Actionscript 3 calling a Movieclip inside another Movieclip - actionscript-3

I am currently working on a cricket game, but I am stuck here with a little problem. I have programmed it so the game registers when the ball hits the guy, and then something will happen. However the striker(mcGuy1) contains the bat(mcBat) MovieClip which I want to call. So I want the ball only to do something when it hits the bat movieclip and not the whole guy. This is my code for that:
// Function for hitting the bat
function hitBat(event:Event):void
{
if(mcBall.hitTestObject(mcGuy1)){
score++
mcBall2.gotoAndPlay(2);
mcBall.gotoAndStop(1);
txtBox2.text = "You hit the ball!";
myShot2.play();
txtBox3.text = "Score: " + score;
}
else if(mcBall.hitTestObject(mcWall))
{
txtBox2.text = "You missed!";
}
}
So instead of hitTestObject mcGuy1, I want it to be hitting the mcBat movieclip.
Thanks in advance!

You should just be able to do
if(mcBall.hitTestObject(mcGuy1.mcBat))
instead of
if(mcBall.hitTestObject(mcGuy1))
mcBat is a member of mcGuy1 if it is a child.

Related

Having trouble advancing frame in AS3 to advance frames

I'm creating a quiz with buttons and I'm new to ActionScript 3.0, but very familiar with 2.0.
I have a variable inside of a MC called NextQuestion. When it reaches a certain frame, it changes to 1, then back to 0.
On the main timeline, when NextQuestion == 1, it's supposed to NextFrame();. I can't get it to work though, this is the last thing I'm having trouble with.
This is my main code with 4 buttons, 3 wrong, 1 right. The feedback MC plays an animation, and when it finishes, it sets the VAR NextQuestion to 1, which is supposed to make the main timeline advance to the NextFrame.
stop();
right.addEventListener(MouseEvent.CLICK, rightClick1);
wrong1.addEventListener(MouseEvent.CLICK, wrongClick1);
wrong2.addEventListener(MouseEvent.CLICK, wrongClick1);
wrong3.addEventListener(MouseEvent.CLICK, wrongClick1);
feedback1.addEventListener(Event.ENTER_FRAME, answerRight1);
function answerRight1()
{
if (feedback1.NextQuestion == 1)
{
trace(feedback1.NextQuestion);
nextFrame();
}
else
{
trace("do nothing");
}
}
function rightClick1(ev:MouseEvent):void
{
trace(feedback1.NextQuestion);
feedback1.gotoAndPlay("right1");
}
function wrongClick1(ev:MouseEvent):void
{
trace("wrong");
feedback1.gotoAndPlay("wrong");
}
Any help is greatly appreciated! :)
The nextFrame() method in AS3 doesn't loop trough your movieClips, it just set's the movie clip to the next frame provided there is a next frame, otherwise it does nothing.
you might want to re-write the nextFrame() to:
if (totalFrames == currentFrame)
{
gotoAndStop(1); // or gotoAndPlay(1) if you need
}
else
{
nextFrame();
}
Thats regarding why the movie clip might not start from the beginning.
Another thing that look weird is that you need a FRAME_ENTER event to check if the answer is correct. You must have a lot of spam in the output log. I'd recommend you to totally ditch the ENTER_FRAME event listener for this and do it all with the CLICKED event and dispatching the event from the feedback1 object.
As much as I understand the movie clip plays when you click a button and when the animation is over you want to either progress to next frame or do nothing. If so, on the feedback1 object add a following line in the end of animation for label "right1":
dispatchEvent(new Event("right"));
and instead of the line feedback1.addEventListener(Event.ENTER_FRAME, answerRight1); have:
feedback1.addEventListener("right", answerRight1);
That way you won't need to check the answer on every frame and you don't need to check if the answer is right or not, because when the dispatchEvent(new Event("right")); fires - it's always right.
Hope I didn't misunderstand your question :)

Changing individual movieclip's frame rate with TweenMax

My aim is to change the frame rates of my individual (looping) movie clips through clickable controls (slow/med/fast). I've heard it isnt possible to achieve this through as3/flash alone, so I've tried greensock's TweenMax... However I can't seem to figure out how to do this. Is there anyone that could help?
box1.addEventListener(MouseEvent.MOUSE_DOWN, box1down);
function box1down(event:MouseEvent):void {
//FRAMERATE CODE HERE
}
Many thanks!
Here is the API doc for TweenMax: http://www.greensock.com/as/docs/tween/com/greensock/TweenMax.html
If you have multiple movieclips that you are trying to control, you can just create an abstract class with the functionality you want and extend that class. So something like:
public class ControlledMovieClip extends MovieClip {
public function ControlledMovieClip() {
stop();
}
public function animate(frameRateInSeconds:Number):void {
TweenMax.to(this, frameRateInSeconds, { frame: this.totalFrames - 1, repeat: -1, ease: Linear.easeNone });
}
}
Have all your movieclips that are looping extend that class, and then you could call the animate function on the objects in your box1down event handler.
I haven't tested that code so you might need a gotoAndStop(1) at the end of each iteration.
It's possible through Actionscript alone it just requires you to handle the frame progression yourself (instead of using mc.play() you stop the movieclip and call nextFrame() yourself).
Lets say a Movieclip (myMC) has 20 frames of animation. To manually run the animation at normal speed you simply call myMC.nextFrame(); on every frame of your project (using an ENTER_FRAME listener for example).
To have the animation run at half speed you can use a frame count and a frame trigger:
var frameTick = 0;
var frameAnimTrigger = 2;
function Update(e:Event):void
{
frameTick++;
if(frameTick == frameAnimTrigger)
{
myMC.nextFrame();
frameTick = 0;
}
}
Because nextFrame is only called every other frame the animation appears to run at half speed.

Removing Children in AS3

My flash game exists of a timeline with multiple frames (I know I should avoid the timeline)
The point of the game is a point and click adventure. The object that you are able to pick up get spawned and destroyed accordingly as you enter and leave the room. now my problem is when entering frame 14 (accessibel from frame 12) it creates a piece of paper which you are able to pick up if you have another item. Now my problem is when you can't or don't pick up the paper and go back to frame 12 (only exit is to frame 12), you can't click on any other object and you are basicly stuck on frame 12. When leaving and entering other rooms it works properly but for some reason it doesn't for on the paper on frame 14.
My code to remove objects works as following
In my Main.as Documentclass I have a function that called as soon as the game starts which does the following
if (lastframe == 14)
{
trace (prop.numChildren);
while (prop.numChildren )
{
prop.removeChildAt(0);
}
}
The lastframe variable is established when moving from frames
this function is found on the frame itself (each exit function on it's own respective frame)
function exitKantine(event:MouseEvent):void
{
Main.lastframe = 14;
gotoAndStop(12);
}
The function to remove the prop actually removes it but then causes all other clickable objects to be unusable.
Thanks for looking at my question and thanks in advance for your suggestions
I would say instead of removing children, add it once in the beginning, add all the listeners in the beginning, and toggle the visibility instead of trying to addChild and removeChild every time you want to hide it. Use an array so you can have a few happening at the same time.
something like this:
private function init():void
{
assignVars();
addListeners();
stage.addChild // make sure this is in document class or you are passing stage to the class using it
}
for (var i = 0; i < _thingsAry.length; i++)
{
if (_thingsAry[i] == 14)
{
_thingsAry[i].visible = false;
trace("the visibility of _thingsAry[" + i + "] is " + _thingsAry[i].visible
}
}

Why is my button instance forgetting its textfield text and event listener?

I'm working on an assignment due at midnight tomorrow and I'm about to rip my hair out. I am fairly new to ActionScript and Flash Builder so this might be an easy problem to solve. I think I know what it is but I do not know for sure...
I'm developing a weather application. I designed the GUI in Flash CS5. The interface has 2 frames. The first frame is the menu which has a zipcode input and a button instance called "submit". On the second frame, it has another button instance called "change" which takes you back to the first frame, menu.
In Flash Builder 4, I wrote a class to extend that GUI called Application. When Main.as instantiates it, the constructor function runs. However, this was my first problem.
public class Application extends InputBase {
public function Application() {
super();
// Y U NO WORK???
this.gotoAndStop(1);
this.change.tfLabel.text = "Change";
}
}
When I ran debug it tossed a #1009 error saying it could not access the property or method of undefined object. It is defined on frame 2 in Flash CS5. I think this is the problem... Isn't ActionScript a frame based programming language? Like, you cannot access code from frame 2 on frame 1? But, I'm confused by this because I'm not coding on the timeline?
Anyway, I thought of a solution. It kinda works but its ugly.
public class Application extends InputBase {
public function Application() {
super();
// Y U NO WORK???
this.gotoAndStop(1); // when app is first ran, it will stop on the first frame which is the menu frame
setButton(this.submit, "Submit", 1);
setInput(this.tfZipCode);
}
private function submitZip(e:MouseEvent):void {
this.nextFrame();
setButton(this.change, "Change", 2);
}
private function menu(e:MouseEvent):void {
this.prevFrame();
setButton(this.submit, "Submit", 1); // if I comment this out, the submit button will return to the default text label and it forgets it event.
}
private function setButton(button:ButtonBase, string:String="", action:uint=0):void {
button.buttonMode = true;
button.mouseChildren = false;
button.tfLabel.selectable = false;
button.tfLabel.text = string;
switch (action) {
case 1:
button.addEventListener(MouseEvent.CLICK, submitZip);
break;
case 2:
button.addEventListener(MouseEvent.CLICK, menu);
break;
default:
trace("Action code was invalid or not specified.");
}
}
}
Its not my cup of tea to run the set button function every time one of the button instances are clicked. Is this caused by frames or something else I maybe looking over?
I believe you have two keyframes & both have an instance of the button component called button.
If you are working on the timeline try putting the button in a separate layer, with only one key frame.
Something like the following:
Ensures that you are referencing the same button every time & not spawning new ones on each frame.

Play MovieClip frame by frame in addition after same function is executed several times

I have a MovieClip named fails_mc, it consists of 3 soccer balls and in my game every time my player fails I need to add an X mark over 1 ball, I have a hitTestObject detecting when the ball hits the goal area, but when the ball goes outside I need to play 1 frame inside the fails_mc and add the X mark to a ball ( I have 3 different png files inside fails_mc, 1 on each frame), this is the code I’m using but I don’t know how to play frame by frame the fails_mc (keep in mind that the same function will be used every time, that’s why each frame must be added to the last played frame:
if (ball.hitTestObject(goalie))
{
goal_mc.play();
net_mc.play();
}
else
{
fails_mc.play(+=1); // This is not working
trace("It’s a fail");
}
After 3 fails I must trigger another function that will finish the game but I will figure out how to do that later on.
I think all your looking for is the nextFrame() function of a movieClip.
you could also use gotoAndStop("x1") - where "x1" is the frame label (or number if not in quotes) you want the movieClip to goto. You could use a variable to track the current state.
var misses:int = 0;
if (ball.hitTestObject(goalie))
{
goal_mc.play();
net_mc.play();
}
else
{
misses++;
trace("It’s a fail");
if(misses > 3){
//do your game over stuff
}else{
fails_mc.gotoAndStop(misses)
}
}