Assist with game logic please, if statements (maths vs hitTestPoint) - actionscript-3

I've got an enemy and I will like this enemy to walk up to the player when it sees the hero.
if(enemy is walking right && hero is in the range of the enemy)
{ enemy walk towards player
if(enemy touches player)
{enemy attacks //enemies goes straight through the player and ends up on the left side of player}
if(enemy is walking left && hero is in the range of the enemy)
{ enemy walk towards player
if(enemy touches player)
{enemy attacks //enemies goes straight through the player and ends up on the right t side of player}
This is the pseudo code and from this I initiated the code below
for (var o:int = 0; o < aHellHoundArray.length; o++)
{
//var currentHound:HellHound = aHellHoundArray[o];
var hound:HellHound = aHellHoundArray[o];
hound.hellLoop();
if (_character.x + 150 < hound.x && _character.x > hound.x - 600)
{
hound.moveLeft = true;
hound.moveRight = false;
}
else
if (_character.x + 50 < hound.x && _character.x > hound.x - 200 && rightKey || !rightKey)
{
hound.moveRight = false;
hound.moveLeft = false;
hound.attackLeft = true;
trace("attack");
}
else
{
hound.attackLeft = false;
}
This is the hound class
/**
* ...
* #author Moynul Hussain
*/
public class HellHound extends MovieClip
{
TweenPlugin.activate([BlurFilterPlugin]);
public var movementSpeed:Number = 3;
public var moveLeft:Boolean;
public var moveRight:Boolean;
public var attack:Boolean;
public var attackLeft:Boolean;
private var resetPos:Point;
private var DashAmount:Number = 20;
public function HellHound()
{
addEventListener(Event.ADDED_TO_STAGE, init)
}
private function init(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
resetPos = new Point(x, y);
}
public function reset():void
{
x = resetPos.x;
y = resetPos.y;
}
public function hellLoop():void
{
if (attackLeft)
{
TweenMax.to(this, 0.25, { blurFilter: { blurX:20 }} );
TweenMax.to(this, 1, { x:"-100" } );
}
if (!attackLeft)
{
TweenMax.to(this, 0.5, { blurFilter: { blurX:0, blurY:0 }} );
}
if (moveLeft)
{
this.x -= 2;
this.scaleX = 1;
this.gotoAndStop("run");
}
if (moveRight)
{
this.x += 2;
this.scaleX = -1;
this.gotoAndStop("run");
}
if (!moveLeft && !moveLeft && !attack)
{
// TweenLite.to(this,0,{blurFilter:{blurX:0}});
// TweenLite.to(this,0,{blurFilter:{blurY:1000}});
TweenMax.to(this, 0.5, { blurFilter: { blurX:0, blurY:0 }} );
}
}
public function dontMove():void
{
moveLeft = false;
moveRight = false;
}
}
}
The problem is that when the the hound passes the player it is still going left. Because attack Left is still true.
I've tried doing this
if (_character.x + 150 < hound.x && _character.x > hound.x - 600)
{
hound.moveLeft = true;
hound.moveRight = false;
}
else
if (_character.x + 50 < hound.x && _character.x > hound.x - 200 && rightKey || !rightKey)
{
hound.moveRight = false;
hound.moveLeft = false;
hound.attackLeft = true;
trace("attack");
}
else
{
hound.attackLeft = false;
}
to make it false, but no dice.
Any tips of directions,
I want to stop the hound from attacking when he's gone through the player

Here:
if (attackLeft)
{
TweenMax.to(this, 0.25, { blurFilter: { blurX:20 }} );
TweenMax.to(this, 1, { x:"-100" } );
}
You're handling/consuming the attack at this point, so you should then set attackLeft = false at the end.
Another small point:
if (attackLeft)
{ ... }
if (!attackLeft)
{ ... }
You should change this to
if (attackLeft)
{ ... }
else
{ ... }
since it's only ever going to execute one or the other block of code and this will save you evaluating attackLeft twice. It's a trivial difference in this case but is good practice for when it does matter.

Related

Actionscript 3 - ReferenceError: Error #1065: Variable addFrameScript is not defined

I am getting this error :
ReferenceError: Error #1065: Variable addFrameScript is not defined.
at survival()
I'm having the problem when I run this code :
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.display.*;
import flash.media.SoundMixer;
import flash.media.SoundTransform;
public class survival extends Sprite {
public var ground:ground_mc = new ground_mc();
public var environment:environment_mc = new environment_mc();
public var player:player_mc = new player_mc();
public var monster:monster_mc = new monster_mc();
public var light:Sprite=new Sprite ;
public var battery:battery_mc = new battery_mc();
public var key_pressed:int=0;
public var radius:int=8;
public var player_speed:int=2;
public var monster_speed:int=1;
public var torch_power:int=150;
public var torch_step:int = 100;
public var torch_angle:int=60;
public var torch_angle_step:int=35;
public var up,down,left,right:Boolean=false;
public var flicker=0;
public var count:int;
public var sec:int;
public var torchBattery:int = 100;
var topLeft:Boolean = true;
var topRight:Boolean = false;
var bottomLeft:Boolean = false;
var bottomRight:Boolean = false;
public function survival():void {
addChild(ground);
addChild(environment);
addChild(light);
addChild(player);
addChild (battery);
addChild(monster);
player.x=250;
player.y=200;
battery.x=321;
battery.y=29;
environment.y = 0;
environment.x = 0;
ground.mask=light;
addEventListener(Event.ENTER_FRAME,on_enter_frame);
addEventListener(Event.ENTER_FRAME,on_enter_frame2);
stage.addEventListener(KeyboardEvent.KEY_DOWN, on_key_down);
stage.addEventListener(KeyboardEvent.KEY_UP, on_key_up);
}
public function on_enter_frame(e:Event):void {
if (up) {
environment.y+=player_speed;
ground.y+=player_speed;
monster.y+=player_speed;
}
if (down) {
environment.y-=player_speed;
ground.y-=player_speed;
monster.y-=player_speed;
}
if (left) {
environment.x+=player_speed;
ground.x+=player_speed;
monster.x+=player_speed;
}
if (right) {
environment.x-=player_speed;
ground.x-=player_speed;
monster.x-=player_speed;
}
if (environment.collisions.hitTestPoint(player.x, player.y+radius, true)) {
environment.y+=player_speed;
ground.y+=player_speed;
monster.y+=player_speed;
}
if (environment.collisions.hitTestPoint(player.x, player.y-radius, true)) {
environment.y-= player_speed;
ground.y-= player_speed;
monster.y-= player_speed;
}
if (environment.collisions.hitTestPoint(player.x-radius, player.y, true)) {
environment.x-= player_speed;
ground.x-= player_speed;
monster.x-= player_speed;
}
if (environment.collisions.hitTestPoint(player.x+radius, player.y, true)) {
environment.x+= player_speed;
ground.x+= player_speed;
monster.x+= player_speed;
}
var dist_x:Number=player.x-mouseX;
var dist_y:Number=player.y-mouseY;
var angle:Number=- Math.atan2(dist_x,dist_y);
player.rotation=to_degrees(angle);
light.graphics.clear();
if (Math.random()*100>flicker) {
light.graphics.beginFill(0xffffff, 100);
light.graphics.moveTo(player.x, player.y);
for (var i:int=0; i<=torch_angle; i+=(torch_angle/torch_angle_step)) {
ray_angle = to_radians((to_degrees(angle)-90-(torch_angle/2)+i));
for (var j:int=1; j<=torch_step; j++) {
if (environment.collisions.hitTestPoint(player.x+(torch_power/torch_step*j)*Math.cos(ray_angle), player.y+(torch_power/torch_step*j)*Math.sin(ray_angle), true)) {
break;
}
}
light.graphics.lineTo(player.x+(torch_power/torch_step*j)*Math.cos(ray_angle), player.y+(torch_power/torch_step*j)*Math.sin(ray_angle));
}
light.graphics.lineTo(player.x, player.y);
light.graphics.endFill();
}
if (torchBattery > 0) {
count += 1;
if (count >= 30) {
count = 0;
sec += 1;
}
if (sec >= 2) {
sec = 0;
flicker += 1;
torchBattery -= 1;
changeMovement();
}
}
battery.battery.text = "Torch Battery: " + torchBattery + "%";
var theDistance:Number = distance(monster.x, player.x, monster.y, player.y);
var myVolume:Number = 2-(0.004* theDistance);
var Volume:Number = myVolume;
if (Volume < 0) {
Volume = 0;
}
SoundMixer.soundTransform = new SoundTransform(Volume);
trace(theDistance);
if (distance < 100) {
removeEventListener(Event.ENTER_FRAME,on_enter_frame);
removeEventListener(Event.ENTER_FRAME,on_enter_frame2);
stage.removeEventListener(KeyboardEvent.KEY_DOWN, on_key_down);
stage.removeEventListener(KeyboardEvent.KEY_UP, on_key_up);
removeChild(ground);
removeChild(environment);
removeChild(light);
removeChild(player);
removeChild (battery);
removeChild(monster);
gotoAndStop(2);
}
}
function on_enter_frame2 (e:Event) :void {
if (environment.collisions.hitTestPoint(monster.x, monster.y+radius, true)) {
monster.y -= monster_speed;
}
if (environment.collisions.hitTestPoint(monster.x,monster.y-radius, true)) {
monster.y += monster_speed;
}
if (environment.collisions.hitTestPoint(monster.x-radius, monster.y, true)) {
monster.x+=monster_speed;
}
if (environment.collisions.hitTestPoint(monster.x+radius, monster.y, true)) {
monster.x -= monster_speed;
}
if (topLeft) {
monster.x -= monster_speed;
monster.y -= monster_speed;
} else if (topRight) {
monster.x += monster_speed;
monster.y -= monster_speed;
} else if (bottomLeft) {
monster.x -= monster_speed;
monster.y += monster_speed;
} else if (bottomRight) {
monster.x += monster_speed;
monster.y += monster_speed;
}
}
function changeMovement():void {
var die2:Number = Math.floor(Math.random()*4);
if (die2 == 1) {
topLeft = true;
topRight = false;
bottomLeft = false;
bottomRight = false;
}
if (die2 == 2) {
topLeft = false;
topRight = true;
bottomLeft = false;
bottomRight = false;
}
if (die2 == 3) {
topLeft = false;
topRight = false;
bottomLeft = true;
bottomRight = false;
}
if (die2 == 4) {
topLeft = false;
topRight = false;
bottomLeft = false;
bottomRight = true;
}
}
public function on_key_down(e:KeyboardEvent):void {
switch (e.keyCode) {
case 37 :
left=true;
break;
case 38 :
up=true;
break;
case 39 :
right=true;
break;
case 40 :
down=true;
break;
/*case 49 :
torch_power++;
break;
case 50 :
torch_power--;
break;*/
}
}
public function on_key_up(e:KeyboardEvent):void {
switch (e.keyCode) {
case 37 :
left=false;
break;
case 38 :
up=false;
break;
case 39 :
right=false;
break;
case 40 :
down=false;
break;
}
}
public function to_radians(n:Number):Number {
return (n*0.0174532925);
}
public function to_degrees(n:Number):Number {
return (n*57.2957795);
}
function distance(x1:Number, x2:Number, y1:Number, y2:Number): Number {
var dx:Number = x1-x2;
var dy:Number = y1-y2;
return Math.sqrt(dx * dx + dy * dy);
}
}
}
On my timeline I have a blank keyframe with the sound effect of a music box playing, and a second frame with the animated jumpscare. The game is that you're in a bird's eye view of a person with a torch walking through a maze. The 'monster' moves around the maze and you must stay away from it. As it gets closer, the music box that is playing will get louder. Also, your torch only has a certain amount of battery. As the battery reduces, the torch will flicker more untill it eventually stops working. It worcked fine until I tried to make the jumpscare. This is all the coding in the game.
In the 'Compiler Errors' it also states:
/Users/ethan/Documents/Flash Stuff/Flash Stuff [from macbook]/survival/survival.as, Line 164 Warning: 1060: Migration issue: The method gotoAndStop is no longer supported. For more information, see MovieClip.gotoAndStop()..
Any suggestions or help I'll be very grateful.
Sprite Class doesn't have gotoAndStop method. This method implemented only in MovieClip class. So, you should replace
public class survival extends Sprite {
with
public class survival extends MovieClip {

How can I change Nested Class in actionscript 3

I'm working off an actionscript 3 code that pulls information from other actionscript 3's. The main code is Herbfight and it references 4 others (Bullets, bugs, Goodbugs and Sprayer). Below I'm trying to combine them all into one actionscript. The reason for this is that I want to pull it in as a symbol rather then having the flash file relate to the class.
The problem is it says I can't have nested classes. Any thoughts on how i can fix this? Below is my attempt to combine the code.
Thanks,
J
package {
import flash.display.;
import flash.events.;
import flash.utils.Timer;
import flash.text.TextField;
import flash.text.*;
import flash.utils.getTimer;
import flash.geom.Point;
public class herbfight_v004 extends MovieClip {
private var aagun:Sprayer;
private var airplanes:Array;
private var goodbug:Array;
private var bullets:Array;
private var upArrow, downArrow:Boolean;
private var nextPlane:Timer;
private var nextGbugs:Timer;
private var shotsLeft:int;
private var shotsHit:int;
private var Sprayer:MovieClip
private var Bullets:MovieClip
private var bugs:MovieClip
private var GooodBugs:MovieClip
public function startherbfight_v004() {
// init score
shotsLeft = 20;
shotsHit = 0;
showGameScore();
// create gun
aagun = new Sprayer();
addChild(aagun);
// create object arrays
airplanes = new Array();
bullets = new Array();
goodbug = new Array();
// listen for keyboard
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
stage.addEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
// look for collisions
addEventListener(Event.ENTER_FRAME,checkForHits);
// start planes flying
setNextPlane();
setNextGbugs();
public function Sprayer() {
{
// animation time// initial location of gun
this.x = 410;
this.y = 380;
// movement
addEventListener(Event.ENTER_FRAME,moveGun);
}
public function moveGun(event:Event) {
// get time difference
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// current position
var newy = this.y;
// move to the left
if (MovieClip(parent).upArrow) {
newy -= speed*timePassed/1000;
}
// move to the right
if (MovieClip(parent).downArrow) {
newy += speed*timePassed/1000;
}
// check boundaries
if (newy < 65) newy = 65;
if (newy > 380) newy = 380;
// reposition
this.y = newy;
}
// remove from screen and remove events
public function deleteGun() {
parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME,moveGun);
}
}
public function bugs(side:String, speed:Number, altitude:Number) {
{
if (side == "left") {
this.x = -50; // start to the left
dx = speed; // fly left to right
this.scaleX = 1; // reverse
} else if (side == "right") {
this.x = -50; // start to the right
dx = -speed; // fly right to left
this.scaleX = 1; // not reverse
}
this.y = altitude; // vertical position
// choose a random plane
this.gotoAndStop(Math.floor(Math.random()*4+1));
// set up animation
addEventListener(Event.ENTER_FRAME,movePlane);
lastTime = getTimer();
}
public function movePlane(event:Event) {
// get time passed
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// move plane
this.x += dx*timePassed/2000;
// check to see if off screen
if ((dx < 0) && (x < -50)) {
deletePlane();
} else if ((dx > 0) && (x > 350)) {
deletePlane();
}
}
// plane hit, show explosion
public function planeHit() {
removeEventListener(Event.ENTER_FRAME,movePlane);
MovieClip(parent).removePlane(this);
gotoAndPlay("explode");
}
// delete plane from stage and plane list
public function deletePlane() {
removeEventListener(Event.ENTER_FRAME,movePlane);
MovieClip(parent).removePlane(this);
parent.removeChild(this);
}
}
public function Bullets(x,y:Number, speed: Number) {
{
// set start position
this.x = x;
this.y = y;
// get speed
dx = speed;
// set up animation
lastTime = getTimer();
addEventListener(Event.ENTER_FRAME,moveBullet);
}
public function moveBullet(event:Event) {
// get time passed
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// move bullet
this.x += dx*timePassed/1000;
// bullet past top of screen
if (this.x < 0) {
deleteBullet();
}
}
// delete bullet from stage and plane list
public function deleteBullet() {
MovieClip(parent).removeBullet(this);
parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME,moveBullet);
}
}
public function GoodBugs(side:String, speed:Number, altitude:Number) {
{
if (side == "left") {
this.x = -50; // start to the left
dx = speed; // fly left to right
this.scaleX = -1; // reverse
} else if (side == "right") {
this.x = -50; // start to the right
dx = -speed; // fly right to left
this.scaleX = -1; // not reverse
}
this.y = altitude; // vertical position
// choose a random Gbugs
this.gotoAndStop(Math.floor(Math.random()*2+1));
// set up animation
addEventListener(Event.ENTER_FRAME,moveGbugs);
lastTime = getTimer();
}
public function moveGbugs(event:Event) {
// get time passed
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// move Gbugs
this.x += dx*timePassed/2000;
// check to see if off screen
if ((dx < 0) && (x < -50)) {
deleteGbugs();
} else if ((dx > 0) && (x > 350)) {
deleteGbugs();
}
}
// Gbugs hit, show explosion
public function GbugsHit() {
removeEventListener(Event.ENTER_FRAME,moveGbugs);
MovieClip(parent).removeGbugs(this);
gotoAndPlay("explode");
}
// delete Gbugs from stage and Gbugs list
public function deleteGbugs() {
removeEventListener(Event.ENTER_FRAME,moveGbugs);
MovieClip(parent).removeGbugs(this);
parent.removeChild(this);
}
}
public function setNextPlane() {
nextPlane = new Timer(1000+Math.random()*1000,1);
nextPlane.addEventListener(TimerEvent.TIMER_COMPLETE,newPlane);
nextPlane.start();
}
public function newPlane(event:TimerEvent) {
// random side, speed and altitude
if (Math.random() > .2) {
var side:String = "left";
} else {
side = "right";
}
var altitude:Number = Math.random()*280+80;
var speed:Number = Math.random()*150+150;
// create plane
var p:bugs = new bugs(side,speed,altitude);
addChild(p);
airplanes.push(p);
// set time for next plane
setNextPlane();
}
public function setNextGbugs() {
nextGbugs = new Timer(1000+Math.random()*1000,1);
nextGbugs.addEventListener(TimerEvent.TIMER_COMPLETE,newGbugs);
nextGbugs.start();
}
public function newGbugs(event:TimerEvent) {
// random side, speed and altitude
if (Math.random() > .2) {
var side:String = "left";
} else {
side = "right";
}
var altitude:Number = Math.random()*280+80;
var speed:Number = Math.random()*150+150;
// create Gbugs
var p:GoodBugs = new GoodBugs(side,speed,altitude);
addChild(p);
goodbug.push(p);
// set time for next Gbugs
setNextGbugs();
}
// check for collisions
public function checkForHits(event:Event) {
for(var bulletNum:int=bullets.length-1;bulletNum>=0;bulletNum--){
for (var airplaneNum:int=airplanes.length-1;airplaneNum>=0;airplaneNum--) {
if (bullets[bulletNum].hitTestObject(airplanes[airplaneNum])) {
airplanes[airplaneNum].planeHit();
bullets[bulletNum].deleteBullet();
shotsHit++;
showGameScore();
break;
}
}
}
for(var bulletNum:int=bullets.length-1;bulletNum>=0;bulletNum--){
for (var GoodBugsNum:int= goodbug.length-1; GoodBugsNum>=0; GoodBugsNum--) {
if (bullets[bulletNum].hitTestObject(goodbug [GoodBugsNum])) {
goodbug [GoodBugsNum]. GbugsHit();
bullets[bulletNum].deleteBullet();
shotsHit--;
showGameScore();
break;
}
}
}
if ((shotsLeft == 0) && (bullets.length == 0)) {
endGame();
}
}
// key pressed
public function keyDownFunction(event:KeyboardEvent) {
if (event.keyCode == 38) {
upArrow = true;
} else if (event.keyCode == 40) {
downArrow = true;
} else if (event.keyCode == 32) {
fireBullet();
}
}
// key lifted
public function keyUpFunction(event:KeyboardEvent) {
if (event.keyCode == 38) {
upArrow = false;
} else if (event.keyCode == 40) {
downArrow = false;
}
}
// new bullet created
public function fireBullet() {
if (shotsLeft <= 0) return;
var b:Bullets = new Bullets(aagun.x,aagun.y,-300);
addChild(b);
bullets.push(b);
shotsLeft--;
showGameScore();
}
public function showGameScore() {
showScore.text = String("Score: "+shotsHit);
showShots.text = String("Shots Left: "+shotsLeft);
}
// take a plane from the array
public function removePlane(plane:bugs) {
for(var i in airplanes) {
if (airplanes[i] == plane) {
airplanes.splice(i,1);
break;
}
}
}
// take a plane from the array
public function removeGbugs(Gbugs:GoodBugs) {
for(var i in goodbug) {
if (goodbug[i] == Gbugs) {
goodbug.splice(i,1);
break;
}
}
}
// take a bullet from the array
public function removeBullet(bullet:Bullets) {
for(var i in bullets) {
if (bullets[i] == bullet) {
bullets.splice(i,1);
break;
}
}
}
// game is over, clear movie clips
public function endGame() {
// remove planes
for(var i:int=airplanes.length-1;i>=0;i--) {
airplanes[i].deletePlane();
}
for(var i:int= goodbug.length-1;i>=0;i--) {
goodbug [i].deleteGbugs();
}
airplanes = null;
goodbug = null
aagun.deleteGun();
aagun = null;
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
removeEventListener(Event.ENTER_FRAME,checkForHits);
nextPlane.stop();
nextPlane = null;
nextGbugs.stop();
nextGbugs = null;
gotoAndStop("gameover");
}
}
}

How do I call methods and properties from parent classes?

I'm new here (and also relatively new with AS3 as well), so bear with me.
I've only discovered OOP 2 weeks ago, and before then, I knew only the most rudimentary knowledge of AS3. So I did make a lot of improvement, but one thing's been bugging me.
I can never seem to call functions and methods from parent classes. Even with setters and getters, the child class always gives me an output error. It looks something like this.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Axiom/clicked()
This is an AS3 project that I'm working on right now that is giving me this problem.
Here's some basic background of the project.
I have the main class, called Main, and some other classes, called Axiom and Textbox. Main creates Axiom into a movieclip (background) that's already present on the stage. Axiom creates Textbox when clicked. Axiom calls a method called mouseClick from Main (plays a sound), and Textbox calls some properties from Axiom (text for the textbox).
I have attempted to use
MovieClip(this.parent).mouseClick();
and declaring a new variable in the child class, like this.
private var main:Main;
...
main.mouseClick();
And this leads me to question - what am I doing wrong, and how should I do it properly?
Here are the classes for reference.
Main.as
package {
import flash.ui.Keyboard;
import flash.events.Event;
import flash.events.EventDispatcher;
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Mouse;
import flash.events.MouseEvent;
public class Main extends MovieClip {
// sound
private var music:Music = new Music();
private var clickSound:Click = new Click();
// instructions
private var instructions:Instructions = new Instructions();
// mouse
private var cursor:Cursor = new Cursor();
// player
private var player:Player = new Player();
private var animationState:String = "standing";
private var directionState:String = "right";
// Axiom
private var axiom:Axiom = new Axiom();
// movement
private var rightPressed:Boolean = false;
private var leftPressed:Boolean = false;
private var upPressed:Boolean = false;
private var downPressed:Boolean = false;
private var xMovement:Number = 0;
private var yMovement:Number = 0;
private var speed:Number = 22;
private var friction:Number = 0.9;
private var rDoubleTapCounter:int = 0;
private var lDoubleTapCounter:int = 0;
private var dDoubleTapCounter:int = 0;
private var uDoubleTapCounter:int = 0;
private var doubleTapCounterMax:int = 5;
private var running:Boolean = false;
public function Main() {
// constructor code
// mouse
stage.addChild(cursor);
cursor.mouseEnabled = false;
Mouse.hide();
// instructions
instructions.x = 640;
instructions.y = 120;
stage.addChild(instructions);
// add player
player.x = 642;
player.y = 448.95;
player.gotoAndStop(directionState);
player.right.gotoAndStop(animationState);
addChild(player);
// add Axiom
axiom.x = 300;
axiom.y = -150;
back.addChild(axiom);
// keyboard events
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
// music
music.play(0, int.MAX_VALUE);
// loop
stage.addEventListener(Event.ENTER_FRAME, loop);
}
private function loop(e:Event):void {
// set mouse
cursor.x = stage.mouseX;
cursor.y = stage.mouseY;
// set Movement to speed
if (rightPressed) {
if (upPressed) {
if (running || (rDoubleTapCounter <= doubleTapCounterMax && uDoubleTapCounter <= doubleTapCounterMax)) {
xMovement = speed * 2;
yMovement = speed * -2;
} else {
xMovement = speed;
yMovement = speed * -1;
}
} else if (downPressed) {
if (running || (rDoubleTapCounter <= doubleTapCounterMax && dDoubleTapCounter <= doubleTapCounterMax)) {
xMovement = speed * 2;
yMovement = speed * 2;
} else {
xMovement = speed;
yMovement = speed;
}
} else if (running || rDoubleTapCounter <= doubleTapCounterMax) {
xMovement = speed * 2;
} else {
xMovement = speed;
}
} else if (leftPressed) {
if (upPressed) {
if (running || (lDoubleTapCounter <= doubleTapCounterMax && uDoubleTapCounter <= doubleTapCounterMax)) {
xMovement = speed * -2;
yMovement = speed * -2;
} else {
xMovement = speed * -1;
yMovement = speed * -1;
}
} else if (downPressed) {
if (running || (lDoubleTapCounter <= doubleTapCounterMax && dDoubleTapCounter <= doubleTapCounterMax)) {
xMovement = speed * -2;
yMovement = speed * 2;
} else {
xMovement = speed * -1;
yMovement = speed;
}
} else if (running || lDoubleTapCounter <= doubleTapCounterMax) {
xMovement = speed * -2;
} else {
xMovement = speed * -1;
}
} else if (downPressed) {
if (dDoubleTapCounter <= doubleTapCounterMax || running) {
yMovement = speed * -2;
} else {
yMovement = speed * -1;
}
} else if (upPressed) {
if (uDoubleTapCounter <= doubleTapCounterMax || running) {
yMovement = speed * -2;
} else {
yMovement = speed * -1;
}
}
// double tap counter
if (rightPressed == false) {
rDoubleTapCounter++;
}
if (leftPressed == false) {
lDoubleTapCounter++;
}
if (downPressed == false) {
dDoubleTapCounter++;
}
if (upPressed == false) {
uDoubleTapCounter++;
}
// change labels
if (player.currentLabel != animationState) {
player.right.gotoAndStop(animationState);
}
// friction
xMovement *= friction;
yMovement *= friction;
// animationState and stop
if (Math.abs(xMovement) > 1) {
if (Math.abs(xMovement) > 22) {
animationState = "running";
running = true;
} else {
animationState = "trotting";
running = false;
}
} else {
animationState = "standing";
xMovement = 0;
}
// right or left facing
if (xMovement > 0) {
player.scaleX = 1;
} else if (xMovement < 0) {
player.scaleX = -1;
}
//movement
if (back.x >= back.width / 2 - 50) {
if (player.x >= 642 && xMovement > 0) {
player.x = 642;
back.x -= xMovement;
} else {
if (player.x <= player.width / 2 && xMovement < 0) {
xMovement = 0;
} else {
player.x += xMovement;
}
}
} else if (back.x <= 1280 - back.width / 2 + 50) {
if (player.x <= 642 - 30 && xMovement < 0) {
player.x = 642;
back.x -= xMovement;
} else {
if (player.x >= 1280 + 30 - player.width / 2 && xMovement > 0) {
xMovement = 0;
} else {
player.x += xMovement;
}
}
} else {
back.x -= xMovement;
}
}
private function keyPressed(e:KeyboardEvent):void {
if (e.keyCode == Keyboard.RIGHT) {
rightPressed = true;
} else if (e.keyCode == Keyboard.LEFT) {
leftPressed = true;
} else if (e.keyCode == Keyboard.DOWN) {
downPressed = true;
} else if (e.keyCode == Keyboard.UP) {
upPressed = true;
}
}
private function keyReleased(e:KeyboardEvent):void {
if (e.keyCode == Keyboard.RIGHT) {
rightPressed = false;
rDoubleTapCounter = 0;
} else if (e.keyCode == Keyboard.LEFT) {
leftPressed = false;
lDoubleTapCounter = 0;
} else if (e.keyCode == Keyboard.DOWN) {
downPressed = false;
dDoubleTapCounter = 0;
} else if (e.keyCode == Keyboard.UP) {
upPressed = false;
uDoubleTapCounter = 0;
}
}
public function mouseClick():void {
clickSound.play();
}
}
}
Axiom.as
package {
import flash.events.MouseEvent;
import flash.events.EventDispatcher;
import flash.display.MovieClip;
public class Axiom extends MovieClip {
private var speechBox:Textbox = new Textbox();
private var speech:String = "Something came out of that pop.";
private var main:Main;
public function Axiom() {
// constructor code
this.addEventListener(MouseEvent.CLICK, onClickStage);
this.addEventListener(MouseEvent.CLICK, clicked);
}
private function onClickStage(e:MouseEvent):void {
trace(e.target,e.target.name);
}
private function clicked(e:MouseEvent):void {
main.mouseClick();
stage.addChild(speechBox);
this.removeEventListener(MouseEvent.CLICK, clicked);
}
public function get words():String {
return speech;
}
public function removeThis():void {
this.addEventListener(MouseEvent.CLICK, clicked);
removeChild(speechBox);
}
}
}
Textbox.as
package {
import flash.events.MouseEvent;
import flash.display.MovieClip;
import com.greensock.TweenLite;
public class Textbox extends MovieClip{
private var axiom:Axiom;
private var main:Main;
public function Textbox() {
// constructor code
this.x = 40;
this.y = 360;
this.textBox.text = axiom.words;
TweenLite.from(this, 0.3, {x: "10", alpha: 0});
this.addEventListener(MouseEvent.CLICK, nextPage);
}
private function nextPage(e:MouseEvent):void{
main.mouseClick();
TweenLite.to(this, 0.3, {x: "-10", alpha: 0});
MovieClip(this.parent).removeThis();
}
}
}
Instead of trying to call functions of the parent (rarely a good idea), use Events instead.
In your Axiom Class:
package {
...import statements
public class Axiom extends MovieClip {
private var speechBox:Textbox = new Textbox();
private var speech:String = "Something came out of that pop.";
private var main:Main; //this shouldn't be here, ideally, Axiom knows NOTHING about the main class.
public function Axiom() {
// constructor code
this.addEventListener(MouseEvent.CLICK, onClickStage);
this.addEventListener(MouseEvent.CLICK, clicked);
}
private function onClickStage(e:MouseEvent):void {
trace(e.target,e.target.name);
}
private function clicked(e:MouseEvent):void {
//main.mouseClick(); // unneccesary
dispatchEvent(e); //the event you caught by performing a click will be dispatched again, so that the parent can react to it
stage.addChild(speechBox); //Axiom might not have access to the stage, addChild would suffice
this.removeEventListener(MouseEvent.CLICK, clicked);
}
public function get words():String {
return speech;
}
public function removeThis():void {
this.addEventListener(MouseEvent.CLICK, clicked);
removeChild(speechBox);
}
}
}
and in your Main Class
axiom.addEventListener(MouseEvent.CLICK, onAximClicked);
private function onAxiomClicked(e:MouseEvent):void{
//now you can use the parents (in this case an Object of the Main class) functions
mouseClick();
}

Flash - Pause Game ActionScript 3

I'm only a beginner and this code is somewhere in the internet that I just want to learn
This is a snake game, I want to pause a game using spacebar keyboard
I don't know how to pause a game someone please help
import flash.ui.*;
public class Snake extends MovieClip
{
private var _Paused:Boolean = false
private var score, life, framesElapsed:Number;
private var p1speedX, p1speedY:Number;
private var spacePressed, readyToMove, gotoWin, gotoLose:Boolean;
private var left,right,up,down:Boolean;
private var snakes:Array;
private var mcFood:Food;
public function Snake()
{
}
//All Start Functions
public function startMenu()
{
stop();
btnStartGame.addEventListener(MouseEvent.CLICK, gotoStartGame);
btnHowToPlay.addEventListener(MouseEvent.CLICK, gotoHowToPlay);
}
public function startHowToPlay()
{
btnBack.addEventListener(MouseEvent.CLICK, gotoMenu);
}
public function startWin()
{
btnBack.addEventListener(MouseEvent.CLICK, gotoMenu);
}
public function startLose()
{
btnBack.addEventListener(MouseEvent.CLICK, gotoMenu);
}
public function startGame()
{
score = 0;
life = 3;
framesElapsed = 0;
p1speedX = 1; //snakek starts moving right
p1speedY = 0;
up = false;
down = false;
left = false;
right = false;
spacePressed = false;
readyToMove = false;
gotoWin = false;
gotoLose = false;
snakes = new Array();
//Create 1st body part of snake and push it into the array
var snakeHead = new SnakePart();
snakeHead.x = 400;
snakeHead.y = 300;
snakes.push(snakeHead);
addChild(snakeHead);
addEventListener(Event.ENTER_FRAME,update);
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP,keyUpHandler);
stage.focus = this;
}
//All Goto Functions
private function gotoStartGame(evt:MouseEvent)
{
btnStartGame.removeEventListener(MouseEvent.CLICK, gotoStartGame);
btnHowToPlay.removeEventListener(MouseEvent.CLICK, gotoHowToPlay);
gotoAndStop("game");
}
private function gotoHowToPlay(evt:MouseEvent)
{
btnStartGame.removeEventListener(MouseEvent.CLICK, gotoStartGame);
btnHowToPlay.removeEventListener(MouseEvent.CLICK, gotoHowToPlay);
gotoAndStop("howtoplay");
}
private function gotoMenu(evt:MouseEvent)
{
btnBack.removeEventListener(MouseEvent.CLICK, gotoMenu);
gotoAndStop("menu");
}
private function keyDownHandler(evt:KeyboardEvent)
{
if (evt.keyCode == Keyboard.A)
{
//1st Player Left Key
left = true;
}
else if (evt.keyCode == Keyboard.D)
{
//1st Player Right Key
right = true;
}
if (evt.keyCode == Keyboard.W)
{
//1st Player Up Key
up = true;
}
else if (evt.keyCode == Keyboard.S)
{
//1st Player Down Key
down = true;
}
if (evt.keyCode == Keyboard.SPACE)
{
spacePressed = true;
}
}
private function keyUpHandler(evt:KeyboardEvent)
{
if (evt.keyCode == Keyboard.A)
{
left = false;
}
else if (evt.keyCode == Keyboard.D)
{
right = false;
}
else if (evt.keyCode == Keyboard.W)
{
up = false;
}
else if (evt.keyCode == Keyboard.S)
{
down = false;
}
if (evt.keyCode == Keyboard.SPACE)
{
spacePressed = false;
}
}
public function update(evt:Event)
{
handleUserInput();
handleGameLogic();
handleDraw();
if (gotoWin)
triggerGoToWin();
else if (gotoLose)
triggerGoToLose();
}
private function handleUserInput()
{
//Handle player 1 position
//if player wants to move left but snake is not
//already moving right
if (left && (p1speedX != 1))
{
p1speedX = -1;
p1speedY = 0;
}
//if player wants to move right but snake is not
//already moving left
else if (right && (p1speedX != -1 ))
{
p1speedX = 1;
p1speedY = 0;
}
//if player wants to move up but snake is not
//already moving down
else if (up && (p1speedY != 1))
{
p1speedY = -1;
p1speedX = 0;
}
else if (down && (p1speedY != -1))
{
p1speedY = 1;
p1speedX = 0;
}
if (spacePressed)
readyToMove = true;
}
private function handleGameLogic()
{
if (!readyToMove)
return;
framesElapsed++;
//Update the new position of the snake's head
if (framesElapsed % 2 == 0)
{
//Update motion of the snake's body
for (var i = snakes.length - 1; i >= 1; i--)
{
snakes[i].x = snakes[i-1].x;
snakes[i].y = snakes[i-1].y;
}
if (p1speedX > 0)
{
snakes[0].x += 20;
}
else if (p1speedX < 0)
{
snakes[0].x -= 20;
}
else if (p1speedY > 0)
{
snakes[0].y += 20;
}
else if (p1speedY < 0)
{
snakes[0].y -= 20;
}
//Check for collisions between the snake and its own body
for (var i = snakes.length - 1; i >= 1; i--)
{
if ((snakes[0].x == snakes[i].x) &&
(snakes[0].y == snakes[i].y))
{
collided();
break;
}
}
}
//Check for collisions between the snake and the walls
if (snakes[0].y < 0)
{
collided();
}
else if (snakes[0].x > 800)
{
collided();
}
else if (snakes[0].x < 0)
{
collided();
}
else if (snakes[0].y > 600)
{
collided();
}
//Add new food items
if (mcFood == null)
{
//Create a new food item
mcFood = new Food();
mcFood.x = Math.random() * 700 + 50;
mcFood.y = Math.random() * 500 + 50;
addChild(mcFood);
}
//Check for collisions between food item and Snake
if (mcFood != null)
{
if (snakes[0].hitTestObject(mcFood))
{
//Add score
score += 100;
if (score >= 5000)
gotoWin = true;
removeChild(mcFood);
mcFood = null;
//Add a body
var newPart = new SnakePart();
newPart.x = snakes[snakes.length-1].x;
newPart.y = snakes[snakes.length-1].y;
snakes.push(newPart);
addChild(newPart);
}
}
}
private function handleDraw()
{
//Handle display
if (!readyToMove)
txtHitSpaceBar.visible = true;
else
txtHitSpaceBar.visible = false;
txtScoreP1.text = String(score);
txtLife.text = String(life);
}
private function triggerGoToWin()
{
clearGame();
removeEventListener(Event.ENTER_FRAME, update);
gotoAndStop("win");
}
private function triggerGoToLose()
{
clearGame();
removeEventListener(Event.ENTER_FRAME, update);
gotoAndStop("lose");
}
//Misc Functions
private function resetGame()
{
//remove all food
removeChild(mcFood);
mcFood = null;
//remove all of snake body except first
for (var i = snakes.length - 1; i >= 1; i--)
{
removeChild(snakes[i]);
snakes.splice(i,1);
}
//Center the snake's head
snakes[0].x = 400;
snakes[0].y = 300;
readyToMove = false;
}
private function clearGame()
{
//remove all food
if (mcFood != null)
{
removeChild(mcFood);
mcFood = null;
}
//remove all of snake body
for (var i = snakes.length - 1; i >= 0; i--)
{
removeChild(snakes[i]);
snakes.splice(i,1);
}
}
private function collided()
{
life -= 1;
if (life > 0)
resetGame();
else
gotoLose = true;
}
}
}//end class
//end package
There are a few possibilities how to pause a game.
You already have a boolean variable called _Paused, this will help us to determine when to pause the execution of the game.
Change the contents of keyDownHandler(evt) to the following:
private function keyDownHandler(evt:KeyboardEvent)
{
...
//leave the if conditionals for movement as they are
if (evt.keyCode == Keyboard.SPACE)
{
if(_Pause == true){
_Pause = false;
}else{
_Pause = true;
}
}
}
The above code will toggle between a Paused state and the Game state. When the game first starts, the _Paused variable is false. Once you press Space on your keyboard, the if condition will check what state you need to be in. So at the very first time, _Paused will be set to true. if you press space again, it will set it to false again. Simple, right?
Now, you have an EventListener for ENTER_FRAME called update that executes for every frame. This function is responsible that things, well, work. You can see that it calls different functions that draw stuff on the screen or handle game logic. So, what would happen if you don't call this function? The game would stop. So we need a way to not call those functions when you are in your pause state. Again, this is very simple.
Change the contents of update(evt) to the following:
public function update(evt:Event)
{
if(_Paused == false){
handleUserInput();
handleGameLogic();
handleDraw();
if (gotoWin)
triggerGoToWin();
else if (gotoLose)
triggerGoToLose();
}
}
Now the functions will only be called when your _Paused variable is set to false.
I hope this helped you with your studying, although this is very basic stuff. Maybe you should try smaller steps first? Programming games can be pretty complex for beginner who have no experience with coding whatsoever.

Bullet fires perfectly in three directions, but not left

I'm quite new with actionscript, and have been scrapping together a little test game to sort of get used to the language, get my feet wet. The premise behind the game is pretty average, I have a character that can move in 8 directions, can pick up several keys that are randomly placed, and open a door when he possesses a key.
The problem comes in to play with the bullet shooting. I don't know much about trigonometry, so when a key is pressed, i just use the .rotate property to turn the player. I pass the .rotate integer into my bullet class and use that to tell which direction the bullet should travel. It works perfectly for the up, down, and right movements, but when the character is facing left the bullet is created but has no velocity whatsoever, and for the life of me I cannot figure out where the error in the code is.
If someone could look over my code and help me out, I would be much appreciated. I'm sure it's something simple that I'm just missing. I know it's a bit sloppy, so if there's any other tips you want to pass on to a novice please feel free!!
Thank you so much guys.
Main Class
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.text.TextField;
public class Main extends MovieClip
{
var player:Player;
var inventory:Inventory;
var invArray:Array = new Array();
var key:_Key;
var vx:int;
var maxSpeed:int;
var key_Up:Boolean;
var key_Down:Boolean;
var key_Left:Boolean;
var key_Right:Boolean;
var maxKey:int;
var keyCount:TextField;
var keysUp:int;
var door:Door;
var doorOpen:Boolean;
var wall1:Wall;
var wall2:Wall;
var wallCollide:Boolean;
var bulletTime:int;
var bulletLimit:int;
var bulletShoot:Boolean;
static var playerRotation:int;
public function Main()
{
init();
}
public function init():void
{
stage.addEventListener(Event.ENTER_FRAME, gameLoop);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
initPlayer();
initVariables();
initInventory();
initItems();
}
public function gameLoop(e:Event):void
{
movePlayer();
collisionDetection();
bullet();
}
public function keyDownHandler(e:KeyboardEvent):void
{
switch (e.keyCode)
{
case 37 :
key_Left = true;
break;
case 38 :
key_Up = true;
break;
case 39 :
key_Right = true;
break;
case 40 :
key_Down = true;
break;
case 32:
if(bulletShoot)
{
bulletShoot = false;
var newBullet:Bullet = new Bullet(player.rotation);
newBullet.x = player.x;
newBullet.y = player.y;
addChild(newBullet);
}
}
}
public function keyUpHandler(e:KeyboardEvent):void
{
switch (e.keyCode)
{
case 37 :
key_Left = false;
break;
case 38 :
key_Up = false;
break;
case 39 :
key_Right = false;
break;
case 40 :
key_Down = false;
break;
}
}
public function movePlayer():void
{
if (key_Left && !key_Right)
{
player.x -= maxSpeed;
player.rotation = 270;
}
if (key_Right && !key_Left)
{
player.x += maxSpeed;
player.rotation = 90;
}
if (key_Up && !key_Down)
{
player.y -= maxSpeed;
player.rotation = 0;
}
if (key_Down && !key_Up)
{
player.y += maxSpeed;
player.rotation = 180;
}
/*if ( key_Left && key_Up && !key_Right && !key_Down )
{
player.rotation = 315;
}
if ( key_Right && key_Up && !key_Left && !key_Down )
{
player.rotation = 45;
}
if ( key_Left && key_Down && !key_Right && !key_Up )
{
player.rotation = 225;
}
if ( key_Right && key_Down && !key_Left && !key_Up )
{
player.rotation = 135;
}*/
}
public function initPlayer():void
{
player = new Player();
player.x = stage.stageWidth * .5;
player.y = stage.stageHeight * .5;
stage.addChild(player);
}
public function initVariables():void
{
vx = 0;
maxSpeed = 4;
key_Up = false;
key_Down = false;
key_Left = false;
key_Right = false;
maxKey = 3;
keysUp = 0;
doorOpen = false;
wallCollide = false;
bulletTime = 0;
bulletLimit = 12;
bulletShoot = true ;
}
public function collisionDetection():void
{
for (var i:int=0; i < invArray.length; i++)
{
key = invArray[i];
if (player.hitTestObject(key))
{
stage.removeChild(key);
invArray.splice(i, 1);
keysUp++;
//trace(keysUp);
i--;
keyCount.text = String(keysUp);
break;
}
}
if (player.hitTestPoint(door.x,door.y + 25,true) && (keysUp > 0) && ! doorOpen)
{
door.gotoAndStop(2);
keysUp--;
invArray.pop();
trace(keysUp);
keyCount.text = String(keysUp);
doorOpen = true;
}
if (player.hitTestObject(door) && (keysUp == 0) && ! doorOpen)
{
wallCollide = true;
}
if (player.hitTestObject(wall1))
{
wallCollide = true;
}
if (player.hitTestObject(wall2))
{
wallCollide = true;
}
if (wallCollide == true)
{
player.y += 4;
wallCollide = false;
}
}
public function initInventory():void
{
inventory = new Inventory();
inventory.x = stage.stageWidth * .15;
inventory.y = stage.stageHeight * .90;
stage.addChild(inventory);
keyCount = new TextField();
stage.addChild(keyCount);
keyCount.x = inventory.x - 8;
keyCount.y = inventory.y + 3;
keyCount.text = String(keysUp);
//keyCount.border = true;
keyCount.width = 20;
keyCount.height = 20;
}
public function initItems():void
{
while (invArray.length < maxKey)
{
key = new _Key ;
key.x = Math.random() * 550;
key.y = Math.random() * 300;
stage.addChild(key);
invArray.push(key);
}
door = new Door();
door.x = 250;
door.y = 25;
wall1 = new Wall();
stage.addChild(wall1);
wall1.x = door.x - 175;
wall1.y = door.y;
wall2 = new Wall();
stage.addChild(wall2);
wall2.x = door.x + 175;
wall2.y = door.y;
stage.addChild(door);
}
public function bullet():void
{
if (bulletTime < bulletLimit)
{
bulletTime++;
} else
{
bulletShoot = true;
bulletTime = 0;
}
}
}
}
Bullet Class
package {
import flash.display.MovieClip;
import flash.events.Event;
public class Bullet extends MovieClip {
public var _root:Object;
public var speed:int = 10;
public var bulletRotation:int;
public function Bullet(pRotation:int) {
addEventListener(Event.ADDED, beginClass);
addEventListener(Event.ENTER_FRAME, eFrame);
bulletRotation = pRotation;
}
private function beginClass(e:Event):void
{
_root = MovieClip(root);
}
private function eFrame(e:Event):void
{
if (bulletRotation == 0)
{
this.y -= speed;
}
else if (bulletRotation == 90)
{
this.x += speed;
}
else if(bulletRotation == 270)
{
this.x -= speed;
}
else if(bulletRotation == 180)
{
this.y += speed;
}
if(this.y < -1 * this.height)
{
removeEventListener(Event.ENTER_FRAME, eFrame);
_root.removeChild(this);
}
if(this.x < -1 * this.width)
{
removeEventListener(Event.ENTER_FRAME, eFrame);
_root.removeChild(this);
}
}
}
}
In Bullet class, change 270 to -90, at line 38:
else if(bulletRotation == -90)
{
this.x -= speed;
}