AS3 Object Bin and Reset Button - actionscript-3

I am trying to create a game for kids where they can drag letters on to a stage to make words.
I want to add a 'trash can' where users can drag letters they no longer need to dispose of them. I have created the movie clip but am totally unsure how to make it function using AS3.
I would also like to add a reset button so that the stage reverts to it's original state. Again, I have drawn it up and added the little as3 that I am aware of (to make it a button) but if anyone could assist with how to actually make this happen, I would be grateful.
The files are here: SWF | FLA and the code for the game is as follows:
import flash.display.MovieClip;
for (var i=1; i<27; i++)
{
this["object" + i].addEventListener(MouseEvent.MOUSE_DOWN, onStart);
this["object" + i].addEventListener(MouseEvent.MOUSE_UP, onStop);
}
var sx = 0,sy = 0;
function onStart(e)
{
sx = e.currentTarget.x;
sy = e.currentTarget.y;
e.currentTarget.startDrag();
}
function onStop(e)
{
if ( e.target.dropTarget != null &&
e.target.dropTarget.parent == dest &&
e.currentTarget.name != "copy" )
{
var objectClass:Class =
getDefinitionByName(getQualifiedClassName(e.currentTarget)) as Class;
var copy:MovieClip = new objectClass();
copy.name = "copy";
this.addChild(copy);
copy.x = e.currentTarget.x;
copy.y = e.currentTarget.y;
e.currentTarget.x = sx;
e.currentTarget.y = sy;
copy.addEventListener(MouseEvent.MOUSE_DOWN, onStart);
copy.addEventListener(MouseEvent.MOUSE_UP, onStop);
}
e.currentTarget.stopDrag();
}
resetButton.addEventListener(MouseEvent.CLICK, reset);
resetButton.buttonMode = true;
function reset(event:MouseEvent):void
{
//Not sure what AS3 to add here to reset to original state
}

I have already gave you the solution here Flash AS3 Clone, Drag and Drop
Here, I am providing a detail solution on how to drag objects inside a bin and remove them.
For dropping copied objects inside a bin, after dragging is stopped, check collision with bin object. for more info see,
copiedObject.hitTestObject(binObject)
For e.g.
First create trash-can MovieClip on the stage and give it an instance name 'trashCan' and add following lines to your onStop()(below e.currentTarget.stopDrag();)function like so:
UPDATE:
var copiedObjsArr:Array = [];
function onStop(e)
{
if ( e.target.dropTarget != null &&
e.target.dropTarget.parent == dest &&
e.currentTarget.name != "copy" )
{
//Code here remains same
//.......
//Keep collecting copied letters for further access in `reset()` function
copiedObjsArr.push(copy);
}
else if(e.currentTarget.name == "copy") //this is 'else if' (newly added)
{
var tarObject:MovieClip = e.currentTarget;
// These detects collision of dragged object with the trashCan
if(tarObject.hitTestObject(trashCan)) {
//These removes dragged object from the display list (not from the memory)
removeChild(tarObject);
tarObject = null; //to garbage
}
}
e.currentTarget.stopDrag();
}
And your reset() becomes like so:
function reset(event:MouseEvent):void
{
if(copiedObjsArr.length > 0)
{
//Traverse through all copied letters
for(var i:int = 0; i<copiedObjsArr.length; i++)
{
var objToRemove:MovieClip = copiedObjsArr[i];
removeChild(objToRemove);
objToRemove = null;
}
//Finally empty the array
copiedObjsArr = [];
}
}

Related

Modifying Display Object Color

I'm attempting to change the color of several display objects using colorTransform but can't get it working -
private function getChildren(mc:DisplayObjectContainer):Array {
var children:Array = [];
for (var i:int = 0; i < mc.numChildren; i++) {
var child:DisplayObject = mc.getChildAt(i);
if(child.name == "color1"){
children.push(child);
} else if(child.name == "color2"){
children.push(child);
}
if (child is DisplayObjectContainer) {
var childChildren:Array = getChildren((child as DisplayObjectContainer));
children = children.concat(childChildren);
}
}
return children;
}
and in my enter stage event:
var mychildren:Array = getChildren(this.spartan);
for each(var child:DisplayObject in mychildren) {
if(child.name == "color1"){
child.transform.colorTransform = _colorTransform1;
}
trace(child.name);
I've declared the color as _colorTransform1.color = 0xCCFF00
My character subsists of several movieclips that are currently either instances of color1:red or color2:green. As a new programmer I'm wondering if I should have proceeded with another method?
trace(child.name)
if(child.name == "color1"){
trace("found color!")
}
Alright, I kind of feel a little stupid right now because the answer was so darn obvious...
While attempting to change the color of the movieclip I had forgotten that the movieclip itself had not loaded yet. To fix this issue all I had to do was call the movieclip frame BEFORE I changed the color.

AS3 Error drag and drop multiple draggable object to multiple target

I want to make the game drag and drop to create multiple draggable objects and it can dragged to multiple targets. But I encountered an error when I drag to the first object that I choose to certain target object is not dragged to the target and then I drag it to another target then succeed. I wanted to fix it. And if you can fix it when the object is dragged to the target and then want to be replaced by another object then the dragged object will be replaced and returned to its original position.
This is a overview the program
And this is the source codes that I use
var xPos:int;
var yPos:int;
var poin:int = 0;
var namaobj1:String;
var namaobj2:String;
addListeners(membaca, menulis, berenang, sepakbola, melukis, memasak, menari, bercocoktanam, beladiri, bermainmusik);
proses.addEventListener(MouseEvent.CLICK,proses1);
function getPosition(target:Object):void
{
xPos = target.x;
yPos = target.y;
}
function dragObject(e:MouseEvent):void
{
getPosition(e.target);
e.target.startDrag(true);
}
function stopDragObject(e:MouseEvent):void
{
if (e.target.hitTestObject(getChildByName("target2")))
{
e.target.x = getChildByName("target2").x;
e.target.y = getChildByName("target2").y;
namaobj2 = e.target.name;
}
else if (e.target.hitTestObject(getChildByName("target1")))
{
e.target.x = getChildByName("target1").x;
e.target.y = getChildByName("target1").y;
namaobj1 = e.target.name;
}
else
{
e.target.x = xPos;
e.target.y = yPos;
}
pil1.text = namaobj1;
pil2.text = namaobj2;
e.target.stopDrag();
}
function addListeners(... objects):void
{
for (var i:int = 0; i < objects.length; i++)
{
objects[i].addEventListener(MouseEvent.MOUSE_DOWN, dragObject);
objects[i].addEventListener(MouseEvent.MOUSE_UP, stopDragObject);
}
}
I'm using draggable objects by putting addListener function.
I also include his .fla can be downloaded here ( TEST.FLA ) rather you can more easily apply fixed codes
You can add Mouse_UP event in your targets instead of you dragged objects. Then when the MOUSE_UP event is trigged, you will know which objects is your target(e.target) without hitTestObject. The code is as follows:
You could have to set dragged object's mouseEnabled when mouse down, and true after dragged.

How to check if user clicked on smaller object before larger object?

Hey Everyone so I am currently working on a game and the objective is for the user to click on objects on the stage. But the user has to click on the largest objects first before the user clicks on the smaller objects. I wanted to make it that if the user clicks on a smaller object first and not the larger one then the game will be over. I thought I could go about setting this up with booleans for each object on the stage but my if statements arent cutting it here is how I have it set up:
Here are my objects and booleans I use:
//Add box references
public var box_1:MovieClip;
public var box_2:MovieClip;
public var box_3:MovieClip;
public var box_4:MovieClip;
//Booleans
private var b1:Boolean;
private var b2:Boolean;
private var b3:Boolean;
private var b4:Boolean;
now I set all the Booleans to false and if the user clicks on one of the objects I set the Boolean to true.
Here are my if statements tied to my main ENTER_FRAME Listener:
private function level_1():void
{
if (b1)
{
mainScreen.box_1.gotoAndPlay("B1GONE");
b1 = false;
}else
if (b2)
{
mainScreen.box_2.gotoAndPlay("B2GONE");
b2 = false;
}else
if (b3)
{
mainScreen.box_3.gotoAndPlay("B3GONE");
b3 = false;
}else
if (b2 && !b1)
{
endGameCondition();
}
}
On this statement:
if (b2 && !b1)
{
endGameCondition();
}
I was trying to state that if box_2 is true meaning that its clicked on and box_1 hasnt been clicked on yet which is the larger object then the game is now over due to the user not clicking on the largest object first. I have it setup to where box_1 is the largest object and the others are the next size down.
Can anyone see why this isnt working correctly or if there is a better method in doing this?
**** UPDATE HOW MY MAIN CLASS IS SETUP NOW **************
Where I add all my Movie clips and variables:
public class boxTapEngine extends MovieClip
{
//Screens
private var mainScreen:mcMainScreen;
//Add box references
public var box_1:MovieClip;
public var box_2:MovieClip;
public var box_3:MovieClip;
public var box_4:MovieClip;
private var aBoxesArray:Array;
in my constructor function:
aBoxesArray = [box_1, box_2, box_3, box_4];
//AddMainScreen
mainScreen = new mcMainScreen();
mainScreen.x = (stage.stageWidth / 2);
mainScreen.y = (stage.stageHeight / 2);
stage.addChild(mainScreen);
//Initiate numbers
nLevel = 1;
for each(var box:MovieClip in aBoxesArray)
{
box.addEventListener(MouseEvent.CLICK, boxClick);
}
finally on the boxClick function:
private function boxClick(e:MouseEvent):void
{
var box:MovieClip = e.currentTarget as MovieClip; //get a reference to one that was just clicked
box.mouseEnabled = false; //we'll use this as a flag to know if it's been clicked yet
box.gotoAndPlay("BGONE");
//check to see if previous boxes have been clicked.
//this will iterate through all the boxes in order
for (var i:int = 0; i < aBoxesArray.length; i++)
{
if(aBoxesArray[i] == box) return; //if we've reached the currently clicked box, all is good, no need to keep checking so let's exit this loop and function
if (!aBoxesArray[i].mouseEnabled)
{ //one of the previous boxes hasn't been clicked yet
endGameCondition();
}
}
}
Probably isn't working because your final else if statement won't ever be reached (because you're handling b2 == true earlier on which will then bypass all other else statements). Plus your setting b2 to false when you handle it earlier, so it will always be false by the time it gets your final statement.
You need to move that final else if before you check for the other things. See code comments:
//Do this first, and not as a else if
if (b2 && !b1){
endGameCondition();
return; //no need to check checking things if it's game over
}
//now you can do the rest
if (b1)
{
mainScreen.box_1.gotoAndPlay("B1GONE");
b1 = false;
}else
if (b2)
{
mainScreen.box_2.gotoAndPlay("B2GONE");
b2 = false;
}else
if (b3)
{
mainScreen.box_3.gotoAndPlay("B3GONE");
b3 = false;
}
As an aside, you don't need the enter frame handler, you can just check everything on click. Something like this would work:
var boxes:Array = [box_1,box_2,box_3,box_4]; //make sure this is in order of what needs to be clicked first
//if you wanted to actually sort them dynamically based off total size (regardless of what order you've stuffed them in the array), you could add in something like this, which will order them from biggest to smallest:
boxes.sort(function(a,b){
//compare which item has a greater total area (width * height)
if(a.width * a.height > b.width * b.height) return -1; //A is bigger, so put a before b in the array
if(a.width * a.height < b.width * b.height) return 1; //put b before a in the array
return 0; //return 0 if they are the same
});
for each(var box:MovieClip in boxes){
box.addEventListener(MouseEvent.CLICK, boxClick,false,0,true);
}
function boxClick(e:Event):void {
var box:MovieClip = e.currentTarget as MovieClip; //get a reference to one that was just clicked
box.mouseEnabled = false; //we'll use this as a flag to know if it's been clicked yet
box.gotoAndPlay("BGONE");
//or you could just do this to get rid of the box:
if(box.parent) box.parent.removeChild(box);
//check to see if previous boxes have been clicked.
//this will iterate through all the boxes in order
for(var i:int=0;i<boxes.length;i++){
if(boxes[i] == box) return; //if we've reached the currently clicked box, all is good, no need to keep checking so let's exit this loop and function
if(!boxes[i].mouseEnabled){ //one of the previous boxes hasn't been clicked yet
endGameCondition();
}
}
}
//Store your clips in an array
var myClips:Array = [mc1,mc2,mc3,mc4];
//get the clip sizes and store it to an array.
var sizes:Array = new Array();
for (var i:uint = 0; i < myClips.length; i++) {
sizes.push(myClips[i].width);
}
//apply Numeric array sort.
sizes.sort(Array.NUMERIC);
function onClickAction(e:MouseEvent):void {
//Check wheather the array is empty or not.
if (sizes.length != 0) {
//Check wheather the clicked object bigger or not.
if (e.target.width == sizes[sizes.length - 1]) {
trace("Bigger");
e.target.alpha = .5;
sizes.splice(sizes.length-1,1);
} else {
trace("Smaller");
}
}
}

use 1 object multiple times in as3?

I'm trying to make something like bookmarks, I have 1 note on the stage and when the user clicks it, it starts to drag and the users drops it where they want. the problem is I want these notes to be dragged multiple times.. here is my code:
import flash.events.MouseEvent;
//notess is the instance name of the movie clip on the stage
notess.inputText.visible = false;
//delet is a delete button inside the movie clip,
notess.delet.visible = false;
//the class of the object i want to drag
var note:notes = new notes ;
notess.addEventListener(MouseEvent.CLICK , newNote);
function newNote(e:MouseEvent):void
{
for (var i:Number = 1; i<10; i++)
{
addChild(note);
//inpuText is a text field in notess movie clip
note.inputText.visible = false;
note.x = mouseX;
note.y = mouseY;
note.addEventListener( MouseEvent.MOUSE_DOWN , drag);
note.addEventListener( MouseEvent.MOUSE_UP , drop);
note.delet.addEventListener( MouseEvent.CLICK , delet);
}
}
function drag(e:MouseEvent):void
{
note.startDrag();
}
function drop(e:MouseEvent):void
{
e.currentTarget.stopDrag();
note.inputText.visible = true;
note.delet.visible = true;
}
function delet(e:MouseEvent):void
{
removeChild(note);
}
any help will be appreciated.
You need to create a new instance of your note class when you drop, copy the location and other variables from the note you were dragging, add your new note to the stage, and return the dragging note to its original position.
Something like:
function drop($e:MouseEvent):void
{
$e.currentTarget.stopDrag();
dropNote($e.currentTarget as Note);
}
var newNote:Note;
function dropNote($note:Note):void
{
newNote = new Note();
// Copy vars:
newNote.x = $note.x;
newNote.y = $note.y;
// etc.
// restore original note.
// You will need to store its original position before you begin dragging:
$note.x = $note.originalX;
$note.y = $note.orgiinalY;
// etc.
// Finally, add your new note to the stage:
addChild(newNote);
}
... this is pseudo-code really, since I don't know if you need to add the new note to a list, or link it to its original note. If you Google ActionScript Drag Drop Duplicate, you will find quite a few more examples.
I think you are not target the drag object in drag function and problem in object instantiation
for (var i:Number = 1; i<numberOfNodes; i++) {
note = new note();
addChild(note);
...
....
}
function drag(e:MouseEvent):void{
(e.target).startDrag();
}
If you are dragging around multiple types of objects (eg. Notes and Images), you could do something like this, rather than hard coding the type of object to be instantiated.
function drop(e:MouseEvent):void{
// Get a reference to the class of the dragged object
var className:String = flash.utils.getQualifiedClassName(e.currentTarget);
var TheClass:Class = flash.utils.getDefinitionByName(className) as Class;
var scope:DisplayObjectContainer = this; // The Drop Target
// Convert the position of the dragged clip to local coordinates
var position:Point = scope.globalToLocal( DisplayObject(e.currentTarget).localToGlobal() );
// Create a new instance of the dragged object
var instance:DisplayObject = new TheClass();
instance.x = position.x;
instance.y = position.y;
scope.addChild(instance);
}

Multiple movieclips all go to the same spot; What am i doing wrong?

So I'm trying to shoot multiple bullets out of my body and it all works except I have an odd problem of just one bullet showing up and updating to set position for the new ones.
I have a move able player thats supposed to shoot and I test this code by moving the player and shooting. Im taking it step by step in creating this.
The result of tracing the bulletContainer counts correctly in that its telling me that movieclips ARE being added to the stage; I Just know it comes down to some kind of logic that im forgetting.
Here's My Code (The Bullet it self is a class)
UPDATE*
Everything in this code works fine except for I stated earlier some code seems reduntned because I've resorted to a different approaches.
BulletGod Class:
public class bulletGod extends MovieClip{
//Register Variables
//~Global
var globalPath = "http://127.0.0.1/fleshvirusv3/serverside/"
//~MovieCLips
var newBullet:bulletClass = new bulletClass();
//~Boolean
var loadingBulletInProgress:Number = 0;
var shootingWeapon:Number = 0;
//~Timers
var fireBulletsInterval = setInterval(fireBullets, 1);
var bulletFireEvent;
//~Arrays
var bulletArray:Array = new Array();
var bulletType:Array = new Array();
var bulletContainer:Array = new Array();
//~Networking
var netBulletRequest:URLRequest = new URLRequest(globalPath+"bullets.php");
var netBulletVariables:URLVariables = new URLVariables();
var netBulletLoader:URLLoader = new URLLoader();
//~Bullet Image Loader
var mLoader:Loader = new Loader();
var mRequest:URLRequest = new URLRequest();
public function bulletGod() {
//Load every bullet for every gun
//Compile data to be requested
netBulletVariables.act = "loadBullets"
netBulletRequest.method = URLRequestMethod.POST
netBulletRequest.data = netBulletVariables;
netBulletLoader.dataFormat = URLLoaderDataFormat.VARIABLES;
netBulletLoader.addEventListener(Event.COMPLETE, getBulletImages);
netBulletLoader.load(netBulletRequest);
}
private function getBulletImages(bulletImageData:Event){
//Request every bullet URL image
//Set vars
var bulletData = bulletImageData.target.data;
//Load images
for(var i:Number = 0; i < bulletData.numBullets; i++){
bulletArray.push(bulletData["id"+i.toString()]);
bulletType.push(bulletData["bullet"+i.toString()]);
//trace(bulletData["id"+i]+"-"+bulletData["bullet"+i]);
}
//All the arrays have been set start firing the image loader/replacer
var imageLoaderInterval = setInterval(imageReplacer, 10);
}
private function imageReplacer(){
//Check to see which image needs replacing
if(!loadingBulletInProgress){
//Begin loading the next image
//Search for the next "String" in the bulletType:Array, and replace it with an image
for(var i:Number = 0; i < bulletType.length; i++){
if(getQualifiedClassName(bulletType[i]) == "String"){
//Load this image
mRequest = new URLRequest(globalPath+"ammo/"+bulletType[i]);
mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadImage);
mLoader.load(mRequest);
//Stop imageReplacer() while we load image
loadingBulletInProgress = 1;
//Stop this for() loop while we load image
i = 999;
}
}
}
}
private function loadImage(BlackHole:Event){
//Image has loaded; find which array slot it needs to go into
for(var i:Number = 0; i <= bulletType.length; i++){
if(getQualifiedClassName(bulletType[i]) == "String"){
//We found which array type it belongs to; now replace the text/url location with the actual image data
var tmpNewBullet:MovieClip = new MovieClip;
tmpNewBullet.addChild(mLoader);
//Add image to array
bulletType[i] = tmpNewBullet;
//Restart loadingBullets if there are more left
loadingBulletInProgress = 0;
//Stop for() loop
i = 999;
}
}
}
//###############################################################################################################################################
private function fireBullets(){
//If player is holding down mouse; Fire weapon at rate of fire.
if(shootingWeapon >= 1){
if(bulletFireEvent == null){
//Start shooting bullets
bulletFireEvent = setInterval(allowShooting, 500);
}
}
if(shootingWeapon == 0){
//The user is not shooting so stop all bullets from firing
if(bulletFireEvent != null){
//Strop firing bullets
clearInterval(bulletFireEvent);
bulletFireEvent = null
}
}
}
private function allowShooting(){
//This function actually adds the bullets on screen
//Search for correct bullet/ammo image to attach
var bulletId:Number = 0;
for(var i:Number = 0; i < bulletArray.length; i++){
if(bulletArray[i] == shootingWeapon){
//Bullet found
bulletId = i;
//End For() loop
i = 999;
}
}
//Create new bullet
//Create Tmp Bullet
var tmpBulletId:MovieClip = new MovieClip
tmpBulletId.addChild(newBullet);
tmpBulletId.addChild(bulletType[bulletId]);
//Add To Stage
addChild(tmpBulletId)
bulletContainer.push(tmpBulletId); //Add to array of bullets
//Orientate this bullet from players body
var bulletTmpId:Number = bulletContainer.length
bulletTmpId--;
bulletContainer[bulletTmpId].x = Object(root).localSurvivor.x
bulletContainer[bulletTmpId].y = Object(root).localSurvivor.y
//addChild(bulletContainer[bulletTmpId]);
}
//_______________EXTERNAL EVENTS_______________________
public function fireBullet(weaponId:Number){
shootingWeapon = weaponId;
}
public function stopFireBullets(){
shootingWeapon = 0;
}
}
}
BulletClass:
package com{
import flash.display.*
import flash.utils.*
import flash.net.*
import flash.events.*
public class bulletClass extends MovieClip {
public var damage:Number = 0;
public function bulletClass() {
//SOME MOVEMENT CODE HERE
}
public function addAvatar(Obj:MovieClip){
this.addChild(Obj);
}
}
}
Well ... if I may say so, this code looks quite wrong. Either something is missing from the code or this code will never make the bullets fly.
First off, you can set x and y of the new bullet directly (replace everything after "orientate this bullet from players body" with this):
tmpBulletId.x = Object(root).localSurvivor.x;
tmpBulletId.y = Object(root).localSurvivor.y;
Perhaps this already helps, but your code there should already do the same.
But to let these bullets fly into any direction, you also need to add an event listener, like so:
tmpBulletId.addEventListener(Event.ENTER_FRAME, moveBullet);
function moveBullet(e:Event) {
var movedBullet:MovieClip = MovieClip(e.currentTarget);
if (movedBullet.x < 0 || movedBullet.x > movedBullet.stage.width ||
movedBullet.y < 0 || movedBullet.y > movedBullet.stage.height) {
// remove move listener, because the bullet moved out of stage
movedBullet.removeEventListener(Event.ENTER_FRAME);
}
// remove the comment (the //) from the line that you need
MovieClip(e.currentTarget).x += 1; // move right
// MovieClip(e.currentTarget).y -= 1; // move up
// MovieClip(e.currentTarget).x -= 1; // move left
// MovieClip(e.currentTarget).y += 1; // move down
}
This example lets your bullet fly to the right. If you need it flying into another direction, just comment out the line with the "move right" comment and uncomment one of the other lines.
This is of course a very simple example, but it should get you started.
I hope this helps, and that my answer is not the wrong answer to the question.
As far as I have expirienced it you can have only one copy of MovieClip object added to specific child. Best approach is to use ByteArray for the clip source and instantiate new MovieClip and pass the ByteArray as a source. It have something to do with child/parent relation since a DisplayObject can have only one parent (and a way to detach the object from scene too).
Well i ended up writeing the whole code from scratch for a 3rd time and ran into a similar problem and just for reference to anybody else that comes to a problem thats random as this one i found that problem was likly does to a conversion error somewhere that doesn't necessarily break any compiling rules. Just that i was calling a movieclip and not the class it self.