I want to create an object that follows and stops at mouse click. I managed to make it happen with rotation but the problem is that whenever i click on the empty stage, the object will move towards it and it carries on moving. It does not stop at the mouse location. Anyone know how i can do that. Below is my code:
package
{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class Guest extends MovieClip
{
var walkSpeed:Number = 5;
public function Guest()
{
stage.addEventListener(MouseEvent.CLICK, walk);
}
function walk(event:MouseEvent):void
{
var dx = parent.mouseX - x;
var dy = parent.mouseY - y;
var angle = Math.atan2(dy,dx) / Math.PI * 180;
rotation = angle;
stage.addEventListener(Event.ENTER_FRAME, loop);
}
function loop(event:Event):void
{
x = x+Math.cos(rotation/180*Math.PI)*walkSpeed;
y = y+Math.sin(rotation/180*Math.PI)*walkSpeed;
stage.removeEventListener(Event.ENTER_FRAME, loop);
}
}
}
Your code is a bit weird, here you will never move towards position for more than one frame since you remove the event listener as soon as loop is done.
Here is some code that fixes the moving and then stopping issue. However I strongly suggests that you do this with some kind of "tweening library" and I will after this show an example of doing that with Caurina Transitions.
function walk(e:MouseEvent):void {
targetX = parent.mouseX; //targetX created as a member variable
targetY = parent.mouseY; //targetY created as a member variable
var dx = parent.mouseX - x;
var dy = parent.mouseY - y;
var angle = Math.atan2(dy,dx) / Math.PI * 180;
rotation = angle;
stage.addEventListener(Event.ENTER_FRAME, loop);
}
function loop(e:Event):void {
var newX:Number = x + Math.cos(rotation / 180 * Math.PI) * walkSpeed;
var newY:Number = y + Math.sin(rotation / 180 * Math.PI) * walkSpeed;
var atTarget:Boolean = true;
if (Math.abs(targetX - newX) > walkSpeed) {
x = newX;
atTarget = false;
}
if(Math.abs(targetY - y) > walkSpeed) {
y = newY;
atTarget = false;
}
if (atTarget) {
stage.removeEventListener(Event.ENTER_FRAME, loop);
}
}
Here's the same behaviour with caurina.
package
{
import caurina.transitions.Tweener;
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class TransitionExample extends MovieClip
{
private var targetX:Number;
private var targetY:Number;
var walkSpeed:Number = 5;
public function TransitionExample()
{
trace("ctor()");
stage.addEventListener(MouseEvent.CLICK, walk);
}
private function walk(e:MouseEvent):void {
targetX = parent.mouseX;
targetY = parent.mouseY;
var dx = targetX - x;
var dy = targetY - y;
var angle = Math.atan2(dy,dx) / Math.PI * 180;
rotation = angle;
var tweenDone:Function = function():void {
trace("tween is finished");
}
//modify time to be dependant on the "walkspeed" and the distance travelled etc...
Tweener.addTween(this, { x:targetX, y:targetY, time:0.458, transition:"linear", onComplete:tweenDone});
}
}
}
Related
I'm making a game.
Problem:
How should the enemies hit the wall and be reversed?
In the part of the enemy moving with the walls, how should the movements hitTestPoint?
What I've tried:
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
public class Enemy extends Sprite {
private var speed: int;
private var target: Point;
function Enemy() {
speed = 2 + Math.random() * 5;
trace("Make a ship");
target = new Point(Math.random() * 1280, Math.random() * 768);
addEventListener(Event.ENTER_FRAME, update);
//Movement Enemy
}
function update(e: Event) {
var dx = target.x - x;
var dy = target.y - y;
var angle = Math.atan2(dy, dx) / Math.PI * 180;
rotation = angle;
x = x + Math.cos(rotation / 180 * Math.PI) * speed;
y = y + Math.sin(rotation / 180 * Math.PI) * speed;
var hyp = Math.sqrt((dx * dx) + (dy * dy));
if (hyp < 5) {
target.x = Math.random() * 1280;
target.y = Math.random() * 768;
}
if (Enemy.hitTestObject(rect2)) {
trace("HIT!")
txt_hit.text = "HIT!";
} else {
txt_hit.text = "";
}
}
}
}
//Collision Hit Enemy to Wall
stage.addEventListener(Event.ENTER_FRAME, updatePos);
function updatePos(e: Event) {
hitTesting();
}
function hitTesting() {
for each(var enemy: Enemy in Enemies) {
if (enemy.hitTestObject(rect2)) {
// stage.addEventListener(Event.ENTER_FRAME, hitTest);
// function hitTest(event: Event): void {
// if (Enemy.hitTestObject(rect2)) {
trace("HIT!")
txt_hit.text = "HIT!";
} else {
txt_hit.text = "";
}
}
}
[edit]
I was really stupid, all is working fine now.
So forget about this dummy question!
The rotation of the main clip was a big mistake.
I've changed this by adding a var called _rota with getter and setters.
I had not to rotate the clip but just to place another Sprite in it, so I can place the sub-Sprite in the right direction by using a simple function.
So I avoid all those loops...
My mistake SRY.
I just added a Sprite which have the rotation of the Main Sprite.
Changing the rotation of the main Sprite was the reason of this issue...
So, thank you and forget about this unclear question!!! :)
private function drawLine():void{
if(!clip){
clip = new Sprite();
addChild(clip);
}
var g:Graphics = clip.graphics;
g.clear();
g.lineStyle(1,0xffffff,1);
g.beginFill(0xffffff,1);
g.drawCircle(Math.sin(rota)*this.width/4,Math.cos(rota)*this.height/4,3);
g.endFill();
}
I was changing the rotation property of the clip, so it was usefulness
Now I have a pretty good result.
Solved...
Sorry again...
As you can see the particles are now set in the right direction an I have no more hitTest issues...
Particles are now moving on the direction showed by the white points.
[/edit]
The first thing that pops out at me is you're potentially modifying the position of both x and y properties twice.
If you run the logic once, and store your directionality, then you should be able to update the position of your ball in one go.
Replace your moveBall function with the following...
private var h:int = 1;
private var v:int = 1;
public function moveBall(e:Event):void {
speedx = Math.sin(deg2rad(rotation+90))*speed;
speedy = Math.cos(deg2rad(rotation+90))*speed;
if (x + radius + (speedx * h) > this.loaderInfo.width || (x + (speedx * h) - radius < 0)) {
h *= -1;
}
if (y + radius + (speedy * v) > this.loaderInfo.height || (y + (speedx * v) - radius < 0)) {
v *= -1;
}
this.x += (speedx * h);
this.y += (speedy * v);
}
As I need to set a Sprite in the right direction when the Ball instance change it's "pseudo rotation" (I avoid here the hitTest features)...
I've now two classes...
Do you thing I'm searching in the bright side of code or is it totally unclear? ;)
This is just a test, and I didn't spent time to code since a few years.
So this test is just to revise some basics about trigonometry...
Don't hesitate, to be rude if I'm wrong!
My new class Main :
package com
{
import com.display.Ball;
import flash.display.Graphics;
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
[SWF(width = "400", height = "300", frameRate = "60", backgroundColor = "#dddddd")]
public class Main extends MovieClip
{
private var b1:Ball;
private var b2:Ball;
private var b3:Ball;
private var b4:Ball;
private var b5:Ball;
private var testClip:Sprite;
private const ANGLE_TOP_LEFT:int=135;
private const ANGLE_BOTTOM_LEFT:int=-135;
private const ANGLE_TOP_RIGHT:int=45;
private const ANGLE_BOTTOM_RIGHT:int=-45;
public function Main()
{
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
trace("stageSize = " + getStageSize() + ", fps = " + stage.frameRate);
drawlineGuides();
addBalls();
stage.addEventListener(Event.RESIZE,onStageResize);
}
private function addBalls():void{
b1 = new Ball(500/2,250/2,10);
addChild(b1);
b1.color = 0x6666cc;
b1.rota = 135;
b1.drawBall();
b1.move(5);
b2 = new Ball(100,100,10);
addChild(b2);
b2.color = 0xff9900;
b2.rota = -110;
b2.drawBall();
b2.move(4);
b3 = new Ball(50,80,10);
addChild(b3);
b3.color = 0xff0000;
b3.rota = 60;
b3.drawBall();
b3.move(3);
b4 = new Ball(75,20,10);
addChild(b4);
b4.color = 0x00aa00;
b4.rota = 10;
b4.drawBall();
b4.move(4);
b5 = new Ball(125,130,10);
addChild(b5);
b5.color = 0x8457a2;
b5.rota = -45;
b5.drawBall();
b5.move(4);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b1.pauseResume);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b2.pauseResume);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b3.pauseResume);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b4.pauseResume);
stage.addEventListener(MouseEvent.MOUSE_DOWN,b5.pauseResume);
}
private function rotate(e:Event):void{
testClip.rotation = b2.rotation-45;
}
private function getStageSize():Point{
var p:Point= new Point(stage.stageWidth,stage.stageHeight);
return p;
}
private function drawlineGuides():void{
var g:Graphics = this.graphics;
g.clear();
g.lineStyle(1,0x000000,1);
g.moveTo(0,stage.stageHeight/2);
g.lineTo(stage.stageWidth,stage.stageHeight/2);
g.moveTo(stage.stageWidth/2,0);
g.lineTo(stage.stageWidth/2,stage.stageHeight);
}
private function onStageResize(e:Event):void{
drawlineGuides();
}
}
}
And here is my new class Ball :
package com.display
{
/* this import is optionnal
if you want to run this class without the BongSound instance
comment all lines where the var bSound is called
*/
//import com.media.sound.BongSound;
import flash.display.Graphics;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.media.Sound;
public class Ball extends Sprite
{
private var _radius:int;
private var _rotation:Number;
private var _color:int;
private var _g:Graphics;
private var _g2:Graphics;
private var _speed:Number;
private var speedx:Number;
private var speedy:Number;
public var rota:Number;
private var smallCircle:Sprite;
private var rendered:Boolean = false;
public var paused:Boolean = false;
private const ZERO:uint = 0;
//private var bSound:BongSound;
/**
* Ball(posx:Number,posy:Number,radius:uint)<br/>
* this constructor create an instance of a bouncing ball<br/>
* the posx and posy must be included in the range of the defined stageWidth and stageHeight!<br/>
* Otherwise, the ball will be placed in the stage range.
*/
public function Ball(posx:Number,posy:Number,radius:uint)
{
//bSound = new BongSound();
smallCircle = new Sprite();
this.addChild(smallCircle);
this._radius = radius;
this.x = posx;
this.y = posy;
_g = this.graphics;
_g2 = smallCircle.graphics;
}
private function checkStageSize():void{
if(this.x + radius + speedx >= this.stage.stageWidth){
this.x = this.stage.stageWidth - this.width;
}
if(this.y + radius + speedy >= this.stage.stageHeight){
this.y = this.stage.stageHeight - this.height;
}
if(this.x - radius + speedx <= ZERO){
this.x = this.width;
}
if(this.y - radius + speedy <= ZERO){
this.y = this.height;
}
}
public function get speed():Number
{
return _speed;
}
public function set speed(value:Number):void
{
_speed = value;
}
public function get color():int
{
return _color;
}
public function set color(value:int):void
{
_color = value;
}
public function get radius():int
{
return _radius;
}
public function set radius(value:int):void
{
_radius = value;
}
/**
* drawBall()<br/>
* this function draws the main Ball Object
*/
public function drawBall():void
{
_g.clear();
_g.lineStyle(1,0x666666,1);
_g.beginFill(_color,1);
_g.drawCircle(0,0,this._radius);
_g.endFill();
_g.lineStyle(1,0x666666,1);
_g.beginFill(0xffffff,1);
_g.endFill();
}
/**
* drawPoint()<br/>
* this function draws the Point Object wich is placed in the direction/rotation of the main Ball instance.
*/
public function drawPoint():void{
_g2.clear();
_g2.lineStyle(1,0x666666,1);
_g2.beginFill(0xffffff,1);
_g2.drawCircle(ZERO, ZERO, this._radius/2);
smallCircle.x = Math.sin(deg2rad(rota+90))*this.radius/2;
smallCircle.y = Math.cos(deg2rad(rota+90))*this.radius/2;
_g2.endFill();
}
/**
* move(speed:Number):void<br/>
* this function set the speed and makes the Ball move.<br/>
* The displace function is called when an ENTER_FRAME event is triggered.
*/
public function move(speed:Number):void{
this.speed = speed;
this.addEventListener(Event.ENTER_FRAME,displace);
}
/**
* getRota():Number<br/>
* this function returns the rotation of the Ball instance.<br/>
* the rotation is returned in degrees.
*/
public function getRota():Number{
return rad2deg(Math.atan2(speedy,speedx));
}
/**
* pauseResume(e:MouseEvent):void
* Pause or resume movement.
*/
public function pauseResume(e:MouseEvent):void{
switch(paused){
case false:
this.removeEventListener(Event.ENTER_FRAME,displace);
paused = true;
break;
case true:
this.addEventListener(Event.ENTER_FRAME,displace);
paused = false;
break;
}
}
/**
* checkBounds():void<br/>
* <p>
* this function plays a Sound when the Ball instance hit the bounds.<br/>
* the rota variable is updated (even if the rotation of the Ball instance don't change).<br/>
* If the stage is resized, a call to checkStageSize() set the positions x & y in the bounds of the Stage.
* </p>
* #see checkStageSize()
*/
private function checkBounds():void{
if(this.x + radius + speedx >= this.stage.stageWidth){
//bSound.play();
rota = rad2deg(Math.atan2(-speedy,-speedx));
}
if(this.y + radius + speedy >= this.stage.stageHeight){
//bSound.play();
rota = rad2deg(Math.atan2(speedy,speedx));
}
if(this.x - radius + speedx <= ZERO){
//bSound.play();
rota = rad2deg(Math.atan2(-speedy,-speedx));
}
if(this.y - radius + speedy <= ZERO){
//bSound.play();
rota = rad2deg(Math.atan2(speedy,speedx));
}
checkStageSize();
}
/**
* <p>
* displace(e:Event):void
* displace the ball and calls drawPoint to place the sub-Sprite depending of the "rotation" of the Ball instance.</p>
* #see #drawPoint()
* #see #checkBounds()
*/
private function displace(e:Event):void{
checkBounds();
speedx = Math.sin(deg2rad(rota+90))*speed;
speedy = Math.cos(deg2rad(rota+90))*speed;
this.x += speedx;
this.y += speedy;
drawPoint();
}
public function deg2rad(value:Number):Number{
return value/180*Math.PI;
}
public function rad2deg(value:Number):Number{
return value*180/Math.PI;
}
}
}
PrintScreens :
It is now possible to continue the moves even when the Stage is Resized avoiding the issues I had in the past...
In my flash-made game, if my character jump on top of an enemy movieclip it spawns 3 minions from another class by MovieClip(root).addChild(spawn1);. In my minions class I've put the code for them to fall and stop upon hitting the ground and also follow my character.
I have a VCam(virtual camera) movieClip to follow my character(who moves on the stage, not the stage around him) with this code build-in:
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.geom.Point;
import flash.display.MovieClip;
//VCam
addEventListener(Event.ENTER_FRAME, handleEnterFrame);
function handleEnterFrame(event:Event):void {
if (parent) {
parent.scaleX = 1 / scaleX;
parent.scaleY = 1 / scaleY;
if (rotation == 0) {
parent.x = (width / 2 - x) / scaleX;
parent.y = (height / 2 - y) / scaleY;
parent.rotation = 0;
} else {
var bounds:Rectangle = getBounds(this);
var angle:Number = rotation * Math.PI / 180;
var midX:Number = -x / scaleX;
var midY:Number = -y / scaleY;
var rx:Number = -bounds.width / 2;
var ry:Number = -bounds.height / 2;
var cos:Number = Math.cos(angle);
var sin:Number = Math.sin(angle);
var rotatedX:Number = rx * cos - ry * sin;
var rotatedY:Number = ry * cos + rx * sin;
var cornerX:Number = midX - rotatedX;
var cornerY:Number = midY - rotatedY;
cos = Math.cos(-angle);
sin = Math.sin(-angle);
parent.x = cornerX * cos - cornerY * sin;
parent.y = cornerY * cos + cornerX * sin;
parent.rotation = -rotation;
}
}
}
addEventListener(Event.REMOVED, handleRemoved, false, 0, true);
function handleRemoved(event:Event):void
{
removeEventListener(Event.ENTER_FRAME, handleEnterFrame);
removeEventListener(Event.REMOVED, handleRemoved);
}
When I jump with my character it seems that the minions follow the movement of my vcam and not behaving normally, jumping with the camera and falling throu'the ground when the character falls.
If I add a child normally from the main timeline by addChild(m_clip); it does not behave like that.
Is there an easy fix? Thanks!
This is the minions class code:
package {
import flash.display.*;
import flash.events.*;
public class EnemySpawned extends MovieClip {
protected var gravitysp: Number = 1;
protected var ySpeedsp: Number = 0;
protected var Speedsp: Number = 6.5;
var charMTL:MovieClip;
public function EnemySpawned()
{
this.addEventListener(Event.ENTER_FRAME, movement);
trace('exist');
}
function movement(event:Event):void
{
var MTL:MovieClip = MovieClip(root);
charMTL = MTL.char1;
ySpeedsp += gravitysp;
if(! MTL.ground_1.hitTestPoint(this.x, this.y, true))
{
this.y += ySpeedsp;
}
if(ySpeedsp > 40)
{
ySpeedsp = 40;
}
for(var j:int = 0; j<20; j++)
{
if(MTL.ground_1.hitTestPoint(this.x, this.y, true))
{
this.y--
ySpeedsp = 0;
}
}
var Distance:Number = charMTL.x - this.x;
if(Distance < -charMTL.width/2 - this.width/2)
{
this.x -= Speedsp;
}
if(Distance > charMTL.width/2 + this.width/2)
{
this.x += Speedsp;
}
}
}
}
There is no moving of ground_1 movieClip via code.
I'm making a top down shooter game and so far my character can move and can shoot when mouse is click. But it will only shoot to the right and not where my cursor is pointing. How do i fix this?
Here's the bullet code in the main class:
public var bulletList:Array = [];
stage.addEventListener(MouseEvent.CLICK, shootBullet, false, 0, true);
stage.addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
public function shootBullet(e:MouseEvent):void
{
var bullet:Bullet = new Bullet(stage, harold.x, harold.y, harold.rotation);
bullet.addEventListener(Event.REMOVED_FROM_STAGE, bulletRemoved, false, 0, true);
bulletList.push(bullet);
stage.addChild(bullet);
}
public function loop(e:Event):void
{
if(bulletList.length > 0)
{
for(var i:int = bulletList.length-1; i >= 0; i--)
{
bulletList[i].loop();
}
}
}
public function bulletRemoved(e:Event):void
{
e.currentTarget.removeEventListener(Event.REMOVED_FROM_STAGE, bulletRemoved);
bulletList.splice(bulletList.indexOf(e.currentTarget),1);
}
Here is the code in my Bullet Class:
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
public class Bullet extends MovieClip
{
private var stageRef:Stage;
private var speed:Number = 10;
private var xVel:Number = 0;
private var yVel:Number = 0;
private var rotationInRadians = 0;
public function Bullet(stageRef:Stage, X:int, Y:int, rotationInDegrees:Number):void
{
this.stageRef = stageRef;
this.x = X;
this.y = Y;
}
public function loop():void
{
xVel = Math.cos(rotationInRadians) * speed;
yVel = Math.sin(rotationInRadians) * speed;
x += xVel;
y += yVel;
if(x > stageRef.stageWidth || x < 0 || y > stageRef.stageHeight || y < 0)
{
this.parent.removeChild(this);
}
}
}
}
A few thoughts:
As said by Aaron, you should compute rotationInRadians in the constructor, altought the real formula is this.rotationInRadians = rotationInDegrees * (Math.PI / 180);
You should make rotationInRadians a number, that is private var rotationInRadians:Number;
Are you aware displayObject has a getter/setter for rotation? In other words: harold.rotation is a property in harold object or is it referencing to said getter?
I think thats pretty much it.
I think you forgot to assign rotationInRadians in your constructor:
this.rotationInRadians = rotationInDegrees * (Math.PI / 180);
BTW, unless you want the bullet to be able to change direction during flight, you don't need to calculate the xVel and yVel each loop(), you can just calculate it in the constructor, store it, then update the x and y each loop().
Hello guys i have a problem and no idea how to fix it :( Can someone tell me how to do it?
Constructor functions must be instance methods.
So here is my code:
package
{
import com.coreyoneil.collision.CollisionList;
import flash.events.Event;
import flash.display.Sprite;
public class terrain extends Sprite
{
private var wheel:Ball;
private var collisionList:CollisionList;
private var speed:Number;
private const GRAVITY:Number = .75;
private const FRICTION:Number = .98;
private const IMMOVABLE:Number = 10000;
public function terrain():void
{
if(stage == null)
{
addEventListener(Event.ADDED_TO_STAGE, init, false, 0, true);
addEventListener(Event.REMOVED_FROM_STAGE, clean, false, 0, true);
}
else
{
init();
}
}
private function init(e:Event = null):void
{
collisionList = new CollisionList(terrain);
wheel = new wheel(10);
wheel.mass = IMMOVABLE * 2;
addChild(wheel);
collisionList.addItem(wheel);
wheel.x = 30;
wheel.y = 10;
speed = 0;
terrain.graphics.lineStyle(15);
addEventListener(Event.ENTER_FRAME, updateScene);
}
private function updateScene(e:Event):void
{
var collisions:Array = collisionList.checkCollisions();
if(collisions.length)
{
var collision:Object = collisions[0];
var angle:Number = collision.angle;
var overlap:int = collision.overlapping.length;
var sin:Number = Math.sin(angle);
var cos:Number = Math.cos(angle);
var vx0:Number = wheel.vx * cos + wheel.vy * sin;
var vy0:Number = wheel.vy * cos - wheel.vx * sin;
// Unlike the other examples, here I'm choosing to calculate the amount
// of bounce based on the objects' masses, with a default mass of 10000 (IMMOVABLE)
// being used for the drawing the wheel is colliding with. As such, the only
// real variable in play here is the current vector of the wheel.
vx0 = ((wheel.mass - IMMOVABLE) * vx0) / (wheel.mass + IMMOVABLE);
wheel.vx = vx0 * cos - vy0 * sin;
wheel.vy = vy0 * cos + vx0 * sin;
wheel.vx -= cos * overlap /wheel.radius;
wheel.vy -= sin * overlap / wheel.radius;
wheel.vx += speed;
}
trace("down");
wheel.vy += GRAVITY;
wheel.vy *= FRICTION;
wheel.vx *= FRICTION;
wheel.x += wheel.vx;
wheel.y += wheel.vy;
if(wheel.x > stage.stageWidth) wheel.x = stage.stageWidth;
if(wheel.x < 0) wheel.x = 0;
if(wheel.y > stage.stageHeight - (wheel.height >> 1))
{
wheel.y = 10;
wheel.x = 30;
wheel.vx = wheel.vy = 0;
}
}
private function clean(e:Event):void
{
removeEventListener(Event.ENTER_FRAME, updateScene);
}
}
}
There are some comment in the code.. Just ignore it i have used example.
collisionList = new CollisionList(terrain);
terrain.graphics.lineStyle(15);
This is error 1026, also thrown if the constructor is static, private or in your case used as an identifier. Either use this.graphics instead of terrain.graphics or just graphics.etc (remove terrain) and also pass 'this' as parameter for 'CollisionList'.
(Unrelated: Also it's better to name classes starting with a capital "Terrain")