AS3 - Restart Loop Error - actionscript-3

I have now figured out that After I restart my game The Enter_frame function is not looping? why is that.
Enter_Frame:
public function enter_frame(e:Event)
{
trace("rGame = " + rGame);
_Menu();
if(mGameStart)
{
//Stage & Players
_PlayerStart();
_PlayerCon();
_MoveStage();
}
if(rGame)
{
_PlayerCon();
trace("_PlayerCon(): Done");
_MoveStage();
}
if(Game_Over)
{
mGameStart = false;
GameOver();
}
}
Pipe_Spawn:
private function eSpawn()
{
for(var i:int = 0; i < ePipeMax; i++)
{
var _Pipe:EPipe = new EPipe;
_Pipe.x = (i * 250) + 640;
_Pipe.y = Math.random() * 90;
PipeLayer.addChild(_Pipe);
}
}
Pipe_Move:
public function _MoveStage():void
{
//Pipes Move
for (var i:int; i < vPipeMax; i++)
{
var _Pipe = PipeLayer.getChildAt(i);
if(_Pipe.hitTestPoint(_Player.x, _Player.y, true))
{
blink = true;
Remove(_White);
Game_Over = true;
}
else
{
if(_Pipe.x < 241 && _Pipe.x > 234){
ScoreReady = true;
}
else
{
ScoreReady = false;
two = true;
}
if(ScoreReady && two)
{
Score++;
Scores.text = Score.toString();
two = false;
}
if(_Pipe.x <= -20)
{
_Pipe.x = 640 + 100;
_Pipe.y = Math.random()*90;
}
_Pipe.x -= xSpeed;
}
}
}
Game_Restart:
public function restartButton(m:MouseEvent)
{
GOSign.y = 1000;
R_Button.y = 1000;
Scores.y = 105.65;
HighScore.x = 500;
ScoreReady = false;
two = true;
HighScore5();
_Player.x = 240;
_Player.y = 320;
//This is where I restart the position of the pipes
for (var i:int = 0; i < vPipeMax; i++)
{
var _Pipe = PipeLayer.getChildAt(i);
_Pipe.x = (i * 250) + 640;
_Pipe.y = Math.random() * 90;
}
rGame = true;
}
Iv been at this for about two weeks and can not fix it. Thank you for reading.

I have found my problem. It was a VERY stupid mistake and I cant believe it took me this long to figure it out. I forgot to reset a variable ~facepalm~. I guess you learn from your mistakes lol

Related

Character keeps falling when it shouldn't be

I am doing an assessment task for school in as3 and I have made a feature that will let the character fall if it is not standing on top of something but the boolean variable falling keeps being on when it is not supposed to. I have figured out that what causes it to stop for a short time and then fall again past what it is standing on is that the velocity valuable increases past the floor it is on so I reset the velocity value in the code in another spot but that does not solve the issue of the falling boolean being true when it is not supposed too.
I have put a comment at the temporary solution it is in the gameEngine function in the if(falling) statement
// Imports
import flash.events.KeyboardEvent;
import flash.events.Event;
// Constants that can be edited
const grav:Number = 0.05;
const jumpPow:Number = 15;
const walkingDistance = 50;
// Variables
var jumpVel:Number = jumpPow;
var velocity:Number = 0;
var dt:Number = 0;
var movingCount:Number = 0;
var newX:Number = 0;
var newY:Number = 0;
var charCornerHit:Number = 0; // 0 = TL 1 = TR 2 = BR 3 = BL (clockwise)
var jumping:Boolean = false;
var falling:Boolean = false;
var movingRight:Boolean = false;
var movingLeft:Boolean = false;
var hitDetVal:Boolean = false; // false
var floorHit:Boolean = false;
var object1Hit:Boolean = false;
var cCnrTL:Array = new Array(char.x, char.y);
var cCnrTR:Array = new Array(char.x + char.width, char.y);
var cCnrBR:Array = new Array(char.x + char.width, char.y + char.height);
var cCnrBL:Array = new Array(char.x, char.y + char.height);
var charCorners:Array = new Array(cCnrTL, cCnrTR, cCnrBR, cCnrBL); // Clockwise
addEventListener(Event.ENTER_FRAME, gameEngine);
function gameEngine(evt:Event):void{
stage.addEventListener(KeyboardEvent.KEY_DOWN, moveCharacter);
charCorners[0][0] = char.x;
charCorners[0][1] = char.y;
charCorners[1][0] = char.x + char.width;
charCorners[1][1] = char.y;
charCorners[2][0] = char.x + char.width;
charCorners[2][1] = char.y + char.height;
charCorners[3][0] = char.x;
charCorners[3][1] = char.y + char.height;
//trace(char.y);
// Check if char is standing on something
// Supposed to only check when character is not falling
if (falling == false) {
//trace(char.y + char.height + 1)
hitDetection(0, char.y + char.height + 1)
if (hitDetVal == false) {
falling = true;
hitDetVal = false;
trace("not standing");
}
else {trace("standing on something");}
}
// Move char loop
if (movingRight){
if (movingCount == walkingDistance) {
movingCount = 0
movingRight = false;
} else {
char.x+=1
movingCount += 1;
}
} else if (movingLeft) {
if (movingCount == walkingDistance) {
movingCount = 0
movingLeft = false;
} else {
char.x-=1
movingCount += 1;
}
}
//trace(velocity)
if (falling) {
dt += 1
velocity = velocity + grav*dt
hitDetection(0, velocity)
if (hitDetVal) {
falling = false;
hitDetVal = false;
// TEMPORARY SOLUTION - Stopped character from falling past the floor but still ran falling condition
//velocity = 0;
//dt = 0;
if (floorHit) {
if (char.y < floor.y){
char.y = floor.y - char.height;
floorHit = false;
trace("Char Stopped falling")
}
} else if (object1Hit) {
if (char.y - char.height < object1.y){
char.y = object1.y - char.height;
object1Hit = false;
trace("Char Stopped falling")
}
}
} else {
char.y += velocity;
}
} else {
if (jumping) {
}
velocity = 0;
dt = 0;
}
}
function moveCharacter(event:KeyboardEvent):void{
if(event.keyCode == Keyboard.LEFT){
if(movingRight){
movingRight = false;
trace("STOPPED")
} else {
movingCount = 0
movingLeft = true;
trace("LEFT");
}
}
if(event.keyCode == Keyboard.RIGHT){
if(movingLeft){
movingLeft = false;
trace("STOPPED")
} else {
movingCount = 0
movingRight = true;
trace("RIGHT");
}
}
if(event.keyCode == Keyboard.UP){
jumping = true;
trace("UP");
}
}
function hitDetection(distX:Number, distY:Number) {
for (var i:uint = 0; i < charCorners.length; i++) {
newX = charCorners[i][0] + distX;
newY = charCorners[i][1] + distY;
if (floor.hitTestPoint(newX, newY, true)){
hitDetVal = true;
floorHit = true;
charCornerHit = i;
break;
} else if (object1.hitTestPoint(newX, newY, true)){
hitDetVal = true;
object1Hit = true;
charCornerHit = i;
break;
}
}
}```
It was a simple logic error occurring here
hitDetection(0, char.y + char.height + 1)
I had made adjustments for the location by adding char.y to the value when my hitDetection function already made an adjustment to each corner of my character. Only took ~3 hours to figure out

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>

procedural generating terrain

Iv managed to get a somewhat working procedural generated terrain. But.. for some reason my tiles get placed 1 square to the left on the screen on the second row on, and then makes 2 extra tiles at the end :D
Im sure it has something to do with
tile.y += TILE_SIZE *(Math.floor(tilesInWorld.length/ROW_LENGTH));
tile.x = TILE_SIZE * (tilesInWorld.length-(ROW_LENGTH*Math.floor(tilesInWorld.length/ROW_LENGTH)));
but im not sure...
heres the code for the generated terrain tho
package
{
import flash.display.*;
import flash.events.Event;
public class World
{
protected var tilesInWorld:Vector.<MovieClip> = new Vector.<MovieClip>();
public var worldTiles:Sprite;
protected var tile:MovieClip;
protected var TILE_SIZE = 25;
protected var MAP_WIDTH = 800;
protected var MAP_HEIGHT = 600;
protected var ROW_LENGTH = (MAP_WIDTH/TILE_SIZE)+1;
protected var COL_LENGTH = (MAP_HEIGHT/TILE_SIZE);
protected var MAX_WATER = 100;
protected var waterTiles;
protected var nextTile:String;
protected var maxTiles = ROW_LENGTH * COL_LENGTH;
protected var waterChain:int;
protected var waterBuffer:int;
public function World(parentMC:MovieClip)
{
waterBuffer = Math.random()*(maxTiles-MAX_WATER);
waterTiles = 0;
waterChain = 5;
nextTile = "";
parentMC.addEventListener(Event.ENTER_FRAME, update);
worldTiles = new Sprite();
parentMC.addChild(worldTiles);
}
protected function generateTile()
{
if (tilesInWorld.length > 0)
{
if (waterTiles >= MAX_WATER)
{
tile = new Grass();
nextTile = "grass";
trace(waterTiles);
}
else
{
if(tilesInWorld.length + 1 < waterBuffer){
nextTile = "grass";
}
for (var i:int = 0; i < tilesInWorld.length; i++)
{
if (tilesInWorld[i].x == (tilesInWorld[tilesInWorld.length-1].x + TILE_SIZE) && tilesInWorld[i].y == (tilesInWorld[tilesInWorld.length-1].y-TILE_SIZE) && tilesInWorld[i].type == "water")
{
nextTile = "water";
}
}
if (nextTile == "grass")
{
tile = new Grass();
nextTile = "";
waterChain = 0;
}
else if (nextTile == "water")
{
waterTiles += 1;
waterChain += 1;
tile = new Water();
if (waterChain > 5)
{
nextTile = "";
}
else
{
nextTile = "water";
}
}
else
{
if (Math.random() * 1 >= 0.25)
{
waterChain = 0;
tile = new Grass();
nextTile = "grass";
}
else
{
waterTiles += 1;
waterChain += 1;
tile = new Water();
nextTile = "water";
}
}
}
}
else
{
if (Math.random() * 1 >= 0.5)
{
waterChain = 0;
nextTile = "grass";
tile = new Grass();
}
else
{
waterTiles += 1;
waterChain += 1;
nextTile = "water";
tile = new Water();
}
}
this is where the actual coding for placing the X and Y potion of the tiles is located, in other words, this is the place where i believe the error is at
tilesInWorld.push(tile);
tile.width = TILE_SIZE;
tile.height = TILE_SIZE;
worldTiles.x = 0-(tile.width/2);
worldTiles.y = 0+(tile.height/2);
tile.x = TILE_SIZE * tilesInWorld.length;
if (tile.x >= MAP_WIDTH)
{
tile.y += TILE_SIZE * (Math.floor(tilesInWorld.length/ROW_LENGTH));
tile.x = TILE_SIZE * (tilesInWorld.length-(ROW_LENGTH*Math.floor(tilesInWorld.length/ROW_LENGTH)));
}
worldTiles.addChild(tile);
}
protected function allowTile():Boolean
{
//if()
if (tilesInWorld.length > maxTiles)
{
return false;
}
return true;
}
protected function update(e:Event)
{
if (allowTile())
{
generateTile();
}
}
}
}
heres a link to the game for you can actually see what it is doing
http://www.fastswf.com/p13LrYA
just realized you cant see what its doing because its off the screen lolol :D
Also, if anyone could help make a better way of making random lakes in the terrain?
But thanks ahead of time for the help!
Change
protected var ROW_LENGTH = (MAP_WIDTH/TILE_SIZE); //remove the +1
Remove
if (tile.x >= MAP_WIDTH)
and you can calculate a tiles x,y from its index (which you can get using tilesInWorld.length before they are added) using:
tile.x = TILE_SIZE * (tilesInWorld.length % ROW_LENGTH);
tile.y = TILE_SIZE * Math.floor(tilesInWorld.length / ROW_LENGTH);

1084: Syntax error: expecting rightbrace before end of program

So I keep getting this error, debugger wont run but rather just shows this error in a compiler box.
Thing has been driving me crazy for days now so I decided to post it here.
So it says:
Scene 1, Layer 'powerups', Frame 1 1084: Syntax error: expecting rightbrace before end of program.
I designed my code so that the "powerups" layer contains only "powerup" functions,
heres the code from "Powerups" layer:
//this code holds the powerups
function extraCoins():void
{
coins = coins + 1000;
}
function doubleCoins():void
{
doubCoins = true;
}
function hyperBoostD():void
{
Boost = 600;
playerSpeed = playerSpeed + 150;
player.y = player.y + 300;
colBoolean = false;
hyperBoost.push(Boost);
}
function BoostD():void
{
Boost = 200;
playerSpeed = playerSpeed + 100;
player.y = player.y + 200;
colBoolean = false;
boost.push(Boost);
}
function multiplierDone():void
{
multiplier++;
}
function multiplierDtwo():void
{
multiplier = multiplier + 2;
}
function watchOutD():void
{
watchOut = true;
watchOutT = 600;
}
function blowOutD():void
{
blowOut = true;
blowOutT = 100;
}
function planeD():void
{
planeT = 600;
colBoolean = false;
}
function havenD():void
{
havenT = 200;
coinMake = 20;
}
function badBirdD():void
{
birdT = 600;
birdSet = 10;
}
function tricksterD():void
{
tricksterT = 600;
trickster = true;
}
function rampageD():void
{
rampageT = 600;
rampage = true;
pplStat = true;
var tempWatchoutPPL:MovieClip;
tempWatchoutPPL = new peopleWatchout();
tempWatchoutPPL.y = stage.stageHeight /2;
tempWatchoutPPL.x = stage.stageWidth /2;
addChild(tempWatchoutPPL);
signs.push(tempWatchoutPPL);
}
function helpPPLD():void
{
helpPPLT= 600;
helpPPL = true;
var tempHelpPPL:MovieClip;
tempHelpPPL = new savePpl();
tempHelpPPL.y = stage.stageHeight /2;
tempHelpPPL.x = stage.stageWidth /2;
addChild(tempHelpPPL);
signs.push(tempHelpPPL);
}
And here is my main code :
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.text.engine.SpaceJustifier;
import flashx.textLayout.operations.MoveChildrenOperation;
import flash.utils.Timer;
import flashx.textLayout.accessibility.TextAccImpl;
/*
CODE BY:
START DATE: 12.06.2013.
FINISH DATE: TBA
NOTE: My secound video game ever.
BUGs:
-obsticle collison stops working after some time playing
-passing coin gives you more than 5 coins
*/
/***..........................VARs.........................................................................***/
var STATE_START:String="STATE_START";
var STATE_START_PLAYER:String="STATE_START_PLAYER";
var STATE_PLAY:String="STATE_PLAY";
var STATE_END:String="STATE_END";
var gameState:String;
//Player
var player:MovieClip;
var playerSpeed:Number;
var speedLimit:Number;
var speedLimitInc:Number;
//score
var score:Number= 1;
var scoreInc:Number= 1;
//coins
var coins:Number= 1;
var balance:Number;
var coinCount:Number= 1;
var Coins:Array;
var doubCoins:Boolean = false;
var multiplier:int = 1;
var coinMake:Number = 60;
//distance
var meters:Number= 1;
var distance:Number= 1;
//holds drops
var drops:Array;
//terrain
//decides spawning time
var GenS:Number=1;
//holds terrain
var terrain:Array;
//boost
//holds the speedBoosts that are happening
var boost:Array;
//holds boost dysp obj.
var booost:Array;
//holds speedBoost duration
var Boost:Number;
//collision on/off
var colBoolean:Boolean=true;
var hyperBoost:Array;
//obsticles
var obsticles:Array;
//other
var level:Number= 1;
var levelCount:Number= 1;
var birdArray:Array;
var jumpState:Boolean = false;
var jumpStateT:int;
var jumps:Array;
//powerUps
var watchOut:Boolean = false;
var watchOutT:int;
var blowOut:Boolean = false;
var blowOutT:int;
var planeT:int;
var birdT:int;
var birdSet:int = 300;
var havenT:int;
var trickster:Boolean = false;
var tricksterT:int;
var ppl:Array;
//pplStat tells if ppl are getting hurt or need help, if ture, it means you are gonna run them over
var pplStat:Boolean = true;
var rampage:Boolean;
var rampageT:int;
var helpPPLT:int;
var helpPPL:Boolean;
var signs:Array;
/***.......................Display SETUP...................................................................***/
homeScreen.visible = true;
gamePlay.visible = false;
endScreen.visible = false;
/***........................Start Screen...................................................................***/
homeScreen.play_BTN.addEventListener(MouseEvent.CLICK, clickPlay);
homeScreen.settings_BTN.addEventListener(MouseEvent.CLICK, clickSettings);
function clickPlay(event:MouseEvent):void
{
//Move main screen from stage
homeScreen.visible = false;
//Begin loading the game
gameState = STATE_START;
trace (gameState);
addEventListener(Event.ENTER_FRAME, gameLoop);
}
function clickSettings(event:MouseEvent):void
{
//Move main screen from stage
homeScreen.visible = false;
//settingsScreen.visible...
}
/***...........................Game LOOP...................................................................***/
function gameLoop(e:Event):void
{
switch(gameState)
{
case STATE_START:
startGame();
break;
case STATE_START_PLAYER:
startPlayer();
break;
case STATE_PLAY:
playGame();
break;
case STATE_END:
endGame();
break;
}
}
/***...............STATE_START.............................................................................***/
function startGame():void
{
level = 1;
playerSpeed = 1;
speedLimit = 10;
speedLimitInc = 1;
//Graphics
//coins
Coins = new Array();
//player icon
player = new Player();
//start obsticles array
obsticles = new Array();
//holds terrain (speedUps, jupms, etc)
terrain = new Array();
//holds speedUps
boost = new Array();
booost = new Array();
hyperBoost = new Array();
//other
drops = new Array();
birdArray = new Array();
jumps = new Array();
ppl = new Array();
signs = new Array();
gameState = STATE_START_PLAYER;
trace(gameState);
}
/***....................STATE_START_PLAYER................................................................***/
function startPlayer():void
{
//start the player
//set possition of player
player.y = player.height + 10;
addChild(player);
addEventListener(Event.ENTER_FRAME, movePlayer);
//changing screens
//start game
gameState = STATE_PLAY;
trace(gameState);
}
//player controll
function movePlayer(e:Event):void
{
//mouse\touch recognition
player.x = stage.mouseX;
//making sure player does not move out of the stage
if (player.x < 0)
{
player.x = 0;
}
if (player.x > (stage.stageWidth - 2/player.width))
{
player.x = stage.stageWidth + 2/player.width;
}
}
/***............................STATE_PLAY................................................................***/
function playGame():void
{
if (watchOutT <= 0) {watchOut = false}
if (blowOutT <= 0) {blowOut = false}
if (planeT <= 0) {colBoolean = true}
if (tricksterT <= 0) {trickster= false}
if (havenT <= 0) {coinMake = 60}
if (birdT <= 0) {birdSet = 300}
if (planeT >= 0) {planeT--} birdT
if (havenT >= 0) {havenT--}
if (birdT >= 0) {birdT--}
if (tricksterT >= 0) {tricksterT--}
speedUp();
metersCount();
scoreCount();
makeCoins();
moveCoins();
makeTerrain();
moveDrop();
makeBird();
moveBird();
moveJump();
moveSigns();
movePPL();
stunts();
//speed boost
moveSpeedBoost();
//obsticles
moveObsticle();
}
function metersCount():void
{
meters = meters + playerSpeed;
distance = meters / 50;
if (distance >= 1000 && distance <= 1200)
{
levelCount= 1000;
level = 2;
}
if (distance >= (levelCount + 1000) && distance <= (levelCount + 1200))
{
level++;
levelCount= levelCount + 1000;
}
trace("level", level);
trace("meters", meters);
trace("coins", coins);
trace("distance", distance);
}
function scoreCount():void
{
if (scoreInc >= 30) { score++; scoreInc=1; trace("-score", score); }
scoreInc++
}
function makeCoins():void
{
trace("coinCount", coinCount);
if (coinCount == coinMake)
{
var tempCoin:MovieClip;
//generate enemies
tempCoin = new Coin();
tempCoin.speed = playerSpeed;
tempCoin.x = Math.round(Math.random()*400);
tempCoin.y = stage.stageHeight;
addChild(tempCoin);
Coins.push(tempCoin);
coinCount = 1;
}
coinCount++;
}
function moveCoins():void
{
var j:int;
var tempCoin:MovieClip;
for(var i:int = Coins.length-1; i>=0; i--)
{
tempCoin = Coins[i];
tempCoin.y = tempCoin.y - playerSpeed;
}
//testion colision with the player and screen out
if (tempCoin != null)
{
if (tempCoin.y > stage.stageHeight)
{
removeCoin(i);
}
if (tempCoin.hitTestObject(player))
{
if (i != j && doubCoins == false) {coins = coins + 5; j = i;}
if (i != j && doubCoins == true) {coins = coins + 10; j = i;}
removeCoin(i);
}
}
}
function speedUp():void
{
trace ("speed", playerSpeed);
//checks if any boosts are on
var k:Boolean;
//making speed limit
if (playerSpeed < speedLimit)
{
playerSpeed ++;
if (k == true) {j++}
}
//increasing speed limit
if (speedLimitInc == 100)
{
speedLimit ++;
speedLimitInc = 1;
}
speedLimitInc ++;
var j:Number;
j = playerSpeed;
for (var i:int = boost.length-1; i>=0; i--)
{
if (tempBoostN >= 0)
{k = true; colBoolean = true;}
else
{
k = false;
player.y = player.height + 30;
}
var tempBoostN = boost[i];
if (playerSpeed >= j)
{
if (tempBoostN >= 150)
{
playerSpeed = playerSpeed -1;
} else if (tempBoostN <= 150 && tempBoostN >= 30) {
playerSpeed = playerSpeed - 2;
}
tempBoostN--;
}
}
var l:Number;
l = playerSpeed;
for (var i:int = boost.length-1; i>=0; i--)
{
if (tempBoostN >= 0)
{k = true; colBoolean = true;}
else
{
k = false;
player.y = player.height + 30;
}
var tempBoostH = hyperBoost[i];
if (playerSpeed >= l)
{
if (tempBoostH >= 150)
{
playerSpeed = playerSpeed -1;
} else if (tempBoostN <= 150 && tempBoostH >= 30) {
playerSpeed = playerSpeed - 2;
}
tempBoostH--;
}
}
}
function makeBos():void
{
var tempBoost:MovieClip;
tempBoost = new speedPod();
if (tempBoost != null)
{
tempBoost.y = stage.stageHeight;
tempBoost.x = Math.round(Math.random()*400);
booost.push(tempBoost);
var i = getChildIndex(player);
addChild(tempBoost);
setChildIndex (tempBoost, i);
}
}
function moveSpeedBoost():void
{
var tempBoost:MovieClip;
for(var i:int = booost.length-1; i>=0; i--)
{
tempBoost = booost[i];
tempBoost.y = tempBoost.y - playerSpeed;
}
//test if Boost is off-stage and set it to remove
if (tempBoost != null && tempBoost.y < stage.stageHeight)
{
removeSpeedBoost(i);
}
//player-Boost colision
if (tempBoost != null && tempBoost.hitTestObject(player))
{
Boost = 200;
playerSpeed = playerSpeed + 100;
player.y = player.y + 200;
colBoolean = false;
boost.push(Boost);
}
}
function makeTerrain():void
{
if (GenS == 29)
{
GenS = 1;
var genType:Number = Math.floor(Math.random()*100);
//POWERUPS
//handling watchout powerup
if (watchOut = true){watchOutT--; makeObs();}
//handling blowout powerup
if (blowOut = true){blowOutT--;}
//handling trickster powerup
if (trickster = true){makeJump();}
//handling rampage powerup
if (rampage = true){makePPL(0); rampageT--;}
//handling hurtPPL powerup
if (hurtPPL = true){makePPL(1); hurtPPLT--;}
//general spawning
if (genType >= 1 && genType <=20 && watchOut == false && blowOut == false && trickster == false)
{
trace("makeObs");
makeObs();
}else if (genType >= 20 && genType <=60 && watchOut == false && blowOut == false && trickster == false)
{
trace("makeBos");
makeBos();
}else if (genType >= 60 && genType <=65 && watchOut == false && blowOut == false && trickster == false)
{
trace("makeDrop");
makeDrop();
}else if (genType >= 65 && genType <=100 && watchOut == false && blowOut == false && trickster == false)
{
trace("make jump");
makeJump();
}
}
GenS++;
}
function makeObs():void
{
var tempObs:MovieClip;
//determining the type of an obsticle
var typeObs:Number = Math.floor(Math.random()*3);
switch (typeObs)
{
case 0:
tempObs = new wLog();
break;
case 1:
tempObs = new Spill();
break;
case 2:
tempObs = new wTree();
break;
}
if (tempObs != null)
{
tempObs.y = stage.stageHeight;
tempObs.x = Math.round(Math.random()*400);
addChild(tempObs);
obsticles.push(tempObs);
}
}
function makePPL():void
{
var tempPPL:MovieClip;
if (hurtPPL = true)
{tempPPL = new personHurt();}
else {tempPPL = new person();}
tempPPL.y = stage.stageHeight;
tempPPL.x = Math.round(Math.random()*400);
addChild(tempPPL);
ppl.push(tempPPL);
}
function movePPL():void
{
//move enemies
var tempPPL:MovieClip;
for(var i:int = ppl.length-1; i>=0; i--)
{
tempPPL = ppl[i];
tempPPL.y = tempPPL.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempPPL != null && tempPPL.y < stage.stageHeight)
{
removePPL(i);
}
//player-obsticle colision
if (tempPPL != null && tempPPL.hitTestObject(player) && hurtPPL = true)
{
score = score + 1000;
coins = coins + 1000;
var tempSaved:MovieClip;
tempSaved = new savedPerson();
tempSaved.y = stage.stageHeight /2;
tempSaved.x = stage.stageWidth /2;
addChild(tempSaved);
signs.push(tempSaved);
trace ("person saved");
removePPL(i);
} else if (tempPPL != null && tempPPL.hitTestObject(player))
{
score = score - 1000;
var tempRanOver:MovieClip;
tempRanOver = new ranOver();
tempRanOver.y = stage.stageHeight /2;
tempRanOver.x = stage.stageWidth /2;
addChild(tempRanOver);
signs.push(tempRanOver);
trace ("ran over a person");
removePPL(i);
}
}
function moveSigns():void
{
//move enemies
var tempSign:MovieClip;
for(var i:int = signs.length-1; i>=0; i--)
{
tempSign = signs[i];
tempSign.y = tempSign.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempSign != null && tempSign.y < stage.stageHeight)
{
removeSign(i);
}
}
function makeDrop():void
{
var tempDrop:MovieClip;
tempDrop = new Drop();
tempDrop.y = stage.stageHeight;
tempDrop.x = Math.round(Math.random()*400);
addChild(tempDrop);
drops.push(tempDrop);
}
function moveDrop():void
{
//move enemies
var tempDrop:MovieClip;
for(var i:int = drops.length-1; i>=0; i--)
{
tempDrop = drops[i];
tempDrop.y = tempDrop.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempDrop != null && tempDrop.y < stage.stageHeight)
{
removeDrop(i);
}
//player-obsticle colision
if (tempDrop != null && tempDrop.hitTestObject(player))
{
powerUp();
}
}
function makeBird():void
{
if (distance >= 200)
{
var chance:Number = Math.floor(Math.random()*birdSet);
if (chance <= 1 + level)
{
var tempBird:MovieClip;
//generate enemies
tempBird = new BirdO();
tempBird.speed = 60 + playerSpeed;
tempBird.x = Math.round(Math.random()*400);
addChild(tempBird);
birdArray.push(tempBird);
}
}
}
function moveBird():void
{
var tempBird:MovieClip;
for(var i:int = birdArray.length-1; i>=0; i--)
{
tempBird = birdArray[i];
tempBird.y -= tempBird.speed;
}
if (tempBird != null)
{
if (tempBird.y > stage.stageHeight)
{
removeBird(i);
}
if (tempBird.hitTestObject(player))
{
gameState = STATE_END;
}
}
}
function powerUp():void
{
var dropType:Number = Math.floor(Math.random()*16);
switch (dropType)
{
case 0:
trace("extra coins");
extraCoins();
break;
case 4:
trace("2x coins");
doubleCoins();
break;
case 2:
trace("hyper boost");
hyperBoostD();
break;
case 3:
trace("boost");
BoostD();
break;
case 4:
trace("multiplier 1x");
multiplierDone();
break;
case 5:
trace("multiplier 2x");
multiplierDtwo();
break;
case 6:
trace("watch out!");
watchOutD();
break;
case 7:
trace("blowout");
blowOutD();
break;
case 8:
trace("plane");
planeD();
break;
case 9:
trace("haven");
havenD();
break;
case 10:
trace("bad bird");
badBirdD();
break;
case 11:
trace("trickster");
tricksterD();
break;
case 12:
trace("rampage");
rampageD();
break;
case 13:
break;
case 14:
break;
case 15:
break;
case 16:
break;
}
}
function makeJump():void
{
var tempJump:MovieClip;
tempJump = new Jump();
tempJump.speed = playerSpeed;
tempJump.x = Math.round(Math.random()*400);
addChild(tempJump);
jumps.push(tempJump);
}
function moveJump():void
{
var tempJump:MovieClip;
for(var i:int = jumps.length-1; i>=0; i--)
{
tempJump = jumps[i];
tempJump.y = tempJump.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempJump != null && tempJump.y < stage.stageHeight)
{
removeJump(i);
}
//player-obsticle colision
if (tempJump != null && tempJump.hitTestObject(player))
{
jumpState = true;
jumpStateT = 100;
}
}
function stunts():void
{
if (jumpStateT >= 0)
{
jumpStateT--;
jumpState = true;
}
if (jumpState = true)
{
Multitouch.inputMode = MultitouchInputMode.GESTURE;
stage.addEventListener (TransformGestureEvent.GESTURE_SWIPE, fl_SwipeHandler);
}
}
function fl_SwipeHandler(event:TransformGestureEvent):void
{
switch(event.offsetX)
{
// swiped right
case 1:
{
// My code
trace ("side flip");
score = score + 1000;
coins = coins + 500;
break;
}
// swiped left
case -1:
{
// My code
trace ("barell roll");
score = score + 1000;
coins = coins + 500;
break;
}
}
switch(event.offsetY)
{
// swiped down
case 1:
{
trace ("front flip");
score = score + 1000;
coins = coins + 500;
break;
}
// swiped up
case -1:
{
trace ("side flip");
score = score + 1000;
coins = coins + 500;
break;
}
}
}
function moveObsticle():void
{
//move enemies
var tempObs:MovieClip;
for(var i:int = obsticles.length-1; i>=0; i--)
{
tempObs = obsticles[i];
tempObs.y = tempObs.y - playerSpeed;
}
//test if obsticle is off-stage and set it to remove
if (tempObs != null && tempObs.y < stage.stageHeight)
{
removeObsticle(i);
}
//player-obsticle colision
if (tempObs != null && tempObs.hitTestObject(player))
{
gameState = STATE_END;
}
}
/*REMOVING BS FROM STAGE*/
//remove obsticle
function removeObsticle(idx:int):void
{
if(idx >= 0)
{
removeChild(obsticles[idx]);
obsticles.splice(idx, 1);
}
}
function removeTer(idx:int):void
{
if(idx >= 0)
{
removeChild(terrain[idx]);
terrain.splice(idx, 1);
}
}
function removeSpeedBoost(idx:int):void
{
if(idx >= 0)
{
removeChild(boost[idx]);
boost.splice(idx, 1);
}
}
function removeCoin(idx:int):void
{
if(idx >= 0)
{
removeChild(Coins[idx]);
Coins.splice(idx, 1);
}
}
function removeDrop(idx:int):void
{
if(idx >= 0)
{
removeChild(drops[idx]);
drops.splice(idx, 1);
}
}
function removeBird(idx:int):void
{
if(idx >= 0)
{
removeChild(birdArray[idx]);
birdArray.splice(idx, 1);
}
function removeJump(idx:int):void
{
if(idx >= 0)
{
removeChild(jumps[idx]);
jumps.splice(idx, 1);
}
}
function removePPL(idx:int):void
{
if(idx >= 0)
{
removeChild(ppl[idx]);
ppl.splice(idx, 1);
}
}
function removeSigns(idx:int):void
{
if(idx >= 0)
{
removeChild(signs[idx]);
signs.splice(idx, 1);
}
}
/***.........................STATE_END....................................................................***/
function endGame():void
{
gamePlay.visible = false;
endScreen.visible = true;
}
I have checked times and times again for any syntax missing and have failed to find a problem.
I have seen a guy asking a question here about similar error and it turns out its not eaven a syntax error, he still didnt resolve the problem.
I have also indented all the code properly and eaven used "auto format" in flash pro cs6 to see if it screams any syntax errors and it didnt.
Im making a mobile game so all the code is running in the following environment:
AIR 3,2 for android
And of course as 3.0
Thanks in advance.
You are missing a close bracket } after this function: Try to read your code carefully before asking. Pretty easy to notice :)
function removeBird(idx:int):void
{
if(idx >= 0)
{
removeChild(birdArray[idx]);
birdArray.splice(idx, 1);
}

How can I use a function parameter to refer to a variable?

Sorry if this question is a bit vague, but this has been driving me nuts recently. It's nothing too complicated, but all I want to do is have the variable 'targetVariable' be affected by a formula. The actual problem lies in the fact that the referenced variable, being 'masterVolume' in this case, is not getting affected by the formula, but rather 'targetVariable' instead. I run the 'makeSlider' function at the bottom of the script. Here's the code:
var masterVolume:Number = 0;
var panning:Number = 0;
function makeSlider(sliderType, X, Y, targetVariable) {
var sliderHandle:MovieClip = new sliderType();
addChild(sliderHandle);
sliderHandle.x = X;
sliderHandle.y = Y;
var dragging:Boolean = false;
stage.addEventListener(Event.ENTER_FRAME, updateSlider);
function updateSlider(e:Event):void {
panning = (mouseX/(stage.stageWidth/2))-1;
targetVariable = ((sliderHandle.x-bar.x)/bar.width);
output.text = masterVolume.toString();
if (dragging == true && mouseX >= bar.x && mouseX <= (bar.x + bar.width)) {
sliderHandle.x = mouseX;
}
}
sliderHandle.addEventListener(MouseEvent.MOUSE_DOWN, beginDrag);
function beginDrag(e:MouseEvent):void {
dragging = true;
}
stage.addEventListener(MouseEvent.MOUSE_UP, endDrag);
function endDrag(e:MouseEvent):void {
dragging = false;
}
}
function playSound(target, intensity:Number, pan:Number) {
var sound:Sound = new target();
var transformer:SoundTransform = new SoundTransform(intensity, pan);
var channel:SoundChannel = new SoundChannel();
channel=sound.play();
channel.soundTransform = transformer;
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, make);
function make(e:MouseEvent):void {
playSound(test, masterVolume, panning);
}
makeSlider(SliderHandle, bar.x, bar.y, masterVolume);
Okay, so I studied the Object class and found out that I could reference the variable by making it an object in the function. Here's the updated, working script:
var panning:Number = 0;
var masterVolume:Number = 0;
function makeSlider(sliderType, barType, soundType, hitBoxScale:Number, X, Y, targetVariable) {
var reference:Object = { targetVariable: 0 };
var slider:MovieClip = new sliderType;
var newBar:MovieClip = new barType;
addChild(newBar);
newBar.x = X;
newBar.y = Y;
addChild(slider);
slider.x = X;
slider.y = Y;
var dragging:Boolean = false;
stage.addEventListener(Event.ENTER_FRAME, updateSlider);
function updateSlider(e:Event):void {
panning = (mouseX/(stage.stageWidth/2))-1;
reference.targetVariable = (slider.x-newBar.x)/newBar.width;
if (dragging == true && mouseX >= newBar.x && mouseX <= (newBar.x + newBar.width)) {
slider.x = mouseX;
}
if (reference.targetVariable <= 0.01) {
output.text = ("None");
}
if (reference.targetVariable >= 0.99) {
output.text = ("Max");
}
if (reference.targetVariable > 0.01 && reference.targetVariable < 0.99) {
output.text = (Math.round((reference.targetVariable*100))+"%").toString();
}
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, beginDrag);
function beginDrag(e:MouseEvent):void {
if (mouseY >= newBar.y-hitBoxScale && mouseY <= (newBar.y + newBar.height)+hitBoxScale) {
dragging = true;
}
}
slider.addEventListener(MouseEvent.MOUSE_DOWN, beginDragFromSlider);
function beginDragFromSlider(e:MouseEvent):void {
dragging = true;
}
stage.addEventListener(MouseEvent.MOUSE_UP, endDrag);
function endDrag(e:MouseEvent):void {
if (dragging == true) {
playSound(soundType, reference.targetVariable, 0);
}
dragging = false;
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, make);
function make(e:MouseEvent):void {
if (dragging == false) {
playSound(test, reference.targetVariable, panning);
}
}
}
function playSound(target, intensity:Number, pan:Number) {
var sound:Sound = new target();
var transformer:SoundTransform = new SoundTransform(intensity, pan);
var channel:SoundChannel = new SoundChannel();
channel=sound.play();
channel.soundTransform = transformer;
}
makeSlider(defaultSlider, defaultBar, volumeIndicator, 10, 134, 211, masterVolume);