AS3 error 1061 trying to get collision - actionscript-3

" Player.as, Line 59 1061: Call to a possibly undefined method hitTestObject through a reference with static type Class."
I am new to flash and am trying to make a game, specifically I am trying to make it so the player class in a game can collide with things, I am using a square at the bottom of his feet (not yet referenced in the code) and a MovieClip called collisionTest
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
import KeyObject;
public class Player extends MovieClip
{
public var stageRef:Stage;
public var key:KeyObject;
//add these four variables:
public var leftPressed:Boolean = false; //keeps track of whether the left arrow key is pressed
public var rightPressed:Boolean = false; //same, but for right key pressed
public var upPressed:Boolean = false; //...up key pressed
public var downPressed:Boolean = false; //...down key pressed
private var gravity:Number = 2;
private var runSpeed:Number = 5;
private var touchingGround:Boolean = false;
public var vPressed:Boolean = false;
public function Player(stageRef:Stage, X:int, Y:int):void
{
this.stageRef = stageRef;
this.x = X;
this.y = Y;
key = new KeyObject(stageRef);
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
}
public function loop(e:Event):void
{
checkKeypresses(); //call "checkKeypresses()" every frame
checkCollisions();
if(leftPressed)
{
x -= runSpeed;
}else if(rightPressed)
{
x += runSpeed;
}
if(upPressed)
{
y -= runSpeed;
}else if(downPressed)
{
y += runSpeed;
}
}
public function checkCollisions():void
{
**(this is line 59)** if(Player.hitTestObject(Player.collisionTest)){
touchingGround = true;
trace("gounded");
}
}
public function checkKeypresses():void
{
// I used http://www.dakmm.com/?p=272 as a reference to get the keyCode numbers for each key
if(key.isDown(37) || key.isDown(65)){ // if left arrow or A is pressed
leftPressed = true;
//trace("left pressed");
} else {
leftPressed = false;
}
if(key.isDown(38) || key.isDown(87)){ // if up arrow or W is pressed
upPressed = true;
//trace("up pressed");
} else {
upPressed = false;
}
if(key.isDown(39) || key.isDown(68)){ //if right arrow or D is pressed
rightPressed = true;
//trace("right pressed");
} else {
rightPressed = false;
}
if(key.isDown(40) || key.isDown(83)){ //if down arrow or S is pressed
downPressed = true;
//trace("down pressed");
} else {
downPressed = false;
}
}
}
}

Function hitTestObject isn't a static function, so you should call it from an object instance, same to the collisionTest.
So it should be
this.hitTestObject(collisionTest);//set collisionTest in the Player class

Related

5006: An ActionScript file can not have more than one externally visible definition: AND TypeError: Error #1006: hitTestObject is not a function

I have 2 issues in this code.
The first is:
5006: An ActionScript file can not have more than one externally visible definition: Sprayer, bugs
I've put multiple Actionscripts together to create this, i've seperated out the classes and am hoping to play this on a frame from a symbol.
and the second relates to:
Error #1006: hitTestObject is not a function
For this i'm trying to get the aagun/Sprayer to lose health then lives if the bugs touch it, but i'm not sure why it's saying it's not a function. Am I using the wrong words?
Thanks for your help, here's the code
package Shooter{
import flash.display.*;
import flash.events.*;
import flash.utils.getTimer;
class Sprayer extends MovieClip{
const speed:Number = 150.0;
var lastTime:int; // animation time
function Sprayer() {
// initial location of gun
this.x = 275;
this.y = 340;
// movement
addEventListener(Event.ENTER_FRAME,moveGun);
}
function moveGun(event:Event) {
// get time difference
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// current position
var newx = this.x;
// move to the left
if (MovieClip(parent).leftArrow) {
newx -= speed*timePassed/1000;
}
// move to the right
if (MovieClip(parent).rightArrow) {
newx += speed*timePassed/1000;
}
// check boundaries
if (newx < 10) newx = 10;
if (newx > 540) newx = 540;
// reposition
this.x = newx;
}
// remove from screen and remove events
function deleteGun() {
parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME,moveGun);
}
}
}
package BigBug{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.TextField;
import flash.display.MovieClip;
class bugs extends MovieClip {
var dx:Number; // speed and direction
var lastTime:int; // animation time
function bugs(side:String, speed:Number, altitude:Number) {
if (side == "left") {
this.x = -50; // start to the left
dx = speed; // fly left to right
this.scaleX = 1; // reverse
} else if (side == "right") {
this.x = -50; // start to the right
dx = -speed; // fly right to left
this.scaleX = 1; // not reverse
}
this.y = altitude; // vertical position
// choose a random plane
this.gotoAndStop(Math.floor(Math.random()*4+1));
// set up animation
addEventListener(Event.ENTER_FRAME,movePlane);
lastTime = getTimer();
}
function movePlane(event:Event) {
// get time passed
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// move plane
this.x += dx*timePassed/2000;
// check to see if off screen
if ((dx < 0) && (x < -50)) {
deletePlane();
} else if ((dx > 0) && (x > 350)) {
deletePlane();
}
}
}
}
package Missiles{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.TextField;
import flash.display.MovieClip;
class Bullets extends MovieClip {
var dx:Number; // vertical speed
var lastTime:int;
function Bullets(x,y:Number, speed: Number) {
// set start position
this.x = x;
this.y = y;
// get speed
dx = speed;
// set up animation
lastTime = getTimer();
addEventListener(Event.ENTER_FRAME,moveBullet);
}
function moveBullet(event:Event) {
// get time passed
var timePassed:int = getTimer()-lastTime;
lastTime += timePassed;
// move bullet
this.x += dx*timePassed/1000;
// bullet past top of screen
if (this.x < 0) {
deleteBullet();
}
}
// delete bullet from stage and plane list
function deleteBullet() {
MovieClip(parent).removeBullet(this);
parent.removeChild(this);
removeEventListener(Event.ENTER_FRAME,moveBullet);
}
}
}
package MainGame{
import flash.display.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.TextField;
import flash.display.MovieClip;
import Missiles.Bullets;
import Shooter.Sprayer;
import BigBug.bugs;
public class AirRaid extends MovieClip {
private var aagun:Sprayer;
private var airplanes:Array;
private var buggood:Array;
private var bullets:Array;
public var leftArrow, rightArrow:Boolean;
private var nextGbug:Timer;
private var nextPlane:Timer;
private var shotsLeft:int;
private var shotsHit:int;
public function startAirRaid() {
// init score
shotsLeft = 20;
shotsHit = 0;
showGameScore();
// create gun
aagun = new Sprayer();
addChild(aagun);
// create object arrays
buggood = new Array();
airplanes = new Array();
bullets = new Array();
// listen for keyboard
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
stage.addEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
// look for collisions
addEventListener(Event.ENTER_FRAME,checkForHits);
// start planes flying
setNextPlane();
setNextGbug();
}
public function setNextPlane() {
nextPlane = new Timer(1000+Math.random()*1000,1);
nextPlane.addEventListener(TimerEvent.TIMER_COMPLETE,newPlane);
nextPlane.start();
}
public function newPlane(event:TimerEvent) {
// random side, speed and altitude
if (Math.random() > .5) {
var side:String = "left";
} else {
side = "right";
}
var altitude:Number = Math.random()*50+20;
var speed:Number = Math.random()*150+150;
// create plane
var p:bugs = new bugs(side,speed,altitude);
addChild(p);
airplanes.push(p);
// set time for next plane
setNextPlane();
}
public function setNextGbug() {
nextGbug = new Timer(1000+Math.random()*1000,1);
nextGbug.addEventListener(TimerEvent.TIMER_COMPLETE,newGbug);
nextGbug.start();
}
public function newGbug(event:TimerEvent) {
// random side, speed and altitude
if (Math.random() > .5) {
var side:String = "left";
} else {
side = "right";
}
var altitude:Number = Math.random()*50+20;
var speed:Number = Math.random()*150+150;
// create Gbug
var p:Good_bug = new Good_bug(side,speed,altitude);
addChild(p);
buggood.push(p);
// set time for next Gbug
setNextGbug();
}
// check for collisions
public function checkForHits(event:Event) {
for(var bulletNum:int=bullets.length-1;bulletNum>=0;bulletNum--){
for (var airplaneNum:int=airplanes.length-1;airplaneNum>=0;airplaneNum--) {
if (bullets[bulletNum].hitTestObject(airplanes[airplaneNum])) {
airplanes[airplaneNum].planeHit();
bullets[bulletNum].deleteBullet();
shotsHit++;
showGameScore();
break;
}
}
for(var bulletNum:int=bullets.length-1;bulletNum>=0;bulletNum--){
for (var Good_bugNum:int=buggood.length-1;Good_bugNum>=0;Good_bugNum--) {
if (bullets[bulletNum].hitTestObject(buggood[Good_bugNum])) {
buggood[Good_bugNum].GbugHit();
bullets[bulletNum].deleteBullet();
shotsHit--;
showGameScore();
break;
}
}
}
if ((shotsLeft == 0) && (bullets.length == 0)) {
endGame();
}
}
if ((shotsLeft == 0) && (bullets.length == 0)) {
endGame();
}
}
// key pressed
public function keyDownFunction(event:KeyboardEvent) {
if (event.keyCode == 37) {
leftArrow = true;
} else if (event.keyCode == 39) {
rightArrow = true;
} else if (event.keyCode == 32) {
fireBullet();
}
}
// key lifted
public function keyUpFunction(event:KeyboardEvent) {
if (event.keyCode == 37) {
leftArrow = false;
} else if (event.keyCode == 39) {
rightArrow = false;
}
}
// new bullet created
public function fireBullet() {
if (shotsLeft <= 0) return;
var b:Bullets = new Bullets(aagun.x,aagun.y,-300);
addChild(b);
bullets.push(b);
shotsLeft--;
showGameScore();
}
public function showGameScore() {
showScore.text = String("Score: "+shotsHit);
showShots.text = String("Shots Left: "+shotsLeft);
}
// take a plane from the array
public function removePlane(plane:bugs) {
for(var i in airplanes) {
if (airplanes[i] == plane) {
airplanes.splice(i,1);
break;
}
}
}
// take a Gbug from the array
public function removeGbug(Gbug:Good_bug) {
for(var i in buggood) {
if (buggood[i] == Gbug) {
buggood.splice(i,1);
break;
}
}
}
// take a bullet from the array
public function removeBullet(bullet:Bullets) {
for(var i in bullets) {
if (bullets[i] == bullet) {
bullets.splice(i,1);
break;
}
}
}
// game is over, clear movie clips
public function endGame() {
// remove planes
for(var i:int=airplanes.length-1;i>=0;i--) {
airplanes[i].deletePlane();
}
for(var i:int=buggood.length-1;i>=0;i--) {
buggood[i].deleteGbug();
}
airplanes = null;
buggood = null;
aagun.deleteGun();
aagun = null;
stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
removeEventListener(Event.ENTER_FRAME,checkForHits);
nextPlane.stop();
nextPlane = null;
nextGbug.stop();
nextGbug = null;
gotoAndStop("gameover");
}
}
}
1.
5006: An ActionScript file can not have more than one externally visible definition: Sprayer, bugs
As it says exactly: you can't have more than one public definition in a file. You have to either split the code to several files or move definitions, that you don't need public, out of the package.
This would be Ok in one file:
package
{
import flash.display.MovieClip;
// public is the default access modifier
public class Test1 extends MovieClip
{
public function Test1()
{
trace("test1");
var t2:Test2 = new Test2();
var t3:Test3 = new Test3();
}
}
}
// Test2 and Test3 are defined outside of the package, otherwise it wouldn't compile.
// These definitions will only be visible to code in this file.
import flash.display.MovieClip;
class Test2 extends MovieClip
{
public function Test2()
{
trace("test2");
}
}
class Test3 extends MovieClip
{
public function Test3()
{
trace("test3");
}
}
2.
Error #1006: hitTestObject is not a function
This usually means that hitTestObject() is not defined on the object (or it's ancestors) you are trying to call it from (although there could be different kinds of errors for that).
hitTestObject() is accessed in two ways in your code: airplanes.hitTestObject() and bullets[bulletNum].hitTestObject(). You will have to debug your code to see what is actually airplanes and bullets[bulletNum], what types they are and whether they inherit hitTestObject() method. You could at least trace() them.

How to get my game to restart after 2 minutes?

so I'm new to AS3, and have struggled to get to this point, so sorry for any errors or nooby mistakes.
All I want now, is for my game to restart after 2 minutes has passed. Does anyone know how I can do this? I'm at a complete loss.
Here is my code:
package
{
import flash.display.Sprite;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import Ship;
import Coin;
import CoinB;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.utils.getTimer;
public class Main extends Sprite
{
// constructor code
private var Player1:Ship;
private var Coin1:Coin;
private var Coin2:Coin;
private var Coin3:CoinB;
private var Coin4:CoinB;
private var score:int = 0;
private var container;
/*private var timer:Timer;*/
public function Main():void
{
//Sets the position of player
//adds player to stage
this.Player1 = new Ship(259,365);
addChild(this.Player1);
Cont.visible = false;
{
addChild(interval_timer);
/*addChild(frame_timer);*/
/*frame_timer.y = 50;*/
var time_count:Timer = new Timer(1000);
time_count.addEventListener(TimerEvent.TIMER, show_time);
stage.addEventListener(Event.ENTER_FRAME,on_enter_frame);
time_count.start();
}
//adds event listeners
stage.addEventListener(KeyboardEvent.KEY_DOWN, hit);
stage.addEventListener(Event.ENTER_FRAME, death);
stage.addEventListener(KeyboardEvent.KEY_DOWN, retry);
//add a Coin here
Coin1 = new Coin(stage.stageWidth / 2,stage.stageHeight / 2,75,10);
stage.addChild(Coin1);
Coin2 = new Coin(stage.stageWidth / 2,stage.stageHeight / 2,125,-5);
stage.addChild(Coin2);
Coin3 = new CoinB(stage.stageWidth / 2,stage.stageHeight / 2,25,15);
stage.addChild(Coin3);
this.addEventListener(Event.ENTER_FRAME, fire);
}
public function show_time(event:TimerEvent)
{
interval_timer.text = event.target.currentCount;
}
public function on_enter_frame(event:Event)
{
var elapsed = getTimer();
public function fire(e:Event)
{
if (Player1.hitTestObject(Coin1))
{
score += 50;
Score.text = score.toString();
}
if (Player1.hitTestObject(Coin2))
{
score += 10;
Score.text = score.toString();
}
}
public function death(e:Event)
{
if (Player1.hitTestObject(Coin3))
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN, hit);
score = 0;
Score.text = score.toString();
/* gameOver.visible = true;*/
Cont.visible = true;
this.removeChild(this.Player1);
this.Player1 = new Ship(259,365);
Coin1.visible = false;
Coin2.visible = false;
Player1.visible = false;
Coin3.visible = false;
removeChild(interval_timer);
}
}
public function hit(evt:KeyboardEvent):void
{
//this will move the player right if the "Right" arrow key is pressed.
if (evt.keyCode == Keyboard.RIGHT)
{
this.Player1.right();
this.Player1.rotation = 90;
}
//this will move the player left if the "Left" arrow key is pressed.
else if (evt.keyCode == Keyboard.LEFT)
{
this.Player1.left();
this.Player1.rotation = 270;
}
if (evt.keyCode == Keyboard.DOWN)
{
this.Player1.down();
this.Player1.rotation = 180;
}
//this will move the player up if the "Up" arrow key is pressed.
else if (evt.keyCode == Keyboard.UP)
{
this.Player1.up();
this.Player1.rotation = 0;
}
}
public function retry(evt:KeyboardEvent):void
{
//restarts game.
//adds event listener so that the player can move again
if (evt.keyCode == Keyboard.R)
Cont.visible = false;
stage.addEventListener(KeyboardEvent.KEY_DOWN, hit);
Coin1.visible = true;
Coin2.visible = true;
Player1.visible = true;
Coin3.visible = true
addChild(this.Player1);
addChild(interval_timer);
}
}
}
Any help is greatly appreciated. Thanks.
Generally speaking, you would use a Timer to trigger a function when 2 minutes is up.
Something like this:
var gameTimer:Timer = new Timer(120 * 1000); // 120 seconds * 1000 milliseconds
gameTimer.addEventListener(TimerEvent.TIMER, onGameTimerTick);
gameTimer.start();
function onGameTimerTick(e:TimerEvent):void {
//stop the timer
gameTimer.removeEventListener(TimerEvent.TIMER, onGameTimerTick);
gameTimer.stop();
restartMyGame();
}

AS3 vertical shooter: Mouse click not working

I'm just trying to make a simple vertical shooter, one where the player's ship is controlled by the mouse and fires a laser when you click the mouse. However, when I try running the code, I keep getting the same error message:
"1046: Type was not found or was not a compile-time constant: MouseEvent."
The thing is, I declared the MouseEvent. I know I did. It is as follows:
--==--
package
{
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
public class SpaceShooter_II extends MovieClip //The public class extends the class to a movie clip.
{
public var army:Array; //the Enemies will be part of this array.
///*
//Laser Shots and Mouse clicks:
import flash.events.MouseEvent;
public var playerShot:Array; //the player's laser shots will fill this array.
public var mouseClick:Boolean;
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
stage.addEventListener(Event.ENTER_FRAME, onTick);
//*/
//Back to the rest of the code:
public var playerShip:PlayerShip; //This establishes a variable connected to the PlayerShip AS.
public var onScreen:GameScreen; //This establishes a variable that's connected to the GameScreen AS.
public var gameTimer:Timer; //This establishes a new variable known as gameTimer, connected to the timer utility.
///*
//Functions connected to Shooting via mouse-clicks:
public function mouseGoDown(event:MouseEvent):void
{
mouseClick = true;
}
public function mouseGoUp(event:MouseEvent):void
{
mouseClick = false;
}
//*/
//This function contains the bulk of the game's components.
public function SpaceShooter_II()
{
//This initiates the GameScreen.
onScreen = new GameScreen;
addChild ( onScreen );
//This sets up the enemy army.
army = new Array(); //sets the "army" as a NEW instance of array.
var newEnemy = new Enemy( 100, -15); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
army.push ( newEnemy ); //the new enemy is added to the army.
addChild( newEnemy ); //the new enemy is added to the game.
//This sets up the player's avatar, a spaceship.
playerShip = new PlayerShip(); //This invokes a new instance of the PlayerShip...
addChild( playerShip ); //...And this adds it to the game.
playerShip.x = mouseX; //These two variables place the "playerShip" on-screen...
playerShip.y = mouseY; //...at the position of the mouse.
///*
//This sets up the player's laser shots:
playerShot = new Array(); //sets the "army" as a NEW instance of array.
var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new enemies. There's new var newEnemy statement, hence we call THIS a var.
playerShot.push ( goodShot ); //the new enemy is added to the army.
addChild( goodShot ); //the new enemy is added to the game.
//*/
//This sets up the gameTimer, where a lot of the action takes place.
gameTimer = new Timer( 25 );
gameTimer.addEventListener( TimerEvent.TIMER, onTick );
gameTimer.start();
}
//This function contains the things that happen during the game (player movement, enemy swarms, etc.)
public function onTick( timerEvent:TimerEvent ):void
{
//This "if" statement is where the array that contains the enemy ships is initialized.
if ( Math.random() < 0.05 ) //This sets the number of ships showing up at once.
{
var randomX:Number = Math.random() * 800 //Generates a random number between 0 and 1.
var newEnemy:Enemy = new Enemy ( randomX, -15 ); //This shows where the enemy starts out--at a random position on the X plane, but at a certain points on the Y plane.
army.push( newEnemy ); //This adds the new enemy to the "army" Array.
addChild( newEnemy ); //This makes the new enemy part of the game.
}
//This "for" statement sends the enemies downward on the screen.
for each (var enemy:Enemy in army) //Every time an enemy is added to the "army" array, it's sent downward.
{
enemy.moveDown(); //This is the part that sends the enemy downward.
//And now for the collision part--the part that establishes what happens if the enemy hits the player's spaceship:
if ( playerShip.hitTestObject ( enemy ) ) //If the playerShip makes contact with the enemy...
{
gameTimer.stop(); //This stops the game.
dispatchEvent( new PlayerEvent(PlayerEvent.BOOM) ); //This triggers the game over screen in the PlayerEvent AS
}
}
//This, incidentally, is the player's movement controls:
playerShip.x = mouseX;
playerShip.y = mouseY;
///*
//And this SHOULD be the shooting controls, if the mouse function would WORK...
if ( mouseClick = true )
{
var goodShot = new goodLaser( playerShip.x, playerShip.y); //This will create new lasers. There's new variable in the statement, hence we call THIS a variable.
playerShot.push ( goodShot ); //the new laser is added to the army.
addChild( goodShot ); //the new laser is added to the game.
}
for each (var goodlaser: goodLaser in goodShot)
{
goodlaser.beamGood();
}
//*/
}
}
}
--==--
Sorry if the brackets are coming in uneven, I just wanted to outline the code in its entirety, and show the parts I added where things started going wrong, so someone can tell me what I need to do to make this work.
Basically, everything else works...but when I work on the things connected to the mouse clicking and the array with the lasers, the program stops working. The error seems to be connected to the functions "mouseGoUp" and "mouseGoDown," but I'm not sure how to fix that.
This assignment is due March 8. Can someone help me, please?
Add this import flash.events.MouseEvent; to the top of your class and it should work. You need to import everything you use. That's why you get that error.
As well as importing MouseEvent, in the initialisation of your game, you should add event listeners to the stage which listen for the MOUSE_DOWN and MOUSE_UP events:
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseGoDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseGoUp);
What would be simpler, though, would be to do away with the 'mouseClick' variable and have just a single MouseEvent listener which listens for the MOUSE_DOWN event and trigger your missle launch from the handler.
I had a game like this if you want the entire source i can give it to you but the main parts are
var delayCounter:int = 0;
var mousePressed:Boolean = false;
var delayMax:int = 5;//How rapid the fire is
var playerSpeed:int = 5;
var bulletList:Array = [];
var bullet:Bullet;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseDownHandler,false,0,true);
stage.addEventListener(MouseEvent.MOUSE_UP,mouseUpHandler,false,0,true);
stage.addEventListener(Event.ENTER_FRAME,loop,false,0,true);
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed);
function loop(e:Event):void
{
player.rotation = Math.atan2(mouseY - player.y,mouseX - player.x) * 180 / Math.PI + 90;
if (bulletList.length > 0)
{
for each (bullet in bulletList)
{
bullet.bulletLoop();
}
}
if (mousePressed)
{
delayCounter++;
if ((delayCounter == delayMax))
{
shootBullet();
delayCounter = 0;
}
}
if (upPressed)
{
player.y -= playerSpeed;
}
if (downPressed)
{
player.y += playerSpeed;
}
if (leftPressed)
{
player.x -= playerSpeed;
}
if (rightPressed)
{
player.x += playerSpeed;
}
}
function mouseDownHandler(e:MouseEvent):void
{
mousePressed = true;
}
function mouseUpHandler(e:MouseEvent):void
{
mousePressed = false;
}
function shootBullet():void
{
var bullet:Bullet = new Bullet(stage,player.x,player.y,player.rotation - 90);
bulletList.push(bullet);
stage.addChildAt(bullet,1);
}
function fl_SetKeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
upPressed = true;
}
if (event.keyCode == 83)
{
downPressed = true;
}
if (event.keyCode == 65)
{
leftPressed = true;
}
if (event.keyCode == 68)
{
rightPressed = true;
}
}
function fl_UnsetKeyPressed(event:KeyboardEvent):void
{
if (event.keyCode == 87)
{
upPressed = false;
}
if (event.keyCode == 83)
{
downPressed = false;
}
if (event.keyCode == 65)
{
leftPressed = false;
}
if (event.keyCode == 68)
{
rightPressed = false;
}
}
BULLET CLASS
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
public class Bullet extends MovieClip
{
private var stageRef:Stage;
private var speed:Number = 10;//speed that the bullet will travel at
private var xVel:Number = 5;
private var yVel:Number = 5;
private var rotationInRadians = 0;
public function Bullet(stageRef:Stage, X:int, Y:int, rotationInDegrees:Number):void
{
this.stageRef = stageRef;
this.x = X;
this.y = Y;
this.rotation = rotationInDegrees;
this.rotationInRadians = rotationInDegrees * Math.PI / 180;
}
public function bulletLoop():void
{
xVel = Math.cos(rotationInRadians) * speed;
yVel = Math.sin(rotationInRadians) * speed;
x += xVel;
y += yVel;
if (x > stageRef.stageWidth || x < 0 || y > stageRef.stageHeight || y < 0)
{
deleteBullet();
}
}
public function deleteBullet()
{
this.visible=false
this.x=9999
this.y=9999
}
}
}

as3 boolean variable won't pass out of function

For some reason my value is not being updated outside of the function. I'm trying to make a button, instanced "plus", move a movie clip "topArrow" constantly upward. I figured the boolean would be an easy way to trigger this, but it isn't being updated outside of the function. Why is this?
import flash.events.Event;
import flash.events.MouseEvent;
var speed:Number = 1;
plus.addEventListener(MouseEvent.MOUSE_DOWN, arrow_up);
plus.addEventListener(MouseEvent.MOUSE_UP, arrow_stop);
minus.addEventListener(MouseEvent.MOUSE_DOWN, arrow_down);
minus.addEventListener(MouseEvent.MOUSE_UP, arrow_stop);
var move_up:Boolean = false;
var move_down:Boolean = false;
function arrow_up(event:MouseEvent):void
{
trace("button pressed");
move_up = true;
}
function arrow_stop(event:MouseEvent):void
{
move_up = false;
move_down = false;
}
function arrow_down(event:MouseEvent):void
{
move_down = true;
}
while (move_up==true)
{
topArrow.y += speed;
}
while (move_down==true)
{
topArrow.y -= speed;
}
if(move_up)
{
trace("true");
}
Those while loops are scary, once move_up is true it will go into that loop and never exit?
I would do something like the below instead to animate the movie clip :
var speed:Number = 1;
plus.addEventListener(MouseEvent.MOUSE_DOWN, arrow_up);
plus.addEventListener(MouseEvent.MOUSE_UP, arrow_stop);
minus.addEventListener(MouseEvent.MOUSE_DOWN, arrow_down);
minus.addEventListener(MouseEvent.MOUSE_UP, arrow_stop);
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
var move_up:Boolean = false;
var move_down:Boolean = false;
function arrow_up(event:MouseEvent):void
{
trace("button pressed");
move_up = true;
}
function arrow_stop(event:MouseEvent):void
{
move_up = false;
move_down = false;
}
function arrow_down(event:MouseEvent):void
{
move_down = true;
}
function onEnterFrame(event:Event):void
{
if(move_up)
topArrow.y += speed;
else if(move_down)
topArrow.y -=speed;
if(move_up)
{
trace("true");
}
}
Decompile binary and take a look at move_up setter function.

Actionscript 3 Making the character to Jump

I am making a platformer game. But I am having issue because whenever I pressed the spacebar to jump, the character will stuck in the mid-air. However, I can resolved the problem by holding spacebar and the character will land.
The issue is at mainJump() located inside Boy class.
I seen many people solved the problem by using action timeline, but my main problem is, are there anyway I can solve the problem by using an external class?
Main class
package
{
import flash.display.*;
import flash.text.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.*;
public class experimentingMain extends MovieClip
{
var count:Number = 0;
var myTimer:Timer = new Timer(10,count);
var classBoy:Boy;
//var activateGravity:gravity = new gravity();
var leftKey, rightKey, spaceKey, stopAnimation:Boolean;
public function experimentingMain()
{
myTimer.addEventListener(TimerEvent.TIMER, scoreUp);
myTimer.start();
classBoy = new Boy();
addChild(classBoy);
stage.addEventListener(KeyboardEvent.KEY_DOWN, pressTheDamnKey);
stage.addEventListener(KeyboardEvent.KEY_UP, liftTheDamnKey);
}
public function pressTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = true;
stopAnimation = false;
}
if (event.keyCode == 39)
{
rightKey = true;
stopAnimation = false;
}
if (event.keyCode == 32)
{
spaceKey = true;
stopAnimation = true;
}
}
public function liftTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = false;
stopAnimation = true;
}
if (event.keyCode == 39)
{
rightKey = false;
stopAnimation = true;
}
if (event.keyCode == 32)
{
spaceKey = false;
stopAnimation = true;
}
}
public function scoreUp(event:TimerEvent):void
{
scoreSystem.text = String("Score : "+myTimer.currentCount);
}
}
}
Boy class
package
{
import flash.display.*;
import flash.events.*;
public class Boy extends MovieClip
{
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
//the main character's speed
var mainSpeed:Number = 5;
//whether or not the main guy is jumping
var mainJumping:Boolean = false;
//how quickly should the jump start off
var jumpSpeedLimit:int = 40;
//the current speed of the jump;
var jumpSpeed:Number = 0;
var theCharacter:MovieClip;
var currentX,currentY:int;
public function Boy()
{
this.x = 600;
this.y = 540;
addEventListener(Event.ENTER_FRAME, boyMove);
}
public function boyMove(event:Event):void
{
currentX = this.x;
currentY = this.y;
if (MovieClip(parent).leftKey)
{
currentX += mainSpeed;
MovieClip(this).scaleX = 1;
}
if (MovieClip(parent).rightKey)
{
currentX -= mainSpeed;
MovieClip(this).scaleX = -1;
}
if (MovieClip(parent).spaceKey)
{
mainJump();
}
this.x = currentX;
this.y = currentY;
}
public function mainJump():void
{
currentY = this.y;
if (! mainJumping)
{
mainJumping = true;
jumpSpeed = jumpSpeedLimit * -1;
currentY += jumpSpeed;
}
else
{
if (jumpSpeed < 0)
{
jumpSpeed *= 1 - jumpSpeedLimit / 250;
if (jumpSpeed > -jumpSpeedLimit/12)
{
jumpSpeed *= -2;
}
}
}
if (jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit)
{
jumpSpeed *= 1 + jumpSpeedLimit / 120;
}
currentY += jumpSpeed;
if (currentY >= stage.stageHeight - MovieClip(this).height)
{
mainJumping = false;
currentY = stage.stageHeight - MovieClip(this).height;
}
}
}
}
First of all, formalize your code, eliminating sassy things like 'pressTheDamnKey,' which doesn't even describe the function very well because a function cannot press a key. That is an event handler and should be named either keyDownHandler or onKeyDown, nothing else.
Secondly, you rarely want to do any actual work in event handlers beyond the immediate concerns of the event data. Instead call out to the function which does the actual work. A handler handles the event, then calls the code which does the work. This separates out concerns nicely for when you want something else to be able to also make the little boy animate besides the enterFrameHandler, like perhaps a mouse.
I can imagine your trace log is getting filled up pretty quickly with "Score" lines since your timer is firing 100 times a second (10 milliseconds per). I would change that to not fire on a timer, but to be refreshed when the score actually changes.
The problem with the jumping, aside from spaghetti code, is that you are basing his movements upon whether the key is pressed or not by saving the state of the key press in a variable and having him continually inspect it. This is bad for a couple of reasons: 1. he should not need to reach out to his environment for information, it should be given to him by whatever object owns him or by objects that are responsible for telling him and 2. It requires you to continually hold down the spacebar or he will stop moving, since he checks to see if it is being held down (see problem 1).
I will address all these issues below, leaving out the scoring, which is another matter altogether.
package
{
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.utils.*;
// Sprite is preferred if you are not using the timeline
public class Application extends Sprite
{
private var boy:Boy;
public function Application()
{
boy = new Boy();
addChild(boy);
boy.x = 600; // set these here, not in the boy
boy.y = 540;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler );
}
public function keyDownHandler(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case 32: boy.jump();
break;
case 37: boy.moveLeft();
break;
case 39: boy.moveRight();
break;
default:
// ignored
break;
}
}
public function keyUpHandler(event:KeyboardEvent):void
{
switch(event.keyCode)
{
// ignored for jumping (32)
case 37: // fall through
case 39: boy.stop();
break;
default:
// ignored
break;
}
}
}//class
}//package
package
{
import flash.display.*;
import flash.events.*;
// It is assumed that there is an asset in the library
// that is typed to a Boy, thus it will be loaded onto
// the stage by the owner
public class Boy extends Sprite
{
private var horzSpeed :Number = 0;
private var vertSpeed :Number = 0;
private var floorHeight :Number;
private var jumpHeight :Number;
private var amJumping :Boolean = false;
public function Boy()
{
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
public function moveLeft():void
{
horzSpeed = -1;
}
public function moveRight():void
{
horzSpeed = 1;
}
public function stop():void
{
horzSpeed = 0;
}
public function jump():void
{
if (amJumping) return;
floorHeight = y;
jumpHeight = floorHeight + 20;
vertSpeed = 2;
amJumping = true;
animateJump();
}
private function enterFrameHandler(event:Event):void
{
animate();
}
private function animate():void
{
x += horzSpeed;
if( amJumping )
{
animateJump();
}
}
// Doing a simple version for this example.
// If you want an easier task of jumping with gravity,
// I recommend you employ Greensock's superb
// TweenLite tweening library.
private function animateJump():void
{
y += vertSpeed;
if( y >= jumpHeight )
{
y = jumpHeight;
vertSpeed = -2;
}
else if( y <= floorHeight )
{
y = floorHeight;
amJumping = false;
}
}
}//class
}//package
Another way to approach this, and probably the better way long-term, is for the boy to not even be responsible for moving himself. Instead, you would handle that in the parent, his owner or some special Animator class that is responsible for animating things on schedule. In this even more encapsulated paradigm, the boy is only responsible for updating his own internal look based upon the outside world telling him what is happening to him. He would no longer handle jumping internally, but instead would be responsible for doing things like animating things he owns, like his arms and legs.
You've got a mainJumping variable that is only true while the jump is running. Why not just use that?
if (MovieClip(parent).spaceKey || mainJumping)
{
mainJump();
}