AS3 Dynamic Text - actionscript-3

Im new to ActionScript 3 and am trying to get a number to deplete when i start a timer
So far ive got it so you click the button 'btngo' and a timer begins whilst the ball object moves.
I also want a dynamic text that starts at 100 to deplete down to 0 in 10 seconds when this button is clicked, but unfortunately i have no clue how to do it
Any help will be greatly appreciated, thank you :)
import flash.utils.Timer;
import flash.events.TimerEvent;
stop();
var timer1:Timer = new Timer (10,10000);
var timer2:Timer = new Timer (10,10000);
timer1.addEventListener(TimerEvent.TIMER, forward);
timer2.addEventListener(TimerEvent.TIMER, back);
btngo.addEventListener(MouseEvent.CLICK, green);
btnstop.addEventListener(MouseEvent.CLICK, red);
function green(e:MouseEvent):void {
timer2.stop();
timer1.start();
trace("timer started");
}
function red(e:MouseEvent):void {
timer1.stop();
timer2.start();
trace("timer started");
}
function forward(e:TimerEvent):void {
ball.x += 2;
}
function back(e:TimerEvent):void {
ball.x -= 2;
}

Well, here are two functions which will get you what you are looking for. This first one is the creation of the text:
import flash.text.TextField;
import flash.text.TextFieldType;
var dynamic_text:TextField;
function CreateText()
{
// You can also replace this part with code that creates a textfield that you have in your library,
// in that case just make sure the textfield is set to dynamic in the textfield properties
// Create a new textfield.
dynamic_text = new TextField();
// Make sure its type is set to Dynamic.
dynamic_text.type = TextFieldType.DYNAMIC;
// Position it somewhere on the screen.
dynamic_text.x = 10;
dynamic_text.y = 10;
// Set a default text for now.
dynamic_text.text = "Time: " + time_left;
// Make sure the players cannot select the text.
dynamic_text.selectable = false;
// Add it to your stage (or other parent, take your pick)
stage.addChild(dynamic_text);
}
This second one is called every TimerEvent:
function OnTimerChange()
{
// Update the text based on the new time.
dynamic_text.text = "Time: " + time_left;
}
You will have to call this OnTimerChange function inside your own "forward" and "backward" functions, and in those two functions you will have to calculate how much time has passed.
For an example how to keep track of time that has passed since you pressed a button:
actionscript 3 how to keep track of time elapsed?
Hope this helped.

Related

Animate CC advances to the next frame with gotoAndStop commented out?

I'm writing this code that tests your reaction time and then advances to the next frame. It shows a box and then time the difference between when the box appeared and when the use presses [A]. Heer is my code
import flash.utils.Timer;
import flash.events.Event;
import flash.utils.getTimer;
stop();
var canPress = false;
var startClock:Timer = new Timer(4000+Math.random()*6000, 1);
grbox.y = -500;
startClock.start();
var startTime:int = 0;
function displayBox(evt:Event):void{
canPress = true;
grbox.y = 143;
var startTime:int = getTimer();
}
function Tpressed(e:KeyboardEvent):void
{
if(e.keyCode==Keyboard.A){
if(canPress==true){
var endTime:int = getTimer();
score1 = endTime-startTime;
if(score2<0){
//gotoAndStop(3);
}
else{
//gotoAndStop(4);
}
}
}
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, Tpressed);
startClock.addEventListener(TimerEvent.TIMER, displayBox);
For some reason if I just spam the [A] button it will advance to the next frame. Why is this happening?!?! My 'gotoAndStop(4);' command is commented out so it should do anything, yet it is.
EDIT: Here is my .fla file: https://drive.google.com/open?id=0BxtLreFIVnSWR2VPSGdSaHZGaVk
RAW CODE: https://docs.google.com/document/d/1GRZIaKAdRNu3z3aPjjXNcgqMl2BhR-ZBT6gU7OeSbWQ/edit?usp=sharing
On one of your frames you added an event listener for key presses to the stage. That's probably where your problem is at. So when you press any key, it calls the pressed function as well as the Tpressed function. And since the key that is being checked for in each function is "A", both functions execute their if blocks. And both if blocks call a gotoAndStop method.
Without knowing exactly what you are trying to accomplish in the big picture, this problem could be fixed by removing the event listener for the pressed function when you leave that frame.
Could look like:
function pressed(e:KeyboardEvent):void
{
if(e.keyCode==Keyboard.A){
gotoAndStop(Math.round(Math.random()+2));
// remove the event listener since we are leaving this frame and you apparently only want this function to work on this frame
stage.removeEventListener(KeyboardEvent.KEY_DOWN, pressed);
}
}

TouchEvent.TOUCH_BEGIN, onTouchBegin Freezes after several Reloads

I am building an Adobe Air AS3 IOS and Android App, in which i have a movie clip in the center of the stage. When you start touching this movie clip, you can move it all around the stage.
This is how i'm doing so :
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
MC_M1.alpha = 1;
MC_M1.addEventListener(Event.ENTER_FRAME, ifHitAct);
MC_M1.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin);
MC_M1.x = 0.516 * gameIntro.stageWidthToUse;
MC_M1.y = 0.75 * gameIntro.stageHeightToUse;
MC_M1.height = 0.2 * gameIntro.stageHeightToUse;
MC_M1.width = MC_M1.height / 1.4;
gameIntro.STAGE.stage.addChildAt(MC_M1,1);
function onTouchBegin(event:TouchEvent)
{
trace("TouchBegin");
if (touchMoveID != 0)
{
trace("It Did Not");
return;
}
touchMoveID = event.touchPointID;
gameIntro.STAGE.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchMove);
gameIntro.STAGE.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);
}
function onTouchMove(event:TouchEvent)
{
if (event.touchPointID != touchMoveID)
{
return;
}
//trace("Moving")
MC_M1.x = event.stageX;
MC_M1.y = event.stageY;
}
function onTouchEnd(event:TouchEvent)
{
if (event.touchPointID != touchMoveID)
{
return;
}
//trace("Ending");
touchMoveID = 0;
gameIntro.STAGE.stage.removeEventListener(TouchEvent.TOUCH_MOVE, onTouchMove);
gameIntro.STAGE.stage.removeEventListener(TouchEvent.TOUCH_END, onTouchEnd);
}
When the player actually looses the game, what i am actually doing is the following :
MC_M1.removeEventListener(Event.ENTER_FRAME , ifHitAct);
MC_M1.removeEventListener(TouchEvent.TOUCH_BEGIN , onTouchBegin);
gameIntro.STAGE.stage.removeChild(MC_M1);
MC_M1.alpha = 0;
isDead = 1;
replayButToUse.x = 0.127 * gameIntro.stageWidthToUse;
replayButToUse.y = 0.91 * gameIntro.stageHeightToUse;
replayButToUse.addEventListener(MouseEvent.CLICK, gotoIntro);
This is all happening in a class called : introClassToUse.
So when the users looses, he will get a replay button, and when he clicks it, he will go back to the same class and reload everything, using the following code :
function gotoIntro(event:MouseEvent):void
{
replayButToUse.removeEventListener(MouseEvent.CLICK, gotoIntro);
replayButToUse.alpha = 0;
replayButToUse.removeEventListener(MouseEvent.CLICK, gotoIntro);
stop();
var reload:introClassToUse = new introClassToUse();
}
And so everything loads back up and the game restarts. My problem is, i'm facing a very weird behavior when i tend to replay the game more than 2-3 times. The MC_M1 just stops listening to any touch event, but keeps on listening to ENTER_FRAME events, in which i keep touching the MC_M1 but it seems to not respond to it. I even debugged it remotely from my iPhone, for the first couple of replays, i can see the trace("TouchBegin"); with it's outcome, it was showing me TouchBegin, but after a few replays, the touch events just froze. What am i missing?
Any help is really appreciated, i'm new in AS3, i need to learn so i could manage more
Edit 1 :
I have no code on any frame, i just have lots of AS Classes.
The fla file is linked to an AS Class called gameIntro. In this class, i have linked the following :
- STAGE is an object of type Stage.
- gameIntro.STAGE = stage
Later on, when the user clicks a play button, i call the class introClassToUse. This class has all the game functionalities. All the code present above is in introClassToUse. When the user looses and clicks the replay button, he will go to "goToIntro" function, im which i recall the introClassToUse.
It's all working fine, with several other timers implemented and all, the only problem is that after several replays, the MC_M1 just freezes over
I am removing the MC_M1 each time the user looses and re-add them when i call back the introClassToUse, because i tried to use the .visible property, it didn't work at all ( this is why i am using the gameIntro.STAGE.stage.removeChild(MC_M1)
I know the question is old but maybe someone is still wondering what is going on here (like me).
There are lot of problems in you code but I thing the root of your problem starts here:
function gotoIntro(event:MouseEvent):void{
//...
var reload:introClassToUse = new introClassToUse();
}
It is usually unwanted behavior if simply creating an instance does more than nothing to your program and you don't even need to assign it to variable in this case.
You mentioned this code is located in your introClassToUse class. This basically means that you are creating new instance of your game inside old one and this seem to be completely awry.
You should consider using only instance properties in your class definition and create new introClassToUse() in external classes;
You didn't include many important details about your code like
How the whole class structures look like - for example you can't place line like MC_M1.addEventListener(Event.ENTER_FRAME, ifHitAct);in the scope of your class so obviously you have this in some function and we don't know when and from where it is called.
Where and how your variables are declared, and assigned. It's hard to tell if your MC_M1 is property of an instance or a class, is it internal/public/private/...
Do you link library symbols to your classes or acquire it from stage.
There could be many things that could give you such result. Based on what you wrote I've reproduced behavior similar to what you've describe but using mouse event and a dummy loose condition. This ends the game each time you drop the mc partially outside right edge of the sage, show restart button and starts again if you click it (basically it's mostly your code). It works fine for about 10s and than suddely you can't move the mc anymore. The frame event is still tracing out but touch/mouse is not.
How can it be? I suspect that you could remove only listeners somewhere and have invisible mc stuck on the new one. And this could be easy overlooked, especially if you using static properties. Again we don't even know where is your movie clip coming from so we can only guess what is happening whit your code but I've tried to take the example simple this is how I did it. The problem may lay in some completely different place but you can guess for all scenarios.
Document class of the project - GameIntro.as
package
{
import flash.display.Sprite;
public class GameIntro extends Sprite
{
//Document class. this need to be compiled with strict mode off.
public function GameIntro() {
GameIntro.STAGE = stage;
GameIntro.stageWidthToUse = stage.stageWidth;
GameIntro.stageHeightToUse = stage.stageHeight;
var intro:IntroClassToUse = new IntroClassToUse();
stage.addChild(intro);
}
}
}
IntroClassToUse.as
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
/**
* You need to have library symbol linked to this class in .fla with two mcs -
* mcFromLibrarySymbol (dragable) and repButton (reapatButton)
*/
public class IntroClassToUse extends MovieClip
{
var t = 0; //timer ticks
var fc:uint = 0; //frames counter
var isDead = 0;
var mc;
static var repButton;
var logicContex:Timer = new Timer(30);
public function IntroClassToUse() {
trace("toUse", GameIntro.stageWidthToUse);
mc = mcFromLibrarySymbol;
if(!repButton) repButton = repButtonX;
logicContex.addEventListener(TimerEvent.TIMER, logicInterval);
logicContex.start();
init();
}
internal function init() {
trace("init");
mc.alpha = 1;
mc.addEventListener(Event.ENTER_FRAME, onFrame);
mc.addEventListener(MouseEvent.MOUSE_DOWN, onMDown);
mc.x = 0.516 * GameIntro.stageWidthToUse;
mc.y = 0.75 * GameIntro.stageHeightToUse;
mc.height = 0.2 * GameIntro.stageHeightToUse;
mc.width = mc.height / 1.4;
GameIntro.STAGE.stage.addChildAt(mc, 1);
}
internal function onLoose() {
trace("onLoose");
mc.removeEventListener(Event.ENTER_FRAME , onFrame);
mc.removeEventListener(MouseEvent.MOUSE_DOWN, onMDown);
GameIntro.STAGE.stage.removeChild(mc);
mc.alpha = 0;
isDead = 1;
repButton.x = 0.127 * GameIntro.stageWidthToUse;
repButton.y = 0.91 * GameIntro.stageHeightToUse;
repButton.addEventListener(MouseEvent.CLICK, onReplay);
repButton.alpha = 1;
}
internal function onReplay(e:MouseEvent):void {
trace("onReplay");
repButton.removeEventListener(MouseEvent.CLICK, onReplay);
repButton.alpha = 0;
stop();
new IntroClassToUse();
}
internal function onMDown(e:MouseEvent):void {
trace("mouseDow");
GameIntro.STAGE.stage.addEventListener(MouseEvent.MOUSE_MOVE, onMMove);
GameIntro.STAGE.stage.addEventListener(MouseEvent.MOUSE_UP, onMUp);
}
internal function onMMove(e:MouseEvent):void {
mc.x = e.stageX;
mc.y = e.stageY;
}
//you loose the game if you release you mc with part of it over rigth stage edge.
internal function onMUp(e:MouseEvent):void {
trace("mouseUp");
GameIntro.STAGE.stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMMove);
GameIntro.STAGE.stage.removeEventListener(MouseEvent.MOUSE_UP, onMUp);
trace("Stage:", GameIntro.STAGE.numChildren);
if (mc.x + mc.width > GameIntro.STAGE.stageWidth) onLoose();
}
internal function onFrame(e:Event):void {
trace("frames", fc++);
}
internal function logicInterval(e:TimerEvent):void {
if (t++ < 300 || !isDead) return;
init();
mc.alpha = 0;
mc.removeEventListener(MouseEvent.MOUSE_DOWN, onMDown);
isDead = 0;
}
}
}

Delay text appearance animation when period appears

Flash/AS3 noobie here.
I'm attempting to display text letter-by-letter (which is working great). However, I want the animation to delay ~500 milliseconds each time a period/end of sentence is encountered. So far the relevant part of my code looks like this:
public function displayLoop(e:Event):void
{
if (pos == textToDisplay.length - 1)
{
stop();
return;
}
firstParagraph.appendText(textToDisplay.charAt(pos));
if (textToDisplay.charAt(pos) == String.fromCharCode(46))
{
//here's where I want to delay??
}
pos++;
}
In this case, firstParagraph is the name of my dynamic text object, textToDisplay is the String of text that is going to be displayed letter-by-letter, and pos is simply the position we're at when displaying the text, so we can keep track of it.
I'm guessing there's a simple solution to this problem, perhaps using a Timer EventHandler?
I appreciate any help anyone has to offer, thanks!
I think the following will be helpful for coding up what you want:
String.split() - This method will help you split up your paragraph into sentences and store them in an array. (Keep in mind that not all periods are full stops, so perhaps you will need to use some regular expressions to deal with special cases like when they are used as elipsis, or decimals.):
e.g.
textToDisplay.split('.');
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/String.html#split()
Array.shift() - This method will return to you the first element in the array, and then remove it from the array. If you have your sentences stored in an array, you can keep calling shift() to get the next sentence that needs to be shown:
e.g.
var sentences:Array = textToDisplay('.');
var next_sentence:String = sentences.shift();
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/Array.html#shift()
Timer - This object, like you mentioned, will help you create those delay intervals between appending the sentences:
e.g.
var myTimer:Timer = new Timer(1000, sentences.length);
myTimer.addEventListener(TimerEvent.TIMER, timerHandler);
myTimer.start();
function timerHandler(e:Event) {
firstParagraph.appendText(sentences.shift());
}
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/utils/Timer.html
No need to track position since the timer has a counter built into it.
import flash.text.TextField;
import flash.utils.Timer;
import flash.events.TimerEvent;
var textToDisplay:String = 'AB.CDE.FGHI.JKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'
var tf:TextField = new TextField()
tf.width = 500
tf.wordWrap = true
tf.height = 400
addChild(tf)
var timer:Timer = new Timer(100)
timer.addEventListener(TimerEvent.TIMER, onTimer)
timer.start()
function onTimer(e:TimerEvent):void{
timer.delay = 100
tf.appendText(textToDisplay.slice(timer.currentCount-1,timer.currentCount))
if(timer.currentCount == textToDisplay.length){
timer.stop()
}
if(textToDisplay.slice(timer.currentCount-1,timer.currentCount) == '.'){
timer.delay = 500
}
}

AS3 - Dynamically re-populate a series of textFields held within a group of MovieClips

I’ve come across a problematic issue with some functionality I’m attempting to develop in ActionScript3 on the Flash Professional CS5 platform and was wondering if anybody could point me in the right direction with it?
Background
Within my ActionScript Class, I have written a MouseEvent function which dynamically adds multiple instances of the same MovieClip (user_shape) on to the stage in the formation of a shape that the user has designed in an earlier stage of the program.
This shape effect is achieved through a For Loop that loops through the entire length of a Multi-Dimensional Boolean based array looking for an instance of true (determined by the user’s actions earlier) and then adding a MovieClip to the stage if this is the case.
Each group of MovieClips added with a single click, while always having the same instance name (user_shape), is always assigned a unique ID, which I've set up by including a numerical variable that increments up by 1 each time I add the batch of 'user_shape' MovieClips through left click to the stage.
The user can pick from up to eight different colours to assign to their shape (via selection boxes) before adding it to the stage. For each of these eight colours I have added a numerical variable (shapeCounterBlue, shapeCounterRed etc.) which basically counts ++ every time I add a shape of a certain colour to the stage and likewise it counts -- if I chose to remove a shape.
As a shape is added through my main function I attach a dynamic textField to each MovieClip and populate it with the variable counter number for the particular colour I have selected (see image below).
Problem
OK, so here is my issue. I need my unique number (displayed in white) for each coloured shape to dynamically re-populate and update when I remove a shape from the stage. As you can see in the image I’ve attached, if I were to remove the second blue shape, my third blue shape’s numbers would need to revert from 3 to 2.
Likewise if I had six red shapes on the stage and I decided to remove the third one, then shapes 4,5,6 (before 3 is deleted), would need to have their numbers changed to 3,4,5 respectively.
Or I could have four green shapes and remove the first shape; this would mean that shapes 2,3,4 would actually need to change to be 1,2,3.
You get the idea. But does anybody know how I could achieve this?
My problem has further been hampered by the fact that the textFields for each MovieClip are added dynamically through my For Loop to the user_shape Child. This means that within my AS class, I haven’t been able to publicly declare these textFields and access the values within them, as they only exist in the For Loop used in my add shape function and no where else.
Many thanks in advance.
as to the targeting dynamically created text fields. In your loop assign a name that you can later access.
for(i:int=0;i<myArray.length;i++){
var txt:TextField = new TextField();
txt.name = "txt_" + i;
this.addChild(txt);
}
Then to access your textfields outside the loop target them like this:
var targetTxt:TextField = this.getChildByName("txt_10");
UPDATE
Ok so I had some time and went ahead and solved your entire problem
(Download Source FLA/AS files)
Ok so there are some MCs in the library that I call in my code. I created a Box MC that has a label textfield, a border, and a background MC that I can target to color.
I created a countColors() that loops over all the boxes once you have click on one (triggered from a mouseEvent within each box). It counts the different colors totals in an array and then sends a custom event to let all the boxes know they can fetch the color totals to update their labels.
I hope this helps.
main.as
package {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
public class main extends MovieClip {
public static var ROOT:MovieClip;
public var totalBoxes:int = 100;
public var boxContainer:Sprite;
public static var colorArray:Array = [0xFF0000, 0x0000FF, 0x00FF00];
public static var colorCount:Array = [0,0,0];
public static var currentColor = 0;
public function main() {
// set ref to this
ROOT = this; // so I can get back to it from the boxes
// color selection
redBtn.addEventListener(MouseEvent.CLICK, chooseColor);
blueBtn.addEventListener(MouseEvent.CLICK, chooseColor);
greenBtn.addEventListener(MouseEvent.CLICK, chooseColor);
// add box container to stage
boxContainer = new Sprite();
boxContainer.x = boxContainer.y = 10;
this.addChild(boxContainer);
var row:int=0;
var col:int=0;
for(var i:int=0; i < totalBoxes; i++){
var box:Box = new Box();
box.x = col * box.width;
box.y = row * box.height;
box.name = "box_" + i;
box.ID = i;
box.updateDisplay();
boxContainer.addChild(box);
if(col < 9){
col++;
}else{
col = 0;
row++;
}
}
}
private function chooseColor(e:MouseEvent):void
{
var btn:MovieClip = e.currentTarget as MovieClip;
switch(btn.name)
{
case "redBtn":
currentColor=0;
break;
case "blueBtn":
currentColor=1;
break;
case "greenBtn":
currentColor=2;
break;
}
// move currentColorArrow
currentColorArrow.x = btn.x;
}
public function countColors():void
{
colorCount = [0,0,0]; // reset array
for(var i:int=0; i < totalBoxes; i++){
var box:Box = boxContainer.getChildByName("box_" + i) as Box;
if(box.colorID > -1)
{
colorCount[ box.colorID ]++;
}
}
// send custom event that boxes are listening for
this.dispatchEvent(new Event("ColorCountUpdated"));
}
}
}
Box.as
package {
import flash.display.MovieClip;
import flash.geom.ColorTransform;
import flash.events.MouseEvent;
import flash.events.Event;
public class Box extends MovieClip {
public var ID:int;
public var colorID:int = -1;
private var active:Boolean = false;
private var bgColor:Number = 0xEFEFEF;
public function Box() {
this.addEventListener(MouseEvent.CLICK, selectBox);
main.ROOT.addEventListener("ColorCountUpdated", updateCount); // listen to root for custom event to update display
}
public function updateDisplay() {
if(active == false){
boxLabel.htmlText = "<font color='#000000'>"+ ID +"</font>";
}else{
boxLabel.htmlText = "<font color='#FFFFFF'>"+ main.colorCount[colorID] +"</font>";
}
var myColorTransform = new ColorTransform();
myColorTransform.color = bgColor;
boxBG.transform.colorTransform = myColorTransform;
}
private function selectBox(e:MouseEvent):void
{
// set bgColor
if(active == false){
bgColor = main.colorArray[main.currentColor];
colorID = main.currentColor;
}else{
bgColor = 0xEFEFEF;
colorID = -1;
}
// set active state
active = !active // toggle true/false
main.ROOT.countColors();
}
private function updateCount(e:Event):void
{
updateDisplay();
}
}
}

How can I use Action Script 3.0 to make random placed Symbols fly by?

I'm trying to make a simple animation with Flash CS4 and Action Script 3.0 to make a number of Symbols fly by from right to left constantly. What I want is that once a symbol has reached the end of the screen it is destroyed and another one is placed at the start position.
I intend to give each symbol a random speed and create a random symbol each time one is 'destroyed'. Any clues where I can start?
As you seem new to flash as a platform I would think writing classes shouldn't be your first port of call when learning ActionScript. Definitely just play about on the timeline for now and learn the basics. As very simple solution to this, I would suggest creating a MovieClip in the library with a class name like 'MyBall'... then paste this onto the first frame of the main timeline et voila.
// Create some variables to store data
var numberOfBalls : int = 20;
var myBalls : Array = [];
var xVelocities : Array = [];
var maxXVelocitySpeed : Number = 5;
var minXVelocitySpeed : Number = 2;
// Add your orginal balls to the stage
for (var i : int = 0; i < numberOfBalls; i++)
{
var myBall : MyBall = new MyBall();
myBall.x = -(Math.random() * stage.stageWidth);
myBall.y = Math.random() * stage.stageHeight;
var xVelocity : Number = minXVelocitySpeed + (Math.random() * (maxXVelocitySpeed - minXVelocitySpeed));
myBalls.push(myBall);
xVelocities.push(xVelocity);
addChild(myBall);
}
// Add a listener for enter frame events
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
//Run this code on every frame to move the balls and reposition them if they are off the stage
function enterFrameHandler(event : Event) : void
{
for each( var myBall : MyBall in myBalls)
{
var ballIndex : int = myBalls.indexOf(myBall);
myBall.x += xVelocity[ballIndex];
if (myBall.x > stage.stageWidth)
{
myBall.x = -(Math.random() * stage.stageWidth);
myBall.y = Math.random() * stage.stageHeight;
}
}
}
First, turn your symbols into MovieClips. Then create a base class MySymbol.as for your symbols, something like:
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.geom.Point;
public class MySymbol extends MovieClip
{
public var speed:Number; // Pixels moved per frame
public function MySymbol(speed:Number, startPosition:Point)
{
this.speed = speed;
this.addEventListener(Event.ENTER_FRAME, update);
this.x = startPosition.x;
this.y = startPosition.y;
}
private function update():void
{
this.x -= this.speed;
if (this.x < 0 - this.width) { // We're at the left edge
this.removeEventListener(Event.ENTER_FRAME, update);
this.dispatchEvent(new Event(Event.COMPLETE));
}
}
}
}
Then make sure your movie clips are exported for AS3 (the "linkage" option on the item in the library). Make the class name for each item unique (e.g. MySymbol1, MySymbol2), and set the base class to MySymbol.
Your document class might look something like this:
package {
import flash.display.MovieClip;
import flash.events.Event;
import MySymbol; // Not strictly needed
public class DocumentClass extends flash.display.MovieClip
{
private static var SYMBOLS:Array = new Array(MySymbol1, MySymbol2);
public function DocumentClass()
{
// Create five symbols:
for (var i:int = 0; i < 5; i++) {
makeSymbol();
}
}
private function makeSymbol():void
{
// Pick a random symbol from the array:
var symType:Class = SYMBOLS[Math.random() * SYMBOLS.length];
// Construct the new symbol:
var loc:Point = new Point(stage.stageWidth, Math.random() * stage.stageHeight);
var sym:MySymbol = new symType(1 + Math.random() * 30, loc);
// Listen for the object hitting the left edge:
sym.addEventListener(Event.COMPLETE, remakeObject);
this.addChild(sym);
}
private function remakeObject(e:Event):void
{
e.target.removeEventListener(Event.COMPLETE, remakeObject);
this.removeChild(e.target);
// Replace the dead symbol:
makeSymbol();
}
}
}
It is a lot more efficient if instead of destroying and re-creating an object that flies off-stage you re-use the existing one and move it back to the right. But this is an optimization you can implement later, if things become slow.
Note that all the code above is UNTESTED and I have not coded AS3 in a while, so there's likely at least a few bugs in it. Hopefully it will serve as a good enough starting point.
Define a Circle (symbol) class that extends Sprite/Shape and has a velocity variable
Draw a circle (or whatever) with a random color
Math.floor(Math.random() * 0xffffff)
Assign a random value to velocity
minVelocity + Math.floor(Math.random() * velocityRange)
Create a start() method inside the Circle class that registers an enter frame handler
Increment this.y inside the enter frame handler, and dispatch a 'recycleMe' event if y is more than the max value.
Create N instances of Circle, addChild them, and call their start() methods.
listen to 'recycleMe' events on each of them, and reset the value of y from the handler.
Here's a few prompts to get you started.
MovieClips have an x and y property. If you were to add to these numbers over time you would see the MovieClip move along the x and/or y axis of the stage. Look into doing this using the Event.ENTER_FRAME which will allow you to change the values every time the screen is going to update.
Your stage will have a given width (a stageWidth property). You probably want to monitor when your MovieClip's x property is greater than the width of your stage. If it is remove (removeChild) it and add a new one (addChild) and place it back at the start x/y position.