I've got the following code and i would like to add an delay of 200 ms after each trace statement
for (var x_pos:uint = 0; x_pos <= 12; x_pos++){
for (var y_pos:uint = 0; y_pos <=12; y_pos++){
trace("hello world " +"("x_pos+","+y_pos+")");
//CODE FOR DELAY OF 200ms
}
}
The real situation is a bit more complex but kind of the same:
//For each Row
for (var x_pos:uint = 0; x_pos <= tile_amount-1; x_pos++){
//For each column
for (var y_pos:uint = 0; y_pos <= tile_amount-1; y_pos++){
//New tile;
var newtile:Tile = new Tile;
//Set position
newtile.x = ((40*y_pos)-(40*x_pos));
newtile.y = ((20*y_pos)+(20*x_pos));
//Add to stage
addChild(newtile);
}
}
Anyone any suggestions ?
private var x_pos:uint;
private var y_pos:uint;
private var timer:Timer;
public function startLoop():void
{
x_pos = 0;
y_pos = 0;
timer = new Timer(200);
timer.addEventListener(TimerEvent.TIMER, onTick);
timer.start();
}
private function onTick(event:TimerEvent):void
{
trace("hello world " +"("x_pos+","+y_pos+")");
if (++y_pos <= 12)
return;
y_pos = 0;
if (++x_pos <= 12)
return;
timer.stop();
timer.removeEventListener(TimerEvent.TIMER, onTick);
timer = null;
}
You can't stop the execution of code in the middle of a statement like that, your best bet is to use a timer:
package
{
import flash.events.TimerEvent;
public class Foo
{
private var x_pos:uint = 0;
private var y_pos:uint = 0;
private var timer:Timer;
public function Foo()
{
timer = new Timer(200, 0);
timer.addEventListener(TimerEvent.TIMER, handleTick);
timer.start();
}
public function handleTick(e:TimerEvent):void {
trace("hello world " +"("x_pos+","+y_pos+")");
y_pos++;
if(y_pos > 12){
x_pos++;
y_pos = 0;
}
if(x_pos > 12) timer.stop();
}
}
}
Actionscript does not have a blocking timeout system -- you need to do a recursive function of your own. This following perfect, but it is a start.
import flash.utils.setTimeout;
// call the final function.
delayedRecursion(12,12,200,
function(curX:Number, curY:Number):void
{
trace("hello world " +"("+curX+","+curY+")");
});
//This is really a wrapper around delayedRecursionHelper
function delayedRecursion(maxX:Number, maxY:Number,
delay:Number, callback:Function):void
{
delayedRecursionHelper(0,-1,maxX,maxY,delay,callback);
}
// each time you call this, it creates a function which holds the variables
// passed in, but incremented by 1.
function delayedRecursionHelper(
curX:Number, cury:Number,
maxX:Number, maxY:Number,
delay:Number, called:Function ):Function
{
return function():void
{
called(curX, curY);
// Exit condition: nothing to do here!
if( curX == maxX && curY == maxY ) return;
if( curY == maxY )
{
curY = -1;
curX++;
}
curY++;
setTimeout(delayedRecursionHelper(curX, curY, maxX, maxY, delay), delay);
}
}
You can not delay the loops in as3.
For this purpose you need to use timers. Some help for your solution you can find here: How to show the current progressBar value of process within a loop in flex-as3?
At the end you just need to modify the function logic.
Related
So I'm trying to create a game where in there's an object falling from the middle and you have to drag it in the left if it's good or right if it's bad.
What I'm having problems with right now is I don't know how the program would know if the object is good or bad. I think.
I'm getting an error:
Error #1006: removeChild is not a function.
I'm newbie at flash, if you have tips or whatever, please share!
http://pastebin.com/AnpN6tEy
import flash.events.Event;
var tray:Array = new Array(Legal2_1,Legal2_2,Legal2_3,Legal2_4,Legal2_5,Legal2_6,Legal2_7,Legal2_8,Legal2_9,Legal2_10,Legal2_11,Legal2_12,Legal2_13,Legal2_14,Legal2_15,Illegal2_1,Illegal2_2,Illegal2_3,Illegal2_4,Illegal2_5,Illegal2_6,Illegal2_7,Illegal2_8,Illegal2_9,Illegal2_10,Illegal2_11,Illegal2_12,Illegal2_13,Illegal2_14,Illegal2_15);
var traypos:int;
var goodpos:int;
var badpos:int;
traypos = (stage.stageWidth / 2)-100;
goodpos = ((stage.stageWidth / 3) -100);
badpos = (((stage.stageWidth/3) *2) -100);
var timerT:Timer = new Timer(1000,120);
timerT.addEventListener(TimerEvent.TIMER, traytimerhandler);
timerT.start();
var secondsT:Number = 1;
function traytimerhandler(event:TimerEvent)
{
//trace("Seconds elapsed: " + seconds);
SpawnTray(null);
secondsT++;
}
function SpawnTray(event:Event):void
{
var trayspawn:int;
trayspawn = int(Math.random() * tray.length);
var trayn:MovieClip = new tray[trayspawn]();
addChild(trayn);
trayn.x = traypos;
trayn.y = -20;
trayn.addEventListener(Event.ENTER_FRAME, MoveTray(trayspawn));
trayn.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
//trayn.addEventListener(MouseEvent.CLICK, CheckTray(trayspawn));
}
function MoveTray(trayc:int):Function
{
return function(event:Event):void {
var trayn:DisplayObject = event.target as DisplayObject;
trayn.y += 5;
if (trayn.y >= stage.stageHeight + 50)
{
CheckTray(trayc);
trayn.removeEventListener(Event.ENTER_FRAME, MoveTray);
this.removeChild(trayn);
}
}
}
function startDragging(e:MouseEvent):void
{
e.target.removeEventListener(MouseEvent.MOUSE_DOWN, startDragging);
e.target.removeEventListener(Event.ENTER_FRAME, MoveTray);
// surprise! This object will not be moved via MOUSE_DOWN,;
// because it's already being moved
// e.target.addEventListener(
e.target.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
e.target.startDrag();
}
// drag;
function stopDragging(e:MouseEvent):void
{
e.target.stopDrag();
e.target.addEventListener( Event.ENTER_FRAME, MoveTray);
e.target.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
e.target.removeEventListener(MouseEvent.MOUSE_UP,stopDragging);
return;// emergency exit. We don't need to do more
}
function CheckTray(trayspawn:int):Function
{
return function(event:Event):void {
var trayn:DisplayObject = event.target as DisplayObject;
if (trayn.x <= goodpos)
{
//good side
if (trayspawn<=14)
{
score += 15;
}
else
{
score -= 15;
}
}
if (trayn.x >= badpos)
{
//bad side
if (trayspawn<=14)
{
score -= 15;
}
else
{
score += 15;
}
}
if (trayn.x > goodpos && trayn.x < badpos)
{
//middle
score -= 15;
}
}
}
Implicit coercion error on line 37 is caused by the fact that addEventListener expects function. Change the line to:
trayn.addEventListener(Event.ENTER_FRAME, MoveTray);
"Undefined property event" problems have common cause. Event argument is missing in the signatures of the functions. They should be like this:
function MoveTray(event:Event):void
function CheckTray(event:Event):void
you can access the object that is dispatching the Event with the property target of the Event.
ex:
var m1:MovieClip = new MovieClip();
m1.name = 'm1';
m1.addEventListener( Event.ENTER_FRAME, onEnterFrame );
var m2:MovieClip = new MovieClip();
m2.name = 'm2';
m2.addEventListener( Event.ENTER_FRAME, onEnterFrame );
function onEnterFrame(e:Event):void
{
trace( 'onEnterFrame', e.target.name ); // you could see m1 and m2
}
Hope this could help you
Thanks in advance...
I am having little bit doubt in my logic for setting the Damage level to the enemy in game. Following is my Enemy Class
package scripts.enemy
{
import flash.display.MovieClip;
import flash.events.*;
import flash.display.Stage;
public class Enemy1 extends MovieClip
{
private var BG:MovieClip;
private var speed:Number = 0.5;
private var ease:Number = .005;
private var rad:Number = 57.2957795;
public function Enemy1(BG:MovieClip) : void
{
var RandomX:Array = new Array(-150,-200,-250,-300,-350,-400,-450,-500,-550,150,200,250,300,350,400,450,500,550);
var RandomY:Array = new Array(-150,-200,-250,-300,-350,-400,150,200,250,300,350,400);
var r:int = (Math.random() * 18);
var s:int = (Math.random() * 12);
x = RandomX[r];
y = RandomY[s];
this.BG = BG;
addEventListener(Event.ENTER_FRAME, moveEnemy); //false, 0, true);.
}
private function moveEnemy(e:Event):void
{
var dx:Number = x - 10;
var dy:Number = y - 10;
this.x -= dx * ease;
this.y -= dy * ease;
this.rotation = (Math.atan2(dy,dx) * rad) + 180;
}
}
}
And Here is some of code that giving me trouble from my Main class
// ......... Function for Checking the Collision between Bullet And Enemy...........
private function checkCollision(mc:MovieClip):Boolean
{
var test:Point = mc.localToGlobal( new Point());
for (var i = 0; i < enemies1.length; i++)
{
tempEnemy1 = enemies1[i];
if (kill == true)
{
if (tempEnemy1.hitTestPoint(test.x,test.y,true))
{
enemies1.splice(i, 1);
bg_mc.removeChild(tempEnemy1);
createDead(Dead1,deadArray1,tempEnemy1.x,tempEnemy1.y,tempEnemy1.rotation);
Score += 10;
Scr_txt.text = String(Score);
bugsKill += 1;
kill = false;
return true;
}
}
}
if (Level >= 2)
{
for (var j = 0; j < enemies2.length; j++)
{
tempEnemy2 = enemies2[j];
if (kill == true)
{
if (tempEnemy2.hitTestPoint(test.x,test.y,true))
{
bug2HitCount -= 1;
if (bug2HitCount == 0)
{
enemies2.splice(j, 1);
bg_mc.removeChild(tempEnemy2);
createDead(Dead2,deadArray2,tempEnemy2.x,tempEnemy2.y,tempEnemy2.rotation);
Score += 20;
Scr_txt.text = String(Score);
bugsKill += 1;
kill = false;
//bug2HitCount = bug2HitRate;
return true;
}
kill = false;
return true;
}
}
}
}
return false;
}
private function removeElement(removeList:Array):void
{
for (var i = 0; i < removeList.length; i++)
{
bg_mc.removeChild(removeList[i]);
}
}
//...........Function Checking the Collission Between Bunker And Enemy..............
private function collideEnemy(deadArray:Array,enemyArray:Array,rate:Number):void
{
var enemy:MovieClip;
for (var i = 0; i < enemyArray.length; i++)
{
enemy = enemyArray[i];
if (enemy.hitTestObject(bunker_mc))
{
life_mc.scaleX -= rate;
if (life_mc.scaleX <= 0.05)
{
stage.removeEventListener(Event.ENTER_FRAME,updateCollission);
Timer1.stop();
Mouse.show();
stage.removeEventListener(MouseEvent.MOUSE_UP,mouseUpFun);
stage.removeEventListener(Event.ENTER_FRAME,updateStage);
stage.removeEventListener(MouseEvent.MOUSE_DOWN,mouseDownFun);
(player.parent).removeChild(player);
(bunker_mc.parent).removeChild(bunker_mc);
(life_mc.parent).removeChild(life_mc);
(sniper_mc.parent).removeChild(sniper_mc);
removeElement(bullets);
EndFun();
gunFire = false;
gotoAndStop("end");
Level = 1;
}
}
}
}
//...........function of Timer Complete Event.....................
private function TimerEnd(e:TimerEvent):void
{
EndBug();
gotoAndStop("end");
}
//...........function of Timer Complete Event.....................
private function EndBug():void
{
HelpTimer = new Timer(1000,1);
HelpTimer.addEventListener(TimerEvent.TIMER_COMPLETE,HelpFun);
HelpTimer.start();
stage.removeEventListener(Event.ENTER_FRAME,updateStage);
stage.removeEventListener(Event.ENTER_FRAME,updateCollission);
function HelpFun(Event:TimerEvent)
{
stage.removeEventListener(MouseEvent.MOUSE_UP,mouseUpFun);
stage.removeEventListener(MouseEvent.MOUSE_DOWN,mouseDownFun);
gunFire = false;
bg_mc.removeChild(player);
bg_mc.removeChild(bunker_mc);
(life_mc.parent).removeChild(life_mc);
bg_mc.removeChild(sniper_mc);
EndFun();
Score = 0;
Level += 1;
totalBugs += 5;
}
}
//..................Function for ending the Game And removing the Reamining Enemies.................
private function EndFun():void
{
Mouse.show();
removeElement(dustArray);
if (Level == 1)
{
removeElement(enemies1);
removeElement(deadArray1);
gotoAndStop("level2");
}
if (Level == 2)
{
removeElement(enemies1);
removeElement(deadArray1);
removeElement(enemies2);
removeElement(deadArray2);
gotoAndStop("level3");
}
if (Level == 3)
{
......
}
.....................
.....................
}
}
}
In this code I have added a new type of Enemy in Level 2 and I have also written code for its HitTest property..In which each enemy of level 2 requires more than 1 bullet to kill.. But when I shoot a bullet to one enemy and then I shoot another bullet to another enemy of same type the another enemy gets killed. It means that the second enemy is getting killed in only 1 single bullet.. So how can I solve this issue..?
Please Help.. Thanks in advance..
The problem in your code lies within the checkCollision function. It basically goes over the first for loop and ignores the second. But it's best if you just assign the enemies health by adding a health parameter within your Enemy class and have each bullet decrease their health by 1. That way, you can just go through your array and remove any enemies that reach 0 health.
EDIT: I just looked over your code again and realized it's the bug2HitCount that's screwing everything up.
I have a memory game program and when the timer runs out, I want it to go to frame 3 where it displays the "game failed" page.
I have it all set up, except when the game runs out of time, the frame just appears to overlap the original frame, instead of going to a completely separate page.
Can anyone help me?
Here is my code:
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.display.MovieClip;
import flash.text.TextField;
public class MemoryGame extends MovieClip{
private var firstTile:cards;
private var secondTile:cards;
private var pauseTimer:Timer;
private var score:int;
private var cardCount:int;
var seconds:Number;
var minutes:Number;
var numberDeck:Array = new Array(1,1,2,2,3,3,4,4,5,5,6,6);
public function MemoryGame(){
//TIMER FUNCTION
var levelTimer:Timer = new Timer(1000, 180);
levelTimer.addEventListener(TimerEvent.TIMER_COMPLETE, timerCompleteHandler);
levelTimer.addEventListener(TimerEvent.TIMER, timerHandler);
// LEVEL FUNCTION
easyBtn.addEventListener(MouseEvent.CLICK, easyButtonClicked);
medBtn.addEventListener(MouseEvent.CLICK, medButtonClicked);
hardBtn.addEventListener(MouseEvent.CLICK, hardButtonClicked);
score = 0;
txtScore.text=""+score;
//Level button events
function easyButtonClicked(e:MouseEvent):void{
removeChild(levelText);
trace("easy button clicked!");
seconds = 0;
minutes = 1;
txtTime.text = "1:00";
levelTimer.start();
setupTiles();
}
function medButtonClicked(e:MouseEvent):void{
removeChild(levelText);
trace("medium button clicked!");
seconds = 30;
minutes = 0;
txtTime.text = "0:30";
levelTimer.start();
setupTiles();
}
function hardButtonClicked(e:MouseEvent):void{
removeChild(levelText);
trace("hard button clicked!");
seconds = 15;
minutes = 0;
txtTime.text = "0:15";
levelTimer.start();
setupTiles();
}
//Timer handlers
function timerHandler(e:TimerEvent):void {
if (seconds > 00) {
seconds -=1;
}
else {
if (minutes > 0) {minutes -=1;seconds = 59;}
}
txtTime.text = minutes+":"+(seconds >= 10 ? seconds : "0"+seconds);
}
function timerCompleteHandler(e:TimerEvent):void {
e.target.reset();
e.target.stop();
trace("game over!");
}
//Tiles set up
function setupTiles(){
for(x=1; x<=4; x++) {
for (y=1; y<=3; y++){
var randomCard = Math.floor(Math.random()*numberDeck.length);
var tile:cards = new cards();
tile.card = numberDeck[randomCard];
numberDeck.splice(randomCard,1);
tile.gotoAndStop(9);
tile.x = (x-1) * 150;
tile.y = (y-1) * 200;
tile.addEventListener(MouseEvent.CLICK,tileClicked);
addChild(tile);
cardCount = cardCount + 1
}
}
}
}
public function tileClicked(event:MouseEvent) {
var clicked:cards = (event.currentTarget as cards);
if (firstTile == null){
firstTile = clicked;
firstTile.gotoAndStop(clicked.card);
}
else if (secondTile == null && firstTile != clicked){
secondTile = clicked;
secondTile.gotoAndStop(clicked.card);
if (firstTile.card == secondTile.card){
pauseTimer = new Timer(1000, 1);
pauseTimer.addEventListener(TimerEvent.TIMER_COMPLETE,removeCards);
pauseTimer.start();
}
else {
pauseTimer = new Timer(1000, 1);
pauseTimer.addEventListener(TimerEvent.TIMER_COMPLETE,resetCards);
pauseTimer.start();
}
}
if (seconds == 0){
this.gotoAndStop(2);
pauseTimer.stop();
//levelTimer.stop();
}
}
public function resetCards(event:TimerEvent) {
firstTile.gotoAndStop(9);
secondTile.gotoAndStop(9);
firstTile = null;
secondTile = null;
pauseTimer.removeEventListener(TimerEvent.TIMER_COMPLETE,resetCards);
score = score - 2;
txtScore.text=""+score;
}
public function removeCards(event:TimerEvent){
removeChild(firstTile);
removeChild(secondTile);
firstTile = null;
secondTile = null;
pauseTimer.removeEventListener(TimerEvent.TIMER_COMPLETE,removeCards);
score = score + 10;
txtScore.text=""+score;
cardCount = cardCount - 2;
trace("Cardcount: " + cardCount);
if (cardCount == 0){
this.gotoAndStop(2);
txtFinalScore.text=" "+score;
pauseTimer.stop();
}
}
}
}
Thank you so much!
When you add an object using addChild(object) it isn't associated with keyframes along the timeline.
So what you need to do is rather than jumping to frame 2, removeChild(object) or object.visible = false all children you don't want and addChild(object) your 'out of time' assets.
A good work ethic is to create destroy() functions that remove and null any unwanted assets. This way you can easily remove unwanted items and free up memory.
I'm building a game in AS3 based off of Gary Rosenzweig's latest Actionscript 3 book. It has a game timer issue, not just mine but his demo too, that I can't figure out.
The game is like Asteroids where four rocks are placed in the corners of the stage at the beginning and then start moving randomly around the stage. The problem is the timer used is started the moment that the flash file starts not the moment the player clicks the start button. So if you are on the start screen for 5 seconds before you click play when the game actually begins the rocks are where they would be after 5 seconds of play, which could be right over the player.
I've posted the parts of the code that I think apply. Could someone please tell me how to modify this so that when the player actually starts the game the rocks start in their proper places. I'm pretty sure it's the last function that I've included that is the problem but I've included other related parts to give you a more complete picture.
package {
import flash.display.*;
import flash.events.*;
import flash.events.TouchEvent;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
import flash.text.*;
import flash.utils.getTimer;
import flash.utils.Timer;
import flash.geom.Point;
import flash.net.SharedObject;
import flash.media.Sound;
import flash.media.SoundMixer;
import flash.media.SoundTransform;
import flash.media.SoundChannel;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
public class VirusDefender extends MovieClip {
static const shipRotationSpeed:Number = .1;
static const rockSpeedStart:Number = .03;
static const rockSpeedIncrease:Number = .01;
static const missileSpeed:Number = .2;
static const thrustPower:Number = .15;
static const shipRadius:Number = 20;
static const startingShips:uint = 3;
// game objects
private var ship:Ship;
private var rocks:Array;
private var missiles:Array;
// animation timer
private var lastTime:uint;
// arrow keys
private var rightArrow:Boolean = false;
private var leftArrow:Boolean = false;
private var upArrow:Boolean = false;
// ship velocity
private var shipMoveX:Number;
private var shipMoveY:Number;
// timers
private var delayTimer:Timer;
private var shieldTimer:Timer;
// game mode
private var gameMode:String;
private var shieldOn:Boolean;
// ships and shields
private var shipsLeft:uint;
private var shieldsLeft:uint;
private var shipIcons:Array;
private var shieldIcons:Array;
private var scoreDisplay:TextField;
// score and level
private var gameScore:Number;
private var gameLevel:uint;
// sprites
private var gameObjects:Sprite;
private var scoreObjects:Sprite;
var gameBackground:GameBackground = new GameBackground();
// sounds
var sndFire:fire_sound;
var sndFireChannel:SoundChannel;
var sndThruster:thruster_sound;
var sndThrusterChannel:SoundChannel;
var sndShield:shield_sound;
var sndShieldChannel:SoundChannel;
var sndExplosion:explosion_sound;
var sndExplosionChannel:SoundChannel;
var sndBubble:bubble_sound;
var sndBubbleChannel:SoundChannel;
// start the game
public function startSpaceRocks() {
// set up sprites
addChild(gameBackground);
setChildIndex(gameBackground,0); // I added this
gameObjects = new Sprite();
addChild(gameObjects);
scoreObjects = new Sprite();
addChild(scoreObjects);
// reset score objects
gameLevel = 1;
shipsLeft = startingShips;
gameScore = 0;
createShipIcons();
createScoreDisplay();
// set up listeners
trace("add moveGameObjects event listener");
addEventListener(Event.ENTER_FRAME,moveGameObjects);
leftButton.addEventListener(TouchEvent.TOUCH_OVER,leftPress);
leftButton.addEventListener(TouchEvent.TOUCH_OUT,leftRelease);
rightButton.addEventListener(TouchEvent.TOUCH_OVER,rightPress);
rightButton.addEventListener(TouchEvent.TOUCH_OUT,rightRelease);
thrusterButton.addEventListener(TouchEvent.TOUCH_OVER,thrusterPress);
thrusterButton.addEventListener(TouchEvent.TOUCH_OUT,thrusterRelease);
shieldButton.addEventListener(TouchEvent.TOUCH_OVER,shieldPress);
fireButton.addEventListener(TouchEvent.TOUCH_OVER,firePress);
// Left Button
function leftPress(event:TouchEvent):void{
leftArrow = true;
}
function leftRelease(event:TouchEvent):void{
leftArrow = false;
}
// Right button
function rightPress(event:TouchEvent):void{
rightArrow = true;
}
function rightRelease(event:TouchEvent):void{
rightArrow = false;
}
// Thruster button
function thrusterPress(event:TouchEvent):void{
sndThruster=new thruster_sound();
sndThrusterChannel=sndThruster.play();
upArrow = true;
if (gameMode == "play") ship.gotoAndStop(2);
}
function thrusterRelease(event:TouchEvent):void{
sndThrusterChannel.stop();
upArrow = false;
if (gameMode == "play") ship.gotoAndStop(1);
}
// Fire button
function firePress(event:TouchEvent):void{
sndFire=new fire_sound();
sndFireChannel=sndFire.play();
newMissile();
}
// Shield button
function shieldPress(event:TouchEvent):void{
startShield(false);
}
// start
gameMode = "delay";
trace("gameMode - delay");
shieldOn = false;
missiles = new Array();
trace("nextRockWave fired");
nextRockWave(null);
newShip(null);
}
// SCORE OBJECTS
// draw number of ships left
public function createShipIcons() {
shipIcons = new Array();
for(var i:uint=0;i<shipsLeft;i++) {
var newShip:ShipIcon = new ShipIcon();
newShip.x = 165+i*25; //165
newShip.y = 273; //273
scoreObjects.addChild(newShip);
shipIcons.push(newShip);
}
}
// draw number of shields left
public function createShieldIcons() {
shieldIcons = new Array();
for(var i:uint=0;i<shieldsLeft;i++) {
var newShield:ShieldIcon = new ShieldIcon();
newShield.x = 310-i*25; //530
newShield.y = 273; //15
scoreObjects.addChild(newShield);
shieldIcons.push(newShield);
}
}
// put the numerical score at the upper right
public function createScoreDisplay() {
updateScore();
}
// new score to show
public function updateScore() {
score.text = addCommaInNumber(gameScore);
}
// remove a ship icon
public function removeShipIcon() {
scoreObjects.removeChild(shipIcons.pop());
}
// remove a shield icon
public function removeShieldIcon() {
scoreObjects.removeChild(shieldIcons.pop());
}
// remove the rest of the ship icons
public function removeAllShipIcons() {
while (shipIcons.length > 0) {
removeShipIcon();
}
}
// remove the rest of the shield icons
public function removeAllShieldIcons() {
while (shieldIcons.length > 0) {
removeShieldIcon();
}
}
// SHIP CREATION AND MOVEMENT
// create a new ship
public function newShip(event:TimerEvent) {
// if ship exists, remove it
if (ship != null) {
gameObjects.removeChild(ship);
ship = null;
}
// no more ships
if (shipsLeft < 1) {
endGame();
return;
}
// create, position, and add new ship
ship = new Ship();
ship.gotoAndStop(1);
ship.x = 240; //275
ship.y = 160; //200
ship.rotation = -90;
ship.shield.visible = false;
gameObjects.addChild(ship);
// set up ship properties
shipMoveX = 0.0;
shipMoveY = 0.0;
gameMode = "play";
// set up shields
shieldsLeft = 3;
createShieldIcons();
// all lives but the first start with a free shield
if (shipsLeft != startingShips) {
startShield(true);
sndShield=new shield_sound();
sndShieldChannel=sndShield.play();
}
}
// animate ship
public function moveShip(timeDiff:uint) {
// rotate and thrust
if (leftArrow) {
ship.rotation -= shipRotationSpeed*timeDiff;
} else if (rightArrow) {
ship.rotation += shipRotationSpeed*timeDiff;
} else if (upArrow) {
shipMoveX += Math.cos(Math.PI*ship.rotation/180)*thrustPower;
shipMoveY += Math.sin(Math.PI*ship.rotation/180)*thrustPower;
}
// move
ship.x += shipMoveX;
ship.y += shipMoveY;
// wrap around screen
if ((shipMoveX > 0) && (ship.x > 470)) {
ship.x -= 490;
}
if ((shipMoveX < 0) && (ship.x < -20)) {
ship.x += 500;
}
if ((shipMoveY > 0) && (ship.y > 320)) {
ship.y -= 340;
}
if ((shipMoveY < 0) && (ship.y < -20)) {
ship.y += 340;
}
}
// remove ship
public function shipHit() {
gameMode = "delay";
ship.gotoAndPlay("explode");
sndExplosion=new explosion_sound();
sndExplosionChannel=sndExplosion.play();
removeAllShieldIcons();
delayTimer = new Timer(2000,1);
delayTimer.addEventListener(TimerEvent.TIMER_COMPLETE,newShip);
delayTimer.start();
removeShipIcon();
shipsLeft--;
}
// turn on shield for 3 seconds
public function startShield(freeShield:Boolean) {
if (shieldsLeft < 1) return; // no shields left
if (shieldOn) return; // shield already on
// turn on shield and set timer to turn off
ship.shield.visible = true;
sndShield=new shield_sound();
sndShieldChannel=sndShield.play();
shieldTimer = new Timer(3000,1);
shieldTimer.addEventListener(TimerEvent.TIMER_COMPLETE,endShield);
shieldTimer.start();
// update shields remaining
if (!freeShield) {
removeShieldIcon();
shieldsLeft--;
}
shieldOn = true;
}
// turn off shield
public function endShield(event:TimerEvent) {
ship.shield.visible = false;
shieldOn = false;
}
// ROCKS
// create a single rock of a specific size
public function newRock(x,y:int, rockType:String) {
trace("newRock fired");
// create appropriate new class
var newRock:MovieClip;
var rockRadius:Number;
if (rockType == "Big") {
newRock = new Rock_Big();
rockRadius = 35;
} else if (rockType == "Medium") {
newRock = new Rock_Medium();
rockRadius = 20;
} else if (rockType == "Small") {
newRock = new Rock_Small();
rockRadius = 10;
}
// choose a random look
newRock.gotoAndStop(Math.ceil(Math.random()*3));
// set start position
newRock.x = x;
newRock.y = y;
// set random movement and rotation
var dx:Number = Math.random()*2.0-1.0;
var dy:Number = Math.random()*2.0-1.0;
var dr:Number = Math.random();
// add to stage and to rocks list
gameObjects.addChild(newRock);
setChildIndex(gameObjects,1); // I added this
rocks.push({rock:newRock, dx:dx, dy:dy, dr:dr, rockType:rockType, rockRadius: rockRadius});
}
// create four rocks
public function nextRockWave(event:TimerEvent) {
rocks = new Array();
newRock(30,30,"Big"); //100 100
newRock(30,290,"Big"); // 100 300
newRock(450,30,"Big"); // 450 100
newRock(450,290,"Big"); // 450 300
gameMode = "play";
}
// animate all rocks
public function moveRocks(timeDiff:uint) {
for(var i:int=rocks.length-1;i>=0;i--) {
// move the rocks
var rockSpeed:Number = rockSpeedStart + rockSpeedIncrease*gameLevel;
rocks[i].rock.x += rocks[i].dx*timeDiff*rockSpeed;
rocks[i].rock.y += rocks[i].dy*timeDiff*rockSpeed;
// rotate rocks
rocks[i].rock.rotation += rocks[i].dr*timeDiff*rockSpeed;
// wrap rocks
if ((rocks[i].dx > 0) && (rocks[i].rock.x > 470)) {
rocks[i].rock.x -= 490;
}
if ((rocks[i].dx < 0) && (rocks[i].rock.x < -20)) {
rocks[i].rock.x += 490;
}
if ((rocks[i].dy > 0) && (rocks[i].rock.y > 325)) {
rocks[i].rock.y -= 345;
}
if ((rocks[i].dy < 0) && (rocks[i].rock.y < -25)) {
rocks[i].rock.y += 345;
}
}
}
public function rockHit(rockNum:uint) {
// create two smaller rocks
sndBubble=new bubble_sound();
sndBubbleChannel=sndBubble.play();
if (rocks[rockNum].rockType == "Big") {
newRock(rocks[rockNum].rock.x,rocks[rockNum].rock.y,"Medium");
newRock(rocks[rockNum].rock.x,rocks[rockNum].rock.y,"Medium");
} else if (rocks[rockNum].rockType == "Medium") {
newRock(rocks[rockNum].rock.x,rocks[rockNum].rock.y,"Small");
newRock(rocks[rockNum].rock.x,rocks[rockNum].rock.y,"Small");
}
// remove original rock
gameObjects.removeChild(rocks[rockNum].rock);
rocks.splice(rockNum,1);
}
// MISSILES
// create a new Missile
public function newMissile() {
// create
var newMissile:Missile = new Missile();
// set direction
newMissile.dx = Math.cos(Math.PI*ship.rotation/180);
newMissile.dy = Math.sin(Math.PI*ship.rotation/180);
// placement
newMissile.x = ship.x + newMissile.dx*shipRadius;
newMissile.y = ship.y + newMissile.dy*shipRadius;
// add to stage and array
gameObjects.addChild(newMissile);
missiles.push(newMissile);
}
// animate missiles
public function moveMissiles(timeDiff:uint) {
for(var i:int=missiles.length-1;i>=0;i--) {
// move
missiles[i].x += missiles[i].dx*missileSpeed*timeDiff;
missiles[i].y += missiles[i].dy*missileSpeed*timeDiff;
// moved off screen
if ((missiles[i].x < 0) || (missiles[i].x > 485) || (missiles[i].y < 0) || (missiles[i].y > 325)) {
gameObjects.removeChild(missiles[i]);
delete missiles[i];
missiles.splice(i,1);
}
}
}
// remove a missile
public function missileHit(missileNum:uint) {
gameObjects.removeChild(missiles[missileNum]);
missiles.splice(missileNum,1);
}
// GAME INTERACTION AND CONTROL
public function moveGameObjects(event:Event) {
// get timer difference and animate
var timePassed:uint = getTimer() - lastTime;
lastTime += timePassed;
moveRocks(timePassed);
if (gameMode != "delay") {
moveShip(timePassed);
}
moveMissiles(timePassed);
checkCollisions();
}
// look for missiles colliding with rocks
public function checkCollisions() {
// loop through rocks
rockloop: for(var j:int=rocks.length-1;j>=0;j--) {
// loop through missiles
missileloop: for(var i:int=missiles.length-1;i>=0;i--) {
// collision detection
if (Point.distance(new Point(rocks[j].rock.x,rocks[j].rock.y),
new Point(missiles[i].x,missiles[i].y))
< rocks[j].rockRadius) {
// remove rock and missile
rockHit(j);
missileHit(i);
// add score
gameScore += 10;
updateScore();
// break out of this loop and continue next one
continue rockloop;
}
}
// check for rock hitting ship
if (gameMode == "play") {
if (shieldOn == false) { // only if shield is off
if (Point.distance(new Point(rocks[j].rock.x,rocks[j].rock.y),
new Point(ship.x,ship.y))
< rocks[j].rockRadius+shipRadius) {
// remove ship and rock
shipHit();
rockHit(j);
}
}
}
}
// all out of rocks, change game mode and trigger more
if ((rocks.length == 0) && (gameMode == "play")) {
gameMode = "betweenlevels";
gameLevel++; // advance a level
levelTextBox.text = "Infection: " + gameLevel;
delayTimer = new Timer(2000,1);
delayTimer.addEventListener(TimerEvent.TIMER_COMPLETE,nextRockWave);
delayTimer.start();
}
}
public function endGame() {
// remove all objects and listeners
removeChild(gameObjects);
removeChild(scoreObjects);
removeChild(gameBackground);
gameObjects = null;
scoreObjects = null;
removeEventListener(Event.ENTER_FRAME,moveGameObjects);
gameMode = "gameOver";
gotoAndStop("gameover");
}
/***** ADD COMMAS TO NUMBERS *******/
function addCommaInNumber (number : Number) : String
{
var integer : String = "" ;
var fraction : String = "" ;
var string : String = number.toString();
var array : Array = string.split(".");
var regex : RegExp = /(\d+)(\d{3})/;
integer = array[0];
while( regex.test(integer) )
{
integer = integer.replace(regex,'$1' + ',' + '$2');
}
if (array[1])
{ fraction = integer.length > 0 ? '.' + array[1] : ''; }
return integer + fraction;
}
}
}
The part of code you thought applied to your problem is incorrect.
A timer can be started along with it's declaration as :
private var myTimer:Timer = new Timer(delay, repeat);
But since you are not initiating the timer at the time of declaration (as seen in you snippet)
// timers
private var delayTimer:Timer;
private var shieldTimer:Timer;
There must be some other function where it would be initiated. Move the action of initiating the timer to whichever place you want to start the timer. For eg : into startspacerocks() function
If that is not the problem, please post the relevant code that applies to your problem.
EDIT:
Well I think your answer lies in the moveGameObjects function.
Try modifying the function as follows:
// GAME INTERACTION AND CONTROL
public function moveGameObjects(event:Event) {
//Current Time
var currentTime:uint = getTimer();
//Initiate lastTime
if(lastTime == 0) lastTime = currentTime;
// get timer difference and animate
var timePassed:uint = currentTime - lastTime;
lastTime += timePassed;
moveRocks(timePassed);
if (gameMode != "delay") {
moveShip(timePassed);
}
moveMissiles(timePassed);
checkCollisions();
}
From the code you've posted, I can't answer your question safely, but you should check, when startSpaceRocks() is called the first time. This should be in the click handler of your start button.
Beside that, your question title does not reflect the problem. There is no problem with a timer at all, there is a problem, when the "timer" is started.
[I apologise if this isn't really an in depth question, but I wanted to solve this once and for all]
I was trying to get look into quadtrees, but already ran into trouble getting collision detection without any optimization working properly. Did a search and found a pretty neat example:
http://wonderfl.net/c/kyLx
(onenterframeC part mostly)
Trying to imitate this, it won't work the same.
Only some collisions are detected between particular objects. When the objects are not moving it seems to work alot better for some reason.
I really can't figure out whats the problem, the code is essentially the same as the sample. I did not blindy copy pasted it, I understands whats happening except for this part:
if (j <= i)
continue;
J would never become bigger that I right? The line also completely removes any working collisions for me.
Here is what I did:
[view result here: http://martinowullems.com/collision.swf
Main class
package
{
import com.martino.objects.Square;
import com.martino.world.TestWorld;
import flash.display.MovieClip;
import flash.events.Event;
import net.hires.debug.Stats;
/**
* ...
* #author Martino Wullems
*/
public class CollisionTest extends MovieClip
{
var world:TestWorld;
public function CollisionTest()
{
addEventListener(Event.ADDED_TO_STAGE, onStage);
}
private function onStage(e:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, onStage);
SetupWorld();
addChild(new Stats());
}
private function SetupWorld():void
{
world = new TestWorld();
addChild(world);
addObjects(50);
}
private function addObjects(amount:int):void
{
for (var i:int = 0; i < amount; ++i) {
var square:Square = new Square(14);
world.addObject(square);
square.x = Math.random() * stage.stageWidth;
square.y = Math.random() * stage.stageHeight;
square.speedX = (Math.random() * 1) + 1;
square.speedY = (Math.random() * 1) + 1;
}
}
}
}
TestWorld
package com.martino.world
{
import com.martino.objects.Ball;
import com.martino.objects.CollisionObject;
import flash.display.MovieClip;
import flash.events.Event;
/**
* ...
* #author Martino Wullems
*/
public class TestWorld extends MovieClip
{
public var objects:Array;
public function TestWorld()
{
initWorld();
}
private function initWorld():void
{
objects = new Array();
addEventListener(Event.ENTER_FRAME, loopWorld);
}
private function loopWorld(e:Event):void
{
for (var i:int = 0; i < objects.length; i++) {
MoveObject(objects[i]);
CheckCollision(i, objects[i]);
}
}
private function CheckCollision(i:int, object:CollisionObject):void
{
//for (var j:int = i + 1; i < objects.length; j++) {
for (var j:int = 0; j < objects.length; j++) {
//if (j <= i)
//continue;
var objectB:CollisionObject = objects[j];
//hittest
if (object.hitTestObject(objectB)) {
object.isHit = true;
objectB.isHit = true;
}else {
object.isHit = false;
objectB.isHit = false;
}
/////////////////
// CHECK X Y //
////////////////
/*if (object.x + object.width < objectB.x) {
} else if (object.x > objectB.x + objectB.width) {
object.isHit = objectB.isHit = false;
} else if (object.y + object.height < objectB.y) {
object.isHit = objectB.isHit = false;
} else if (object.y > objectB.y + objectB.height) {
object.isHit = objectB.isHit = false;
} else {
object.isHit = objectB.isHit = true;
}*/
object.debugDraw();
objectB.debugDraw();
}
}
private function MoveObject(object:CollisionObject):void
{
object.x += object.speedX;
object.y += object.speedY;
////////////////////
//check boundaries//
////////////////////
if (object.x > stage.stageWidth)
{
object.speedX *= -1;
}else if (object.x < 0)
{
object.speedX *= -1;
}else if (object.y > stage.stageHeight)
{
object.speedY *= -1;
}else if (object.y < 0)
{
object.speedY *= -1;
}
}
public function addObject(object:CollisionObject):void
{
objects.push(object);
addChild(object);
}
}
}
CollisionObject
package com.martino.objects
{
import flash.display.Sprite;
import flash.events.MouseEvent;
/**
* ...
* #author Martino Wullems
*/
public class CollisionObject extends Sprite
{
public var size:int;
public var speedX:int = 0;
public var speedY:int = 0;
public var graphic:Sprite;
var sleeping:Boolean = false;
public var isHit:Boolean = false;
public function CollisionObject()
{
addEventListener(MouseEvent.MOUSE_DOWN, grab);
addEventListener(MouseEvent.MOUSE_UP, letGo);
}
private function grab(e:MouseEvent):void
{
startDrag();
speedX = 0;
speedY = 0;
}
private function letGo(e:MouseEvent):void
{
stopDrag();
}
public function Collision():void{
}
//////////////////////
// setter and getter//
//////////////////////
public function set isHit(value:Boolean):void {
_isHit = value;
graphic.visible = _isHit;
hitGraphic.visible = !_isHit;
}
public function get isHit():Boolean {
return _isHit;
}
}
}
Square
package com.martino.objects
{
import flash.display.Sprite;
/**
* ...
* #author Martino Wullems
*/
public class Square extends CollisionObject
{
public var hitGraphic:Sprite;
public function Square(Size:int)
{
size = Size;
drawSquare();
}
private function drawSquare():void
{
graphic = new Sprite();
graphic.graphics.beginFill(0xFF0000);
graphic.graphics.drawRect(0, 0, size, size);
graphic.graphics.endFill();
addChild(graphic);
hitGraphic = new Sprite();
hitGraphic.graphics.beginFill(0x0066FF);
hitGraphic.graphics.drawRect(0, 0, size, size);
hitGraphic.graphics.endFill();
addChild(hitGraphic);
hitGraphic.visible = false;
}
override public function Collision():void {
trace("I collided with a friend (inside joke)");
}
public override function debugDraw():void {
if (isHit) {
graphic.visible = false;
hitGraphic.visible = true;
}else {
graphic.visible = true;
hitGraphic.visible = false;
}
}
}
}
Any help would greatly be appreciated, want to get further on this !
EDIT: Changed some stuff, there is progress but stuff still is unclear to me !
Changed some things in TestWorld.as:
package com.martino.world
{
import com.martino.objects.Ball;
import com.martino.objects.CollisionObject;
import flash.display.MovieClip;
import flash.events.Event;
/**
* ...
* #author Martino Wullems
*/
public class TestWorld extends MovieClip
{
public var objects:Array;
public function TestWorld()
{
initWorld();
}
private function initWorld():void
{
objects = new Array();
addEventListener(Event.ENTER_FRAME, loopWorld);
}
private function loopWorld(e:Event):void
{
var object:*;
for (var i:int = 0; i < objects.length; i++) {
MoveObject(objects[i]);
//CheckCollision(i);// doesn't work here for some reason [case 1]
}
CheckCollision(0); //[case 2]
}
private function CheckCollision(i:int):void
{
//test collision
for (var i:int = 0; i < objects.length; i++){ //only use in case 2
var elementA:CollisionObject;
var elementB:CollisionObject;
elementA = objects[i];
for (var j:int = i + 1; j < objects.length; j++) {
if (j <= i){
continue; //j resets each I loop and therefor sets collision to false while it could be true
}
elementB = objects[ j ]// as ObjSprite;
if (elementA.hitTestObject(elementB)) {
elementA.isHit = elementB.isHit = true;
}
}
} //[case 2]
}
private function MoveObject(object:CollisionObject):void
{
object.x += object.vx;
object.y += object.vy;
////////////////////
//check boundaries//
////////////////////
if (object.x > stage.stageWidth)
{
object.vx *= -1;
}else if (object.x < 0)
{
object.vx *= -1;
}else if (object.y > stage.stageHeight)
{
object.vy *= -1;
}else if (object.y < 0)
{
object.vy *= -1;
}
object.isHit = false;// where do we check when it isn't colliding? this seems messy!
}
public function addObject(object:CollisionObject):void
{
objects.push(object);
addChild(object);
}
}
}
Also added a setter and getter in collisionobject (so section before the edit).
Not sure why I can't put the checkcollision inside the loop on the enter frame function? (when I do no collisions are shown). And placing "isHit = false" inside moveobjects to reset a check for a hit also seems pretty messy.
I can't seem to find out when the objects aren't colliding to reset them I guess.
Making an else statement on the hittest to check if there is no collision doesn't work, seems logical since there could be collisions with more than just 2 items in the hittestcheck.
Any idea's ?
I had to look at the original source to understand this. It is below, for reference.
This line
if (j <= i) continue;
is a permutation check; it basically makes sure that each combination only gets checked once, instead of multiple times. However, for this, you need to have two For loops - an inner one and an outer one.
You've done the same thing with the following line:
for (var j:int = i + 1; i < objects.length; j++) {
Try using that for loop instead of the one that starts from zero. Leave the "if j <= i" line commented, though. I think that will solve your problem. (Those two statements can't coexist in this loop; if used together, they'll cause the problems you're describing.)
Good luck.
Original source from website:
for (i = 0; i < myrects.length; i++) {
elementA = myrects[ i ] as ObjMyRect;
for (j = 0; j < myrects.length; j++) {
if (j <= i)
continue;
elementB = myrects[ j ] as ObjMyRect;
if (elementA.rect.x + elementA.rect.width < elementB.rect.x) {
} else if (elementA.rect.x > elementB.rect.x + elementB.rect.width) {
} else if (elementA.rect.y + elementA.rect.height < elementB.rect.y) {
} else if (elementA.rect.y > elementB.rect.y + elementB.rect.height) {
} else {
elementA.isHit = elementB.isHit = true;
}
}
}
(For what it's worth, I think that this guy's code actually checks objects against themselves for collision - he should change the "if j <= i" line to "if j < i". You solved this problem with your original for loop.)
Couple of things, after looking at his code, and reviewing your code.
This part IS necessary to make sure you don't waste time going through the loop and re-checking items that have already been compared.
if (j <= i)
continue;
Imagine you have 3 items in the array, and compare item 3 to item 0. Then you compare item 3 to item 1, and item 3, to item 2. THEN you compare item 2 to... item 3? You've already done that. You want to compare item 2 to anything lesser than itself so you avoid duplicates.
Your code is close to his, but you've swapped out his version of the hitTest (which uses position + dimension) with the already-defined hitTestObject. I'm only seeing one hit-test on the first square. Something seems off in that... I'd drop some trace statements in there and see what's up.
Last, when you uncomment his code, does it work?