I have a object that can be dragged into another object. I have set up a hit test for the collision. When the collision occurs I would like to progress to the next frame however, I have to click on the draggable object for it to do so. I would like it to move to the next frame right away without clicking. Is there anyway to fix this?
I mean after I have dragged the objected to create the collision I need to click on the object again to progress to the next frame. I do not want to have to click on the object again I want it to go to the next frame as the collision occurs.
This is my code
bottle.buttonMode = true;
bottle.addEventListener(MouseEvent.MOUSE_DOWN, drag);
bottle.addEventListener(MouseEvent.MOUSE_UP, drop);
function collision():void{
if(bottle.hitTestObject(hit)){
nextFrame();
}
}
function drag(e:MouseEvent):void{
bottle.startDrag();
collision();
}
function drop(e:MouseEvent):void{
bottle.stopDrag();
}
You should be checking for collisions after the drop, not at the start of the drag:
function collision():void{
if(bottle.hitTestObject(hit)){
nextFrame();
}
}
function drag(e:MouseEvent):void{
bottle.startDrag();
}
function drop(e:MouseEvent):void{
bottle.stopDrag();
collision();
}
Change collision() into an event listener and attach it to bottle.
Try this one ( adapted from Gary Rosenzweig ) :
bottle.buttonMode = true;
bottle.addEventListener( MouseEvent.MOUSE_DOWN, startBottleDrag );
stage.addEventListener( MouseEvent.MOUSE_UP, stopBottleDrag );
function collision():void {
if( bottle.hitTestObject( hit ) ) {
stopBottleDrag();
nextFrame();
}
}
// to keep bottle location as it is when clicked
var clickOffset:Point = null;
function startBottleDrag( e:MouseEvent ) {
clickOffset = new Point( e.localX, e.localY );
bottle.addEventListener( Event.ENTER_FRAME, dragBottle );
}
function stopBottleDrag( e:MouseEvent = null ) {
clickOffset = null;
bottle.removeEventListener( Event.ENTER_FRAME, dragBottle );
}
function dragBottle( e:Event ) {
bottle.x = mouseX - clickOffset.x;
bottle.y = mouseY - clickOffset.y;
collision();
}
Related
I am a new new person who learn action script 3.
i have problem when i convert keyboard event to mouse event when i moving a walking character.
when use the keyboard event i have no problem. this is my code
import flash.ui.Keyboard;
var speed:Number=2;
stage.addEventListener(KeyboardEvent.KEY_DOWN, stikman);
function stikman(e:KeyboardEvent)
{
if (e.keyCode==Keyboard.LEFT)
{
stik.x-=speed;
stik.scaleX=-1;
stik.stik2.play();
}
else if (e.keyCode==Keyboard.RIGHT)
{
stik.x+=speed;
stik.scaleX=1;
stik.stik2.play();
}
}
and then i try to change keyboard event to mouse event when moving character with button it should press click, click and click. i want to hold the click when moving the character and when mouse up the character stop. but i still don't know how. this my code when i try to change to mouse event
var speed:Number=2;
mundur.addEventListener(MouseEvent.MOUSE_DOWN, stikman);
function stikman(e:MouseEvent)
{
stik.x-=speed;
stik.scaleX=-1;
stik.stik2.play();
}
maju.addEventListener(MouseEvent.CLICK, stikman2);
function stikman2(e:MouseEvent)
{
stik.x+=speed;
stik.scaleX=1;
stik.stik2.play();
}
Because keyboard produces KeyboardEvent.KEY_DOWN event repeatedly as long as key is pressed, while MouseEvent.CLICK as well as MouseEvent.MOUSE_DOWN are dispatched only once per user action.
With mouse you need to change the logic.
// Subscribe both buttons.
ButtonRight.addEventListener(MouseEvent.MOUSE_DOWN, onButton);
ButtonLeft.addEventListener(MouseEvent.MOUSE_DOWN, onButton);
var currentSpeed:Number = 0;
var isPlaying:Boolean = false;
function onButton(e:MouseEvent):void
{
// Set up the directions and start the animation.
switch (e.currentTarget)
{
case ButtonLeft:
currentSpeed = -speed;
stik.stik2.play();
stik.scaleX = -1;
break;
case ButtonRight:
currentSpeed = speed;
stik.stik2.play();
stik.scaleX = 1;
break;
}
isPlaying = true;
// Call repeatedly to move character.
addEventListener(Event.ENTER_FRAME, onFrame);
// Hook the MOUSE_UP even even if it is outside the button or even stage.
stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
}
function onFrame(e:Even):void
{
// Move character by the designated offset each frame.
stik.x += currentSpeed;
if (!isPlaying)
{
// Stop at last frame.
// if (stik.stik2.currentFrame == stik.stik2.totalFrames)
// Stop at frame 1.
if (stik.stik2.currentFrame == 1)
{
// Stop the animation.
stik.stik2.stop();
// Stop moving.
removeEventListener(Event.ENTER_FRAME, onFrame);
}
}
}
function onUp(e:MouseEvent):void
{
// Indicate to stop when the animation ends.
isPlaying = false;
// Unhook the MOUSE_UP event.
stage.removeEventListener(MouseEvent.MOUSE_UP, onUp);
}
hi guys thank you so much for trying to help
Ok so the question is this. I am trying to move a movieclip automatically with
movieClip.x += xspeed ;
ofcourse this works but the point is i want this to be triggered with keyboard press ..problem is i couldn't a keyboard event which works as a mouse click..it works as long as space bar is pressed but if i release it ..it stops working..i want it to be like onclick it should start moving automatically.
Any ideas? thanks
hi thanks so much for your reply and sorry for the delay. Your code gave me an idea but I tried to write it without classes . It doesnt throw up any errors however it doesnt work either . I must be doing something stupid , please have a look and let me know . //rope coding
var ropey = MovieClip(this.root).boat_mc.rope_mc.fishyrope_mc.hitbox_mc.y ;
trace(ropey);
var ropemove:Boolean;
stage.addEventListener(Event.ENTER_FRAME,ropeCode);
function ropeCode(e:Event):void
{
//detect keyboard spacebar click
stage.addEventListener(KeyboardEvent.KEY_UP,onSpacebarUp);
function onSpacebarUp(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.SPACE)
{
ropemove = true;
} else if(ropey > 600 ) {
ropemove = false;
}
}
//drop rope if variable = true
function dropRope(e:Event):void
{
if(ropemove = true) {
MovieClip(this.root).boat_mc.rope_mc.y += xSpeed;
} else if (ropemove = false) {
MovieClip(this.root).boat_mc.rope_mc.y -= xSpeed;
}
}
}
MyObj extends MovieClip (or Sprite). Basically alls that's happening is you should just toggle a variable when you get the KEY_UP (not KEY_DOWN, as that will repeat if the key is held down). Then, every frame, check this variable, and if's it's good, move
Something like:
private var m_shouldMove:Boolean = false;
// constructor
public function MyObj()
{
// add our listener for when we're added to the stage as we'll be adding events on it
this.addEventListener( Event.ADDED_TO_STAGE, this._onAddedToStage );
}
private function _onAddedToStage( e:Event ):void
{
// NOTE: the keyboard listener goes onto the stage
// you'll also need to remove the events when your object is removed (e.g. REMOVED_FROM_STAGE)
this.removeEventListener( Event.ADDED_TO_STAGE, this._onAddedToStage );
this.addEventListener( Event.ENTER_FRAME, this._onEnterFrame );
this.stage.addEventListener( KeyboardEvent.KEY_UP, this._onKeyUp );
}
private function _onEnterFrame( e:Event ):void
{
// every frame, if we should move, do so
if( this.m_shouldMove )
this.x += this.speed;
}
private function _onKeyUp( e:KeyboardEvent ):void
{
if( e.keyCode == Keyboard.SPACE )
this.m_shouldMove = !this.m_shouldMove; // toggle our var
}
Update
I've reworked your code sample, so it should work now:
var rope = MovieClip(this.root).boat_mc.rope_mc.fishyrope_mc.hitbox_mc;
var ropeMove:Boolean = false;
stage.addEventListener(Event.ENTER_FRAME, ropeCode);
stage.addEventListener(KeyboardEvent.KEY_UP, onSpacebarUp);
function onSpacebarUp(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.SPACE)
ropeMove = !ropeMove; // toggles ropeMove (i.e. if it's true, sets it to false, and vice versa)
}
function ropeCode(e:Event):void
{
// move the rope
if( ropeMove )
{
rope.y += xSpeed;
// stop moving if we've gone too far
if( rope.y > 600.0 )
{
rope.y = 600.0;
ropeMove = false;
}
}
}
What I changed:
Held your rope as a variable to make it easier to access
Removed ropey as it's not needed (for your > 600.0 check, you need to recalculate it anyway
The keyboard event is now added with the enter frame event (you were adding a new keyboard event every frame
The keyboard event listener just toggles the ropeMove var (there's no point checking for > 600.0 here as it means you only check when any other key is pressed)
The enter frame event simply moves the rope y
In the enter frame event, if our y is too big, we stop moving
What the code is doing:
We set up our vars - rope and ropeMove - ropeMove is used to know if we can move the rope or not
We add our event listeners - one for the keybard event, to catch the spacebar key, and one enter frame event, so we can move our rope if necessary
In the keyboard event, if our key is the spacebar, we toggle our ropeMove variable
In the enter frame event, if ropeMove is true, we move our rope
If our rope.y is greater than 600, we clamp it to 600, and set ropeMove to false so we stop moving
Update 2
With the addition of a variable ropeDir, the rope will now continuously move up and down (assuming ropeMove is true)
var rope = MovieClip(this.root).boat_mc.rope_mc.fishyrope_mc.hitbox_mc;
var ropeMove:Boolean = false;
var ropeDir:int = 1;
stage.addEventListener(Event.ENTER_FRAME, ropeCode);
stage.addEventListener(KeyboardEvent.KEY_UP, onSpacebarUp);
function onSpacebarUp(e:KeyboardEvent):void
{
if (e.keyCode == Keyboard.SPACE)
ropeMove = !ropeMove; // toggles ropeMove (i.e. if it's true, sets it to false, and vice versa)
}
function ropeCode(e:Event):void
{
// move the rope
if( ropeMove )
{
rope.y += xSpeed * ropeDir;
// stop moving if we've gone too far
if( rope.y > 600.0 && ropeDir == 1 )
ropeDir = -1;
else if( rope.y < 0.0 && ropeDir == -1 )
ropeDir = 1;
}
}
addEventListener(KeyboardEvent.KEY_DOWN, moveStarter);
function moveStarter():void
{
addEventListener(Event.ENTER_FRAME, startMove);
}
I am trying to make a simple project when you click a button a draggable MovieClip is added to the stag and when you click it releases the MovieClip to the X/Y where you clicked, you can then pickup the MovieClip and drag it into a bin (MovieClip) where it destroys itself. The code is working great I can make multiple Movieclips with the button and they are all destroyed when I drag them in the bin however I don't like having "Error Codes".
import flash.events.MouseEvent;
var rubbish:my_mc = new my_mc();
btntest.addEventListener(MouseEvent.CLICK, makeRubbish);
function makeRubbish (event:MouseEvent):void {
addChild(rubbish);
rubbish.x = mouseX - 10;
rubbish.y = mouseY - 10;
rubbish.width = 50;
this.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
rubbish.buttonMode = true;
}
function stopDragging (event:MouseEvent):void {
rubbish.stopDrag()
event.target.addEventListener(MouseEvent.CLICK, startDragging);
rubbish.buttonMode = true;
if (event.target.hitTestObject(bin))
{
trace("hit");
event.target.name = "rubbish";
removeChild(getChildByName("rubbish"));
}
}
function startDragging (event:MouseEvent):void {
event.target.startDrag();
this.addEventListener(MouseEvent.CLICK, stopDragging);
}
Some Pointers:
The target property of an Event is not always what it seems. It actually refers to the current phase in the event bubbling process. Try using the currentTarget property.
I would also recommend tying the stopDragging method to the stage, as sometimes your mouse won't be over the drag as you're clicking.
I would use the MOUSE_UP event as opposed to a CLICK for standard dragging behaviour.
When dragging, keep a global reference to the drag in order to call the stopDrag method on the correct object.
Try This:
import flash.events.MouseEvent;
var rubbish:my_mc = new my_mc();
var dragging:my_mc;
btntest.addEventListener(MouseEvent.CLICK, makeRubbish);
function makeRubbish (event:MouseEvent):void {
addChild(rubbish);
rubbish.x = mouseX - 10;
rubbish.y = mouseY - 10;
rubbish.width = 50;
rubbish.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
rubbish.buttonMode = true;
}
function stopDragging (event:MouseEvent):void {
this.stage.removeEventListener(MouseEvent.MOUSE_UP, stopDragging);
if(dragging !== null){
dragging.stopDrag();
if (event.currentTarget.hitTestObject(bin)){
removeChild(dragging);
}
dragging = null;
}
}
function startDragging (event:MouseEvent):void {
dragging = event.currentTarget as my_mc;
dragging.startDrag();
this.stage.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
}
i am creating a buttons bar that can be dragged however when i lift my finger after dragging the buttons the button is getting pushed, i would like to cancel the click/tap when dragging the buttons any suggestions?
Thank you
You'll either need to remove/add your listeners as necessary, or have a property on your buttons. Something like:
public class DragButton extends Sprite
{
public var isDragging:Boolean = false;
public function DragButton()
{
// add our listeners
this.addEventListener( MouseEvent.MOUSE_DOWN, this._onMouseDown );
this.addEventListener( MouseEvent.MOUSE_UP, this._onMouseUp );
this.addEventListener( MouseEvent.CLICK, this._onMouseClick );
}
private function _onMouseDown( e:MouseEvent ):void
{
// add our move listener for dragging
this.addEventListener( MouseEvent.MOUSE_MOVE, this._onMouseMove );
}
private function _onMouseUp( e:MouseEvent ):void
{
// remove our dragging listener
this.removeEventListener( MouseEvent.MOUSE_MOVE, this._onMouseMove );
}
private function _onMouseMove( e:MouseEvent ):void
{
// drag us
this.x = e.stageX;
this.y = e.stageY;
this.isDragging = true;
}
private function _onMouseClick( e:MouseEvent ):void
{
// if we're dragging, ignore
if( this.isDragging )
{
this.isDragging = false;
return;
}
// do our click stuff
}
}
I have made a game in flash CS6 using AS3 and Air 3.2 for Android, now this game you go to different menus, when you die, it will go back to main menu and show your score, now when you select a new character and play through again, the monsters speed are doubled!?!?
Any idea why? I can give you a piece of my code but I'm really not sure on what part is the problem? would it be a event listener that wasn't deleted?
Here is the function that is called to started the level off
public function startLevel1( navigationEvent:NavigationEvent ):void
{
//classSelect = null;
removeChild( classSelect );
levelManager = new LevelManager( heroGra, hero);
addChild( levelManager );
levelManaOn = true;
gameTimer = new Timer( 30 );
//On every 30ms we call apon moveEvent function
gameTimer.addEventListener( TimerEvent.TIMER, tick );
gameTimer.start();
}
Here is the tick event that is deleted that calls the updated function for the monsters
public function tick( timerEvent:TimerEvent ):void
{
if(levelManaOn == true)
{
levelManager.update();
if(hero.hp <= 0)
{
trace("DEAD");
onScoreState();
levelManaOn = false;
removeEventListener( TimerEvent.TIMER, tick );
}
}
}
From tick event, it will call this function
public function onScoreState( ):void
{
scoreState = new ScoreState();
scoreState.waveCompletedScore.text = levelManager.level.score.toString();
//
scoreState.addEventListener( NavigationEvent.ENDGAME, backMainMenu );
addChild( scoreState );
removeChild( levelManager );
}
this removes levelManager, but still the monsters move at double the speed, and every time you restart from the beginning after dieing, the speed is doubled again, and again, any idea why?
Thank you reading and for the help
Canvas
gameTimer = new Timer( 30 );
//On every 30ms we call apon moveEvent function
gameTimer.addEventListener( TimerEvent.TIMER, tick );
gameTimer.start();
I bet this code is being executed again without the first timer being removed.
You need to call removeEventListener( TimerEvent.TIMER, tick ); as a method on your gameTimer object. Like this:
gameTimer.removeEventListener( TimerEvent.TIMER, tick );
Make sure you keep a reference to gameTimer. Also do gameTimer.stop(); before you remove the listener.