I have a function where I need to click and cube once and the cube will rotate to that side, then when i click and hold for 2 seconds will go to fifth page or when i click with no hold will start the cube rotating.
This is what I have
var numPressed:Number = 0
function side6(event:MouseEvent):void {
numPressed++;
if (numPressed % 2) {
SimpleZSorter.sortClips(container);
TweenLite.to(container, 1, {rotationX:-8,rotationY:193});
addEventListener(Event.ENTER_FRAME, rotateStop);
removeEventListener(Event.ENTER_FRAME, rotateThis);
}else if (NEED SOEMTHING HERE TO DETECT MOSUE HOLD AFTER SECONDS) {
gotoAndStop(5);
}
else{
addEventListener(Event.ENTER_FRAME, rotateThis);
}
}
The idea atm is numpressed calculates if the presses are odd or even, meaning 1 click will stop the cube rotating, 2 will start it again, a third will stop if and so forth, i need this to keep acting like that.
I need something in the second if statement, everything works well apart from getting it to work on holding the mouse.
Any help appreciated
Ian
I would suggest using MouseEvent.DOWN and MouseEvent.UP and store Date.time for this.
EG: This set of functions would track the ammount of millisenconds elapsed between the MouseEvent.DOWN and the MouseEvent.UP event.
private var mouseDownTime:Number = NaN,mouseUpTime:Number = NaN;
private function init():void
{
yourCubeObject.addEventListener(MouseEvent.DOWN,onMouseDown);
yourCubeObject.addEventListener(MouseEvent.UP,onMouseUp);
yourCubeObject.addEventListener(MouseEvent.OUT,onMouseOut);
}
private function onMouseOut(event:MouseEvent):void
{
mouseDownTime = mouseUpTime = NaN;//clear storage
}
private function onMouseDown(event:MouseEvent):void
{
mouseDownTime = new Date().time;//store system time in milliseconds since epoc
}
private function onMouseUp(event:MouseEvent):void
{
mouseUpTime = new Date().time;
if (!isNaN(mouseDownTime))//avoid error case where mouse went down outside object
{
if ((mouseUpTime - mouseDownTime) >= 2000)
{
//mouse held down for more the 2 seconds, your function here.
}
}
onMouseOut(event);//reset counters
}
Related
I've added the basic targets and applying drag and drop for my puzzle pieces, now Im having trouble making the shuffling aspect. As in, after the player completes or opens up the fla, each time will start the puzzle pieces in random places of the stage. I understand using arrays for shuffling somehow but Im not sure exactly how to achieve this. I've stored the instance of my 19 puzzle pieces inside the array but now I have no idea what to do with this array. Other tutorials were abit out of my league and leaves my head scratching.
Just started doing coding for flash professional so yeah, any help with the shuffling movie clips ie the puzzles pieces would be greatly appreciated.
Heres's my code, Im not posting the whole thing since from P1 to P19 is basically copy pasting:
import flash.events.Event;
stage.addEventListener(Event.ENTER_FRAME, EntFrame)
function EntFrame(e: Event) : void
{
P1.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
function fl_ClickToDrag(event:MouseEvent):void
{
P1.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
function fl_ReleaseToDrop(event:MouseEvent):void
{
P1.stopDrag();
}
if (T1.hitTestObject(P1.Tar1))
{
P1.x = 313.15;
P1.y = 242.75;
}
P19.addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag_19);
function fl_ClickToDrag_19(event:MouseEvent):void
{
P19.startDrag();
}
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop_19);
function fl_ReleaseToDrop_19(event:MouseEvent):void
{
P19.stopDrag();
}
if (T19.hitTestObject(P19.Tar19))
{
P19.x = 624.35;
P19.y = 455.60;
}
}
Here is what I hope is more holistic answer.
First, ditch those inline functions. Right now you make an ENTER_FRAME listener and inside that function you have inline function defined. This means every frame tick (which is tied to your frame rate, not the main timeline), those functions are going to get created again, and since you are adding them as handlers for listeners, they will stay in memory forever.
Here is a way you code this, showing ways to reduce redundancy and get rid of those memory leaks. This assumes the following:
You have 19 objects on the stage called T1 - T19, that represent the possible locations the pieces can go.
You have 19 pieces on the stage called P1 - P19, that, and the numbers correlate to the T locations as per the correct location of the piece.
//let's create a function to randomize the piece location
function seedPieces() {
//create an array consisting of the integers 1 - 19
var unusedSpaces:Vector.<int> = new Vector.<int>;
var i:int;
for (i = 1; i <= 19; i++) {
//populate that array
unusedSpaces.push(i);
}
var curLocation:DisplayObject; //helper var for the loop below
var curPiece:Sprite; //helper var for the loop below
//loop 19 times (from 1 - 19) - one iteration for each piece
for (i = 1; i <= 19; i++) {
curPiece = this["P" + i] as Sprite; //you can get the piece this way, or use an array if you've made one, like `pieces[i];`
trace(curPiece.name);
//splice removes and returns the item at the specified index (in this case a random number between 0 and arrays length less 1) - the second parameter is amount of items to remove (just 1 for this case)
curLocation = this["T" + unusedSpaces.splice(int(Math.random() * unusedSpaces.length), 1)] as DisplayObject;
trace(" ",curLocation.name);
//move the piece to the random location:
curPiece.x = curLocation.x;
curPiece.y = curLocation.y;
}
}
//NOW, as an aside, you should use a loop to add all your listeners for the sake of sanity - if you have them in an array, loop through that, or use the sloppy way like this:
for (var i:int = 1; i <= 19; i++) {
Sprite(this["P" + i]).addEventListener(MouseEvent.MOUSE_DOWN, fl_ClickToDrag);
}
//create a var to hold any piece that is currently being dragged, so you know which piece to stop drag on later
var currentDraggingItem:Sprite;
seedPieces();
function fl_ClickToDrag(event:MouseEvent):void
{
//assign this clicked item to the currentDraggingItem var
currentDraggingItem = event.currentTarget as Sprite;
//bring this one to the front
currentDraggingItem.parent.addChild(currentDraggingItem);
//you can use this one click handler for all pieces
//the piece that was actually clicked, is referenced by event.currentTarget
currentDraggingItem.startDrag();
//add the mouse up listener now that the mouse is currently DOWN
stage.addEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
//listen every frame while dragging
stage.addEventListener(Event.ENTER_FRAME, EntFrame);
}
function fl_ReleaseToDrop(event:MouseEvent):void
{
//if currentDraggingItem has a value, stop drag it
if (currentDraggingItem) {
currentDraggingItem.stopDrag();
//send to the back
currentDraggingItem.parent.addChildAt(currentDraggingItem,0);
}
//remove the mouse up and enter frame listener now that the mouse is UP
stage.removeEventListener(MouseEvent.MOUSE_UP, fl_ReleaseToDrop);
stage.removeEventListener(Event.ENTER_FRAME, EntFrame);
if(checkComplete()){
//game over, do something
}
}
function EntFrame(e: Event) : void
{
//this will snap the peice to the correct spot when the mouse is touching the correct spot
if(currentDraggingItem){
if (this[currentDraggingItem.name.replace("P","T")].hitTestPoint(mouseX,mouseY))
{
currentDraggingItem.x = this[currentDraggingItem.name.replace("P","T")].x;
currentDraggingItem.y = this[currentDraggingItem.name.replace("P","T")].y;
}
}
}
function checkComplete():Boolean {
//use a loop to go through all your pieces and check if they are in the right spot. Again, you could have them in an array, or do it the lazy way
for (var i:int = 1; i <= 19; i++) {
if (!this["T"+i].hitTestObject(this["P"+i]))
{
return false;
}
}
return true;
}
Well, in general you can shuffle with the following code:
var shuffledVector:Vector.<someClass> = new Vector.<someClass>;
while (originalVector.length > 0) {
shuffledVector.push(originalVector.splice(Math.random() * originalVector.length, 1)[0]);
}
Longer, explained version:
var shuffledVector:Vector.<someClass> = new Vector.<someClass>; //We will store our shuffled vector in here
var randomIndex:int; //Random index from the originalVector
var resultVector:Vector.<someClass>; //result from the originalVector.splice(...) function
var randomElement:someClass; //Random element from the originalVector
while (originalVector.length > 0) { //We will reduce the size of the originalVector until the originalVector is empty.
randomIndex = Math.random() * originalVector.length; //Calculate a random index within the range of the originalVector from 0 to originalVector.lenght-1 (note that the range decreases by one on every loop)
randomVector = originalVector.splice(randomIndex, 1); //Use splice to remove one element at the randomly choosen index, we will receive a vector with the removed element...
randomElement = randomVector[0]; //...so we need to access the element
shuffledVector.push(randomElement); //Add the randomly choosen element to our shuffled vector
}
I've written the code for a vector as i suggest to use a vector instead of an array, but the principle behind it is the same for an array.
In your case the originalVector is a vector filled with your P1-P19 Movieclips and someClass would be MovieClip. The originalVector is empty at the end and could be replaced with the shuffled one and of course it would make a lot more sense if you put the code in a seperate function like this:
function Shuffle(originalVector:Vector.<someClass>) : void {
var shuffledVector:Vector.<someClass> = new Vector.<someClass>;
while (originalVector.length > 0) {
shuffledVector.push(originalVector.splice(Math.random() * originalVector.length, 1)[0]);
}
originalVector = shuffledVector;
}
Offtopic, but important for further coding: Someone else already mentioned, that it is not good to add EventListeners on every frame, because it is absolutely unnecessary. You only need to add the Listeners once. Your code is very repetitive, you should use a function which accepts a MovieClip, x and y then call that function 19 times.
e.g.:
function setUpMovieClip(MC:MovieClip, x:int, y:int) : {
MC.addEventListener(MouseEvent.MOUSE_DOWN, clickToDrag);
//more code...
}
within the clickToDrag function you can access the MovieClip which was clicked via the event.target property:
function clickToDrag(e:MouseEvent) : {
e.target.startDrag();
//more code...
}
I hope you get the idea.
I've spent 14 hours on this problem. This is a basic collision checker that sets a MovieClip animation to play when a collision occurs. The clip is
currentBallObject.clip.
It works. The clips plays. But it repeats over and over.
private function checkCollisions():void
{
var i = balls.length;
while (i--)
{
var currentBallObject = balls[i];
if (currentBallObject.contact)
{
//condition hits ground
if (currentBallObject.ground)
{
currentBallObject.body.SetPosition(new b2Vec2(currentBallObject.startX / PIXELS_TO_METRE, currentBallObject.startY / PIXELS_TO_METRE));
currentBallObject.body.SetLinearVelocity(new b2Vec2(0, 0));
currentBallObject.body.SetAngularVelocity(0);
//currentBallObject.texture.pop();
}
else // it hit player
{
// assign clip texture to current position
currentBallObject.clip.x = currentBallObject.body.GetPosition().x * PIXELS_TO_METRE;
currentBallObject.clip.y = currentBallObject.body.GetPosition().y * PIXELS_TO_METRE;
// whisk old object away
currentBallObject.body.SetPosition(new b2Vec2(currentBallObject.startX / PIXELS_TO_METRE, currentBallObject.startY / PIXELS_TO_METRE));
currentBallObject.body.SetLinearVelocity(new b2Vec2(0, 0));
currentBallObject.body.SetAngularVelocity(0);
currentBallObject.contact = false;
}
}
}
}
I added this code to delete the MovieClip or somehow get rid of it after it has played through once. (42 frames). I also tried to add a frameListener and at least a dozen other suggestions. When I add
stop()
The animation doesn't play. It just loads the last frame. The code I have now is:
private function updateClips():void
{
var i = balls.length;
while (i--)
{
var currentBallObject = balls[i];
if(currentBallObject.clip)
{
var frame:int = currentBallObject.clip.currentFrame;
//trace(currentBallObject.clip.currentFrame);
if(frame == 42)
{
currentBallObject.clip._visible = false;
currentBallObject.clip.removeMovieClip();
currentBallObject.clip.enabled = -1;
}
}
}
}
I've tried counting the frames, putting it a run-once function, a frame exit listener, I am out of ideas. I just want to make a MovieClip run one time through. I also tried putting stop() in the timeline and then the animation didn't play. It just loaded the last frame.
Right now the collisions work but the animations stay on the screen forever, looping forever.
Edit: I got the code by Patrick to run without errors.
I added the event listener with the others like this:
_input = new Input(stage);
...
addEventListener(Event.ENTER_FRAME, oEF);
addEventListener(Event.ENTER_FRAME, update);
time_count.addEventListener(TimerEvent.TIMER, on_time);
time_count.start();
}
And then created a function:
private function oEF(e:Event):void{
var i = balls.length;
while (i--)
{
var currentBallObject = balls[i];
if (currentBallObject.clip.currentFrame >= currentBallObject.clip.totalFrames)
{
currentBallObject.clip.stop();
currentBallObject.clip.removeEventListener(Event.ENTER_FRAME, oEF);
if (currentBallObject.clip.parent) currentBallObject.clip.parent.removeChild(currentBallObject.clip);
}
}
}
But I still get the same problem as any other result. The MovieClip disappears on contact without the animation happening.
Through debugging I've learned more. The value of currentFrame starts off going 1-40 then stays at 40 for the rest of the execution.
So the MovieClip is always on the last frame for every object.
if clip is a MovieClip then you can use clip.totalFrames in an enterframe listener.
function oEF(e:Event):void{
if (this.currentFrame >= this.totalFrames){
this.stop();
this.removeEventListener(Event.ENTER_FRAME, oEF);
if (this.parent) this.parent.removeChild(this);
}
}
this.addEventListener(Event.ENTER_FRAME, oEF);
I figured it out.
if (currentBallObject.clip.currentFrame == currentBallObject.clip.totalFrames)
{
trace("Frame before kill: ", currentBallObject.clip.currentFrame);
currentBallObject.clip.x = 0;
currentBallObject.clip.y = 0;
}
The above block goes right after
var currentBallObject = balls[i];
It checks if the movieClip is on the last frame and then gets rid of the clip by setting clip.x & clip.y to 0. I could find no other way to stop the movie in this particular case.
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'm fairly new to ActionScript 3 (so I’m sorry if this is a naïve question) and I'm working on an existing project that uses a "Tree" menu. Each node in the tree represents a section in the application. Unfortunately, some of the section names (which are what's displayed in the node’s display value) are fairly long and requires the text to be truncated. As a result, there are times where the section names are cut off. To get around this, we want to give users the ability to see the entire title by moving their mouse cursor over the node for “X” seconds in which case a small pop-up renders the node's label.
Example
public var menuTree:Tree;
public function DoSomething(){
menuTree.addEventListener(ListEvent.ITEM_ROLL_OVER, onListItemRollover, false, 100);
}
private function onListItemRollover(event:ListEvent):void {
//IF MOUSE CURSOR IS STILL OVER NODE FOR "X" SECONDS DISPLAY NODE'S LABEL IN POP-UP
}
Thanks all in advance!
Without knowing more about your setup, I would probably setup something like this:
var timer:Timer;
var currentItem:*
for each (var node:* in menuTree) {
node.addEventListener(MouseEvent.MOUSE_OVER, overHandler);
node.addEventListener(MouseEvent.MOUSE_OUT, outHandler);
}
function overHandler(event:MouseEvent):void {
stopTimer();
currentItem = event.currentTarget;
timer = new Timer(2000, 1);
timer.addEventListener(TimerEvent.TIMER, showPopup);
timer.start();
}
function outHandler(event:MouseEvent):void {
stopTimer();
}
function showPopup(timerEvent:TimerEvent):void {
stopTimer();
//show popup code here
//use currentItem
}
function stopTimer():void {
if (timer) {
timer.stop();
timer.removeEventListener(TimerEvent.TIMER, showPopup);
}
}
So instead of adding the event listener to the menuTree you're going to loop though each item in the tree and add a listener to that item. Then when the user rolls over any given item it starts a timer that after 2 seconds will run a function to show the popup.
Alright, so I am fairly new to AS3 and I have a level in my game where you have to stay alive for 45 seconds. If I use a code like (Or if there is a better code, I'll use that one)
var myTimer:Timer = new Timer(1000, 1); // 1 second
myTimer.addEventListener(TimerEvent.TIMER, runOnce);
myTimer.start();
function runOnce(event:TimerEvent):void {
trace("runOnce() called # " + getTimer() + " ms");
}
How can I use this to make my game move to scene 6 if they stay alive for 45 seconds? I also want to display text on the animation that keeps track of how long they've been alive so they know how long they have left. How could I accomplish this?
private var startTime:int;
function startGame() {
// this is called when your game starts
startTime=getTimer();
... // rest of init code
}
function onEnterFrame(e:Event):void {
// main loop, whatever you need to do in here
currentTime=getTimer()-startTime; // here we receive the elapsed time
// pause handling is excluded from this example!!11
if (weAreDead()) {
survivalTime= currentTime;// here
...
} else if (currentTime>45000) {
//advance to scene 6 here
}
}
Set the listener for Event.ENTER_FRAME to onEnterFrame, start the game with setting the stored time, and pwn.
The simplest solution is to go ahead and use the timer, but set the value to 45000 and make sure to keep a reference of the timer or it will be garbage collected. Also, create a separate function which allows you to kill the timer from anywhere if this particular thing ever needs to just "go away" without completing.
public static const DELAY:int = 45;
private var _timer:Timer;
public function setTimer():void
{
_timer = new Timer( DELAY * 1000, 1 );
_timer.addEventListener( TimerEvent.TIMER_COMPLETE, timerCompleteHandler );
_timer.start();
}
private function timerCompleteHandler( event:TimerEvent ):void
{
disposeTimer();
goDoTheThingThatYouNeededToDo();
}
public function disposeTimer():void
{
_timer.stop();
_timer.removeEventListener( TimerEvent.TIMER_COMPLETE, timerCompleteHandler );
_timer = null;
}