How to detect multiple key down event in as3? - actionscript-3

I just got started learning AS3.
Let's say I have two textfields on my sprite.
I like to move textfield 1 when I press left or right arrow keys, but I also want to move textfield 2 when I press space while textfield 1 is moving like...an airplay game (you can shoot a missile while you're moving).
I really like to post my source code...but I actually have no idea where to begin.
the following code moves textfield 1 when I press arrow keys...
my code snippet:
private function keyHandler(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case 38:
this._txt.y -= 10;
break;
case 40:
this._txt.y += 10;
break;
case 39:
this._txt.x += 10;
break;
case 37:
this._txt.x -= 10;
break;
}
}

package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
/**
* ...
* #author www0z0k
*/
public class KeyExample extends Sprite {
private var _theyArePressed:Object = { };
public function KeyExample() {
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event):void {
removeEventListener(Event.ADDED_TO_STAGE, init);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onDown);
stage.addEventListener(KeyboardEvent.KEY_UP, onUp);
}
private function onUp(e:KeyboardEvent):void {
_theyArePressed[e.keyCode] = false;
}
private function onDown(e:KeyboardEvent):void {
_theyArePressed[e.keyCode] = true;
if (_theyArePressed[Keyboard.SPACE] && _theyArePressed[Keyboard.UP]) {
//do anything
}
}
}
}
but keep in mind that that AFAIK keyboards can handle limited quantity of keys pressed at the same time, depending on the hardware

Related

How to define that a child should only appear in one scene?

We are making an space impact game. Here are 3 of our classes. Our problem is that when we create our InimigoNoite, they appear all over the game(menus, other levels, etc), instead of only appearing in the Scene that we want. How should we restrict the child to only appear in the CenárioCidade?
We've tried to use gotoandPlay, addChildAt, and also tried to create the Inimigo not in the Main class, but in the Inimigo class itself, but it doesnt appear at all. Please can someone help us? Thank you very much!
KEY.as
package {
import flash.display.Stage;
import flash.events.Event;
import flash.events.KeyboardEvent;
public class Key {
private static var initialized:Boolean = false;
private static var keysDown:Object = new Object();
public static function initialize(stage:Stage) {
if (!initialized) {
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);
stage.addEventListener(Event.DEACTIVATE, clearKeys);
initialized = true;
}
}
public static function isDown(keyCode:uint):Boolean
{
return Boolean(keyCode in keysDown);
}
private static function keyPressed(event:KeyboardEvent):void {
keysDown[event.keyCode] = true;
}
private static function keyReleased(event:KeyboardEvent):void {
if (event.keyCode in keysDown) {
delete keysDown[event.keyCode];
}
}
private static function clearKeys(event:Event):void {
keysDown = new Object();
}
}
}
INIMIGO NOITE.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class InimigoNoite extends MovieClip{
var speed:Number;
static var list:Array = new Array();
var balaTimer: Timer;
function InimigoNoite(){
list.push(this);
this.x = 1160;
this.y = 150 + (450-150) * Math.random();
speed = Math.random()*5 + 5;
addEventListener("enterFrame", enterFrame);
var intervalo: Number = Math.random()*500 + 1000;
balaTimer = new Timer(intervalo);
balaTimer.addEventListener("timer", bala);
balaTimer.start();
}
function enterFrame (e:Event){
this.x -= speed;
if(this.x < -100){
matar();
return;
}
if(this.hitTestObject(SpaceImpact.navecnoite)){
matar();
}
}
function matar(){
var explosao = new ExplosaoNoite();
stage.addChild(explosao);
explosao.x = this.x;
explosao.y = this.y;
balaTimer.stop();
balaTimer.removeEventListener("timer",bala);
removeEventListener("enterFrame", enterFrame);
stage.removeChild(this);
for(var i in list){
if(list[i] == this){
delete list[i];
}
}
}
function bala(e:Event){
var b = new BalaInimigo();
b.x = this.x -50;
b.y = this.y;
stage.addChild(b);
}
}
}
MAIN.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class SpaceImpact extends MovieClip{
static var navecnoite:MovieClip;
var inimigoNoiteTimer:Timer;
function SpaceImpact(){
Key.initialize(stage);
inimigoNoiteTimer = new Timer(8000);
inimigoNoiteTimer.addEventListener("timer", criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
var inimigo = new InimigoNoite();
stage.addChild(inimigo);
addChildAt(inimigo, 3);
}
}
}
You never stop the timer. So your inimigo is created and added every 8seconds.
Stop the timer in criaInimigo and/or use the timerComplete Event
function SpaceImpact(){
Key.initialize(stage);
inimigoNoiteTimer = new Timer(8000,1);
inimigoNoiteTimer.addEventListener(TimerEvent.TIMER_COMPLETE, criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
//inimigoNoiteTimer.stop();//only needed if you use the 'timer'-Event
var inimigo = new InimigoNoite();
stage.addChild(inimigo);
addChildAt(inimigo, 3);
}
Right when you application starts, you are creating a new InimigoNoite every 8 seconds. Since you are adding them to the stage, they will appear over top anything you have on your timeline.
The issue (besides creating them when the application starts and never stopping your timer), is that when you through code use addChild, that child will stay on the screen until it's explicitly removed via removeChild (or one of it's parents are - but since the parent is stage that isn't going to happen).
I see that your have a hit test in the InimigoNoite class that can potentially remove it, but I don't see anywhere else where you remove it (so if the hit test never happens, it will never be removed from the stage regardless of scene).
It seem though that the solution to your problem is more advice on how to architect your application.
Don't use scenes.
Your best bet is to create a class file for each distinct state of your game. So something like this as a basic example:
Main Menu State
Game Play State(either 1 game state that encompasses all levels, or one state for each level - or both - depending on how much functionality changes between levels)
Game Over State
Make your game state class files extend Sprite or MovieClip, and if you want you can even create a new MovieClip in flash pro and attach the class to that (thereby being able to drop visual assets on the timeline).
So then your Main class would just be in charge of managing states (and any anything else that is global to the application)
package{
import flash.display.MovieClip;
import flash.events.Event;
public class SpaceImpact extends MovieClip {
private var menu:Menu; //Assumes you have a Menu.as class file
private var game:MainGame; //MainGame.as file
private var gameOver:GameOver; //GameOver.as file
public function SpaceImpact(){
Key.initialize(stage);
goMenu();
}
public function goMenu(e:Event = null):void {
removeAll();
menu = new Menu();
addChild(menu);
menu.addEventListener(Event.COMPLETE, startGame,false,0,true);
}
private function removeMenu():void {
if(menu){
if(menu.parent) removeChild(menu); //remove it from the screen
menu = null;
}
}
public function startGame(e:Event = null):void {
removeAll();
game = new MainGame();
addChild(game);
game.addEventListener(Event.COMPLETE, gameOver,false,0,true);
}
private function removeGame():void {
if(game){
if(game.parent) removeChild(game); //remove it from the screen
game = null;
}
}
public function gameOver(e:Event = null):void {
removeAll();
gameOver = new GameOver();
addChild(gameOver);
gameOver.addEventListener(Event.COMPLETE, goMenu,false,0,true);
}
private function removeGameOver():void {
if(gameOver){
if(gameOver.parent) removeChild(gameOver); //remove it from the screen
gameOver = null;
}
}
private function removeAll():void {
removeGameOver();
removeMenu();
removeGame();
}
}
}
then, your game state for example:
MainGame.as
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.utils.Timer;
public class MainGame extends MovieClip {
private var inimigoNoiteTimer:Timer;
public function MainGame() {
this.addEventListener(Event.ADDED_TO_STAGE, addedToStage, false, 0, true); //don't do anything until this object has been added to the screen
}
private function addedToStage(e:Event):void {
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStage);
//start spawning
inimigoNoiteTimer = new Timer(8000);
inimigoNoiteTimer.addEventListener("timer", criaInimigo);
inimigoNoiteTimer.start();
}
function criaInimigo(e:Event){
var inimigo = new InimigoNoite();
addChild(inimigo);
}
//when whatever happens that makes your game finished
function gameComplete():void {
dispatchEvent(new Event(addEventListener.COMPLETE));
}
}
}

MovieClip timeline animations wont play across classes - Flash Game

First question. Please be gentle.
I’m making a simple (I'd hoped) keyboard controlled movieclip of a game character. The Movieclip has five frames, each with a simple animation inside for when the player presses the arrow keys, walking up, down, stable etc.
I made a simple prototype in the main application class file and it works PERFECTLY. I also traced currentFrame and totalFrames and that is correct too. When key is pressed it plays correct frame and it says the totalFrames are 5. Great!
However I want to make a multi level game, so have used the application class as a level switcher and each level and object is its own class. During this migration the MovieClip stops working. It is added to the stage fine and can be moved with the arrow keys but the individual animations wont play. It just flickers through each of the five keyframes.
Also when I trace it, it says currentFrame is 0 (?) and totalFrames is 1 (?)
It wont be controlled by .stop or .gotoAndPlay either.
Please help!
Here is the single class version that works fine.
package
{
import flash.display.Sprite;
import flash.display.DisplayObject;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
[SWF(width="650", height="450",backgroundColor="#FFFFFF", frameRate="60")]
public class CharacterMovieclip extends MovieClip
{
//Create and initialize the vx and vy variables
public var vx:int = 0;
public var vy:int = 0;
[Embed(source="../swfs/characterRes.swf", symbol="Character")]
public var Character:Class;
public var character:MovieClip = new Character();
public function CharacterMovieclip()
{
//Add Character
stage.addChild(character);
character.x = 200;
character.y = 100;
character.gotoAndStop(1);
//Add the event listeners
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
public function keyDownHandler(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT)
{
vx = -5;
character.gotoAndStop(4);
}
else if (event.keyCode == Keyboard.RIGHT)
{
vx = 5;
character.gotoAndStop(5);
}
else if (event.keyCode == Keyboard.UP)
{
vy = -5;
character.gotoAndStop(2);
}
else if (event.keyCode == Keyboard.DOWN)
{
vy = 5;
character.gotoAndStop(3);
}
}
public function keyUpHandler(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT
|| event.keyCode == Keyboard.RIGHT)
{
vx = 0;
character.gotoAndStop(1);
}
else if (event.keyCode == Keyboard.DOWN
|| event.keyCode == Keyboard.UP)
{
vy = 0;
character.gotoAndStop(1);
}
}
public function enterFrameHandler(event:Event):void
{
//Move the player
character.x += vx
character.y += vy;
trace(character.currentFrame);
trace(character.totalFrames);
trace(character.x);
}
}
}
But that all goes to hell once I try it across a few classes. Here is the character class.
package
{
import flash.display.DisplayObject;
import flash.display.MovieClip;
public class Character extends MovieClip
{
[Embed(source="../swfs/characterRes.swf", symbol="Character")]
private var CharacterImage:Class;
//Private properties
private var _characterImage:DisplayObject = new CharacterImage();
private var _character:MovieClip = new MovieClip();
//Public properties
public var vx:int = 0;
public var vy:int = 0;
public function Character()
{
_character.addChild(_characterImage);
this.addChild(_character);
}
}
}
The character object is then added to the LevelOne class
package
{
import flash.display.Sprite;
import flash.display.DisplayObject;
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class LevelOne extends Sprite
{
//Declare the variables to hold
//the game objects
private var _character:Character;
private var _background:Background;
//A variable to store the reference
//to the stage from the application class
private var _stage:Object;
public function LevelOne(stage:Object)
{
_stage = stage;
this.addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function addedToStageHandler(event:Event):void
{
startGame();
this.removeEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
private function startGame():void
{
//Create Game Objects
_character = new Character();
_background = new Background();
//Add them to stage
this.addChild(_background);
_background.x = 0;
_background.y = 0;
this.addChild(_character);
_character.x = 300;
_character.y = 50;
_character.gotoAndStop(1);
//Event listeners
_stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
_stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
this.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
private function enterFrameHandler(event:Event):void
{
//Move the game character and check its stage boundaries
_character.x += _character.vx;
_character.y += _character.vy;
checkStageBoundaries(_character);
trace(_character.currentFrame);
trace(_character.totalFrames);
trace(_character.x);
}
private function checkStageBoundaries(gameObject:MovieClip):void
{
if (gameObject.x < 50)
{
gameObject.x = 50;
}
if (gameObject.y < 50)
{
gameObject.y = 50;
}
if (gameObject.x + gameObject.width > _stage.stageWidth - 50)
{
gameObject.x = _stage.stageWidth - gameObject.width - 50;
}
if (gameObject.y + gameObject.height > _stage.stageHeight - 50)
{
gameObject.y = _stage.stageHeight - gameObject.height - 50;
}
}
private function keyDownHandler(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT)
{
_character.vx = -5;
_character.gotoAndStop(4);
}
else if (event.keyCode == Keyboard.RIGHT)
{
_character.vx = 5;
_character.gotoAndStop(5);
}
else if (event.keyCode == Keyboard.UP)
{
_character.vy = -5;
_character.gotoAndStop(2);
}
else if (event.keyCode == Keyboard.DOWN)
{
_character.vy = 5;
_character.gotoAndStop(3);
}
}
private function keyUpHandler(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT
|| event.keyCode == Keyboard.RIGHT)
{
_character.vx = 0;
_character.gotoAndStop(1);
}
else if (event.keyCode == Keyboard.DOWN
|| event.keyCode == Keyboard.UP)
{
_character.vy = 0;
_character.gotoAndStop(1);
}
}
}
}
And levelOne is added to the stage by the Main application class.
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.display.MovieClip;
[SWF(width="650", height="450",
backgroundColor="#FFFFFF", frameRate="60")]
public class Main extends Sprite
{
private var _levelOne:LevelOne;
public function Main()
{
_levelOne = new LevelOne(stage);
stage.addChild(_levelOne);
}
}
}
Somewhere in all this my MovieClip stops playing the individual animations. Its on the stage, can be moved around with arrow keys, but wont play the keyframe animations. (And trace seems to think its playing frame 0, and it only has 1 frame too.)
Any help would be hugely appreciated. My head hurts.
The problem is in your new Character class.
Let's see on the first class that works perfectly, you embed symbol="Character" from the characterRes.swf file and it's your 5 frame movie clip.
Now see on the second class, that is broken: you do the same embedding and now your 5 frame movie clip is _characterImage rather than Character class, that you create. It's right decision from the OOP point of view to hide implementation (the direct MovieClip from the library or custom class) inside the same API (in both cases Character is outside a simple MovicClip) and there can be two solutions for the problem:
First - try to embed symbol for the hole class and remove your current code it's not needed here:
[Embed(source="../swfs/characterRes.swf", symbol="Character")]
public class Character extends MovieClip
{
//Public properties
public var vx:int = 0;
public var vy:int = 0;
public function Character()
{
}
}
Second: make you Character class wrapper for the Character from swf - pass all MovieClip API from it to the _character MovieClip:
package
{
import flash.display.DisplayObject;
import flash.display.MovieClip;
public class Character extends MovieClip
{
[Embed(source="../swfs/characterRes.swf", symbol="Character")]
private var _characterClass:Class;
//Private properties
private var _character:MovieClip = new _characterClass();
//Public properties
public var vx:int = 0;
public var vy:int = 0;
public function Character()
{
addChild(_character)
}
override public function gotoAndPlay(frame:Object, scene:String=null):void
{
_character.gotoAndPlay(frame, scene);
}
override public function gotoAndStop(frame:Object, scene:String=null):void
{
_character.gotoAndStop(frame, scene);
}
override public function play():void
{
_character.play();
}
override public function stop():void
{
_character.stop();
}
//and other methods and getters for currentFrame, totalFrames
}
}
The first method is more simple, the second one is more flexible, because it's separate graphics and logic - so you in future you will be able for instance pass this link in Character Constructor and load assets dynamically or use Character class as animation controller for the different MovieClips from the loaded swfs.

Actionscript 3 Making the character to Jump

I am making a platformer game. But I am having issue because whenever I pressed the spacebar to jump, the character will stuck in the mid-air. However, I can resolved the problem by holding spacebar and the character will land.
The issue is at mainJump() located inside Boy class.
I seen many people solved the problem by using action timeline, but my main problem is, are there anyway I can solve the problem by using an external class?
Main class
package
{
import flash.display.*;
import flash.text.*;
import flash.events.*;
import flash.utils.Timer;
import flash.text.*;
public class experimentingMain extends MovieClip
{
var count:Number = 0;
var myTimer:Timer = new Timer(10,count);
var classBoy:Boy;
//var activateGravity:gravity = new gravity();
var leftKey, rightKey, spaceKey, stopAnimation:Boolean;
public function experimentingMain()
{
myTimer.addEventListener(TimerEvent.TIMER, scoreUp);
myTimer.start();
classBoy = new Boy();
addChild(classBoy);
stage.addEventListener(KeyboardEvent.KEY_DOWN, pressTheDamnKey);
stage.addEventListener(KeyboardEvent.KEY_UP, liftTheDamnKey);
}
public function pressTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = true;
stopAnimation = false;
}
if (event.keyCode == 39)
{
rightKey = true;
stopAnimation = false;
}
if (event.keyCode == 32)
{
spaceKey = true;
stopAnimation = true;
}
}
public function liftTheDamnKey(event:KeyboardEvent):void
{
if (event.keyCode == 37)
{
leftKey = false;
stopAnimation = true;
}
if (event.keyCode == 39)
{
rightKey = false;
stopAnimation = true;
}
if (event.keyCode == 32)
{
spaceKey = false;
stopAnimation = true;
}
}
public function scoreUp(event:TimerEvent):void
{
scoreSystem.text = String("Score : "+myTimer.currentCount);
}
}
}
Boy class
package
{
import flash.display.*;
import flash.events.*;
public class Boy extends MovieClip
{
var leftKeyDown:Boolean = false;
var upKeyDown:Boolean = false;
var rightKeyDown:Boolean = false;
var downKeyDown:Boolean = false;
//the main character's speed
var mainSpeed:Number = 5;
//whether or not the main guy is jumping
var mainJumping:Boolean = false;
//how quickly should the jump start off
var jumpSpeedLimit:int = 40;
//the current speed of the jump;
var jumpSpeed:Number = 0;
var theCharacter:MovieClip;
var currentX,currentY:int;
public function Boy()
{
this.x = 600;
this.y = 540;
addEventListener(Event.ENTER_FRAME, boyMove);
}
public function boyMove(event:Event):void
{
currentX = this.x;
currentY = this.y;
if (MovieClip(parent).leftKey)
{
currentX += mainSpeed;
MovieClip(this).scaleX = 1;
}
if (MovieClip(parent).rightKey)
{
currentX -= mainSpeed;
MovieClip(this).scaleX = -1;
}
if (MovieClip(parent).spaceKey)
{
mainJump();
}
this.x = currentX;
this.y = currentY;
}
public function mainJump():void
{
currentY = this.y;
if (! mainJumping)
{
mainJumping = true;
jumpSpeed = jumpSpeedLimit * -1;
currentY += jumpSpeed;
}
else
{
if (jumpSpeed < 0)
{
jumpSpeed *= 1 - jumpSpeedLimit / 250;
if (jumpSpeed > -jumpSpeedLimit/12)
{
jumpSpeed *= -2;
}
}
}
if (jumpSpeed > 0 && jumpSpeed <= jumpSpeedLimit)
{
jumpSpeed *= 1 + jumpSpeedLimit / 120;
}
currentY += jumpSpeed;
if (currentY >= stage.stageHeight - MovieClip(this).height)
{
mainJumping = false;
currentY = stage.stageHeight - MovieClip(this).height;
}
}
}
}
First of all, formalize your code, eliminating sassy things like 'pressTheDamnKey,' which doesn't even describe the function very well because a function cannot press a key. That is an event handler and should be named either keyDownHandler or onKeyDown, nothing else.
Secondly, you rarely want to do any actual work in event handlers beyond the immediate concerns of the event data. Instead call out to the function which does the actual work. A handler handles the event, then calls the code which does the work. This separates out concerns nicely for when you want something else to be able to also make the little boy animate besides the enterFrameHandler, like perhaps a mouse.
I can imagine your trace log is getting filled up pretty quickly with "Score" lines since your timer is firing 100 times a second (10 milliseconds per). I would change that to not fire on a timer, but to be refreshed when the score actually changes.
The problem with the jumping, aside from spaghetti code, is that you are basing his movements upon whether the key is pressed or not by saving the state of the key press in a variable and having him continually inspect it. This is bad for a couple of reasons: 1. he should not need to reach out to his environment for information, it should be given to him by whatever object owns him or by objects that are responsible for telling him and 2. It requires you to continually hold down the spacebar or he will stop moving, since he checks to see if it is being held down (see problem 1).
I will address all these issues below, leaving out the scoring, which is another matter altogether.
package
{
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.utils.*;
// Sprite is preferred if you are not using the timeline
public class Application extends Sprite
{
private var boy:Boy;
public function Application()
{
boy = new Boy();
addChild(boy);
boy.x = 600; // set these here, not in the boy
boy.y = 540;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler );
}
public function keyDownHandler(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case 32: boy.jump();
break;
case 37: boy.moveLeft();
break;
case 39: boy.moveRight();
break;
default:
// ignored
break;
}
}
public function keyUpHandler(event:KeyboardEvent):void
{
switch(event.keyCode)
{
// ignored for jumping (32)
case 37: // fall through
case 39: boy.stop();
break;
default:
// ignored
break;
}
}
}//class
}//package
package
{
import flash.display.*;
import flash.events.*;
// It is assumed that there is an asset in the library
// that is typed to a Boy, thus it will be loaded onto
// the stage by the owner
public class Boy extends Sprite
{
private var horzSpeed :Number = 0;
private var vertSpeed :Number = 0;
private var floorHeight :Number;
private var jumpHeight :Number;
private var amJumping :Boolean = false;
public function Boy()
{
addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
public function moveLeft():void
{
horzSpeed = -1;
}
public function moveRight():void
{
horzSpeed = 1;
}
public function stop():void
{
horzSpeed = 0;
}
public function jump():void
{
if (amJumping) return;
floorHeight = y;
jumpHeight = floorHeight + 20;
vertSpeed = 2;
amJumping = true;
animateJump();
}
private function enterFrameHandler(event:Event):void
{
animate();
}
private function animate():void
{
x += horzSpeed;
if( amJumping )
{
animateJump();
}
}
// Doing a simple version for this example.
// If you want an easier task of jumping with gravity,
// I recommend you employ Greensock's superb
// TweenLite tweening library.
private function animateJump():void
{
y += vertSpeed;
if( y >= jumpHeight )
{
y = jumpHeight;
vertSpeed = -2;
}
else if( y <= floorHeight )
{
y = floorHeight;
amJumping = false;
}
}
}//class
}//package
Another way to approach this, and probably the better way long-term, is for the boy to not even be responsible for moving himself. Instead, you would handle that in the parent, his owner or some special Animator class that is responsible for animating things on schedule. In this even more encapsulated paradigm, the boy is only responsible for updating his own internal look based upon the outside world telling him what is happening to him. He would no longer handle jumping internally, but instead would be responsible for doing things like animating things he owns, like his arms and legs.
You've got a mainJumping variable that is only true while the jump is running. Why not just use that?
if (MovieClip(parent).spaceKey || mainJumping)
{
mainJump();
}

Bullets will only fire to the right?

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.

My class has some timing issues

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?