Im trying to create a platform game but im struggling with the jump part of the game. I have got the jump working but when I try to add the animation it goes all wrong. When I hit the jump button it jumps but when i lands it gets stuck on the end of the jump animation until i move. Secondly when i jump and press the right or left button it jumps but plays the run animation while i try to move in mid air. How can i resolve these problems
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Player extends MovieClip
{
//Player run speed setting
var RunSpeed:Number = 8;
//Player key presses
var RightKeyPress:Boolean = false;
var LeftKeyPress:Boolean = false;
var UpKeyPress:Boolean = false;
//Jump variables
var Gravity:Number = 1.5;
var Yvelocity:Number = 0;
var CanJump:Boolean = false;
public function Player()
{
// constructor code
stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyPressed);
addEventListener(Event.ENTER_FRAME, Update);
stage.addEventListener(KeyboardEvent.KEY_UP, KeyReleased);
}
function KeyPressed(event:KeyboardEvent)
{
//When Key is Down
if (event.keyCode == 39)
{
RightKeyPress = true;
}
if (event.keyCode == 37)
{
LeftKeyPress = true;
}
if (event.keyCode == 38)
{
UpKeyPress = true;
}
}
function Update(event:Event)
{
//Adding gravity to the game world
Yvelocity += Gravity;
//if player is more than 300 on the y-axis
if (this.y > 300)
{
//Player stays on the ground and can jump
Yvelocity = 0;
CanJump = true;
}
if ((RightKeyPress == true))
{
x += RunSpeed;
gotoAndStop('Run');
scaleX = 1;
}
else if ((LeftKeyPress == true))
{
x -= RunSpeed;
gotoAndStop('Run');
scaleX = -1;
}
if ((UpKeyPress == true && CanJump))
{
Yvelocity = -15;
CanJump = false;
gotoAndStop('Jump');
}
this.y += Yvelocity;
}
function KeyReleased(event:KeyboardEvent)
{
if (event.keyCode == 39)
{
event.keyCode = 0;
RightKeyPress = false;
gotoAndStop('Idle');
}
if (event.keyCode == 37)
{
event.keyCode = 0;
LeftKeyPress = false;
gotoAndStop('Idle');
}
if (event.keyCode == 38)
{
event.keyCode = 0;
UpKeyPress = false;
}
}
}
}
this.y > 300, that is your jump end logic. Add a gotoAndStop('Idle'); in that if's block.
Just Check if canJump is true on your left and right keypresses before executing those blocks. If canJump is true allow the running stuff
Related
So this is my first semester in school coding and right now I'm trying to make a little 2D game with a character who I need to move up and down.
So far, I've been able to create a titlescreen and then when you click start it goes to the next screen, where my main character is.
I add him to the stage manually through the code, and then I tried to make him move up down left and right with the arrow keys but he only appears, and does not move.
This is my code so far
package lib.fly
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class FlyGame extends MovieClip
{
public var mainCharacter:MovieClip;
public var vx:Number;
public var vy:Number;
public function FlyGame()
{
trace ("Initiate");
init();
}
private function init():void
{
vx = 0;
vy = 0;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
stage.addEventListener(KeyboardEvent.KEY_DOWN, moveAround);
stage.addEventListener(KeyboardEvent.KEY_UP, dontMove);
//var dx:Number = speed* Math.cos(angle);
//var dy:Number = speed* Math.sin(angle);
trace ("Keyboard Event Listeners");
}
private function moveAround(event:KeyboardEvent):void
{
trace ("Actual Keyboard Events");
if (event.keyCode == Keyboard.LEFT)
{
vx = -5;
}
else if (event.keyCode == Keyboard.RIGHT)
{
vx = 5;
}
else if (event.keyCode == Keyboard.UP)
{
vy = - 5;
}
else if (event.keyCode == Keyboard.DOWN)
{
vy = 5;
}
}
private function dontMove(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT || event.keyCode == Keyboard.RIGHT)
{
vx = 0;
}
else if (event.keyCode == Keyboard.UP || event.keyCode == Keyboard.DOWN)
{
vy = 0;
}
}
public function onEnterFrame(event:Event):void
{
mainCharacter = new BoyFlying();
mainCharacter.x = 20;
mainCharacter.y = 150;
mainCharacter.x += vx;
mainCharacter.y += vy;
addChild(mainCharacter);
}
}
}
The output produces the trace statements up until my "Actual Keyboard Events"
Sorry, I'm brand new to this so any help would be appreciated. Thank you for your time
Try this logic below and see if it helps your program to work as expected...
Adjust function init()
private function init():void
{
vx = vy = 0; //chain them since same value
mainCharacter = new BoyFlying(); //create once here and control in other functions
mainCharacter.x = 20;
mainCharacter.y = 150;
mainCharacter.addEventListener(Event.ENTER_FRAME, onEnterFrame);
addChild(mainCharacter);
stage.addEventListener(KeyboardEvent.KEY_DOWN, moveAround);
//stage.addEventListener(KeyboardEvent.KEY_UP, dontMove); //what is it good for?
trace ("added... Keyboard Event Listeners");
//var dx:Number = speed* Math.cos(angle);
//var dy:Number = speed* Math.sin(angle);
}
Adjust function moveAround()
private function moveAround(event:KeyboardEvent):void
{
trace ("Actual Keyboard Events");
if (event.keyCode == Keyboard.LEFT)
{ vx -= 5; }
if (event.keyCode == Keyboard.RIGHT)
{ vx += 5; }
if (event.keyCode == Keyboard.UP)
{ vy -= 5; }
if (event.keyCode == Keyboard.DOWN)
{ vy += 5; }
}
Adjust function onEnterFrame()
public function onEnterFrame(event:Event):void
{
//# no need for += here since function moveAround() changes these vx and vy values on key press
//# infact your character could be moved (x/y) just by keyboard event instead of per FPS screen update (eg: not with EnterFrame)
mainCharacter.x = vx;
mainCharacter.y = vy;
}
I am making my own game using Actionscript 3 for coding in Flash. The game is about a Runner Character just like Super Mario and Stickyman, who just run, jump, dies.. and so on..
After being very organized by dividing each window of the game in a different Scene, I was still having the problem of executing the piece of code "gotoAndStop()".. That's why I decided to make it much simple by using only one Scene, but each wind of the game in a different frame in the Main Timeline. So I worked on the root, but still getting the same problem that stuck in a white screen!
Anyways, one of the main problem that I am facing here is the Error #1009. Even when I tried to read other topics with the same issue but I didn't find the answer that suites my case.
This is the Error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at HR4_fla::MainTimeline/movePlayer()
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Apple/update()
Here is the Code:
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.MovieClip;
import flash.geom.Rectangle;
stop();
var KeyThatIsPressed:uint;
var rightKeyIsDown:Boolean = false;
var leftKeyIsDown:Boolean = false;
var upKeyIsDown:Boolean = false;
var downKeyIsDown:Boolean = false;
var score:int = 0;
var lives:int = 3;
player_mc.health = 100;
player_mc.dead = false;
//var TouchRestartBox:Boolean = false;
var playerSpeed:Number = 8;
var gravity:Number = 2;
var yVelocity:Number = 0;
var canJump:Boolean = false;
var canDoubleJump: Boolean = false;
//var appleCount:int;
stage.addEventListener(KeyboardEvent.KEY_DOWN, PressAKey);
stage.addEventListener(KeyboardEvent.KEY_UP, ReleaseAKey);
stage.addEventListener(Event.ENTER_FRAME, cameraFollowCharacter);
function cameraFollowCharacter(event:Event):void
{
scrollRect = new Rectangle(player_mc.x - stage.stageWidth/2, player_mc.y - stage.stageHeight/2, stage.stageWidth, stage.stageHeight);
}
//PressKey function here
function PressAKey(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.RIGHT)
{
rightKeyIsDown = true;
}
if(event.keyCode == Keyboard.LEFT)
{
leftKeyIsDown = true;
}
if(event.keyCode == Keyboard.UP)
{
upKeyIsDown = true;
}
if(event.keyCode == Keyboard.DOWN)
{
downKeyIsDown = true;
}
}
//ReleaseKey function here
function ReleaseAKey(event:KeyboardEvent):void
{
if(event.keyCode == Keyboard.RIGHT)
{
rightKeyIsDown = false;
}
if(event.keyCode == Keyboard.LEFT)
{
leftKeyIsDown = false;
}
if(event.keyCode == Keyboard.UP)
{
upKeyIsDown = false;
}
if(event.keyCode == Keyboard.DOWN)
{
downKeyIsDown = false;
}
}
//stage.addEventListener(Event.ENTER_FRAME, GameOver);
stage.addEventListener(Event.ENTER_FRAME, movePlayer);
function movePlayer(event:Event):void
{
if(!rightKeyIsDown && !leftKeyIsDown && !upKeyIsDown)
{
player_mc.gotoAndStop(1);
}
if(rightKeyIsDown)
{
player_mc.gotoAndStop(2);
player_mc.x+= playerSpeed;
player_mc.scaleX = 0.59;
}
if(leftKeyIsDown)
{
player_mc.gotoAndStop(2);
player_mc.x-= playerSpeed;
player_mc.scaleX = -0.59;
}
if(upKeyIsDown && canJump)
{
player_mc.gotoAndStop(3);
yVelocity = -15;
canJump = false;
canDoubleJump = true;
}
if(upKeyIsDown && canDoubleJump && yVelocity > -2)
{
yVelocity = -13;
canDoubleJump = false;
}
yVelocity +=gravity;
if(!floor_mc.hitTestPoint(player_mc.x,player_mc.y, true))
{
player_mc.y+=yVelocity;
}
if(yVelocity > 20)
{
yVelocity =20;
}
for(var i:int=0; i<10; i++)
{
if(floor_mc.hitTestPoint(player_mc.x, player_mc.y, true))
{
player_mc.y--;
yVelocity = 0;
canJump = true;
}
}
for(var j:int=0; j<=2; j++)
{
if(rb.hitTestPoint(player_mc.x, player_mc.y, true))
{
player_mc.x = -1703.35;
player_mc.y = 322.1;
player_mc.scaleX = 0.59;
lives = lives - 1;
}
if(lives == 0)
{
// GameOver();
// remove all the event listeners
// stage.removeEventListener(Event.ENTER_FRAME, GameOver);
stage.removeEventListener(Event.ENTER_FRAME, movePlayer);
stage.removeEventListener(KeyboardEvent.KEY_DOWN, PressAKey);
stage.removeEventListener(KeyboardEvent.KEY_UP, ReleaseAKey);
stage.removeEventListener(Event.ENTER_FRAME, cameraFollowCharacter);
gotoAndStop(124);
//(root as MovieClip).gotoAndStop(124);
}
}
// appleCount_txt.text = "Apples:" + appleCount;
}
/*function GameOver()
{
// lives = 3;
// remove all the event listeners
stage.removeEventListener(Event.ENTER_FRAME, GameOver);
stage.removeEventListener(Event.ENTER_FRAME, movePlayer);
stage.removeEventListener(KeyboardEvent.KEY_DOWN, PressAKey);
stage.removeEventListener(KeyboardEvent.KEY_UP, ReleaseAKey);
stage.removeEventListener(Event.ENTER_FRAME, cameraFollowCharacter);
// player_mc.stop();
gotoAndStop(1); // this has your "dead" screen on it.
}*/
Can anyone help me solving this problem please?
Thanks
There's a listener still getting executed after the frame change. In that handler, an object is referenced that does not exist on that frame and is thus null.
Changing frames only provides visual changes, not necessarily a complete change of state.
I'm making a platform game. Im trying just to get the player to move around on the stage, and to be able to jump, with some type of gravity added to it. However, when I run it, I get this error: Error #1009: Cannot access a property or method of a null object reference.
package {
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.ui.Keyboard;
public class Code1 extends MovieClip {
var charSpeed:int = 0;
var velocity:int = 0;
var gravity:Number = 1;
var Jump:Boolean = false;
var leftKey:Boolean;
var rightKey:Boolean;
var upKey:Boolean;
private var platform:Platform;
public function startGame(){
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeyUp);
stage.addEventListener(Event.ENTER_FRAME, loop);
stage.addEventListener(Event.ENTER_FRAME, update);
}
public function Code() {
}
public function update(evt:Event){
moveChar();
}
public function moveChar(){
if (leftKey == true){
charSpeed -= 10;
}
if (rightKey == true){
charSpeed += 10;
}
if (upKey == true){
if(!Jump){
velocity -= 14;
Jump = true;
}
}
}
function checkKeyDown(evt:KeyboardEvent){
if (evt.keyCode == Keyboard.UP){
upKey = true;
}
else if (evt.keyCode == Keyboard.RIGHT){
rightKey = true;
}
else if (evt.keyCode == Keyboard.LEFT){
leftKey = true;
}
}
function checkKeyUp(evt:KeyboardEvent){
if (evt.keyCode == Keyboard.UP){
upKey = false;
}
else if (evt.keyCode == Keyboard.RIGHT){
rightKey = false;
}
else if (evt.keyCode == Keyboard.LEFT){
leftKey = false;
}
}
function loop(evt:Event){
player.x = charSpeed;
if (player.x < 0){
player.x = 0;
}
if (player.x > 550){
player.x = 550;
}
velocity += gravity;
if (!platform.hitTestPoint(player.x, player.y, true)){
player.y += velocity;
}
for (var i = 0; i < 10; i++){
if (platform.hitTestPoint(player.x, player.y, true)){
player.y--;
velocity = 0;
Jump = false;
}
}
}
}
}
My platform linkage is "Platform", but i set up a variable for it (or tried to). I debugged the code, and it came up with this line: player.x = charSpeed;
I have no idea what to do, if someone could help, that would be great.
You never declare or instantiate (ie player = new Player()) your player.
Alternatively, if your player is on the stage of your .fla timeline, it will need the instance name 'player'. That can be set in the object properties.
You player object is null.
I don't see the istantiation line as:
var player:Player = new Player();
Add it before use a property of your player
I'm creating a beat em up game and so far i have the character running and jumping. I now want to make my character to dash left or right. So if the player presses the key right, right very quickly then the character will dash. How can i make this happen. This is what I have done so far.
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Player extends MovieClip
{
//Player run speed setting
var RunSpeed:Number = 8;
//Player key presses
var RightKeyPress:Boolean = false;
var LeftKeyPress:Boolean = false;
var UpKeyPress:Boolean = false;
//Jump variables
var Gravity:Number = 1.5;
var JumpPower:Number = 0;
var CanJump:Boolean = false;
var Jumped:Boolean = false;
public function Player()
{
// constructor code
stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyPressed);
addEventListener(Event.ENTER_FRAME,Update);
stage.addEventListener(KeyboardEvent.KEY_UP,KeyReleased);
}
function KeyPressed(event:KeyboardEvent)
{
//When Key is Down
if (event.keyCode == 39)
{
RightKeyPress = true;
}
if (event.keyCode == 37)
{
LeftKeyPress = true;
}
if (event.keyCode == 38)
{
UpKeyPress = true;
}
}
function Update(event:Event)
{
//Adding gravity to the game world
JumpPower += Gravity;
//if player is more than 300 on the y-axis
if (this.y > 300)
{
//Player stays on the ground and can jump
JumpPower = 0;
CanJump = true;
}
//If on floor
if (CanJump)
{
//If right key is pressed run right
if ((RightKeyPress))
{
x += RunSpeed;
gotoAndStop('Run');
scaleX = 1;
}
else if ((LeftKeyPress))
{
//otherwise if left key is pressed run left
x -= RunSpeed;
gotoAndStop('Run');
scaleX = -1;
}
if ((UpKeyPress))
{
//If up key is pressed then jump
JumpPower = -15;
CanJump = false;
gotoAndStop('Jump');
Jumped = true;
}
//If no key is pressed stay idle
if ((!RightKeyPress && !LeftKeyPress && CanJump))
{
gotoAndStop('Idle');
}
}
else if (CanJump == false)
{
//Other if in air and right key is pressed move right
if ((RightKeyPress))
{
x += RunSpeed;
scaleX = 1;
}
else if ((LeftKeyPress))
{
//Otherwise if left key is pressed then move left
x -= RunSpeed;
scaleX = -1;
}
}
//If already jumped and on floor
if (Jumped == true && CanJump)
{
//Cannot jump again
CanJump = false;
//If on floor and right key is pressed run right
if ((RightKeyPress))
{
gotoAndStop('Run');
scaleX = 1;
}
else if ((LeftKeyPress))
{
//Otherwise if on floor and left key is pressed run left
gotoAndStop('Run');
scaleX = -1;
}
//If no key is pressed stay idle
if ((!RightKeyPress && !LeftKeyPress))
{
gotoAndStop('Idle');
}
}
this.y += JumpPower;
}
function KeyReleased(event:KeyboardEvent)
{
if (event.keyCode == 39)
{
event.keyCode = 0;
RightKeyPress = false;
}
if (event.keyCode == 37)
{
event.keyCode = 0;
LeftKeyPress = false;
}
if (event.keyCode == 38)
{
event.keyCode = 0;
UpKeyPress = false;
Jumped = false;
}
}
}
}
So I made a little test and came up with this. It seems to be working pretty well right now. I haven't tested it in extreme lengths, but it could get you started. I'll leave it up to you to implement into your own code. Just copy/paste into a new AS3 document and watch the console
import flash.events.KeyboardEvent;
stage.addEventListener(KeyboardEvent.KEY_UP, keyPressed);
var pressed :Boolean = false;
var lastKeyPressed :Number = -1;
var doubleTapDelay :Number = 260; //-- delay in milliseconds
function keyPressed(e:KeyboardEvent):void
{
if (lastKeyPressed == e.keyCode && pressed) trace("double tapped " + e.keyCode);
lastKeyPressed = e.keyCode;
pressed = true;
setTimeout(function(){pressed = false},doubleTapDelay);
}
EDITED TO WORK WITH KEY_DOWN
This seems to be working better with KEY_DOWN
import flash.events.KeyboardEvent;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
var pressed :Boolean = false;
var lastKeyPressed :Number = -1;
var doubleTapDelay :Number = 260; //-- delay in milliseconds
function keyPressed(e:KeyboardEvent):void
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyboardUp);
if (lastKeyPressed == e.keyCode && pressed) trace("double tapped " + e.keyCode);
lastKeyPressed = e.keyCode;
pressed = true;
setTimeout(function(){pressed = false},doubleTapDelay);
}
function onKeyboardUp(e:KeyboardEvent):void
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
}
EDITED AGAIN FOR THE DEMO
DEMO: http://ronnieswietek.com/_random/dash_example.swf
SOURCE: http://ronnieswietek.com/_random/dash_example.fla
import flash.events.KeyboardEvent;
import com.greensock.TweenLite;
import com.greensock.easing.*;
import com.greensock.plugins.*;
TweenPlugin.activate([BlurFilterPlugin]);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_DOWN, permaKeyDown);
var pressed :Boolean = false;
var lastKeyPressed :Number = -1;
var dashAmount :Number = 50;
var doubleTapDelay :Number = 260; //-- delay in milliseconds
function permaKeyDown(e:KeyboardEvent):void
{
switch (e.keyCode)
{
case 38: //-- up arrow
char.y = char.y - 2;
break;
case 39: //-- right arrow
char.x = char.x + 2;
break;
case 40: //-- down arrow
char.y = char.y + 2;
break;
case 37: //-- left arrow
char.x = char.x - 2;
break;
}
}
function keyPressed(e:KeyboardEvent):void
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyboardUp);
if (lastKeyPressed == e.keyCode && pressed)
{
trace("double tapped " + e.keyCode);
doDash(e.keyCode);
}
lastKeyPressed = e.keyCode;
pressed = true;
setTimeout(function(){pressed = false}, doubleTapDelay);
}
function onKeyboardUp(e:KeyboardEvent):void
{
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
}
function doDash(keyCode:Number):void
{
switch (keyCode)
{
case 38: //-- up arrow
TweenLite.to(char,0,{blurFilter:{blurY:50}});
TweenLite.to(char,0.3,{blurFilter:{blurY:0},y:char.y - dashAmount,ease:Expo.easeOut});
break;
case 39: //-- right arrow
TweenLite.to(char,0,{blurFilter:{blurX:50}});
TweenLite.to(char,0.3,{blurFilter:{blurX:0},x:char.x + dashAmount,ease:Expo.easeOut});
break;
case 40: //-- down arrow
TweenLite.to(char,0,{blurFilter:{blurY:50}});
TweenLite.to(char,0.3,{blurFilter:{blurY:0},y:char.y + dashAmount,ease:Expo.easeOut});
break;
case 37: //-- left arrow
TweenLite.to(char,0,{blurFilter:{blurX:50}});
TweenLite.to(char,0.3,{blurFilter:{blurX:0},x:char.x - dashAmount,ease:Expo.easeOut});
break;
}
}
I'm trying to create a platform game and I have the run, jump and double jump working. Now my problem is I want the player to press the jump button and the hero to jump only once instead of continuously jumping. If I hold the up button it will keep jumping which i do not want, i just want it to perform the jump once even if the key is still held down. I want the same for the double jump, how can i do this.
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Player extends MovieClip
{
//Player run speed setting
var RunSpeed:Number = 8;
//Player key presses
var RightKeyPress:Boolean = false;
var LeftKeyPress:Boolean = false;
var UpKeyPress:Boolean = false;
//Jump variables
var Gravity:Number = 1.5;
var JumpPower:Number = 0;
var CanJump:Boolean = false;
var DoubleJump:Boolean = false;
public function Player()
{
// constructor code
stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyPressed);
addEventListener(Event.ENTER_FRAME,Update);
stage.addEventListener(KeyboardEvent.KEY_UP,KeyReleased);
}
function KeyPressed(event:KeyboardEvent)
{
//When Key is Down
if (event.keyCode == 39)
{
RightKeyPress = true;
}
if (event.keyCode == 37)
{
LeftKeyPress = true;
}
if (event.keyCode == 38)
{
UpKeyPress = true
}
}
function Update(event:Event)
{
//Adding gravity to the game world
JumpPower += Gravity;
//if player is more than 300 on the y-axis
if (this.y > 300)
{
//Player stays on the ground and can jump
JumpPower = 0;
CanJump = true;
DoubleJump = false;
}
//If player is on floor and right key is pressed then run right
if ((RightKeyPress && CanJump))
{
x += RunSpeed;
gotoAndStop('Run');
scaleX = 1;
}
else if ((LeftKeyPress && CanJump))
{
//Otherwise if on floor and left key is pressed run left
x -= RunSpeed;
gotoAndStop('Run');
scaleX = -1;
}
else if ((UpKeyPress && CanJump))
{
//Otherwise if on floor and up key is pressed then jump
JumpPower = -15;
CanJump = false;
gotoAndStop('Jump');
DoubleJump = true;
}
//If on floor and right and up key are pressed then jump
if ((RightKeyPress && UpKeyPress && CanJump))
{
JumpPower = -15;
CanJump = false;
gotoAndStop('Jump');
DoubleJump = true;
}
//If on floor and left and up key are pressed then jump
if ((LeftKeyPress && UpKeyPress && CanJump))
{
JumpPower = -15;
CanJump = false;
gotoAndStop('Jump');
DoubleJump = true;
}
//If jumped and right key is pressed then move right
if ((RightKeyPress && CanJump == false))
{
x += RunSpeed;
scaleX = 1;
}
else if ((LeftKeyPress && CanJump == false))
{
//Otherwise if jumped and left key is pressed then move left
x -= RunSpeed;
scaleX = -1;
}
//If in air and able to doublejump and pressed up key, then double jump
if (UpKeyPress && DoubleJump && JumpPower > -2)
{
JumpPower = -13;
DoubleJump = false;
gotoAndStop('DoubleJump');
}
//If on floor and no key is presses stay idle
if ((!RightKeyPress && !LeftKeyPress && CanJump))
{
gotoAndStop('Idle');
}
this.y += JumpPower;
}
function KeyReleased(event:KeyboardEvent)
{
if (event.keyCode == 39)
{
event.keyCode = 0;
RightKeyPress = false;
}
if (event.keyCode == 37)
{
event.keyCode = 0;
LeftKeyPress = false;
}
if (event.keyCode == 38)
{
event.keyCode = 0;
UpKeyPress = false;
}
}
}
}
I suspect that what is happening is that as soon as your player's y value meets the condition if (this.y > 300) you are enabling him to jump again, so as long as the key is held down he jumps because UpKeyPress && CanJump are both true.
My guess is that doing something like the following might get you closer yo your answer...
In your Update function:
function Update(event:Event)
{
//Adding gravity to the game world
JumpPower += Gravity;
//if player is more than 300 on the y-axis
if (this.y > 300)
{
//Player stays on the ground and can jump
JumpPower = 0;
// Do not allow another jump until the UpKey is pressed
//CanJump = true;
//DoubleJump = false;
}
...
Then in your KeyPressed function:
function KeyPressed(event:KeyboardEvent)
{
//When Key is Down
if (event.keyCode == 39)
{
RightKeyPress = true;
}
if (event.keyCode == 37)
{
LeftKeyPress = true;
}
if (event.keyCode == 38)
{
UpKeyPress = true
// Do not allow another jump until the UpKey is pressed
if (this.y > 300)
{
CanJump = true;
DoubleJump = false;
}
}
}
I also second shaunhusain's recommendation to set breakpoints and get comfortable with debugging code.