I tried many of code so far pause and play to game but did not work many of them.
I got a moving object on stage also I have timer dynamic text.
I need a working pause and play code on my project.
Example my moving object
/*Fish 3 move*/
var balik3x:Number=7;
var balik3y:Number=Math.random()*15
stage.addEventListener(Event.ENTER_FRAME,h3);
function h3(oly:Event) {
balik3.x+=balik3x;
balik3.y+=balik3y;
if ((balik3.x>=stage.stageWidth-balik3.width/2)|| (balik3.x <= balik3.width/2 )) {
balik3x*=-12;
}
if ((balik3.y>=stage.stageHeight-balik3.height/2)|| (balik3.y <= balik3.height/2 )) {
balik3y*=-1;
}
}
balik3.mouseEnabled = false;
My timer code
UPDATE: #www0z0k Did you mean like this.The timer pause and mouse over bug not exist anymore.But timer is not resume when I click to play button.
time.text="0:10";
var dispSecs=09;
var dispMins=0;
var timerInterval=setInterval(countDown,1000);
var control:Timer = new Timer(1000,0)
control.addEventListener(TimerEvent.TIMER, keko)
control.start();
function keko (evt:Event):void{
if(dispMins <1 && dispSecs <1 )
{
timeisup.visible = true;
timeisup.play();
}
}
function countDown()
{
dispSecs--;
if (dispMins == 0 && dispSecs == 0)
{
clearInterval(timerInterval);
}
else if (dispSecs == 0)
{
dispSecs = 59;
if (dispMins > 0)
{
dispMins--;
}
}
time.text = prependZero(dispMins) + ":" + prependZero(dispSecs);
}
function prependZero(num)
{
if(num<10)
{
num=""+num;
}
return(num);
}
The last code I tried.But it's not work exactly. UPDATED
play1.addEventListener(MouseEvent.CLICK, resumeGame);
function resumeGame(event:MouseEvent):void{
addEventListener(TimerEvent.TIMER, keko);
stage.frameRate = 30;
}
pause1.addEventListener(MouseEvent.CLICK, pauseGame);
function pauseGame(event:MouseEvent):void{
stage.removeEventListener(TimerEvent.TIMER, keko);
clearInterval(timerInterval);
stage.frameRate = 0.01;
}
Not specific to your code but you'll get the idea
private function togglePause():void{
// check if the event listener exists
if (!stage.hasEventListener(Event.ENTER_FRAME)){
// add it if it doesn't
stage.addEventListener(Event.ENTER_FRAME, tick);
} else {
// remove it if it does
stage.removeEventListener(Event.ENTER_FRAME, tick);
}
}
I think there might be a small mistake , you have added the event listener to this and try to remove the event listener from stage. try this code and if this doesnt work let me know I will provide you another solution
play1.addEventListener(MouseEvent.CLICK, resumeGame);
function resumeGame(event:MouseEvent):void{
addEventListener(TimerEvent.TIMER, keko);
stage.frameRate = 30;
}
pause1.addEventListener(MouseEvent.CLICK, pauseGame);
function pauseGame(event:MouseEvent):void{
stage.removeEventListener(TimerEvent.TIMER, keko);
clearInterval(timerInterval);
stage.frameRate = 0.01;
}
Related
Well... I try to stop animation that coded on as3, but can't do it. Here the code!
//this make the ground move
function GroundAndEndingMove(event:Event):void
{
ground.x = ground.x - 5;
if (ground.x <= -846.24)
{
ground.x = -846.25;
ending.x = 503.5;
stop();
}
stopmation.x = stopmation.x - 5;
if (stopmation.x <= -846.24)
{
ground.x = -846.25;
ending.x = 503.5;
stop();
}
ending.x = ending.x - 5.1;
if (ending.x <= 503.5)
{
rowl.x = 548.1;
ending.x = 503.5;
stop();
}
trash.x = trash.x - 5.1;
if (trash.x <= 503.5)
{
trash.x = 503.5;
ball.x = ball.x + 5.1;
stop();
}
}
stage.addEventListener(Event.ENTER_FRAME, GroundAndEndingMove);
//this function make the ball to faled
function GameOver(event:Event):void
{
if(ball.hitTestObject(ground))
{
//here I should stop the animation wherever it be.
}
if (ball.hitTestObject(stopmation))
{
//also here
}
}
stage.addEventListener(Event.ENTER_FRAME, GameOver);
What to do? or that you have any better idea..
Help!
(Sorry about any spelling mistake... I made it long ago and I back to it right now..)
I Don't know if it help you, but anyway.. Try to remove event listener from the stage stage.removeEventListener(Event.ENTER_FRAME, GameOver);
It's simple logic – you are almost there.
Think in pseudo code first and don't get caught up in "programming"
if (A is true OR B is true) then
// end game: do cleanup etc.
// off user some option (new game, etc)
end if
function GameOver(event:Event):void
{
if(ball.hitTestObject(ground) || ball.hitTestObject(stopmation))
{
stage.removeEventListener(Event.ENTER_FRAME, GroundAndEndingMove);
stage.removeEventListener(Event.ENTER_FRAME, GameOver);
// all cleaned up: what happens now?
}
}
I'm trying to make simple shooting game with Fiat Multipla falling up to bottom of the screen. I have created function to generate falling multipla and within this function I have a problem.
The main issue is that after change of multideath status to 1 "Death" function does nothing even if It is kept with ENTER_FRAME. Child becomes invisible as I implemented it in multipla movieclip, but even after response from there with Death = 1, nothing happens.
I'm new to all this, I've met and solved few issues during programming, but here's my brickwall for now. Code's either failing completely or I don't know something that's obvious. As I said, I'm newbie.
Thanks a lot for help!
Here's the function:
import flash.events.Event;
import flash.desktop.NativeApplication;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
Mouse.hide();
var velocity = 0;
var ammo = 6;
LGUI.LGUIammo.gotoAndStop(6);
var counter = 0;
function multiplarain()
{
var x1 = Math.ceil(Math.random() * 280);
var y1 = -200;
var random:Multipla = new Multipla();
var life = 265;
var multideath = 0;
random.x = 100 + x1;
random.y = y1
addChild(random);
random.gotoAndStop(1);
setChildIndex(random, +1);
addEventListener(Event.ENTER_FRAME, Death);
function Death(event:Event):void
{
if(multideath >= 1)
{
removeEventListener(Event.ENTER_FRAME, Death);
removeChild(random);
}
}
addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler);
function fl_EnterFrameHandler(event:Event):void
{
if(random.y >= 680)
{
removeEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler)
removeChild(random);
trace("rofl");
}
}
random.addEventListener(Event.ENTER_FRAME, fl_AnimateVertically);
function fl_AnimateVertically(event:Event)
{
velocity = velocity + 0.000035;
random.y += 1.5 + velocity;
}
random.addEventListener(TouchEvent.TOUCH_TAP, fl_TapHandler);
function fl_TapHandler(event:TouchEvent):void
{
counter = counter + 1;
ammo -= 1;
}
if(ammo == 6)
{
LGUI.LGUIammo.gotoAndStop(6);
}
if(ammo == 5)
{
LGUI.LGUIammo.gotoAndStop(5);
}
if(ammo == 4)
{
LGUI.LGUIammo.gotoAndStop(4);
}
if(ammo == 3)
{
LGUI.LGUIammo.gotoAndStop(3);
}
if(ammo == 2)
{
LGUI.LGUIammo.gotoAndStop(2);
}
if(ammo == 1)
{
LGUI.LGUIammo.gotoAndStop(1);
}
if(ammo <= 0)
{
LGUI.LGUIammo.gotoAndStop(7);
}
HGUI.saved.text = counter;
this.addEventListener( Event.ENTER_FRAME, handleCollision)
var kucyk = LGUI.LGUIlife.lifeitself;
function handleCollision(e:Event):void
{
if (random.hitTestObject(LGUI))
{
kucyk = LGUI.LGUIlife.lifeitself;
kucyk.width -= 0.1;
}
/*if (kucyk.width == 0.75)
{
trace("cycki");
NativeApplication.nativeApplication.exit();
}*/
}
}
and here's multipla's movieclip in library code:
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
this.addEventListener(TouchEvent.TOUCH_TAP, fl_TapHandler2);
function fl_TapHandler2(event:TouchEvent):void
{
this.gotoAndPlay(2);
}
addEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler);
function fl_EnterFrameHandler(event:Event):void
{
if(this.currentFrame == 60)
{
this.visible = false;
MovieClip(root).multideath = 1;
trace(MovieClip(root).multideath);
removeEventListener(Event.ENTER_FRAME, fl_EnterFrameHandler);
removeEventListener(Event.ENTER_FRAME, fl_TapHandler2);
}
}
it's been like 10 years since I last time worked with AS2 but I'd guess that this Multipla sets the multideath property in the wrong place. If i remember corrctly, root is the top-most level (your application). So if your first code is not on the main timeline but in a movieclip that is on the main timeline it won't work. Try to put a trace into the Death function to see if the multideath is really changing there:
trace(multideath);
try this in the multipla code:
parent.multideath = 1;
instead of
MovieClip(root).multideath = 1;
And I'm asking myself why do you need so many enter frame listeners? You can have just one and combine all animations in one function.
Also you don't need to check for multideath on every frame, just remove the movieclip in a separate function:
function removeMultipla():void
{
removeChild(random);
}
Just call this function from your Multipla instead of setting the multideath property:
parent.removeMultipla();
I have searched how to pass arguments through EventListeners, and I used the method without calling an anonymous function to remove the EventListener later.
The issue is that the EventListener will be removed if out the IF function, but not if it is in the IF function.
How could I do that ?
The code :
function dragShip(m:MouseEvent):void
{
var func:Function = dispositionShip(m.target);
if (isDragging == false)
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, func);
m.target.startDrag(true);
isDragging = true;
}
else
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN, func);
isDragging = false;
placeShip(m.target , mouseX , mouseY , m.target.rotation);
}
// if the EventListener is put here, it gets removed, but not if put just in the else
}
NOTE : dispositionShip()returns a function.
Edit : Here is the following part of the code :
function dispositionShip(shipTarg):Function
{
return function(k:KeyboardEvent):void
{
rotateShip(k,shipTarg);
};
}
function rotateShip(k:KeyboardEvent,ship:Object):void
{
if (k.keyCode == 39)
{
ship.rotation += 90;
}
else if (k.keyCode == 37)
{
ship.rotation -= 90;
}
}
Moreover, if I replace rotateShip(k,shipTarg); by a simple trace, it also does not work.
Everytime you call
function dispositionShip(shipTarg):Function
{
return function(k:KeyboardEvent):void
{
rotateShip(k,shipTarg);
};
}
You're creating a new anonymous Object of type Function that calls rotateShip(), so when you call stage.removeEventListener(KeyboardEvent.KEY_DOWN, func); your func is a different Object to the func you passed into addEventListener(), so it doesn't match the orginal listener and doesn't get removed.
A better way to do this would be to store the current mouse target in a member var. IE:
var currentShip:Object;
function dragShip(m:MouseEvent):void
{
if (isDragging == false)
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPress);
m.target.startDrag(true);
isDragging = true;
currentShip = m.target;
}
else
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPress);
isDragging = false;
placeShip(m.target , mouseX , mouseY , m.target.rotation);
currentShip = null;
}
}
function keyPress(k:KeyboardEvent):void
{
rotateShip(k,currentShip);
}
here's my code, i don't know why it doesn't remove the event listener.
What i want to do is having some button to turn the sound on and off according to the beat. On the first click it worked perfectly, but when i want to remove the sound on the second click it cannot remove the event listener.
plat.BEAT1.addEventListener(TouchEvent.TOUCH_BEGIN, BEATDown(plat.BEAT1, hihatz, 2));
plat.BEAT2.addEventListener(TouchEvent.TOUCH_BEGIN, BEATDown(plat.BEAT2,cymbalz, 4));
function BEATDown (padNum, sounz, tiempo) {
return function (e:TouchEvent) {
var currentSound:Sound = null;
var currentSoundChannel:SoundChannel;
var active:int;
if (padNum.currentFrame == 1) {
padNum.gotoAndStop(3);
padNum.addEventListener(Event.ENTER_FRAME, PlayBeats);
active = 1;
} else {
padNum.gotoAndStop(1);
padNum.removeEventListener(Event.ENTER_FRAME, PlayBeats);
active = 0;
}
function playSound(sound:Sound):void
{
if (active == 0)
{
// Stop playing ANY sound
currentSound = null;
currentSoundChannel = null;
}
else
{
// Play a different sound
currentSound = sound;
currentSoundChannel = sound.play();
}
}
function PlayBeats(event:Event):void
{
if (tiempo == 1) {
if (fl_SecondsElapsed <= 4) {
playSound(sounz);
}
}
if (tiempo == 2) {
if (fl_SecondsElapsed == 1 || fl_SecondsElapsed == 3) {
playSound(sounz);
}
}
if (tiempo == 4) {
if (fl_SecondsElapsed == 1) {
playSound(sounz);
}
}
}
}
}
EDIT:
The listener i want to remove is padNum.addEventListener(Event.ENTER_FRAME, PlayBeats);
plat.BEAT1 is the button instance. I use multiple instance to trigger different sound, each toggle sound on and off according to the Tiempo count.
I would say it's because you don't add / remove your listener on the same object;
is plat.BEAT1 et plat.BEAT2 are the same? I guess not.
I would recommend you to try by adding the EnterFrame listener on stage on this or on the parent element to the if the event is Removed correctly. Then if you want your object works independently, try to target the right object.
if (padNum.currentFrame == 1) {
padNum.gotoAndStop(3);
stage.addEventListener(Event.ENTER_FRAME, PlayBeats);
active = 1;
} else {
padNum.gotoAndStop(1);
stage.removeEventListener(Event.ENTER_FRAME, PlayBeats);
active = 0;
}
I want to set a duration of time by hitting space bar twice. I then want a movieclip to play for that exact amount of time, then loop to play again at for that set amount of time, and so on. until I set a different amount of time by hitting the space bar twice again.
var beat:int;
var beatcount:int;
var tempopress:int;
var num:Number;
num = 0;
tempopress = 0;
stage.addEventListener(KeyboardEvent.KEY_DOWN,checker);
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.Event;
var myTimer:Timer=new Timer(20,0);
myTimer.addEventListener(TimerEvent.TIMER, stopWatch);
function stopWatch(event:TimerEvent):void {
beatcount = Number(myTimer.currentCount);
}
function checker(e:KeyboardEvent){
if(e.keyCode==Keyboard.SPACE){
if (tempopress == 0) {
trace('start');
beatcount = 0;
myTimer.reset();
myTimer.start();
tempopress = 1;
} else {
trace('stop');
myTimer.stop();
trace(beatcount);
tempopress = 0;
}
}
}
stage.addEventListener(Event.ENTER_FRAME, loopPlayback);
function loopPlayback() {
var loopTimer:Timer=new Timer(20,beatcount);
myTimer.addEventListener(TimerEvent.TIMER, loopWatch);
}
function loopWatch(event:TimerEvent):void {
if (MovieClipMan.currentFrame >= MovieClipMan.totalFrames ){
MovieClipMan.gotoAndStop(1);
} else {
MovieClipMan.nextFrame();
}
}
I know it's a mess haha. Please help! :]
I'd perhaps try something like this, which essentially is checking to see whether to do the loop or not each frame.
var timeStart:Number;
var loopDuration:Number;
var timeLastLoop:Number;
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onKeyDown(e:KeyboardEvent):void {
if (e.keyCode == Keyboard.SPACE) {
if (!timeStart) { // First time SPACE is hit
timeStart = getTimer();
} else { // Second time SPACE is hit
loopDuration = getTimer() - timeStart; // set the loop duration
timeStart = NaN; // reset the start time
loop();
}
}
}
function onEnterFrame(e:Event):void {
if (loopDuration && timeLastLoop) {
if (getTimer() >= timeLastLoop + loopDuration) { // if it's time to loop
loop();
}
}
}
function loop():void {
timeLastLoop = getTimer();
someMovieClip_mc.gotoAndPlay(0);
}
First, use getTimer() to find the difference in time between space bar keypress.
Next, would be to stop creating a new Timer in every frame. It should be created outside of the enter frame handler. Then on the second keypress, you can set the delay property to the difference, and restart the timer.
The most important changes would be here:
if (tempopress == 0) {
trace('start');
myTimer.stop();
startTime = getTimer();
beatcount = 0;
tempopress = 1;
} else {
trace('stop');
myTimer.delay = getTimer() - startTime;
myTimer.reset();
myTimer.start();
tempopress = 0;
}
Then, the timer event handler can just send the MovieClip to frame 1.