Program help needed in Actionscript 3 game - actionscript-3

I have been making this game in AS3 and the basics work. The thing i am having trouble with is making a 'start' menu appear when the game starts but also when the player dies. I have been trying the .visible code but that didn't seem to work.
Question: What code do i add to my game that makes the start button appear when the game starts but also when the player dies. Code:
package{
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event; //used for ENTER_FRAME event
public class Main extends MovieClip{
//constants
const gravity:Number = 1.5; //gravity of the game
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 bird 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;
}
}
}
Thanks in advance!

Draw a Box (with colour fill but no outline). Convert to MovieClip type. Give a name eg: "Menu"
It will be
a container for your menu. Add content by double-clicking it, to add
graphics & text on new layers. Or if you have already have content on some other frames, then just "cut frames" and later do a "paste frames" inside the timeline of this new movieClip.
When you converted, it was added to the Library section
(ctrl + L). Find it ("Menu") in the library and right-click then choose "properties". In
linkage section click "export for actionscript". The Class name should become "Menu" automatically. Now just click "OK".
Example usage in game code.. (ie: To add to screen or remove etc)
//# load the movieClip...
var Menu_Screen : Menu = new Menu(); //# Menu is linkage name given in Library
//# Adding to screen...
gameContainer_MC.addChild( Menu_Screen );
gameCcontainer_MC.removeChild( Menu_Screen );
//# Controlling the movieClip...
Menu_Screen.x = 50;
gameContainer_MC.Menu_Screen.x = 50;

Related

Adobe Animate CC dynamic text null error

I have got this error
"TypeError: Error #1009: Cannot access a property or method of a null object reference.
at sole_fla::MainTimeline/game()"
I just can't seems to display my score on the dynamic text box that I created that I named as "scoretext"
this is my code
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.display.MovieClip;
addEventListener(Event.ENTER_FRAME, game);
addEventListener(MouseEvent.CLICK, onClick);
var score:int = 0;
var high:int = 0;
const gravity:Number = 2;
const force: Number = 30;
const lyfe: Number = 100;
var yspeed: Number = 249;
var life: Number = 0;
function onClick(event:MouseEvent):void
{
//just testing if mouse input is detected
trace("The event handler works!");
}
//game main loop
function game(event: Event) {
score = 0;
life = lyfe;
yspeed = yspeed + gravity;
player.y = yspeed;
if(player.y - player.height/2 < 0)
player.y = player.height/2;
for (var i = 0; i < numChildren; i++) {
//test if mons hit player
if (mons.hitTestObject(player)){
life = life - 10;
trace("hit");
}
//test if starz hit player
if (starz.hitTestObject(player)){
//I believe this is the part where it gets the error
//this is my scoretext dynamic text box to display the score
scoretext.text = score.toString();
++score;
}
}
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_KeyboardDownHandler_2);
function fl_KeyboardDownHandler_2(event:KeyboardEvent):void
{
if(event.keyCode == 32){
yspeed = yspeed - force;
trace("Key Code Pressed: " + event.keyCode);
player.gotoAndPlay(41);
}
}
Changing frames does not go together well with persistent event listeners.
The listener is executed, but references to objects are null if the object is not present on the current frame.
When switching states in your application, terminate previous states properly by removing event listeners.

How do i make the pacman change sides when pressing the key

So i have created a flash snake game and i can make the pacman snake move around, but how do i fix this code so that the face will go to the left frame which is frame 2 when i click left, and then go down when i click down on the keyboard which is frame 3 then the same for up which is frame 4.
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.utils.Timer;
import flash.geom.Point;
import flash.display.Stage;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.KeyboardEvent;
var score:int;
score = -10;
stage.focus=stage; //This is coding to make the arrow keys work on the gamescreen straight away with no clicking
// constants
const gridSize:int = 20;
const leftWall:int =100; //There Dimensions for when the snake dies on the left wall i have changed these to fit around the border of my image and to make it suitable
const rightWall:int = 580; //Dimensions for when the snake dies on the left wall i have changed these to fit around the border of my image and to make it suitable
const topWall:int = 75; //Dimensions for when the snake dies on the left wall i have changed these to fit around the border of my image and to make it suitable
const bottomWall:int = 385; //Dimensions for when the snake dies on the left wall i have changed these to fit around the border of my image and to make it suitable
const startSpeed:int = 200; //Dimensions for when the snake dies on the left wall i have changed these to fit around the border of my image and to make it suitable
const startPoint:Point = new Point(260,180);
// game state
var gameSprite:Sprite;
var food:Food = new Food();
var gameTimer:Timer;
var snakeParts:Array;
// snake velocity
var snakeMoveX:Number = 0;
var snakeMoveY:Number = 0;
var nextMoveX:Number = 1;
var nextMoveY:Number = 0;
// create game sprite
gameSprite = new Sprite();
addChild(gameSprite);
// create first part of snake
snakeParts = new Array();
var firstSnakePart = new SnakeHead(); //I have changed this to make two different parts to the snake so that it fits to my plans of the game
firstSnakePart.x = startPoint.x;
firstSnakePart.y = startPoint.y;
snakeParts.push(firstSnakePart);
gameSprite.addChild(firstSnakePart);
// create first food
gameSprite.addChild(food);
placeFood();
// set up listener and timer
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
gameTimer = new Timer(startSpeed);
gameTimer.addEventListener(TimerEvent.TIMER,moveSnake);
gameTimer.start();
// register key presses
function keyDownFunction(event:KeyboardEvent) {
if (event.keyCode == 37) {
if (snakeMoveX != 1) {
nextMoveX = -1;
nextMoveY = 0;
snakeHead2.gotoAndStop(2);
}
} else if (event.keyCode == 39) {
if (snakeMoveX != -1) {
nextMoveX = 1;
nextMoveY = 0;
snakeHead2.gotoAndStop(1);
}
} else if (event.keyCode == 38) {
if (snakeMoveY != 1) {
nextMoveY = -1;
nextMoveX = 0;
snakeHead2.gotoAndStop(4);
}
} else if (event.keyCode == 40) {
if (snakeMoveY != -1) {
nextMoveY = 1;
nextMoveX = 0;
snakeHead2.gotoAndStop(3);
}
}
}
// move snake one space in proper direction
function moveSnake(event:TimerEvent) {
snakeMoveX = nextMoveX;
snakeMoveY = nextMoveY;
var newX:Number = snakeParts[0].x + snakeMoveX*gridSize;
var newY:Number = snakeParts[0].y + snakeMoveY*gridSize;
// check for collision
if ((newX > rightWall) || (newX < leftWall) || (newY > bottomWall) || (newY < topWall)) {
gameOver();
} else if (hitTail()) {
gameOver();
} else {
// check for food
if ((newX == food.x) && (newY == food.y)) { // This is placed into the game to check if any food is on the GameScreen, if there isn't then it will spawn the food.
placeFood();
newSnakePart();
gameTimer.delay -= 2;
}
placeTail();
snakeParts[0].x = newX;
snakeParts[0].y = newY;
}
}
// randomly place the food
function placeFood() {
score = score + 10; //This adds 10 points for every piece of food being picked up
scoreField.text = score.toString();
var startPoint: int ;
startPoint = 80; //This makes the food spawn at least 80 pixels into the stage and around the stage meaning it won't go outside the borders
var foodX:int = Math.floor(Math.random()* ( rightWall-leftWall)/gridSize)*gridSize + startPoint;
var foodY:int = Math.floor(Math.random()* ( bottomWall-topWall)/gridSize)*gridSize + startPoint;
food.x = foodX;
food.y = foodY;
}
// add one sprite to snake
function newSnakePart() {
var newPart:SnakePart = new SnakePart();
gameSprite.addChild(newPart);
snakeParts.push(newPart);
var mySound:Sound = new foodSound(); //Adds sound to the game when food spawns and the sound is a mario sound of picking up coins and plays when the food respawns
mySound.play(); //Just a instruction to make my sound play
}
// place all parts of snake
function placeTail() {
for(var i:int=snakeParts.length-1;i>0;i--) {
snakeParts[i].x = snakeParts[i-1].x;
snakeParts[i].y = snakeParts[i-1].y;
}
}
// see if the head hit any part of the tail
function hitTail() {
for(var i:int=1;i<snakeParts.length;i++) {
if ((snakeParts[0].x == snakeParts[i].x) && (snakeParts[0].y == snakeParts[i].y)) {
return true;
}
}
return false;
}
// stop game
function gameOver() {
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
gotoAndStop (3); //Once the user has died on the game, then this will take them to the end frame which is the third frame
gameTimer.stop();
removeChild (gameSprite) ; //This was added so that when the game does restart no food was shown from the previous games and doesn't cause any distractions
}

AS3 vertical shooter: Mouse click not working

I'm just trying to make a simple vertical shooter, one where the player's ship is controlled by the mouse and fires a laser when you click the mouse. However, when I try running the code, I keep getting the same error message:
"1046: Type was not found or was not a compile-time constant: MouseEvent."
The thing is, I declared the MouseEvent. I know I did. It is as follows:
--==--
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
public class SpaceShooter_II extends MovieClip //The public class extends the class to a movie clip.
{
public var army:Array; //the Enemies will be part of this array.
///*
//Laser Shots and Mouse clicks:
import flash.events.MouseEvent;
public var playerShot:Array; //the player's laser shots will fill this array.
public var mouseClick:Boolean;
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
stage.addEventListener(Event.ENTER_FRAME, onTick);
//*/
//Back to the rest of the code:
public var playerShip:PlayerShip; //This establishes a variable connected to the PlayerShip AS.
public var onScreen:GameScreen; //This establishes a variable that's connected to the GameScreen AS.
public var gameTimer:Timer; //This establishes a new variable known as gameTimer, connected to the timer utility.
///*
//Functions connected to Shooting via mouse-clicks:
public function mouseGoDown(event:MouseEvent):void
{
mouseClick = true;
}
public function mouseGoUp(event:MouseEvent):void
{
mouseClick = false;
}
//*/
//This function contains the bulk of the game's components.
public function SpaceShooter_II()
{
//This initiates the GameScreen.
onScreen = new GameScreen;
addChild ( onScreen );
//This sets up the enemy army.
army = new Array(); //sets the "army" as a NEW instance of array.
var newEnemy = new Enemy( 100, -15); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
army.push ( newEnemy ); //the new enemy is added to the army.
addChild( newEnemy ); //the new enemy is added to the game.
//This sets up the player's avatar, a spaceship.
playerShip = new PlayerShip(); //This invokes a new instance of the PlayerShip...
addChild( playerShip ); //...And this adds it to the game.
playerShip.x = mouseX; //These two variables place the "playerShip" on-screen...
playerShip.y = mouseY; //...at the position of the mouse.
///*
//This sets up the player's laser shots:
playerShot = new Array(); //sets the "army" as a NEW instance of array.
var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
playerShot.push ( goodShot ); //the new enemy is added to the army.
addChild( goodShot ); //the new enemy is added to the game.
//*/
//This sets up the gameTimer, where a lot of the action takes place.
gameTimer = new Timer( 25 );
gameTimer.addEventListener( TimerEvent.TIMER, onTick );
gameTimer.start();
}
//This function contains the things that happen during the game (player movement, enemy swarms, etc.)
public function onTick( timerEvent:TimerEvent ):void
{
//This "if" statement is where the array that contains the enemy ships is initialized.
if ( Math.random() < 0.05 ) //This sets the number of ships showing up at once.
{
var randomX:Number = Math.random() * 800 //Generates a random number between 0 and 1.
var newEnemy:Enemy = new Enemy ( randomX, -15 ); //This shows where the enemy starts out--at a random position on the X plane, but at a certain points on the Y plane.
army.push( newEnemy ); //This adds the new enemy to the "army" Array.
addChild( newEnemy ); //This makes the new enemy part of the game.
}
//This "for" statement sends the enemies downward on the screen.
for each (var enemy:Enemy in army) //Every time an enemy is added to the "army" array, it's sent downward.
{
enemy.moveDown(); //This is the part that sends the enemy downward.
//And now for the collision part--the part that establishes what happens if the enemy hits the player's spaceship:
if ( playerShip.hitTestObject ( enemy ) ) //If the playerShip makes contact with the enemy...
{
gameTimer.stop(); //This stops the game.
dispatchEvent( new PlayerEvent(PlayerEvent.BOOM) ); //This triggers the game over screen in the PlayerEvent AS
}
}
//This, incidentally, is the player's movement controls:
playerShip.x = mouseX;
playerShip.y = mouseY;
///*
//And this SHOULD be the shooting controls, if the mouse function would WORK...
if ( mouseClick = true )
{
var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new lasers. There's new variable in the statement, hence we call THIS a variable.
playerShot.push ( goodShot ); //the new laser is added to the army.
addChild( goodShot ); //the new laser is added to the game.
}
for each (var goodlaser: goodLaser in goodShot)
{
goodlaser.beamGood();
}
//*/
}
}
}
--==--
Sorry if the brackets are coming in uneven, I just wanted to outline the code in its entirety, and show the parts I added where things started going wrong, so someone can tell me what I need to do to make this work.
Basically, everything else works...but when I work on the things connected to the mouse clicking and the array with the lasers, the program stops working. The error seems to be connected to the functions "mouseGoUp" and "mouseGoDown," but I'm not sure how to fix that.
This assignment is due March 8. Can someone help me, please?
Add this import flash.events.MouseEvent; to the top of your class and it should work. You need to import everything you use. That's why you get that error.
As well as importing MouseEvent, in the initialisation of your game, you should add event listeners to the stage which listen for the MOUSE_DOWN and MOUSE_UP events:
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
What would be simpler, though, would be to do away with the 'mouseClick' variable and have just a single MouseEvent listener which listens for the MOUSE_DOWN event and trigger your missle launch from the handler.
I had a game like this if you want the entire source i can give it to you but the main parts are
var delayCounter:int = 0;
var mousePressed:Boolean = false;
var delayMax:int = 5;//How rapid the fire is
var playerSpeed:int = 5;
var bulletList:Array = [];
var bullet:Bullet;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseDownHandler,false,0,true);
stage.addEventListener(MouseEvent.MOUSE_UP,mouseUpHandler,false,0,true);
stage.addEventListener(Event.ENTER_FRAME,loop,false,0,true);
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed);
function loop(e:Event):void
{
player.rotation = Math.atan2(mouseY - player.y,mouseX - player.x) * 180 / Math.PI + 90;
if (bulletList.length > 0)
{
for each (bullet in bulletList)
{
bullet.bulletLoop();
}
}
if (mousePressed)
{
delayCounter++;
if ((delayCounter == delayMax))
{
shootBullet();
delayCounter = 0;
}
}
if (upPressed)
{
player.y -= playerSpeed;
}
if (downPressed)
{
player.y += playerSpeed;
}
if (leftPressed)
{
player.x -= playerSpeed;
}
if (rightPressed)
{
player.x += playerSpeed;
}
}
function mouseDownHandler(e:MouseEvent):void
{
mousePressed = true;
}
function mouseUpHandler(e:MouseEvent):void
{
mousePressed = false;
}
function shootBullet():void
{
var bullet:Bullet = new Bullet(stage,player.x,player.y,player.rotation - 90);
bulletList.push(bullet);
stage.addChildAt(bullet,1);
}
function fl_SetKeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
upPressed = true;
}
if (event.keyCode == 83)
{
downPressed = true;
}
if (event.keyCode == 65)
{
leftPressed = true;
}
if (event.keyCode == 68)
{
rightPressed = true;
}
}
function fl_UnsetKeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
upPressed = false;
}
if (event.keyCode == 83)
{
downPressed = false;
}
if (event.keyCode == 65)
{
leftPressed = false;
}
if (event.keyCode == 68)
{
rightPressed = false;
}
}
BULLET CLASS
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
public class Bullet extends MovieClip
{
private var stageRef:Stage;
private var speed:Number = 10;//speed that the bullet will travel at
private var xVel:Number = 5;
private var yVel:Number = 5;
private var rotationInRadians = 0;
public function Bullet(stageRef:Stage, X:int, Y:int, rotationInDegrees:Number):void
{
this.stageRef = stageRef;
this.x = X;
this.y = Y;
this.rotation = rotationInDegrees;
this.rotationInRadians = rotationInDegrees * Math.PI / 180;
}
public function bulletLoop():void
{
xVel = Math.cos(rotationInRadians) * speed;
yVel = Math.sin(rotationInRadians) * speed;
x += xVel;
y += yVel;
if (x > stageRef.stageWidth || x < 0 || y > stageRef.stageHeight || y < 0)
{
deleteBullet();
}
}
public function deleteBullet()
{
this.visible=false
this.x=9999
this.y=9999
}
}
}

AS3 not recognising MovieClips - 1046: Type was not found or was not a compile-time constant: MP_00

So Im new to AS3, trying to make a simple videogame for smartphones.
And it was all going smooth until I hit this problem.
I was using and manipulating objects from timeline without a problem and than all the sudden whatever I try I get the 1046.
Here is some code that gets an error:
mp = new MP_00();
And at the top I have this:
import flash.display.MovieClip;
var mp:Movieclip;
And at the end this:
function mapMove(){
mp.y = mp.y - playerSpeed;
}
Im searching for a solution all the time, but nobody seems to have the same problem.
I do have AS linkage set to MP_00 and witch ever object I try to put in, it dosent work.
While objects put in on the same way before, they work.
For example I have this
var player:MovieClip;
player = new Player();
with AS Linkage set to Player, and that works.
This is all done in Flash Professional cs6
EDIT 1
full code
Keep in mind that a lot of stuff is placeholder or just not finished code.
On this code Im getting the error twice for the same object
Scene 1 1046: Type was not found or was not a compile-time constant:
MP_00.
Scene 1, Layer 'Actions', Frame 1, Line 165 1046: Type was not
found or was not a compile-time constant: MP_00.
Thats the errors.
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.engine.SpaceJustifier;
import flashx.textLayout.operations.MoveChildrenOperation;
/*----------------------------Main 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;
var player:MovieClip;
var playerSpeed:Number;
var map:Array;
var bullets:Array;
//holds civil vehicles
var civil:Array;
//holds enemy vehicles
var enemy:Array;
var explosions:Array;
var BBullet:MovieClip;
//maps
var mp:MovieClip;
/*
var MP_01:MovieClip;
var MP_02:MovieClip;
var MP_03:MovieClip;
*/
//sets the bullet type and properties
var BType = "BBasic";
var BProp:Array;
//bullet preperties by type
var BBasic:Array = new Array(1, 1, 100, 50, 0, new BBasicA());
/**
ARRAY SETTING
0 = bullet position (middle , back, sides etc...)
1-middle front
2-left side front
3-right side front
4-left and right side middle
5-back
7-left and right side wheels
1 = bullet direction
1-forward
2-back
3-sides
2 = fire speed (in millisecounds so 1000 = 1sec)
3 = speed of movement
4 = damage 10-100
5 = name of the firing animation in library
6 = name of launch animation in library
7 = name of impact animation in library
**/
var level:Number;
//BCivil speed and randomness
var BCSpeed:Number = 3;
var BCRand:Number = 120;
/*------------------------------Setup-------------------------------*/
introScreen.visible = false;
loadingScreen.visible = false;
gameScreen.visible = false;
endScreen.visible = false;
//map visibility
//MpRSimple.visible = false;
/*---------------------------Intro screen--------------------------*/
/*-----------------------------mainScreen---------------------------*/
mainScreen.play_btn.addEventListener(MouseEvent.CLICK, clickAway);
function clickAway(event:MouseEvent):void
{
gameStart();
}
function gameStart():void
{
//Move main screen from stage
mainScreen.visible = false;
//Begin loading the game
loadingScreen.visible = true;
gameState = STATE_START;
trace (gameState);
addEventListener(Event.ENTER_FRAME, gameLoop);
}
/*----------------------------gameLoop-----------------------------*/
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;
}
}
/*-_________________________-Game STATES-_________________________-*/
/*---------------------------STATE_START---------------------------*/
function startGame():void
{
level = 1; //setting level for enemies
//Graphics
//player icon
player = new Player();
//add bullet holder
bullets = new Array();
//basicCivil icon
civil = new Array();
//basicEnemy icon
enemy = new Array();
//holds explosions
explosions = new Array();
//map
//mp = new MP_00();
//var mp:MP_00 = new MP_00();
//Load map parts
//End startGame
gameState = STATE_START_PLAYER;
trace(gameState);
}
/*------------------------STATE_START_PLAYER-----------------------*/
function startPlayer():void
{
//start the player
//set possition of player
player.y = stage.stageHeight - player.height;
addChild(player);
addEventListener(Event.ENTER_FRAME, movePlayer);
//changing screens
gameScreen.visible = true;
//start game
gameState = STATE_PLAY;
trace(gameState);
}
//player controll
function movePlayer(e:Event):void
{
//gameScreen.visible = true;
//mouse\touch recognition
player.x = stage.mouseX;
player.y = stage.mouseY;
//player does not move out of the stage
if (player.x < 0)
{
player.x = 0;
}
else if (player.x > (stage.stageWidth - player.width))
{
player.x = stage.stageWidth + player.width;
}
}
//setting bullet type
if (BType == "BBasic")
{
BProp = BBasic;
/*case BMissile;
BProp = BMissile;
break; */
}
//creating bullets
//gameScreen.fire_btn.addEventListener(MouseEvent.CLICK, fireHandler());
/*
function fireHandler():void
{
var bulletTimer:Timer = new Timer (500);
bulletTimer.addEventListener(TimerEvent.TIMER, timerListener);
bulletTimer.start();
trace("nja");
}
function timerListener(e:TimerEvent):void
{
//need and if statement to determine the bullet speed and travel depended on type of bullet
var tempBullet:MovieClip = /*BProp[5] new BBasicA();
//shoots bullets in the middle
tempBullet.x = player.x +(player.width/2);
tempBullet.y = player.y;
//shooting speed
tempBullet.speed = 10;
bullets.push(tempBullet);
addChild(tempBullet);
//bullets movement forward
for(var i=bullets.length-1; i>=0; i--)
{
tempBullet = bullets[i];
tempBullet.y -= tempBullet.speed;
}
}
*/
/*----------------------------STATE_PLAY---------------------------*/
function playGame():void
{
//gameplay
//speedUp();
mapMove();
//fire();
makeBCivil();
makeBEnemy();
moveBCivil();
moveBEnemy();
vhDrops();
testCollision();
testForEnd();
removeExEplosions();
}
function mapMove(){
mp.y = mp.y - playerSpeed;
}
/*
function speedUp():void
{
var f:Number;
for (f<10; f++;)
{
var playerSpeed = playerSpeed + 1;
f = 0;
//mapMove();
MpRSimple = new MP_RS();
MpRSimple.y = MpRSimple.y - playerSpeed;
trace ("speed reset");
}
trace (f);
}
*/
function makeBCivil():void
{
//random chance
var chance:Number = Math.floor(Math.random()*BCRand);
if (chance <= 1 + level)
{
var tempBCivil:MovieClip;
//generate enemies
tempBCivil = new BCivil();
tempBCivil.speed = BCSpeed;
tempBCivil.x = Math.round(Math.random()*800);
addChild(tempBCivil);
civil.push(tempBCivil);
}
}
function moveBCivil():void
{
//move enemies
var tempBCivil:MovieClip;
for(var i:int = civil.length-1; i>=0; i--)
{
tempBCivil = civil[i];
tempBCivil.y += tempBCivil.speed
}
//testion colision with the player and screen out
if (tempBCivil.y > stage.stageHeight /* || tempBCivil.hitTestObject(player) */)
{
trace("ds hit");
//makeExplosion (player.x, player.y);
removeCivil(i);
//gameState = STATE_END;
}
}
//Test bullet colision
function testCollision():void
{
var tempBCivil:MovieClip;
var tempBEnemy:MovieClip;
var tempBullet:MovieClip;
//civil/bullet colision
civils:for(var i:int=civil.length-1; i>=0; i--)
{
tempBCivil = civil[i];
for (var j:int=bullets.length-1; j>=0; j--)
{
tempBullet = bullets[j];
if (tempBCivil.hitTestObject(tempBullet))
{
trace("laser hit the civil");
makeExplosion (tempBCivil.x, tempBCivil.y);
removeCivil(i);
removeBullet(j);
break civils;
}
}
}
//enemy/bullet colision
enemy:for(var k:int=enemy.length-1; k>=0; k--)
{
tempBEnemy = enemy[k];
for (var l:int=bullets.length-1; l>=0; l--)
{
tempBullet = bullets[l];
if (tempBEnemy.hitTestObject(tempBullet))
{
trace("bullet hit the Enemy");
makeExplosion (tempBEnemy.x, tempBEnemy.y);
removeEnemy(k);
removeBullet(l);
break enemy;
}
}
}
}
function makeExplosion(ex:Number, ey:Number):void
{
var tempExplosion:MovieClip;
tempExplosion = new boom();
tempExplosion.x = ex;
tempExplosion.y = ey;
addChild(tempExplosion)
explosions.push(tempExplosion);
}
function makeBEnemy():void
{
//random chance
var chance:Number = Math.floor(Math.random()*BCRand);
if (chance <= 1 + level)
{
var tempBEnemy:MovieClip;
//generate enemies
tempBEnemy = new BEnemy();
tempBEnemy.speed = BCSpeed;
tempBEnemy.x = Math.round(Math.random()*800);
addChild(tempBEnemy);
enemy.push(tempBEnemy);
}
}
function moveBEnemy():void
{
//move enemies
var tempBEnemy:MovieClip;
for(var i:int = enemy.length-1; i>=0; i--)
{
tempBEnemy = enemy[i];
tempBEnemy.y += tempBEnemy.speed
}
//testion colision with the player and screen out
if (tempBEnemy.y > stage.stageHeight /* || tempBCivil.hitTestObject(player) */)
{
trace("enemy");
//makeExplosion (player.x, player.y);
removeEnemy(i);
//gameState = STATE_END;
}
}
function vhDrops():void
{}
function testForEnd():void
{
//check damage
//end game
//gameState = STATE_END;
trace(gameState);
}
/*--------------------REMOVING BS FROM STAGE-----------------------*/
//removing civils
function removeCivil(idx:int):void
{
if(idx >= 0)
{
removeChild(civil[idx]);
civil.splice(idx, 1);
}
}
//removing enemies
function removeEnemy(idx:int):void
{
if(idx >= 0)
{
removeChild(enemy[idx]);
enemy.splice(idx, 1);
}
}
//removing civils
function removeBullet(idx:int):void
{
if(idx >= 0)
{
removeChild(bullets[idx]);
bullets.splice(idx, 1);
}
}
//removing expired explosions
function removeExEplosions():void
{
var tempExplosion:MovieClip;
for(var i=explosions.length-1; i>=0; i--)
{
tempExplosion = explosions[i];
if (tempExplosion.currentFrame >= tempExplosion.totalFrames)
{
removeExplosion(i);
}
}
}
//removing civils
function removeExplosion(idx:int):void
{
if(idx >= 0)
{
removeChild(explosions[idx]);
explosions.splice(idx, 1);
}
}
/*--------------------------STATE_END------------------------------*/
function endGame():void
{
}
/*gameScreen*/
/*endScreen*/
And Im sure theres some other bad code here but that doesent matter now.
Export for AS and AS Linkage is set:
http://i.stack.imgur.com/UvMAt.png
EDIT: removed the 2nd var declaration, still get the same error.
It would be great if you give more code and explanations, but here what I found about 1046 :
"One reason you will get this error is if you have an object on the stage with the same name as an object in your library."
Look at : http://curtismorley.com/2007/06/20/flash-cs3-flex-2-as3-error-1046/
Did you search any explanation on the Web for code 1046 ? Have you checked this one ?
I see that you have two var mp declaration. Try to remove the first one, var mp:MovieClip;. If it doesn't work, check your Flash Library carefully, be sure that MP_00 is a name available. If it's a MovieClip, check that it is exported for ActionScript. If it's an instance name, check that it's not used twice.
EDIT.
My suggestion is :
1- Change all references of mp to mp1. Maybe there is a conflict with an instance "...an object on the stage with the same name as an object in your library."
2- var mp1:MP_00; instead of var mp:MovieClip; in the declaration section.
3- Put the mp1 = new MP_00(); back in the startGame() function
4- Be sure that your new mp1 variable is everywhere you need and you have no more ref. to mp variable.
If... it's still doesn't work. I suggest : Change the name of your MovieClip linkage, like TestA, or whatever. Yes I know, a doubt on everything, but there is no magic, testing everything will show the problem for sure.
EDIT.
For mapMove() function...
First : be sure the speedUp() function is available, not in comments, and call it in your playGame() function. Your playerSpeed variable must have a value, so change : var playerSpeed = playerSpeed + 1; for playerSpeed = playerSpeed + 1;. Do not use var declaration twice for the same variable. (See var playerSpeed:Number; in header file.)
Beside... you have to know if the MP_00 clip on stage is YOUR mp1 clip. (I assumed you published all the code you have.)
Case A : MP_00 is on stage when you start your Clip.
If you actually see your MP_00 on screen, that mean you don't have to do mp1 = new MP_00(); and addchild(mp1);. It's already done for you (dragging a clip from library and giving a name instance, is the same as doing new and addchild).
Find the instance name (or give one). You should get your instance name and move your object (here the instance name is mp1):
mp1.y = mp1.y - playerSpeed;
Case B : MP_00 is NOT on stage when you start your Clip.
Do :
1- your declaration : var mp1:MP_00;
2- allocation memory : mp1 = new MP_00();
3- add to the display list : addchild(mp1);
4- "Shake it bb" : mp1.y = mp1.y - playerSpeed; or mp1.y -= playerSpeed;
I don't know what is your knowledge level exactly, so I tried to put everything. Sorry if it's too much.

random enemies in vertical shooter AS3

I have a vertical shooter game I'm working on. I need to find a way to make random objects(enemies) drop down from the top. At the moment I've got 1 enemy that drops down randomly from the top which is working. here is the code I'm using.
Main code
// Full Screen Command
fscommand("fullscreen","true");
stop();
//center player on screen
mcMain.x = 880,45;
mcMain.y = 940,40;
//these booleans will check which keys are down
var leftDown:Boolean = false;
var upDown:Boolean = false;
var rightDown:Boolean = false;
var downDown:Boolean = false;
//how fast the character will be able to go
var mainSpeed:int = 25;
//how much time before allowed to shoot again
var cTime:int = 0;
//the time it has to reach in order to be allowed to shoot (in frames)
var cLimit:int = 12;
//whether or not the user is allowed to shoot
var shootAllow:Boolean = true;
//how much time before another enemy is made
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
var enemyLimit:int = 16;
//the player's score
var score:int = 0;
//this movieclip will hold all of the bullets
var bulletContainer:MovieClip = new MovieClip();
addChild(bulletContainer);
//whether or not the game is over
var gameOver:Boolean = false;
//adding a listener to mcMain that will move the character
mcMain.addEventListener(Event.ENTER_FRAME, moveChar);
function moveChar(event:Event):void{
//checking if the key booleans are true then moving
//the character based on the keys
if(leftDown){
mcMain.x -= mainSpeed;
}
if(upDown){
mcMain.y -= mainSpeed;
}
if(rightDown){
mcMain.x += mainSpeed;
}
if(downDown){
mcMain.y += mainSpeed;
}
//keeping the main character within bounds
if(mcMain.x <= 0){
mcMain.x += mainSpeed;
}
if(mcMain.y <= 0){
mcMain.y += mainSpeed;
}
if(mcMain.x >= stage.stageWidth - mcMain.width){
mcMain.x -= mainSpeed;
}
if(mcMain.y >= stage.stageHeight - mcMain.height){
mcMain.y -= mainSpeed;
}
//Incrementing the cTime
//checking if cTime has reached the limit yet
if(cTime < cLimit){
cTime ++;
} else {
//if it has, then allow the user to shoot
shootAllow = true;
//and reset cTime
cTime = 0;
}
//adding enemies to stage
if(enemyTime < enemyLimit){
//if time hasn't reached the limit, then just increment
enemyTime ++;
} else {
//defining a variable which will hold the new enemy
var newEnemy = new Enemy();
//making the enemy offstage when it is created
newEnemy.y = -1 * newEnemy.height;
//making the enemy's x coordinates random
//the "int" function will act the same as Math.floor but a bit faster
newEnemy.x = int(Math.random()*(stage.stageWidth - newEnemy.width));
//then add the enemy to stage
addChild(newEnemy);
//and reset the enemyTime
enemyTime = 0;
}
//updating the score text
txtScore.text = 'SCORE: '+score;
}
//this listener will listen for down keystrokes
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeysDown);
function checkKeysDown(event:KeyboardEvent):void{
//making the booleans true based on the keycode
//WASD Keys or arrow keys
if(event.keyCode == 37 || event.keyCode == 65){
leftDown = true;
}
if(event.keyCode == 39 || event.keyCode == 68){
rightDown = true;
}
//checking if the space bar is pressed and shooting is allowed
if(event.keyCode == 32 && shootAllow){
//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();
//changing the bullet's coordinates
newBullet.x = mcMain.x + mcMain.width/2 - newBullet.width/2;
newBullet.y = mcMain.y;
//then we add the bullet to stage
bulletContainer.addChild(newBullet);
mcMain.gotoAndPlay(1);
}
}
//this listener will listen for keys being released
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeysUp);
function checkKeysUp(event:KeyboardEvent):void{
//making the booleans false based on the keycode
if(event.keyCode == 37 || event.keyCode == 65){
leftDown = false;
}
if(event.keyCode == 39 || event.keyCode == 68){
rightDown = false;
}
}
enemy class
package{
//we have to import certain display objects and events
import flash.display.MovieClip;
import flash.events.*;
//this just means that Enemy will act like a MovieClip
public class Enemy extends MovieClip{
//VARIABLES
//this will act as the root of the document
//so we can easily reference it within the class
private var _root:Object;
//how quickly the enemy will move
private var speed:int = 5;
//this function will run every time the Bullet is added
//to the stage
public function Enemy(){
//adding events to this class
//functions that will run only when the MC is added
addEventListener(Event.ADDED, beginClass);
//functions that will run on enter frame
addEventListener(Event.ENTER_FRAME, eFrame);
}
private function beginClass(event:Event):void{
_root = MovieClip(root);
}
private function eFrame(event:Event):void{
//moving the bullet up screen
y += speed;
//making the bullet be removed if it goes off stage
if(this.y > stage.stageHeight){
removeEventListener(Event.ENTER_FRAME, eFrame);
_root.removeChild(this);
}
//checking if it is touching any bullets
//we will have to run a for loop because there will be multiple bullets
for(var i:int = 0;i<_root.bulletContainer.numChildren;i++){
//numChildren is just the amount of movieclips within
//the bulletContainer.
//we define a variable that will be the bullet that we are currently
//hit testing.
var bulletTarget:MovieClip = _root.bulletContainer.getChildAt(i);
//now we hit test
if(hitTestObject(bulletTarget)){
//remove this from the stage if it touches a bullet
removeEventListener(Event.ENTER_FRAME, eFrame);
_root.removeChild(this);
//also remove the bullet and its listeners
_root.bulletContainer.removeChild(bulletTarget);
bulletTarget.removeListeners();
//up the score
_root.score += 5;
}
}
//hit testing with the user
if(hitTestObject(_root.deadLine)){
//losing the game
_root.gameOver = true;
_root.gotoAndStop('lose');
}
//checking if game is over
if(_root.gameOver){
removeEventListener(Event.ENTER_FRAME, eFrame);
this.parent.removeChild(this);
}
}
}
}
I'm using the tutorial from here : http://www.flashgametuts.com/tutorials/as3/how-to-make-a-vertical-shooter-in-as3-part-1/
any help is much appriciated.
I used to make games in flash and I used this condition to constantly add Enemies in my game.
if (Math.floor(Math.random() * 90) == 5){
under this condition you can use your code do add 1 enemy randomly
I think you shold get a timer class conected to your main code.
get a global counter.
int count=0;
int timeElapsedToNewEnemy = int((Math.random()*10+1)*10);
//get u a number from 10 to 100
get ur timer
var time:Timer=new Timer(100,0);// each 1/10 seconds
time.start();
time.addEventListener(TimerEvent.TIMER, countTime);
get ur function for timer
function countTime(e:TimerEvent):void
{//increment ur timer
count++;
if (cont == timeElapsedToNewEnemy)
{
cont=0;//restar ur counter..
//createUrNewEnemyHere
//get a new timeElapsedToEnemy
timeElapsedToNewEnemy = int((Math.random()*10+1)*10);
}
}
now u can easily adjust it to create random enemys each random x time.
let me know if its work for u
Thanks guys, but i found a solution.
var newEnemy = new (getDefinitionByName("Enemy"+Math.floor(Math.random()*4)));
and then created different movieclips of the enemy as enemy