I have a rectangle mc. When the user swipes his finger slowly right on the mc, a value needs to increase, If moved left, it will decrease. 1 to 100 is the limit. How do I do that? i don't want a visible slider. It should not matter where the finger is on the mc, only which direction the finger is moving.
EDIT: I am currently looking into the touchEvent and am researching the web for solutions.
You'll want to keep track of whether or not a swipe is happening and, if so, where it started.
var dragging:Boolean = false;
var startX:Number = 0.0;
Then you'll use simple event listeners to keep track of this bool.
mc.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
mc.addEventListener(MouseEvent.MOUSE_UP, mouseReleased);
function mouseDown(event:MouseEvent):void
{
dragging = true;
startX = event.localX;
}
function mouseReleased(event:MouseEvent):void
{
dragging = false;
}
Then you're MOUSE_MOVE touch event can handle all the logic:
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMove); // Notice this event is on stage, not mc.
function mouseMove(event.MouseEvent):void
{
value += event.localX - startX;
if (value < 0) value = 0;
if (value > 100) value = 100;
}
Happy Holidays!
Related
Hey I am still getting some unwanted sound effects still playing in another frame, for example when I click my left mouse button which is also my jump button it will play the jump sound as well as playing the collect coins sound wierdly even though i remove each child from the stage when going to the game over screen.
Now im a bit unfamiliar with the sound channel so if its needed to be used please be kind and explain :)
In Frame 1:
var myMusic1:Sound = new Game_Over_Noise();
var myMusic2:Sound = new Jump_Noise();
var myMusic3:Sound = new Coin_Noise();
var myMusic4:Sound = new Power_Up_Noise();
var myMusic5:Sound = new Theme();
var channel:SoundChannel = myMusic5.play();
In Frame 8, Game Screen:
function doJump(evt:MouseEvent):void
{
if(!isJumping) //If the player is jumping.
{
jumpPower = 30; //Jump power is equal to 30.
isJumping = true; //isJumping variable is also equal to true.
var channel:SoundChannel = myMusic2.play(); //Play sound effect.
}
}
function update(evt:Event):void
{
if(isJumping) //If the player is jumping.
{
MainChar.y -= jumpPower; //Subtract the value of jumpPower from the player's y co-ordinate.
jumpPower -= 2; //Decrease the value of jumppower by 2.
}
if(MainChar.y + gravity < ground) //If the value of the player's Y co-ordinate and gravity is less than ground.
MainChar.y += gravity; //Then add the value of gravity to the player's Y co-ordinates.
else //else
{
MainChar.y = ground; //The players Y co-ordinate is equal to ground.
isJumping = false; //Make isJumping equal to false.
}
}
in Frame 5, Game Over Screen:
SoundMixer.stopAll();
Now this stops the theme music and not the sound effects, now i actually dont mind the theme tune playing all the time but i would like ALL sound effects (game sounds) to only play in the game.
I know my coding isnt the best and efficient but its easily readible to me, I appreciate the help! :D
Looks to me like you need to remove your event listeners (they're active even when something is off-stage).
I need to do simple thing, by clicking button 1 time, slowly move item1 by 100 px up and move down by 100 px. I've tried this, but item1 immediately increasing by 50px and immediately decreasing by 50px, I need to make It slower.
var moving:Boolean = false;
if(!moving){
item1.y -= 50;
moving = true;
}
else {
item1.y += 50;
moving = false;
}
You could set up a max moving value like 50, and then move the item1 on the Y with 1, and decrease that max value by 1. When the max value reaches 0, the item reached it's destiny.
if(!moving){
item1.y-=1;
maxValue--;
if(maxValue==0){
//reached final position
}
}
Use a Timer object. Declare that object inside of your class. Then, when the button has been clicked, set the object to a new instance of a Timer that will run very quickly and for many iterations, add an event listener to your new Timer, and in the event listener, apply much smaller increments or decrements to item1.y. For example:
private var m_tmr:Timer;
private function buttonClickHandler(pEvent:MouseEvent):void
{
// This is the function that's called when the button's clicked.
if (m_tmr == null)
{
m_tmr = new Timer(200, 0);
m_tmr.addEventListener(TimerEvent.TIMER, onTimer);
m_tmr.start();
}
}
private function onTimer(pEvent:TimerEvent):void
{
// The first several times this function is called (should be around every
// 200 milliseconds), increment item1.y by 1 or 2 or something else small.
// After the first many times, start decrementing item1.y by the same amount.
// Then call m_tmr.removeEventListener(TimerEvent.TIMER, onTimer);
}
You have to tell Flash to re-draw the screen after each incremental move. An excellent way to do this is with an ENTER_FRAME loop:
var moving:Boolean = false;
const initY = item1.y; // your starting y value
const limitY = initY - 100; // your move will end here
if(!moving){
moving = true;
addEventListener(Event.ENTER_FRAME,moveit)
function moveit(e)
{
item1.y -=1
if (item1.y < limitY)
removeEventListener(Event.ENTER_FRAME,moveit)
}
you have to removeEventListener(...) once you've got to where you want to be, otherwise the loop will go on and hog memory and performance.
UPDATE
So, to move up on a mouse click, you'd do this:
var moving:Boolean = false;
const initY = item1.y; // your starting y value
const limitY = initY - 100; // your move will end here
stage.addEventListener(MouseEvent.CLICK, moveUp)
function moveUp(e)
{
stage.removeEventListener(MouseEvent.CLICK, moveUp)
if(!moving){
moving = true;
addEventListener(Event.ENTER_FRAME,moveit)
function moveit(e)
{
item1.y -=1;
if (item1.y < limitY)
{
removeEventListener(Event.ENTER_FRAME,moveit);
item1.y = limitY;
moving = false;
}
}
}
Instead of targeting stage you may just want to target your button when you use the addEventListener method to register the listener function with the mouse click.
To move back to the start position, apply the same idea to another button or another MouseEvent. For instance you could move up on MOUSE_DOWN and move down on MOUSE_UP.
There are more sophisticated things you can do inside the listener functions (in this case the moving functions). You could apply "easing" to the beginning and ending of the moves so that the motion seems more natural. But, you'll have to read up on that - this answer is too long already!
I would like participate in this conversation. My version of object movement without If statements. Movement is based on trigonometric function:
var objectToAnimate:Shape = new Shape();
objectToAnimate.graphics.beginFill(0x009900);
objectToAnimate.graphics.drawCircle(0, 0, 20);
addChild(objectToAnimate);
//Place it somewhere
objectToAnimate.x = objectToAnimate.y = 200;
//Config for movement
var step:Number = 1; //really slow... 1° per frame
var maxOffsetY:Number = -100; //Move object maximum on 100px top
var cursor:Number = -90;
var position: Number = objectToAnimate.y; // catch current position
var timer:Timer = new Timer(30, 180);
timer.addEventListener(TimerEvent.TIMER, updateAnimation);
timer.start();
function updateAnimation(e:TimerEvent):void {
objectToAnimate.y = position + Math.cos(cursor * Math.PI / 180) * maxOffsetY;
cursor += step;
}
I am making a small game from a tutorial where you hit small tofu's with your cursor and gather up points and accuracy - I have implemented a start button that works and goes to frame(2), where the game starts.
I would like to create a stop button but when i make a button in the scene - the button does not function (cant click on it) and when i hit a tofu it gets the 1009 error? (Cannot access a property or method of a null object reference.)
The game works when i have no stop button but i can't exit the game.
How can i create a stop button or a menu inside the game that allows the user to go back to a previous scene or stop the game?
// define some global variables which let you track the player's statistics.
var hits:int = 0;
var misses:int = 0;
var shots:int = 0;
var cDepth:int = 100;
var level:int = 1;
// define some runtime variables which are used in calculations.
var xSpeed:Number = 3;
var stageWidth:Number = 480;
var stageHeight:Number = 580;
/* attach the crosshair_mc movie clip instance from the Library onto the Stage.
This clip is used as a custom mouse cursor. */
var crosshairClip:MovieClip = new crosshair_mc();
crosshairClip.mouseEnabled = false;
addChild(crosshairClip);
// hide the mouse cursor
Mouse.hide();
/* every time the mouse cursor moves within the SWF file,
update the position of the crosshair movie clip instance on the Stage. */
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
function mouseMoveHandler(event:MouseEvent):void {
crosshairClip.x = event.stageX;
crosshairClip.y = event.stageY;
};
/* when the mouse button is clicked, check to see if the cursor is within the boundaries of the Stage.
If so, increment the number of shots taken. */
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
function mouseDownHandler(event:MouseEvent):void {
if (bg_mc.hitTestPoint(event.stageX, event.stageY, false)) {
shots++;
updateStats();
}
};
// define a TextFormat which is used to format the stats_txt text field.
var my_fmt:TextFormat = new TextFormat();
my_fmt.bold = true;
my_fmt.font = "Arial";
my_fmt.size = 12;
my_fmt.color = 0xFFFFFF;
// create a text field to display the player's statistics.
var stats_txt:TextField = new TextField();
stats_txt.x = 10;
stats_txt.y = 0;
stats_txt.width = 530;
stats_txt.height = 22;
addChild(stats_txt);
// apply the TextFormat to the text field.
stats_txt.defaultTextFormat = my_fmt;
stats_txt.selectable = false;
updateStats();
// add an onEnterFrame event to the main timeline so new tofu is constantly added to the game.
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
function enterFrameHandler(event:Event):void {
// randomly add new target's to the Stage.
if (randRange(0, 20) == 0) {
var thisMC:MovieClip;
// attach a new instance of the tofu instance from the library onto the Stage, and give it a unique depth.
var randomTofu:Number = randRange(1, 3);
switch (randomTofu) {
case 1:
thisMC = new tofu1_mc();
break;
case 2:
thisMC = new tofu2_mc();
break;
case 3:
thisMC = new tofu3_mc();
break;
default:
return;
break;
}
cDepth++;
// set the starting postition of the current target movie clip so it is just off to the left of the Stage.
thisMC.x = -thisMC.width;
/* create a random number between 80 and 100.
This is used to set the current movie clip's scale,
alpha and speed that it moves across the Stage. */
var scale:int = randRange(80, 100);
/* set the _xscale and _yscale properties of the current movie clip.
This allows for some minor variations of the targets within the game. */
thisMC.scaleX = scale / 100;
thisMC.scaleY = scale / 100;
thisMC.alpha = scale / 100;
thisMC.speed = xSpeed + randRange(0, 3) + level;
/* set a random _y value for the target.
Now, instead of all targets flying along the same path,
they vary their vertical position slightly. */
thisMC.y = Math.round(Math.random() * 350) + 65;
thisMC.name = "tofu" + cDepth;
/* create an onEnterFrame handler that executes a couple dozen times per second.
Update the target's position on the Stage. */
thisMC.addEventListener(Event.ENTER_FRAME, tofuEnterFrameHandler);
thisMC.addEventListener(MouseEvent.CLICK, tofuClickHandler);
addChild(thisMC);
// swap the custom cursor to the higher depth
swapChildren(thisMC, crosshairClip);
}
};
/* create a function to update the player's statistics on the Stage.
You're displaying number of shots taken, number of targets "hit",
number of targets "missed", the percentage of hits vs misses,
overall accuracy (number of shots taken vs number of hit targets). */
function updateStats() {
var targetsHit:Number = Math.round(hits/(hits+misses)*100);
var accuracy:Number = Math.round((hits/shots)*100);
if (isNaN(targetsHit)) {
targetsHit = 0;
}
if (isNaN(accuracy)) {
accuracy = 0;
}
stats_txt.text = "shots:"+shots+"\t"+"hits: "+hits+"\t"+"misses: "+misses+"\t"+"targets hit: "+targetsHit+"%"+"\t"+"accuracy: "+accuracy+"%"+"\t"+"level:"+level;
}
/* create a function that returns a random integer between two specified numbers.
This allows you to add some subtle differences in size and speed for the movie clips on the Stage. */
function randRange(minNum:Number, maxNum:Number):Number {
return (Math.floor(Math.random() * (maxNum - minNum + 1)) + minNum);
}
function tofuEnterFrameHandler(event:Event):void {
var tofuMC:MovieClip = event.currentTarget as MovieClip;
/* move the target horizontally along the Stage.
Currently all targets will move from left to right. */
tofuMC.x += tofuMC.speed;
/* slightly decrement the _y position of the current target movie clip.
This makes it appear like the targets are flying slightly higher as they move across the Stage. */
tofuMC.y -= 0.4;
/* if the current position of the target is no longer on the Stage,
count the target as a "miss" and delete the instance.
If the instance wasn't deleted from the Stage,
the user's computer would eventually slow to a crawl. */
if (tofuMC.x > stageWidth) {
misses++;
updateStats();
removeChild(tofuMC);
tofuMC.removeEventListener(Event.ENTER_FRAME, tofuEnterFrameHandler);
}
}
// when the target movie clip instance is pressed, count it as a "hit".
function tofuClickHandler(event:MouseEvent):void {
var tofuMC:MovieClip = event.currentTarget as MovieClip
// update the player's stats
hits++;
if ((hits%40) == 0) {
level++;
}
updateStats();
/* go to the movie clip's label named "hit"
(which allows you to show a clever animation when the instance is hit.) */
tofuMC.gotoAndPlay("hit");
// create an onEnterFrame event for the current movie clip instance.
tofuMC.addEventListener(Event.ENTER_FRAME, tofuHitEnterFrameHandler);
/* delete the onPress event handler.
This makes it so the target cannot continually be clicked while it is falling from the sky. */
tofuMC.removeEventListener(MouseEvent.CLICK, tofuClickHandler);
tofuMC.removeEventListener(Event.ENTER_FRAME, tofuEnterFrameHandler);
}
function tofuHitEnterFrameHandler(event:Event):void {
var tofuMC:MovieClip = event.currentTarget as MovieClip;
// set some local variables that you'll use to animate the target falling from the sky.
var gravity:int = 20;
var ymov:int = tofuMC.y + gravity;
// ***** xmov *= 0.5;
// increment the rotation of the current movie clip clock-wise by 5 degrees.
tofuMC.rotation += 5;
/* set the _x and _y properties of the movie clip on the Stage,
this allows us to make the target look like it is semi-realistically
falling from the sky instead of just dropping straight down. */
tofuMC.x += xSpeed;
tofuMC.y = ymov;
/* after the _y position is off of the Stage,
remove the movie clip so that the coordinates aren't continually calculated */
if (tofuMC.y > stageHeight) {
removeChild(tofuMC);
tofuMC.removeEventListener(Event.ENTER_FRAME, tofuHitEnterFrameHandler);
}
}
The stage is confused, because some objects don't exist when you change frames, so you have to remove all of your events from the stage:
stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
stage.removeEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
stage.removeEventListener(Event.ENTER_FRAME, enterFrameHandler);
And then you can call the gotoAndStop() function to whatever frame you want...
I'm trying to transform my mouse event to a swipe event (for touch screen), but after hours and hours, I can't figure out how to do it.
Here's my code :
public function DraggedItem(stageRef:Stage, grabbedItem:Object){
this.stageRef = stageRef;
toolbar = Engine.toolbar;
usableItems = Engine.usableItems;
inv = Engine.inv;
puzzle = Engine.puzzle;
player = Engine.player;
linesData = Engine.linesData;
inv.draggingItem = true;
Mouse.hide();
itemRef = getDefinitionByName(grabbedItem.displayName.toLowerCase()+"Proper");
draggedItem = new itemRef;
stageRef.addChild(draggedItem);
draggedItem.displayName = grabbedItem.displayName;
if (grabbedItem.lookTag)
draggedItem.lookTag = grabbedItem.lookTag;
draggedItem.x = mouseX + x;
draggedItem.y = mouseY + y;
draggedItem.scaleX = itemScale;
draggedItem.scaleY = itemScale;
stageRef.addEventListener(MouseEvent.MOUSE_MOVE, dragItem, false, 0, true);
stageRef.addEventListener(Event.ENTER_FRAME, itemHitTest, false, 0, true);
draggedItem.addEventListener(MouseEvent.CLICK, itemClick, false, 0, true);
}
private function dragItem(e:MouseEvent):void{
draggedItem.x = mouseX + x;
draggedItem.y = mouseY + y;
}
On my computer, when I click on my inventory and the select a item, I can drag it where I want on the screen (the item become the mouse, and the mouse is hide).
So I'm trying to transform it for touch screen.
I've tried to using "event.stageX" instead of "mouseX", but it didn't work.
I've tried to replace mouseEvent by TransformGestureEvent, but it didn't work.
And When I click on my item in the inventory, the item stay stuck in the middle corner of the screen and I can't move it. (it's happening just when I'm exporting with adobe Air for Android, if I'm exporting in swf it's working just fine).
Do you know how I can do it ?
Here's a video of the problem : uploaded.net/file/lkwqsgm7
Thank you very much !
You can try using the built in gestures of flash.
Multitouch.inputMode = MultitouchInputMode.GESTURE; //you need to enable gestures
stageRef.addEventListener(TransformGestureEvent.GESTURE_SWIPE , onSwipe);
function onSwipe (e:TransformGestureEvent):void{
if (e.offsetX == 1) {
//swiped right
draggedItem.x += someValue;
}else{
//swiped left
draggedItem.x -= someValue;
}
}
Keep in mind, the swipe event is only for general swiping, if you're actually just dragging an object from position A to position B, this is not a swipe, but well...a drag. I'm not clear on what you're actually trying to accomplish.
If you do want to do multitouch, just change your MouseEvents to TouchEvents. Mouse_Down is equivalent to TOUCH_BEGIN and mouse up is equivalent to TOUCH_END.
I'm new to AS3 and have made a simple "asteroids" game with a game over screen and a resetButton that lets the user play again. When the user clicks on the reset button, the game over screen and the reset button are removed from the stage, and the game proper is added to the stage, along with eventListeners. One of these is a MouseEvent.CLICK listener added to the stage, which calls a fireBullet function. This function draws a bullet and adds it to the stage (other parts of the code then make the bullet move on the screen).
The issue that I am having is that when the user clicks on the reset button, the gameover screen is removed correctly, and the game proper (player, asteroids, eventListeners) are added to the stage correctly, but also at the same time a bullet fires even though the user has not clicked after clicking on the reset button.
My gameOver() function is like this:
stage.removeChild() all objects
stage.removeEventListener() all listeners
null out all objects
draw and add to the stage the game over text and resetButton
addEventListener(MouseEvent.CLICK, onReset) to the resetButton
Then, the onReset() function looks like this:
stage.removeChild() the gameover text and the resetButton
call gameStart();
The gameStart() function looks like this:
initialize variables
draw and add player and asteroids on the screen
add eventListeners including MouseEvent.Click, fireBullet
I've added traces at each function to see what's going on, and this is the flow:
added fireBullet listener //this is gameStart() function being called from Main() and adding everything to the stage the first time
fired bullet //shooting at the asteroids
fired bullet
fired bullet
fireBullet listener should have been removed //this is gameOver() being called that removes everything from the stage and adds the resetButton
clicked on reset
added fireBullet listener //gameStart() being called again from onReset() function
fired bullet //I did not click a second time after clicking on reset
I've read somewhere that events are dispatched all the time regardless if any listeners are actually listening for them, so my suspicion is that my MouseEvent.CLICK listener is picking up the mouse button click from the time when the reset button is clicked, even though this listener is added to the stage afterwards.
I don't have enough experience with AS3 or programming to figure out if this is really the case and what can I do to make sure that the MouseEvent.CLICK listener does not respond to any clicks that happened before it was added to the stage, so any help with this would be greatly appreciated.
====
EDIT
I was assuming I had a logic problem or didn't know something about AS3 and flash, so I just used pseudo code above. Below is a link to the full .as file including the generated .swf
And below that are the relevant functions in full
https://www.dropbox.com/sh/a4rlasq8o0taw82/wP3rB6KPKS
private function startGame():void this is called from Main
{
//initialize variables
bulletArray = [];
cleanupBullets = [];
bulletSpeed = 10;
score = 0;
asteroid1Speed = 0;
asteroid2Speed = 0;
asteroid3Speed = 0;
asteroid4Speed = 0;
//draw player and asteroids
ship = drawPlayer();
asteroid1 = drawAsteroid();
asteroid2 = drawAsteroid();
asteroid3 = drawAsteroid();
asteroid4 = drawAsteroid();
//embarrasing and inefficient code to get random number between -5 and 5 without a 0
asteroid1Speed = Math.ceil(Math.random() * 10 -5);
if (asteroid1Speed == 0)
asteroid1Speed = returnNonZero(asteroid1Speed);
asteroid2Speed = Math.ceil(Math.random() * 10 -5);
if (asteroid2Speed == 0)
asteroid2Speed = returnNonZero(asteroid2Speed);
asteroid3Speed = Math.ceil(Math.random() * 10 -5);
if (asteroid3Speed == 0)
asteroid3Speed = returnNonZero(asteroid3Speed);
asteroid4Speed = Math.ceil(Math.random() * 10 -5);
if (asteroid4Speed == 0)
asteroid4Speed = returnNonZero(asteroid4Speed);
//trace(asteroid1Speed, asteroid2Speed, asteroid3Speed, asteroid4Speed);
//add asteroids to stage
stage.addChild(asteroid1);
stage.addChild(asteroid2);
stage.addChild(asteroid3);
stage.addChild(asteroid4);
//position player and add to stage
ship.x = 40;
ship.y = 40;
stage.addChild(ship);
//add event listeners
stage.addEventListener(Event.ENTER_FRAME, onFrame);
stage.addEventListener(MouseEvent.CLICK, fireBullet);
trace("added fireBullet listener");
}
private function gameOver():void this is called from an onFrame(called every frame) function that I am not including (it's too big and not exactly relevant). it's called when all asteroids are removed.
{
//remove any remaining bullets off the screen
for each (var item:Sprite in bulletArray)
{
stage.removeChild(item);
}
//null out objects and remove listeners
bulletArray = null;
stage.removeEventListener(Event.ENTER_FRAME, onFrame);
stage.removeEventListener(MouseEvent.CLICK, fireBullet);
//check if the listener has actually been removed
if (!(stage.hasEventListener(MouseEvent.CLICK))) {
trace("fireBullet listener should have been removed");
}
stage.removeChild(ship);
ship = null
//graphic for resetButton
resetButton = new Sprite();
resetButton.graphics.beginFill(0xFFFFFF);
resetButton.graphics.drawRect(0, 0, 100, 50);
resetButton.graphics.endFill();
//position for resetButton
resetButton.x = 250;
resetButton.y = 300;
//text for resetButton
resetTextField = new TextField();
var resetTextFormat:TextFormat = new TextFormat();
resetTextFormat.size = 30;
resetTextFormat.color = 0x000000;
resetTextField.defaultTextFormat = resetTextFormat;
resetTextField.selectable = false;
resetTextField.text = "RESET";
resetButton.addChild(resetTextField);
//add resetButton and listener
stage.addChild(resetButton);
resetButton.addEventListener(MouseEvent.CLICK, onReset);
//gameover text
gameOverTxtField = new TextField();
gameOverFormat = new TextFormat();
gameOverFormat.size = 50;
gameOverFormat.color = 0xFFFFFF;
gameOverFormat.align = "center";
gameOverTxtField.defaultTextFormat = gameOverFormat;
gameOverTxtField.selectable = false;
gameOverTxtField.text = "GAME OVER";
gameOverTxtField.width = 660;
gameOverTxtField.height = 200;
gameOverTxtField.x = -10;
gameOverTxtField.y = 20;
stage.addChild(gameOverTxtField);
}
private function onReset(e:MouseEvent):void
{
trace("clicked on reset");
//remove gameover objects and null them
resetButton.removeEventListener(MouseEvent.CLICK, onReset);
stage.removeChild(gameOverTxtField);
stage.removeChild(resetButton);
resetButton = null;
gameOverTxtField = null;
//restart the game
startGame();
}
What's happening is that MouseEvent.CLICK is a bubbling event. In Flash, events have three phases: the "capture phase", the "at target" phase, and "bubbling phase". You can read about it in this Adobe article.
Your reset button's click event handler happens in the "at target" phase. If you trace out the event's phase in the reset button click handler, it will show that event.phase is 2. Per the docs, 1 = "capture phase", 2 = "at target", 3 = "bubbling phase".
After the reset button click handler does its work, the event then bubbles back up through the display list. Since the stage is at the top of the display list, the click event "bubbles up" to the stage. And by that time, you've started the game again and added the stage's click event handler. So the stage's click handler is also triggered.
You can confirm this by tracing out the value of event.phase in your bulletFired() method:
private function fireBullet(e:MouseEvent):void
{
// most of this time it will trace out 2 for the phase
// except when you click on an asteroid when firing or
// click the reset button
trace("fired bullet, event phase: " + e.eventPhase);
bullet = drawBullet();
bullet.y = ship.y;
bullet.x = ship.x + (ship.width / 2);
bulletArray.push(bullet);
stage.addChild(bullet);
}
To fix the problem, you can stop the event from bubbling in your onReset() method:
private function onReset(e:MouseEvent):void
{
// prevent this event from bubbling
e.stopPropagation();
trace("clicked on reset");
//remove gameover objects and null them
resetButton.removeEventListener(MouseEvent.CLICK, onReset);
stage.removeChild(gameOverTxtField);
stage.removeChild(resetButton);
resetButton = null;
gameOverTxtField = null;
//restart the game
startGame();
}
It sounds to me like the previous iteration of your game has not had the MOUSE.CLICK event listener removed. Even if the game is removed, the MOUSE.CLICK event will continue triggering whatever handler you added to it, eg; addEventListener(MOUSE.ClICK, ). When the game is removed you also need to removeEventListener(MOUSE.CLICK, ).