The actionscript game - actionscript

getting these errors V:\Users\documents--Lab1_resources\start\MainTimer.as, Line 21 1120: Access of undefined property currentMin.
and
V:\Users\documents--Lab1_resources\start\MainTimer.as, Line 31 1120: Access of undefined property onTimerComplete.
package {
import flash.display.MovieClip;
import flash.events.TimerEvent;
import flash.utils.Timer;
//import flash.events.ThrottleEvent;
public class MainTimer extends MovieClip {
private var currentMin:int;
private var currentSec:int;
private var oneSecondTimer:Timer = new Timer(1000);
public var timerHasStopped:Boolean = false;
public function MainTimer() {
// constructor code
trace("the Main Timer is here");
currentMin = 1;
currentSec = 5;
minBox.text = String(currentMin);
if(currentSec < 10) {
secBox.text = "0" + String(currentSec);
}else{
secBox.text = String(currentSec);
}
oneSecondTimer.addEventListener(TimerEvent.TIMER, onTimerComplete);
oneSecondTimer.start();
}
private function onTimerComplete(event:TimerEvent):void{
trace("TIMER HAS STARTED. COUNTING DOWN.......");
currentSec = currentSec - 1;
if (currentSec < 0){
currentSec = 59;
currentMin = currentMin - 1;
}
if(currentMin < 0) {
currentMin = 0;
currentSec = 0;
resetTimer();
}
minBox.text = String(currentMin);
secBox.text = String(currentSec);
if(currentSec < 10){
secBox.text = "0" + String(currentSec);
}
}
public function resetTimer():void{
oneSecondTimer.removeEventListener(TimerEvent.TIMER, onTimerComplete);
trace("TIMER HAS FINISHED. RESETTING.......");
//update our display
currentMin = 1;
currentSec = 5;
minBox.text = String(currentMin);
secBox.text = String(currentSec);
//Adjust display for seconds less than 10
if (currentSec < 10){
secBox.text = "0" + String(currentSec);
}//end if
timerHasStopped = false;
//if the timer needs to start again, add the following line of code.
oneSecondTimer.addEventListener(TimerEvent.TIMER, onTimerComplete);
}//end function
}
}

Whenever actionScript compiler can't find the specified property, it flags it with compiler error 1120.
currentMin and onTimerComplete are the name of your offending property.

Related

Dart: Class members seem to be wrong when access from a separate class

Anyone know if this is a Dart bug or is it my misunderstanding of how Dart coding works?
I am learning Dart to investigate feasibility of eventually using Flutter; however, while exploring the language, I found a weird behavior (maybe a bug). I tried repro'ing it by writing a similar pattern of code, but have yet to figure out what causes it. In the attached code, I wrote a quicksort class. In that class, it counts the number of times the "sort" method is recursed and saves the count in a class member called "recurseCount".
From the main() class, if I use the QuickSort class directly, I have no issue getting back the recurseCount member; however, if I call it from a different class (called "Tester"), I do not get the correct value for "recurseCount". Why would calling a class from a separate class cause members to not provide the correct values?
import 'package:test/test.dart';
import 'dart:math' as _math;
// ***********************
enum SortOrder { ascending, descending, unsorted }
class QuickSort {
List list = [];
SortOrder sortOrder = SortOrder.unsorted;
int recurseCount = 0;
QuickSort({this.list}) {
if (list != null && list.length > 1) {
list = sort(useRandomPivot: true);
}
}
List sort(
{List iList,
int leftIndex = 0,
int rightIndex,
bool useRandomPivot = true}) {
if (iList != null) list = iList;
if (list.isEmpty) return [];
rightIndex ??= list.length - 1;
if (rightIndex > list.length - 1) rightIndex = list.length - 1;
if (leftIndex < rightIndex) {
recurseCount++;
var partitionIndex =
_partition(leftIndex, rightIndex, useRandomPivot: useRandomPivot);
if (partitionIndex == -1) {
//already sorted List
if (sortOrder == SortOrder.ascending) {
return list;
} else {
//SortOrder.descending
list = list.reversed.toList(); // Time Complexity of O(n)
sortOrder = SortOrder.ascending;
return list;
}
} else {
sort(leftIndex: leftIndex, rightIndex: partitionIndex - 1);
sort(leftIndex: partitionIndex + 1, rightIndex: rightIndex);
}
} else {
sortOrder = SortOrder.ascending;
}
return list;
}
int _partition(int leftIndex, int rightIndex, {bool useRandomPivot = true}) {
// in case the array is already sorted from the start; only run through the partition'ing one time
// note: regardless of ascending or descending order
if (leftIndex == 0 && rightIndex >= list.length - 1) {
sortOrder = checkSorting(list);
if (sortOrder != SortOrder.unsorted) {
return -1;
}
if (useRandomPivot) {
var random = _math.Random();
var randomIndex = random.nextInt(rightIndex - leftIndex);
_swapElements(randomIndex, rightIndex);
}
}
int pivotVal = list[rightIndex]; //select the last item as the pivot
var headIndex = leftIndex - 1;
for (var scanIndex = leftIndex; scanIndex < rightIndex; scanIndex++) {
if (list[scanIndex] <= pivotVal) {
headIndex++;
_swapElements(headIndex, scanIndex);
}
}
var partitionIndex = headIndex + 1;
_swapElements(partitionIndex, rightIndex);
return partitionIndex;
}
void _swapElements(position1, position2) {
int tempVal = list[position1];
list[position1] = list[position2];
list[position2] = tempVal;
}
SortOrder checkSorting(List arr) {
var isAsc = true;
var isDesc = true;
for (var i = 0; i < arr.length - 1; i++) {
if (arr[i] < arr[i + 1]) isDesc = false;
if (arr[i] > arr[i + 1]) isAsc = false;
if (!isDesc && !isAsc) break; // not sorted Asc or Desc
}
if (isAsc) {
return SortOrder.ascending;
} else if (isDesc) return SortOrder.descending;
return SortOrder.unsorted;
}
}
// ***********************TESTS*********************************
num log2(num n) => _math.log(n) / _math.ln2;
List getRandomIntList({int min = 0, int max = 10000, int len}) {
var random = _math.Random();
var tempList = List(len);
for (var i = 0; i < len; i++) {
tempList[i] = random.nextInt(max - min);
}
return tempList;
}
class Tester {
static num _runControlTest(List list) {
var stopwatch = Stopwatch();
stopwatch.start();
list.sort();
stopwatch.stop();
return stopwatch.elapsedMicroseconds;
}
static void runTests(List list, String groupName,
{bool useRandomPivot = false, bool sortFromConstructor = false}) {
// CONTROL
var controlElapsedTimeMicroSec = 0;
controlElapsedTimeMicroSec = _runControlTest(list);
// END CONTROL
var expectedRecursionCountLogN = log2(list.length).ceil();
var expectedRecursionCountNLogN = list.length * expectedRecursionCountLogN;
var qs = QuickSort();
var stopwatch = Stopwatch();
stopwatch.start();
list =
qs.sort(iList: list, useRandomPivot: useRandomPivot); // METHOD TO TEST
stopwatch.stop();
var elapsedTimeMicroSec = stopwatch.elapsedMicroseconds;
var recursionCount = qs
.recurseCount; //NOTE (BUG in Dart?): unable to get the recurseCount correctly from within this class/method
group(groupName, () {
var testSubject =
'Time Taken: ${controlElapsedTimeMicroSec} microseconds';
var reason =
'The built in sort took ${controlElapsedTimeMicroSec} microseconds, while the test took ${elapsedTimeMicroSec}.';
test(testSubject, () {
expect(
elapsedTimeMicroSec, lessThanOrEqualTo(controlElapsedTimeMicroSec),
reason: reason);
});
testSubject =
'Time Complexity: ${recursionCount} vs ${expectedRecursionCountNLogN}';
reason =
'Time Complexity of ${recursionCount} is greater than either range (LogN) ${expectedRecursionCountLogN} or (N*LogN) ${expectedRecursionCountNLogN}';
test(testSubject, () {
expect(recursionCount, lessThanOrEqualTo(expectedRecursionCountNLogN),
reason: reason);
});
});
}
}
void main() {
var min = 0;
var len = 1000000;
var max = len;
var originalList = getRandomIntList(min: min, max: max, len: len);
var list = List.from(originalList);
// BUG? When called within this Tester.runTests the sort method does NOT return the correct recurseCount
Tester.runTests(list, 'UNSORTED_RIGHT_PIVOT', useRandomPivot: false);
list = List.from(originalList);
var qs = QuickSort();
// When called directly from main() the sort method DOES return the correct recurseCount
var stopwatch = Stopwatch()..start();
qs.sort(iList: list, useRandomPivot: true); //METHOD TO TEST
stopwatch.stop();
group('UNSORTED_RANDOM_PIVOT', () {
test('Time Taken: ${stopwatch.elapsedMicroseconds} microseconds', () {
expect(stopwatch.elapsedMicroseconds,
lessThanOrEqualTo(Tester._runControlTest(originalList)));
});
var nLogN = (list.length * (log2(list.length).ceil()));
test('Time Complexity: ${qs.recurseCount} vs $nLogN', () {
expect(qs.recurseCount, lessThanOrEqualTo(nLogN));
});
});
}

Actionscript 3.0 Creating Boundaries with Arrays

Currently I'm working on a project recreating a mario level, my issue is that when I do not hard code the bottomLimit (the floor, currently set to 400) Mario will eventually just fall through.
Another thing I can't quite figure out is how I can move my invisible block that creates the floor boundary to accomodate the flooring. The level chosen is the Fortress level of Super Mario Brothers 3, if that helps picture what I'm trying to do with it.
There are a couple .as files to my code, I will put my troublesome file in along with my collision code.
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.ui.Keyboard;
import flash.events.KeyboardEvent;
import flash.media.Sound;
public class FortressMap extends MovieClip
{
private var _mario:SmallMario;
private var vx:Number = 0;
private var vy:Number = 0;
private var _ceiling:Array = new Array();
private var _floor:Array = new Array();
public const accy:Number = 0.20;
public const termv:Number = 15;
public var onGround:Boolean;
public var bottomLimit:Number;
public function FortressMap()
{
addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
_mario = new SmallMario();
addChild(_mario);
_mario.x = 50;
_mario.y = 400;
//Creating the blocks for the floor
createFloor(16, 416);
//Creating the blocks for the ceiling
createCeiling(16, 352);
}
private function createFloor(xPos:Number, yPos:Number):void
{
var floor:Floor = new Floor();
addChild(floor);
floor.x = xPos;
floor.y = yPos;
floor.height = 16;
_floor.push(floor);
floor.visible = false;
}
private function createCeiling(xPos:Number, yPos:Number):void
{
var ceiling:Ceiling = new Ceiling();
addChild(ceiling);
ceiling.x = xPos;
ceiling.y = yPos;
ceiling.height = 16;
_ceiling.push(ceiling);
ceiling.visible = false;
}
private function addedToStageHandler(event:Event):void
{
removeEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
addEventListener(Event.ENTER_FRAME, frameHandler);
addEventListener(Event.REMOVED_FROM_STAGE, removeStageHandler);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
}
private function frameHandler(event:Event):void
{
_mario.x += vx;
_mario.y += vy;
if (_mario.x < 16)
{
_mario.x = 16;
}
vy += accy;
for (var i:int = 0; i < _ceiling.length; ++i)
{
Collision.block(_mario, _ceiling[i]);
}
for (var j:int = 0; j < _floor.length; ++j)
{
Collision.block(_mario, _floor[j]);
}
bottomLimit = 400;
if(_mario.y >= bottomLimit)
{
_mario.y = bottomLimit;
vy = 0;
onGround = true;
}
else
{
onGround = false;
}
}
private function keyDownHandler(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT)
{
vx = -5;
return;
}
if (event.keyCode == Keyboard.RIGHT)
{
vx = 5;
return;
}
if (event.keyCode == Keyboard.UP)
{
if(onGround == true)
{
vy = -5;
trace("My people need me!");
}
return;
}
if (event.keyCode == Keyboard.DOWN)
{
//vy = 5;
return;
}
}
private function keyUpHandler(event:KeyboardEvent):void
{
if (event.keyCode == Keyboard.LEFT || event.keyCode == Keyboard.RIGHT)
{
vx = 0;
return;
}
if (event.keyCode == Keyboard.UP || event.keyCode == Keyboard.DOWN)
{
//vy = 0;
return;
}
}
private function removeStageHandler(event:Event):void
{
removeEventListener(Event.ENTER_FRAME, frameHandler);
removeEventListener(Event.REMOVED_FROM_STAGE, removeStageHandler);
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
}
}
package
{
import flash.display.Sprite;
public class Collision
{
static public var collisionSide:String = "";
public function Collision()
{
}
static public function block(r1:Sprite, r2:Sprite):Boolean
{
var isBlocked:Boolean;
//Calculate the distance vector
var vx:Number
= (r1.x + (r1.width / 2))
- (r2.x + (r2.width / 2));
var vy:Number
= (r1.y + (r1.height / 2))
- (r2.y + (r2.height / 2));
//Check whether vx
//is less than the combined half widths
if(Math.abs(vx) < r1.width / 2 + r2.width / 2)
{
//A collision might be occurring! Check
//whether vy is less than the combined half heights
if(Math.abs(vy) < r1.height / 2 + r2.height / 2)
{
//A collision has ocurred! This is good!
//Find out the size of the overlap on both the X and Y axes
var overlap_X:Number
= r1.width / 2
+ r2.width / 2
- Math.abs(vx);
var overlap_Y:Number
= r1.height / 2
+ r2.height / 2
- Math.abs(vy);
//The collision has occurred on the axis with the
//*smallest* amount of overlap. Let's figure out which
//axis that is
if(overlap_X >= overlap_Y)
{
//The collision is happening on the X axis
//But on which side? _v0's vy can tell us
if(vy > 0)
{
collisionSide = "Top";
//Move the rectangle out of the collision
r1.y = r1.y + overlap_Y;
//r1 is being blocked
isBlocked = true;
}
else
{
collisionSide = "Bottom";
//Move the rectangle out of the collision
r1.y = r1.y - overlap_Y;
//r1 is being blocked
isBlocked = true;
}
}
else
{
//The collision is happening on the Y axis
//But on which side? _v0's vx can tell us
if(vx > 0)
{
collisionSide = "Left";
//Move the rectangle out of the collision
r1.x = r1.x + overlap_X;
//r1 is being blocked
isBlocked = true;
}
else
{
collisionSide = "Right";
//Move the rectangle out of the collision
r1.x = r1.x - overlap_X;
//r1 is being blocked
isBlocked = true;
}
}
}
else
{
//No collision
collisionSide = "No collision";
//r1 is not being blocked
isBlocked = false;
}
}
else
{
//No collision
collisionSide = "No collision";
//r1 is not being blocked
isBlocked = false;
}
return isBlocked;
}
}
}
I think what you want to do is to set the bottomlimit, but not hardcode the number 400, correct?
I would do change your createFloor method:
private function createFloor(xPos:Number, yPos:Number):void
{
var floor:Floor = new Floor();
addChild(floor);
floor.x = xPos;
floor.y = yPos;
floor.height = 16;
_floor.push(floor);
floor.visible = false;
// set bottom limit here
bottomLimit = yPos;
}
... then you wouldnt need to set it to 400.
However, another option is to change your if statement:
if(_mario.y >= Floor(_floor[0]).y)
{
_mario.y = Floor(_floor[0]).y;
vy = 0;
onGround = true;
}
else
{
onGround = false;
}
... and then you can get rid of the bottomLimit variable completely
(assuming I understood your code, and that the floor tiles are always going to be at the bottomLimit)

Actionscript3 ArgumentError: Error #2109:

Making a touch based platform game based in actionscript 3 using Gary Rosenzweig's game as a basis, all was going well until today, I've been trying to swap out floor objects etc without changing much of the actionscript at all and I have the following error.
ArgumentError: Error #2109: Frame label jump not found in scene jump.
at flash.display::MovieClip/gotoAndStop()
at PlatformGame/moveCharacter()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:418]
at PlatformGame/moveEnemies()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:314]
at PlatformGame/gameLoop()[C:\Users\Michael\Desktop\platformGame\PlatformGame.as:303]
This also seems to cause problems with collision detection.
The code is as follows. (not i have not changed the scene or label names from the originals but it still shows the error).
package {
import flash.display.*;
import flash.events.*;
import flash.text.*;
import flash.utils.getTimer;
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
public class PlatformGame extends MovieClip {
// movement constants
static const gravity:Number = .004;
// screen constants
static const edgeDistance:Number = 100;
public var rightButton:SimpleButton;
// object arrays
private var fixedObjects:Array;
private var otherObjects:Array;
// hero and enemies
private var hero:Object;
private var enemies:Array;
// game state
private var playerObjects:Array;
private var gameScore:int;
private var gameMode:String = "start";
private var playerLives:int;
private var lastTime:Number = 0;
// start game
public function startPlatformGame() {
playerObjects = new Array();
gameScore = 0;
gameMode = "play";
playerLives = 3;
}
// start level
public function startGameLevel() {
// create characters
createHero();
addEnemies();
// examine level and note all objects
examineLevel();
// add listeners
this.addEventListener(Event.ENTER_FRAME,gameLoop);
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
gamelevel["rButton"].addEventListener(TouchEvent.TOUCH_BEGIN,touchRight);
gamelevel["rButton"].addEventListener(TouchEvent.TOUCH_END,touchRightReleased);
gamelevel["lButton"].addEventListener(TouchEvent.TOUCH_BEGIN,touchLeft);
gamelevel["lButton"].addEventListener(TouchEvent.TOUCH_END,touchLeftReleased);
gamelevel["jButton"].addEventListener(TouchEvent.TOUCH_BEGIN,jump);
gamelevel["jButton"].addEventListener(TouchEvent.TOUCH_END,jumpReleased);
trace("hi"+gamelevel["rButton"]);
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// start level
public function startGameLevelHarder() {
// create characters
createHero();
addHardEnemies();
// examine level and note all objects
examineLevel();
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// start level
public function startGameLevelHardest() {
// create characters
createHero();
addHardestEnemies();
// examine level and note all objects
examineLevel();
// set game state
gameMode = "play";
addScore(0);
showLives();
}
// creates the hero object and sets all properties
public function createHero() {
hero = new Object();
hero.mc = gamelevel.hero;
hero.dx = 0.0;
hero.dy = 0.0;
hero.inAir = false;
hero.direction = 0;
hero.animstate = "stand";
hero.walkAnimation = new Array(2,3,4,5,6,7,8);
hero.animstep = 0;
hero.jump = false;
hero.moveLeft = false;
hero.moveRight = false;
hero.jumpSpeed = .8;
hero.walkSpeed = .15;
hero.width = 15.0;
hero.height = 35.0;
hero.startx = hero.mc.x;
hero.starty = hero.mc.y;
}
// finds all enemies in the level and creates an object for each
public function addEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .08;
enemy.width = 30.0;
enemy.height = 30.0;
enemies.push(enemy);
i++;
}
}
// finds all enemies in the level and creates an object for each
public function addHardEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .15;
enemy.width = 56.0;
enemy.height = 80.0;
enemies.push(enemy);
i++;
}
}
// finds all enemies in the level and creates an object for each
public function addHardestEnemies() {
enemies = new Array();
var i:int = 1;
while (true) {
if (gamelevel["enemy"+i] == null) break;
var enemy = new Object();
enemy.mc = gamelevel["enemy"+i];
enemy.dx = 0.0;
enemy.dy = 0.0;
enemy.inAir = false;
enemy.direction = 1;
enemy.animstate = "stand"
enemy.walkAnimation = new Array(2,3,4,5);
enemy.animstep = 0;
enemy.jump = false;
enemy.moveRight = true;
enemy.moveLeft = false;
enemy.jumpSpeed = 1.0;
enemy.walkSpeed = .25;
enemy.width = 40.0;
enemy.height = 40.0;
enemies.push(enemy);
i++;
}
}
// look at all level children and note walls, floors and items
public function examineLevel() {
fixedObjects = new Array();
otherObjects = new Array();
for(var i:int=0;i<this.gamelevel.numChildren;i++) {
var mc = this.gamelevel.getChildAt(i);
// add floors and walls to fixedObjects
if ((mc is Floor) || (mc is Wall) || (mc is ground1) || (mc is wall1) || (mc is ledge1) || (mc is ledge2) || (mc is rock) ||(mc is rocktip)) {
var floorObject:Object = new Object();
floorObject.mc = mc;
floorObject.leftside = mc.x;
floorObject.rightside = mc.x+mc.width;
floorObject.topside = mc.y;
floorObject.bottomside = mc.y+mc.height;
fixedObjects.push(floorObject);
// add treasure, key and door to otherOjects
} else if ((mc is Treasure) || (mc is Key) || (mc is Door) || (mc is Chest)) {
otherObjects.push(mc);
}
}
}
// note key presses, set hero properties
public function touchRight(event:TouchEvent) {
trace("touchRight");
hero.moveRight = true;
}
public function touchRightReleased(event:TouchEvent) {
hero.moveRight = false;
}
public function touchLeft(event:TouchEvent) {
hero.moveLeft = true;
}
public function touchLeftReleased(event:TouchEvent) {
hero.moveLeft = false;
}
public function jump(event:TouchEvent) {
if (!hero.inAir) {
hero.jump = true;
}
}
public function jumpReleased(event:TouchEvent) {
if (!hero.inAir) {
hero.jump = false;
}
}
// note key presses, set hero properties
//public function keyDownFunction(event:KeyboardEvent) {
//if (gameMode != "play") return; // don't move until in play mode
//if (event.keyCode == 37) {
//hero.moveLeft = true;
//} else if (event.keyCode == 39) {
//hero.moveRight = true;
//} else if (event.keyCode == 32) {
//if (!hero.inAir) {
//hero.jump = true;
//}
//}
//}
//public function keyUpFunction(event:KeyboardEvent) {
//if (event.keyCode == 37) {
//hero.moveLeft = false;
//} else if (event.keyCode == 39) {
//hero.moveRight = false;
//}
//}
// perform all game tasks
public function gameLoop(event:Event) {
// get time differentce
if (lastTime == 0) lastTime = getTimer();
var timeDiff:int = getTimer()-lastTime;
lastTime += timeDiff;
// only perform tasks if in play mode
if (gameMode == "play") {
moveCharacter(hero,timeDiff);
moveEnemies(timeDiff);
checkCollisions();
scrollWithHero();
}
}
// loop through all enemies and move them
public function moveEnemies(timeDiff:int) {
for(var i:int=0;i<enemies.length;i++) {
// move
moveCharacter(enemies[i],timeDiff);
// if hit a wall, turn around
if (enemies[i].hitWallRight) {
enemies[i].moveLeft = true;
enemies[i].moveRight = false;
} else if (enemies[i].hitWallLeft) {
enemies[i].moveLeft = false;
enemies[i].moveRight = true;
}
}
}
// primary function for character movement
public function moveCharacter(char:Object,timeDiff:Number) {
if (timeDiff < 1) return;
// assume character pulled down by gravity
var verticalChange:Number = char.dy*timeDiff + timeDiff*gravity;
if (verticalChange > 15.0) verticalChange = 15.0;
char.dy += timeDiff*gravity;
// react to changes from key presses
var horizontalChange = 0;
var newAnimState:String = "stand";
var newDirection:int = char.direction;
if (char.moveLeft) {
// walk left
horizontalChange = -char.walkSpeed*timeDiff;
newAnimState = "walk";
newDirection = -1;
} else if (char.moveRight) {
// walk right
horizontalChange = char.walkSpeed*timeDiff;
newAnimState = "walk";
newDirection = 1;
}
if (char.jump) {
// start jump
char.jump = false;
char.dy = -char.jumpSpeed;
verticalChange = -char.jumpSpeed;
newAnimState = "jump";
}
// assume no wall hit, and hanging in air
char.hitWallRight = false;
char.hitWallLeft = false;
char.inAir = true;
// find new vertical position
var newY:Number = char.mc.y + verticalChange;
// loop through all fixed objects to see if character has landed
for(var i:int=0;i<fixedObjects.length;i++) {
if ((char.mc.x+char.width/2 > fixedObjects[i].leftside) && (char.mc.x-char.width/2 < fixedObjects[i].rightside)) {
if ((char.mc.y <= fixedObjects[i].topside) && (newY > fixedObjects[i].topside)) {
newY = fixedObjects[i].topside;
char.dy = 0;
char.inAir = false;
break;
}
}
}
// find new horizontal position
var newX:Number = char.mc.x + horizontalChange;
// loop through all objects to see if character has bumped into a wall
for(i=0;i<fixedObjects.length;i++) {
if ((newY > fixedObjects[i].topside) && (newY-char.height < fixedObjects[i].bottomside)) {
if ((char.mc.x-char.width/2 >= fixedObjects[i].rightside) && (newX-char.width/2 <= fixedObjects[i].rightside)) {
newX = fixedObjects[i].rightside+char.width/2;
char.hitWallLeft = true;
break;
}
if ((char.mc.x+char.width/2 <= fixedObjects[i].leftside) && (newX+char.width/2 >= fixedObjects[i].leftside)) {
newX = fixedObjects[i].leftside-char.width/2;
char.hitWallRight = true;
break;
}
}
}
// set position of character
char.mc.x = newX;
char.mc.y = newY;
// set animation state
if (char.inAir) {
newAnimState = "";
}
char.animstate = newAnimState;
// move along walk cycle
if (char.animstate == "walk") {
char.animstep += timeDiff/60;
if (char.animstep > char.walkAnimation.length) {
char.animstep = 0;
}
char.mc.gotoAndStop(char.walkAnimation[Math.floor(char.animstep)]);
// not walking, show stand or jump state
} else {
char.mc.gotoAndStop(char.animstate);
}
// changed directions
if (newDirection != char.direction) {
char.direction = newDirection;
char.mc.scaleX = char.direction*1.35;
}
}
// scroll to the right or left if needed
public function scrollWithHero() {
var stagePosition:Number = gamelevel.x+hero.mc.x;
var rightEdge:Number = stage.stageWidth-edgeDistance;
var leftEdge:Number = edgeDistance;
if (stagePosition > rightEdge) {
gamelevel.x -= (stagePosition-rightEdge);
gamelevel["rButton"].x += (stagePosition-rightEdge);
gamelevel["lButton"].x += (stagePosition-rightEdge);
gamelevel["jButton"].x += (stagePosition-rightEdge);
if (gamelevel.x < -(gamelevel.width-stage.stageWidth)) gamelevel.x = -(gamelevel.width-stage.stageWidth);
}
if (stagePosition < leftEdge) {
gamelevel.x += (leftEdge-stagePosition);
gamelevel["rButton"].x -= (leftEdge-stagePosition);
gamelevel["lButton"].x -= (leftEdge-stagePosition);
gamelevel["jButton"].x -= (leftEdge-stagePosition);
if (gamelevel.x > 0) gamelevel.x = 0;
}
}
// check collisions with enemies, items
public function checkCollisions() {
// enemies
for(var i:int=enemies.length-1;i>=0;i--) {
if (hero.mc.hitTestObject(enemies[i].mc)) {
// is the hero jumping down onto the enemy?
if (hero.inAir && (hero.dy > 0)) {
enemyDie(i);
} else {
heroDie();
}
}
}
// items
for(i=otherObjects.length-1;i>=0;i--) {
if (hero.mc.hitTestObject(otherObjects[i])) {
getObject(i);
}
}
}
// remove enemy
public function enemyDie(enemyNum:int) {
var pb:PointBurst = new PointBurst(gamelevel,"Got Em!",enemies[enemyNum].mc.x,enemies[enemyNum].mc.y-20);
gamelevel.removeChild(enemies[enemyNum].mc);
enemies.splice(enemyNum,1);
}
// enemy got player
public function heroDie() {
// show dialog box
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
if (playerLives == 0) {
gameMode = "gameover";
dialog.message.text = "Game Over!";
} else {
gameMode = "dead";
dialog.message.text = "He Got You!";
playerLives--;
}
hero.mc.gotoAndPlay("die");
}
// player collides with objects
public function getObject(objectNum:int) {
// award points for treasure
if (otherObjects[objectNum] is Treasure) {
var pb:PointBurst = new PointBurst(gamelevel,100,otherObjects[objectNum].x,otherObjects[objectNum].y);
gamelevel.removeChild(otherObjects[objectNum]);
otherObjects.splice(objectNum,1);
addScore(100);
// got the key, add to inventory
} else if (otherObjects[objectNum] is Key) {
pb = new PointBurst(gamelevel,"Got Key!" ,otherObjects[objectNum].x,otherObjects[objectNum].y);
playerObjects.push("Key");
gamelevel.removeChild(otherObjects[objectNum]);
otherObjects.splice(objectNum,1);
// hit the door, end level if hero has the key
} else if (otherObjects[objectNum] is Door) {
if (playerObjects.indexOf("Key") == -1) return;
if (otherObjects[objectNum].currentFrame == 1) {
otherObjects[objectNum].gotoAndPlay("open");
levelComplete();
}
// got the chest, game won
} else if (otherObjects[objectNum] is Chest) {
otherObjects[objectNum].gotoAndStop("open");
gameComplete();
}
}
// add points to score
public function addScore(numPoints:int) {
gameScore += numPoints;
scoreDisplay.text = String(gameScore);
}
// update player lives
public function showLives() {
livesDisplay.text = String(playerLives);
}
// level over, bring up dialog
public function levelComplete() {
gameMode = "done";
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
dialog.message.text = "Level Complete!";
}
// game over, bring up dialog
public function gameComplete() {
gameMode = "gameover";
var dialog:Dialog = new Dialog();
dialog.x = 175;
dialog.y = 100;
addChild(dialog);
dialog.message.text = "You Got the Treasure!";
}
// dialog button clicked
public function clickDialogButton(event:MouseEvent) {
removeChild(MovieClip(event.currentTarget.parent));
// new life, restart, or go to next level
if (gameMode == "dead") {
// reset hero
showLives();
hero.mc.x = hero.startx;
hero.mc.y = hero.starty;
gameMode = "play";
} else if (gameMode == "gameover") {
cleanUp();
gotoAndStop("start");
} else if (gameMode == "done") {
cleanUp();
nextFrame();
}
// give stage back the keyboard focus
stage.focus = stage;
}
// clean up game
public function cleanUp() {
removeChild(gamelevel);
this.removeEventListener(Event.ENTER_FRAME,gameLoop);
}
}
}
The error is with the following line and is occurring because the referenced MovieClip does not have a frame labelled "jump":
char.mc.gotoAndStop(char.animstate);
My guess is that you made a change to the MovieClip which contains your character and, in doing so, removed the label which the code above references.

AS2 TweenLite: tween to frame

I have the following setup loaded:
import com.greensock.*;
import com.greensock.easing.*;
import com.greensock.plugins.*;
TweenPlugin.activate([FramePlugin]);
OverwriteManager.init(OverwriteManager.AUTO);
and am using the following code to tween an mc to frame 20.
TweenLite.to(circle, 1, {frame:20, ease:Elastic.easeOut});
Problem is nothing happens, circle is a variable containing my mc and traces fine.
Output of
trace(circle); = _level0.circle
Can anyone see why this isn't working? The MC contains a shapetween.
Edit:
Ok so I have tested it in a new fla with the same MC and it isn't the MC that is the problem it has to do with some other part of my code preventing it.
Here is my entire code... can anyone see anything that would stop the tween to frame working? If I remove for (MovieClip in txts) {
txts[MovieClip]._alpha = 0;
} and put the tween above it it works, but as soon as it is inside a rollover again it doesn't.
Entire code:
import com.greensock.*;
import com.greensock.easing.*;
import com.greensock.plugins.*;
TweenPlugin.activate([ColorTransformPlugin, FramePlugin]);
OverwriteManager.init(OverwriteManager.AUTO);
var angle:Number = 0;
var originX:Number = Stage.width/2;
var originY:Number = Stage.height/2;
var radiusX:Number = 320.5;
var radiusY:Number = 247.5;
var steps:Number = 360;
var speed:Number = 0.4/steps;
var circle:MovieClip = this.circle;
var circleTxt:MovieClip = this.circle.titleTxt;
var squareHeight:Number = 340.2;
var buttons:Array = new Array(this.faith, this.social, this.ability, this.age, this.orientation, this.ethnicity, this.sex);
var txts:Array = new Array("faithTxt", "socialTxt", "abilityTxt", "ageTxt", "orientationTxt", "ethnicityTxt", "sexTxt");
var tweens:Array = new Array();
for (MovieClip in txts) {
txts[MovieClip]._alpha = 0;
}
for (i=0; i<buttons.length; i++) {
buttons[i].onRollOver = function() {
var current:MovieClip = this;
circle.onEnterFrame = function() {
if (this._currentframe == 20) {
delete this.onEnterFrame;
delete circleTxt.onEnterFrame;
current.txt._alpha = 100;
}
};
noScale(circleTxt);
txtName = current._name+"Txt";
current.txt = this._parent.attachMovie(txtName, txtName, this._parent.getNextHighestDepth());
current.txt._alpha = 0;
circle.txtHeight = circle.active.txt._height/2+40;
var oppX:Number = Stage.width-this._x;
var oppY:Number = Stage.height-this._y;
if (oppX-227.8<=20) {
var difference:Number = Math.abs(20-(oppX-227.8));
oppX += difference;
} else if (oppX+227.8>=Stage.width-20) {
var difference:Number = Math.abs(780-(oppX+227.8));
oppX -= difference;
}
if (oppY-172.1<=20) {
var difference:Number = Math.abs(20-(oppY-172.1));
oppY += difference;
} else if (oppY+172.1>=580) {
var difference:Number = Math.abs(580-(oppY+172.1));
oppY -= difference;
}
circle.active.txt._x = oppX;
circle.active.txt._y = oppY;
TweenLite.to(circle,1,{frame:20});
TweenLite.to(circle,0.5,{_height:circle.txtHeight});
TweenLite.to(circle,1,{_x:oppX, _y:oppY, ease:Quint.easeInOut});
TweenLite.to(circleTxt,1,{_alpha:0});
TweenLite.to(this,0.5,{colorTransform:{tint:0x99ff00, tintAmount:0.5}});
for (MovieClip in buttons) {
delete buttons[MovieClip].onEnterFrame;
if (buttons[MovieClip] != this) {
TweenLite.to(buttons[MovieClip],0.5,{colorTransform:{tint:0xffffff, tintAmount:0.9}});
TweenLite.to(buttons[MovieClip]._line,0.5,{colorTransform:{tint:0xffffff, tintAmount:0.9}});
}
}
};
buttons[i].onRollOut = function() {
removeMovieClip(this.txt);
circle.onEnterFrame = function() {
if (this._currentframe == 1) {
delete this.onEnterFrame;
delete circleTxt.onEnterFrame;
}
};
noScale(circleTxt);
TweenLite.to(circle,0.2,{_height:173});
TweenLite.to(circle,0.5,{_x:Stage.width/2, _y:Stage.height/2});
TweenLite.to(circleTxt,1,{_alpha:100});
for (MovieClip in buttons) {
buttons[MovieClip].onEnterFrame = function() {
moveButtons(this);
controlButtons(this);
};
TweenLite.to(buttons[MovieClip],0.5,{colorTransform:{tint:null, tintAmount:0}});
TweenLite.to(buttons[MovieClip]._line,0.5,{colorTransform:{tint:null, tintAmount:0}});
}
};
buttons[i].onEnterFrame = function() {
moveButtons(this);
controlButtons(this);
};
buttons[i]._order = (360/buttons.length)*1000+(i+1);
buttons[i]._linedepth = buttons[i].getDepth()-1000;
}
function noScale(mc) {
mc.onEnterFrame = function() {
this._yscale = 10000/this._parent._yscale;
};
}
function moveButtons(e) {
var lineName:String = new String(e._name+"line");
var lineMC:MovieClip = createEmptyMovieClip(lineName, e._linedepth);
with (lineMC) {
beginFill();
lineStyle(2,0x000000,100);
moveTo(e._x,e._y);
lineTo(Stage.width/2,Stage.height/2);
endFill();
}
e.rotation = Math.atan2(e._y-Stage.height/2, e._x-Stage.width/2);
e._line.dist = Math.sqrt(Math.abs(e._x-Stage.width/2) ^ 2+Math.abs(e._y-Stage.height/2) ^ 2);
e._line = lineMC;
e._anglePhase = (angle+e._order)/Math.PI*2.8;
e._x = originX+Math.sin(e._anglePhase)*radiusX;
e._y = originY+Math.cos(e._anglePhase)*radiusY;
}
function controlButtons(e) {
angle += speed;
if (angle>=360) {
angle -= 360;
}
}
Heh Solved, for some reason it doesn't like for (MovieClip in Array){} anywhere in your code, so if I substitute that for for (a in Array){} it seems to work. Odd.

Actionscript 2: Tween running extremely slow

I am using the following code to tween an movieclip once _global.choiceMade equals 1...
onClipEvent (load) {
import mx.transitions.Tween;
import mx.transitions.easing.*;
}
onClipEvent (enterFrame) {
if (_global.choiceMade == 1) {
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
}
}
This is contained within each frame of the main timeline. The first time it runs fine but on the next frame it runs incredibly slow (takes about 12 seconds not 0.5 and is very choppy), if I then return to the first frame and run it again now this time it is extremely slow.
I can't work out why its doing this my CPU stays around 6-15% while its running so it can't be too demanding.
Updated to show rest of my code:
On main timeline have a frame each containing a movieclip. On the timeline of each of these movieclips contains:
//tint an object with a color just like Effect panel
//r, g, b between 0 and 255; amount between 0 and 100
Color.prototype.setTint = function(r, g, b, amount) {
var percent = 100-amount;
var trans = new Object();
trans.ra = trans.ga=trans.ba=percent;
var ratio = amount/100;
trans.rb = r*ratio;
trans.gb = g*ratio;
trans.bb = b*ratio;
this.setTransform(trans);
};//Robert Penner June 2001 - http://www.robertpenner.com
MovieClip.prototype.scaleXY = function(to){
this.onEnterFrame = function(){
this._alpha = to-(to-this._alpha)/1.2;
if(this._alpha > to-1 && this._alpha < to+1){
this._alpha = to;
delete this.onEnterFrame
}
}
}
scoreUpdated = 0;
Answer = 1;
_global.choiceMade = 0;
Buttons = new Array(this.buttonHolder.True, this.buttonHolder.False);
Answers = new Array(this.Correct, this.Wrong);
for (i=0; i<Answers.length; i++) {
Answers[i]._alpha = 0;
}
for (b=0; b<Buttons.length; b++) {
Buttons[b].thisValue = b;
}
In this movieclip there are two movieclip buttons (True and False) containing this code:
onClipEvent (enterFrame) {
this.onRollOver = function() {
this.gotoAndStop("over");
};
this.onRollOut = function() {
this.gotoAndStop("up");
};
this.onPress = function() {
this.gotoAndStop("down");
};
this.onReleaseOutside = function() {
this.gotoAndStop("up");
};
this.onRelease = function() {
this.gotoAndStop("down");
whichChoice = this;
_global.choiceMade = 1;
counter = 0;
};
if (_global.choiceMade == 1) {
this.enabled = false;
this._parent.scoreNow = _global.score;
this._parent.scoreOutOf = (this._parent._parent._currentframe)- 1 + ( _global.choiceMade);
if (thisValue == this._parent._parent.Answer && whichChoice == this) {
myColor = new Color(this);
myColor.setTint(0,204,0,13);
this._parent._parent.Answers[0]._alpha = 100;
this._parent._parent.Answers[0].scaleXY(100);
this.tick.swapDepths(1000);
if (counter == 0) {
_global.score++;
counter++;
}
}
else if (thisValue == this._parent._parent.Answer) {
myColor = new Color(this);
myColor.setTint(0,204,0,13);
this.tick.swapDepths(1000);
}
else if (whichChoice == this) {
this._parent._parent.Answers[1]._alpha = 100;
this._parent._parent.Answers[1].scaleXY(100);
myColor = new Color(this);
myColor.setTint(255,0,0,13);
this.cross.swapDepths(1000);
}
else {
myColor = new Color(this);
myColor.setTint(255,0,0,13);
myColor.setTint(255,0,0,13);
this.cross.swapDepths(1000);
}
}
}
The script at the top is on a movieclip these buttons are contained in called buttonHolder which does what it says, and tweens the buttons across the screen to reveal a next button once an answer is chosen.
From what I can see, as long as you have choiceMade == 1 you create a new effect! which is not ok. because in 1 sec at 15 fps you will have 15 tweens running :(
try yo set choiceMade = 0 or somehting else than 1
onClipEvent (enterFrame)
{
if (_global.choiceMade == 1)
{
_global.choiceMade = -1;
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
}
}
Without seeing the rest of your code it's hard to see exactly what's going on. But it looks like you never change choiceMade and it continuously recreates the tween.
onClipEvent (enterFrame) {
if (_global.choiceMade == 1) {
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
_global.choiceMade = 0;
}
}

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