Need code to make animation to stop - actionscript

Trying to stop this animation on frame 109 in as2. Any help in what I need to ad to get this to stop. It is a confetti animation.
cnfNumber = 85;
var cnfs:Array = new Array("cnf", "cnf2", "cnf3","cnf4","cnf5")
for (i=0; i<cnfNumber; i++) {
newCnf = _root[cnfs[random(cnfs.length)]].duplicateMovieClip("snow"+i, i);
newCnf._x = Math.random()*Stage.width;
newCnf._y = -Math.random()*300;
newCnf.maxCnfSpeed = Math.random()*4;
newCnf.wind = Math.random()*6;
newCnf._xscale = newCnf._yscale = newCnf.alpha = Math.random()*65+35
newCnf.onEnterFrame = function() {
this._rotation -= this.maxCnfSpeed+1;
if(this._y>Stage.height || this._x>Stage.width || this._x<0){
this._y = -Math.random()*300;
this._x = Math.random()*Stage.width;
} else {
this._y += this.maxCnfSpeed+2;
this._x += this.wind-4;
}
this._alpha = this.alpha;
};
}

Why not just do this:
newCnf._xscale = newCnf._yscale = newCnf.alpha = Math.random()*65+35
newCnf.frameCount = 0;
newCnf.onEnterFrame = function() {
if(this.frameCount<109) {
this._rotation -= this.maxCnfSpeed+1;
if(this._y>Stage.height || this._x>Stage.width || this._x<0){
this._y = -Math.random()*300;
this._x = Math.random()*Stage.width;
} else {
this._y += this.maxCnfSpeed+2;
this._x += this.wind-4;
}
this._alpha = this.alpha;
this.frameCount++;
} else {
this.onEnterFrame = null;
}
};
I haven't worked in Actionscript in a while, so the this.onEnterFrame = null may not be quite correct, but it's not strictly necessary; it just keeps the confetti from checking the frame number and bailing out every frame once it's done animating.
If you want the confetti to disappear rather than freezing in place, unload it instead of clearing its onEnterFrame. I don't remember the function that does that off the top of my head, but the documentation for duplicateMovieClip should have a link to it.
(I won't ask why you're still using AS2.)

Related

How to get rid of image tearing d3d11?

If I open my app in full screen, I get severe tears. In other games, even with vcync turned off, this is almost invisible. How can I achieve the same effect without vsync? cube example
DXGI_SWAP_CHAIN_DESC1 scd = {};
if (mIsGame)
{
scd.Width = RECT_WIDTH(mRect_Game);
scd.Height = RECT_HEIGHT(mRect_Game);
}
else
{
scd.Width = RECT_WIDTH(mRect_Editor);
scd.Height = RECT_HEIGHT(mRect_Editor);
}
scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.BufferCount = 1;
if (mIsGame)
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
FOG_TRACE(dxgiFactory2->CreateSwapChainForHwnd(mDevice, mHwnd, &scd, 0, 0, &mSwapChain1));
FOG_TRACE(mSwapChain1->QueryInterface(IID_PPV_ARGS(&mSwapChain)));
dxgiFactory2->Release();
if (mIsGame)
{
FOG_TRACE(mSwapChain1->SetFullscreenState(true, 0));
mFullScreen = true;
}

jquery: focus jumps before event runs

The focus moves to the next input field before the event is fired. Can anyone help me find the bug, or figure out how to find it myself?
The goal is to catch the keyup event, verify that it is tab or shift+tab, and then tab as though it were tabbing through a table. When the focus gets to the last input that is visible, the three rows (see fiddle for visual) should move together to reveal hidden inputs. Once to the end of the inputs in that row, the three rows will slide back down to the beginning again, kind of like a carriage return on a typewriter, or tabbing into a different row in a table.
Right now, the tab event is moving just the row that holds the focus, and it is moving it before my script even starts to run. I just need to know why this is happening so that I can research how to resolve it.
Any help you can offer is appreciated. Please let me know if you need more information.
P.S. Using jquery 1.9.1
Link to Fiddle
jQuery(document).ready(function ($) {
// bind listeners to time input fields
//$('.timeBlock').blur(validateHrs);
$('.timeBlock').keyup(function () {
var caller = $(this);
var obj = new LayoutObj(caller);
if (event.keyCode === 9) {
if (event.shiftKey) {
obj.dir = 'prev';
}
obj.navDates();
}
});
// bind listeners to prev/next buttons
$('.previous, .next').on('click', function () {
var str = $(this).attr('class');
var caller = $(this);
var obj = new LayoutObj(caller);
obj.src = 'pg';
if (str === 'previous') {
obj.dir = 'prev';
}
obj.navDates();
});
});
function LayoutObj(input) {
var today = new Date();
var thisMonth = today.getMonth();
var thisDate = today.getDate();
var dateStr = '';
var fullDates = $('.dateNum');
var splitDates = new Array();
this.currIndex = 0; //currIndex defaults to 0
this.todayIndex;
fullDates.each(function (index) {
splitDates[index] = $(this).text().split('/');
});
//traverse the list of dates in the pay period, compare values and stop when/if you find today
for (var i = 0; i < splitDates.length; i++) {
if (thisMonth === (parseInt(splitDates[i][0], 10) - 1) && thisDate === parseInt(splitDates[i][1], 10)) {
thisMonth += 1;
thisMonth += '';
thisDate += '';
if (thisMonth.length < 2) {
dateStr = "0" + thisMonth + "/";
}
else {
dateStr = thisMonth + "/";
}
if (thisDate.length < 2) {
dateStr += "0" + thisDate;
}
else {
dateStr += thisDate;
}
fullDates[i].parentNode.setAttribute('class', 'date today');
this.todayIndex = i;
break;
}
}
//grab all of the lists & the inputs
this.window = $('div.timeViewList');
this.allLists = $('.timeViewList ul');
this.inputs = $('.timeBlock');
//if input`isn't null, set currIndex to match index of caller
if (input !== null) {
this.currIndex = this.inputs.index(input);
}
//else if today is in the pay period, set currIndex to todayIndex
else if (this.todayIndex !== undefined) {
this.currIndex = this.todayIndex;
}
//(else default = 0)
//grab the offsets for the cell, parent, and lists.
this.winOffset = this.window.offset().left;
this.cellOffset = this.inputs.eq(this.currIndex).offset().left;
this.listOffset = this.inputs.offset().left;
//grab the width of a cell, the parent, and lists
this.cellWidth = this.inputs.outerWidth();
this.listWidth = this.inputs.last().offset().left + this.cellWidth - this.inputs.eq(0).offset().left;
this.winWidth = this.window.outerWidth();
//calculate the maximum (left) offset between the lists and the parents
this.offsetMax = (this.listWidth - this.winWidth);
//set default scroll direction as fwd, and default nav as tab
this.dir = 'next';
this.src = 'tab';
//grab the offsets for the cell, parent, and lists.
this.cellOffset = this.inputs.eq(this.currIndex).offset().left;
this.listOffset = this.inputs.eq(0).offset().left;
this.winOffset = this.allLists.parent().offset().left;
//calculate the maximum (left) offset between the lists and the parents
this.offsetMax = (this.listWidth - this.winWidth);
}
LayoutObj.prototype.focusDate = function () {
this.inputs.eq(this.currIndex).focus();
};
LayoutObj.prototype.slideLists = function (num) {
this.listOffset += num;
this.allLists.offset({ left: this.listOffset });
};
LayoutObj.prototype.navDates = function () {
if (!this.inWindow()) {
var slide = 0;
switch (this.src) {
case 'pg':
slide = this.winWidth - this.cellWidth;
break;
case 'tab':
slide = this.cellWidth + 1;
break;
default:
break;
}
if (this.dir === 'next') {
slide = -slide;
}
this.slideLists(slide);
}
this.focusDate();
};
LayoutObj.prototype.inWindow = function () {
//detects if cell intended for focus is visible in the parent div
if ((this.cellOffset > this.winOffset) && ((this.cellOffset + this.cellWidth) < (this.winOffset + this.winWidth))) {
return true;
}
else {
return false;
}
}
All it needed was 'keydown()' instead of 'keyup().'

1151: A conflict exists with definition i in namespace internal

im new in action scripts and flash, i need some help with this code i couldnt find whats wrong with it, it gives this error:1151: A conflict exists with definition i in namespace internal.(var i:Number = 0;)
stop();
menu_item_group.menu_item._visible = false;
var spacing:Number = 5;
var total:Number = menu_label.length;
var distance_y:Number = menu_item_group.menu_item._height + spacing;
var i:Number = 0;
for( ; i < total; i++ )
{
menu_item_group.menu_item.duplicateMovieClip("menu_item"+i, i);
menu_item_group["menu_item"+i]._x = menu_item._x;
menu_item_group["menu_item"+i]._y = i * distance_y;
menu_item_group["menu_item"+i].over = true;
menu_item_group["menu_item"+i].item_text.text = menu_label[i];
menu_item_group["menu_item"+i].item_url = menu_url[i];
menu_item_group["menu_item"+i].onRollOver = function()
{
this.over = false;
}
menu_item_group["menu_item"+i].onRollOut = menu_item_group["menu_item"+i].onDragOut = function()
{
this.over = true;
}
menu_item_group["menu_item"+i].onRelease = function()
{
getURL(this.item_url);
}
menu_item_group["menu_item"+i].onEnterFrame = function()
{
if( this.over == true ) this.prevFrame();
else this.nextFrame();
}
}
thanks for your help!
Check your code. The variable i has been declared in the code already.

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.

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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