AS3: Removed Child Still Passes HitTest - actionscript-3

I am making a game similar to doodle jump and I have a powerup MovieClip that appears every time the character bounces up. When the character collides with the powerup, I want it to add to the live score, and then disappear. But I want it to reappear after is has been removed so there is a constant stream of powerups (one for each time the character jumps).
The problem I'm having is that as soon as the first powerup is hit, it visually removes all future powerups but the character is still able to collide with them - constantly adding to the score rather than just once.
I made a recording that I think would help explain.
Here's the block of code I'm trying to fix:
//IF MyChicken TOUCHES CHICKEN LEG, SCORE GOES UP BY 2000
for (var c:int=0; c< 1; c++){
chickMc = powerUp[c];
if (MyChicken.hitTestObject(chickMc))
{
liveScore += 2000;
theScore.text = liveScore.toString();
tapSnd.play();
removeChild(chickMc);
}
}
In case it's something outside of this chunk, here's my whole code:
import flash.events.Event;
import flash.sensors.Accelerometer;
import flash.events.AccelerometerEvent;
import flash.display.MovieClip;
import flash.media.Sound;
import flash.events.MouseEvent;
var firstPass:int = 1;
var liveScore:int;
var accX:Number;
var myVect:Vector.<MovieClip> = new Vector.<MovieClip>(5,true);
var powerUp:Vector.<MovieClip> = new Vector.<MovieClip>(1, true);
var vAcceleration:Number = 0.5;
var vVelocity:Number = -20;
var middleScreen:Number = stage.height / 2;
//var newEnemy:enemy;
//var nmeMc:MovieClip;
var newChicken:chicken;
var chickMc:MovieClip;
var newBouncer:bouncer;
var tmpMc:MovieClip;
var poolSnd:poolSound = new poolSound();
var tapSnd:tapSound = new tapSound();
var btnAgain:gameOver;
stop();
// MONITOR THE ACCELEROMETER
var myAcc:Accelerometer = new Accelerometer();
myAcc.addEventListener(AccelerometerEvent.UPDATE, onAccUpdate);
function onAccUpdate(evt:AccelerometerEvent):void{
accX = evt.accelerationX;
}
//MONITOR THE ENTER_FRAME EVENT
stage.addEventListener(Event.ENTER_FRAME, onMyEnterFrame);
//INIT STAGE WITH PLATFORMS (bouncer)
if (firstPass == 1){
liveScore = 0;
accX = 0;
for (var i:int=0; i< 5; i++){
newBouncer = new bouncer;
newBouncer.x = Math.random()*stage.stageWidth;
newBouncer.y = 0 + i*stage.stageHeight/6;
myVect[i] = newBouncer;
addChild(newBouncer);
newBouncer.cacheAsBitmap = true;}
for (var c:int=0; c< 1; c++){
newChicken = new chicken;
newChicken.x = Math.random()*stage.stageWidth;
newChicken.y = 0 + c*stage.stageHeight/6;
powerUp[c] = newChicken;
addChild(newChicken);
newChicken.cacheAsBitmap = true;}
firstPass = 2;
}
function onMyEnterFrame(evt:Event):void{
//MOVE X DEPENDING ON THE ACCELEROMETER
MyChicken.x += (MyChicken.x - (MyChicken.x + accX * 20))*0.6;
//MOVE CHAR TO THE LEFT OR TO THE RIGHT
if(accX < 0) {
MyChicken.gotoAndStop(2);
}else{
MyChicken.gotoAndStop(1);
}
// VERTICAL SPEED OF MyChicken
vVelocity += vAcceleration;
if((MyChicken.y > middleScreen) && (vVelocity < 0)){
// MyChicken IS GOING UP
MyChicken.y += vVelocity;
}else{
if(vVelocity > 0){
// MyChicken IS GOING DOWN
MyChicken.y += vVelocity;
// TEST IF MyChicken HITS PLATFORM
for (var i:int=0; i< 5; i++){
tmpMc = myVect[i];
if (MyChicken.hitTestObject(tmpMc))
{
vVelocity = -20;
tapSnd.play();
}
}
//IF MyChicken TOUCHES CHICKEN LEG, SCORE GOES UP BY 2000
for (var c:int=0; c< 1; c++){
chickMc = powerUp[c];
if (MyChicken.hitTestObject(chickMc))
{
liveScore += 2000;
theScore.text = liveScore.toString();
tapSnd.play();
removeChild(chickMc);
}
}
}else{
// THE WORLD IS GOING DOWN
// WHEN MyChicken IS IN THE MIDDLE OF THE SCREEN
for (var m:int=0; m< 1; m++){
chickMc = powerUp[m];
chickMc.y -= vVelocity;
}
for (var j:int=0; j< 5; j++){
tmpMc = myVect[j];
tmpMc.y -= vVelocity;
}
liveScore += 5;
theScore.text = liveScore.toString();
}
}
//CHECK IF PLATFORMS ARE OUT OF THE SCREEN
if(myVect[0] != null){
for (var k:int=0; k< 5; k++){
tmpMc = myVect[k];
if(tmpMc.y > stage.stageHeight){
tmpMc.y = -5;
tmpMc.x = Math.random()*stage.stageWidth;
}
}
}
if(powerUp[0] != null){
for (var p:int=0; p< 1; p++){
chickMc = powerUp[p];
if(chickMc.y > stage.stageHeight){
chickMc.y = -5;
chickMc.x = Math.random()*stage.stageWidth;
}
}
}
//FAIL - IF CHICKEN FALLS OUT OF THE SCREEN
if (MyChicken.y > stage.stageHeight) {
btnAgain = new gameOver();
addChild(btnAgain);
btnAgain.x = 160;
btnAgain.y = 230;
btnAgain.theScoreFinal.text = liveScore.toString();
theScore.visible = false;
btnAgain.addEventListener(MouseEvent.MOUSE_DOWN, onPlayAgain);
//PAUSE GAME
MyChicken.y = -300;
vVelocity = 0;
vAcceleration = 0;
// PLAY FAIL SOUND
poolSnd.play();
}
// CLICKS ON THE PLAY AGAIN BUTTON
function onPlayAgain(evt:MouseEvent):void{
removeChild(btnAgain);
//NEW GAME
MyChicken.y = stage.stageHeight - 50;
MyChicken.x = stage.stageWidth / 2;
theScore.text = "0";
liveScore = 0;
vVelocity = -20;
vAcceleration = 0.5;
theScore.visible = true;
}
//STAGE BOUNDS MyChicken ON THE LEFT OR RIGHT OF THE SCREEN
if(MyChicken.x < 0) MyChicken.x = stage.stageWidth;
if(MyChicken.x > stage.stageWidth) MyChicken.x = 0;
}

Removing an object does not change its x/y coordinates or width/height (bounds). hitTestObject checks the two objects bounds - it does not take into consideration if an object is actually on the display tree or not. So even though you've successfully removed the object, the hit test will keep checking it. (as the object still exists, it just can't be seen)
You can remedy this by doing a check first to see if chickMc has been removed:
if (chickMc.parent && MyChicken.hitTestObject(chickMc))
The parent property of a display object will null after being removed from the stage.
Though instead of that, you may want to null the reference to the object so it can be garbage collected later:
for (var c:int=0; c< 1; c++){
chickMc = powerUp[c];
if (chickMc != null && MyChicken.hitTestObject(chickMc)){
liveScore += 2000;
theScore.text = liveScore.toString();
tapSnd.play();
removeChild(chickMc);
powerUp[c] == null; //now that powerup object isn't referenced anywhere and can be garbage collected (destroyed from memory)
}
}

Related

Some balls are flood in to the floor

The problem is when i have 2 or more balls on stage,some balls are bouncing perfect and some other are sink in floors.
The floors on stage are already on stage.
Is that a drawing problem or its something else?
stop();
//ARRAYS
var ballArray:Array = new Array();
//ADD BALLS
var mediumBall1f2:Ball = new Ball ;
ballArray.push(mediumBall1f2);
this.addChild(mediumBall1f2);
mediumBall1f2.ballX = 3;
mediumBall1f2.ballY = 8;
mediumBall1f2.x = 300;
mediumBall1f2.y = 250;
mediumBall1f2.width = 120;
mediumBall1f2.height = 120;
var mediumBall1f3:Ball = new Ball ;
ballArray.push(mediumBall1f3);
this.addChild(mediumBall1f3);
mediumBall1f3.ballX = -3;
mediumBall1f3.ballY = 8;
mediumBall1f3.x = 200;
mediumBall1f3.y = 350;
mediumBall1f3.width = 140;
mediumBall1f3.height = 140;
var mediumBall1f4:Ball = new Ball ;
ballArray.push(mediumBall1f4);
this.addChild(mediumBall1f4);
mediumBall1f4.ballX = -3;
mediumBall1f4.ballY = 8;
mediumBall1f4.x = 300;
mediumBall1f4.y = 250;
mediumBall1f4.width = 50;
mediumBall1f4.height = 50;
var mediumBall1f5:Ball = new Ball ;
ballArray.push(mediumBall1f5);
this.addChild(mediumBall1f5);
mediumBall1f5.ballX = -3;
mediumBall1f5.ballY = 8;
mediumBall1f5.x = 400;
mediumBall1f5.y = 350;
mediumBall1f5.width = 80;
mediumBall1f5.height = 80;
var mediumBall1f6:Ball = new Ball ;
ballArray.push(mediumBall1f6);
this.addChild(mediumBall1f6);
mediumBall1f6.ballX = 3;
mediumBall1f6.ballY = 8;
mediumBall1f6.x = 400;
mediumBall1f6.y = 320;
mediumBall1f6.width = 30;
mediumBall1f6.height = 30;
var mediumBall1f7:Ball = new Ball ;
ballArray.push(mediumBall1f7);
this.addChild(mediumBall1f7);
mediumBall1f7.ballX = 3;
mediumBall1f7.ballY = 8;
mediumBall1f7.x = 400;
mediumBall1f7.y = 230;
var mediumBall1f8:Ball = new Ball ;
ballArray.push(mediumBall1f8);
this.addChild(mediumBall1f8);
mediumBall1f8.ballX = 3;
mediumBall1f8.ballY = 8;
mediumBall1f8.x = 400;
mediumBall1f8.y = 240;
var mediumBall1f9:Ball = new Ball ;
ballArray.push(mediumBall1f9);
this.addChild(mediumBall1f9);
mediumBall1f9.ballX = 3;
mediumBall1f9.ballY = 8;
mediumBall1f9.x = 400;
mediumBall1f9.y = 110;
//FLOOR
var downArray:Array = new Array();
for (var dA:int = numChildren - 1; dA>= 0; dA--)
{
var childdA:DisplayObject = getChildAt(dA);
if (childdA.name == "downfloor")
{
downArray.push(MovieClip(childdA));
}
}
var upArray:Array = new Array();
for (var uA:int = numChildren - 1; uA>= 0; uA--)
{
var childuA:DisplayObject = getChildAt(uA);
if (childuA.name == "upfloor")
{
upArray.push(MovieClip(childuA));
}
}
var rightArray:Array = new Array();
for (var rA:int = numChildren - 1; rA>= 0; rA--)
{
var childrA:DisplayObject = getChildAt(rA);
if (childrA.name == "rightfloor")
{
rightArray.push(MovieClip(childrA));
}
}
var leftArray:Array = new Array();
for (var lA:int = numChildren - 1; lA>= 0; lA--)
{
var childlA:DisplayObject = getChildAt(lA);
if (childlA.name == "leftfloor")
{
leftArray.push(MovieClip(childlA));
}
}
//USE ONCE
stageclear.visible = false;
stageclear.gotoAndStop(1);
stage.addEventListener(Event.ENTER_FRAME,ballLoop);
function ballLoop(evt:Event)
{
//BALL
for (var j = 0; j<ballArray.length; j++)
{
var ball:Ball = ballArray[j] as Ball;
ball.ballY--;
ball.y -= ball.ballY;
ball.x -= ball.ballX;
if (player.hitTestObject(ball))
{
ball.y = 600;
}
if(ball.x - ball.width/2 < 0)
{
ball.ballX = -3;
}
if(ball.x + ball.width/2 > 800)
{
ball.ballX = 3;
}
if(ball.y + ball.height/2 > 384.45)
{
ball.ballY = 20;
}
if(ball.y - ball.height/2 < 0)
{
ball.ballY = -2;
}
for (var d = 0; d<downArray.length; d++)
{
var down:DownFloor = downArray[d] as DownFloor;
if (ball.hitTestObject(down))
{
ball.ballY = 20;
}
}
for (var r = 0; r<rightArray.length; r++)
{
var right:RightFloor = rightArray[r] as RightFloor;
if (ball.hitTestObject(right))
{
ball.ballX = 3;
}
}
for (var l = 0; l<leftArray.length; l++)
{
var left:LeftFloor = leftArray[l] as LeftFloor;
if (ball.hitTestObject(left))
{
ball.ballX = -3;
}
}
for (var u = 0; u<upArray.length; u++)
{
var up:UpFloor = upArray[u] as UpFloor;
if (ball.hitTestObject(up))
{
ball.ballY = -2;
}
}
if (ball.y >= 600)
{
ball.parent.removeChild(ball);
ballArray.splice(j,1);
}
if (ballArray.length <= 0)
{
stageclear.visible = true;
stageclear.gotoAndPlay(1);
}
}
if(stageclear.currentFrame == stageclear.totalFrames)
{
stage.removeEventListener(Event.ENTER_FRAME,ballLoop);
MovieClip(this.root).gotoAndPlay(1, "Scene 2");
}
}
the reason this is happening
This is happening because hitTest is only true if the MCs overlap. If you could look more closely, you'd see that this happens to all of the balls (it's just more apparent with some than others).
the only fix that I know of
Make your own collision detection.
It could look like this:
function collisionTest (mc1:MovieClip,mc2:MovieClip){
// test if mc1 is going to hit mc2's left side *on the next frame*
if (mc1.x + mc1._xSpeed + mc1.width>= mc2.x){
mc1.x = mc2.x; // this may cause a momentary pause... The ball may seem to stick to the wall for a frame... If this is a problem let me know and I'll show you how to fix that
mc1._xSpeed *= -1;
}
// test if mc1 is going to hit top edge of mc2 *on the next frame*
if (mc1.y + mc1._ySpeed + mc1.height >= mc2.y){
mc1.y = mc2.y; // same possible sticking here
mc1._ySpeed *= -1;
}
}
note
For this to work, the registration point for the MCs should be top-left (which is the default).
Also, my code only works for object 1 moving down, colliding with the top of object2 or object 1 moving right colliding with left side of object 2.
_xSpeed and _ySpeed are things you will need to add as properties to your ball class and use that property to dictate motion of the balls. This is the key: it allows you to look ahead, into the future, and see if the ball is going to hit the wall on the next frame, and if it is, run the result of collision now, instead of after they overlap.
You'll need to add similar code for if the ball is moving left and you want it to detect collision with the right edge of a wall. Also for if the ball is moving up and you want to detect collision with the bottom of a wall
Don't forget to include an adjustment for the width of the wall or the width of the ball (since we are using the registration point which is top left of the bounding box)

testHitObject is returning an incorrect "true" value on the first few frames

if I add the else statement I do receive the "not hit" in my output window, so it looks like the statement only returns true on the first few frames, when it is supposed to return false. Now my problem is that the code wants to remove child objects before they've even been created. I just want to achieve basic collision detection between the enemy and the bullet so that i can remove both children when an enemy is shot. Please keep in mind that there will be multiple enemies and bullets on the stage at a given time.
I seemed to narrow down my problem. What was happening was the instance of an enemy would still exist, after i used the removeChild() function. Only now I couldn't see it for some reason. And its x and y properties were equal to 0. Therefore if I moved the ship to x = 0, it would have an "invisible" enemy collide with it. So I think my problem is I am not removing the instance properly? if not could you please help me?
` <pre>
var BulletsArr:Array = new Array();
var EnemysArray:Array = new Array();
for(i = 0; i < 5; i++)
{
BulletsArr[i] = new Bullet();
}
for(i = 0; i < 5; i++)
{
EnemysArray[i] = new Enemy();
//EnemysArray[i].x = 2000; //Fix
//EnemysArray[i].y = 2000; //Fix
}
stage.addChild(Ship);
Ship.addEventListener(Event.ENTER_FRAME, fnEnterFrame);
function fnEnterFrame(event:Event)
{
txtScore.text = "Score: " + score;
//Make Ship follow cursor
Ship.x = stage.mouseX;
//Boundries
if (Ship.x > 500)
{
Ship.x = 550 - 50;
}
if (Ship.x <= 0)
{
Ship.x = 0 ;
}
for(var i = 0; i < 5; i++){
for(var p = 0; p < 5; p++)
{
if(BulletsArr[i].hitTestObject(EnemysArray[p]))
{
remove(BulletsArr[i]);
removeChild(EnemysArray[p]);
}
for(i = 0; i < 5; i++)
{
BulletsArr[i].y -= 15;
}
for(i = 0; i < 5; i++)
{
EnemysArray[i].y += 5;
}
for(var z = 0; z < 5; z++)
{
if(Ship.hitTestObject(EnemysArray[z])
{
Ship.parent.removeChild(Ship);
EnemysArray[z].parent.removeChild(EnemysArray[z]);
trace("Game over");
}
}
for(i = 0; i < 5; i++)
{
var found:Boolean = false;
for(var p = 0; p < 5; p++)
{
if(BulletsArr[i].hitTestObject(EnemysArray[p]))
{
BulletsArr[i].parent.removeChild(BulletsArr[i]);
BulletsArr[i] = new Bullet();
EnemysArray[p].parent.removeChild(EnemysArray[p]);
EnemysArray[p] = new Enemy();
//EnemysArray[p].x = 2000;//fix
//EnemysArray[p].y = 2000;//fix
score += 50;
found = true;
break;
}
if(found)
{
break;
}
}
}
}
var count_Enemys:int = 0;
var Timer_3_sec:Timer = new Timer(3000, 0);
Timer_3_sec.start();
Timer_3_sec.addEventListener(TimerEvent.TIMER,spawn_ship);
function spawn_ship(Event:TimerEvent):void
{
if(count_Enemys >= 5)
{
count_Enemys = 0;
EnemysArray[count_Enemys].x = fl_GenerateRandomNumber(450) + 70;
EnemysArray[count_Enemys].y = 0 - fl_GenerateRandomNumber(250) - 100;
addChild(EnemysArray[count_Enemys]);
count_Enemys++;
}
else
{
EnemysArray[count_Enemys].x = fl_GenerateRandomNumber(450) + 70;
EnemysArray[count_Enemys].y = 0 - fl_GenerateRandomNumber(250) - 100;
addChild(EnemysArray[count_Enemys]);
count_Enemys++;
}
}
`</code>

Compile-time constant error Actionscript 3

I am currently trying to put together a platformer game similar to doodlejump however I am getting two errors that I am unsure of how to fix. Below is the code that I am currently using. My errors are;
**Scene 1, Layer 'Code', Frame 4, Line 181 1046: Type was not found or was not a compile-time constant: stick.
Scene 1, Layer 'Code', Frame 4, Line 207 1180: Call to a possibly undefined method stick.**
var tempStick:stick;
var tmpMc:MovieClip;
stop();
// MONITOR THE ACCELEROMETER
var myAcc:Accelerometer = new Accelerometer();
myAcc.addEventListener(AccelerometerEvent.UPDATE, onAccUpdate);
function onAccUpdate(evt:AccelerometerEvent):void{
accX = evt.accelerationX;
}
//MONITOR THE ENTER_FRAME EVENT
stage.addEventListener(Event.ENTER_FRAME, onMyEnterFrame);
//INIT STAGE WITH CLOUDS
if (firstPass == 1){
liveScore = 0;
accX = 0;
for (var i:int=0; i< 5; i++){
tempStick = new stick;
tempStick.x = Math.random()*stage.stageWidth;
tempStick.y = 0 + i*stage.stageHeight/6;
myVect[i] = tempStick;
addChild(tempStick);
tempStick.cacheAsBitmap = true;
}
firstPass = 2;
}
function onMyEnterFrame(evt:Event):void{
//MOVE X DEPENDING ON THE ACCELEROMETER
MyIcare.x -= (MyIcare.x - (MyIcare.x + accX * 10))*0.6;
//MOVE HEAD TO THE LEFT OR TO THE RIGHT
if(accX > 0) {
MyIcare.gotoAndStop(2);
}else{
MyIcare.gotoAndStop(1);
}
// Vertical speed OF THE ICARE/ANGEL
vVelocity += vAcceleration;
if((MyIcare.y > middleScreen) && (vVelocity < 0)){
// ICARE IS GOING UP
MyIcare.y += vVelocity;
}else{
if(vVelocity > 0){
// ICARE IS GOING DOWN
MyIcare.y += vVelocity;
// TEST IF ICARE TOUCHES A CLOUD
for (var i:int=0; i< 5; i++){
tmpMc = myVect[i];
if (MyIcare.hitTestObject(tmpMc))
{
vVelocity = -20;
}
}
}else{
// THE WORLD IS GOING DOWN
// WHEN ICARE IS IN THE MIDDLE OF THE SCREEN
for (var j:int=0; j< 5; j++){
tmpMc = myVect[j];
tmpMc.y -= vVelocity;
}
liveScore += 5;
}
}
// CHECK IF THE CLOUDS ARE OUT OF THE SCREEN
if(myVect[0] != null){
for (var k:int=0; k< 5; k++){
tmpMc = myVect[k];
if(tmpMc.y > stage.stageHeight){
tmpMc.y = -5;
tmpMc.x = Math.random()*stage.stageWidth;
}
}
}
//ICARE IS OUT OF THE SCREEN
//PAUSE GAME
MyIcare.y = -300;
vVelocity = 0;
vAcceleration = 0;
// PLAY FUNNY SOUND
}
Most likely your problem is you haven't told your library object (stick) to be accessible to code.
To do that, open your library panel in FlashPro, right click your stick asset/movieClip, and choose properties.
On the Symbol Properties Window, check the Export For ActionScript box. Then enter stick as in the Class field.
Now you can instantiate a stick through code.

Flash As3 Variable Issue

I have a variable on frame 1 that starts at 3000 and keeps decreasing. This variable determines the gap of time between the spawn of an object. so basically the objects spawn quicker and quicker as the this number decreases. Everything works fine except the fact when i make the character die and the main timeline goes to frame 2 to show the death screen. When clicked "play again" on that frame that makes you come back to frame 1. the objects keep spawning at whatever speed they were spawning before death. Even though the variable resets to 3000 when "play again" clicked..
I traced the variable and it does truely reset. but for some reason those spawning objects follow the previous variable.
Heres the code on the first Frame:
import flash.events.Event;
stop();
var num1:Number = 0;
var scrollSpeed:Number = 3000;
var playerState:Number = 1;
var alive:Boolean = true;
var Redbars:Array = new Array();
var Bluebars:Array = new Array();
var scoreCount:Number = 10;
addEventListener(Event.ENTER_FRAME, update);
function update(e:Event){
trace(scrollSpeed);
scoreCount += 1;
scoreText.text = (scoreCount).toString();
//SCROLL SPEED-------------------
if(scrollSpeed > 300)
{
scrollSpeed -= 1;
}
//--------------------------------
CheckForCollisionBlue();
CheckForCollisionRed();
//trace(alive);
if(player.currentFrame == 1){
playerState = 1;
}
//Check if lost
if(player.hitTestObject(leftHitBox)){
gotoAndStop(2);
scoreEnd.text = (scoreCount).toString();
}
//If dead Delete Object
if(currentFrame == 2){
deleteBlue();
deleteRed();
}
}
////
//Timer////////////////////////////////
var myTimer:Timer = new Timer(scrollSpeed,10000000);
myTimer.addEventListener(TimerEvent.TIMER, timerListener);
function timerListener (e:TimerEvent):void{
//Generate Random number
num1 = randomRange();
trace(num1);
//IF NUM1 = 1------------------------------------------
if(num1 == 1){
//Create a Red Bar
var redBar = new Jump_Cube();
Redbars.push(redBar); //add enemy to the array
redBar.x = -33;
redBar.y = 99;
redBar.width = 12.5;
redBar.height = 20.45;
//Update the Bar
for(var i:int=0; i < Redbars.length; i++){
if(currentFrame == 1)
{
addChild(Redbars[i]);
}
}
}
//IF NUM1 = 2------------------------------------------
if(num1 == 2){
//Create a Blue Bar
var blueBar = new Jump_Cube2();
Bluebars.push(blueBar); //add enemy to the array
blueBar.x = -26.8;
blueBar.y = 10;
blueBar.width = 12.25;
blueBar.height = 31.90;
//Update the Bar
for(var j:int=0; j < Bluebars.length; j++){
if(currentFrame == 1)
{
addChild(Bluebars[j]);
}
}
myTimer.delay = scrollSpeed;
}
}
myTimer.start();
//--------------------------------------------------------------------
//Check for Collision------------------------------
function CheckForCollisionBlue(){
for(var i:int=0; i < Bluebars.length; i++){
if( player.hitTestObject(Bluebars[i]) ){
//Collision
trace("Didnt Hit Blue");
player.x -= 5;
player.y += 1;
}
}
}
//Check for Collision------------------------------
function CheckForCollisionRed(){
for(var i:int=0; i < Redbars.length; i++){
if( player.hitTestObject(Redbars[i]) ){
//Collision
trace("Didnt Hit Red");
player.x -= 5;
player.y += 1;
}
}
}
function randomRange():Number
{
return (Math.floor(Math.random() * (2 - 1 + 1)) + 1);
}
///////////BUTTONS------------------
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
redButton.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEndRed);
function onTouchEndRed(e:TouchEvent):void{
player.gotoAndPlay(2);
playerState = 2;
}
blueButton.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEndBlue);
function onTouchEndBlue(e:TouchEvent):void{
player.gotoAndPlay(19);
playerState = 3;
}
///////--CLEARING STAGE
//--------------------------------------------------------------------
//delete Blue------------------------------
function deleteBlue(){
for(var i:int=0; i < Bluebars.length; i++){
removeChild(Bluebars[i]);
}
}
//delete Red------------------------------
function deleteRed(){
for(var i:int=0; i < Redbars.length; i++){
removeChild(Redbars[i]);
}
}
Heres the code on the second frame:
stop();
alive = false;
againButton.addEventListener(TouchEvent.TOUCH_END, again);
function again(e:TouchEvent):void{
gotoAndStop(1);
playerState = 1;
scrollSpeed = 3000;
deleteBlue();
deleteRed();
}
You have to put in a removeEventListener(Event.ENTER_FRAME, update); inside your onTouchEndRed function. And probably also inside of this 'if' conditional: if(player.hitTestObject(leftHitBox)){...
Simply stop programming using frames. Use classes instead. AS3 is based on classes. It'll take you a lot of benefits. This link may help you to start: http://www.adobe.com/devnet/actionscript/getting_started.html
Additionally, FlashPlayer executes frame's code each time you jump to another frame. Thats why your variables are reinitializing.

Flash only removing objects not created through code

I'm trying to make a simple game in Flash. So far, I've added a bunch of objects to the stage using addChild(objName);. However, now I'm trying to remove the objects completely. I don't want to have to cycle through every object's name and I'm sure there must be a more efficient way to select each object (maybe by index on the stage) and removeChildAt(index); it. However, when I try this, Flash only removes the objects that were manually placed by me on the stage. It doesn't remove the ones that were placed through code. I've done some searching and I tried multiple methods, all of which yield the same result. The one that most people agree on is this one:
while (numChildren > 0)
{
removeChildAt(0);
}
Can you help me figure out why this isn't removing anything that was coded onto the stage?
Thanks in advance :D
Edit: Here is my code for the frames:
Frame 1 (Randomly generates and displays the dots):
import flash.events.MouseEvent;
import fl.motion.easing.Linear;
var dotList = new Array(); var level:int = 3; var invisoDotList = new Array();
var loop:int;
var line:Line = new Line();
line.x = 274;
line.y = 187;
addChild(line);
for(loop = 0; loop < level; loop++)
{
var dot:Dot = new Dot();
var invisoDot:InvisoDot = new InvisoDot();
var tester:Boolean = true;
var xval:int = Math.floor(Math.random()*(1+520))+14;
var looper:int = 0;
while(looper < dotList.length)
{
if(Math.abs(xval - dotList[looper].x) > 30)//minimum spacing
{
looper++;
}
else
{
looper = 0;
xval = Math.floor(Math.random()*(1+520))+14;
}
}
dot.x = xval;
dot.y = 187;
invisoDot.x = xval;
invisoDot.y = 187;
invisoDot.alpha = 0;
dotList[loop] = dot;
invisoDotList[loop] = invisoDot;
addChild(invisoDot);
addChild(dot);
}
//trace(dotList); test to ensure that dots are added to the array
var nb1:NextButton = new NextButton();
nb1.x = 0;
nb1.y = 0;
nb1.alpha = 0;
addChild(nb1);
nb1.addEventListener(MouseEvent.CLICK, hideDots);
function hideDots(e:MouseEvent)
{
for(var loop:int = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
line.alpha = 0;
nextFrame();
}
stop();
Frame 2 (Displays further instructions and contains a couple of methods that will be used later on):
import flash.events.MouseEvent;
removeChild(nb1);
var nb2:NextButton = new NextButton();
nb2.x = 0;
nb2.y = 0;
nb2.alpha = 0;
addChild(nb2);
nb2.addEventListener(MouseEvent.CLICK, next);
function next(e:MouseEvent)
{
nextFrame();
}
function clearStage()
{
while (numChildren > 0)
{
trace("before" + numChildren);
removeChildAt(0);
trace("after" + numChildren);
}
}
stop();
Frame 3 (Makes the dots disappear when they are clicked and keeps an accuracy count):
import flash.events.MouseEvent;
import flash.utils.Timer;
line.alpha = 1;
removeChild(nb2);
//setChildIndex(line,0);
var clicks:int = -1;
var passed:int = 0;
var fromLine:Boolean = false;
//trace(dotList.length);
stage.addEventListener(MouseEvent.CLICK, clickCount);
for(var loopvar:int = 0; loopvar < dotList.length; loopvar++)
{
//trace("loop");
dot = dotList[loopvar];
invisoDot = invisoDotList[loopvar];
dot.addEventListener(MouseEvent.CLICK, onClick);
invisoDot.addEventListener(MouseEvent.CLICK, onClick);
//trace("event");
}
//trace(dotList.length);
function onClick(e:MouseEvent)
{
//e.currentTarget.alpha = .5;
for(var hitcheck:int = 0; hitcheck < dotList.length; hitcheck++)
{
if(dotList[hitcheck].x == e.currentTarget.x)
{
dotList[hitcheck].alpha = 1;
}
}
//trace("check");
}
var numChanged:int = 0;
function clickCount(e:MouseEvent)
{
clicks++;
//trace(clicks);
numChanged = 0;
for(var index:int = 0; index < dotList.length; index++)//check whether the user has gotten all the dots
{
if(dotList[index].alpha == 1)
{
numChanged++;
}
}
if(numChanged == level)//if the user has gotten all the dots
{
/*trace("next screen for sucess");
trace(clicks);*/
line.visible = false;
for(loop = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
if((clicks - level) == 1)
{
passed = 2
}
else if((clicks - level) == 0)
{
passed = 1;
}
passed = 1;
fromLine = true;
nextFrame();
}
else if((clicks - numChanged) >= 2)//this ends the session as soon as 2 mistakes are made
{
/*trace("next screen for failed number of clicks");
trace(clicks);*/
line.visible = false;
for(loop = 0; loop < dotList.length; loop++)
{
dotList[loop].alpha = 0;//make dots disappear
}
passed = 3;
fromLine = true;
nextFrame();
}
/*else if((clicks - level) >= 2)//if the user has made too many mistakes. This ends the session after the maximum number of tries have been used
{
trace("next screen too many clicks");
trace(clicks);
}*/
}
//trace("end");
stop();
Frame 4 (Generates the results table. A sidenote: there is a bug where "Okay" is never a result because in Frame 3, the value of passed never equals 2. Not sure why though):
import flash.text.TextFormat;
import flash.text.TextField;
var failFormat:TextFormat = new TextFormat();
failFormat.color = 0xFF0000;
failFormat.font = "Arial";
failFormat.size = 18;
var passFormat:TextFormat = new TextFormat();
passFormat.color = 0x00FF00;
passFormat.font = "Arial";
passFormat.size = 18;
var okayFormat:TextFormat = new TextFormat();
okayFormat.color = 0x808000;
okayFormat.font = "Arial";
okayFormat.size = 18;
var normalFormat:TextFormat = new TextFormat();
normalFormat.color = 0x000000;
normalFormat.font = "Arial";
normalFormat.size = 18;
var lineResults = new Array();
var squareResults = new Array();
trace(passed);
if(fromLine == true)
{
if(passed == 1)
{
lineResults[lineResults.length] = "Pass";
}
else if(passed == 2)
{
lineResults[lineResults.length] = "Okay";
}
else if(passed == 3)
{
lineResults[lineResults.length] = "Fail";
}
}
fromLine = false;
lineResults = lineResults.reverse();
squareResults = squareResults.reverse();
var loopLength:int = (lineResults.length >= squareResults.length) ? lineResults.length : squareResults.length;
var loopStart:int = 0;
if(loopLength > 11)
{
loopStart = loopLength - 12
}
var cb:CellBlock = new CellBlock();
cb.x = 283.05;
cb.y = 20.35;
addChild(cb);
var col1Head:TextField = new TextField();
col1Head.defaultTextFormat = normalFormat;
col1Head.text = "# of Dots";
col1Head.x = 114.95
col1Head.y = 8.3;
addChild(col1Head);
var col2Head:TextField = new TextField();
col2Head.defaultTextFormat = normalFormat;
col2Head.text = "Line";
col2Head.x = 259.95
col2Head.y = 8.3;
addChild(col2Head);
var col3Head:TextField = new TextField();
col3Head.defaultTextFormat = normalFormat;
col3Head.text = "Square";
col3Head.x = 381.95
col3Head.y = 8.3;
addChild(col3Head);
for(loop = loopStart; loop < loopLength; loop++)
{
var block:CellBlock = new CellBlock();
block.x = 283.05;
block.y = 20.35 + (loop - loopStart + 1)*33;
addChild(block);
var col2:TextField = new TextField();
var col3:TextField = new TextField();
var col1:TextField = new TextField();
/*col2.defaultTextFormat = passFormat;
col3.defaultTextFormat = okayFormat;*/
col1.defaultTextFormat = normalFormat;
switch(lineResults[loop])
{
case "Pass":
col2.defaultTextFormat = passFormat;
break;
case "Okay":
col2.defaultTextFormat = okayFormat;
break;
case "Fail":
col2.defaultTextFormat = failFormat;
break;
}
switch(squareResults[loop])
{
case "Pass":
col3.defaultTextFormat = passFormat;
break;
case "Okay":
col3.defaultTextFormat = okayFormat;
break;
case "Fail":
col3.defaultTextFormat = failFormat;
break;
}
//col2.text = "Pass";
col2.text = lineResults[loop];
col2.x = 260.95;
col2.y = block.y - 12;
addChild(col2);
//col3.text = "Okay";
try
{
col3.text = squareResults[loop];
}
catch(e:Error)
{
}
col3.x = 386.95;
col3.y = block.y - 12;
addChild(col3);
col1.text = String(loop + 1);
col1.x = 133.95;
col1.y = block.y - 12;
addChild(col1);
}
var nb4:NextButton = new NextButton();
nb4.x = 0;
nb4.y = 0;
nb4.alpha = 0;
addChild(nb4);
nb4.addEventListener(MouseEvent.CLICK, clearStage);
stop();
Frame 5 (Next frame which is a test to make sure that everything gets erased, which it doesn't):
removeChild(nb4);
stop();
This error:
ArgumentError: Error #1063: Argument count mismatch on Game_fla::MainTimeline/clearStage(). Expected 0, got 1. clearStage()
Occurs because your clearStage() method has been added as the click event handler of a button. If your clearStage() function is going to be used an an event handler, it needs to accept an "event" parameter. So you should define the function like this:
function clearStage(event:Event)
{
while (numChildren > 0)
{
trace("before" + numChildren);
removeChildAt(0);
trace("after" + numChildren);
}
}
As a side note, this means that if you want to also call clearStage() manually, that is use it without adding it as an event handler, that you'll need to include this event parameter... but you can just pass in a null, because your code doesn't need to actually use the event parameter:
clearStage(null);
I'm not sure I see anything else wrong. I'd start by adding that event parameter to your clearStage() function as I shown above.
I should also add I mostly worked in Flex or pure AS3, and am not super skilled in Flash CS6 and programming on the timeline :)
From memory, I don't think Flash re-orders when you remove a child. If you remove a child at index 0, every other child is still numbered 1 to x. childAt(0) is just null now. Keep that in mind with this sort of process.