ActionScript 3 Snake - actionscript-3

Im trying to get a two player version of Snake running but i am having trouble getting the second snake to work, player 1 plays with w,a,s and d while player 2 uses the arrow keys. Player 1 with w,a,s and d is working player 2 with the arrows does not. Instead the arrow keys control player 1 as well as w,a,s and d.I think it has to do with the onEnterFrame function but i've been starring at it for days and i cannot see anything. Im fairly new to ActionScript as well so some hints to point me in the right direction is all i need, Thanks!
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{
const speed:int = 5;//speed of the snake
var vx:int;
var vy:int;
var gFood:Food;
var gFood2:Food2;
var head:SnakePart;
var head2:SnakePart2;
var SnakeDirection:String;
var Snake2Direction:String;
var snake:Array;
var snake2:Array;
public function Main(){
init();
}
function init():void {
//Initialize everything!
vx = 1; vy = 0;
snake = new Array();
snake2 = new Array();
SnakeDirection = "";
Snake2Direction = "";
//add food to the stage
addFood();
addFood2();
//add snakes head to the stage
head = new SnakePart();
head.x = stage.stageWidth/2;
head.y = stage.stageHeight/2;
snake.push(head);
addChild(head);
head2 = new SnakePart2();
head2.x = stage.stageWidth/14;
head2.y = stage.stageHeight/25;
snake2.push(head2);
addChild(head2);
stage.addEventListener(KeyboardEvent.KEY_UP , onKeyUp);
stage.addEventListener(KeyboardEvent.KEY_DOWN , onKeyDown);
addEventListener(Event.ENTER_FRAME , onEnterFrame);
//ENTER_FRAME listener is attached to main class and not to the stage directly
}
//This function will add food to the stage
function addFood():void {
gFood = new Food();
gFood.x = 50 + Math.random()*(stage.stageWidth-100);
gFood.y = 50 + Math.random()*(stage.stageHeight-100);
addChild(gFood);
}
function addFood2():void {
gFood2 = new Food2();
gFood2.x = 50 + Math.random()*(stage.stageWidth-100);
gFood2.y = 50 + Math.random()*(stage.stageHeight-100);
addChild(gFood2);
}
//this function will reset the game
function reset():void {
removeChild(gFood);
addFood();
head.x = stage.stageWidth/2;
head.y = stage.stageHeight/2;
vx = 1;vy = 0;
removeChild(gFood2);
addFood2();
head.x = stage.stageWidth/4;
head.y = stage.stageHeight/4;
vx = 1;vy = 0;
for(var i = snake.length-1;i>0;--i){
removeChild(snake[i]);
snake.splice(i,1);
}
}
function onKeyDown(event : KeyboardEvent) : void {
//handle player 1
if (event.keyCode == Keyboard.A) {
SnakeDirection = "a";
} else if (event.keyCode == Keyboard.D) {
SnakeDirection = "d";
} else if (event.keyCode == Keyboard.W) {
SnakeDirection = "w";
} else if (event.keyCode == Keyboard.S) {
SnakeDirection = "s";
}
//handle player 2
if (event.keyCode == Keyboard.LEFT) {
Snake2Direction = "left";
} else if (event.keyCode == Keyboard.RIGHT) {
Snake2Direction = "right";
} else if (event.keyCode == Keyboard.UP) {
Snake2Direction = "up";
} else if (event.keyCode == Keyboard.DOWN) {
Snake2Direction = "down";
}
}
function onKeyUp(event : KeyboardEvent) : void {
//handle player 1
if (event.keyCode == Keyboard.A || event.keyCode == Keyboard.D || event.keyCode == Keyboard.W || event.keyCode == Keyboard.S) {
SnakeDirection = "";
}
//handle player 2
if (event.keyCode == Keyboard.LEFT ||event.keyCode == Keyboard.RIGHT || event.keyCode == Keyboard.UP || event.keyCode == Keyboard.DOWN) {
Snake2Direction = "";
}
}
function onEnterFrame(event:Event):void {
//setting direction of velocity
if(SnakeDirection == "a" && vx != 1) {
vx = -1;
vy = 0;
}else if(SnakeDirection == "d" && vx != -1) {
vx = 1;
vy = 0;
}else if(SnakeDirection == "w" && vy != 1) {
vx = 0;
vy = -1;
}else if(SnakeDirection == "s" && vy != -1) {
vx = 0;
vy = 1;
}
//setting direction of velocity
if(Snake2Direction == "left" && vx != 1) {
vx = -1;
vy = 0;
}else if(Snake2Direction == "right" && vx != -1) {
vx = 1;
vy = 0;
}else if(Snake2Direction == "up" && vy != 1) {
vx = 0;
vy = -1;
}else if(Snake2Direction == "down" && vy != -1) {
vx = 0;
vy = 1;
}
//collison with stage
if(head.x - head.width/2 <= 0){
reset();
}
if(head.x + head.width/2 >= stage.stageWidth){
reset();
}
if(head.y - head.height/2 <= 0){
reset();
}
if(head.y + head.height/2 >= stage.stageHeight){
reset();
}
//move body of the snake
for(var i = snake.length-1;i>0;--i){
snake[i].x = snake[i-1].x;
snake[i].y = snake[i-1].y;
}
for(var i = snake2.length-1;i>0;--i){
snake2[i].x = snake2[i-1].x;
snake2[i].y = snake2[i-1].y;
}
//changing the position of snake's head
head.x += vx*speed;
head.y += vy*speed;
//collision with tail
for(var i = snake.length-1;i>=1;--i){
if(snake[0].x == snake[i].x && snake[0].y == snake[i].y){
reset();
break;
}
}
for(var i = snake2.length-1;i>=1;--i){
if(snake2[0].x == snake2[i].x && snake2[0].y == snake2[i].y){
reset();
break;
}
}
//collision with food player 1
if(head.hitTestObject(gFood)){
removeChild(gFood);
addFood();
var bodyPart = new SnakePart();
bodyPart.x = snake[snake.length - 1].x;
bodyPart.y = snake[snake.length - 1].y;
snake.push(bodyPart);
addChild(bodyPart);
}
if(head.hitTestObject(gFood2)){
removeChild(gFood2);
addFood2();
var bodyPart = new SnakePart();
bodyPart.x = snake[snake.length - 1].x;
bodyPart.y = snake[snake.length - 1].y;
snake.push(bodyPart);
addChild(bodyPart);
}
//collision with food player 2
if(head.hitTestObject(gFood)){
removeChild(gFood);
addFood();
var bodyPart = new SnakePart2();
bodyPart.x = snake2[snake2.length - 1].x;
bodyPart.y = snake2[snake2.length - 1].y;
snake2.push(bodyPart);
addChild(bodyPart);
}
if(head.hitTestObject(gFood2)){
removeChild(gFood2);
addFood2();
var bodyPart = new SnakePart2();
bodyPart.x = snake2[snake2.length - 1].x;
bodyPart.y = snake2[snake2.length - 1].y;
snake2.push(bodyPart);
addChild(bodyPart);
}
}
}
}

First,let me explain your mistakes in this code:
1.You have the same vx and vy for both snakes !! this means both snakes should go parallel and to the same direction !!
2.and problem 1 won't happen because you set head.x and y but not head2 for the other snake!
Just for being careless... :)
so:
1.add variables vx2 and vy2 for the poor second snake !
2.replace the second setting direction of velocity with this:
if(Snake2Direction == "left" && vx2 != 1) {
vx2 = -1;
vy2 = 0;
}else if(Snake2Direction == "right" && vx2 != -1) {
vx2 = 1;
vy2 = 0;
}else if(Snake2Direction == "up" && vy2 != 1) {
vx2 = 0;
vy2 = -1;
}else if(Snake2Direction == "down" && vy2 != -1) {
vx2 = 0;
vy2 = 1;
}
3.do anything you left for the second snake.(head2.x and y,collision for second snake, etc)
I  H☺P E  this helps !

Related

First question! NPC walk-cycle randomizer is working as intended (boundaries do need tweaking), but not playing the nested walking animations? (AS3)

Pretty much, the walking animations won't work with the switch statement I think? That's what it looks like, but the randomizer itself works fine. What I wanted to do was rewrite the working code for the mc, but replace the key inputs with the cases (random walking directions chosen) from the switch statement and plug that rewritten code in separately into the NPC's brain (roshi).
The way I have the code set up is the NPC "roshi" is a movieclip on the stage. Inside are individual movieclips each with frames for each walking animation but they won't play (ex. roshiRightStand, roshiRightWalk, etc). It always gets stuck on the chosen frame, and never actually enters the movieclip no matter how I mess with the code, brackets or booleans. Maybe I'm not declaring or nesting something right or at all? The animations are frames within a movieclip nested within another movieclip and the names seem to match up in the properties? Not quite sure how to declare it, but at some point I believe I may have had the whole thing working and messed it up. Left my old leftover code if it could help? Any input would be much appreciated! Learning fairly quick. :)
*The Code w/ mistakes (slashed out): https://textuploader.com/108de
*The Code cleaned up and tidy: https://textuploader.com/108lw
*Game Upload (reflects the code as is; playable on your browser w/ plugin): https://www.newgrounds.com/dump/item/e06224a5f9fd5645ce5a4604173f8bbd?fbclid=IwAR3HJdXMXEqxUN5TH2xaDvV82QBDmI0ewnVej1EQJFkZLb3RYuEK0dvMz74
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.display.Stage;
import flash.events.MouseEvent;
mc.gotoAndStop("standingRight");
toggle_btn.stop();
var played:Boolean=false;
var mySound:Sound = new MySound();
var myChannel:SoundChannel = new SoundChannel();
var rightPressed:Boolean = new Boolean(false);
var leftPressed:Boolean = new Boolean(false);
var upPressed:Boolean = new Boolean(false);
var downPressed:Boolean = new Boolean(false);
var mcSpeed:Number = 10;
var roshiTimer:Number = 0; //random roshi-cycle duration between 0-25
var roshiDuration:Number = Math.random() * 25;
var roshiFacing:Number = Math.floor(Math.random() * 4); //random # bwt 0-3 (ex. 4 is rounded down to 3)
var roshiSpeed:Number = 3; //roshi's walk speed
toggle_btn.addEventListener(MouseEvent.CLICK, togglePlay);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, gameLoop);
function togglePlay(event:MouseEvent):void
{
(!played)? played = true : played = false;
(played)? myChannel=mySound.play():SoundMixer.stopAll();
(played)? toggle_btn.gotoAndStop(2):toggle_btn.gotoAndStop(1);
myChannel.addEventListener(Event.SOUND_COMPLETE,soundCompleted);
}
function soundCompleted(event:Event):void
{
played = false;
toggle_btn.gotoAndStop(1);
}
function keyDownHandler(keyEvent:KeyboardEvent):void
{
if(keyEvent.keyCode == Keyboard.RIGHT)
{
rightPressed = true;
}
else if(keyEvent.keyCode == Keyboard.LEFT)
{
leftPressed = true;
}
else if(keyEvent.keyCode == Keyboard.DOWN)
{
downPressed = true;
}
else if(keyEvent.keyCode == Keyboard.UP)
{
upPressed = true;
}
}
function keyUpHandler(keyEvent:KeyboardEvent):void
{
if(keyEvent.keyCode == Keyboard.RIGHT)
{
rightPressed = false;
mc.gotoAndStop("standingRight");
}
else if(keyEvent.keyCode == Keyboard.LEFT)
{
leftPressed = false;
mc.gotoAndStop("standingLeft");
}
else if (keyEvent.keyCode == Keyboard.DOWN)
{
downPressed = false;
mc.gotoAndStop("standingDown");
}
else if(keyEvent.keyCode == Keyboard.UP)
{
upPressed = false;
mc.gotoAndStop("standingUp");
}
}
function gameLoop(loopEvent:Event):void
{
//MC's Movement Controls
if(rightPressed && mc.currentLabel !="walkingRight" && upPressed == false && downPressed == false)
{
mc.gotoAndStop("walkingRight");
}
if(rightPressed && mc.currentLabel =="walkingRight")
{
if(mc.x < 800)
{
mc.x += mcSpeed;
}
else if (backenvironment.x > -650) //right world borderwall
{
backenvironment.x -= mcSpeed;
frontenvironment.x -= mcSpeed;
}
}
if(leftPressed && mc.currentLabel !="walkingLeft" && upPressed == false && downPressed == false)
{
mc.gotoAndStop("walkingLeft");
}
if(leftPressed && mc.currentLabel =="walkingLeft")
{
if(mc.x > 200)
{
mc.x -= mcSpeed;
}
else if (backenvironment.x < -130) //left world borderwall
{
backenvironment.x += mcSpeed;
frontenvironment.x += mcSpeed;
}
}
if(upPressed && mc.currentLabel != "walkingUp" && rightPressed == false && leftPressed == false)
{
mc.gotoAndStop("walkingUp");
}
if(upPressed && mc.currentLabel == "walkingUp")
{
if(mc.y > 200) //og 200
{
mc.y -= mcSpeed;10
}
else if (backenvironment.y < -10) //top world borderwall
{
backenvironment.y += mcSpeed;
frontenvironment.y += mcSpeed;
}
}
if(downPressed && mc.currentLabel != "walkingDown" && rightPressed == false && leftPressed == false)
{
mc.gotoAndStop("walkingDown");
}
if (downPressed && mc.currentLabel == "walkingDown")
{
if(mc.y < 485) //og 568 LESS MOVES MC UP CAMERA
{
mc.y += mcSpeed;
}
else if (backenvironment.y > -577) //bottom world borderwall og-577
{
backenvironment.y -= mcSpeed;
frontenvironment.y -= mcSpeed;
}
}
if(roshiTimer < roshiDuration)
{
switch(roshiFacing) //x=horozontal y=vertical +=right/up -=left/down
{
case 0 :
roshi.gotoAndStop("roshiUpWalk");
//roshi.addEventListener(Event.ENTER_FRAME)
roshi.y -= roshiSpeed;
break;
case 1 :
roshi.gotoAndStop("roshiDownWalk");
roshi.y += roshiSpeed;
break;
case 2 :
roshi.gotoAndStop("roshiLeftWalk");
roshi.x -= roshiSpeed;
break;
case 3 :
roshi.gotoAndStop("roshiRightWalk");
roshi.x += roshiSpeed;
break;
}
roshiTimer ++;
}
if(roshiTimer > roshiDuration)
{
roshiDuration = Math.random() * 25; //25
roshiFacing = Math.floor(Math.random() * 4); //4
roshiTimer = 0; //greater than 0
}
}
~Solved by user Organis.
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.display.Stage;
import flash.events.MouseEvent;
mc.gotoAndStop("standingRight");
toggle_btn.stop();
var played:Boolean=false;
var mySound:Sound = new MySound();
var myChannel:SoundChannel = new SoundChannel();
var rightPressed:Boolean = new Boolean(false);
var leftPressed:Boolean = new Boolean(false);
var upPressed:Boolean = new Boolean(false);
var downPressed:Boolean = new Boolean(false);
var mcSpeed:Number = 10;
var roshiTimer:int = 0;
var roshiDuration:int = 0;
var roshiFacing:int = 0;
var roshiSpeed:Number = 3
addEventListener(Event.ENTER_FRAME, onRoshi);
toggle_btn.addEventListener(MouseEvent.CLICK, togglePlay);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, gameLoop);
function togglePlay(event:MouseEvent):void
{
(!played)? played = true : played = false;
(played)? myChannel=mySound.play():SoundMixer.stopAll();
(played)? toggle_btn.gotoAndStop(2):toggle_btn.gotoAndStop(1);
myChannel.addEventListener(Event.SOUND_COMPLETE,soundCompleted);
}
function soundCompleted(event:Event):void
{
played = false;
toggle_btn.gotoAndStop(1);
}
function keyDownHandler(keyEvent:KeyboardEvent):void
{
if(keyEvent.keyCode == Keyboard.RIGHT)
{
rightPressed = true;
}
else if(keyEvent.keyCode == Keyboard.LEFT)
{
leftPressed = true;
}
else if(keyEvent.keyCode == Keyboard.DOWN)
{
downPressed = true;
}
else if(keyEvent.keyCode == Keyboard.UP)
{
upPressed = true;
}
}
function keyUpHandler(keyEvent:KeyboardEvent):void
{
if(keyEvent.keyCode == Keyboard.RIGHT)
{
rightPressed = false;
mc.gotoAndStop("standingRight");
}
else if(keyEvent.keyCode == Keyboard.LEFT)
{
leftPressed = false;
mc.gotoAndStop("standingLeft");
}
else if (keyEvent.keyCode == Keyboard.DOWN)
{
downPressed = false;
mc.gotoAndStop("standingDown");
}
else if(keyEvent.keyCode == Keyboard.UP)
{
upPressed = false;
mc.gotoAndStop("standingUp");
}
}
function gameLoop(loopEvent:Event):void
{
if(rightPressed && mc.currentLabel !="walkingRight" && upPressed == false && downPressed == false)
{
mc.gotoAndStop("walkingRight");
}
if(rightPressed && mc.currentLabel =="walkingRight")
{
if(mc.x < 800)
{
mc.x += mcSpeed;
}
else if (backenvironment.x > -650)
{
backenvironment.x -= mcSpeed;
frontenvironment.x -= mcSpeed;
}
}
if(leftPressed && mc.currentLabel !="walkingLeft" && upPressed == false && downPressed == false)
{
mc.gotoAndStop("walkingLeft");
}
if(leftPressed && mc.currentLabel =="walkingLeft")
{
if(mc.x > 200)
{
mc.x -= mcSpeed;
}
else if (backenvironment.x < -130)
{
backenvironment.x += mcSpeed;
frontenvironment.x += mcSpeed;
}
}
if(upPressed && mc.currentLabel != "walkingUp" && rightPressed == false && leftPressed == false)
{
mc.gotoAndStop("walkingUp");
}
if(upPressed && mc.currentLabel == "walkingUp")
{
if(mc.y > 200)
{
mc.y -= mcSpeed;10
}
else if (backenvironment.y < -10)
{
backenvironment.y += mcSpeed;
frontenvironment.y += mcSpeed;
}
}
if(downPressed && mc.currentLabel != "walkingDown" && rightPressed == false && leftPressed == false)
{
mc.gotoAndStop("walkingDown");
}
if (downPressed && mc.currentLabel == "walkingDown")
{
if(mc.y < 485)
{
mc.y += mcSpeed;
}
else if (backenvironment.y > -577)
{
backenvironment.y -= mcSpeed;
frontenvironment.y -= mcSpeed;
}
}
}
var RF:Array =
[
"roshiUpWalk", "roshiDownWalk",
"roshiLeftWalk", "roshiRightWalk",
];
var RX:Array = [0, 0, -1, 1];
var RY:Array = [-1, 1, 0, 0];
function onRoshi(e:Event):void
{
roshiTimer ++;
if (roshiTimer > roshiDuration)
{
roshiDuration = 10 + Math.random() * 25;
roshiTimer = 0;
while (Roshi.currentLabel == RF[roshiFacing])
{
roshiFacing = Math.random() * 4;
}
Roshi.gotoAndStop(RF[roshiFacing]);
}
Roshi.x += RX[roshiFacing] * roshiSpeed;
Roshi.y += RY[roshiFacing] * roshiSpeed;
}
Well, let's try anyway. Put this into separate project along with Roshi graphics. The main difference between your code and this that I don't trigger Roshi.gotoAndStop every frame, just once upon Roshi changing directions.
// Integers, because you don't have to round them.
var roshiTimer:int = 0;
var roshiDuration:int = 0;
var roshiFacing:int = 0;
var roshiSpeed:Number = 3;
addEventListener(Event.ENTER_FRAME, onRoshi);
// Let's do this instead of switch.
var RF:Array = [
"roshiUpWalk", "roshiDownWalk",
"roshiLeftWalk", "roshiRightWalk",
];
var RX:Array = [0, 0, -1, 1];
var RY:Array = [-1, 1, 0, 0];
function onRoshi(e:Event):void
{
roshiTimer++;
if (roshiTimer > roshiDuration)
{
roshiDuration = 10 + Math.random() * 25;
roshiTimer = 0;
// Let's make Roshi ALWAYS change direction
// without occasionally proceeding to the same one.
while (Roshi.currentLabel == RF[roshiFacing])
{
roshiFacing = Math.random() * 4;
}
Roshi.gotoAndStop(RF[roshiFacing]);
}
Roshi.x += RX[roshiFacing] * roshiSpeed;
Roshi.y += RY[roshiFacing] * roshiSpeed;
}

How to set only one object to spawn with a timer?

I am currently a beginner trying to learn programming with as3 so bear with me. I have this code so far and my game repeatedly spawns the Food2 (golden apple) but it does not stop. Here is my code so far:
package{
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
public class Main extends MovieClip{
const speed:int = 10;
var score:int;
var vx:int;
var vy:int;
var gFood:Food;
var gFood2:Food2;
var head:SnakePart;
var SnakeDirection:String;
var snake:Array;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
var myTimer:Timer = new Timer(10000,1);
public function Main(){
init();
gotoAndStop(1);
}
function init():void {
vx = 1; vy = 0;
score = 0;
snake = new Array();
SnakeDirection = "";
addFood();
myTimer.start();
head = new SnakePart();
head.x = stage.stageWidth/2;
head.y = stage.stageHeight/2;
snake.push(head);
addChild(head);
stage.addEventListener(KeyboardEvent.KEY_UP , onKeyUp);
start1.addEventListener(MouseEvent.CLICK, startgame);
help1.addEventListener(MouseEvent.CLICK, helpplayer);
stage.addEventListener(KeyboardEvent.KEY_DOWN , onKeyDown);
}
private function startgame(event:MouseEvent):void {
gotoAndPlay(3);
addEventListener(Event.ENTER_FRAME , onEnterFrame);
stop();
}
private function helpplayer(event:MouseEvent):void {
gotoAndPlay(2);
stop();
}
function addFood():void {
gFood = new Food();
gFood.x = 50 + Math.random()*(stage.stageWidth-100);
gFood.y = 50 + Math.random()*(stage.stageHeight-100);
addChild(gFood);
}
function addFood2():void {
gFood2 = new Food2();
gFood2.x = 70 + Math.random()*(stage.stageWidth-100);
gFood2.y = 70 + Math.random()*(stage.stageHeight-100);
addChild(gFood2);
}
function reset():void {
gotoAndStop(1);
score = 0;
removeChild(gFood);
removeChild(gFood2);
myTimer.stop();
addFood();
head.x = stage.stageWidth/2;
head.y = stage.stageHeight/2;
vx = 1;vy = 0;
for(var i = snake.length-1;i>0;--i){
removeChild(snake[i]);
snake.splice(i,1);
}
}
function onKeyDown(event:KeyboardEvent):void{
if(event.keyCode == Keyboard.LEFT){
SnakeDirection = "left";
}else if (event.keyCode == Keyboard.RIGHT) {
SnakeDirection = "right";
}else if (event.keyCode == Keyboard.UP) {
SnakeDirection = "up";
}else if (event.keyCode == Keyboard.DOWN) {
SnakeDirection = "down";
}
}
function onKeyUp(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.LEFT) {
SnakeDirection = "";
}else if(event.keyCode == Keyboard.RIGHT) {
SnakeDirection = "";
}else if(event.keyCode == Keyboard.UP ) {
SnakeDirection = "";
}else if(event.keyCode == Keyboard.DOWN){
SnakeDirection = "";
}
}
function onEnterFrame(event:Event):void {
Timerfood();
txtScore.text = "Score:" + String(score);
if(SnakeDirection == "left" && vx != 1) {
vx = -1;
vy = 0;
}
else if(SnakeDirection == "right" && vx != -1) {
vx = 1;
vy = 0;
}
else if(SnakeDirection == "up" && vy != 1) {
vx = 0;
vy = -1;
}
else if(SnakeDirection == "down" && vy != -1) {
vx = 0;
vy = 1;
}
if(head.x - head.width/2 <= 0){
score = 0;
reset();
}
if(head.x + head.width/2 >= stage.stageWidth){
score = 0;
reset();
}
if(head.y - head.height/2 <= 0){
score = 0;
reset();
}
if(head.y + head.height/2 >= stage.stageHeight){
score = 0;
reset();
}
for(var i = snake.length-1;i>0;--i){
snake[i].x = snake[i-1].x;
snake[i].y = snake[i-1].y;
}
head.x += vx*speed;
head.y += vy*speed;
for(var i = snake.length-1;i>=1;--i){
if(snake[0].x == snake[i].x && snake[0].y == snake[i].y){
reset();
break;
}
}
if(head.hitTestObject(gFood)){
score += 1;
removeChild(gFood);
addFood();
var bodyPart = new SnakePart();
bodyPart.x = snake[snake.length - 1].x;
bodyPart.y = snake[snake.length - 1].y;
snake.push(bodyPart);
addChild(bodyPart);
}
if(head.hitTestObject(gFood2)){
score += 2;
removeChild(gFood2);
bodyPart = new SnakePart();
bodyPart.x = snake[snake.length - 1].x;
bodyPart.y = snake[snake.length - 1].y;
snake.push(bodyPart);
addChild(bodyPart);
}
function Keyboard_a(event:KeyboardEvent):void {
if (event.keyCode == 82) {
resetgame();
}
}
function resetgame():void {
score = 0;
if (contains(head))
removeChild(head);
init();
}
}
function Timerfood():void {
var myTimer:Timer = new Timer(10000,1);
myTimer.addEventListener(TimerEvent.TIMER, timerListener);
function timerListener(e:TimerEvent):void{
trace("Timer is Triggered");
addFood2();
}
myTimer.start();
}
}
}
It's hard to understand what specific logic you want to implement, but it looks like you need to create an enemy only once. And it looks like the problem is: you call the Timerfood method in the onEnterFrame listeners, which itself is called many times per second according to the framerate of your app (e.g. 30 times per second).
I would suggest you to remove the call of Timerfood from the onEnterFrame method, and put it in the end of the init method.
Well, my English is not very good, but I try tell the possible reason,
the method Timerfood() is called on method onEnterFrame(), that initialize myTimer for each frame, so may be the solution is, remove this line into TimerFood() method:
var myTimer:Timer = new Timer(10000,1);
and call TimerFood() only in startgame() method.
I hope you can understand me.

Cannot access a property or method of a null object reference. -enterframe.Trying to get palayer out of maze

i'm making a simple game and i'm still learning as3 i want to hit test object on the stage , player with box if hittestobject gotoframe or scene all the objects are on the stage with corect instancename, maintimeline as3 below everything works fine but i get the null error.
it is a maze game.
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.geom.Rectangle;
import flash.ui.Keyboard;
var rightArrow:Boolean = false;
var leftArrow:Boolean = false;
var upArrow:Boolean = false;
var downArrow:Boolean = false;
var speed:int = 20;
stage.addEventListener(KeyboardEvent.KEY_DOWN, stage_onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, stage_onKeyUp);
stage.addEventListener(Event.ENTER_FRAME, stage_onEnterFrame);
function stage_onKeyDown(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.RIGHT) rightArrow = true;
if(event.keyCode == Keyboard.LEFT) leftArrow = true;
if(event.keyCode == Keyboard.UP) upArrow = true;
if(event.keyCode == Keyboard.DOWN) downArrow = true;
}
function stage_onKeyUp(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.RIGHT) rightArrow = false;
if(event.keyCode == Keyboard.LEFT) leftArrow = false;
if(event.keyCode == Keyboard.UP) upArrow = false;
if(event.keyCode == Keyboard.DOWN) downArrow = false;
}
function stage_onEnterFrame(event:Event):void {
var rect:Rectangle = player.getBounds(this);
var i:int = 0;
var xBump:int = 0;
var yBump:int = 0;
if(rightArrow) {
xBump = speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(rect.right + i, player.y, true)) {
xBump = i - 1;
break;
}
}
}
if(player.hitTestObject(box))
{
// Go to next scene
nextFrame();
}
if(leftArrow) {
xBump = -speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(rect.left - i, player.y, true)) {
xBump = -i + 1;
break;
}
}
}
if(upArrow) {
yBump = -speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(player.x, rect.top - i, true)) {
yBump = -i + 1;
break;
}
}
}
if(downArrow) {
yBump = speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(player.x, rect.bottom + i, true)) {
yBump = i - 1;
break;
}
}
}
player.x += xBump;
player.y += yBump;
}

1180: Call to a possibly undefined method Player

I was trying to code the code below into a package that came from a tutorial, but it originally had it in the timeline
now it gives the error 1180: Call to a possibly undefined method Player.
here is a snippet from the concerning code (full code is below that)
private var player:Player;
public function RamboCat()
{
player = new Player();
So Player is not defined. Does this mean it's missing a AS file or something
But i'm trying to tell flash to use a image (image is instanced 'player')
i added the above code (minus the public function that already existed) because i found
a source which explained i should add those: http://www.actionscript.org/forums/showthread.php3?t=268065
my experience with "package" and "import" things is a bit low. So hopefully you can help.
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.geom.Point;
public class RamboCat extends MovieClip
{
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftBumping:Boolean = false;
var rightBumping:Boolean = false;
var upBumping:Boolean = false;
var downBumping:Boolean = false;
var leftBumpPoint:Point = new Point(-30, -55);
var rightBumpPoint:Point = new Point(30, -55);
var upBumpPoint:Point = new Point(0, -120);
var downBumpPoint:Point = new Point(0, 0);
var scrollX:Number = 0;
var scrollY:Number = 500;
var xSpeed:Number = 0;
var ySpeed:Number = 0;
var speedConstant:Number = 4;
var frictionConstant:Number = 0.9;
var gravityConstant:Number = 1.8;
var jumpConstant:Number = -35;
var maxSpeedConstant:Number = 18;
var doubleJumpReady:Boolean = false;
var upReleasedInAir:Boolean = false;
var keyCollected:Boolean = false;
var doorOpen:Boolean = false;
var currentLevel:int = 1;
var animationState:String = "idle";
var bulletList:Array = new Array();
var enemyList:Array = new Array();
var bumperList:Array = new Array();
private var player:Player;
public function RamboCat()
{
player = new Player();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, loop);
addEnemiesToLevel1();
addBumpersToLevel1();
}
public function addEnemiesToLevel1():void
{
addEnemy(620, -115);
addEnemy(900, -490);
addEnemy(2005, -115);
addEnemy(1225, -875);
}
public function addBumpersToLevel1():void
{
addBumper(500, -115);
addBumper(740, -115);
}
public function loop(e:Event):void{
if(back.collisions.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)){
//trace("leftBumping");
leftBumping = true;
} else {
leftBumping = false;
}
if(back.collisions.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)){
//trace("rightBumping");
rightBumping = true;
} else {
rightBumping = false;
}
if(back.collisions.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)){
//trace("upBumping");
upBumping = true;
} else {
upBumping = false;
}
if(back.collisions.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)){
//trace("downBumping");
downBumping = true;
} else {
downBumping = false;
}
if(leftPressed){
xSpeed -= speedConstant;
player.scaleX = -1;
} else if(rightPressed){
xSpeed += speedConstant;
player.scaleX = 1;
}
/*if(upPressed){
ySpeed -= speedConstant;
} else if(downPressed){
ySpeed += speedConstant;
}*/
if(leftBumping){
if(xSpeed < 0){
xSpeed *= -0.5;
}
}
if(rightBumping){
if(xSpeed > 0){
xSpeed *= -0.5;
}
}
if(upBumping){
if(ySpeed < 0){
ySpeed *= -0.5;
}
}
if(downBumping){ //if we are touching the floor
if(ySpeed > 0){
ySpeed = 0; //set the y speed to zero
}
if(upPressed){ //and if the up arrow is pressed
ySpeed = jumpConstant; //set the y speed to the jump constant
}
//DOUBLE JUMP
if(upReleasedInAir == true){
upReleasedInAir = false;
}
if(doubleJumpReady == false){
doubleJumpReady = true;
}
} else { //if we are not touching the floor
ySpeed += gravityConstant; //accelerate downwards
//DOUBLE JUMP
if(upPressed == false && upReleasedInAir == false){
upReleasedInAir = true;
//trace("upReleasedInAir");
}
if(doubleJumpReady && upReleasedInAir){
if(upPressed){ //and if the up arrow is pressed
//trace("doubleJump!");
doubleJumpReady = false;
ySpeed = jumpConstant; //set the y speed to the jump constant
}
}
}
if(keyCollected == false){
if(player.hitTestObject(back.other.doorKey)){
back.other.doorKey.visible = false;
keyCollected = true;
trace("key collected");
}
}
if(doorOpen == false){
if(keyCollected == true){
if(player.hitTestObject(back.other.lockedDoor)){
back.other.lockedDoor.gotoAndStop(2);
doorOpen = true;
trace("door open");
}
}
}
if(xSpeed > maxSpeedConstant){ //moving right
xSpeed = maxSpeedConstant;
} else if(xSpeed < (maxSpeedConstant * -1)){ //moving left
xSpeed = (maxSpeedConstant * -1);
}
xSpeed *= frictionConstant;
ySpeed *= frictionConstant;
if(Math.abs(xSpeed) < 0.5){
xSpeed = 0;
}
scrollX -= xSpeed;
scrollY -= ySpeed;
back.x = scrollX;
back.y = scrollY;
sky.x = scrollX * 0.2;
sky.y = scrollY * 0.2;
if( ( leftPressed || rightPressed || xSpeed > speedConstant || xSpeed < speedConstant *-1 ) && downBumping){
animationState = "running";
} else if(downBumping){
animationState = "idle";
} else {
animationState = "jumping";
}
if(player.currentLabel != animationState){
player.gotoAndStop(animationState);
}
if (enemyList.length > 0) // if there are any enemies left in the enemyList
{
for (var i:int = 0; i < enemyList.length; i++) // for each enemy in the enemyList
{
if (bulletList.length > 0) // if there are any bullets alive
{
for (var j:int = 0; j < bulletList.length; j++) // for each bullet in the bulletList
{
if ( enemyList[i].hitTestObject(bulletList[j]) )
{
trace("Bullet and Enemy are colliding");
enemyList[i].removeSelf();
bulletList[j].removeSelf();
}
// enemyList[i] will give you the current enemy
// bulletList[j] will give you the current bullet
// this will check all combinations of bullets and enemies
// and see if any are colliding
}
}
}
}
//corralling the bad guys with bumpers
if (enemyList.length > 0){ //enemies left in the enemyList?
for (var k:int = 0; k < enemyList.length; k++){ // for each enemy in the enemyList
if (bumperList.length > 0){
for (var h:int = 0; h < bumperList.length; h++){ // for each bumper in the List
if ( enemyList[k].hitTestObject(bumperList[h]) ){
enemyList[k].changeDirection();
}
}
}
}
}
//player and enemy collisions
if (enemyList.length > 0){ //enemies left?
for (var m:int = 0; m < enemyList.length; m++){ // for each enemy in the enemyList
if ( enemyList[m].hitTestObject(player) ){
trace("player collided with enemy");
//code to damage player goes here, maybe integrate with a health bar?
enemyList[m].removeSelf();
}
}
}
}
public function nextLevel():void{
currentLevel++;
trace("Next Level: " + currentLevel);
if(currentLevel == 2){
gotoLevel2();
}
// can be extended...
// else if(currentLevel == 3) { gotoLevel3(); } // etc, etc.
}
public function gotoLevel2():void{
back.other.gotoAndStop(2);
back.visuals.gotoAndStop(2);
back.collisions.gotoAndStop(2);
scrollX = 0;
scrollY = 500;
keyCollected = false;
back.other.doorKey.visible = true;
doorOpen = false;
back.other.lockedDoor.gotoAndStop(1);
}
public function keyDownHandler(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.LEFT){
leftPressed = true;
} else if(e.keyCode == Keyboard.RIGHT){
rightPressed = true;
} else if(e.keyCode == Keyboard.UP){
upPressed = true;
} else if(e.keyCode == Keyboard.DOWN){
downPressed = true;
if(doorOpen && player.hitTestObject(back.other.lockedDoor)){
//proceed to the next level if the player is touching an open door
nextLevel();
}
}
}
public function keyUpHandler(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.LEFT){
leftPressed = false;
} else if(e.keyCode == Keyboard.RIGHT){
rightPressed = false;
} else if(e.keyCode == Keyboard.UP){
upPressed = false;
} else if(e.keyCode == Keyboard.DOWN){
downPressed = false;
}
if(e.keyCode == Keyboard.SPACE){
fireBullet();
}
}
public function fireBullet():void
{
var playerDirection:String;
if(player.scaleX < 0){
playerDirection = "left";
} else if(player.scaleX > 0){
playerDirection = "right";
}
var bullet:Bullet = new Bullet(player.x - scrollX, player.y - scrollY, playerDirection, xSpeed);
back.addChild(bullet);
bullet.addEventListener(Event.REMOVED, bulletRemoved);
bulletList.push(bullet);
}
public function bulletRemoved(e:Event):void
{
e.currentTarget.removeEventListener(Event.REMOVED, bulletRemoved); //this just removes the eventListener so we don't get an error
bulletList.splice(bulletList.indexOf(e.currentTarget), 1);
//this removes 1 object from the bulletList, at the index of whatever object caused this function to activate
}
public function addEnemy(xLocation:int, yLocation:int):void
{
var enemy:Enemy = new Enemy(xLocation, yLocation);
back.addChild(enemy);
enemy.addEventListener(Event.REMOVED, enemyRemoved);
enemyList.push(enemy);
}
public function addBumper(xLocation:int, yLocation:int):void
{
var bumper:Bumper = new Bumper(xLocation, yLocation);
back.addChild(bumper);
bumper.visible = false;
bumperList.push(bumper);
}
public function enemyRemoved(e:Event):void
{
e.currentTarget.removeEventListener(Event.REMOVED, enemyRemoved);
//this just removes the eventListener so it doesn't give an error
enemyList.splice(enemyList.indexOf(e.currentTarget), 1); //this removes 1 object from the enemyList, at the index of whatever object caused this function to activate
}
}
}
It cannot be a reference to an instance of player as: new Player(); creates a new instance of Player.
So Player needs to be a class. If you are using Adobe Flash Professional, you can right click the image in the library, click properties, actionscript tab, then export to actionscript (make sure the class is called Player). this will create the class for the image for you.
If you are not using Adobe flash professional, then let me know and I will help with the IDE you are using.
Edit: And looking back you will also need to import Keyboard Class if you have not done already.
Looks like you need an import statement for Player.
To import a single class:
import your.package.name.ClassName;
To import every class in a package:
import your.package.name.*;
So you need:
import xxx.Player;
where xxx is the package where Player class sits.

bitmap hit testing error

I'm trying to get my character to bounce back when it hits an object in order to not allow it to touch the objects. My problem is when its touching 2 objects, it gets stuck and moves backwards because of my else statement. Is there any way I can change my code to not allow my character to touch the objects in the first place.
My code:
o1 is the instance name of the objects all contained in a movie clip and p1 is my charcter.
import flash.events.Event;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
var leftKeyDown:Boolean = false;
var hit:Boolean = false;
p1.addEventListener(Event.ENTER_FRAME, moveChar);
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeysDown);
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeysUp);
var redRect:Rectangle = o1.getBounds(this);
var redClipBmpData = new BitmapData(redRect.width, redRect.height, true, 0);
redClipBmpData.draw(o1);
var blueRect:Rectangle = p1.getBounds(this);
var blueClipBmpData = new BitmapData(blueRect.width, blueRect.height, true, 0);
blueClipBmpData.draw(p1);
addEventListener(Event.ENTER_FRAME, enterFrame);
function enterFrame(e:Event):void
{
if(redClipBmpData.hitTest(new Point(o1.x, o1.y),
255,
blueClipBmpData,
new Point(p1.x, p1.y),
255
))
{
o1.filters = [new GlowFilter()];
hit = true;
}
else
{
o1.filters = [];
hit = false;
}
}
function moveChar(event:Event):void{
if(downKeyDown && !upKeyDown && !rightKeyDown && !leftKeyDown)
{
p1.gotoAndStop("walk_down");
if(!hit)
p1.y += 5;
else
p1.y -= 10;
}
if(upKeyDown && !downKeyDown && !rightKeyDown && !leftKeyDown)
{
p1.gotoAndStop("walk_up");
if(!hit)
p1.y -= 5;
else
p1.y += 10;
}
if(rightKeyDown && !upKeyDown && !downKeyDown && !leftKeyDown)
{
p1.gotoAndStop("walk_right");
if(!hit)
p1.x += 5;
else
p1.x -= 10;
}
if(leftKeyDown && !upKeyDown && !rightKeyDown && !downKeyDown)
{
p1.gotoAndStop("walk_left");
if(!hit)
p1.x -= 5;
else
p1.x += 10;
}
}
function checkKeysDown(event:KeyboardEvent):void{
if(event.keyCode == 87){
upKeyDown = true;
}
if(event.keyCode == 68){
rightKeyDown = true;
}
if(event.keyCode == 83){
downKeyDown = true;
}
if(event.keyCode == 65){
leftKeyDown = true;
}
}
function checkKeysUp(event:KeyboardEvent):void{
if(event.keyCode == 87){
upKeyDown = false;
p1.gotoAndStop("still_up");
}
if(event.keyCode == 68){
rightKeyDown = false;
p1.gotoAndStop("still_right");
}
if(event.keyCode == 65){
leftKeyDown = false;
p1.gotoAndStop("still_left");
}
if(event.keyCode == 83){
downKeyDown = false;
p1.gotoAndStop("still_down");
}
}
Thanks in advance
EDIT:
I changed it to what you said , but now my character doesn't want to move at all :<
CODE:
import flash.events.Event;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
var leftKeyDown:Boolean = false;
var hit:Boolean = false;
var redSpeed:Point = new Point();
p1.addEventListener(Event.ENTER_FRAME, moveChar);
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeysDown);
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeysUp);
var redRect:Rectangle = o1.getBounds(this);
var redClipBmpData = new BitmapData(redRect.width, redRect.height, true, 0);
redClipBmpData.draw(o1);
var blueRect:Rectangle = p1.getBounds(this);
var blueClipBmpData = new BitmapData(blueRect.width, blueRect.height, true, 0);
blueClipBmpData.draw(p1);
addEventListener(Event.ENTER_FRAME, enterFrame);
function enterFrame(e:Event):void
{
if(redClipBmpData.hitTest(new Point(o1.x + redSpeed.x, o1.y + redSpeed.y),
255,
blueClipBmpData,
new Point(p1.x, p1.y),
255))
{
o1.filters = [new GlowFilter()];
hit = true;
}
else
{
o1.filters = [];
hit = false;
}
}
function moveChar(event:Event):void{
if(downKeyDown && !upKeyDown && !rightKeyDown && !leftKeyDown)
{
p1.gotoAndStop("walk_down");
if(!hit)
{
redSpeed.y = 0;
}
else
{
redSpeed.y = 5;
p1.y += 5;
}
}
if(upKeyDown && !downKeyDown && !rightKeyDown && !leftKeyDown)
{
p1.gotoAndStop("walk_up");
if(!hit)
{
redSpeed.y = 0;
}
else
{
redSpeed.y = -5;
p1.y -= 5;
}
}
if(rightKeyDown && !upKeyDown && !downKeyDown && !leftKeyDown)
{
p1.gotoAndStop("walk_right");
if(!hit)
{
redSpeed.x = 0;
}
else
{
redSpeed.x = 5;
p1.x += 5;
}
}
if(leftKeyDown && !upKeyDown && !rightKeyDown && !downKeyDown)
{
p1.gotoAndStop("walk_left");
if(!hit)
{
redSpeed.x = 0;
}
else
{
redSpeed.x = -5;
p1.x -= 5;
}
}
}
function checkKeysDown(event:KeyboardEvent):void{
if(event.keyCode == 87){
upKeyDown = true;
}
if(event.keyCode == 68){
rightKeyDown = true;
}
if(event.keyCode == 83){
downKeyDown = true;
}
if(event.keyCode == 65){
leftKeyDown = true;
}
}
function checkKeysUp(event:KeyboardEvent):void{
if(event.keyCode == 87){
upKeyDown = false;
p1.gotoAndStop("still_up");
}
if(event.keyCode == 68){
rightKeyDown = false;
p1.gotoAndStop("still_right");
}
if(event.keyCode == 65){
leftKeyDown = false;
p1.gotoAndStop("still_left");
}
if(event.keyCode == 83){
downKeyDown = false;
p1.gotoAndStop("still_down");
}
}
Is this what you meant ?
I think what you will want to do is do a hittest based on the anticipated locations of the objects. In order to do that, though, you would want assign speed values, instead of moving the objects on moveChar().
private var redSpeed:Point = new Point();
//in moveChat:
if(downKeyDown && !upKeyDown && !rightKeyDown && !leftKeyDown)
{
p1.gotoAndStop("walk_down");
if(!hit)
redSpeed.y = 5;
else
redSpeed.y = 0;
}
// in enterFrame
if(redClipBmpData.hitTest(new Point(o1.x + redSpeed.x, o1.y + redSpeed.y),
255,
blueClipBmpData,
new Point(p1.x, p1.y),
255)) {.....
Then you can just move the object by its speed.