Okay so on a Flash project stage there is a dynamic text box which keeps score of whatever activity is happening on the stage...mouse clicks, collisions...whatever...
I want it so that each time the dynamic text box (score box) hits 2000 (e.g. 2000, 4000, 6000)...each time we hit a 2000 multiple a hidden movie clip becomes visible...otherwise the movie clip is hidden.
Thanks all for considering a reply...this is what I have...it works fine but I don't know how to make it so that each time it adds on 2000 points the movie clip 'saleTag' will show.
if (cashBox.text == "2000")
{
saleTag.visible = true;
}
else
{
saleTag.visible = false;
}
}
Read some books. E.g. Colin Moock. If you have troubles at this point, you need to get more basics.
Don't store data in textfield, it is usually used to display data:) Use vars instead:
private var counter:int=0;
Make a function which will increase the counter, check the conditions and manage the visibility of your movieclip.
private function increaseCounter():void
{
counter++;
if (Math.floor(counter/2000)==counter/2000)
{
saleTag.visible = true;
}
else
{
saleTag.visible = false;
}
}
Call it each time you need to increase a counter.
Fine tuning. Remove the "Else" branch and use timer\delayed call to set saleTag.visible = false;.
You can't count with cashBox.text which is a String. You should first count your events with an integer variable (n), then test this variable to know if it's a multiple of 2000,
and convert it to String in your textField cashBox.
saleTag.visible = false;
var n:int = 0;
const LIM:int = 2000;
function clickHandler(e:MouseEvent):void {
n++;
cashBox.text = String(n);
saleTag.visible = (n%LIM == 0) ? true : false;
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, clickHandler);
Related
Hey Everyone so I am currently working on a game and the objective is for the user to click on objects on the stage. But the user has to click on the largest objects first before the user clicks on the smaller objects. I wanted to make it that if the user clicks on a smaller object first and not the larger one then the game will be over. I thought I could go about setting this up with booleans for each object on the stage but my if statements arent cutting it here is how I have it set up:
Here are my objects and booleans I use:
//Add box references
public var box_1:MovieClip;
public var box_2:MovieClip;
public var box_3:MovieClip;
public var box_4:MovieClip;
//Booleans
private var b1:Boolean;
private var b2:Boolean;
private var b3:Boolean;
private var b4:Boolean;
now I set all the Booleans to false and if the user clicks on one of the objects I set the Boolean to true.
Here are my if statements tied to my main ENTER_FRAME Listener:
private function level_1():void
{
if (b1)
{
mainScreen.box_1.gotoAndPlay("B1GONE");
b1 = false;
}else
if (b2)
{
mainScreen.box_2.gotoAndPlay("B2GONE");
b2 = false;
}else
if (b3)
{
mainScreen.box_3.gotoAndPlay("B3GONE");
b3 = false;
}else
if (b2 && !b1)
{
endGameCondition();
}
}
On this statement:
if (b2 && !b1)
{
endGameCondition();
}
I was trying to state that if box_2 is true meaning that its clicked on and box_1 hasnt been clicked on yet which is the larger object then the game is now over due to the user not clicking on the largest object first. I have it setup to where box_1 is the largest object and the others are the next size down.
Can anyone see why this isnt working correctly or if there is a better method in doing this?
**** UPDATE HOW MY MAIN CLASS IS SETUP NOW **************
Where I add all my Movie clips and variables:
public class boxTapEngine extends MovieClip
{
//Screens
private var mainScreen:mcMainScreen;
//Add box references
public var box_1:MovieClip;
public var box_2:MovieClip;
public var box_3:MovieClip;
public var box_4:MovieClip;
private var aBoxesArray:Array;
in my constructor function:
aBoxesArray = [box_1, box_2, box_3, box_4];
//AddMainScreen
mainScreen = new mcMainScreen();
mainScreen.x = (stage.stageWidth / 2);
mainScreen.y = (stage.stageHeight / 2);
stage.addChild(mainScreen);
//Initiate numbers
nLevel = 1;
for each(var box:MovieClip in aBoxesArray)
{
box.addEventListener(MouseEvent.CLICK, boxClick);
}
finally on the boxClick function:
private function boxClick(e:MouseEvent):void
{
var box:MovieClip = e.currentTarget as MovieClip; //get a reference to one that was just clicked
box.mouseEnabled = false; //we'll use this as a flag to know if it's been clicked yet
box.gotoAndPlay("BGONE");
//check to see if previous boxes have been clicked.
//this will iterate through all the boxes in order
for (var i:int = 0; i < aBoxesArray.length; i++)
{
if(aBoxesArray[i] == box) return; //if we've reached the currently clicked box, all is good, no need to keep checking so let's exit this loop and function
if (!aBoxesArray[i].mouseEnabled)
{ //one of the previous boxes hasn't been clicked yet
endGameCondition();
}
}
}
Probably isn't working because your final else if statement won't ever be reached (because you're handling b2 == true earlier on which will then bypass all other else statements). Plus your setting b2 to false when you handle it earlier, so it will always be false by the time it gets your final statement.
You need to move that final else if before you check for the other things. See code comments:
//Do this first, and not as a else if
if (b2 && !b1){
endGameCondition();
return; //no need to check checking things if it's game over
}
//now you can do the rest
if (b1)
{
mainScreen.box_1.gotoAndPlay("B1GONE");
b1 = false;
}else
if (b2)
{
mainScreen.box_2.gotoAndPlay("B2GONE");
b2 = false;
}else
if (b3)
{
mainScreen.box_3.gotoAndPlay("B3GONE");
b3 = false;
}
As an aside, you don't need the enter frame handler, you can just check everything on click. Something like this would work:
var boxes:Array = [box_1,box_2,box_3,box_4]; //make sure this is in order of what needs to be clicked first
//if you wanted to actually sort them dynamically based off total size (regardless of what order you've stuffed them in the array), you could add in something like this, which will order them from biggest to smallest:
boxes.sort(function(a,b){
//compare which item has a greater total area (width * height)
if(a.width * a.height > b.width * b.height) return -1; //A is bigger, so put a before b in the array
if(a.width * a.height < b.width * b.height) return 1; //put b before a in the array
return 0; //return 0 if they are the same
});
for each(var box:MovieClip in boxes){
box.addEventListener(MouseEvent.CLICK, boxClick,false,0,true);
}
function boxClick(e:Event):void {
var box:MovieClip = e.currentTarget as MovieClip; //get a reference to one that was just clicked
box.mouseEnabled = false; //we'll use this as a flag to know if it's been clicked yet
box.gotoAndPlay("BGONE");
//or you could just do this to get rid of the box:
if(box.parent) box.parent.removeChild(box);
//check to see if previous boxes have been clicked.
//this will iterate through all the boxes in order
for(var i:int=0;i<boxes.length;i++){
if(boxes[i] == box) return; //if we've reached the currently clicked box, all is good, no need to keep checking so let's exit this loop and function
if(!boxes[i].mouseEnabled){ //one of the previous boxes hasn't been clicked yet
endGameCondition();
}
}
}
//Store your clips in an array
var myClips:Array = [mc1,mc2,mc3,mc4];
//get the clip sizes and store it to an array.
var sizes:Array = new Array();
for (var i:uint = 0; i < myClips.length; i++) {
sizes.push(myClips[i].width);
}
//apply Numeric array sort.
sizes.sort(Array.NUMERIC);
function onClickAction(e:MouseEvent):void {
//Check wheather the array is empty or not.
if (sizes.length != 0) {
//Check wheather the clicked object bigger or not.
if (e.target.width == sizes[sizes.length - 1]) {
trace("Bigger");
e.target.alpha = .5;
sizes.splice(sizes.length-1,1);
} else {
trace("Smaller");
}
}
}
Okay, this is another question for the game I am making. I am putting together a second level, where you need to press a long series of keys at the right time. Pressing them too early or too late results in failure. What I need to know is how to detect when a key ISN'T pressed, when it should have been. This is what I have so far:
var count3:Number = 23;
var myTimer3:Timer = new Timer(1000, count3);
var timeLeft3:Number = count3;
var buttonPressed:Boolean = false;
var btnCounter:Number = 2;
var btnTimer:Timer = new Timer(1000, btnCounter);
myTimer3.addEventListener(TimerEvent.TIMER, countdown3);
myTimer3.start();
btnTimer.addEventListener(TimerEvent.TIMER, btnCountdown);
btn1.addEventListener(MouseEvent.CLICK, buttonPress);
btn1.visible = false;
btn2.visible = false;
btn3.visible = false;
btn4.visible = false;
btn5.visible = false;
btn6.visible = false;
btn7.visible = false;
btn8.visible = false;
btn9.visible = false;
function countdown3(event:TimerEvent): void {
if (((count3)-myTimer3.currentCount)==20) {
btn1.visible = true;
btnTimer.start();
} else if (((count3)-myTimer3.currentCount)==19) {
btn1.visible = true;
} else {
btn1.visible = false;
}
}
function btnCountdown(event:TimerEvent):void {
if (((btnCounter)-btnTimer.currentCount)==0) {
if (buttonPressed = true) {
btnTimer.stop();
} else {
gotoAndStop(2);
}
}
}
function buttonPress (event:MouseEvent): void {
buttonPressed = true;
}
For some reason, it won't do anything when btnCounter hits 0. If someone could help me sort this out, that would be awesome. Thanks.
N.B. This is a personal project, I am just learning actionscript
Start a timer for the time duration when the button is supposed to be pressed (for example, if the button must be pressed within 2 seconds, set the timer's interval to 2 seconds).
Then create a global Boolean variable (or class member variable, however your scene is set up) and set it to false initially. When the button is pressed, set this variable to true and disable the timer.
If the timer fires and this variable is false, it means that it hasn't been disabled by the button so the user didn't click the button within 2 seconds.
Don't use terribly short times - timers are not very accurate and processor speed may have an effect on their duration. (Human reaction times aside.)
I am creating a game that a sheep need to jump or crouch to avoid obstacles.
I had create 2 types of obstacles but they come in a constant speed.
Sometimes the 2 obstacles come together make it impossible to avoid. Is there any way to change this?
Can I make the 2 obstacles come in randomly in a random speed?Here is my code.`
hole_mc.visible = false;
bird_mc.visible = false;
playhotarea_btn.addEventListener(MouseEvent.CLICK, removeInstructionBox);
function removeInstructionBox(event:MouseEvent):void
{
playhotarea_btn.removeEventListener(MouseEvent.CLICK, removeInstructionBox);
instructionbox_mc.visible = false;
instructiontext_mc.visible = false;
playbtn_mc.visible = false;
playbtntext_mc.visible = false;
sheep_mc.sheepIN_mc.visible = false;
sheep_mc.gotoAndPlay("sheepwalk");
treebg_mc.gotoAndPlay("bgloop");
hole_mc.visible = true;
bird_mc.visible = true;
timer.start();
}
hole_mc.addEventListener(Event.ENTER_FRAME, holeMove);
function holeMove(event:Event):void {
if (hole_mc.x>= -200) {
hole_mc.x -=7;
}else{
hole_mc.x=1080;
trace("hole loops");
}
}
bird_mc.addEventListener(Event.ENTER_FRAME, birdMove);
function birdMove(event:Event):void {
if (bird_mc.x>= -200) {
bird_mc.x -=10;
}else{
bird_mc.x=1080;
trace("bird loops");
}
}
stage.addEventListener(Event.ENTER_FRAME, hitHole);
function hitHole(event:Event):void{
if (sheep_mc.hitTestObject(hole_mc)){
gotoAndStop("GameOver");
hole_mc.removeEventListener(Event.ENTER_FRAME, holeMove);
stage.removeEventListener(Event.ENTER_FRAME, hitHole);
bird_mc.removeEventListener(Event.ENTER_FRAME, birdMove);
stage.removeEventListener(Event.ENTER_FRAME, hitBird);
}
}
stage.addEventListener(Event.ENTER_FRAME, hitBird);
function hitBird(event:Event):void{
if (sheep_mc.hitTestObject(bird_mc)){
gotoAndStop("GameOver");
bird_mc.removeEventListener(Event.ENTER_FRAME, birdMove);
stage.removeEventListener(Event.ENTER_FRAME, hitBird);
hole_mc.removeEventListener(Event.ENTER_FRAME, holeMove);
stage.removeEventListener(Event.ENTER_FRAME, hitHole);
}
}
var currentSecond:Number = 0;
var delay:Number = 1000;
var timer:Timer = new Timer(delay);
timer.addEventListener(TimerEvent.TIMER, timerEventHandler);
function timerEventHandler(event:TimerEvent):void
{
currentSecond++;
trace(currentSecond);
score_txt.text = String(currentSecond + " s");
}
`
You can always avoid spawning things in the same place by testing for "collision" before you create (or in your case, move) the new object. You should do the testing in whatever class has a reference to all the objects on the screen. In this case, the class you posted has references to the hole and bird, which are the two objects you want to NOT have the same x value.
Try something along the lines of:
function birdMove(event:Event):void {
if (bird_mc.x>= -200) {
bird_mc.x -=10;
}else{
if(hole_mc.x > 1000){ // See notes below
bird_mc.x=1080;
trace("bird loops");
}}}
I put 1000 under the assumption that you would want a little bit of space between the two obstacles. If you're only worried about them being EXACTLY on top of each other, then you can just use if hole_mc.x = 1080. But by using > some number, you can guarantee a little bit of room between them.
You should add a similar line to the hole mover as well so that it doesn't matter which one gets called first. They both check before they respawn.
I have been trying to achieve three things in the project without success. I am new at this and have relied on tutorials to get this far. Here we go!!
a. I want to be able to drop label_3 and label_4 on either or targetlabel_3 and targetlabel_4 but not effect the other labels and targets.
b. I want to be able to drop label_2 on top of label_1 once it has been dropped. I am finding that when label_1 has been dropped, it hides the targetlabel_2 and label_2 can't find it's target.
c. I want to change the Alpa of each of labels _1, _2, _3, _4 and _5 to zero when they are dropped on their targets and change the Apha for labels _11, _21, _31, _41 and _51 to 100. (I have changed the Apha to 25 on these for the sake of making it easier for someone to see what I am trying to do).
I have been mucking around for days on this and have hit a brick wall.
Can anyone help please?
import flash.display.DisplayObject;
import flash.geom.Rectangle;
/* Drag and Drop
Makes the specified symbol instance moveable with drag and drop.
*/
var startX:Number;
var startY:Number;
var counter = 0;
var attempts = 0;
var rect:Rectangle;
rect=new Rectangle(100,100,700,500);
correct_txt.text=counter;
attempts_txt.text=attempts;
label_1.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_1.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_2.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_2.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_3.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_3.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_4.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_4.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_5.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_5.addEventListener(MouseEvent.MOUSE_UP,Drop);
label_1.buttonMode = true;
label_2.buttonMode = true;
label_3.buttonMode = true;
label_4.buttonMode = true;
label_5.buttonMode = true;
function Drag(event:MouseEvent):void
{
event.target.startDrag(true,rect);
feedback_txt.text="";
event.target.parent.addChild(event.target);
startX=event.target.x;
startY=event.target.y;
}
function Drop(event:MouseEvent):void
{
event.target.stopDrag();
var myTargetName:String="target" + event.target.name;
var myTarget:DisplayObject=getChildByName(myTargetName);
if (event.target.dropTarget!=null&&event.target.dropTarget.parent==myTarget){
feedback_txt.text="Well done! You have selcted the correct label and placed it in the recommended position on the package.";
feedback_txt.textColor = 0xCC0000
event.target.removeEventListener(MouseEvent.MOUSE_UP,Drop);
event.target.removeEventListener(MouseEvent.MOUSE_DOWN,Drag);
event.target.buttonMode = false;
event.target.x=myTarget.x;
event.target.y=myTarget.y;
counter++;
correct_txt.text=counter;
correct_txt.textColor = 0x0000ff
attempts++;
attempts_txt.text=attempts;
attempts_txt.textColor = 0x0000ff
}else{
feedback_txt.text="Your attempt is not quite correct. You have either selected the incorrect label or placed it in the wrong position. Please try again.";
event.target.x = startX;
event.target.y = startY;
attempts++;
attempts_txt.text = attempts;
}
if (counter==5){
feedback_txt.text="Well done! You have correctly placed all 5 labels";
percentage_txt.text ="Based on your attempts, you have scored "+Math.round ((counter/attempts) *100)+" %";
percentage_txt.textColor = 0x0000ff
}
}
The easiest way to detect when a label is on another label is by using hittest in an enter frame event listener.
stage.addEventListener(Event.ENTER_FRAME, hit_test);
function hit_test(e:Event):void{
if (label_1.hitTestObject(targetLabel_1)) {
trace("Label_1 is hitting targetlabel_1");
label_hit();
}
if (label_2.hitTestObject(targetLabel_2)) {
trace("Label_2 is hitting targetlabel_2");
label_hit();
}
}
When the hittest is activated, the trace text is shown and the function is called. To change the alphas of the labels, use the function being called by the hittest. For example:
function label_hit()
{
label_1.alpha = 0;
label_2.alpha = 0;
label_3.alpha = 0;
}
If you are trying to have conditions to when things can be dragged, seen, or hit tested, that function is also where you can take care of them. For example, If you don't want a label to be visible until the hittest, you have the alpha set to 0 until the function sets it to 100. If you don't want a label to be drageable until then, you create the listener inside the function instead of earlier.
function label_hit()
{
label_1.alpha = 100;
label_1.addEventListener(MouseEvent.MOUSE_DOWN,Drag);
label_1.addEventListener(MouseEvent.MOUSE_UP,Drop);
}
If you want hittests to occur only after other hittests have already occured, place them in conditions and have the conditions met in the functions.
stage.addEventListener(Event.ENTER_FRAME, hit_test);
function hit_test(e:Event):void{
if (label_1.hitTestObject(targetLabel_1)) {
trace("Label_1 is hitting targetlabel_1");
label_hit();
}
if(condition)
{
if (label_2.hitTestObject(targetLabel_2)) {
trace("Label_2 is hitting targetlabel_2");
label_hit();
}
}
function label_hit()
{
var condition = true;
}
I am trying to make an "achievements" page for my game, where if the user has a high score greater than 100, then the achievement can be unlocked. I tried using a code like this, but it didn't seem to work!
function Check();
if(endscreen_mc.highscore_txt > 100)
{
medals.roachLock.visible = false;
}
else if(endscreen_mc.highscore_txt < 100)
{
medals.roachLock.visible = true;
}
else if(endscreen_mc.visible == 100)
{
medals.roachLock.visible = true;
}
The high score value is saved inside a shared object. What's wrong with my code, and what can I do to fix it?
What is the type of the endscreen_mc.highscore_txt property? If it is a TextField, you'll first need to access the text property of the textfield and cast it to a Number like so:
var score:Number = Number(endscreen_mc.highscore_txt.text); // this casts the String value of the text property to a Number
if(score > 100)
{
medals.roachLock.visible = false;
}
else
{
medals.roachLock.visible = true;
}
Additionally I've simplified the if/else statement. Now if the score is not greater than 100, the lock will be visible.
visible property in ActionScript is type Boolean - meaning that it can have only values "true" or "false", so your third statement
else if(endscreen_mc.visible == 100)
will not work. Mabye you wanted to put there
endscreen_mc.highscore_txt
Also, one important thing, your function Check(); doesn't have a body, meaning that each actionscript function looks like this:
function functionName(){}//your if statement goes between curly brackets.
So if I'm getting this right this is what your function should look like:
function Check(){
if(endscreen_mc.highscore_txt > 100){
medals.roachLock.visible = false;
} else {
medals.roachLock.visible = true;
}
}