'Runner' Game, loop sliding background, remove children when outside - actionscript-3

I've just started using actionscript 3 and I am currently trying to make a scrolling runner game in Flash CS5, similar to the Flood Runner games from Tremor games. The difference is, however, that my game is not an endless runner game and the character has a destination that she must reach before time runs out. Alot of the tutorials I've read on the subject use the player character's x and y positions to scroll, but in my game the background scrolls independent of the character. The tutorials I've read about this do not address my problems specifically.
TL;DR: I do not want to loop my background but have a series of multiple background images.
I am trying to figure out the best way to patch together multiple background images seamlessly. Currently, I have one background movie clip object at the maximum pixel width. The background object scrolls to the left independently of the position of the player character, who can only jump.
What I am thinking about doing is this:
Every time a point at the far right edge of one background image reaches the far right stage boundary, I have my actionscript call an addChild command for the next background object and instantiate it at the far right stage boundary. It will scroll at the same speed as the preceding background object.
I also need to figure out how to remove the background objects once they have completely exited the stage for memory purposes.
So, what would be the best way to tackle this?

Your basic concept will work, and to remove you just need to evaluate when the background image is off the screen :
if (backgroundImage.x < -backgroundImage.width)
{
// image is no longer on the screen.
removeChild(backgroundImage);
}

Related

8-direction Figure Animation with Arrow Keys

I've been charged with designing a demo for an isometric video game in ActionScript 3. I have the bitmap spritesheets that show the avatar I'm using standing and walking in each direction. The walking animation is made up of three frames.
My problem, though, is that I need to figure out how to make use of them. I'm not familiar with animation in Flash, and I need input on how to gotoAndPlay() the walking frames for the right direction. I don't think isolating the necessary DIRECTION is going to be a challenge, so much as starting it and keeping it going while the arrow keys are down.
My current code is basically comprised of keyboard handlers for KEY_UP and KEY_DOWN, each containing a switch-case statement that changes the Avatar.currentDirection property. The handler continues to fire while the keys are down, but I need to add animation to the game.
I've seen some examples where they simply embed the animations into an SWF, propagate an array of the various walking stages, and alternate between them using an EnterFrame event handler, but this seems really clunky. I guess in the end I'm trying to make use of Adobe Animate, but I don't know how you're supposed to do that.
Ops, fortunately i'm working with sprites (atlas animations) right now!.
if i'm right, you just needs to use them for playing some animation with functionality.
if you have a well sized sprite which is tiled with isometric slots like it:
(9 frames sized 64x128)
your work is very easy, only create new movieclip from library, inside it, create a borderless rectangle (which is our mask) in a layer (named mask) then import image to the project, and its better to disabling smooth ability from image properties,
now, inside your movieclip, you have to create new layer (under the mask layer) and add your sprite image for each frame, and change its position:
at last, enable masking for mask layer, then its time of coding,
name your animation queries (like image 3) and for loopable animations, insert gotoAndPlay('anim_name') inside last frame. i hope you are familiar with controling movieclip animations which is basic consept of any flash project.
now to extend it for 8 directions support, you just need to play and switch between dirctions according single and multi keypreses,

AS3: having problems implementing correct rotation with atan2

I have the following scenario: player is in the middle of the screen and never moves from those coordinates. If I click with the mouse on the far right of the screen, the A* script kicks in and moves the background the player is on according with its own walkable/not walkable criteria, so for example if there is an obstacle in between the center of the screen where the player always is in the far right of the screen, the background correctly moves in the opposite direction And when needed moves around the obstacle, so you have the illusion of player walking, but instead only the background moves.
my problem is that I don't know how to rotate my player to simulate that he is following the path that the actual background is making. For example, in the beginning, the player is facing down. If I click on the right side of the screen, the player should face right. When an obstacle is present, the player should face the direction of the path around the obstacle and so on
but again technically my player never moves, so I don't know what coordinates should I have the atan2 use. In my mind I thought that the player should rotate toward the center of the next best hop in the array of best path created during the A* script, but for some reason I can't figure out the correct coordinates y and x for the atan2 command
I bet this is a simple thing I overlooked, but apparently my mind is in shutdown mode, so I can use a new fresh perspective :-)
thanks!
First, do not code in brain shutdown mode, this can save you lots of brainhurt time.
You don't need atan2() in this scenario, since your player is technically on a grid instead of on the screen. Give the player internal coordinates on the grid that will be updated as the player walks around the world, and use them in your A* script. The A* script generates a sequence of tiles the player should walk, thus you derive player's facing from current and next tile, for example, if the next tile to walk is adjacent upwards, you make the player face up and continue moving.

As3 Movieclip background image size

I am working with box2d, and generating a few grounds of variable size (all rectangles). The image the grounds use is 500px by 200px, however, when I create and size my grounds, the background image stretches to fill the body. I am trying to have it aligned to top left and just tile with no resizing but am really unsure of how to control it.
I imported the image as a movieclip to my library, if it helps, and also have a basic empty class for it (EarthGround.as). I've been doing a little research but really haven't found anything definitive about manipulating the movieclips associated image.
You have to be specific with that. Maybe a screen shot would help.
Until then, possible causes could be:
Box2D uses real world values where 1 pixel = 1 meter. You have to
choose a scale factor.
Box2d uses the center of any object as its registration point. You
should always do the same with your flash sprite/movieclip, to keep
it simple.

How to properly clear all images that were "blitted" onscreen using pygame?

I was wondering how does pygame.blit manages the images blitted on screen. When I blit an multiple images on the screen, I see that each image is stacked on top the previous one.
How do I clear all these images? Wouldn't(somehow) there be a big problem when there are LOTS of images stacking on top of each other on the screen? Currently, I'm just blitting a white bg or custom bg on the whole screen to "clear" the screen. So far no problems or anything since the app I am working on is very small.
When you blit an image to a surface, it basicly draws it on the surface. The location of the blitting or the object blitted is not saved and cannot be changed. It's like if you were painting the images onto a canvas. The new ones would go over the old ones and there would be no way to get rid of one image if it were colliding with another image.
The most common approach to solving this is to just completly clear the screen using surface.fill(), and redraw the images each frame.
To answer your question about if there woudl be problems when there are lots of images, no. The window will only be saved as each individual pixel being a certain color, much like a regular picture you would take a camera, so no matter how many objects you blit, the game will always take the same amount of time.
There are multiple approaches:
Clean the whole background, as you are doing.
If the computer keeps up with the fps, perhaps it's better to leave it like this.
Clean only the areas where you blitted objects (see pygame.sprite.RenderUpdates)
In your case, if you have many stacked objects, perhaps it's better to write your own solution, trying to find the union between colliding rectangles, to avoid reblitting the same background over and over.

AS3 change stage size - virtual camera

Edit: Is there any way to adjust the stage size and position from inside flash?
Hey Im making a flashgame right now, its a 2D game with 2charakters. You can move them right now trought the level as you want to, but my problem is, its only one fourth of the whole level displayed, so I thought about making a camera that moves along with the player.
Ussualy I would put all the level content into a container and move the container, but my problem is, that I have 2charakters which can move and the camera has to focus on both of them otherwise the second player cant see what he is doing. So I thought about scaling the background and the characters up at the same time to create a zoom in zoom out effect depending on the distance between the players, but scaling the charakters up is pretty complicated because the charakter does not only consists out of one movieclip.
Put the level content along with the players in a container. Continue doing all the usual logic needed for the game, but instead of moving the level content; move the characters.
Then for each frame, adjust the scale and position of the new outer container based on the position of the two players.