How to add a Timer in AS3 - actionscript-3

I was wondering how to add an ingame Timer in AS3, I made a health bar for enemy mobs and once mob is attacked, health bar is visible. I need to add piece of code which if Enemy was not attacked for 5 Seconds, healthBar.visible = false; but I have no idea how to deal with time in AS3
any ideas ?

My suggestions are as follows:
Assumed MouseClick is Ninja attacked hero. If you using a this code you need to create Class or fit type. I just written skeleton code.
Download Source
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
stage.addEventListener(MouseEvent.CLICK, onAttacked);
var isAttacked:Boolean;
var timer:Timer = new Timer(100,50);
var alphaCount:Number = 1.0;
timer.addEventListener(TimerEvent.TIMER, onTick);
function onAttacked(e:MouseEvent):void
{
isAttacked = true;
timer.start();
}
function onTick(e:TimerEvent):void
{
alphaCount = 1.0 - ( 2 * timer.currentCount ) / 100;
if(!isAttacked)
{
goFadeStatusBar();
}
else
{
restoreStatusBar();
alphaCount = 1.0;
timer.reset();
timer.start();
isAttacked = false;
}
}
function goFade():void
{
bar.alpha = alphaCount;
}
function restore():void
{
bar.alpha = 1;
}

Related

AS3 timer works in game

I have a countdown timer I made in AS3 the start, stop, and reset works fine in the game.
Problem: This Flash app is now inserted into an external virtual-life game as some animated billboard/sign. Each "person" in the game sees the sign but must click the (Flash) button, inside the sign, to start the timer code. Only the person pressing button can see it working. Everyone is given 05:00 minutes to present their offer.
I need everyone in a room to see timer countdown since its for a auction.
Any help I would appreciate it.
This is what I tried to use so far:
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.MouseEvent;
import flash.ui.Mouse;
public class timerClass extends MovieClip
{
var myTimer:Timer = new Timer(1000, 300);
var i:Number = 300;
public function timerClass()
{
//# constructor code
timerTxt.text = String("05:00");
myTimer.addEventListener(TimerEvent.TIMER, updateTime);
myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, TimerComplete);
startbutton.addEventListener(MouseEvent.CLICK, StartNow);
pausebutton.addEventListener(MouseEvent.CLICK, PauseNow);
restartbutton.addEventListener(MouseEvent.CLICK, restartNow);
}
private function updateTime(e:TimerEvent)
{
i--;
var totalSeconds:* = i;
var minutes:* = Math.floor(totalSeconds/60);
var seconds:* = totalSeconds % 60;
if(String(minutes).length < 2)
{
minutes = "0" + minutes;
if(String(seconds).length < 2)
seconds = "0" + seconds;
}
timerTxt.text = minutes + ":" + seconds;
}
private function TimerComplete(e:TimerEvent)
{
messageTxt.text = "PRESENTATION IS NOW OVER"
timerTxt.text = String("00:00");
}
private function StartNow(e:MouseEvent)
{ myTimer.start(); }
private function PauseNow(e:MouseEvent)
{ myTimer.stop(); }
private function restartNow(e: MouseEvent): void
{
myTimer.stop();
myTimer = new Timer(1000, 300);
myTimer.addEventListener(TimerEvent.TIMER, updateTime);
myTimer.addEventListener(TimerEvent.TIMER_COMPLETE, TimerComplete);
i = 300;
messageTxt.text = "";
timerTxt.text = String("05:00");
}
} //#end Class
} //#end Package
I need everyone in a room to see timer countdown since its for a auction
This is what timer should look like, I just need eveyone to see counter at same time once i press start.
https://cldup.com/cds0PwoS5Y.swf
thank you
jln

Why are my timer and score count not working?

I am trying to create a game using action script 3 and can't understand why the following code is resulting in my score immediately resetting to 0 and my timer rapidly changing numbers with no consistent pattern? Any help is much appreciated! Thank You!
import flash.events.Event;
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
var score:int=0;
var nCount:Number = 5;
var myTimer:Timer = new Timer(3000, nCount);
timer_txt.text = nCount.toString();
myTimer.addEventListener(TimerEvent.TIMER, countdown);
myTimer.start();
function countdown(e:TimerEvent):void{
nCount--;
timer_txt.text = nCount.toString();
}
init();
function init(): void {
Mouse.hide();
addEventListener(Event.ENTER_FRAME, update);
addEventListener(MouseEvent.CLICK, checkIfHit);
}
function update(myEvent:Event):void{
aim_mc.x = this.mouseX;
aim_mc.y = this.mouseY;
score_txt.text = "Score: " + score;
}
function checkIfHit(e:MouseEvent):void{
for(var i:int = 1; i < 4;++i){
var myClip:MovieClip = MovieClip(getChildByName("duck" + i));
if (myClip.hitTestPoint(mouseX,mouseY,true)){
score = score + 1;
}
}
}
As mentioned by #coner in his comment, I think that you have another frame that, maybe, you have added by mistake, and that's why your animation is initialized everytime :
To avoid that, if you need that frame (these frames) for any reason, you can add a stop() in your first one and then you can use gotoAndStop() or gotoAndPlay() in another time to change the frame, or if you don't need that frame and you've added by mistake, you have just to remove it.
Also, don't forget to remove the event listeners and to stop your game after that your countdown is finished ...
Hope that can help.

ActionScript 3, handling MOUSE_UP outside stage

I'm new to ActionScript 3.0. I tried a tutorial at http://www.senocular.com/flash/tutorials/as3withmxmlc/ . The demo program animates a ball and allows it to be dragged.
There was a problem with the program as written. When you drag the mouse outside the stage and release the mouse button, the ball wouldn't get the MOUSE_UP event. The code, therefore would never call stopDrag(). I searched stackoverflow for suggestions, and one suggestion was to listen to MOUSE_UP with the stage as well as the ball and add some logic for dealing with it.
I added some code to do this. I also refactored the program as written because it was pretty disorganized. Here's what I have now:
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.geom.Rectangle;
public class BallToss extends Sprite {
private var ball:TossableBall;
// mouse position at last call to trackMouseMvt()
private var lastMousePos:Point = new Point();
// delta mouse movement from frame L-1 to frame L, where L is last frame
private var lastDeltaMouse:Point = new Point();
public function BallToss() {
var stageBounds:Rectangle = new Rectangle(0, 0, stage.stageWidth,
stage.stageHeight);
ball = new TossableBall(50, stageBounds);
ball.x = stageBounds.width/2;
ball.y = stageBounds.height/2;
addChild(ball);
ball.addEventListener(MouseEvent.MOUSE_DOWN, grabBall);
// however I order the next two calls to addEventListener(), it seems
// that the ball's MOUSE_UP gets handled before the stage's MOUSE_UP
stage.addEventListener(MouseEvent.MOUSE_UP, handleStageMouseUp);
ball.addEventListener(MouseEvent.MOUSE_UP, releaseBall);
// initialize 'lastMousePos' and set up 'trackMouseMvt' to be called on
// every frame
lastMousePos = new Point(mouseX, mouseY);
ball.addEventListener(Event.ENTER_FRAME, trackMouseMvt);
}
private function grabBall(evt:MouseEvent):void {
trace("in grabBall");
// set ball 'glideVector' to (0,0) so it will stop moving
ball.setGlideVector(new Point(0,0));
ball.startDrag();
}
private function releaseBall(evt:MouseEvent):void {
trace("in releaseBall");
ball.stopDrag();
// set up the ball to glide at the rate of 'lastDeltaMouse'
ball.setGlideVector(lastDeltaMouse);
}
private function trackMouseMvt(evt:Event):void {
var currMouse:Point = new Point(mouseX, mouseY);
lastDeltaMouse = currMouse.subtract(lastMousePos);
lastMousePos = currMouse;
}
private function handleStageMouseUp(evt:Event):void {
trace("in handleStageMouseUp");
ball.stopDrag();
var stageBounds:Rectangle = new Rectangle(0, 0, stage.stageWidth,
stage.stageHeight);
if (ball.x > stageBounds.right - 0.5)
ball.x = stageBounds.right - 0.5;
else if (ball.x < 0)
ball.x = 0;
if (ball.y > stageBounds.bottom - 0.5)
ball.y = stageBounds.bottom - 0.5;
else if (ball.y < 0)
ball.y = 0;
}
}
}
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import flash.geom.Rectangle;
class TossableBall extends Sprite {
private var stageBounds:Rectangle;
private var glideVector:Point = new Point();
private var friction:Number = .95;
public function TossableBall(size:Number, stageBoundsIn:Rectangle) {
stageBounds = stageBoundsIn;
graphics.lineStyle(1);
graphics.beginFill(0xFF8000);
graphics.drawCircle(0, 0, size/2);
addEventListener(Event.ENTER_FRAME, glide);
}
public function setGlideVector(glideVectorIn:Point):void {
glideVector = glideVectorIn;
}
private function glide(evt:Event):void {
x += glideVector.x;
y += glideVector.y;
var shapeBounds:Rectangle = getBounds(parent);
if (shapeBounds.left < stageBounds.left) {
glideVector.x = Math.abs(glideVector.x);
} else if (shapeBounds.right > stageBounds.right) {
glideVector.x = -Math.abs(glideVector.x);
}
if (shapeBounds.top < stageBounds.top) {
glideVector.y = Math.abs(glideVector.y);
} else if (shapeBounds.bottom > stageBounds.bottom) {
glideVector.y = -Math.abs(glideVector.y);
}
glideVector.x *= friction;
glideVector.y *= friction;
}
}
I don't like this code very much. The problem comes down to not being able to detect all the cases in one place. I would like to write something like this:
if (..ball and stage both got MOUSE_UP..) {
..handle it..;
else if (..only stage got MOUSE_UP..) {
..handle it..;
}
This logic would let me write more foolproof, simpler case handling and clearer logic. As things stand, there is a lot of complex behavior that emerges from this way of organizing the code.
The event listening model doesn't seem to make this possible. The response to events must happen individually, or must it? Is there a way to detect events that are "in the queue"?
Alternatively, I could avoid using startDrag(), i.e. avoid making the ball Sprite draggable, and have only the stage listen to MOUSE_UP, then handle all the drag logic myself. That would also let me better handle questions like where I want the ball to be positioned when the user drags outside the stage. I wonder if that is better overall.
To track object being dragged this works good for me:
ball.addEventListener(MouseEvent.MOUSE_DOWN, onBallMouseDown)
var _stage:Stage;
private function onBallMouseDown(e:MouseEvent):void
{
_stage = stage;
stage.addEventListener(MouseEvent.MOUSE_UP, onStageMouseUp)
stage.addEventListener(MouseEvent.MOUSE_MOVE, onStageMouseMove)
ball.startDrag();
}
private function onStageMouseMove(e:MouseEvent):void
{
// track ball coordinates
}
private function onStageMouseUp(e:MouseEvent):void
{
ball.stopDrag();
_stage.removeEventListener(MouseEvent.MOUSE_UP, onStageMouseUp)
_stage.removeEventListener(MouseEvent.MOUSE_MOVE, onStageMouseMove)
}
What about that, after years of Flash programming only now have I discovered the joys of MouseEvent.RELEASE_OUTSIDE. No more ugly hacks needed.

AS3 MouseEvent.CLICK Interaction on Different Indexes

I'm currently working through a AS3 game tutorial on Lynda.com and am coming across a problem with the MouseEvent.CLICK and child indexes. The game is a simple point and shoot, where the player must shoot all of the approaching enemies before they get too close. It works initially, however the custom cursor I added displays behind the enemies. However when I try and adjust the index (I've used the addChildAt function and moving the addChild(cursor) line of code below the enemy container initializer) the on click interaction, which is supposed to remove the enemy when clicked on, doesn't work.
My document class:
package {
import flash.display.*;
import flash.utils.*;
import flash.events.*;
import flash.ui.*;
public class Game extends MovieClip {
public var cursor:Cursor;
public var enemy:Enemy;
public var numberOfEnemies:uint;
public var enemyContainer:MovieClip;
public var enemyTimer:Timer;
public function Game() {
addEventListener(Event.ADDED_TO_STAGE, init);
Mouse.hide();
}
public function init(event:Event):void {
cursor = new Cursor;
addChild(cursor);
stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor);
numberOfEnemies = 10;
enemyTimer = new Timer(1000, numberOfEnemies);
enemyContainer = new MovieClip();
addChild(enemyContainer);
enemyTimer.addEventListener(TimerEvent.TIMER, createEnemies);
enemyTimer.start();
}
public function dragCursor(event:MouseEvent) {
cursor.x = this.mouseX;
cursor.y = this.mouseY;
}
public function createEnemies(event:TimerEvent):void {
enemy = new Enemy();
enemy.x = 25 + Math.random() * (stage.stageWidth - 75);
enemy.y = 25 + Math.random() * (stage.stageHeight - 75);
enemyContainer.addChild(enemy);
enemy.timerStart();
}
}
}
My enemy class:
package {
import flash.display.MovieClip;
import flash.utils.Timer;
import flash.ui.Mouse;
import flash.events.*;
public class Enemy extends MovieClip {
public var scaleObj:Number = 0.50;
public var growTimer:Timer;
public function Enemy() {
scaleX = scaleObj;
scaleY = scaleObj;
addEventListener(MouseEvent.CLICK, shootEnemy);
}
public function timerStart() {
growTimer = new Timer(50);
growTimer.addEventListener(TimerEvent.TIMER, objectGrow);
growTimer.start();
}
public function objectGrow(event:TimerEvent):void {
if(scaleObj <= 1.0) {
scaleObj += 0.01;
scaleX = scaleObj;
scaleY = scaleObj;
}
else {
killEnemy();
}
}
public function killEnemy():void {
this.parent.removeChild(this);
growTimer.stop();
}
public function shootEnemy(event:MouseEvent):void {
killEnemy();
}
}
}
There also is a cursor class, however there is no code beyond the package and class definers. Please let me know of any questions or comments you might have, thanks.
Most likely the Cursor object is intercepting the mouse click since it is above the Enemy object.
You can stop the Cursor from intercepting mouse events by setting in the cursor class:
this.mouseEnabled = false;
this.mouseChildren = false;
Also, you should ideally be using a native mouse cursor instead of manually creating your own. Check out this Adobe tutorial for an example.
Set your Cursor instance to not receive mouse events itself as it would block the click events from getting to the objects behind it. Code would be something like
cursor = new Cursor;
cursor.mouseEnabled = false;
cursor.mouseChildren = false;

A loop in enterframe?

I'm animating a bunch of words in AS3. Because I'm going to be using this on a mobile device, I want to use bitmaps rather than Sprites. So I've created WordObjects, which have a .bitmap property that I can access.
I have the following code, which fires on the click event and loops through an array inside an enterframe event. This is probably a bad idea, but I'm not sure how to do it better. (What is surprising is that it runs just fine in Flashbuilder, but slows to a crawl in Flash CS5.)
Is there some better way to do this? I just want an efficient way to animate the array of bitmaps.
private function clickhandler (e:MouseEvent){
this.addEventListener(Event.ENTER_FRAME, blowemup);
}
private function blowemup(e:Event){
var newPosition:Number;
for(var i:int=0; i<arrWordObjects.length; i++)
{
newPosition = updatePosition(arrWordObjects[i].bitmap);
arrWordObjects[i].bitmap.x += newPosition;
arrWordObjects[i].bitmap.y += getRandomNumber();
}
}
Something that will make a huge difference is using for each(Object in Array) rather than the standard for loop.
private function blowemup(e:Event):void
{
var newPosition:Number;
var i:ArrWordsObjectClass; // <-- don't know what the class for this is, just replace
for each(i in arrWordObjects)
{
newPosition = updatePosition(i.bitmap);
i.bitmap.x += newPosition;
i.bitmap.y += getRandomNumber();
}
}
A for each loop is typed, meaning a lot of time is saved where normally it'd be trying to work out what arrWordObjects[i] is every iteration.
Also, side note: using one ENTER_FRAME driven function and looping through everything in your application that you want to handle each frame is much more efficient than applying hundreds of listeners for objects.
I normally create a handler class that contains the ENTER_FRAME and an array storing my objects, like so:
package
{
import flash.events.Event;
import flash.display.Sprite;
public class Handler extends Sprite
{
// vars
public var elements:Array = [];
/**
* Constructor
*/
public function Handler()
{
addEventListener(Event.ENTER_FRAME, _handle);
}
/**
* Called on each dispatch of Event.ENTER_FRAME
*/
private function _handle(e:Event):void
{
var i:Element;
for each(i in elements)
{
i.step();
}
}
}
}
Then I create a base class for all the objects that I want to handle, containing the step() function called above.
package
{
import flash.display.DisplayObject;
public class Element extends Object
{
// vars
public var skin:DisplayObject;
/**
* Called on each dispatch of Event.ENTER_FRAME at Handler
*/
public function step():void
{
// override me
}
}
}
Now just extend Element with your objects:
package
{
import flash.display.Sprite;
public class MyThing extends Element
{
/**
* Constructor
*/
public function MyThing()
{
skin = new Sprite();
skin.graphics.beginFill(0);
skin.graphics.drawCircle(0,0,40);
skin.graphics.endFill();
}
/**
* Override step
*/
override public function step():void
{
skin.x += 4;
}
}
}
And get it all going!:
var handler:Handler = new Handler();
var m:MyThing;
var i:uint = 0;
for(i; i<10; i++)
{
m = new MyThing();
m.y = Math.random()*stage.stageHeight;
handler.elements.push(m);
addChild(m.skin);
}
How many bitmaps do you plan to have on the stage at a time?
I have had 40 900x16px bitmaps animating on the stage at full speed running on my iphone using air 2.6.
I used a foreach loop in an enterframe event which i added on mouseclick and removed once the animation was finished.
Remember to compile it for the mobile with gpu rendering enabled. (gpu in your app.xml if you are using air 2.6)
This is worth a read too, it explains a lot about performance for mobile devices
http://help.adobe.com/en_US/as3/mobile/WS901d38e593cd1bac-3d719af412b2b394529-8000.html
Here is a basic example of what I had...
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Rectangle;
[SWF(frameRate="30", backgroundColor="#FF00FF")]
public class Test extends Sprite
{
private var fields:Vector.<Bitmap> = new Vector.<Bitmap>();
public function Test()
{
this.stage.scaleMode = StageScaleMode.NO_SCALE;
this.stage.align = StageAlign.TOP_LEFT;
for(var i:int = 0; i< 37; i++){
var bd:BitmapData = new BitmapData(960, 16, true, 0x000000);
bd.fillRect(new Rectangle(0, 0, 900, 16), Math.round( Math.random()*0xFFFFFFFF ));
var b:Bitmap = new Bitmap(bd);
b.x = 0;
b.y = i*16;
stage.addChild(b);
fields.push(b);
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
}
private var inertia:Boolean = false;
private var yCurrent:Number;
private var ySpeed:Number;
private var startY:Number;
private var cy:Number = 0;
private function onEnterFrame(e:Event):void{
if(!inertia){
ySpeed = (startY - yCurrent) ; // / 16;
startY = yCurrent
} else {
ySpeed *= 0.8;
if(ySpeed < 0.01 && ySpeed > -0.01){
inertia = false;
stage.removeEventListener(Event.ENTER_FRAME, onEnterFrame);
}
}
cy += ySpeed;
if(cy > 640)
cy -= 640;
var ty:Number = cy;
for each(var tf:Bitmap in fields){
tf.y = ty;
ty += 16;
if(ty > 640)
ty -= 640;
}
}
private function onMouseDown(e:MouseEvent):void{
inertia = false;
startY = e.stageY;
yCurrent = e.stageY;
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
private function onMouseMove(e:MouseEvent):void{
yCurrent = e.stageY;
}
private function onMouseUp(e:Event):void{
inertia = true;
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);
stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
}
}
I would suggest looking at writing a custom effect on Adobe's website over registering for ENTER_FRAME event. What you've put up there means this code will forever run as long as the program is running. If you wanted to stop the effect or run for 10 frames and stop then you'll have to write more code. It gets even more complex if you want to apply this to several instances. You're going to have to resolve problems that custom effects framework solves.
I'd read how to write custom effects here:
http://livedocs.adobe.com/flex/3/html/help.html?content=createeffects_1.html