rock movement in AS3 basic shooter game - actionscript-3

I need some help with some rock movement... I'm really new at this coding stuff and have pretty much no idea what i'm doing...
I have rocks moving every which way... What i want is them to start within a set boundary on the left and move to a set boundary on the right.
If they get hit I'd like them to explode rather then split into 2 more rocks. In the movie I have the multiple rocks (big, medium, small) and a frame called explode, but this script i tried to adapt from another code didn't seem to work in it..
public function planeHit() {
removeEventListener(Event.ENTER_FRAME,movePlane);
MovieClip(parent).removePlane(this);
gotoAndPlay("explode");
}
When all bugs are gone (from being shot or leaving screen) I'd like a new wave to start...
Here's the script I have for the placement and movement of the rocks...
Any help you can give would be great!
// ROCKS
// create a single rock of a specific size
public function newRock(x,y:int, rockType:String) {
// create appropriate new class
var newRock:MovieClip;
var rockRadius:Number;
if (rockType == "Big") {
newRock = new Rock_Big();
rockRadius = 35;
} else if (rockType == "Medium") {
newRock = new Rock_Medium();
rockRadius = 20;
} else if (rockType == "Small") {
newRock = new Rock_Small();
rockRadius = 10;
}
// choose a random look
newRock.gotoAndStop(Math.ceil(Math.random()*3+1));
// set start position
newRock.x = x;
newRock.y = y;
// set random movement and rotation
var dx:Number = Math.random()*2.0;
var dy:Number = Math.random()*2.0-1.0;
// add to stage and to rocks list
gameObjects.addChild(newRock);
rocks.push({rock:newRock, dx:dx, dy:dy, rockType:rockType, rockRadius: rockRadius});
}
// create four rocks
public function nextRockWave(event:TimerEvent) {
rocks = new Array();
newRock(100,100,"Big");
newRock(200,100,"Big");
newRock(450,100,"Big");
newRock(350,100,"Big");
gameMode = "play";
}
// animate all rocks
public function moveRocks(timeDiff:uint) {
for(var i:int=rocks.length-1;i>=0;i--) {
// move the rocks
var rockSpeed:Number = rockSpeedStart + rockSpeedIncrease*gameLevel;
rocks[i].rock.x += rocks[i].dx*timeDiff*rockSpeed;
rocks[i].rock.y += rocks[i].dy*timeDiff*rockSpeed;
// wrap rocks
if ((rocks[i].dx > 0) && (x <-50)) {
gameObjects.removeChild;
rocks.splice();
}
else if ((rocks[i].dx < 0) && (x > 350)) {
gameObjects.removeChild;
rocks.splice();
}
}
}
public function rockHit(rockNum:uint) {
// create two smaller rocks
if (rocks[rockNum].rockType == "Big") {
newRock(rocks[rockNum].rock.x,rocks[rockNum].rock.y,"Medium");
newRock(rocks[rockNum].rock.x,rocks[rockNum].rock.y,"Medium");
} else if (rocks[rockNum].rockType == "Medium") {
newRock(rocks[rockNum].rock.x,rocks[rockNum].rock.y,"Small");
newRock(rocks[rockNum].rock.x,rocks[rockNum].rock.y,"Small");
}
// remove original rock
gameObjects.removeChild(rocks[rockNum].rock);
rocks.splice(rockNum,1);
}

To animate objects to move in a straight line using the code you posted, you have two options.
1. Change the rock definition
Change your rock generation code like this:
var dx:Number = Math.random()*2.0;
var dy:Number = 0;
// add to stage and to rocks list
gameObjects.addChild(newRock);
rocks.push({rock:newRock, dx:dx, dy:dy, rockType:rockType, rockRadius: rockRadius});
Then when you animate the rocks, you won't make any changes to the y-coordinate, so it'll stay on the same line as it moves.
2. Change your animation code
Simply delete the line that animates the y value of the rocks:
// move the rocks
var rockSpeed:Number = rockSpeedStart + rockSpeedIncrease*gameLevel;
rocks[i].rock.x += rocks[i].dx*timeDiff*rockSpeed;
// wrap rocks
...
Then nothing in your loop is changing the y-coordinate, so they'll stay on the same line.

Related

Restore dragged movieclips to their original position as they are dragged outside the stage in action script 3

I am creating a drag and drop the game for kids and I realized that when the kid drags a movie clip by mistake outside the stage the movie clip hangs where it is dragged onto and doesn't return back to its original position or it overlaps over other movie clips.
Thanks in advance
the code I am basically using is:
* square_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickUp2);
square_mc.addEventListener(MouseEvent.MOUSE_UP, dropIt2);
function pickUp2(event: MouseEvent): void {
square_mc.startDrag(true);
event.target.parent.addChild(event.target);
startX = event.currentTarget.x;
startY = event.currentTarget.y;
}
function dropIt2(event: MouseEvent): void {
square_mc.stopDrag();
var myTargetName:String = "target" + event.target.name;
var myTarget:DisplayObject = getChildByName(myTargetName);
if (event.target.dropTarget != null && event.target.dropTarget.parent ==
myTarget){
event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp2);
event.target.removeEventListener(MouseEvent.MOUSE_UP, dropIt2);
event.target.buttonMode = false;
event.target.x = myTarget.x;
event.target.y = myTarget.y
} else {
event.target.x = startX;
event.target.y = startY;
}
}*
What you need to do is to preserve the initial position of the clip somewhere and then use it.
Basic algorithm I can think of can look as follows: 1 - player starts dragging a clip, init position is saved 2 - player releases the clip.
Two outcomes are possible: (a): the clip is on the right position or (b): it is misplaced. In case (b) you just need to assign initial coordinates back to the clip.
Very simple example:
private const initialCoords: Dictionary = new Dictionary();
private function saveInitialCoords(clip: DisplayObject): void {
initialCoords[clip] = new Point(clip.x, clip.y);
}
private funciton retreiveInitialCoords(clip: DisplayObject): Point {
return initialCoords[clip]; // it would return null if there is no coords
}
UPD: As it was pointed by #kaarto my answer might be irrelevant. If the issue is to keep the dragging movieclip
within some bounds I usually use something like this:
private var currentTarget: DisplayObject; // clip we're dragging currently
private var areaBounds: Rectangle = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight); // you might want to ensure stage is not null.
private function startDrag(e: MouseEvent): void {
// I'll drop all checks here. Normally you want to ensure that currentTarget is null or return it to initial position otherwise
currentTarget = e.currentTarget as DisplayObject;
saveInitialCoords(currentTarget);
addEventListener(MouseEvent.MOUSE_MOVE, checkAreaBounds);
}
private funciton stopDrag(e: MouseEvent): void {
// some checks were dropped.
if (clipIsOnDesiredPlace(currentTarget)) {
// do something
} else {
const initialCoords: Point = retreiveInitialCoords(currentTarget);
currentTarget.x = initialCoords.x;
currentTarget.y = initialCoords.y;
}
currentTarget = null;
removeEventListener(MouseEvent.MOUSE_MOVE, checkAreaBounds);
}
private funciton checkAreaBounds(e: MouseEvent): void {
// you might need to convert your coords localToGlobal depending on your hierarchy
// this function gets called constantly while mouse is moving. So your clip won't leave areaBounds
var newX: Number = e.stageX;
var newY: Number = e.stageY;
if (currentTarget) {
if (newX < areaBounds.x) newX = areaBounds.x;
if (newY < areaBounds.y) newY = areaBounds.y;
if (newX + currentTarget.width > areaBounds.x + areaBounds.width) newX = areaBounds.x + areaBounds.width - currentTarget.width;
if (newY + currentTarget.height > areaBounds.y + areaBounds.heght) newY = areaBounds.y + areaBounds.height - currentTarget.height;
currentTarget.x = newX;
currentTarget.y = newY;
}
}
... somewhere ...
// for each clip you're going to interact with:
for each (var c: DisplayObject in myDraggableClips) {
c.addEventListener(MouseEvent.MOUSE_DOWN, startDrag);
c.addEventListener(MouseEvent.MOUSE_UP, stopDrag);
}
Another option (if you don't want to limit the area with some bounds) is to use MouseEvent.RELEASE_OUTSIDE event and return a clip to it's initial position once it gets released:
stage.addEventListener(MouseEvent.RELEASE_OUTSIDE, onMouseReleaseOutside);
private function onMouseReleaseOutside(e:MouseEvent):void {
// return clip to it's position.
}
More info you can find in documentation: https://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/events/MouseEvent.html#RELEASE_OUTSIDE

Program help needed in Actionscript 3 game

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;

How to change Missile direction in Space Rocks of Chapter 7 of Gary Rosenzweig's book: "Action Script 3.0 game programming university"

I have been trying to play with the source code of Space Rocks used as an example in Chapter 7 of Gary Rosenzweig's book "Action Script 3.0 game programming university" and he has used a ball to avoid missile direction. However, I am trying to make the game a bit more creative. The problem I have come across is that if you design a missile sprite that is directional ie a bullet the source code will always fire that bullet upright. It doesn't rotate the bullet in line with the ship. Unfortunately I am stumped. Here is the code used to create and animate the missile.
// MISSILES
// create a new Missile
public function newMissile() {
// create
var newMissile:Missile = new Missile();
// set direction
newMissile.dx = Math.cos(Math.PI*ship.rotation/180);
newMissile.dy = Math.sin(Math.PI*ship.rotation/180);
// placement
newMissile.x = ship.x + newMissile.dx*shipRadius;
newMissile.y = ship.y + newMissile.dy*shipRadius;
// add to stage and array
gameObjects.addChild(newMissile);
missiles.push(newMissile);
}
// animate missiles
public function moveMissiles(timeDiff:uint) {
for(var i:int=missiles.length-1;i>=0;i--) {
// move
missiles[i].x += missiles[i].dx*missileSpeed*timeDiff;
missiles[i].y += missiles[i].dy*missileSpeed*timeDiff;
// moved off screen
if ((missiles[i].x < 0) || (missiles[i].x > 550) || (missiles[i].y < 0) || (missiles[i].y > 400)) {
gameObjects.removeChild(missiles[i]);
delete missiles[i];
missiles.splice(i,1);
}
}
}
Many Thanks
Shane

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.

startDrag - stop diagonal movement

Is there a way to have a MovieClip with startDrag, but to force only horizontal and vertical (i.e. not diagonal) movement?
Here is my solution. It tracks the mouseX and mouseY on click and compares it to last position. Finds out which direction the mouse is mainly moving then moves the object there. You may want to add some extra logic to lock the object to the nearest 10th unit or whatever unit size you want to form a snap grid for use in games or organized placement of the object.
Update: I went ahead and added a snapNearest function to help control the movement.
import flash.events.MouseEvent;
import flash.events.Event;
dragObj.addEventListener(MouseEvent.MOUSE_DOWN, dragIt);
var curX:Number = 0;
var curY:Number = 0;
var oldX:Number = 0;
var oldY:Number = 0;
var gridUnit:Number = 25;
function dragIt(e:MouseEvent):void
{
// set x,y on down
oldX = mouseX;
oldY = mouseY;
// add mouse up listener so you know when it is released
stage.addEventListener(MouseEvent.MOUSE_UP, dropIt);
stage.addEventListener(Event.ENTER_FRAME, moveIt);
trace("Start Drag")
}
function moveIt(e:Event):void
{
// figure out what the main drag direction is and move the object.
curX = mouseX;
curY = mouseY;
// figure out which is the larger number and subtract the smaller to get diff
var xDiff:Number = curX > oldX ? curX - oldX : oldX - curX;
var yDiff:Number = curY > oldY ? curY - oldY : oldY - curY;
if(xDiff > yDiff) {
dragObj.x = snapNearest(mouseX, gridUnit);
}else{
dragObj.y = snapNearest(mouseY, gridUnit);
}
oldX = mouseX;
oldY = mouseY;
}
function dropIt(e:MouseEvent):void
{
//remove mouse up event
stage.removeEventListener(MouseEvent.MOUSE_UP, dropIt);
stage.removeEventListener(Event.ENTER_FRAME, moveIt);
trace("Stop Drag")
}
// snap to grid
function snapNearest(n:Number, units:Number):Number
{
var num:Number = n/units ;
num = Math.round(num);
num *= units;
return num;
}
yes. there are a few options.
A. you can choose to use the startDrag() function and supply it's 2nd parameter with a bounds rectangle for your draggable object. something like;
dragSprite.startDrag(false, new Rectangle(0, 0, 20, stage.stageHeight));
B. you can set your draggable object to listen for mouse events, moving it according to the mouse movements. something like:
dragSprite.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownEventHandler);
function mouseDownEventHandler(evt:MouseEvent):void
{
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveEventHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpEventHandler);
}
function mouseMoveEventHandler(evt:MouseEvent):void
{
//only move dragSprite horizontally
//dragSprite.y = evt.stageY;
dragSprite.x = evt.stageX;
}
function mouseUpEventHandler(evt:MouseEvent):void
{
stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMoveEventHandler);
stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUpEventHandler);
}
You could use a modifier key, for instance normal behavior would be horizontal & press down the shift key to move vertically.
function mouseMoveEventHandler(evt:MouseEvent):void
{
if(!evt.shiftKey)
dragSprite.x = evt.stageX;
else
dragSprite.y = evt.stageY;
}
You can only constrain to one axis or the other (using a constraint rectangle) But diagonal movement would be possible in the method you propose, unless you also define some other limits... for example a grid.