);
myLoader.contentLoaderInfo.removeEventListener(Event.COMPLETE, onComplete);
loadingAnim.x=1000;
addChild(myLoader);
}
function onIOError(evt:IOErrorEvent):void {
trace("IOError loading SWF");
}
}
}
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MyIsoGame code
package {
import flash.display.MovieClip;
import as3isolib.display.scene.IsoScene;
import as3isolib.display.IsoView;
import as3isolib.display.scene.IsoGrid;
import as3isolib.graphics.Stroke;
import as3isolib.display.primitive.IsoBox;
import as3isolib.display.IsoSprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import eDpLib.events.ProxyEvent;
import as3isolib.geom.Pt;
import as3isolib.geom.IsoMath;
import as3isolib.graphics.SolidColorFill;
// before class
public class MyIsoGame extends MovieClip {
public var scene:IsoScene;
public var view:IsoView ;
public var CELLSIZE:int = 30;//------This is very important to remember cell size. This will affect placement of objects
var zoomFactor:Number = 1;////Zoom Factor heerrrreee--------------------
var s1:IsoSprite = new IsoSprite();
var wr:IsoSprite = new IsoSprite();
var wre:IsoSprite = new IsoSprite();
var g1:IsoSprite = new IsoSprite();
var b1:IsoSprite = new IsoSprite();
var b2:IsoSprite = new IsoSprite();
var b3:IsoSprite = new IsoSprite();
public function MyIsoGame() {
// constructor code
trace("hello from constructor");
scene = new IsoScene();
view = new IsoView();
view.setSize((stage.stageWidth), stage.stageHeight);
view.clipContent = true;
view.showBorder = false;
view.addScene(scene);
view.addEventListener(MouseEvent.MOUSE_DOWN, onStartPan, false, 0, true);
view.addEventListener(MouseEvent.MOUSE_WHEEL, onZoom, false, 0, true);
addChild(view);
var g:IsoGrid = new IsoGrid();
g.addEventListener(MouseEvent.CLICK, gridClick);
g.cellSize=30;
g.setGridSize(6,6);
g.y=0;
g.x=0;
g.gridlines = new Stroke(2,0x666666);
g.showOrigin = false;
scene.addChild(g);
g.addEventListener(MouseEvent.CLICK, grid_mouseHandler);
var box:IsoBox = new IsoBox();
box.setSize(10, 10, 10);
box.moveTo(50,50,0);
scene.addChild(box);
wr.setSize(30, 30, 30);
wr.moveTo(60, 0, 0);
wr.sprites=[new Wrecked()];
scene.addChild(wr);
wre.setSize(30, 30, 30);
wre.moveTo(30, 0, 0);
wre.sprites=[new Wrecked()];
scene.addChild(wre);
g1.setSize(30, 30, 30);
g1.moveTo(150, 150, 0);
g1.sprites=[new Gold()];
scene.addChild(g1);
b1.setSize(30, 30, 30);
b1.moveTo(120, 120, 0);
b1.sprites=[new Blue()];
scene.addChild(b1);
b2.setSize(30, 30, 30);
b2.moveTo(120, 150, 0);
b2.sprites=[new Blue()];
scene.addChild(b2);
b3.setSize(30, 30, 30);
b3.moveTo(150, 120, 0);
b3.sprites=[new Blue()];
scene.addChild(b3);
scene.render();
stage.addEventListener(MouseEvent.MOUSE_WHEEL,mouseWheel);///MOUSE WHEEL CONTROL
stage.addEventListener (KeyboardEvent.KEY_DOWN, keyboarddownlistener)
}
private function gridClick(event:ProxyEvent):void
{
var me:MouseEvent = MouseEvent(event.targetEvent);
var p:Pt = new Pt(me.localX, me.localY);
IsoMath.screenToIso(p);
y
}
private var panPt:Pt;
private function onStartPan(e:MouseEvent):void
{
panPt = new Pt(stage.mouseX, stage.mouseY);
view.removeEventListener(MouseEvent.MOUSE_DOWN, onStartPan);
view.addEventListener(MouseEvent.MOUSE_MOVE, onPan, false, 0, true);
view.addEventListener(MouseEvent.MOUSE_UP, onStopPan, false, 0, true);
}
private function onPan(e:MouseEvent):void
{
view.panBy(panPt.x - stage.mouseX, panPt.y - stage.mouseY);
panPt.x = stage.mouseX;
panPt.y = stage.mouseY;
}
private function boxClick(e:Event)
{
view.centerOnIso(e.target as IsoBox);
}
private function onStopPan(e:MouseEvent):void
{
view.removeEventListener(MouseEvent.MOUSE_MOVE, onPan);
view.removeEventListener(MouseEvent.MOUSE_UP, onStopPan);
view.addEventListener(MouseEvent.MOUSE_DOWN, onStartPan, false, 0, true);
}
private var zoomValue:Number = 1;
private function onZoom(e:MouseEvent):void
{
if(e.delta > 0)
zoomValue += 0.10;
if(e.delta < 0)
zoomValue -= 0.10;
view.currentZoom = zoomValue;
}
///----------------Grid Mouse Handler
public function grid_mouseHandler (evt:ProxyEvent):void
{
var mEvt:MouseEvent = MouseEvent(evt.targetEvent);
var pt:Pt = new Pt(mEvt.localX, mEvt.localY);
IsoMath.screenToIso(pt);
var roundedX:int = int(pt.x)/30;
var roundedY:int= int(pt.y)/30;
trace("transformed point = "+roundedX +","+roundedY);
///Code that allows things to be put down, located here.
var s:IsoSprite= new IsoSprite();
s.sprites=[new Base()];
s.setSize(30, 30, 30);//Varies via Cell size-
s.moveTo(roundedX*30, roundedY*30, 0);
scene.addChild(s);
scene.render();
}///------------------Grid Mouse Handler
public function mouseWheel (event:MouseEvent){
trace("The Delta value isss: " + event.delta);
//Get current view zoom
zoomFactor+=event.delta*0.04;
view.zoom(zoomFactor)
}
public function keyboarddownlistener(e:KeyboardEvent){
{//Screen-Movement Code
if (e.keyCode == 40)
{// The numbers represent the keyboard buttons
trace("Down Arrow")// I've left these trace commands so you can get a better idea of which one is what.-William 22/04/14
view.pan(0,5);
scene.render();
//Down arrow???
}
}
if (e.keyCode == 38)
{
trace("Up Arrow")
view.pan(0,-5);
scene.render();
//Up arrow???
}
if (e.keyCode == 37)
{
trace("Left Arrow")
view.pan(5,0);
scene.render();
//Left arrow???
}
if (e.keyCode == 39)
{
trace("Right Arrow")
view.pan(-5,0);
scene.render();
//Right arrow???
}
/////OBJECT MOVEMENT code- For moving the donut around
///-- I am going to be working on a version of this game where--
///- everything can be controlled via a Keyboard only -William 22/04/14
if (e.keyCode == 65)
{
trace("A Left <--")
//view.x+=15;//Alternate version
s1.moveBy(30,0,0)
scene.render();
//Left?
}
if (e.keyCode == 68)
{
trace("D Right -->")
//view.x-=15;//Alternate version
s1.moveBy(-30,0,0)
scene.render();
//Right?
}
if (e.keyCode == 83)
{
trace("S Down --v")
//view.x-=15;//Alternate version
s1.moveBy(0,30,0)
scene.render();
//Down?
}
if (e.keyCode == 87)
{
trace("W Up --^")
//view.x-=15;//Alternate version
s1.moveBy(0,-30,0)
scene.render();
//Up?
}
}
}
}
I tried the code you supplied (without the numbers at the bottom) and it worked just fine for me.
error #1009 is a runtime error when you use a variable that hasn't been defined yet. I would suggest debugging from Flash Pro (ctrl + shift +enter) and let it show you where it breaks.
In your FLA, you said there is no code, but in the properties panel you do see the class field with "Splash" in it right? that is what links the class to the FLA.
It is possible that the runtime error you are seeing is not in the Splash class but in either BluBox or LoadingAnimation. Do those have class files? If not, take a look in the Library and you'll have two movie clips that are exported for actionScript with those names. Check in them to see if there might be some framescript.
I have been following an AS3 tutorial for an avoider game, the trouble is the tutorial is for CS5 and I am using Flash Develop. I am completely stuck trying to update and display the score. I have read through several posts on SO and elsewhere and still can't seem to fix it.
Here is the Score class that I call to display the score and it contains the function that updates the "score" value.
package
{
import flash.display.Sprite;
import flash.events.TextEvent;
import flash.text.TextField
import flash.text.TextFormat
public class Score extends Sprite
{
public var scoreDisplay:String;
public var currentValue:int;
public function Score()
{
updateDisplay()
}
public function updateDisplay():void
{
scoreDisplay = currentValue.toString();
var format:TextFormat = new TextFormat();
format.size = 25;
format.font = "Verdana"
var myText:TextField = new TextField();
myText.defaultTextFormat = format;
myText.text = scoreDisplay;
myText.background = true;
myText.autoSize
myText.width = 50;
myText.height = 35;
addChild(myText)
myText.x = 340
myText.y = 10
myText.mouseEnabled = false
}
public function addToValue( amountToAdd:Number ):void
{
trace("addToValue")
trace(currentValue)
currentValue = currentValue + amountToAdd;
trace(currentValue + " 1")
}
}
}
and here is the Game class I am running to increase the "score" per tick.
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.utils.Timer;
import Score;
public class Game extends Sprite
{
public var army:Array;
public var gameTimer:Timer;
public var player:Player;
public var background:Sprite;
public function Game()
{
army = new Array();
var newenemy:Enemy = new Enemy(100, -15);
army.push(newenemy);
addChild(newenemy);
player = new Player();
addChild(player);
player.x = mouseX;
player.y = mouseY;
gameTimer = new Timer(20);
gameTimer.addEventListener(TimerEvent.TIMER, move);
gameTimer.addEventListener(TimerEvent.TIMER, onTick);
gameTimer.start();
}
private function move(timerEvent:TimerEvent):void
{
player.x = mouseX;
player.y = mouseY;
for each (var enemy:Enemy in army)
{
enemy.moveDownABit();
if (player.hitTestObject(enemy))
{
gameTimer.stop();
dispatchEvent( new AvatarEvent( AvatarEvent.DEAD));
}
}
}
public function onTick(e:Event):void
{
if (Math.random() < .1)
{
var randomX:Number = Math.random() * 400;
var newEnemy:Enemy = new Enemy(randomX, -15);
army.push(newEnemy);
addChild(newEnemy);
var instanceScore:Score = new Score();
instanceScore.addToValue(10)
}
}
}
}
My trace function outputs "addToValue, 0, 10 1" and repeats that, never changing the 'curentValue' variable past 0. I can tell that the 'amountToAdd' is functioning properly but have no idea why 'currentValue' is always reset to 0.
questions on SO that I viewed;
Display dynamic variable on next key frame AS3
Avoider Game Tutorial: Score not working
The problem is this:
var instanceScore:Score = new Score();
This means that every time there is a tick, you create new score. When you create new score, it starts from 0. You update it to 10, and on the next tick, you ignore the old value of 10 by creating a whole new class. The new class has a value of 0, as it never has it's value increased before. Then you increase it again.. and a new tick starts (looping)
What you need to do is to instantiate score instance ONLY ONCE and save it as a class member variable. Then you can call increase to it.
I have been struggling with a as3 and flash game that i am trying to make. Everything looks fine, but still the bullet are stuck inside the cannon. When i use my mouse to shoot, instead of going out to a location, it just get stuck inside the cannon:
Got 3 as3 documents, and one flash document:
Ships.as
package{
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
public class Ship extends Sprite{
private var speed:int;
private var target:Point;
function Ship(){
speed=2+Math.random()*5;
//trace("Made a Ship!");
//set the target for the ships
target = new Point(Math.random()*500, Math.random()*500);
//target.x = Math.random()*500;
//target.y = Math.random()*500;
//addEventListener(Event.ENTER_FRAME, update);
}
function update(){
//Set the ships to point the target
var dx = target.x - x;
var dy = target.y - y;
var angle = Math.atan2(dy, dx)/Math.PI*180;
rotation = angle;
x=x+Math.cos(rotation/180*Math.PI)*speed;
y=y+Math.sin(rotation/180*Math.PI)*speed;
//New target
var hyp = Math.sqrt((dx*dx)+(dy*dy));
if(hyp < 5){
target.x = Math.random()*500;
target.y = Math.random()*500;
}
}
}
}
Game.as
package{
import flash.display.MovieClip;
import flash.events.Event;
public class Game extends MovieClip{
var ships:Array;
public function Game(){
trace("Made that game!");
addEventListener(Event.ENTER_FRAME, loop);
//set up the ship array
ships = new Array();
}
function loop(e:Event){
if(numChildren<10){
var s = new Ship();
addChild(s);
s.x = Math.random()*stage.stageWidth;
s.y = Math.random()*stage.stageHeight;
s.rotation = Math.random()*360;
//Add the ship to the list of ships
ships.push(s);
}
//Make a for loop to iterate through all the ship
for(var count=0; count<ships.length; count++){
ships[count].update();
//Add a new for loop to go through all the bullets
}
}
}
}
}
}
Turret.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class Turret extends MovieClip{
//Properties goes here
var shotCooldown:int;
var bullets:Array;
const MAX_COOLDOWN = 10;
public function Turret(){
//Set the Shot Cooldown
shotCooldown = MAX_COOLDOWN;
bullets = new Array();
addEventListener(Event.ENTER_FRAME, update);
addEventListener(Event.ADDED_TO_STAGE, initialise);
}
function initialise(e:Event)
{
stage.addEventListener(MouseEvent.CLICK, fire);
}
function fire(m:MouseEvent)
{
//If we are allowed to shoot
if(shotCooldown<=0)
{
//Reset the Shot Cooldown
shotCooldown=MAX_COOLDOWN;
//Spawn a Bullet
var b = new Bullet();
b.rotation = rotation;
b.x = x;
b.y = y;
//Add the bullet to the list of bullets
bullets.push(b);
parent.addChild(b);
play();
}
}
function update(e:Event)
{
//Reduce the Shot Cooldown by 1
//shotCooldown=shotCooldown-1;
//shotCooldown-=1;
shotCooldown--;
if(parent != null)
{
var dx = parent.mouseX - x;
var dy = parent.mouseY - y;
var angle = Math.atan2(dy, dx) / Math.PI * 180;
rotation = angle;
}
}
}
}
They are stuck in place maybe because you are not moving them at all? If you are then please show me where. Try adding to the turret's enter frame event the following code:
for (var a:int = 0; bullets.length > a ; a++)
{
var temp:MovieClip;
temp = bullets[a] as Bullet;
var vel:Point = new Point();
vel.x = temp.target.x-temp.x;
vel.y = temp.target.y-temp.y;
vel.normalize(4);
temp.x += vel.x;
temp.y += vel.y;
}
And make an as file for the Bullet Class and add this:
package
{
import flash.geom.Point;
public class Bullet extends MovieClip
{
public var target:Point = new Point();
public function Bullet()
{
target.x = stage.mouseX;
target.y = stage.mouseY;
}
}
}
In Turret class bullets are added to the stage and array but doesn't have updated every frame like ships. See your own comment about updating bullets!
package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.text.StyleSheet;
import flash.text.TextField;
import flash.text.TextFieldType;
import flash.text.TextFormat;
import flash.text.*
import flash.net.*
public class SpeechBox extends MovieClip{
public var textLoader:URLLoader = new URLLoader();
public var box:Sprite = new Sprite();
public var nextBox:Sprite = new Sprite();
private var nextText:TextField = new TextField();
private var textBox:TextField = new TextField();
private var speechText:String;
public var _speechBoxCheck:Timer = new Timer(1000);
public var clickedNext:Boolean = false;
public function SpeechBox()
{
textLoader.addEventListener(Event.COMPLETE, onLoaded);
textBox.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownScroll);
_speechBoxCheck.addEventListener(TimerEvent.TIMER, speechBoxCheck);
_speechBoxCheck.start();
//////////////////SPEECH BOX///////////////////
box.graphics.lineStyle(3.5,0xffffff);
box.graphics.beginFill(0x003366, .35);
box.graphics.drawRoundRect(0,0,650,145,20);
box.graphics.endFill();
box.x = 100;
box.y = 450;
addChild(box);
//////////////////SPEECH TEXT///////////////////
var speechFont = new DataText();
var textFormat:TextFormat = new TextFormat();
textFormat.font = speechFont.fontName;
textFormat.align = TextFormatAlign.LEFT;
textFormat.leading = 3;
textFormat.color = 0xFFFFFF;
textFormat.size = 16;
textBox.defaultTextFormat = textFormat;
textBox.width = 620;
textBox.height = 115;
textBox.x = box.x + 14;
textBox.y = box.y + 14;
textBox.multiline = true;
textBox.wordWrap = true;
textBox.selectable = false;
addChild(textBox);
//////////////////NEXT BUTTON///////////////////
nextBox.graphics.beginFill(0x000000, 0);
nextBox.graphics.drawRect(0,0,50,30);
nextBox.graphics.endFill();
nextBox.x = box.x + 600;
nextBox.y = box.y + 115;
nextText.defaultTextFormat = textFormat;
nextText.text = "Next";
nextText.textColor = 0xffffff;
nextText.autoSize = "left";
nextText.selectable = false;
nextText.mouseEnabled = false;
nextText.x = nextBox.x + 2
nextText.y = nextBox.y + 5
nextBox.buttonMode = true;
//nextBox.mouseEnabled = true;
nextBox.addEventListener(MouseEvent.MOUSE_DOWN, clickNext);
nextBox.addEventListener(MouseEvent.MOUSE_OVER, moveOver);
nextBox.addEventListener(MouseEvent.MOUSE_OUT, moveOut);
}
function onLoaded(e:Event):void {
trace(e.target.data);
textBox.text = e.target.data;
}
function mouseDownScroll(event:MouseEvent):void
{
textBox.scrollV+=4;
textBox.addEventListener(MouseEvent.MOUSE_UP,mouseup);
}
function mouseup(event:MouseEvent):void
{
if(textBox.scrollV == textBox.maxScrollV)
{
addChild(nextBox);
addChild(nextText);
}
}
function clickNext(event:MouseEvent):void
{
trace("click");
clickedNext = true;
_speechBoxCheck.stop();
(parent as Main).onTransition.start();
textBox.scrollV = 0;
textLoader.removeEventListener(Event.COMPLETE, onLoaded);
this.parent.removeChild(this);
}
function moveOver(event:MouseEvent):void
{
nextText.textColor = 0xffcc00;
}
function moveOut(event:MouseEvent):void
{
nextText.textColor = 0xffffff;
}
///////////////////////////////////////////////////////////////
function speechBoxCheck(event:TimerEvent)
{
if ((parent as Main).introduction == true)
{
textLoader.load(new URLRequest("Texts/LV1introduction.txt"));
trace("beginning");
(parent as Main).onTransition.stop();
}
if ((parent as Main).levelNum == 1)
{
textLoader.load(new URLRequest("Texts/LV1complete.txt"));
trace("go to lv 2")
(parent as Main).onTransition.stop();
}
if ((parent as Main).levelNum == 2)
{
textLoader.load(new URLRequest("Texts/LV2complete.txt"));
trace("go to lv 3")
(parent as Main).onTransition.stop();
}
}
}
}
EDIT: When the game starts, the LV1 introduction text starts. Once the scrollV equals maxScrollV, a next buttons appears. Click that, it will delete itself and the game starts. Once you beat stage one, levelNum automatically equals 2 and I add this class again from my main document class. However, it will show the same text over and over, regardless of what level.
So does the urlLoader always stay the same? If so, how can I change it?
URLLoader can be reused to load another data with new URLRequest instance. It is completely OK to reuse same URLLoader instance to load another file. Your problem is not in URLLoader, but in logics or somewhere else. You'd better try debuggers to make sure variable level has correct value of 2.
Why are you loading text file EVERY second? It would be ok to load them only level is changed.
does this textLoader instance have event listeners attached?
:::::::::EDITED:::::::::
You are removing event Listeners from textLoader in clickNext() call. textLoader will load file, but will not run onLoaded() to update textBox.text
Your speechBoxCheck() method is doing it wrong. 1. You must make only 1 load() call in speechBox() method. Your conditionals in the method are not exclusive, and it may cause trouble when multiple load() calls are made (previous loading operation will be canceled). consider "else if" chain.
it is not recommended to do something like loading files in this fashion. Unnecessary I/O operations, especially in runtime, should be avoided. Only load files when it is needed; In this case, it is when level changes.