I'm making a flash game for my course at college, I have been following a tutorial but been spinning it off for my own sake. One wall I hit is that when I fire a bullet, it will only fire to the right, with a little movement up or down, I have been trying to fix it for a while but nothing is happening and nothing works.
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class Wizard extends MovieClip {
private var dx:Number;
private var dy:Number;
private var Bulletspeed:int;
public var Angle:Number;
public var newAngle:Number;
var shotCoolDown:int;
const MAX_COOLDOWN=20;
public function Wizard() {
//constructor
//Shot cool down
shotCoolDown=MAX_COOLDOWN;
addEventListener(Event.ENTER_FRAME, update);
//set up an event listener for when the turret is added to stage
addEventListener(Event.ADDED_TO_STAGE, initialise);
}
function initialise(e:Event) {
//reduce shot cool down by one
shotCoolDown=shotCoolDown-1;
//add a click listener to the stage
stage.addEventListener(MouseEvent.CLICK, fire);
}
function fire(m:MouseEvent) {
//Able to shoot
if (shotCoolDown<=0) {
//resets cool down
shotCoolDown=MAX_COOLDOWN;
//spawn bullet
var B = new Bullet();
//set position and rotation of the bullet
B.rotation=rotation;
B.x=x;
B.y=y;
//add the bullet the the wizard
parent.addChild(B);
}
}
function update():void {
//Shot cool down
shotCoolDown--;
//Make the Wizard face the mouse
if (parent!=null) {
dx=stage.mouseX-this.x;
dy=stage.mouseY-this.y;
Math.abs(dx);
Math.abs(dy);
var Angle=Math.atan2(dy,dx);
var newAngle = Angle * (180 / Math.PI);
if ((0 < newAngle) && (newAngle <= 90)) {
gotoAndPlay("Right");
} else if ((90 < newAngle) && (newAngle <= 180)) {
gotoAndPlay("Down");
} else if ((-180 < newAngle) && (newAngle <= -90)) {
gotoAndPlay("Left");
} else if ((-90 < newAngle) && (newAngle <= 0)) {
gotoAndPlay("Up");
}
this.rotation=Angle;
}
}
}
}
That's the code for my player class, with things such as bullets firing and what not. I think I know the problem, I need to link it to the rest of the Wizard update. But I don't know how, here is my bullet class if needed.
package {
import flash.display.Sprite;
import flash.events.Event;
public class Bullet extends Sprite {
private var speed:int;
private var myCharacter:Wizard;
public function Bullet() {
//constructor
speed = 10;
addEventListener(Event.ENTER_FRAME, update);
}
function update (e:Event) {
//Move in the direction the bullet is facing
x=x+Math.cos(rotation/180*Math.PI)*speed;
y=y+Math.sin(rotation/180*Math.PI)*speed;
//Clears bullet once it leaves the stage
if (x<0 || x>500 || y<0 || y>500) {
//removes the update listner
removeEventListener(Event.ENTER_FRAME, update);
parent.removeChild(this);
}
}
}
}
You're setting the Wizard's rotation to Angle, which is in radians; the rotation is then passed on to the Bullet, which expects its rotation to be in degrees. It's probably better to set this.rotation=newAngle; at the end of update(), as the UIComponent class expects that value in degrees and uses it for rotating its drawing.
Related
So I'm currently attempting to make a prototype for a Bullet Hell game and I've run into a bit of a dead end.
So far I can move my player perfectly, the boss moves back and forth as he is supposed to, however the projectiles have some funny behaviour. Basically, when the boss moves left/right, so do the projectiles as if they are stuck to him. They move on the y as they are supposed to, except they stop just short of the player and move no further, so I'm hoping anyone can take a look at my code and give me a hand with what's going on.
Note: Ignore the rotation stuff, that's for later implementation, I was just laying the ground work.
Projectile.as
package
{
import flash.display.Stage;
import flash.display.MovieClip;
import flash.events.Event;
public class Projectile extends MovieClip
{
private var stageRef:Stage;
private var _xVel:Number = 0;
private var _yVel:Number = 0;
private var rotationInRadians = 0;
private const SPEED:Number = 10;
public function Projectile(stageRef:Stage, x:Number, y:Number, rotationInDegrees:Number)
{
this.stageRef = stageRef;
this.x = x;
this.y = y;
this.rotation = rotationInDegrees;
this.rotationInRadians = rotationInDegrees * Math.PI / 180;
}
public function update():void
{
this.y += SPEED;;
if(x > stageRef.stageWidth || x < 0 || y > stageRef.stageHeight || y < 0)
{
//this.removeChild(this); <- Causing a crash, will fix later
}
}
}
}
Boss.as
package
{
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Boss extends MovieClip
{
private var stageRef:Stage;
private var _vx:Number = 3;
private var _vy:Number = 3;
private var fireTimer:Timer;
private var canFire:Boolean = true;
private var projectile:Projectile;
public var projectileList:Array = [];
public function Boss(stageRef:Stage, X:int, Y:int)
{
this.stageRef = stageRef;
this.x = X;
this.y = Y;
fireTimer = new Timer(300, 1);
fireTimer.addEventListener(TimerEvent.TIMER, fireTimerHandler, false, 0, true);
}
public function update():void
{
this.x += _vx;
if(this.x <= 100 || this.x >= 700)
{
_vx *= -1;
}
fireProjectile();
projectile.update();
}
public function fireProjectile():void
{
if(canFire)
{
projectile = new Projectile(stageRef, this.x / 200 + this._vx, this.y, 90);
addChild(projectile);
canFire = false;
fireTimer.start();
}
}
private function fireTimerHandler(event:TimerEvent) : void
{
canFire = true;
}
}
}
Edit: Current suggestions have been to do the following:
stage.addChild(projectile); and this.parent.addChild(projectile); both which have the projectile firing from the top left corner (0, 0) and not constantly firing from the current center of the Boss.
The other issue, which has been untouched, is the fast that the projectile stops moving after a certain point and remains on the screen.
Another Edit:
After commenting out the code with the timer I have found that the projectile stops moving entirely. The reason why it was stopping after a certain amount of time was due to the timer, when the timer elapsed the projectile stopped and another would fire.
So now I need the projectile to constantly fire and move until it hits the edge of the screen, any ideas?
The problem is you are 'addChild'ing your projectiles to your Boss as opposed the stage (or the same display level as your Boss). When your Boss moves, your projectiles will move relative to him (ie, when he moves sideways, so will they).
When your boss fires a projectile, use a custom event to trigger a fireProjectile method in the Class that is your Boss' display parent. Instantiate your projectiles there and addChild them to the same object to which you addChild your Boss (possibly the stage?).
Alternatively, if you don't want to use a custom event, in your current fireProjectile method change the addChild line to:
this.parent.addChild(projectile);
This will add projectiles to the parent object of your Boss. Although that line seems, slightly, like cheating to me.
I'm new to ActionScript 3.0. I tried a tutorial at http://www.senocular.com/flash/tutorials/as3withmxmlc/ . The demo program animates a ball and allows it to be dragged.
There was a problem with the program as written. When you drag the mouse outside the stage and release the mouse button, the ball wouldn't get the MOUSE_UP event. The code, therefore would never call stopDrag(). I searched stackoverflow for suggestions, and one suggestion was to listen to MOUSE_UP with the stage as well as the ball and add some logic for dealing with it.
I added some code to do this. I also refactored the program as written because it was pretty disorganized. Here's what I have now:
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
import flash.geom.Rectangle;
public class BallToss extends Sprite {
private var ball:TossableBall;
// mouse position at last call to trackMouseMvt()
private var lastMousePos:Point = new Point();
// delta mouse movement from frame L-1 to frame L, where L is last frame
private var lastDeltaMouse:Point = new Point();
public function BallToss() {
var stageBounds:Rectangle = new Rectangle(0, 0, stage.stageWidth,
stage.stageHeight);
ball = new TossableBall(50, stageBounds);
ball.x = stageBounds.width/2;
ball.y = stageBounds.height/2;
addChild(ball);
ball.addEventListener(MouseEvent.MOUSE_DOWN, grabBall);
// however I order the next two calls to addEventListener(), it seems
// that the ball's MOUSE_UP gets handled before the stage's MOUSE_UP
stage.addEventListener(MouseEvent.MOUSE_UP, handleStageMouseUp);
ball.addEventListener(MouseEvent.MOUSE_UP, releaseBall);
// initialize 'lastMousePos' and set up 'trackMouseMvt' to be called on
// every frame
lastMousePos = new Point(mouseX, mouseY);
ball.addEventListener(Event.ENTER_FRAME, trackMouseMvt);
}
private function grabBall(evt:MouseEvent):void {
trace("in grabBall");
// set ball 'glideVector' to (0,0) so it will stop moving
ball.setGlideVector(new Point(0,0));
ball.startDrag();
}
private function releaseBall(evt:MouseEvent):void {
trace("in releaseBall");
ball.stopDrag();
// set up the ball to glide at the rate of 'lastDeltaMouse'
ball.setGlideVector(lastDeltaMouse);
}
private function trackMouseMvt(evt:Event):void {
var currMouse:Point = new Point(mouseX, mouseY);
lastDeltaMouse = currMouse.subtract(lastMousePos);
lastMousePos = currMouse;
}
private function handleStageMouseUp(evt:Event):void {
trace("in handleStageMouseUp");
ball.stopDrag();
var stageBounds:Rectangle = new Rectangle(0, 0, stage.stageWidth,
stage.stageHeight);
if (ball.x > stageBounds.right - 0.5)
ball.x = stageBounds.right - 0.5;
else if (ball.x < 0)
ball.x = 0;
if (ball.y > stageBounds.bottom - 0.5)
ball.y = stageBounds.bottom - 0.5;
else if (ball.y < 0)
ball.y = 0;
}
}
}
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import flash.geom.Rectangle;
class TossableBall extends Sprite {
private var stageBounds:Rectangle;
private var glideVector:Point = new Point();
private var friction:Number = .95;
public function TossableBall(size:Number, stageBoundsIn:Rectangle) {
stageBounds = stageBoundsIn;
graphics.lineStyle(1);
graphics.beginFill(0xFF8000);
graphics.drawCircle(0, 0, size/2);
addEventListener(Event.ENTER_FRAME, glide);
}
public function setGlideVector(glideVectorIn:Point):void {
glideVector = glideVectorIn;
}
private function glide(evt:Event):void {
x += glideVector.x;
y += glideVector.y;
var shapeBounds:Rectangle = getBounds(parent);
if (shapeBounds.left < stageBounds.left) {
glideVector.x = Math.abs(glideVector.x);
} else if (shapeBounds.right > stageBounds.right) {
glideVector.x = -Math.abs(glideVector.x);
}
if (shapeBounds.top < stageBounds.top) {
glideVector.y = Math.abs(glideVector.y);
} else if (shapeBounds.bottom > stageBounds.bottom) {
glideVector.y = -Math.abs(glideVector.y);
}
glideVector.x *= friction;
glideVector.y *= friction;
}
}
I don't like this code very much. The problem comes down to not being able to detect all the cases in one place. I would like to write something like this:
if (..ball and stage both got MOUSE_UP..) {
..handle it..;
else if (..only stage got MOUSE_UP..) {
..handle it..;
}
This logic would let me write more foolproof, simpler case handling and clearer logic. As things stand, there is a lot of complex behavior that emerges from this way of organizing the code.
The event listening model doesn't seem to make this possible. The response to events must happen individually, or must it? Is there a way to detect events that are "in the queue"?
Alternatively, I could avoid using startDrag(), i.e. avoid making the ball Sprite draggable, and have only the stage listen to MOUSE_UP, then handle all the drag logic myself. That would also let me better handle questions like where I want the ball to be positioned when the user drags outside the stage. I wonder if that is better overall.
To track object being dragged this works good for me:
ball.addEventListener(MouseEvent.MOUSE_DOWN, onBallMouseDown)
var _stage:Stage;
private function onBallMouseDown(e:MouseEvent):void
{
_stage = stage;
stage.addEventListener(MouseEvent.MOUSE_UP, onStageMouseUp)
stage.addEventListener(MouseEvent.MOUSE_MOVE, onStageMouseMove)
ball.startDrag();
}
private function onStageMouseMove(e:MouseEvent):void
{
// track ball coordinates
}
private function onStageMouseUp(e:MouseEvent):void
{
ball.stopDrag();
_stage.removeEventListener(MouseEvent.MOUSE_UP, onStageMouseUp)
_stage.removeEventListener(MouseEvent.MOUSE_MOVE, onStageMouseMove)
}
What about that, after years of Flash programming only now have I discovered the joys of MouseEvent.RELEASE_OUTSIDE. No more ugly hacks needed.
I am trying to make a symbol (made a special class for it) to fall continuously until a timer reaches 0. Also I would like this rock to repeat and show in random places on the stage. I can't figure out how to code that. Pretty much I am still a newbie to action script 3.0.
This is what I have so far:
The Main
package {
import flash.display.Sprite;
import Game_Objects.TinyBird;
import Game_Objects.Rock;
import flash.events.Event;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Main extends Sprite {
private var userbird:TinyBird;
private var obstacle:Rock;
//containers.
private var obstacleContainer:Sprite = new Sprite();
//timers.
private var enemySpawn:Timer;
public function Main() {
// The main code of the game
// The Bird has to avoid rocks by moving left and right
// Obstacles = rocks
// The Birdie will be controlled by the keyboard
// As long as Birdie alive=1 the loop will continue until alive=0 (where 1=true and 0=false) or timer reaches 0
// if the bird will hit an object it will die (collision detection)
this.userbird = new TinyBird(stage.stageWidth/2, stage.stageHeight-20);
this.obstacle = new Rock;
obstacleContainer.addChild(obstacle);
addChild(userbird);
stage.addEventListener(Event.ENTER_FRAME, startpulse)
stage.addEventListener(KeyboardEvent.KEY_DOWN, keymove);
// event to count the passed rocks in order to set score.
stage.addEventListener(obstacle.KILLED, deadEnemy);
}
private function startpulse(evt:Event):void {
// makes the bird pulsate
this.userbird.pulse_animation();
}
private function keymove(evt:KeyboardEvent):void {
// the keyboard movements for the bird
// if leftArrow = pressed -> tiny bird will move left. Else if rightArrow = pressed -> tiny bird will move right
if (evt.keyCode == Keyboard.LEFT) {
this.userbird.left();
} else if (evt.keyCode == Keyboard.RIGHT) {
this.userbird.right();
}
}
// The obstacle objects are going to fall randomly
private function spawn(e:TimerEvent):void {
// calculate a random starting position
var xPos:Number = Math.floor(Math.random()*stage.stageWidth);
// calculate a random speed between 2 and 6
var speed:Number = Math.floor(Math.random()*4+2) ;
// create the new rock
var enemy:Rock = new Rock(xPos, 42, speed, stage.stageWidth, stage.stageHeight);
// add it to the container
this.obstacleContainer.addChild(enemy);
enemy.name = "Rock " + Rock.createdCount;
}
private function deadEnemy(e:Event) {
var obj:Rock = (e.object as Rock);
this.objectContainer.removeChild(obj)
}
}
}
And this is the rock symbol:
package Game_Objects {
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.utils.Timer ;
import flash.events.TimerEvent ;
public class Rock extends Sprite {
// The Rock is the obstacle that, if colided with the bird, the game is over.
// public function properties
static public var _createdCount:int = 0;
// private function properties
private var speed:Number;
private var _score:Number = 4;
private var scoreCounter:Number = 0;
// Classes methods
public static function get createdCount():int {
return _createdCount;
}
// instance methods
// Initialization
public function Rock(x:Number, y:Number, s:Number, maxX:Number = 0, maxY:Number = 0) {
// set the speed
this.speed = s;
// If the rock goes off the stage, then
if (x < this.width/2) {
// Put on at left
this.x = this.width/2;
// else if x would put the rocks beyond right side of the stage then
} else if (x > maxX - this.width/2) {
// Position the rock on the stage.
this.x = maxX-this.width/2;
} else {
// Otherwise position at x
this.x = x;
}
// same for Y
if (y < this.height/2) {
this.y = this.height/2;
} else if (y > maxY - this.height/2) {
this.y = maxY-this.height/2;
} else {
this.y = y;
}
// Creating the animation loop in order to repeat the falling motion of the rocks.
configUI();
this.addEventListener(Event.ENTER_FRAME, drop);
// adding a boolean type of loop, taken from
// http://help.adobe.com/en_US/AS2LCR/Flash_10.0/help.html?content=00001283.html#374074
this.cacheAsBitmap = true;
// Add 1 to the public var in order to keep track of the rocks
_createdCount++;
}
// protected function
protected function configUI():void {
}
// private function
private function drop(e:Event) {
// in order to show the dropping effect
// The falling of the rocks
this.y += this.speed;
// if at bottom of stage then
if (this.y-this.height >= stage.stageHeight) {
// Set score to +1 as reward for not hitting the rock.
this._score++;
// Kill the rock that has reached the bottom of the stage
}
}
}
}
I have a class that I use to display text on stage, with some number effects. It works pretty well, but when I chain it like this
public function onAdd(e:Event) {
//stuff
addChild(new messager("Welcome."));
addChild(new messager("WASD to move, mouse to shoot."));
addChild(new messager("Kill zombies for XP and collect ammo boxes.",waveOne));
}
public function waveOne(){
addChild(new messager("Good luck and have fun.",newWave));
}
The text (Good luck and have fun) is not displayed, but newWave is called. The reason why I don't call waveOne in onAdd is so that it doesn't happen too quick - my class just throws the text at the user once every 50 frames (which is intended, for later when you kill enemies and the text needs to catch up).
Here is my class (with the effects removed):
package {
import flash.display.MovieClip;
import flash.events.*;
import flash.utils.Timer;
public class Messager extends MovieClip{
var actualText:String;
var callback:Function;
var upTo:int = 0;
static var waitingFor:int = 0;
public function Messager(text:String,callback:Function=null) {
this.callback = callback;
actualText = text;
x = 320 - actualText.length * 6.5;
y = 0 - waitingFor * 60;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
waitingFor++;
}
public function onEnterFrame(e:Event) {
y+= 1;
if(y > 60){
waitingFor--;
}
if(y > 200){
alpha -= 0.03;
if(alpha <= 0){
if(callback != null){
callback();
}
removeEventListener(Event.ENTER_FRAME, onEntFrm);
this.parent.removeChild(this);
}
}
}
}
It is set to linkage with a movieclip that has a textfield.
Thanks for any help.
y = 0 - waitingFor * 60; Maybe y of the last Mesager is a big negative number? Have you tried to trace waitingFor?
Thanks for the startdrag() suggestions, but I'm trying to avoid that atm
I'm trying to create a drag motion by using mouse_down then the mc = mouseX. Here is an image of the situation
But when I click, the mc always jumps to its registration point, which is the top left corner atm.
I can't work my head around how to grab the current location of the mc. Note that the mc (all_mc) is wider than the stage.
Can someone please help me out?
this.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
function mouseDownHandler(e:MouseEvent) {
this.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
}
function mouseMoveHandler(e:MouseEvent) {
all_mc.x = mouseX;
}
Edit:
Ok I kind of worked out the x location of the mouse in relation to the registration point of the mc (the registration is at the top left):
Math.abs(stage.x - all_mc.x) + mouseX
But how to I select that point of on the mc?
Modified Marty Wallace's answer to handle the difference between where you click and the registration point:
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
public class DummyTest extends Sprite {
private var mDeltaX:Number = 0;
private var mDeltaY:Number = 0;
private var mGfx:Sprite;
public function DummyTest() {
mGfx = new Sprite();
with(mGfx.graphics) {
beginFill(0x00FF00);
drawRect(0, 0, 200, 200);
endFill();
}
addChild(mGfx);
addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
}
private function onMouseDown(e:MouseEvent) : void {
mDeltaX = mGfx.x - mouseX;
mDeltaY = mGfx.y - mouseY;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
private function onMouseUp(e:MouseEvent) : void {
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
removeEventListener(MouseEvent.MOUSE_UP, onMouseUp);
}
private function onEnterFrame(e:Event) : void {
mGfx.x = parent.mouseX + mDeltaX;
mGfx.y = parent.mouseY + mDeltaY;
}
}
}
import flash.events.MouseEvent;
import flash.display.Sprite;
var mc:MovieClip;
var sprite:Sprite = new Sprite ;
sprite.graphics.beginFill(0x000000);
sprite.graphics.drawRect(0,0,100,100);
sprite.graphics.endFill();
this.addChild(sprite);
sprite.addEventListener(MouseEvent.MOUSE_DOWN,function(){
sprite.startDrag();}
);
sprite.addEventListener(MouseEvent.MOUSE_UP,function(){
sprite.stopDrag();}
);
startDrag() has a lockCenter argument which you could try playing with.
lockCenter:Boolean (default =
false) — Specifies whether the
draggable sprite is locked to the
center of the mouse position (true),
or locked to the point where the user
first clicked the sprite (false).
Without startDrag as per comment
Make this the base class of an object that you want to drag:
package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.Event;
public class Draggable extends Sprite
{
// vars
private var _hx:Number = 0;
private var _hy:Number = 0;
/**
* Constructor
*/
public function Draggable()
{
addEventListener(MouseEvent.MOUSE_DOWN, _mouseDown);
}
/**
* MouseEvent.MOUSE_DOWN
*/
private function _mouseDown(e:MouseEvent):void
{
_hx = mouseX;
_hy = mouseY;
addEventListener(Event.ENTER_FRAME, _handle);
addEventListener(MouseEvent.MOUSE_UP, _mouseUp);
}
/**
* MouseEvent.MOUSE_UP
*/
private function _mouseUp(e:MouseEvent):void
{
removeEventListener(Event.ENTER_FRAME, _handle);
removeEventListener(MouseEvent.MOUSE_UP, _mouseUp);
}
/**
* Event.ENTER_FRAME
*/
private function _handle(e:Event):void
{
x = parent.mouseX - _hx;
y = parent.mouseY - _hy;
}
}
}
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
var positionX:Number = 0;
var positionY:Number = 0;
function mouseDownHandler(e:MouseEvent) {
positionX = all_mc.mouseX;// save the x position for future reference
positionY = all_mc.mouseY;// save the y position for future reference
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
}
function mouseMoveHandler(e:MouseEvent) {
all_mc.x = stage.mouseX - positionX ;
all_mc.y = stage.mouseY - positionY ;
}
function mouseUpHandler(e:MouseEvent) {
stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
}