I'm making a Bubble Shooter game, and I'm trying to make the bubble I'm fireing to stack and then be at the right place in the column. The bubbles I've placed on the board looks like this:
000000000000000
000000000000000
000000000000000
000000000000000
There's 4 rows with 15 bubbles. This is the code I have written so far:
Main
package {
import flash.display.Sprite;
import flash.events.KeyboardEvent;
import flash.events.Event;
import flash.display.SpreadMethod;
public class Main extends Sprite {
private const ROT_SPEED:uint=2;
private const R:uint=18;
private const DEG_TO_RAD:Number=0.0174532925;
private const BUBBLE_SPEED:uint=10;
private var bubbleArr:Array=new Array();
private var loadArr:Array=new Array();
private var cannon:cannon_mc;
private var bubble:bubble_mc;
private var row:uint=0;
private var col:uint=0;
private var left:Boolean=false;
private var right:Boolean=false;
public var bubCont:Sprite;
private var loadCont:Sprite;
private var fire:Boolean=false;
private var vx,vy:Number;
public function Main() {
placeContainer();
placeCannon();
loadBubble();
stage.addEventListener(KeyboardEvent.KEY_DOWN,onKDown);
stage.addEventListener(KeyboardEvent.KEY_UP,onKUp);
addEventListener(Event.ENTER_FRAME,onEFrame);
trace("row= "+row+" , col= "+col);
}
private function placeCannon():void {
cannon=new cannon_mc();
addChild(cannon);
cannon.y=385.5;
cannon.x=320;
}
private function onKDown(e:KeyboardEvent):void {
switch(e.keyCode) {
case 37 :
left=true;
break;
case 39 :
right=true;
break;
case 38 :
if (! fire) {
fire=true;
var radians=(cannon.rotation-90)*DEG_TO_RAD;
vx=BUBBLE_SPEED*Math.cos(radians);
vy=BUBBLE_SPEED*Math.sin(radians);
}
break;
}
}
private function onKUp(e:KeyboardEvent):void {
switch(e.keyCode) {
case 37 :
left=false;
break;
case 39 :
right=false;
break;
}
}
private function onEFrame(e:Event):void {
if (left) {
cannon.rotation-=ROT_SPEED;
}
if (right) {
cannon.rotation+=ROT_SPEED;
}
if (fire) {
bubble.x+=vx;
bubble.y+=vy;
if (bubble.x<59) {
bubble.x=59;
vx*=-1;
}
if (bubble.x>(59+R*R)) {
bubble.x=59+R*R;
vx*=-1;
}
if (bubble.y<(40)) {
bubble.y=40;
}
}
}
public function placeContainer():void {
var iRow:Boolean=false;
bubCont=new Sprite();
addChild(bubCont);
for (var i:uint=0; i<4; i++) {
if (! iRow) {
for (var j:uint=0; j<15; j++) {
bubbleArr[i]=new Array();
bubbleArr[i][j]=Math.floor(Math.random()*6);
bubble = new bubble_mc(bubbleArr[i][j],i,j);
bubCont.addChild(bubble);
iRow=true;
row++;
col++;
}
} else {
for (j=0; j<15; j++) {
bubbleArr[i]=new Array();
bubbleArr[i][j]=Math.floor(Math.random()*6);
bubble = new bubble_mc(bubbleArr[i][j],i,j);
bubble.x=77+j*2*R;
bubCont.addChild(bubble);
iRow=false;
row++;
col++;
}
}
}
}
private function loadBubble():void {
addChild(bubble);
bubble.gotoAndStop(Math.floor(Math.random()*6))+1;
bubble.x=320;
bubble.y=410;
}
}
bubble_mc class:
package {
import flash.display.MovieClip;
public class bubble_mc extends MovieClip {
public function bubble_mc(val:uint,row:uint,col:uint) {
gotoAndStop(val+1);
name=row+"_"+col;
x=59+col*36;
y=40+row*32;
}
}
I have absolutley no idea how to make the bubbles stack together.. I have tried using hitTestObject-function and I have tried to write my own function that checks for collision and then calls a function that is supposed to place the bubble in the right place, but it doesn't work and I dont know why. I'm getting a error called TypeError: Error #1010.
Here is the collision function and the parkBubble function- which is supposed to place the bubbles in the right place:
private function parkBubble(bubble:bubble_mc,row:int,col:int):void {
var iRow:Boolean=false;
for (var j:uint=0; j<col; j++) {
trace("first for loop ");
for (var i:uint=row; i>0; i--) {
trace("second for loop ");
if (bubbleArr[i][j]!=null) {
trace("first if loop ");
if (! iRow) {
trace("second if loop ");
bubbleArr[i+1]=new Array();
bubbleArr[i+1][j]=Math.floor(Math.random()*6);
bubble = new bubble_mc(bubbleArr[i+1][j],(i+1),j);
bubCont.addChild(bubble);
iRow=true;
row++;
col++;
} else {
trace("first for loop after else ");
bubbleArr[i+1]=new Array();
bubbleArr[i+1][j]=Math.floor(Math.random()*6);
bubble = new bubble_mc(bubbleArr[i+1][j],(i+1),j);
bubble.x=77+j*2*R;
bubCont.addChild(bubble);
iRow=false;
row++;
col++;
}
}
}
}
removeChild(bubble);
fire=false;
loadBubble();
trace("slutet av parkBubble ");
}
private function collide(bub:bubble_mc):Boolean {
var dist_x:Number=bub.x-bubble.x;
var dist_y:Number=bub.y-bubble.y;
return Math.sqrt(dist_x*dist_x+dist_y*dist_y)<=2*R-4;
}
Was the TypeError on this line?
var placed_bubble:bubble_mc=new bubble_mc([row][col],row,col);
The [row] is an array, and [col] is an array. But the constructor expects an unsigned integer:
public function bubble_mc(val:uint,row:uint,col:uint) {
In order to copy the bubble to the bubble container, pass the frame number:
var placed_bubble:bubble_mc=new bubble_mc(bubble.currentFrame-1, row, col);
This might not be the only problem. TypeError often results from a variable not being defined, which could be from some other code that modifies the variable "bubble". For example, placeContainer assigns the bubbles in the container to the variable "bubble".
The function parkBubble always sets "iRow" to false, but if the bubble collides with a row above it that is odd you want iRow to be true.
var row:uint=Math.floor(bubble.y/(40+R*Math.sqrt(3)));
var iRow:Boolean= row % 2 == 1 ? true : false;
After it is at least compiling, you'll have less problems if you go back and simplify and optimize the math with some constant names. Then you'll more easily see the above code for calculating the row is not quite right. It should subtract the top margin (40). That is obvious with named constants:
private const Y_PER_ROW:int = int(R * Math.sqrt(3));
private const TOP:int = 40;
...
var row:uint = int((bubble.y - TOP) / Y_PER_ROW);
I would double-check your other calculations, too. Puzzle Bobble games usually set the odd rows to horizontally offset at radius, not at 2 radius (2 * R). So they fit together like hexagons.
The placeContainer function could be simplified. Most of the code in even or odd rows is the same, so could be taken out of the if block. And in this code you posted, I don't see why you need "row++" and "col++" in placeContainer. This is equivalent and easier to read:
for (var i:uint=0; i<4; i++) {
var xOffset:int = (i % 2) * 2 * R;
for (var j:uint=0; j<15; j++) {
bubbleArr[i] = new Array();
bubbleArr[i][j] = int(Math.random()*6);
bubble = new bubble_mc(bubbleArr[i][j], i, j);
bubble.x += xOffset;
bubCont.addChild(bubble);
row++;
col++;
}
}
Then, the collision detection code could be simplified and optimized to avoid calculations when the bubble is far away and avoid the expensive square-root calculation:
Circle Collision Detection HTML5 Canvas
http://cgp.wikidot.com/circle-to-circle-collision-detection
Related
I've been doing this Sokoban game for the university, however, I'm stuck with something. Here's the code so far on AS3:
package
{
import flash.display.Sprite;
public class Main extends Sprite
{
private var levels:Array=new Array();
private var currentLevel:uint = 0;
private var tile:tiles_mc;
private var level_container:Sprite;
public function Main()
{
setupLevels();
drawLevel(currentLevel);
}
private function setupLevels():void
{
levels[0]=[[1,1,1,1,0,0,0,0],[1,0,0,1,1,1,1,1],[1,0,2,0,0,3,0,1],
[1,0,3,0,0,2,4,1],[1,1,1,0,0,1,1,1],[0,0,1,1,1,1,0,0]];
levels[1]=[[0,0,1,1,1,1,0,0],[0,0,1,0,0,1,0,0],[1,1,1,0,0,1,1,1],
[1,0,3,5,2,4,0,1],[1,0,0,0,0,0,0,1],[1,1,1,1,1,1,1,1]];
levels[2]=[[1,1,1,1,1,1,1,1],[1,0,0,1,0,0,0,1],[1,0,0,0,0,0,0,1],
[1,3,3,3,1,1,1,1],[1,6,2,0,2,1,0,0],[1,1,1,1,1,1,0,0]];
trace("My levels: "+levels);
}
private function drawLevel(level:uint):void
{
level_container = new Sprite();
addChild(level_container);
for (var i:uint=0; i<levels[currentLevel].length; i++)
{
for (var j:uint=0; j<levels[currentLevel][i].length; j++)
{
switch (levels[currentLevel][i][j])
{
case 0 :// floor
tile = new tiles_mc(1,i,j);
level_container.addChild(tile);
break;
case 1 :// wall
tile = new tiles_mc(1,i,j);
level_container.addChild(tile);
break;
case 2 :// crate goal
tile = new tiles_mc(1,i,j);
level_container.addChild(tile);
break;
}
}
}
}
}}
However, when I try to test, I get this error:
What's going on? Clearly AS recognises the arguments, as seen here:
What am I doing wrong?
Nobody seems to have this question already so I asked it because I've spent a few hours trying to debug this and can't find a solution;
Essentially, I have a function called draw, which is declared in my document class:
public function draw(Target: MovieClip,mX: int,mY: int,lX: int,lY: int):void {
Target.graphics.clear();
Target.graphics.lineStyle(1,0x000000,1);
Target.graphics.moveTo(mX,mY);
Target.graphics.lineTo(lX,lY);
}
I call it later to draw two lines, on two different MovieClips:
draw(Line,Line.mX,Line.mY,Mirror.x + (Mirror.width / 2),Line.lY);
draw(nextLine,(Mirror.x + (Mirror.width / 2)),200,(Mirror.x + (Mirror.width / 2)),0);
where
var Line: MovieClip = new MovieClip();
var Mirror: MovieClip = new mirror();
and Mirror is draggable, so Mirror.x changes whenever it is dragged.
Line is a line made using .graphics and Line.mX is equal to the Line.graphics.moveTo X value last time it was modified. Line.mY is the same, but for the Y coordinate. I set these values by doing this:
Line.mX = 0;
Line.mY = 200;
Line.lX = 550;
Line.lY = 200;
But with whatever values I want to draw the line, with lX and lY being equal to the X and Y coordinates of Line.graphics.lineTo. Then I draw Line using my draw function like this:
draw(Line,Line.mX,Line.mY,Line.lX,Line.lY);
Then it gets more complex because, actually, Line is just one line in an array of lines, created like this:
public var lines = [line0,line1,line2,line3,line4,line5,line6,line7,line8];
and each of those lines is created like this (with 0 being replaced by the line's number, respectively):
public var line0: MovieClip = new MovieClip();
then I give each line a number and a name, add them to the stage and hide them like this:
for each(var setupLine:MovieClip in lines) {
setupLine.num = (lines.indexOf(setupLine));
setupLine.name = ('line' + setupLine.num);
addChild(setupLine);
setupLine.visible = false;
}
Then, after making line0 visible, because I need to see it at the start, I loop through each line in a function that runs on ENTER_FRAME, and set the value of nextLine to a different value each time I run the loop like this:
for each(var Line:MovieClip in lines) {
nextLine = this['line' + (Line.num + 1)];
}
Within that loop, I then loop through a few other arrays, then check for a collision with the selected Line and another selected MovieClip from another array, which I wont go into or this question will be longer than the code for node.js.
So essentially, if the collision with the two MovieClips is present, I draw the line that I mentioned at the top of my question. But for some reason, although Line draws correctly, nextLine draws correctly, but a duplicate of it is drawn across the Y axis at 0, and stops where nextLine is on the Y axis (nextLine is vertical, so it has the same Y value at the start as at the end).
Even stranger, when I try to hide nextLine if the collision with the two MovieClips is no longer present, using this code:
nextLine.visible = false;
it only hides the version of nextLine that runs along the top of the stage, which I didn't even intend to create in the start.
EDIT
here is a link to the current source code
Here is a link to the entire project files with the original source code
copy/paste the new source code from the pastebin link to get the new version
Thanks in advance,
-Raph
I figured out how to do this, code is
package {
import flash.events.*;
import flash.utils.*;
import flash.display.*;
[SWF(backgroundColor="0xbdc3c7")]
public class LightStage extends MovieClip {
//import classes
public var globeClass:Globe = new Globe();
public var mirrorClass:Mirror = new Mirror();
public var lineClass:Line = new Line();
//create all stage objects
public var curLine:Line
public var nextLine:Line;
public var curMirror:Mirror;
//create containers
public var mirrors:Vector.<Mirror> = new Vector.<Mirror>(); //a vector is an array, but every member has to be (or subclass) the specified class
public var globes:Vector.<Globe> = new Vector.<Globe>();
public var lines:Vector.<Line> = new Vector.<Line>();
trace('lightstage: working');
//create level object
public var curLevel:int = -1;
//create dependent variables
public var kill: Boolean = true;
//init function
public function LightStage() {
//setup MovieClips
var i:int = 0;
for (i = 0; i < 4; i++) {
mirrors.push(new Mirror());
}
for (i = 0; i < 4;i++ ) {
globes.push(new Globe());
}
var tmpLine:Line;
for (i = 0; i < 10; i++) {
tmpLine = new Line();
lines.push(tmpLine);
addChild(tmpLine);
tmpLine.visible = false;
}
//create ENTER_FRAME listener
stage.addEventListener(Event.ENTER_FRAME,enterFrame);
//start the game
levelUp();
}
//levelUp function
public function levelUp() {
curLevel++;
curLine = lines[curLevel]; //set line to the current level
curLine.curX = 0;
curLine.curY = 200;
curLine.draw(550, 200);
curLine.visible = true;
//show and position mirrors and globes
curMirror = mirrors[curLevel];
addChild(curMirror);
curMirror.x = 250;
curMirror.y = 350;
var curGlobe:Globe = globes[curLevel];
addChild(curGlobe);
curGlobe.x = 100;
curGlobe.y = 50;
//set mirror types
curMirror.gotoAndStop(2);
trace("you are now on level " + (curLevel + 1) + "!");
}
//ENTER_FRAME function
public function enterFrame(event:Event) {
//line1.visible = true;
for (var i:int = 0; i < lines.length;i++){
if (i < lines.length - 1) nextLine = lines[i + 1]; //check for out of bounds before assignment next line
if (lines[i].visible == true) {
kill = true;
for each(var mirror:Mirror in mirrors) {
if (lines[i].visible && mirror.stage && mirror.hitTestObject(lines[i])) { //for efficiency, do the hit test last in the if statement
for each(var globe:Globe in globes) {
//Looped through Mirrors and Lines and checked for collision - if collision is present, we loop through globes here
if (nextLine && nextLine.stage) {
addChild(nextLine);
}
//check for active globes
if (lines[i].visible && lines[i].hitTestObject(globe)) {
//check if the selected line touches the selected globe - if it does then we will start the timer for that globe
if (!globe.running){
globe.start();
//trace('timing');
kill = false;
}
}
else {
globe.reset();
}
switch(mirror.currentFrame) {
case 1:
break;
case 2:
//trace('live a life you will remember' + Math.random());
if(nextLine) nextLine.visible = true;
lines[i].draw(mirror.x + (mirror.width / 2),lines[i].curY);
if (nextLine) {
nextLine.curX = mirror.x + (mirror.width / 2);
nextLine.curY = 200;
nextLine.draw(mirror.x + (mirror.width / 2), 0);
}
kill = false;
break;
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
trace(mirror.currentFrame);
kill = false;
break;
}
}
}
else if (lines[i].visible && mirror.stage && lines[i].stage){
if (kill && nextLine){
nextLine.graphics.clear();
nextLine.visible = false;
}
}
}
}
}
}
}
}
//MIRROR CLASS DECLARATION
import flash.events.MouseEvent;
class Mirror extends MovieClip {
trace('mirror: working');
public function Mirror() {
this.addEventListener(MouseEvent.MOUSE_DOWN,onDown,false,0,true);
}
private function onDown(e:MouseEvent):void {
//add the mouse up listener on the stage, that way it's consistent even if the user drags so fast that the mouse leaves the bounds of the mirror
stage.addEventListener(MouseEvent.MOUSE_UP, onUp, false, 0, true);
this.startDrag();
}
private function onUp(e:MouseEvent):void {
//we need to remove the listener from the stage now
stage.removeEventListener(MouseEvent.MOUSE_UP, onUp, false);
this.stopDrag();
}
}
//LINE CLASS DECLARATION
import flash.display.Graphics;
class Line extends MovieClip {
trace('line: working');
public var curX:int;
public var curY:int;
public function Line():void {
}
public function draw(toX:int,toY:int):void {
graphics.clear();
graphics.lineStyle(1,0x000000,1);
graphics.moveTo(curX,curY);
graphics.lineTo(toX, toY);
curX = toX;
curY = toY;
}
}
//GLOBE CLASS DECLARATION
import flash.display.MovieClip;
import flash.events.TimerEvent;
import flash.utils.Timer;
class Globe extends MovieClip {
trace('globe: working');
private var timer:Timer = new Timer(3 * 100, 5);
public function Globe():void {
timer = new Timer(300, 5);
timer.addEventListener(TimerEvent.TIMER, repeatShine, false, 0, true);
}
public function reset():void {
timer.reset();
}
public function start():void {
timer.start();
}
public function get running():Boolean { return timer.running; };
private function repeatShine(e:TimerEvent):void {
}
}
I am new to actionscript and I am trying to make a "cheat" way of completing a sliding puzzle where when I click the [s] key it calls a solve puzzle function which makes a for loop put all the puzzle pieces in the correct location. This function must call a for loop, those were the instructions I was given. Could anyone help me understand the code that I need to make this happen. I have already made the function and it does properly call when I hit the s key but everything past that doesn't seem to make the code actually move the pieces. Thank you for any help I can get.
package {
import flash.display.*;
import flash.events.*;
import flash.net.URLRequest;
import flash.geom.*;
import flash.utils.Timer;
public class SlidingPuzzle extends MovieClip {
// space between pieces and offset
static const pieceSpace:Number = 2;
static const horizOffset:Number = 50;
static const vertOffset:Number = 50;
// number of pieces
static const numPiecesHoriz:int = 5;
static const numPiecesVert:int = 5;
// random shuffle steps
static const numShuffle:int = 200;
// animation steps and time
static const slideSteps:int = 10;
static const slideTime:int = 250;
// size of pieces
private var pieceWidth:Number;
private var pieceHeight:Number;
// game pieces
private var puzzleObjects:Array;
// tracking moves
private var blankPoint:Point;
private var slidingPiece:Object;
private var slideDirection:Point;
private var slideAnimation:Timer;
public function startSlidingPuzzle() {
// blank spot is the bottom right
blankPoint = new Point(numPiecesHoriz-1,numPiecesVert-1);
// load the bitmap
loadBitmap("oceanshore.jpg");
// event to complete the puzzle for you.
stage.addEventListener(KeyboardEvent.KEY_UP, solvePuzzle);
}
// get the bitmap from an external source
public function loadBitmap(bitmapFile:String) {
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadingDone);
var request:URLRequest = new URLRequest(bitmapFile);
loader.load(request);
}
// bitmap done loading, cut into pieces
public function loadingDone(event:Event):void {
// create new image to hold loaded bitmap
var image:Bitmap = Bitmap(event.target.loader.content);
pieceWidth = image.width/numPiecesHoriz;
pieceHeight = image.height/numPiecesVert;
// cut into puzzle pieces
makePuzzlePieces(image.bitmapData);
// shuffle them
shufflePuzzlePieces();
}
// cut bitmap into pieces
public function makePuzzlePieces(bitmapData:BitmapData) {
puzzleObjects = new Array();
for(var x:uint=0;x<numPiecesHoriz;x++) {
for (var y:uint=0;y<numPiecesVert;y++) {
// skip blank spot
if (blankPoint.equals(new Point(x,y))) continue;
// create new puzzle piece bitmap and sprite
var newPuzzlePieceBitmap:Bitmap = new Bitmap(new BitmapData(pieceWidth,pieceHeight));
newPuzzlePieceBitmap.bitmapData.copyPixels(bitmapData,new Rectangle(x*pieceWidth,y*pieceHeight,pieceWidth,pieceHeight),new Point(0,0));
var newPuzzlePiece:Sprite = new Sprite();
newPuzzlePiece.addChild(newPuzzlePieceBitmap);
addChild(newPuzzlePiece);
// set location
newPuzzlePiece.x = x*(pieceWidth+pieceSpace) + horizOffset;
newPuzzlePiece.y = y*(pieceHeight+pieceSpace) + vertOffset;
// create object to store in array
var newPuzzleObject:Object = new Object();
newPuzzleObject.currentLoc = new Point(x,y);
newPuzzleObject.homeLoc = new Point(newPuzzlePiece.x,newPuzzlePiece.y);
newPuzzleObject.piece = newPuzzlePiece;
newPuzzlePiece.addEventListener(MouseEvent.CLICK,clickPuzzlePiece);
puzzleObjects.push(newPuzzleObject);
}
}
}
//make the puzzle solve itself
public function solvePuzzle(evt:KeyboardEvent)
{
if (evt.keyCode == 83)
{
for(var i:int = 0; i<puzzleObjects.length; i++)
{
}
}
}
// make a number of random moves
public function shufflePuzzlePieces() {
for(var i:int=0;i<numShuffle;i++) {
shuffleRandom();
}
}
// random move
public function shuffleRandom() {
// loop to find valid moves
var validPuzzleObjects:Array = new Array();
for(var i:uint=0;i<puzzleObjects.length;i++) {
if (validMove(puzzleObjects[i]) != "none") {
validPuzzleObjects.push(puzzleObjects[i]);
}
}
// pick a random move
var pick:uint = Math.floor(Math.random()*validPuzzleObjects.length);
movePiece(validPuzzleObjects[pick],false);
}
public function validMove(puzzleObject:Object): String {
// is the blank spot above
if ((puzzleObject.currentLoc.x == blankPoint.x) &&
(puzzleObject.currentLoc.y == blankPoint.y+1)) {
return "up";
}
// is the blank spot below
if ((puzzleObject.currentLoc.x == blankPoint.x) &&
(puzzleObject.currentLoc.y == blankPoint.y-1)) {
return "down";
}
// is the blank to the left
if ((puzzleObject.currentLoc.y == blankPoint.y) &&
(puzzleObject.currentLoc.x == blankPoint.x+1)) {
return "left";
}
// is the blank to the right
if ((puzzleObject.currentLoc.y == blankPoint.y) &&
(puzzleObject.currentLoc.x == blankPoint.x-1)) {
return "right";
}
// no valid moves
return "none";
}
// puzzle piece clicked
public function clickPuzzlePiece(event:MouseEvent) {
// find piece clicked and move it
for(var i:int=0;i<puzzleObjects.length;i++) {
if (puzzleObjects[i].piece == event.currentTarget) {
movePiece(puzzleObjects[i],true);
break;
}
}
}
// move a piece into the blank space
public function movePiece(puzzleObject:Object, slideEffect:Boolean) {
// get direction of blank space
switch (validMove(puzzleObject)) {
case "up":
movePieceInDirection(puzzleObject,0,-1,slideEffect);
break;
case "down":
movePieceInDirection(puzzleObject,0,1,slideEffect);
break;
case "left":
movePieceInDirection(puzzleObject,-1,0,slideEffect);
break;
case "right":
movePieceInDirection(puzzleObject,1,0,slideEffect);
break;
}
}
// move the piece into the blank spot
public function movePieceInDirection(puzzleObject:Object, dx,dy:int, slideEffect:Boolean) {
puzzleObject.currentLoc.x += dx;
puzzleObject.currentLoc.y += dy;
blankPoint.x -= dx;
blankPoint.y -= dy;
// animate or not
if (slideEffect) {
// start animation
startSlide(puzzleObject,dx*(pieceWidth+pieceSpace),dy*(pieceHeight+pieceSpace));
} else {
// no animation, just move
puzzleObject.piece.x = puzzleObject.currentLoc.x*(pieceWidth+pieceSpace) + horizOffset;
puzzleObject.piece.y = puzzleObject.currentLoc.y*(pieceHeight+pieceSpace) + vertOffset;
}
}
// set up a slide
public function startSlide(puzzleObject:Object, dx, dy:Number) {
if (slideAnimation != null) slideDone(null);
slidingPiece = puzzleObject;
slideDirection = new Point(dx,dy);
slideAnimation = new Timer(slideTime/slideSteps,slideSteps);
slideAnimation.addEventListener(TimerEvent.TIMER,slidePiece);
slideAnimation.addEventListener(TimerEvent.TIMER_COMPLETE,slideDone);
slideAnimation.start();
}
// move one step in slide
public function slidePiece(event:Event) {
slidingPiece.piece.x += slideDirection.x/slideSteps;
slidingPiece.piece.y += slideDirection.y/slideSteps;
}
// complete slide
public function slideDone(event:Event) {
slidingPiece.piece.x = slidingPiece.currentLoc.x*(pieceWidth+pieceSpace) + horizOffset;
slidingPiece.piece.y = slidingPiece.currentLoc.y*(pieceHeight+pieceSpace) + vertOffset;
slideAnimation.stop();
slideAnimation = null;
// check to see if puzzle is complete now
if (puzzleComplete()) {
clearPuzzle();
gotoAndStop("gameover");
}
}
// check to see if all pieces are in place
public function puzzleComplete():Boolean {
for(var i:int=0;i<puzzleObjects.length;i++) {
if (!puzzleObjects[i].currentLoc.equals(puzzleObjects[i].homeLoc)) {
return false;
}
}
return true;
}
// remove all puzzle pieces
public function clearPuzzle() {
for (var i in puzzleObjects) {
puzzleObjects[i].piece.removeEventListener(MouseEvent.CLICK,clickPuzzlePiece);
removeChild(puzzleObjects[i].piece);
}
puzzleObjects = null;
}
}
First, program must know where to place the objects, for them to placed correctly. And best way to do it, is to record piece's initial positions.
Before you set piece's new location, create the Object and take it's initial location.
newPuzzleObject.initialLoc = new Point(newPuzzlePiece.x,newPuzzlePiece.y);
Object creation must come before this part, before piece's initial position changed;
// set location
newPuzzlePiece.x = x*(pieceWidth+pieceSpace) + horizOffset;
newPuzzlePiece.y = y*(pieceHeight+pieceSpace) + vertOffset;
And at the solvePuzzle, place them all back to their initial location.
for(i:uint; i < puzzleObjects.length; i++)
{
puzzleObjects[i].x = puzzleObjects[i].initialLoc.x;
puzzleObjects[i].y = puzzleObjects[i].initialLoc.y;
}
I am having an issue with using trace();
For example, at multiple points in my project (and other projects) I had trace statements, which functioned until recently. For some reason now, in the same projects where it worked before, trace no longer displays anything in the Output window.
I have checked and done the following:
Verified that the filter for Output is either None or Verbose
I'm publish previewing to Flash, not HTML
In the publish settings tab, "omit trace actions" is unchecked
Verified I have flash player debugger by double checking with right clicking on flashplayer window, and seeing the option "Debugger".
Reset workspace, just in case there was something funky going on.
Read 3 other posts in StackOverflow about same issue, tried each one's solution but yet to get it to work.
Does anyone have any ideas? I had added complete code.
package
{
//importing classes
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.events.Event;
//END importing classes
public class Main extends Sprite
{
//class level variables
private const FIELD_W:uint=9;
private const FIELD_H:uint=9;
private const NUM_MINES:uint=10;
private var mineField:Array=new Array();
private var game_container:Sprite=new Sprite();
private var tile:tile_movieclip;
private var timer:Timer=new Timer(1000);
private var toolbar:toolbar_mc;
private var gameOver:Boolean=false;
private var firstClick:Boolean=true;
private var remainingTiles:uint=FIELD_W*FIELD_H;
private var minesLeft:uint=NUM_MINES;
private var screenFrame:Screens;
//END class level variables
public function Main()
{
//Mine Field Creation
for (var i:uint=0; i<FIELD_H; i++)
{
mineField[i]=new Array();
for (var j:uint=0; j<FIELD_W; j++)
{
mineField[i].push(0);
}
}
trace("My dangerous mine field: "+mineField);
//END Mine Field Creation
addChild(game_container);
for (i=0; i<FIELD_H; i++)
{
for (j=0; j<FIELD_W; j++)
{
tile = new tile_movieclip();
game_container.addChild(tile);
tile.gotoAndStop(1);
tile.nrow=i;
tile.ncol=j;
tile.buttonMode=true;
tile.x=tile.width*j;
tile.y=tile.height*i;
tile.addEventListener(MouseEvent.CLICK,onTileClicked);
}
}
// end of tile creation
//time amangement and game over
toolbar = new toolbar_mc();
addChild(toolbar);
//var s_height:uint= stage.height;
toolbar.y=725;
timer.start();
timer.addEventListener(TimerEvent.TIMER,onTick);
//end of time management and game over
}//END Main function
private function onTick(e:TimerEvent):void
{
toolbar.message_text.text="Elapsed time: "+timer.currentCount+"s";
//trace("Elapsed time: "+timer.currentCount);
}
private function tileValue(row,col:uint):int
{
if (mineField[row]==undefined || mineField[row][col]==undefined)
{
return -1;
}
else
{
return mineField[row][col];
}
}
private function onTileClicked(e:MouseEvent):void
{
if (!gameOver && remainingTiles > 0)
{
var clicked_tile:tile_movieclip=e.currentTarget as tile_movieclip;
clicked_tile.removeEventListener(MouseEvent.CLICK,onTileClicked);
clicked_tile.buttonMode=false;
var clickedRow:uint=clicked_tile.nrow;
var clickedCol:uint=clicked_tile.ncol;
var clickedValue:uint=mineField[clickedRow][clickedCol];
if (firstClick)
{
firstClick=false;
//placing mines
var placedMines:uint=0;
var randomRow,randomCol:uint;
while (placedMines<NUM_MINES)
{
randomRow = Math.floor(Math.random()*FIELD_H);
randomCol = Math.floor(Math.random()*FIELD_W);
if (mineField[randomRow][randomCol] ==0)
{
if (randomRow!=clickedRow||randomCol!=clickedCol)
{
mineField[randomRow][randomCol] = 9;
placedMines++;
}
}
}//END placing Mines
// placing digits
for (var i:uint=0; i<FIELD_H; i++)
{
for (var j:uint=0; j<FIELD_W; j++)
{
if (mineField[i][j]==9)
{
for (var ii:int =-1; ii<=1; ii++)
{
for (var jj:int =-1; jj<=1; jj++)
{
if (ii!=0||jj!=0)
{
if (tileValue(i+ii,j+jj)!=9&&tileValue(i+ii,j+jj)!=-1)
{
mineField[i+ii][j+jj]++;
}
}
}
}
}
}
}
var debugString:String;
trace("My complete and formatted mine field: ");
for (i=0; i<FIELD_H; i++)
{
debugString="";
for (j=0; j<FIELD_W; j++)
{
debugString+=mineField[i][j]+" ";
}
trace(debugString);
}
// end of placing digits
// tile creation
}
if (e.shiftKey)
{
clicked_tile.gotoAndStop(5-clicked_tile.currentFrame);
remainingTiles--;
if (remainingTiles ==0)
{
timer.stop();
//Create a for loop involving string for number that appears on tiles
toolbar.message_text.text="WinBomb";
screenFrame = new Screens();
game_container.addChild(screenFrame);
screenFrame.gotoAndStop("win");
}
if (clickedValue ==9)
{
minesLeft--;
if (minesLeft==0)
{
timer.stop();
//Create a for loop involving string for number that appears on tiles
toolbar.message_text.text="Mine Free!!";
removeChild(toolbar);
screenFrame = new Screens();
game_container.addChild(screenFrame);
screenFrame.gotoAndStop("win");
}
}
}
else
{
//empty tile
if (clickedValue == 0)
{
floodFill(clickedRow,clickedCol);
}//END empty Tile
// numbered tile
if (clickedValue>0&&clickedValue<9)
{
clicked_tile.gotoAndStop(2);
clicked_tile.tile_text.text=clickedValue.toString();
remainingTiles--;
if (remainingTiles ==0)
{
toolbar.message_text.text="Mine Free!!";
removeChild(toolbar);
screenFrame = new Screens();
game_container.addChild(screenFrame);
screenFrame.gotoAndStop("win");
}
}// end of numbered tile
// mine
if (clickedValue==9)
{
clicked_tile.gotoAndStop(3);
timer.removeEventListener(TimerEvent.TIMER,onTick);
removeChild(toolbar);
screenFrame = new Screens();
game_container.addChild(screenFrame);
screenFrame.gotoAndStop("lose");
/*timer=new Timer(5000);
timer.start();
trace("Timer to End: "+timer.currentCount);
timer.addEventListener(TimerEvent.TIMER_COMPLETE, loseScreen); screenFrame = new Screens();
*/
}// end of mine
}
}
else if (remainingTiles == 0)
{
timer.stop();
toolbar.message_text.text="Mine Free!!";
removeChild(toolbar);
screenFrame = new Screens();
game_container.addChild(screenFrame);
screenFrame.gotoAndStop("win");
}
}//END onTileClicked function
private function floodFill(row,col:uint):void
{
var emptyTile:tile_movieclip;
emptyTile=game_container.getChildAt(row*FIELD_W+col) as tile_movieclip;
if (emptyTile.currentFrame==1)
{
emptyTile.removeEventListener(MouseEvent.CLICK,onTileClicked);
emptyTile.buttonMode=false;
emptyTile.gotoAndStop(2);
if (mineField[row][col]>0)
{
emptyTile.tile_text.text=mineField[row][col].toString();
remainingTiles--;
}
else
{
emptyTile.gotoAndStop(5);
remainingTiles--;
}
if (mineField[row][col]==0)
{
for (var ii:int =-1; ii<=1; ii++)
{
for (var jj:int =-1; jj<=1; jj++)
{
if (ii!=0||jj!=0)
{
if (tileValue(row+ii,col+jj)!=9)
{
if (tileValue(row+ii,col+jj)!=-1)
{
floodFill(row+ii,col+jj);
}
}
}
}
}
}
}
}//END floodFill
/* private function loseScreen(e:TimerEvent)
{
timer.removeEventListener(TimerEvent.TIMER_COMPLETE, loseScreen);
game_container.addChild(screenFrame);
screenFrame.gotoAndStop("lose");
}*/
}//END Main CLass
}//END package
Looking at the top part of your code, here's a slight re-arrangement. In this experiment I've taken the liberty of initializing your '_FIELD' variables. Try it. Does this solve your problem?
var mineField:Array = new Array;
var FIELD_H:int = 10;
var FIELD_W:int = 20;
for (var i:uint=0; i<FIELD_H; i++)
{
mineField[i]=new Array();
for (var j:uint=0; j<FIELD_W; j++)
{
mineField[i].push(0);
}
}
trace(mineField);
First
Your Main Class isn't correctly written. If it's imported, your compiler should output the following error message:
1114: The public attribute can only be used inside a package.
Because the general form of a Class is:
package myPackage
{
class MyClass
{
}
}
On the other hand
Specifically, this error message doesn't occur because you haven't probably imported your Main class:
File > ActionScript Settings > Document Class : Main
Ok, so I've been stuck on this for about three hours now and I finally feel like asking for help.
Basically, I am trying to remove all instances of an enemy object from the screen when my player ship makes contact with one of them, as he then loses a life and is put back into a safe position on the screen.
EDIT: This is all the code from my Enemy Dude .as file, a bit overboard maybe but nonetheless.
package
{
import flash.display.MovieClip;
import flash.events.*;
import flash.media.Sound;
import flash.media.SoundChannel;
public class Enemydude extends MovieClip
{
private var _root:Object;
private var speed:int = 6;
private var shipps = this
public function Enemydude()
{
addEventListener(Event.ADDED, beginclass);
addEventListener(Event.ENTER_FRAME, entFrame);
}
private function beginclass(event:Event):void
{
_root = MovieClip(root);
}
private function entFrame(event:Event):void
{
x -= speed;
if(this.x < -64)
{
removeEventListener(Event.ENTER_FRAME, entFrame);
_root.removeChild(this)
}
if(_root.gameover)
{
x = -700
removeEventListener(Event.ENTER_FRAME, entFrame);
removeEventListener(Event.ADDED, beginclass);
}
for (var i:int = 0; i<_root.playerBulletContainer.numChildren; i++)
{
var bulletTarget:MovieClip = _root.playerBulletContainer.getChildAt(i)
if (hitTestObject(bulletTarget))
{
removeEventListener(Event.ENTER_FRAME, entFrame);
_root.removeChild(this);
_root.playerBulletContainer.removeChild(bulletTarget);
bulletTarget.removeListeners();
_root.Score += 10
makeExplosion();
}
}
if(hitTestObject(_root.mcship))
{
makeExplosion();
shipPos();
removethis();
}
}
private function makeExplosion()
{
var sndExplode:snd_explosion1;
var sndExplodeChannel:SoundChannel;
sndExplode=new snd_explosion1();
sndExplodeChannel=sndExplode.play();
var newExplosion01:explosionEffect=new explosionEffect ;
newExplosion01.x=this.x;
newExplosion01.y=this.y;
_root.explosionContainer.addChild(newExplosion01);
}
private function shipPos()
{
_root.lives -= 1;
_root.mcship.x = 80;
_root.mcship.y = 225;
for each(var i:Enemydude in _root.enemies)
{
removethis();
}
_root.enemies.length = 0;
}
public function removethis():void
{
if(parent) parent.removeChild(this)
removeEventListener(Event.ENTER_FRAME, entFrame);
}
}
}
EDIT: And this is the code I now have that relates to the Enemydude in my main timeline, quite sorry about all this.
var enemies:Array = [];
var Shipheight:Number = 300;
var Enemytime:int = 0;
var Enemylimit:int = 16;
if (Enemytime<Enemylimit)
{
Enemytime ++;
}
else
{
var newEnemy01 = new Enemydude();
newEnemy01.y = Shipheight;
newEnemy01.x = stage.stageWidth + 64;
addChild(newEnemy01);
enemies.push(newEnemy01);
Enemytime = 0
function shipY(event:Event):void
{
Shipheight = Math.ceil(Math.random()* 250) + 80;
}
Thank you for your help in advance, any advice is appreciated.
I suggest storing your enemies in an Array.
For example, create the array enemies:
var enemies:Array = [];
And then amend your code to:
else
{
var newEnemy01 = new Enemydude();
newEnemy01.y = Shipheight;
newEnemy01.x = stage.stageWidth + 64;
addChild(newEnemy01);
enemies.push(newEnemy01);
Enemytime = 0;
}
That way you can remove all of the enemies using this new array:
for each(var i:Enemydude in enemies)
{
i.remove(); // Or whatever function Enemydude has to remove itself.
}
// Empty the enemies Array.
enemies.length = 0;
Here's the .remove() method you could make for Enemydude:
public function remove():void
{
if(parent) parent.removeChild(this);
// Remove any event listeners etc from this object.
}
A common and easy way of doing this is to create a subcontainer to hold the objects and destroy this object instead. It makes easy for some collision checks too, since you can use the holder object to make one check against the player.
If you don't want to create this, you can use an array or a vector to store references to this objects, what makes easy to traverse the list.
I persoally recommend the vector aprouch:
var enemyList:Vector.<Enemy> = new Vector.<Enemy>();
Then you can loop almost like an array (as Marty Wallace showed on his answer):
for each(var e:Enemy in enemyList) {
container.removeChild(e);
}
enemyList.length = 0; // empty vector
Vectors are a bit slower than normal arrays, but are type safe. The difference in performance is almost negligible in most cases.