A animation move from point a to b, in the movement, the animation need to be play in loop. For example, a bullet move to a point and this bullet is a animation which should be played in loop.
CCSequence::create(
CCSpawn::createWithTwoActions(
CCTargetedAction::create(sprite, CCMoveTo::create(3.0f, point_a)),
CCTargetedAction::create(sprite, CCRepeatForever::create(CCAnimate::create(animation)))
),0);
But CCRepeatForever can not be a member of action sequence.
So how to do it? I use sequence because there are others actions be queued (omitted above)
you don't need to use ccspawn for this.. nor ccsequence just run both actions separately on the object.
CCSprite *newSprite=CCSprite::create("imageName");
CCAnimation *animation=CCAnimation::create();
//..some code to add frames to this animation object..
//to repeat for indefinite time you could setLoops to -1 or use CCRepeatForever class //like this..
//1:
animation->setLoops(-1);
newSprite->runAction(CCAnimate:create(animation));
//or..
//2:
newSprite->runAction(CCRepeatForever:create(CCAnimate:create(animation)));
//now to translate this sprite simultaneously use this.
newSprite->runAction(CCMoveTo::create(3.0,point_a));
Related
http://i.snag.gy/eu7iz.jpg
So im doing this generator/designer on flash. It has different features on it so the keyframes clashes with other features considering a lot of the action scripts deal with nextframes and gotos. Its getting confusing once i add little features.
Like right now i wanna add next buttons for the design part. I can do it easily with a blank stage, i can easily click next and back, but when applied to my project, its getting a little dizzying.
This is the script for the first frame:
stop();
small.addEventListener(MouseEvent.CLICK,play1);
function play1(event:MouseEvent):void{
gotoAndStop("3");
}
medium.addEventListener(MouseEvent.CLICK,play2);
function play2(event:MouseEvent):void{
gotoAndStop("6");
}
large.addEventListener(MouseEvent.CLICK,play3);
function play3(event:MouseEvent):void{
gotoAndStop("8");
}
item_mc.addEventListener(MouseEvent.MOUSE_DOWN, dragTheObject);
item_mc.addEventListener (MouseEvent.MOUSE_UP, itemRelease);
item_mc1.addEventListener(MouseEvent.MOUSE_DOWN, dragTheObject);
item_mc1.addEventListener (MouseEvent.MOUSE_UP, itemRelease);
item_mc2.addEventListener(MouseEvent.MOUSE_DOWN, dragTheObject);
item_mc2.addEventListener (MouseEvent.MOUSE_UP, itemRelease);
function dragTheObject(event:MouseEvent):void {
var item:MovieClip=MovieClip(event.target);
item.startDrag();
var topPos:uint=this.numChildren-1;
this.setChildIndex(item, topPos);
}
function itemRelease(event:MouseEvent):void {
var thisItem:MovieClip=MovieClip(event.target);
thisItem.stopDrag();
};
This is the fla file: https://www.dropbox.com/s/77euop1luqjreos/FINAL.fla
MovieClips have their own timeline.You may want to modularize your program into Movieclip components and export for Actionscript manipulation that you can instantiate at run time as necessary. Now that is one way to do it to avoid code spread across one single timeline.But If you still want to stick to your way (use of single timeline), You still could achieve your next/previous implementation without affecting frame logic at any rate.A simple way to do this goes like this:
Encapsulate all logic into functions and put these functions solely on frame 1 and nothing else.
This keeps logic clean and separate from the components.Also, the logic layer in principal should not have nothing else.Why on Frame 1?. Well, we want to expose and keep in memory first the logic, so that whatever component related code that follows on the subsequent frames should be aware of the previous logic and hence throw no run time errors when interacting frame 1 logic.
Spread your components and related code across the subsequent frames respectively.
Put only component related code on a frame that has the component in question. registering event listeners could have targets as their dependency. define event listeners and put them on frame 1 as part of the logic and simply put code for registering listeners on the component frames as per demand.
Example:
//On Frame 1
function onAMouseClick(event:Event):void
{
//implement logic
}
function onBMouseClick(event:Event):void
{
//implement logic
}
//Implemented function for next/back buttons
//Also on Frame 1
function navigate(event:Event):void
{
var frame:int;
switch(event.target.name)
{
case "nextBtn":
frame=currenFrame<numFrames?+1:numFrames;
gotoAndStop(frame);
break;
case "backBtn":
frame=currenFrame>2?-1:currentFrame;
gotoAndStop(frame);
break;
}
}
//On Frame 2 for A component
A.addEventListener(MouseEvent.CLICK, onAMouseClick)
//On Frame 3 for B component
B.addEventListener(MouseEvent.CLICK, onAMouseClick)
Put Next/Back button components on a single layer spreading from frame 2 all the way to the end of the last frame where you want the buttons to be visible. Then implement related code having its visibility spanning across between frame 2 and the last frame as the following shows:
//navigate handler is declared and implemented on **frame 1**
nextBtn.addEventListener(MouseEvent.Click, navigate)
nextBtn.addEventListener(MouseEvent.Click, navigate)
Well, that is your way of doing things (Single timeline scripting). Not bad for simple timeline scripting.You may try the other way also of instantiating Movieclips (exported for action scripiting)
at run time and the add these to the display list as per demand as on clicks next/back buttons.In doing so you will not only have one single point of logic but will have MC code encapsulated in each individual component.
Hope the foregoing helps. Thanks.
Do not be scared to change code! Let alone afraid to run into errors! That's way forward you want to learn to fix things that's a beauty of it!
.....cheers!.
I hope to pop down a score panel when players win and pass the gate.
Normally it will pop down score board.
I think the best way is to use layer and pull down it.
But I only get the transition of scene, just wonder is there any way for layer transition?
Did not see an equivalent of CCTransitionScene :CCScene for CCLayer but layers can runActions using which we can bring out most of the animations/transitions.
Here is what I do in such situations but I guess you are thinking of the same thing. Nevertheless,
1.Create a layer and add it as a child at a position outside of your screen frame.
2.Then use CCMoveTo to move it to the desired location when you want to pull it down.
I have done something similar in the past.
Display your layer offscreen
i.e setposition(0, CCDirector::sharedDirector()->getWinSize().height*1.5f);
create an action to move it onscreen (I like to use CCEaseSineOut)
you can also use a callfunc to call a function when it has finished its animation
scoreLayer->runAction( CCSequence::create( CCEaseSineOut::create(CCMoveTo::create(1.0f, ccp(0, 0-_screenHeight*1.5f))), CCCallFunc::create(this, callfunc_selector(MainLayer::scorefinishedMove)), NULL));
Note: that function might need some fixes to ending brackets etc. And you may want to seperate out some of those actions rather than putting the initialization right in the runAction function
For layer transition you can do this:
CCScene* newScene = CCTransitionCrossFade::create(.5f,Layer2::scene());
CCDirector::sharedDirector()->pushScene(newScene);
In Layer2.cpp
CCScene* Layer2::scene()
{
CCScene* scene = CCScene::create();
CCLayer* layer = new Layer2();
scene->addChild(layer,1);
return scene;
}
Easy one for you guys but new to me. I have an animated walking character called mcPlayer. Inside of it's timeline I have frame labels at various animated states "walkingLeft","walkingRight" and "Idle". The walking animations are of him walking in one spot. I want to be able to use buttons to move the character with actionscript to various targets on the stage and have the corresponding animation play as it moves.So the most direct way I could think to do it is like this...
import com.greensock.*;
btnRight.addEventListener(MouseEvent.CLICK, moveRight);
btnLeft.addEventListener(MouseEvent.CLICK, moveLeft);
function moveRight(Evt:MouseEvent):void{
TweenLite.to(mcPlayer,2,{x:450});
mcPlayer.gotoAndPlay("walkingRight");
}
function moveLeft(Evt:MouseEvent):void{
TweenLite.to(mcPlayer,2,{x:450});
mcPlayer.gotoAndPlay("walkingLeft");
}
I have tried different commands on the mcPlayer timeline,like, putting a stop(); at the beginning of each anima. I have tried putting a gotoandplay(); at the end of each anima so it will go to the beginning and loop.I would like to use the timeline as little as possible.
How do I...
1. Have the animation play continuously while the tween is in motion
2. Have the animation stop when it has reached its destination
and finally have the anima"idle" play after mcPLayer has reached its target.
To loop an animation you would test for the last frame of the animation and then loop back, you can do that within a tween with the onUpdate parameter and use onUpdateParams to pass any data needed for the update. Such as the animation label and the last frame of the animation.
If you want to do something after a tween is completed, such as change to the idle animation, you'd use the onComplete parameter.
Here's an example of what you might do :
btnRight.addEventListener(MouseEvent.CLICK, moveRight);
btnLeft.addEventListener(MouseEvent.CLICK, moveLeft);
function moveRight(Evt:MouseEvent):void{
// lastframe should be replaced with whatever the frame the walk right animation ends on.
TweenLite.to(mcPlayer, 2, {x:450, onUpdate:updateHandler, onUpdateParams:['walkingRight', lastFrame], onComplete:idleHandler);
mcPlayer.gotoAndPlay("walkingRight");
}
function moveLeft(Evt:MouseEvent):void{
// lastframe should be replaced with whatever the frame the walk left animation ends on.
TweenLite.to(mcPlayer, 2, {x:10, onUpdate:updateHandler, onUpdateParams:['walkingLeft', lastFrame], onComplete:idleHandler);
mcPlayer.gotoAndPlay("walkingLeft");
}
function updateHandler(loopLabel:String, lastFrame:int):void
{
if (mcPlayer.currentFrame == lastFrame)
{
mcPlayer.gotoAndPlay(loopLabel);
}
}
function idleHandler():void
{
mcPlayer.gotoAndPlay("idle");
// this is also where you'd do anything else you need to do when it stops.
}
I am not sure how you have your content set up, I was just guessing that you had all the animations on the timeline of the mcPlayer with labels for each animation based on what you had said.
Depending how your content is set up, you might need to implement differently. But the concepts are still the same - using onComplete and onUpdate to handle things for those particular events.
I have been working on this one a while. I have an object in this case a movieClip called "mcBall". I set up two buttons "btnLeft" and "btnRight"with a tween so that the mcBall will ease between the two points smoothly.
Works fine, but where it gets glitchy is the the two buttons are still active an if the user clicks on either button of course the ball goes back to the starting point like it's supposed to.
My question is this ... What is the best way to have the buttons be de-activated while the "mcBall" object is moving. Would it be best to use a removeEventListener for the buttons and then have it added again. Would it be better to use an if statement like "If (mcBall.x = >=81 || <=469) removeEventListener"? Maybe use the tweenEvent.MOTION_FINISH to set up the eventListener again.
Any help would be greatly appreciated. Thanks
using Flash cs3
In this code I managed to turn off one button so that while the ball is moving it remains inactive but the other is still active. I'm not sure of the placement of the removeEventListener.
import fl.transitions.Tween;
import fl.transitions.easing.*;
function moveBallRight(evt:MouseEvent):void {
var moveBall:Tween=new Tween(mcBall,"x",Regular.easeOut,80,470,4,true);
btnRight.removeEventListener(MouseEvent.CLICK,moveBallRight);
btnLeft.addEventListener(MouseEvent.CLICK,moveBallLeft);
}
btnRight.addEventListener(MouseEvent.CLICK,moveBallRight);
function moveBallLeft(evt:MouseEvent) {
var moveBall:Tween=new Tween(mcBall,"x",Regular.easeOut,470,80,4,true);
btnRight.addEventListener(MouseEvent.CLICK,moveBallRight);
btnLeft.removeEventListener(MouseEvent.CLICK,moveBallLeft);
}
btnLeft.addEventListener(MouseEvent.CLICK,moveBallLeft);
Personally, I would recommend using the Actuate tween library. Unlike TweenLite/Max, it is fully opensource, and has most of the features, and is faster, with no pro/pay version.
I also like Actuate's interface much better than TweenLite. It is very similar so easy for people to start using it, but I like how tween modifiers are added in a more explicit way.
Simple example:
Actuate.tween(mySprite, 1, { alpha:1 });
Then is you want to specify an easing equation, just chain it on the end:
Actuate.tween(mySprite, 1, { alpha:1 }).ease(Quad.easeOut);
Want a delay as well? Add that to the chain:
Actuate.tween(mySprite, 1, { alpha:1 }).delay(1).ease(Quad.easeOut);
Of course you can also call a function onComplete, even with parameters:
Actuate.tween(mySprite, 1, { alpha:1 }).onComplete(trace, 'Tween finished');
Check out the Actuate Google Code page linked above for the full list of methods with examples.
I would recommend not using the native Tween class from fl.transitions.Tween. Its not very good. The industry standard is TweenMax from greensock.
Using TweenMax it is trivially easy to respond to end-of-tween events. You simply add an onComplete:myhandlerfunction to your tween.
An example from your above code would look like this:
Instead of
var moveBall:Tween=new Tween(mcBall,"x",Regular.easeOut,80,470,4,true);
You would have:
TweenMax.to(mcBall, 4, {x:470, ease:Expo.easeOut, onComplete:onBallMovedLeftComplete};
Hope that helps. And I hope you never have to use those native tween classes again. They are the pits.
I agree that you should use TweenLite or TweenMax as the other answers suggests.
From what I gather though, the question is the best approach in activating/deactivating your event listeners for the buttons.
I'd say the best approach is to have a function for adding your button listeners and another function for removing them.
Then, whenever you call a tween, you first call the removal function before executing the tween.
Then upon completion, you call the function to add them again. You can use the onComplete parameter with Tweenlite to specify the function to add the button listeners.
for example :
function moveBallRight(evt:MouseEvent):void
{
removeButtonListeners();
TweenLite.to(mcBall, 4, {x:470, ease:Expo.easeOut, onComplete:addButtonListeners};
}
function moveBallLeft(evt:MouseEvent):void
{
removeButtonListeners();
// do your tween
TweenLite.to(mcBall, 4, {x:80, ease:Expo.easeOut, onComplete:addButtonListeners};
}
function addButtonListeners():void
{
// add both listeners here
}
function removebuttonListeners():void
{
// remove both listeners here
}
Also, you'd obviously want to call addButtonListeners at the beginning of your program as well, so that the listeners are initially active when the program runs.
I am making a Shooting game in flash actionscript 3 and have some questions about the flow of logic and how to smartly use the OOPs concepts.
There are mainly 3 classes:
Main Class: Initializes the objects on the screen.
Enemy Class: For moving the enemies around on the screen.
Bullet Class: For shooting.
What I want to do is find out if the Enemy has been hit by a bullet and do things which must be done as a result ...
What I am doing right now is that I have a ENTER_FRAME event in which i check collision detection of each enemy unit (saved in an array) with the bullet instance created, and if it collides then perform all the necessary actions in the Main class .. clogging the Main class in the process ..
Is this the right technique ? or are there better solutions possible ?
Try to think more OOP, what is every object responsible for?
We have the enemies wich we can hit:
class Enemy : extends NPC implements IHittable {
. . .
function update(delta) {
// move, shoot, etc.
}
function handleHit(bullet) {
// die
}
}
A hittable object:
interface IHittable {
function handleHit(bullet);
}
The bullet is suppose to move and hit things:
class Bullet : {
function update(delta) {
// update position
}
function checkHits(world:World) {
for each(var hittable:IHittable in world.objects) { // might want to cluster objects by location if you're handling lots of objects / bullets)
if (isColidingWith(hittable))
o.handleHit(bullet);
}
}
}
And then we have the world with everything inside:
class World {
var npcs: Array ...
var bullets: Array ...
var hittables: Array ...
function update(delta) {
foreach(var c:NPC in npcs)
c.update(delta);
foreach(var b:Bullet in bullets) {
b.update(delta);
b.checkCollisions(world);
}
}
}
And your main loop is just simple as that:
var lastTime:int;
function onEnterFrame(...) {
var now:int = getTimer(); // FlashPlayer utility function to get the time since start (in ms)
world.update(now - lastTime);
lastTime = now;
}
A few other notes:
try to do all the computation based on a delta of time, otherwise the game's speed will vary with the framefrate.
what happens when a character dies? bullet disappear? Well, you could do it several ways:
fire an event, like EnemyDied and remove it from the world
implement an interface CanDie that has a (get dead():Boolean property) and use that to cleanup the world at every update.
but don't write the code to remove the enemy in the Enemy class, because then you will be polluting the class with code that should be handled by the World, and that will be hard to maintain later.
Sorry for the long answer, but I couldn't help myself :)
Was clogging the Main class the problem, or finding out what bullet hit what enemy the problem? If it was the bullet, you need to describe the bullet behavior - can it hit multiple enemies, how fast does it move (is it possible that when testing using "enterFrame" the bullet will first appear in front of the enemy, and, on the second frame, it will appear behind the enemy?). May enemy be simplified to some basic geometrical shape like circle or rectangle, or do you need pixel-perfect precision? Finally, how many bullets and how many enemies are you planning to have at any one time? It could be too expensive to have a display object per bullet, if you are going to have hundreds of them, and then it could make more sense to draw them into single shape / bitmapdata.
If the problem is that the Main class is too long, there are several possibilities here.
A nobrainer answer to this problem - use inheritance to simply put parts of the code in separate files. Not the best way, but a lot of people do it.
If you did the first, then you'd realize that there are certain groups of functions you put into superclass and subclasses - this will help you split the "clogged" class into several smaller independent pieces that have more particular specialization.
After you did the second, you may find out that there is certain dependency between how you split the big class into smaller classes, so you can try generating those smaller classes by a certain pattern.
And then you write the clogged code that generalizes those parts you just managed to split.
Above is basically the cycle from more concrete to more generic code. In the process of perfecting the last step, you'll write some concrete code again. And that will move you to the step 1. Lather, rinse, repeat :) In fact, you don't want to write OO code, or procedure code or anything that fashion of the day tells you to do. You want to write good code :) And you do it by moving from more generic to more specific and back to more generic, until it's perfect :P
Probably not the best answer, but you must admit, you didn't give much info to give you more precise answer.