My variable won't increment - actionscript-3

My code:
import flash.utils.Timer;
import flash.events.KeyboardEvent;
import flash.events.Event;
var tid:Timer = new Timer(5000);
var rightArrow:Boolean;
var leftArrow:Boolean;
var upArrow:Boolean;
var downArrow:Boolean;
var speed:int = 10;
var score:int = 0
tid.addEventListener(TimerEvent.TIMER, flyttRandom);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.addEventListener(Event.ENTER_FRAME, everyFrame);
txtScore.text = score.toString();
function flyttRandom (evt:TimerEvent):void
{
troll.x = Math.random() * (550 - 0) + 0;
troll.y = Math.random() * (350 - 0) + 0;
}
tid.start();
function keyPressed(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.RIGHT)
{
rightArrow = true;
}
if (event.keyCode == Keyboard.LEFT)
{
leftArrow = true;
}
if (event.keyCode == Keyboard.UP)
{
upArrow = true;
}
if (event.keyCode == Keyboard.DOWN)
{
downArrow = true;
}
if (meg.hitTestObject(troll) == true)
{
score = score+1;
troll.x = Math.random() * (550 - 0) + 0;
troll.y = Math.random() * (350 - 0) + 0;
}
}
function keyReleased(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.RIGHT)
{
rightArrow = false;
}
if (event.keyCode == Keyboard.LEFT)
{
leftArrow = false;
}
if (event.keyCode == Keyboard.UP)
{
upArrow = false;
}
if (event.keyCode == Keyboard.DOWN)
{
downArrow = false;
}
}
function everyFrame(event:Event):void
{
if (rightArrow)
{
meg.x += speed;
}
if (leftArrow)
{
meg.x -= speed;
}
if (upArrow)
{
meg.y -= speed;
}
if (downArrow)
{
meg.y += speed;
}
}
So I'm trying to create this simple game in flash, where the variable score would increase by 1 every time the object "meg" hits the object "troll", my code runs nice and i get no errors, but I have the problem that the variable doesn't increase when they hit. Seeing as I've tried for some time now with no success and my low skill in flash I am stuck clueless.

Are you interested in seeing the increment in "txtScore"? It looks like you're setting that TextField once, but never resetting it when score increases.
Try:
if (meg.hitTestObject(troll) == true)
{
score = score+1;
txtScore.text = score.toString(); // show the new score
troll.x = Math.random() * (550 - 0) + 0;
troll.y = Math.random() * (350 - 0) + 0;
}

Related

AS3 Platformer Slope Detection

i am in the process of making a platformer in AS3. However, one thing im struggling with is how to manage slope detection. Preferably id like something similar to that of games like fancy pants adventures, but id really prefer not to use an external thing such as Box2D or CDK, because both of which confuse me greatly, and id generally prefer just to not have one. All my attempts have had the problem that i can get it to work with some slopes but not all (e.g character manages up one slope, but falls through the other) then when i change it to suit the other, it doesnt suit the first one (e.g player manages the second slope, but bounces up and down crazily on the second...
So, any help would be greatly appreciated...
Thanks.
Code is as follows.
//var setup
var leftPressed: Boolean = false;
var rightPressed: Boolean = false;
var upPressed: Boolean = false;
var downPressed: Boolean = false;
var leftBumping: Boolean = false;
var rightBumping: Boolean = false;
var upBumping: Boolean = false;
var downBumping: Boolean = false;
var lowerleftBumping: Boolean = false;
var lowerrightBumping: Boolean = false;
var leftBumpPoint: Point = new Point(-30, -87);
var rightBumpPoint: Point = new Point(30, -87);
var lowerleftBumpPoint: Point = new Point(-32, -2);
var lowerrightBumpPoint: Point = new Point(32, -2);
var upBumpPoint: Point = new Point(0, -174);
var downBumpPoint: Point = new Point(0, 0);
var scrollX: Number = -4;
var scrollY: Number = -68;
var ySpeed: Number = 0;
var xSpeed: Number = 0;
var speedConstant: int = 5;
var maxSpeedConstant: Number = 30;
var frictionConstant: Number = 0.9;
var gravityConstant: Number = 2;
var jumpConstant: Number = -45;
//game
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, loop);
function keyDownHandler(e: KeyboardEvent): void {
if (e.keyCode == Keyboard.LEFT) {
leftPressed = true;
} else if (e.keyCode == Keyboard.RIGHT) {
rightPressed = true;
} else if (e.keyCode == Keyboard.UP) {
upPressed = true;
} else if (e.keyCode == Keyboard.DOWN) {
downPressed = true;
}
}
function keyUpHandler(e: KeyboardEvent): void {
if (e.keyCode == Keyboard.LEFT) {
leftPressed = false;
} else if (e.keyCode == Keyboard.RIGHT) {
rightPressed = false;
} else if (e.keyCode == Keyboard.UP) {
upPressed = false;
} else if (e.keyCode == Keyboard.DOWN) {
downPressed = false;
}
}
function loop(e: Event): void {
if (back.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)) {
trace("leftBumping");
leftBumping = true;
} else {
leftBumping = false;
}
if (back.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)) {
trace("rightBumping");
rightBumping = true;
} else {
rightBumping = false;
}
if (back.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)) {
trace("upBumping");
upBumping = true;
} else {
upBumping = false;
}
if (back.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)) {
trace("downBumping");
downBumping = true;
} else {
downBumping = false;
}
if (back.hitTestPoint(player.x + lowerleftBumpPoint.x, player.y + lowerleftBumpPoint.y, true)) {
trace("lowerrightBumping");
lowerleftBumping = true;
} else {
lowerleftBumping = false;
}
if (back.hitTestPoint(player.x + lowerrightBumpPoint.x, player.y + lowerrightBumpPoint.y, true)) {
trace("lowerrightBumping");
lowerrightBumping = true;
} else {
lowerrightBumping = false;
}
if (leftPressed) {
xSpeed -= speedConstant;
} else if (rightPressed) {
xSpeed += speedConstant;
}
if (leftBumping) {
if (xSpeed < 0) {
xSpeed *= -0.5;
}
}
if (rightBumping) {
if (xSpeed > 0) {
xSpeed *= -0.5;
}
}
if (upBumping) {
if (ySpeed < 0) {
ySpeed *= -0.5;
}
}
if (downBumping) {
if (ySpeed > 0) {
ySpeed = 0; //set the y speed to zero
}
if (upPressed) {
ySpeed = jumpConstant;
}
} else {
ySpeed += gravityConstant;
}
if (xSpeed > maxSpeedConstant) { //moving right
xSpeed = maxSpeedConstant;
} else if (xSpeed < (maxSpeedConstant * -1)) { //moving left
xSpeed = (maxSpeedConstant * -1);
}
xSpeed *= frictionConstant;
ySpeed *= frictionConstant;
if (Math.abs(xSpeed) < 0.5) {
xSpeed = 0;
}
scrollX -= xSpeed;
scrollY -= ySpeed;
back.x = scrollX;
back.y = scrollY;
if (scrollY < -770) {
scrollX = -4;
scrollY = -68;
ySpeed=0
xSpeed=0
}
}
If I was forced to not use the love of my life (Box2D) then I suppose I would play around with hitTestObject and do some math on the angle of any of my slopes to generate the rate at which they would move to start. This question is a bit broad and I think the community here is more for specific problems and not architecture brainstorming.

How to set only one object to spawn with a timer?

I am currently a beginner trying to learn programming with as3 so bear with me. I have this code so far and my game repeatedly spawns the Food2 (golden apple) but it does not stop. Here is my code so far:
package{
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
public class Main extends MovieClip{
const speed:int = 10;
var score:int;
var vx:int;
var vy:int;
var gFood:Food;
var gFood2:Food2;
var head:SnakePart;
var SnakeDirection:String;
var snake:Array;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
var myTimer:Timer = new Timer(10000,1);
public function Main(){
init();
gotoAndStop(1);
}
function init():void {
vx = 1; vy = 0;
score = 0;
snake = new Array();
SnakeDirection = "";
addFood();
myTimer.start();
head = new SnakePart();
head.x = stage.stageWidth/2;
head.y = stage.stageHeight/2;
snake.push(head);
addChild(head);
stage.addEventListener(KeyboardEvent.KEY_UP , onKeyUp);
start1.addEventListener(MouseEvent.CLICK, startgame);
help1.addEventListener(MouseEvent.CLICK, helpplayer);
stage.addEventListener(KeyboardEvent.KEY_DOWN , onKeyDown);
}
private function startgame(event:MouseEvent):void {
gotoAndPlay(3);
addEventListener(Event.ENTER_FRAME , onEnterFrame);
stop();
}
private function helpplayer(event:MouseEvent):void {
gotoAndPlay(2);
stop();
}
function addFood():void {
gFood = new Food();
gFood.x = 50 + Math.random()*(stage.stageWidth-100);
gFood.y = 50 + Math.random()*(stage.stageHeight-100);
addChild(gFood);
}
function addFood2():void {
gFood2 = new Food2();
gFood2.x = 70 + Math.random()*(stage.stageWidth-100);
gFood2.y = 70 + Math.random()*(stage.stageHeight-100);
addChild(gFood2);
}
function reset():void {
gotoAndStop(1);
score = 0;
removeChild(gFood);
removeChild(gFood2);
myTimer.stop();
addFood();
head.x = stage.stageWidth/2;
head.y = stage.stageHeight/2;
vx = 1;vy = 0;
for(var i = snake.length-1;i>0;--i){
removeChild(snake[i]);
snake.splice(i,1);
}
}
function onKeyDown(event:KeyboardEvent):void{
if(event.keyCode == Keyboard.LEFT){
SnakeDirection = "left";
}else if (event.keyCode == Keyboard.RIGHT) {
SnakeDirection = "right";
}else if (event.keyCode == Keyboard.UP) {
SnakeDirection = "up";
}else if (event.keyCode == Keyboard.DOWN) {
SnakeDirection = "down";
}
}
function onKeyUp(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.LEFT) {
SnakeDirection = "";
}else if(event.keyCode == Keyboard.RIGHT) {
SnakeDirection = "";
}else if(event.keyCode == Keyboard.UP ) {
SnakeDirection = "";
}else if(event.keyCode == Keyboard.DOWN){
SnakeDirection = "";
}
}
function onEnterFrame(event:Event):void {
Timerfood();
txtScore.text = "Score:" + String(score);
if(SnakeDirection == "left" && vx != 1) {
vx = -1;
vy = 0;
}
else if(SnakeDirection == "right" && vx != -1) {
vx = 1;
vy = 0;
}
else if(SnakeDirection == "up" && vy != 1) {
vx = 0;
vy = -1;
}
else if(SnakeDirection == "down" && vy != -1) {
vx = 0;
vy = 1;
}
if(head.x - head.width/2 <= 0){
score = 0;
reset();
}
if(head.x + head.width/2 >= stage.stageWidth){
score = 0;
reset();
}
if(head.y - head.height/2 <= 0){
score = 0;
reset();
}
if(head.y + head.height/2 >= stage.stageHeight){
score = 0;
reset();
}
for(var i = snake.length-1;i>0;--i){
snake[i].x = snake[i-1].x;
snake[i].y = snake[i-1].y;
}
head.x += vx*speed;
head.y += vy*speed;
for(var i = snake.length-1;i>=1;--i){
if(snake[0].x == snake[i].x && snake[0].y == snake[i].y){
reset();
break;
}
}
if(head.hitTestObject(gFood)){
score += 1;
removeChild(gFood);
addFood();
var bodyPart = new SnakePart();
bodyPart.x = snake[snake.length - 1].x;
bodyPart.y = snake[snake.length - 1].y;
snake.push(bodyPart);
addChild(bodyPart);
}
if(head.hitTestObject(gFood2)){
score += 2;
removeChild(gFood2);
bodyPart = new SnakePart();
bodyPart.x = snake[snake.length - 1].x;
bodyPart.y = snake[snake.length - 1].y;
snake.push(bodyPart);
addChild(bodyPart);
}
function Keyboard_a(event:KeyboardEvent):void {
if (event.keyCode == 82) {
resetgame();
}
}
function resetgame():void {
score = 0;
if (contains(head))
removeChild(head);
init();
}
}
function Timerfood():void {
var myTimer:Timer = new Timer(10000,1);
myTimer.addEventListener(TimerEvent.TIMER, timerListener);
function timerListener(e:TimerEvent):void{
trace("Timer is Triggered");
addFood2();
}
myTimer.start();
}
}
}
It's hard to understand what specific logic you want to implement, but it looks like you need to create an enemy only once. And it looks like the problem is: you call the Timerfood method in the onEnterFrame listeners, which itself is called many times per second according to the framerate of your app (e.g. 30 times per second).
I would suggest you to remove the call of Timerfood from the onEnterFrame method, and put it in the end of the init method.
Well, my English is not very good, but I try tell the possible reason,
the method Timerfood() is called on method onEnterFrame(), that initialize myTimer for each frame, so may be the solution is, remove this line into TimerFood() method:
var myTimer:Timer = new Timer(10000,1);
and call TimerFood() only in startgame() method.
I hope you can understand me.

Cannot refresh the variable to initial number

I'm making a simple game and it's working alright, but the only problem right now is my time value (var nummer:Number = 300:) I't wont reset to 300 when I either complete, or fail the game.
import flash.utils.Timer;
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.events.TimerEvent;
var femMinutter:Timer = new Timer(1000, 300);
var tid:Timer = new Timer(5000);
var rightArrow:Boolean;
var leftArrow:Boolean;
var upArrow:Boolean;
var downArrow:Boolean;
var speed:int = 10;
var score:int = 0
var ferdig:MovieClip = new Sluttskjerm();
var startSpillet:MovieClip = new Startskjerm();
var feiletSpillet:MovieClip = new Feilskjerm();
var nummer:Number = 300;
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, everyFrame);
femMinutter.addEventListener(TimerEvent.TIMER, tellNed);
tid.addEventListener(TimerEvent.TIMER, flyttRandom);
knpStart.addEventListener(MouseEvent.CLICK, startSpill);
addChild(startSpillet);
startSpillet.x = 275;
startSpillet.y = 150;
troll.x = 500;
troll.y = 300;
meg.x = 100;
meg.y = 300;
function tellNed (evt:TimerEvent):void
{
txtTid.text = String((nummer)-femMinutter.currentCount);
if (txtTid.text == "0")
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, everyFrame);
troll.x = 500;
troll.y = 300;
meg.x = 100;
meg.y = 300;
addChild(feiletSpillet);
feiletSpillet.x = 275;
feiletSpillet.y = 150;
tid.stop();
femMinutter.stop();
nummer = 300;
}
}
function startSpill(event:MouseEvent):void
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.addEventListener(Event.ENTER_FRAME, everyFrame);
tid.start();
femMinutter.start();
if (contains(ferdig))
{
removeChild(ferdig);
}
if (contains(startSpillet))
{
removeChild(startSpillet);
}
if (contains(feiletSpillet))
{
removeChild(feiletSpillet);
}
}
function flyttRandom (evt:TimerEvent):void
{
troll.x = Math.random() * (550 - 0) + 0;
troll.y = Math.random() * (350 - 0) + 0;
}
function keyPressed(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.RIGHT)
{
rightArrow = true;
}
if (event.keyCode == Keyboard.LEFT)
{
leftArrow = true;
}
if (event.keyCode == Keyboard.UP)
{
upArrow = true;
}
if (event.keyCode == Keyboard.DOWN)
{
downArrow = true;
}
if (meg.hitTestObject(troll) == true)
{
score = score+1;
txtScore.text = score.toString();
troll.x = Math.random() * (550 - 0) + 0;
troll.y = Math.random() * (350 - 0) + 0;
troll.scaleX = troll.scaleX * 0.9;
troll.scaleY = troll.scaleX * 0.9;
if (score == 2)
{
femMinutter.stop();
tid.stop();
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, everyFrame);
troll.x = 500;
troll.y = 300;
meg.x = 100;
meg.y = 300;
addChild(ferdig);
ferdig.x = 275;
ferdig.y = 150;
score = 0;
troll.height = 134;
troll.width = 138;
nummer = 300;
}
}
}
function keyReleased(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.RIGHT)
{
rightArrow = false;
}
if (event.keyCode == Keyboard.LEFT)
{
leftArrow = false;
}
if (event.keyCode == Keyboard.UP)
{
upArrow = false;
}
if (event.keyCode == Keyboard.DOWN)
{
downArrow = false;
}
}
function everyFrame(event:Event):void
{
if (rightArrow)
{
meg.x += speed;
}
if (leftArrow)
{
meg.x -= speed;
}
if (upArrow)
{
meg.y -= speed;
}
if (downArrow)
{
meg.y += speed;
}
}
As you can see I'm have added the "nummer = 300;" to both the fail and the win screen. If I win in 3 seconds, the clock will say 297, and start at 297 the next round instead of the initial 300.
Arg.... redundant code makes my eyes bleed %-X
But still, you are not resetting your timer (femMinutter.reset()). This means
femMinutter.currentCount
will keep increasing, even after your game ends.

Cannot access a property or method of a null object reference. -enterframe.Trying to get palayer out of maze

i'm making a simple game and i'm still learning as3 i want to hit test object on the stage , player with box if hittestobject gotoframe or scene all the objects are on the stage with corect instancename, maintimeline as3 below everything works fine but i get the null error.
it is a maze game.
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.geom.Rectangle;
import flash.ui.Keyboard;
var rightArrow:Boolean = false;
var leftArrow:Boolean = false;
var upArrow:Boolean = false;
var downArrow:Boolean = false;
var speed:int = 20;
stage.addEventListener(KeyboardEvent.KEY_DOWN, stage_onKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, stage_onKeyUp);
stage.addEventListener(Event.ENTER_FRAME, stage_onEnterFrame);
function stage_onKeyDown(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.RIGHT) rightArrow = true;
if(event.keyCode == Keyboard.LEFT) leftArrow = true;
if(event.keyCode == Keyboard.UP) upArrow = true;
if(event.keyCode == Keyboard.DOWN) downArrow = true;
}
function stage_onKeyUp(event:KeyboardEvent):void {
if(event.keyCode == Keyboard.RIGHT) rightArrow = false;
if(event.keyCode == Keyboard.LEFT) leftArrow = false;
if(event.keyCode == Keyboard.UP) upArrow = false;
if(event.keyCode == Keyboard.DOWN) downArrow = false;
}
function stage_onEnterFrame(event:Event):void {
var rect:Rectangle = player.getBounds(this);
var i:int = 0;
var xBump:int = 0;
var yBump:int = 0;
if(rightArrow) {
xBump = speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(rect.right + i, player.y, true)) {
xBump = i - 1;
break;
}
}
}
if(player.hitTestObject(box))
{
// Go to next scene
nextFrame();
}
if(leftArrow) {
xBump = -speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(rect.left - i, player.y, true)) {
xBump = -i + 1;
break;
}
}
}
if(upArrow) {
yBump = -speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(player.x, rect.top - i, true)) {
yBump = -i + 1;
break;
}
}
}
if(downArrow) {
yBump = speed;
for(i = 0; i < speed; i++) {
if(maze.hitTestPoint(player.x, rect.bottom + i, true)) {
yBump = i - 1;
break;
}
}
}
player.x += xBump;
player.y += yBump;
}

addEventListener() isn't detecting KEY_UP nor KEY_DOWN

My full code is
import flash.events.KeyboardEvent;
import flash.events.Event;
//init some variables
var speedX = 0;
var speedY = 0;
msg.visible = false;
var curLevel = 2;
var level = new Array();
var flagVar;
var won = false;
//Adding level platforms
for(var i = 0; i < numChildren; i++) {
if(getChildAt(i) is platform) {
level.push(getChildAt(i).getRect(this));
}
if(getChildAt(i) is flag) { flagVar = getChildAt(i).getRect(this); }
}
//Checking key presses
var kUp = false;
var kDown = false;
var kLeft = false;
var kRight = false;
var kSpace = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, kD);
stage.addEventListener(KeyboardEvent.KEY_UP, kU);
function kD(k:KeyboardEvent) {
trace("Key down - " + k.keyCode);
if(k.keyCode == 32) { kSpace = true; }
if(k.keyCode == 37 ) { kLeft = true; }
if(k.keyCode == 38) { kUp = true; }
if(k.keyCode == 39) { kRight = true; }
}
function kU(k:KeyboardEvent) {
trace("Key up - " + k.keyCode);
if(k.keyCode == 32) { kSpace = false; }
if(k.keyCode == 37) { kLeft = false; }
if(k.keyCode == 38) { kUp = false; }
if(k.keyCode == 39) { kRight = false; }
}
addEventListener(Event.ENTER_FRAME, loopAround);
function loopAround(e:Event) {
//horizontal movement
if(kLeft) {
speedX = -10;
} else if(kRight) {
speedX = 10;
} else {
speedX *= 0.5;
}
player.x += speedX;
//horizontal collision checks
for(var i = 0; i < level.length; i++) {
if(player.getRect(this).intersects(level[i])) {
if(speedX > 0) {
player.x = level[i].left - player.width;
}
if(speedX < 0) {
player.x = level[i].right;
}
speedX = 0;
}
}
//vertical movement
speedY += 1;
player.y += speedY;
var jumpable = false;
//Vertical collision
for(i = 0; i < level.length; i++) {
if(player.getRect(this).intersects(level[i])) {
if(speedY > 0) {
player.y = level[i].top - player.height;
speedY = 0;
jumpable = true;
}
if(speedY < 0) {
player.y = level[i].bottom;
speedY *= -0.5;
}
}
}
//JUMP!
if((kUp || kSpace) && jumpable) {
speedY=-20;
}
//Moving camera and other
this.x = -player.x + (stage.stageWidth/2);
this.y = -player.y + (stage.stageHeight/2);
msg.x = player.x - (msg.width/2);
msg.y = player.y - (msg.height/2);
//Checking win
if(player.getRect(this).intersects(flagVar)) {
msg.visible = true;
won = true;
}
//Check for next level request
if(kSpace && won) {
curLevel++;
gotoAndStop(curLevel);
won = false;
}
}
The section in question is
//Checking key presses
var kUp = false;
var kDown = false;
var kLeft = false;
var kRight = false;
var kSpace = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, kD);
stage.addEventListener(KeyboardEvent.KEY_UP, kU);
function kD(k:KeyboardEvent) {
trace("Key down - " + k.keyCode);
if(k.keyCode == 32) { kSpace = true; }
if(k.keyCode == 37 ) { kLeft = true; }
if(k.keyCode == 38) { kUp = true; }
if(k.keyCode == 39) { kRight = true; }
}
function kU(k:KeyboardEvent) {
trace("Key up - " + k.keyCode);
if(k.keyCode == 32) { kSpace = false; }
if(k.keyCode == 37) { kLeft = false; }
if(k.keyCode == 38) { kUp = false; }
if(k.keyCode == 39) { kRight = false; }
}
This was working fine last night, but today I moved it to a new keyframe and now it's not working. I'm not getting any errors (even if I debug). It just won't move the character or even show up in output.
I'm still quite new to as3, so I don't really know what to do.
Thanks in advance.
Edit: After playing with it a bit, I've found out that the reason it's not working is due to the menu. The menu has a single button and two text elements, which are fine. The code that I'm using on the menu is this:
import flash.events.MouseEvent;
stop();
var format:TextFormat = new TextFormat();
format.size = 26;
format.bold = true;
playGameButton.setStyle("textFormat", format);
stage.addEventListener(MouseEvent.CLICK, playGame);
function playGame(e:MouseEvent) {
if(e.target.name == "playGameButton") {
gotoAndStop(2);
}
}
If I use just gotoAndStop(2); it works fine, but with everything else it just goes to the second frame, and nothing else works after that.
Edit #2: I've narrowed it down even farther to the if statement itself.
if(e.target == playGameButton)
if(e.target.name == "playGameButton")
Both of those don't work. If I just remove the if statement all together it works perfectly fine.
there seems to be aproblem with this lines
if(getChildAt(i) is platform)
leads to error 1067: Implicit coercion of a value of type flash.display:MovieClip to an unrelated type Class
the rest of the code seems to be just fine
Try disabling your buttons mouseChildren.
playGameButton.mouseChildren = false;
Try e.currentTarget instead of e.target. From the documentation:
currentTarget : Object
[read-only] The object that is actively processing the Event object with an event listener.
target : Object
[read-only] The event target.
I'm not quite sure that this is your problem but the target vs currentTarget confusion has gotten me before.