I'm creating flash fighting game 1vs1.
Here is Hero (local-player) and Enemy (remote-player). How I need to setup them correctly that after connection to arena they will be spawned successfully?
I mean if player 1 connects to arena he should be declared as Hero (local-player) and for him player 2 should look like Enemy (remote-player).
The same for player 2. He should be declared as Hero (local-player) and for him player 1 should look like Enemy (remote-player).
Here are 2 character's templates to choose and here is code:
public function selectHero(what:int):void {
// this is called with correct "what", design yourself. I use array index
var whatHero:Class = heroes[what]; // get selected hero symbol
if (Hero && Hero.parent) Hero.parent.removeChild(Hero);
// clean up previous hero. Drop listeners here, if any
Hero = new whatHero(); // get new hero
// process as usual, don't forget to "addChild(Hero)" somewhere
create_hero();
}
function choosePlayer(event:MouseEvent):void {
selectHero(0); // here choose first template
start(event);
}
function create_hero()
{
addChild(Hero);
}
So Hero added to stage (It is local-player).
This is how I declare Enemy:
public var Enemy:Priesas = new Priesas; //Priesas is instance name of Enemy
So as I understand I don't need to use addChild(Enemy); because will be added just template, how to add remote-player Hero (from other computer) that will be declared as Enemy? Or something like that.
This game is creating for Facebook. For that is needed AppWarp? Thank you for answers.
Yes, you would need AppWarp to connect the two players and to exchange messages between them. This seems similar to one of the samples of AppWarp (smiley space shooter). Have you already explored the samples and documentation?
http://appwarp.shephertz.com/game-development-center/actionscript3-game-developers-home/
Related
I'm currently trying to code an interactive timeline for my Uni project (keep in mind im a new coder) and we go over basic actionscript stuff. I was taught to communicate between scripts using a movieclip variable and declaring this.parent.
I have 3 scripts, one that controls the button that is used to move forward in the timeline, one is main, and the other controls the text box which displays the timeline. I placed a number variable in main, initialised at 0(timeCount). In the button script, i have it linked to main using refToMain, my movieclip variable. Within the button script, if the user clicks on the button, it rises the number variable from main using refToMain(refToMain.timeCount). It was my ambition to have the text box script track the number and each number has a different bit of the timeline on. However, when I trace timeCount in the button script, the number seems fine and raises accordingly, however it doesnt change the number in any other script. How can I fix this using basic as3 code?
In Main:
var timeCount:Number = 0;
In Button:
public function mDown (mDown:MouseEvent){
refToMain.timeCount += 1;
if(refToMain.timeCount >= 10){
refToMain.timeCount = 10;
}
trace(refToMain.timeCount);
In timeline:
if(refToMain.timeCount == 0){
timelineText.text = "welcome"
}
if(refToMain.timeCount == 1){
timelineText.text = "hello"
}
Are you expecting the code in your timeline to run continuously instead of just once? A frame script will only run once each time the timeline reaches that frame. And if you only have one frame, the timeline won't advance at all. If that's the case, a simple fix would be to add another frame to your timeline with F5, and then your timeline will alternate between your two frames forever so that your script on frame 1 will execute every other frame.
A better option would be to call the script that updates the timeline text directly every time the button is clicked. So you would move the code from your timeline script to your button script like this:
public function mDown (mDown:MouseEvent) {
refToMain.timeCount += 1;
if(refToMain.timeCount >= 10) {
refToMain.timeCount = 10;
}
trace(refToMain.timeCount);
if(refToMain.timeCount == 0) {
MovieClip(root).timelineText.text = "welcome";
}
if(refToMain.timeCount == 1) {
MovieClip(root).timelineText.text = "hello";
}
}
There are several ways and approaches to access objects and variables across your application.
1) Traversing. The (probably) older and the most straightforward one is fully understanding and controlling the display list tree. If you understand where your current script is and where your target script is, you just traverse this tree with root to go straight to the top, parent to go level up and getChildByName or [] or dot notation to go level down.
Pros: it's simple. Contras: The weak point of this approach is its inflexibility. Once you change the structure of display list tree, the access would presumably be broken. Also, this way you might not be able to access things that are not on the display list. Also, there are cases the dot notation would not work, and there are cases getChildByName would not work. Not that simple, after all.
2) Bubbling events. These are events that bubble from the depths of display list to the root. Mouse events are bubbling: you can catch it anywhere from the deepest object that had some mouse event then all its parents right up to the stage. You can read about them here. So, you can send bubbles from whatever depth you want then intercept them at the any parent of the event target:
// *** TextEvent.as class file *** //
package
{
import flash.events.Event;
public class TextEvent extends Event
{
static public const TEXT_EVENT:String = "text_event";
public var text:String;
// Although it is not a very good practice to leave the basic Event
// parameters out of it, but it will do for this example.
public function TextEvent(value:String)
{
// Set type = "text_event" and bubbles = true.
super(TEXT_EVENT, true);
text = value;
}
}
}
// *** Button script *** //
import TextEvent;
// Dispatch the event.
dispatchEvent(new TextEvent("welcome"));
// *** Main timeline *** //
import TextEvent;
// Subscribe to catch events.
addEventListener(TextEvent.TEXT_EVENT, onText);
function onText(e:TextEvent):void
{
// Extract the passed text value.
timelineText.text = e.text;
}
Pros: it is good in an app architecture terms. Contras: you cannot catch the bubbling event at the point that is not parent of event source.
3) Static class members. Or singleton pattern, its basically the same. You can devise a class that shares certain values and references over the whole application:
// *** SharedData.as class file *** //
package
{
import flash.display.MovieClip;
public class SharedData
{
static public var MainTimeline:MovieClip;
}
}
// *** Main timeline *** //
import SharedData;
// Make root accessible from anywhere.
SharedData.MainTimeline = this;
// *** Button script *** //
import SharedData;
// You can access main timeline via shared reference.
SharedData.MainTimeline.timelineText.text = "welcome";
Pros: you are not limited by display list structure any more, you can also share non-visual instances this way, anything. Contras: careful with timelines, they tend to destroy and create timeline instances as playhead moves, so it is not impossible to end up with a reference to a removed object while timeline holds a new instance that is no longer shared.
I am trying to load multiple external SWFs in one main SWF.
I start with the main swf. Now I need to link 4 games to it.
I have created 4 different loaders and I make it load each game into a different frame for each game. Ie when I go to frame 1 for example it will load game1. The code I am using for each game frame is:
public function LoadGame1(evt:MouseEvent):void {
trace("load game1");
this.gotoAndPlay("Game1");
var url:URLRequest = new URLRequest("game1.swf");
game1Loader.load(url);
addChild(game1Loader);
}
game 2 is the same with the exception of game1 it will be game2 etc.
Now my issue is when I close each game and go to another it does not work. I can not load another game or reload it. When I go back to the menu I use:
public function backFunc(evt:MouseEvent):void {
trace("menu");
myLoader.unload();
game1Loader.unload();
game2Loader.unload();
game3Loader.unload();
game4Loader.unload();
this.gotoAndPlay("Menu");
}
I'm assuming it has something to do with the unloading - it unloads it all and closes the loader. Ive tried removeChild(game1Loader) etc but it doesn't work? The game will close and it will go back to the menu but then I will not be able to get back into the game or load another one?
Please help :(
Flash timelines are kind of like a static state machine; moving from frame-to-frame will run all of the document code at that frame (every time). It also resets the value of the content to the state it was in during design time (so, frame = design + code). Because of the headaches this model can cause, I highly recommend you do all of your design & code in a single frame.
The way you've written your sample code, it seems to imply that you're writing custom functions for each of your game loaders. You can unify that by driving all the btn events through the same function and depending on some differentiating property (like their names), load the appropriate game.
Finally, I suspect the reason your loaders stop working is because you've unloaded and removed them from the stage. That stuff gets garbage collected. Rather than making the loader a global object, feel free to create a new one each time you make your loadGame() call.
// We'll store our buttons in an array to make it easier to register for events.
var btns:Array = [
btn_Load1,
btn_Load2,
btn_Load3
]
// Now cycle over them in bind to our listener
for each (var btn:MovieClip in btns) {
btn.addEventListener("mouseUp", btnEvents);
}
function btnEvents(e:MouseEvent):void {
// With one event listener, we can sort out each condition
switch (e.currentTarget.name) {
case "btn_Load1":
loadGame("game1.swf")
break;
case "btn_Load2":
loadGame("game2.swf")
break;
case "btn_Load3":
loadGame("game3.swf")
break;
}
}
function loadGame(url:String):void {
// Now we only have to write our loader code once (for all buttons)
trace("Loading " + url);
// Because we're unloading our swfs (and unloaded assets get garbage collected),
// we'll want to make a new loader each time we call a load op
var loader:Loader = new Loader();
loader.name = "current_game";
loader.load(new URLRequest(url));
addChild(loader);
}
function backFunc(evt:MouseEvent):void {
// Dynamically find our current game, and unload it.
trace("menu");
getChildByName("current_game").unload();
}
Im making a game that was built from 3 classes right now.
1st is the main document,
the player,
and the enemy.
My question is, how do I interacte between the player and the enemy classes.
for example, how do I call from the player class a function from the enemy class?
or how do I change the enemy class's variable value from the player class?
is there a general name to it so i can learn it myself?
Im quite new to actionscript 3 (2 months expirience) and Im designing my 3'd game right now.
Somehow i managed to get by. making lots of non effective functions in the document class which made my code exetremly long.
use a new static class (in addition to the classes you've built)
InteractionManager
that stores the reference to the enemy and the player
package {
public class InteractionManager {
public static var enemy:Enemy = new Enemy();
public static var player:Player = new Player();
[special interaction methods besides the player and enemy methods]
.
.
.
}
}
the player can call
InteractionManager.enemy.method();
and the enemy can call
InteractionManager.player.method();
I'm writing a game where you have to go through a maze. I want this game to have different levels. But for each level, the maze is going to be different. So I drew other walls. But I do not want to write my collision detection method 50 times if I have 50 different levels.
I thought of a way of fixing it, but it's not working. I created a new symbol with nothing in it and named it wall. I think that I can make my wall = wall1 (another symbol I converted, and exported for as), and just do stage.addChild(wall). But I can't find a way to do that. So I need help!
Make a generic class e.g. Wall and make your library symbols use that for their base class. You won't need to create them at runtime using ActionScript for this inheritance to work, you can still just place your MovieClips on the stage.
The next thing you need to do is store these Walls somewhere. Because you seem inexperienced with ActionScript, and want to avoid writing code for new levels, you can automate this process using a manager type class. We will call this class WallManager and it will look like this:
public class WallManager
{
private static var _walls:Vector.<Wall> = new <Wall>[];
internal static function register(wall:Wall):void
{
_walls.push(wall);
}
public static function reset():void
{
_walls = new <Wall>[];
}
public static function get walls():Vector.<Wall>{ return _walls; }
}
Then we'll create your Wall class. Within the constructor for this class, we will automatically have the Wall add itself into the WallManager listing:
public class Wall extends Sprite
{
public function Wall()
{
WallManager.register(this);
}
public function touchingMouse(mouseX:int, mouseY:int):Boolean
{
// For this example I am checking for collisions with the
// mouse pointer. Replace this function with your own collision
// logic for whatever it is that is supposed to collide with
// these walls.
if(parent === null) return false;
var bounds:Rectangle = getBounds(parent);
return bounds.contains(mouseX, mouseY);
}
}
This setup is not 'best practice', but it is suitable in your situation because your project seems small, you appear to be working on it alone, it's simple and it gets the job done.
At the end of each level, use WallManager.reset() to remove the walls from the previous level. For checking collisions across all walls, just use a loop like this:
for each(var i:Wall in WallManager.walls)
{
var collision:Boolean = i.touchingMouse(mouseX, mouseY);
if(collision)
{
// There was a collision.
//
//
}
}
You can make one MovieClip with 50 frames saying stop() on the first frame and do your code like this:
private var wallnum:int;
public function Main()
{
stop();
wallnum = 1;
var wallobj = new Wall();
addChild(wallobj);
wallobj.gotoAndStop(wallnum);
}
For collision detection, I recommend Pixel Perfect Collision Detection (https://code.google.com/p/master-air-controller/source/browse/trunk/master-air-controller/src/PixelPerfectCollisionDetection.as?spec=svn6&r=6)
I've started building a rough game engine framework in Flash Professional and I'm curious how I can create objects in the Flash library that I'm able to drag onto the stage and assign properties that are accessible from AS3.
Example:
I want to create a switch object (e.g. a light switch), so that when the player interactes with it, it triggers something specific in code such as a light in the room turns on.
I understand that Flash has built in UI components that you can define properties within the Flash Professional environment (see image below), and I'm wondering if there's a way to create my own custom style components so that I can essentially have my level file open in flash (.fla) and then drag a switch component from my library, and type in some information such as what light it is controlling, and any other information I want.
(above is an example of the type of parameter control I'm looking for)
I've read a bit about extending the flash UIComponent class but I feel that that's not the right approach because it's overkill for what I want. All I want is to pass some basic parameters from a library stage instance into AS3. I do not want to pass data via the instance name because this seems very messy if I want to have more complex interaction.
Thanks!
I would create a "switch" movie clip and export it to actionscrip, same with a "light" movie clip. The in the main class .as file I would inset them into the stage, using addChild (clips) and then add a click listener to the "switch" movie clip to control the "light".
This can be easily done.
Component(s) are wrong approach in my opinion.
Firstly you would want to setup Actionscript linkage / label your Library item.
In Library Panel.
- Right Click on "yourMC" >> click "Properties".
- In Properties dialog Tick "Export for Action Script"
- Then Name your Class eg "yourMC_Class"
now MC is ready to be referenced in your code.
next you would want to Dynamically add your "yourMC" from library to stage.
which can be done like such.
// first reference library item
var yourMC_ref:yourMC_Class = new yourMC_Class();
// Then load dynamic mc item into var
var your_MC_OBJ = yourMC_ref;
// then add your MC to stage.
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
in a nutshell that's how I add library items to stage.
Obviously thats the basic function / code.
In a project I would have all code in an external class, in which case you would just set vars as public vars
public var yourMC_ref:yourMC_Class = new yourMC_Class();
public var your_MC_OBJ = yourMC_ref;
and the last 3 lines of code into a public function
public function ADD_First_MC()
{
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
}
Now 'your_MC_OBJ' can be used in more complex ways.
eg. to create a light switch there are many options depending on how you need to approch functionality.
eg. Apply a different MC library item to "your_MC_OBJ"
play specific frame within MCs.
However If it was me I would just use mouse function to switch light on or off using addChild removeChild.
eg.
public var LightON = 0;
public var yourMC_ref:yourMC_Class = new yourMC_Class();
public var your_MC_OBJ = yourMC_ref;
then create a public function that handles on / off events
public function LightON_OFF()
{
if(LightON == 1)
{
this.addChild(your_MC_OBJ);
your_MC_OBJ.x = 200;
your_MC_OBJ.y = 100;
}
if(LightON == 0)
{
this.removeChild(your_MC_OBJ);
}
}
Hope this helps.
So, for what you want, while it may not be the best way to do what you want, I understand it's your experience you are constructing.
Use components, yes...in the following way (the most simple one):
Create a Movie Clip
Right-click it in library
Click on "Component Definitions"
Add a property, set a name, a variable name (var test, for this matter) and a default value
Click OK
Open your movie clip
Open code for the first frame and declare the variable without an initial value (var test:String;)
Trace it's value ( trace( test ); )
Go back to the stage root
Drag and drop the item from library to stage
Test it (Cmd/Ctrl + Enter) (maybe it will print null, dunno why, it ignores the default value sometimes)
Select your component on stage
Open the properties panel (Windows > Properties)
Go to Component Parameters on this panel and change the property value
You should see the value traced on console
And, I think, like this you can use properties from components for what you want, like using a String and getting the controlled mc by its name.
Good luck
I think what people are trying to say is that you can have the whole thing is data driven, and so you can combine the IDE with the data to come up with your final game.
But consider this ... it might be what you want.
If you have, for instance, a BaseSwitch Class:
public Class BaseSwitch extends MovieClip {
private var _lightName:String;
private var _light:Light;
public function get lightName():String {
return lightName;
}
public function set lightName(value:String):void {
if (value != _lightName) {
_lightnName = value;
//Note I don't advocate having children reach into their parents like this,
//but you sound like you don't want the parent involved in the process, so
//this is one way you could do it.
if (parent.hasOwnProperty(lightName) && parent[lightName] is Light) {
_light = parent[lightName];
} else {
trace('Could not find light', _lightName);
}
}
}
//other code to listen for gestures and operate the light
}
Now, when you want a switch to operate a specific light name, create a library instance and set its base class to BaseSwitch. When you close the dialog where you set the base Class, you'll notice that it gives you a dialogue that it couldn't find the Class in the Class path and one will be generated. You're going to replace it with a Class that sets the lightName. Create a new AS3 Class in the root directory with the same name as your library instance. It should look something like this:
public class SpecificSwitch {
public function SpecificSwitch() {
super();
lightName = 'theSwitch';
}
}
Other possible choices involve having the parent Class match up instances of switch with instances of light based on name, so if it finds a light1 and a light1Switch, it either gives a reference to the light to the switch or it simply sets up a mapping in its own event listening system.