I am trying to code a script in which a movieclip drops a rope and catches fishes that follows it up if it touches it. here is the issue , i am using hitTestObject to detect collision . Ofcourse the problem is that i trigger the function when it touches but as soon as it doesnt touch the function for moving the movie starts so basically the fish goes up for few seconds and then starts moving straight again .
To try and fix that i tried to make a boolean variable which changes to true or false according to hit and accordingly makes the movieclip moves but also doesnt work because as soon as one mc is not touching the other it changes from true to false or 1 to 0 ..tried both (as in with boolean variable and Number variable) . Any help or putting me on the right direction would be highly appreciated . Thank you so much
// fish capture code
this.addEventListener(Event.ENTER_FRAME,handleCollision);
function handleCollision(e:Event):void
{
if (ropeHit.hitTestObject(fishy_1_a))
{
stopFish1();
trace(movefish1);
}
else
{
moveFish1();
}
}
//code enemy fishy
//fish 1 A
function moveFish1()
{
if (fishy_1_a.x < 800)
{
fishy_1_a.x += xSpeed;
}
else if (fishy_1_a.x >= 800)
{
fishy_1_a.x = -100;
}
}
function stopFish1()
{
fishy_1_a.y -= xSpeed;
}
Define some flag, that you can test:
function handleCollision(e:Event):void {
//Check if fishy is caught
if (!fishy_1_a.catched && ropeHit.hitTestObject(fishy_1_a)) {
//Change flag
fishy_1_a.catched = true;
trace("Gotcha!");
}
if (fishy_1_a.catched) {
stopFish1();
}else {
moveFish1();
}
}
Related
i need some help. im trying to make my character walk both direction(left and right) and an idle animation when standing still. i manage to make the character walk to the right and make the idle animation work. now if I copy the code from the right button to the left button, the walking animation gets stuck in the first frame on both direction. I tried to experiment with it but with no luck. im sorry if i sounded noob. i just started with studying programming.
here are the code that i used
RightBtn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
function mouseDown(e:MouseEvent): void {
if(RightBtn){
isRight = true;
}
}
RightBtn.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
function mouseUp(e:MouseEvent): void {
if(RightBtn){
isRight = false;
}
}
stage.addEventListener(Event.ENTER_FRAME, loop);
function loop(Event){
if(isRight==true && mcPlayer.x < 750){
mcPlayer.x += 7;
mcPlayer.gotoAndStop (2);
mcPlayer.walkR.play ();
}
else{
mcPlayer.gotoAndStop (1)
mcPlayer.Idle.play ();
}
}
LeftBtn.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown2);
function mouseDown2(e:MouseEvent): void {
if(LeftBtn){
isLeft = true;
}
}
LeftBtn.addEventListener(MouseEvent.MOUSE_UP, mouseUp2);
function mouseUp2(e:MouseEvent): void {
if(LeftBtn){
isLeft = false;
}
}
stage.addEventListener(Event.ENTER_FRAME, loop2);
function loop2(Event){
if(isLeft==true && mcPlayer.x > 65){
mcPlayer.x -= 7;
mcPlayer.gotoAndStop (3);
mcPlayer.walkL.play ();
}
else{
mcPlayer.gotoAndStop (1)
mcPlayer.Idle.play ();
}
}
That's what you get from blatant copy&paste without learning the mechanics of how does it internally work. You set two listeners to stage, both altering mcPlayer regardless of whether it was already altered by the other one. So, you need to write both sets of code in one listener, and walk the code with your pen and paper to ensure that both isRight==true and isLeft==true branches work separately and don't interfere with each other. The proper condition statement should be like this:
if (isRight==true && mcPlayer.x < 750) {
// do a step right
} else if (isLeft==true && mcPlayer.x > 65){
// do a step left
} else {
// do idle animation
}
Your codes of initiating animation are correct themselves, they just get overridden by the listeners that are unaware of some other code altering mcPlayer.
I'm new to AS3 and although I was looking for a solution to my problem truly long time, I was not successful. I have an animated presentation and I just want to make navigation through that by arrows. Everything is on the main timeline. In the first frame I made this code
var zpet: Number;
if (currentFrame == 1) {
zpet = 1;
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, posun);
function posun(event: KeyboardEvent): void {
if (event.keyCode == 37) {
addEventListener(Event.ENTER_FRAME, playReverse);
function playReverse(event: Event): void {
if (currentFrame == zpet) {
stopPlayReverse();
} else {
prevFrame();
}
}
function stopPlayReverse(): void {
if (hasEventListener(Event.ENTER_FRAME)) {
removeEventListener(Event.ENTER_FRAME, playReverse);
}
}
} else if (event.keyCode == 39) {
if (currentFrame < totalFrames - 1) {
play();
} else {
stop();
}
}
}
stop();
Moving forward works perfect as I put stop(); in every keyframe of the presentation. The problem is how to go back just to the previous keyframe (and I also want to go back in reverse playing). I thought it would be quite easy if I made a variable (called "zpet") and set it the specific number of frame where to go back in each keyframe. But it doesn't work, all the time it's going back to frame 1. For example I put in the frame 26 the code zpet = 13; that should say when playing back from the frame 26 stop at the frame 13. Any ideas how to solve this? I would be really grateful for that..
You can label each keyframe of your animation anything you want directly from the timeline and then something like this :
function playReverse(event: Event): void
{
prevFrame();// You can also use gotoAndStop(currentFrame - 1)
if(currentFrameLabel != null)
stopPlayReverse();
}
Looks cleaner imo, plus you can use labels value later in case you make a scene selection menu.
I'm developing a 3D game and I've noticed some odd behaviour when I hold down the movement keys; the game seems to temporarily ignore the mouse position and stops updating which way the player is facing. The game does not freeze - it's just as if it stops paying attention to the position of the mouse.
Here's the code I'm using to get key presses and releases:
public function keyPressed(e:KeyboardEvent):void {
switch (e.keyCode) {
case 32:
_keySpace = true;
break;
case 81:
if (!keyQ) {
keyQ=true;
}
break;
case 69:
if (!keyE) {
keyE=true;
}
break;
case 65:
if (!keyA) {
keyA=true;
}
break;
case 68:
if (!keyD) {
keyD=true;
}
break;
case 87:
if (!keyW) {
keyW=true;
}
break;
case 83:
if (!keyS) {
keyS=true;
}
break;
}
}
public function keyLift(e:KeyboardEvent):void {
if (e.keyCode==32) {
_keySpace = false;
} else if (e.keyCode==81) {
keyQ=false;
} else if (e.keyCode==69) {
keyE=false;
} else if (e.keyCode==65) {
keyA=false;
} else if (e.keyCode==68) {
keyD=false;
} else if (e.keyCode==87) {
keyW=false;
} else if (e.keyCode==83) {
keyS=false;
}
}
And the code to update the mouse position is just an ENTER_FRAME event:
addEventListener(Event.ENTER_FRAME, enterFrame);
...that triggers the main game loop. Here's the relevant part that uses the mouse position. The mouseX and mouseY properties are used in Player to rotate the view left/right and up/down.
private function enterFrame(e:Event=null):void {
_player.update(mouseX, mouseY);
}
All of that works fine - it's just this problem with holding down the strafing keys; it's as if, once the key starts repeating, the game is taking all its time resolving those events and neglects to update the rotation - even though it's not dependent on a MouseEvent.
Does anyone know how to make Flash ignore repeating keys when the key is held down? Or is there some other problem?
Cheers.
You could check when your key handler was last triggered, and if it's more recently than a certain threshold, ignore it. You could make it a tenth of a second:
private static const KEY_THRESHOLD:int = 100; // 100 ms = 1/10 second
private static var lastPressedAt:int;
public function keyPressed(e:KeyboardEvent):void {
var now:int = new Date().getTime();
if (lastPressedAt > 0 && now - lastPressedAt < KEY_THRESHOLD) {
return;
}
lastPressedAt = now;
// etc...
I have a question about action script 3.
I am making a game, the basic rule of the game is:
an object falls from the top
the hero(user) has to avoid the object
if the object hits the ground or the hero: the hero dies or the object falls again from the top.
I am using the add child method for the object, and timer function for the fall.
the problem is:
when the object hits the ground, the function does not loop. it ends just like that. so there wont be any falling objects anymore.
please help me. thanks :)
stage.addEventListener(Event.ENTER_FRAME, addfire1);
function addfire1(e:Event):void
{
if (api1==false)//if object is not on the stage
{
randomx = randomRange();//generate random X
addChild(api);
api.x = randomx;//set x
api1 = true;//object is now on stage
}
if (api.hitTestObject(hero) || api.hitTestObject(ground))
{
falltimer.stop();
//stop timer;
falltimer.reset();
//reset fall Count to zero ;
removeChild(api);//object removed
api1=false;
}
}
function firefall(Event:TimerEvent):void
{
if (api1)
{
api.y += 20;//set speed y
}
}
Just separate the two cases: hero and floor.
if (api.hitTestObject(hero))
{
falltimer.stop();
//stop timer;
falltimer.reset();
//reset fall Count to zero ;
removeChild(api);//object removed
api1=false;
}
else if (api.hitTestObject(ground))
{
//reset object's position
api.y = -20;
}
Assuming there is only one object falling at the time I'd not remove the object but instead just move it to the original y position and a new x position. And instead of having the timer i'd create an update-function that runs every time you enter a frame.
stage.addEventListener(Event.ENTER_FRAME, update);
private function update(e:Event):void
{
if(!api1) //if object is not on the stage (same as api1==false)
{
addfire1();
}
if(api1) //if object if on stage (same as api1==true)
{
firefall();
}
}
private function addfire1(e:Event):void
{
randomx = randomRange();//generate random X
addChild(api);
api.x = randomx;//set x
api1 = true;//object is now on stage
if (api.hitTestObject(hero))
{
hitHero(); //execute what should happen to the hero when the he is hit
resetFire();
}
else if(api.hitTestObject(ground))
{
resetFire();
}
}
private function firefall(Event:TimerEvent):void
{
api.y += 20;//set speed y
}
private function resetFire():void
{
api.x = randomRange();
api.y = 0;
}
If you write it like this you don't have to mix stuff up. Try to keep everything seperated, one function does one thing. If you are making a big game try to seperate everything in classes.
Hopefully this fixes the problem and makes it easier for you to finish the game :)
I want to stop the movieclips movement when it hits a wall (another movieclip).
The example below works, but after the collision the movieclip 'blocks' all movement to the left...
My question to you is, is this a good way and why isn't it working well?
There will be something wrong in this code, but i'm learning.
For now the example with the leftArrow key;
variables to check the key, if it's hitting the walls and if it's moving or not:
var leftArrow:Boolean;
var speed:int = 10;
var hitting:Boolean;
var ismoving:Boolean;
event listeners for the keys/movement and detecting collision:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.addEventListener(Event.ENTER_FRAME, walking);
stage.addEventListener(Event.ENTER_FRAME, detectHit);
detecting collision function:
function detectHit(e:Event) :void
{
if(char.hitTestObject(bounds))
{
hitting = true;
}
}
function to the left arrow key:
function keyPressed(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT)
{
leftArrow = true;
}
}
function keyReleased(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT)
{
leftArrow = false;
}
}
And the reason it's not working is probably here, but I don't understand why not:
function walking(event:Event):void {
if (rightArrow) {
char.x += speed;
}
if (leftArrow && ! hitting) {
char.x -= speed;
}
else
{
ismoving = false
}
if (leftArrow && ! hitting)
char will move if hitting is false. When char.hitTestObject(bounds) is true you are setting hitting to true. You are not setting hitting again to false anywhere. That's why once left wall is hit it stops left movement permanently. You need to figure out suitable condition to set hitting to false again.
Adding an else branch in detectHit should solve the problem.
function detectHit(e:Event):void {
if(char.hitTestObject(bounds))
{
hitting = true;
} else {
hitting = false; // add this
}
}
Allthough Taskinoor's method should work, I would suggest another way to do your hittests.
Since you probably are creating a game (character and bounds), you will have more than one bound. In that case, I would strongly suggest bitmap-hittesting. This way, you can create all your bounds in one movieclip and test for a hit.
I will explain this by using the example of a maze. The maze would then be some lines in a movieclip, randomly put together. If you use HitTestObject and you aren't hitting one of the lines, but your character is over the movieclip, hitTestObject will return true, even though you are not hitting a wall. By using bitmapHitTesting, you can overcome this problem (BitmapHitTest takes transparant pixels into account, whereas hitTestObject does not).
Below you can find an example of how to do bitmapHitTesting. Creating the bitmaps in this function is not necesarry if they do not change shape. In that case, I would suggest placing the code for the bitmapdata in a added_to_stage-method.
private var _previousX:int;
private var _previousY:int;
private var _bmpd:BitmapData ;
private var _physicalBitmapData:BitmapData;
private function walkAround(e:Event):void
{
var _xTo:int = //Calculate x-to-position;
var _yTo:int = //Calculate y-to-position;
//If your character doesn't change shape, you don't have to recalculate this bitmapData over and over.
//I suggest placing it in a ADDED_TO_STAGE-Event in that case.
_bmpd = new BitmapData(char.width, char.height, true, 0);
_bmpd.draw(char);
//If your bounds are static, you don't have to recalculate this bitmapData over and over.
//I suggest placing it in a ADDED_TO_STAGE-Event in that case.
_physicalBitmapData = new BitmapData(bounds.width, bounds.height, true, 0);
_bmpd.draw(bounds);
//The below line is the actual hittest
if(_physicalBitmapData.hitTest(new Point(0, 0), 255, _bmpd, new Point(char.x, char.y), 255))
{
char.x = _previousX;
char.y = _previousY;
}
else
{
char.x = _xTo;
char.y = _yTo;
}
_previousX = char.x;
_previousY = char.y;
}
Look at my hint,
function loop(Event)
{
if(isHit==false)
{
if(isRight==true){head_mc.x+=1}
if(isLeft==true){head_mc.x-=1}
if(isUp==true){head_mc.y-=1}
if(isDown==true){head_mc.y+=1}
}
if(head_mc.hitTestObject(build_mc))
{
isHit=true;
if(isRight==true){head_mc.x-=1}
if(isLeft==true){head_mc.x+=1}
if(isUp==true){head_mc.y+=1}
if(isDown==true){head_mc.y-=1}
}
else
{
isHit=false;
}
}
I use step back to opposite direction instead.