I have an issue here. Every five seconds the spawnEnemies is fired. It creates a movieclip, sets it position and adds it to the stage and an array. In the function checkBullet I check if the bullet hits one of the enemies. If it does, the bullet and the enemy are removed from the stage, and the enemy is spliced from the array. But an error is thrown once I hit an enemy:
TypeError: Error #1010: A term is undefined and has no properties.
If I comment out the arrayEnemies.splice(i,1) line, it works fine but then it isn't removed from the array. This is in itself not an issue, but naturally I don't like to keep unnecessary data in my array. Any help on this?
function checkBullet(event:Event) {
if(stage.contains(mcBullet)) {
for(var i:int = 0; i < arrayEnemies.length; i++) {
if(arrayEnemies[i].hitTestPoint(mcBullet.x, mcBullet.y, true)) {
stage.removeChild(mcBullet);
this.removeChild(arrayEnemies[i]);
arrayEnemies.splice(i,1);
bulletOnStage = false;
}
}
if(mcBullet.x > 800) {
stage.removeChild(mcBullet);
bulletOnStage = false;
}
}
}
function spawnEnemies(event:TimerEvent) {
var enemie:MovieClip = new box_mc();
enemie.name = "mcBox" + event.currentTarget.currentCount;
enemie.x = 850;
enemie.y = Math.floor(Math.random()*(1+155)+255);
addChild(enemie);
arrayEnemies.push(enemie);
}
function moveEnemies(event:Event) {
for(var i:int = 0; i < arrayEnemies.length; i++) {
arrayEnemies[i].x -= 5;
}
}
This will be caused by working on an array that you are interating through, you should hold a ref to the stuff you want to remove then do it after the loop.
Your problem is that if the bullet hits two enemies, you try to remove it from the stage twice. This will throw an ArgumentError.
If you need to test against all enemies (assuming multiple enemies can be hit by the same bullet), you also need to decrement i when you remove an element from your enemy array.
function checkBullet(event:Event) {
if(stage.contains(mcBullet)) {
if(mcBullet.x > 800) {
stage.removeChild(mcBullet);
bulletOnStage = false;
}
for(var i:int = 0; i < arrayEnemies.length; i++) {
if(arrayEnemies[i].hitTestPoint(mcBullet.x, mcBullet.y, true)) {
if(stage.contains(mcBullet)){
stage.removeChild(mcBullet);
}
this.removeChild(arrayEnemies[i]);
arrayEnemies.splice(i,1);
bulletOnStage = false;
i--;
}
}
}
}
Bit of an older question but thought I'd throw in my answer too for anyone that might end up here.
Like Neil said, editing an array that you're itterating through (in this case arrayEnemies) can cause concurrent update problems.
My prefered solution is to use a seperate toRemove array and remove them after the update, for example:
var enemies:Array();
//Lets assume at some point this is populated with Enemy objects
function update():void
{
var toRemove:Array = new Array();
//May want to keep and clear an array instead to avoid creating a new one each update
foreach(var enemy:Enemy in enemies)
{
enemy.update();
if(enemy.markedForRemoval())
toRemove.push(enemy);
}
foreach(var enemy:Enemy in toRemove)
enemies.splice(enemies.indexOf(enemy), 1);
}
Related
I want to create a stacking Game. Where when you tap the screen for instance a block falls down and a new one appears where the other one originally was. Now when the User taps the screen again the same block falls down and if aligned correctly stacks on top of the first one so one and so one. Keep stacking until you miss.
I thought creating an array and pushing each new object to that array would be able to hitTest between each new one etc and have them stack on each other. I realized I don't quite understand how to go about doing this. New instances are created so I got that down. Here is my code so far:
private function engineLogic(e:Event):void
{
stackingHandler();
}
private function stackingHandler():void
{
for (var i:int = 0; i < aCatArray.length; i++)
{
var currentCat:mcCats = aCatArray[i];
//HIT TEST CATS
}
trace("NUMBER OF CATS: " + aCatArray.length);
}
private function onTap(e:MouseEvent):void
{
//Move Down
TweenLite.to(cats, 1.0, {y:(stage.stageHeight / 2) + 290, onComplete: addCats});
}
private function addCats():void
{
//Create Instance
cats = new mcCats();
//Add Objects
addChild(cats);
//Push to Array
aCatArray.push(cats);
}
I would appreciate any help from you guys. Maybe if you can push me in the right direction. Thank you in advance!
It looks like the cats variable holds the object that is currently falling?
In that case you'd do something like this:
private function stackingHandler():void
{
for (var i:int = 0; i < aCatArray.length; i++)
{
if(cats.hitTestObject(aCatArray[i])) {
// collision detected!
// kill the Tween
// set the y position of the `cats` object
// so it appears on top of the object it collided with (`aCatArray[i]`)
// (it may have moved slightly past the object before doing this check)
}
}
}
So you're looping through the array and hit testing cats against every object in the array one at a time.
It might make more sense to use a basic gravity simulation, or just linearly increasing the y value instead of using a Tween, but you didn't ask about that.
You might also want to set a flag for whether or not an object is currently falling and use that to determine whether or not to run the stackingHandler. Otherwise, you'll just be continually hit testing all the objects when nothing is moving.
This is how I was able to fix it. Creating a double for loop. Checking if they are equal to each other continue and check for hitTest:
private function stackingHandler():void
{
for (var i:int = 0; i < aCatArray.length; i++)
{
var currentCat:mcCats = aCatArray[i];
for (var j:int = 0; j < aCatArray.length; j++)
{
var newCat:mcCats = aCatArray[j];
if (currentCat == newCat) continue;
//Hit Test between Objects
if (newCat.hitTestObject(currentCat.mcHit) && newCat.bFlag == false)
{
//Stop Moving
newCat.stopMoving();
trace("HIT");
if (highScore == 0)
{
addCats();
trace("ADD CATS 1");
}else
{
TweenLite.delayedCall(0.6, addCats);
trace("ADD CATS 2");
}
//Add Points
highScore ++;
trace(highScore + " Score");
//Set Flag boolean
newCat.bFlag = true
}
}
}
}
Good afternoon.
I'm making a game, and in games as you know, when you destroy an object, you must remove it from the stage.
My enemies have been added dynamically, via code and if the user goes back the enemy would still be in the display list.
I have attempted to remove enemies by trying this code.
removeChild(character); /removes player
removeChild(ground); // removes ground
childrenOnStage is a number which equals this.numChildren
for (var b:int = 0; b < childrenOnStage; b++)
{
if (getChildAt(b).name == "enemy")
{
removeChild(getChildAt(b));
}
}
When the user goes back to the main menu from the game, it runs this code.
The code loops though the all of the children on the stage, and those that have the name enemy should be removed.
But I get an error
[Fault] exception, information=RangeError: Error #2006: The supplied index is out of bounds.
My question is, how can I remove these enemies?
What if the enemy has been removed, this will cause more errors such as "null object" i.e enemy is not on stage, so why should I remove this enemy if it's not on?
Thank you.
Update due to Chernivs answer
//after adding all of the children, this must be updated last
childrenOnStage = this.numChildren;
private function fromLevtoStart(e:MouseEvent):void
{
if (e.target == backBtn1)
{
stage.removeEventListener(Event.ENTER_FRAME, level1)
stage.addEventListener(Event.ENTER_FRAME, mainGameLoop)
//container.removeChild(_character);
removeChild(character);
removeChild(ground);
for (var b:int = 0; b < childrenOnStage; b++)
{
if (getChildAt(b).name == "enemy")
{
removeChild(getChildAt(b));
//childrenOnStage --;
//update the variable below
childrenOnStage = this.numChildren;
}
}
this.gotoAndStop("Start");
}
}
This still doesn't remove all of the enemies, but only one for some reason.
it should loop through all of the children on stage that have the name enemy and remove them, but it doesn't.
After trying the asnwer below I can say that it only removes goblin1 which is named "enemy" and typ Goblin.
goblin1 = new Goblin();
goblin1.name = "enemy";
goblin2 = new Goblin();
goblin2.name = "enemy";
When I kill goblin1 it gets removed, then when I go back to the start screen goblin 2 doesn't even though that's the only goblin left with the name "enemy" it appears only goblin1 is targetted for some reason.
Instead of checking the name property, check the type of the display object. For example:
if(getChildAt(b) is Goblin) {
//remove
}
Basically, decreasing the variable should work. But if you get any problems with what you've removed, you can do this:
var enemies:Array = new Array();
for (var b:int = 0; b < childrenOnStage; b++) {
var child:DisplayObject = getChildAt(b);
if (child.name == "enemy") {
enemies.push(child);
}
}
trace(enemies);
See what you get. Loop through enemies and remove each of them - this way you won't need to decrease any variable nor think about numChildren - simply remove everything that is 'marked' as an enemy.
I'm going crazy with this. I have a few bears on the stage and have listed them in an array. I want them to change their animation frame when clicked as long as they are not on the "down" animation frame to begin with. Below is the code. The problem occurs below the //check if they get hit line.
//put the bears in an array
var bearsArray: Array = new Array();
for (var i=0; i<numChildren;i++) {
if (getChildAt (i) is bear_mc) {
bearsArray.push(getChildAt(i));
}
}
//move them up and down
addEventListener(Event.ENTER_FRAME,upAndDown);
function upAndDown(event:Event){
if (Math.random() < 0.02){
var randomBear = Math.floor(Math.random() * 9);
bearsArray[randomBear].gotoAndPlay("popup");
}
}
//check if they get hit
for (var j:int = 0; j < bearsArray.length; j++){
bearsArray[j].addEventListener(MouseEvent.CLICK, hitBears);
}
function hitBears(e:MouseEvent){
for (var k: int=0; k<numChildren; k++){
if (bearsArray[k].currentFrame != "down"){
trace("clicked");
bearsArray[k].gotoAndPlay("surprised");
}
}
}
currentFrame returns an integer, not string. If you want to use string, you have to use currentFrameLabel or currentLabel.
EDIT: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/MovieClip.html#currentLabel
If you want to control only one bear, remember that you don't need to cycle through them (actually that would serve no purpose as you would be checking every one of them). The better (and correct) approach would be this:
function hitBears(e:MouseEvent){
var bear:MovieClip = e.currentTarget as MovieClip;
if(bear.currentLabel != "down") { //or currentFrameLabel, depends how your mc is set up
trace("clicked");
bear.gotoAndPlay("surprised");
}
}
I got it working by checking a hittest with the mouse instead of just checking the click. That works for some reason.
I have 25 objects of movie clip class named drone, and when i click it, after 2 seconds I want the object to disappear. I also have 25 timers named countdown. Here is what i do:
function clickHandler (event:MouseEvent):void{
event.currentTarget.hp--;
if(event.currentTarget.hp <= 0)
{
for(var i:int = 0;i<25;i++)
{
if(event.currentTarget == _drone[i])
{
countdown[i].start(); //start timer
}
}
}
}
Here is my timer:
for(var i:int = 0;i<25;i++)
{
countdown[i] = new Timer(2000);
countdown[i].addEventListener(TimerEvent.TIMER,timerHandler);
}
function timerHandler(e:TimerEvent):void {
//remove the drone I clicked
//I also dont know which drone i'm clicking
}
What should I do in the timerHandler to remove the object I clicked?
You can use Dictionary. Use the timer as key and movielcip as value.
import flash.utils.Dictionary;
var dict:Dictionary = new Dictionary();
function clickHandler (event:MouseEvent):void{
event.currentTarget.hp--;
if(event.currentTarget.hp <= 0)
{
for(var i:int = 0;i<25;i++)
{
if(event.currentTarget == _drone[i])
{
dict[countdown[i]] = _drone[i];//set the target mc here
countdown[i].start(); //start timer
break;
}
}
}
}
function timerHandler(e:TimerEvent):void {
var mc:MovieClip = dict[e.target] as MovieClip;//get the object been clicked
if (mc && mc.parent) {
mc.parent.removeChild(mc);//remove it
}
}
With minimal changes, set up an array to track the drones:
var arrayToRemove:Array = new Array();
and then in the click handler store drones to be removed in there:
arrayToRemove.push(event.currentTarget);
and in the timerHandler just remove the first element of the array:
removeChild(arrayToRemove.shift());
Since every delay is the same the order of the events and removals will be preserved. Although, it would probably be better to generalize the code using the above example and store all drones and timers in an arrays, so you can have any number of them.
I've got an array of sprites which I'm animating by incrementing their rotationX property. What I want is for them all to disappear once the last item in the array has come full circle. The problem is that their rotation speeds are being generated by a randomized function, so I can't just go to the end of the array to find the last one. Each time it will be a different one.
So I have an array of Sprites:
for(var i:int=0; i<arrSprites.length; i++)
{
addChild(arrSprites[i]) ;
}
Then I have my event listener:
addEventListener(Event.ENTER_FRAME, loop);
And my handler:
private function loop(e:Event):void
{
for(var i:int=0; i<arrSprites.length; i++)
{
var currentSprite:Sprite = arrSprites[i];
if(currentSprite.rotationX < 361) //this will detect the first one
//to finish but I want the last
{
currentSprite.rotationX += arrSprites[i].speed; //random speed
}
else
{
deleteTheSprites(); //removes all sprites and does other stuff
}
}
}
There's got to be an elegant way to do this. Anyone know what it is?
Thanks,
David
private function loop(e:Event):void
{
var finished : int = 0; // will count the number of sprites finished
for each (var current:Sprite in arrSprites)
{
if (current.rotationX < 361) current.rotationX += current.speed;
else if (++finished == arrSprites.length) deleteTheSprites(); // executes only if all sprites have finished
}
}