Refactoring AS3 automatic game loop into controlled one - actionscript-3

I need to take control of how my base game class updates:
package
{
import flash.display.Sprite;
import flash.events.KeyboardEvent;
public class Test extends Sprite
{
private var sprite:Sprite;
public function Test()
{
sprite = new Sprite();
sprite.graphics.beginFill(0xFF0000, 1);
sprite.graphics.drawRect(0, 0, 20, 20);
sprite.graphics.endFill();
addChild(sprite);
this.stage.addEventListener(KeyboardEvent.KEY_UP,
moveSprite);
this.stage.addEventListener(KeyboardEvent.KEY_DOWN,
moveSprite);
}
private function moveSprite(keyEvent:KeyboardEvent):void
{
switch (keyEvent.keyCode)
{
case 37:
sprite.x--
break;
case 38:
sprite.y--;
break;
case 39:
sprite.x++
break;
case 40:
sprite.y++;
break;
default:
break;
}
}
}
}
Here after every key press/release AS3 takes care of automatically drawing a sprite onto screen, but I need to do this manualy. Haw to get my hands on updating mechanism here? I need something like this - all time repeating game loop that is set to be updated/redrawn every time at its end. Are there any ideas how could I achieve this?
Thanks everyone for help.

You could convert this into a MovieClip which has a timeline, then update the animation as you wish on Event.ENTER_FRAME.
package
{
import flash.display.Sprite;
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.events.Event;
public class Test extends MovieClip
{
private var sprite:Sprite;
public function Test()
{
sprite = new Sprite();
sprite.graphics.beginFill(0xFF0000, 1);
sprite.graphics.drawRect(0, 0, 20, 20);
sprite.graphics.endFill();
addChild(sprite);
this.stage.addEventListener(KeyboardEvent.KEY_UP,
moveSprite);
this.stage.addEventListener(KeyboardEvent.KEY_DOWN,
moveSprite);
this.stage.addEventListener(Event.ENTER_FRAME,
moveSpriteRight);
}
private function moveSprite(keyEvent:KeyboardEvent):void
{
switch (keyEvent.keyCode)
{
case 37:
sprite.x--
break;
case 38:
sprite.y--;
break;
case 39:
sprite.x++
break;
case 40:
sprite.y++;
break;
default:
break;
}
}
private function moveSpriteRight(e:Event):void
{
sprite.x++;
}
}
}

You can also use a Timer loop for these sorts of things:
package
{
import flash.display.Sprite;
import flash.utils.Timer;
import flash.events.TimerEvent;
public class Game
{
private var _timerTickRate : int = 500; //milliseconds
private var _timer : Timer;
public function Game()
{
init();
}
private function init() : void
{
_timer = new Timer( _timerTickRate );
_timer.addEventListener( TimerEvent.TIMER, onTimerTick );
_timer.start(); //to stop, call _timer.stop() and remove this listener
}
private function onTimerTick( event : TimerEvent ) : void
{
//do game loop stuff here.
}
}
}

Related

How do I get my movieclip character to move?

I've been trying for a few hours now and I cant get my little character to move with the keyboard.
I have ran a trace to make see if anything was happening and the position value does change but my character doesn't react to that position change.
I receive no errors. Both my Character and BrickBlock are movieclips and they have been imported for ActionScript.
If any other information is needed please let me know. Thank you! :)
My following code:
package {
import flash.events.Event
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class CharMove extends MovieClip {
var char1 :Character;
var block :BrickBlock;
public function CharMove()
{
char1 = new Character();
block = new BrickBlock();
//this.addEventListener(Event.ENTER_FRAME, collide)
stage.addEventListener(KeyboardEvent.KEY_DOWN, kDown);
}
/*function collide(e:Event):void
{
if(char.hitTestObject(block))
{
char.visible = !char.visible;
}
}*/
function kDown(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.LEFT:
char1.x -= 5;
trace(char1.x);
break;
case Keyboard.RIGHT:
char1.x +=5;
trace(char1.x);
break;
}
}
}
}
You might want to consider writing a static Input class.
package input {
import flash.display.Stage;
import flash.events.KeyboardEvent;
public class Input {
private static var keys:Array = new Array(255);
public static function setup(stage:Stage):void {
stage.addEventListener(KeyboardEvent.KEY_DOWN, KeyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, KeyUp);
}
private static function keyDown(e:KeyboardEvent):void {
keys[e.keyCode] = true;
}
private static function keyUp(e:KeyboardEvent):void {
keys[e.keyCode] = false;
}
public static function isKeyDown(k:int):Boolean {
return keys[k];
}
public static const A:uint = 65;
public static const B:uint = 66;
public static const C:uint = 67;
// The rest of the keys...
}
}
To use it first call setup() which adds the listeners for KEY_DOWN and KEY_UP events.
They you can easily query keys and do relevant actions accordingly.
Input.setup(stage);
/...
if(Input.isKeyDown(Input.A)) {
char1.x -= 5;
}

ActionScript 3.0 Type Was Not Found Or Was Not A Compile-Time Constant

I just started programming a game and I when I ran my code it said
1064:Type Was Not Found Or Was Not A Compile-Time Constant:Event
1064:Type Was Not Found Or Was Not A Compile-Time Constant:Mouse Event
Here is the code:
package{
public class Script_1 {
public static const STATE_INIT:int = 10
public static const STATE_PLAY:int = 20
public static const STATE_GAME_OVER:int = 30
public var gameState:int = 0
public function gameLoop(e:Event):void{
switch(gameState) {
case STATE_INIT:
initGame();
break;
case STATE_PLAY:
playGame();
break;
case STATE_GAME_OVER:
gameOver();
break;
}
}
public function Game(){
addEventListener(Event.ENTER_FRAME, gameLoop);
gameState = STATE_INIT;
}
stage.addEventListener(MouseEvent.CLICK, onMouseClickEvent);
public function initGame():void{
stage.addEventListener(MouseEvent.CLICK, onMouseClickEvent);
clicks = 0
gameState = STATE_PLAY;
}
public function playGame(){
if (clicks >= 10){
gameState = STATE_GAME_OVER;
}
}
public function onMouseClickEvent(e:MouseEvent):void{
clicks++;
trace("mouse click number:" + clicks);
}
public function gameOver():void{
stage.removeEventListener(MouseEvent.CLICK, onMouseClickEvent);
gameState = STATE_INIT;
trace("game over");
}
}
}
This is in a file called Script_1.as
You need to import those classes with the import statement. This statement is required for each class that is missing and belongs above the class definition:
package
{
// Imports.
import flash.events.Event;
import flash.events.MouseEvent;
public class Script_1
{
// ..
}
}
Also, some misc things I noticed:
You're using addEventListener() but Script_1 does not extend EventDispatcher or at least implement IEventDispatcher. Based on the events you're trying to listen for, Sprite seems most suitable.
It looks like your class should either be Game or your constructor function Game() should be Script_1().

Inherit MovieClip From Another Class

Hey I seem to be having some problems inheriting Movie-clip from a class, I'm fairly new to as3, I've had a look around and can't tell if I'm doing something fundamentally wrong or not.
Let me show you
So I have a class I want to use to move EVERYTHING but the player sprite. So I want everything but the player to extend it. (or so I'm assuming.)
So I declare my class
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
public class everythingContainer extends MovieClip {
function brackets and so on...
(I'm just importing everything in an attempt to avoid errors)
I then have a class I want to inherit everythingContainer and Movieclip
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
import code.everythingContainer;
public class Tree1 extends everythingContainer {
Yet when I run this I get the error:
Line 1 5000: The class 'code.Tree1' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Why am I getting this error?
Any help would be greatly appreciated!
I haven't got the full code to run yet so there may still be other obvious bugs laying about.
everythingContainer
Full code:
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
public class everythingContainer extends MovieClip {
var speed: Number = 4;
var wpressed: Boolean = false;
var apressed: Boolean = false;
var spressed: Boolean = false;
var dpressed: Boolean = false;
var xprev:int = 0;
var yprev:int = 0;
public function everythingContainer() {
// constructor code
trace ('Container started');
if(stage) init();
else
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
function init(eventInfo:Event = null):void
{
if(eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace ('Container init removed');
}
// constructor code
stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
this.addEventListener( Event.ENTER_FRAME, containerEveryFrame);
}
public function containerEveryFrame (Event): void {
if (stage.contains(Main.player)) {
xprev = this.x;
yprev = this.y;
checkPlayerMovement();
}
}
// check the set keypress variables
public function checkPlayerMovement () : void {
if (wpressed) {
this.y -= this.speed;
}
if (spressed) {
this.y += this.speed;
}
if (apressed){
this.x -= this.speed;
}
if (dpressed) {
this.x += this.speed;
}
}
//assign key presses to variables
public function onKeyPress (event:KeyboardEvent):void {
//up
if (event.keyCode == 87){
wpressed = true;
}
//down
if (event.keyCode == 83) {
spressed = true;
}
//left
if (event.keyCode == 65){
apressed = true;
}
//right
if (event.keyCode == 68) {
dpressed = true;
}
}
//reset key press variables
public function onKeyRelease (event:KeyboardEvent) : void {
//up
if (event.keyCode == 87){
wpressed = false;
}
//down
if (event.keyCode == 83) {
spressed = false;
}
//left
if (event.keyCode == 65){
apressed = false;
}
//right
if (event.keyCode == 68) {
dpressed = false;
}
}
}
}
Main (there's some other stuff going on in here, but at the minute I'm just trying to get the trees working with my other class.)
package code
{
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import flash.geom.Rectangle;
import flashx.textLayout.container.ContainerController;
public class Main extends MovieClip
{
//public static var main
public static var player:PC;
//public static var firstenemy: WolfEnemy;
public static var MainContainer:everythingContainer;
public function Main()
{
// constructor code
trace('main started');
if (stage)
{
init();
}
else
{
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
}
function init(eventInfo:Event = null):void
{
if (eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace('Main init removed');
}
MainContainer = new everythingContainer ;
MainContainer.x = stage.stageWidth / 2;
MainContainer.y = stage.stageHeight / 2;
stage.addChild(MainContainer);
player = new PC();
player.x = stage.stageWidth / 2;
player.y = stage.stageHeight / 2;
stage.addChild(player);
//firstenemy = new WolfEnemy();
//firstenemy.x = 100;
//firstenemy.y = 100;
//stage.addChild(firstenemy);
stage.addEventListener( Event.ENTER_FRAME, everyFrameMain);
}
// check if an enemy hits the player.
/*public function enemycollison(): void {
if(firstenemy.hitTestObject(player)){
trace ('hit enemy');
player.health--;
firstenemy.kill();
}
}*/
// manage events that need to haapen globally for every frame
public function everyFrameMain(Event):void
{
/*if (stage.contains(firstenemy)){
enemycollison();
} */
//root.scrollRect = new Rectangle(player.x - 400, player.y - 300, 800, 600);
}
// finish and close game
public function endgame():void
{
}
}
}
and finally my tree class
package code {
import flash.display.*;
import flash.events.*;
import flash.ui.*;
import code.Main;
import code.everythingContainer;
public class Tree1 extends everythingContainer {
public function Tree1()
{
// constructor code
trace ('Tree1 started');
if(stage) init();
else
this.addEventListener(Event.ADDED_TO_STAGE, init);
}
function init(eventInfo:Event = null):void
{
if(eventInfo != null)
{
this.removeEventListener(Event.ADDED_TO_STAGE, init);
trace ('Tree1 init removed');
}
this.addEventListener( Event.ENTER_FRAME, tree1EveryFrame);
}
public function tree1EveryFrame (Event): void {
playercollision();
}
public function playercollision(): void {
if(this.hitTestObject(Main.player)){
trace ('hit wall');
Main.player.x = Main.player.xprev;
Main.player.y = Main.player.yprev;
}
}
}
}
Probably due to linkage errors inside Fla-file.
RMB on library-item: Tree1
Export for ActionScript + Export in frame 1 + "class: code.Tree1"
File/Publish Settings/Actionscript Settings (the small wrench, right of Script-dropdown)
Source Path (add the linkage to where the compiler can find your package-folder), usually for me I crate a folder next to the fla file called src or something like that so the code-file would be found at "/MyProject/src/code/Tree1.as", in that case I add "./src/" inside Source path inside Advanced ActionScript 3.0 settings
Added an example project in Flash CS6 found at url:
https://user.iter.org/filesharing/?uid=927205f7-cdfe-4915-a175-bc87f64af444
that is available for ~40 days.
Project structure in that file:
"/MyProject/DeepInheritage.fla"
"/MyProject/src/code/Foobar.as"
"/MyProject/src/code/Tree1.as"
Foobar.as which extends MovieClip
Tree1 library item which extends Foobar
That should be the exact same thing that you described in your issue, meaning that there is nothing wrong with that approach, it is just a matter of finding what is wrong. Most likely that is due to errors inside FLA-file, but might be something else.
code files:
package code {
import flash.display.MovieClip;
public class Foobar extends MovieClip {
public function Foobar() {
trace("foobar ctor()");
}
}
}
package code {
import flash.display.MovieClip;
public class Tree1 extends Foobar {
public function Tree1() {
trace("Tree1 ctor()");
}
}
}

Access of undefined property Keyboard (AS3)

I'm new to Actionscript 3 and I'm wanting to allow a circle to move down using the down arrow on the keyboard. Here's my code:
package {
import flash.display.MovieClip;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Circle extends MovieClip {
public function Circle() {
// constructor code
var speed:int = 3;
addEventListener(KeyboardEvent.KEY_DOWN,keyIsDown);
function keyIsDown(event:KeyboardEvent) {
if(event.keyCode == Keyboard.DOWN) {
y = y+=speed;
}
}
}
}
}
When I test it, nothing happens when I press the down key. Anyone know what's wrong with the code?
Try adding KeyBoard events to the stage instead of to the class. Additionally, I would not nest functions like that, bad practice in general. Also the line y = y+=speed; is confusing, shouldn't it just be y += speed; ?
EDIT: Sorry, I guess stage will be null in the constructor, I've added a ADDED event listener.
Try this:
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
public class Circle extends MovieClip {
public function Circle() {
// constructor code
var speed:int = 3;
addEventListener(Event.ADDED, onAdded);
}
private function onAdded(event:Event) {
stage.addEventListener(KeyboardEvent.KEY_DOWN,keyIsDown);
}
private function keyIsDown(event:KeyboardEvent) {
if(event.keyCode == Keyboard.DOWN) {
y += speed;
}
}
}
}

As3 project with Preloader

I want to use the Preloader provided by FlashDevelop but it does not react as it should.
My loader tells me 100% when no file has been downloaded.
The code should display a trace() containing the percent intermediary but does not
Could you help me?
Mains.as
package
{
import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;
[Frame(factoryClass="Preloader")]
public class Main extends Sprite
{
public function Main():void
{
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
// entry point
var imgRequest:URLRequest = new URLRequest("http://next-web.be/actionscript/0.jpg");
var img:Loader = new Loader();
img.load(imgRequest);
addChild(img);
}
}
}
Preloader.as
package
{
import flash.display.DisplayObject;
import flash.display.MovieClip;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.events.ProgressEvent;
import flash.utils.getDefinitionByName;
import flash.display.Sprite;
public class Preloader extends MovieClip
{
private var bar:Sprite;
public function Preloader()
{
if (stage) {
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
}
addEventListener(Event.ENTER_FRAME, checkFrame);
loaderInfo.addEventListener(ProgressEvent.PROGRESS, progress);
loaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioError);
// TODO show loader
bar = new Sprite();
bar.graphics.lineStyle(1, 0x4444ff, 1, true);
bar.graphics.drawRect(0, 0, 100, 6);
bar.x = stage.stageWidth / 2 - bar.width / 2;
bar.y = stage.stageHeight / 2 - bar.height / 2;
addChild(bar);
}
private function ioError(e:IOErrorEvent):void
{
trace(e.text);
}
private function progress(e:ProgressEvent):void
{
// TODO update loader
bar.graphics.lineStyle(0, 0, 0);
bar.graphics.beginFill(0x8888ff);
bar.graphics.drawRect(1, 1, (e.bytesLoaded / e.bytesTotal) * 98 , 4);
bar.graphics.endFill();
trace( "loading:" + (e.bytesLoaded / e.bytesTotal) * 100 );
}
private function checkFrame(e:Event):void
{
if (currentFrame == totalFrames)
{
stop();
loadingFinished();
}
}
private function loadingFinished():void
{
removeEventListener(Event.ENTER_FRAME, checkFrame);
loaderInfo.removeEventListener(ProgressEvent.PROGRESS, progress);
loaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, ioError);
// TODO hide loader
removeChild(bar);
bar = null;
startup();
//stop();
}
private function startup():void
{
var mainClass:Class = getDefinitionByName("Main") as Class;
addChild(new mainClass() as DisplayObject);
}
}
}
You need to register your listener on the contentLoaderInfo property of the Loader you use to download the data (in your case img.contentLoaderInfo).
In your code, you register progress on loaderInfo, which is a field of your Preloader class (inherited from MovieCLip), and will give you the progress on loading the SWF that contains the Preloader class.
public class Preloader extends MovieClip
{
public function Preloader()
{
// This is wrong.
loaderInfo.addEventListener(ProgressEvent.PROGRESS, progress);
// Function `progress` will show the progress of loading your SWF file,
// *not* the JPEG you're loading in class Main.
}
}
You need to register your listener on the contentLoaderInfo property of the Loader you use to download the data (in your case img.contentLoaderInfo).
img.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, progress);
Of course, then it will show only the progress of loading the JPEG file.
You'll also need to either pass the Loader object (or just the contentLoaderLinfo) to the Preloader somehow, or include the event handler in your Main class.
After a continued search, I realized my mistake.
Until now, I always use "loader" but this function does not include my pictures to swf file. So I use a library swc allowing me to generate a complete swf.