ActionScript 1/2 :: Get Enemy Offstage To Enter Stage
Aug 25, 2011
I'm trying to get the enemy offstage to enter the stage on the right and then once its x position equals 400 I want it to start moving back and forth (on x, there's no y movement).
i have one movieclip and i have another movieclip>enemy...okay so when the first movieclip goes over the enemy, nothing happens until i roll out! all i want to do is the movieclip, when it hits the enemy, it goes to the enemy's second frame and that's it ! there are no syntax error in this script, just something i want to do that apparently doesn't work right.here is my code:
Alright, so really I am having 2 difficulties here.
1) When a bullet hits an enemy, if 2 zombies are beside eachother, the bullet hits them both -- How can I make it so the bullet can only hit one?
2) When an enemy has health of 0, it dies, I am trying to get the enemy to be removed from the array that the bullet searches through so it will no longer be affected by the enemy, but it doesnt seem to work, the bullet still hits where the enemy was, as if the enemy is invisible.
I am currently making a game, similar to StreetFighter,where enemies will come on from the side and you fight them. Now i have the character movement and attacks fully scripted, and have made an enemy, and i make it move towards the character using:
Now this works quite well and the enemy stops when it hits the character, but the problem is, it wont complete a full attack, instead it plays a few frames of the attack MC. Now i have every attack in a different MC (Frames 2-5) inside the Enemy MC. How can i make the enemy pause when it reaches the character, then choose an attack to use? From there i'll be on my way and can script the hittest and so forth.
I have a ball (instance name is "ball") and if I hit the enemy ball (instance name is "enemy") it'll dissappear, and add 100 points. At the same time, I want them to multiply and get faster.The enemy has a follower code:
onClipEvent (enterFrame) { if (_root.ball._x>_x) { _x += 2;[code]....
And the ball has a code that is secret because if I give it to you it'll spoil the game idea.The dynamic text box has an instance of "points".I have my mute sound control done and the ball you control done.
Bug in Firefox if wmode is set to opaque or transparent.mouseUp is not triggered if mouseUp occurs offstage.I have slider code that should stopDrag on mouseUp, but if mouseUp occurs off stage, the slider stays connected to mouse on re-entry, even though the mouse is now up.Bug does not occur in other browsers, and does not occur if wmode is null.I have tried every variable and every fix I can think of, and can't resolve the issue.I have multiple versions now in AS2 and AS3 and I've followed every suggestion I've found online, including html/flash javascript. Nothing works yet.
Here is a mockup of how I would like the movie to look and function using a 728x270 movie size.[URL]..The 525x180 black area at the top is black and blank whenever a horizontal photo is displayed which is most of the time. The Photo Gallery is a popup and the actual size is
At the bottom is a standard 728x90 adspace that is served via an adserving system called OAS. Currently we use javascript to display ads that expand past the boundaries of the adspace. This method allows the expandable part of the ad to overlap an existing area or content such as text.
I'm trying to allow all things oitside of the stage peramiters to be visible in the browser screen so certain elements can be longer than the stage and still be shown Can't remember if it's a flash thing or an html thing.
I'm trying to get my flash movie so that it pauses when the mouse is over the movie and continues when the mouse is not over the movie during certain segments of frames in my movie clip. So basically I need some code that executes this: if the mouse is over the stage between frame 25 and 45 pause the movie until the mouse leaves the stage or the next or back buttons are selected.
I am working through the Adobe Flash Professional CS5 Classroom in a Book.The exercise is to enter TLF text onto the stage, when I do so all I get is a blue outlined box that appears in the upper left corner of the stage. I do not get a text cursor.When I open the supplied reference file for that chapter it also shows a number of blue outlined boxes, all in the upper left hand corner of the stage. When selected the properties manager indicates they are TLF text.
Im trying to load a movie clip onto the stage as soon as you enter the main movie. I want to use action script to tween with a little ease in and out. I found a usefull tutorial that almost does what Im looking for, but it uses a button to call the clip onto the stage.Here's the code on the action layer:
i've a problem with my setFocus. i will use [n] to identfy the line in the code. this is a MouseEvent.CLICK - function from an other dynamic,non-selectable textfield. the textfield in work is one with an embeded font and some text in it.if i use line [3], i'll get the no blinking courser and no possibility to enter some words. also if i mark some other and click after that in the input-textfield directly there will no courser anymore.but this only happens in the first time using the swf. if i first click into the input-textfield, then set the focus to something else and trying the steps i wrote over here, everything works fine.
When my focus is inside the input text field, pressing CTRL+ENTER works but ENTER does not.Pressing Enter when my focus is anywhere BUT the input text field works just fine..My intention is to detect if ENTER key was pressed after the user fills out the field, but it seems to only work for CTRL+ENTER
I'm creating a Flash instant messaging application (through XMPP protocol) and run into a problem. It isn't that important but I was quite upset that I wasn't able to solve it and I want to know if their is a solution =D
I have a TextArea chat input and a button to send the text, the TextArea is multiline and so captures the Enter key to jump one line... What I need is to send the message with the Enter key and jump with a Ctrl+Enter combination... My ideas were to disable the bubbling of the Enter key, trap it, and then manually assign the Ctrl+Enter combination to jumping the line in TextArea but couldn't find how to do all this...
Im doing a little game with three kinds of enemies. When each enemy blows up I'm trying to put in a different sound. Right now I get sound for my first enemy and none for the other two. The code is the same for all(?). Here's the code:
[Code]...
i have NO idea but will continue 2 scrabble around blindly 'till someone throws me a bone
I'm trying to make a small game and I've got most of it done. I just need to learn how to duplicate the enemy, so when one dies another one or two can take his place. The enemies instance name is "ninja" (no quotes).
create a basic enemy AI that will make it possible for the enemy to move towards the player. Also something to make it so that the enemy will rotate when it moves.Good example of what im explaining is here but its Actionscript 2 instead [URL]
I've been trying to make my somewhat first game, and got stuck. Trying to make the "Enemy UI". You don't need any background info. Enemy is at 100X and 200Y. Make him move to 350X and 50Y. ( in a somewhat animation )
So I was thinking, check if Current X is smaller or bigger than 350, then every frame (or by Time Animation ), do x++ or x-- Accordingly. Same for the Y. Is there a better way to it? Something that will make the animation smoother? A way that's better, can be "upgraded" in the future?
Excuse me, I'm making a flash game. But, it's kinda odd. I'm using Adobe Flash CS3 and Windows7 64-Bit as OS. Here's the link (around 1MB (FLA and SWF)) : [URL] The problem is : When I shoot using 'A' or 'S', the foliage or the enemy just disappear. Sometimes it's fine, sometimes it's wrong. Is my AS wrong ? Or is it because I'm using Windows 7 64-Bit ? It's for my final assignment. I've tried this past 2 days and I don't know what to do anymore >.< The deadline is this month.
Basically i just need a simple way to remove the "Enemy" when it comes into contact with "bullet".Ive been looking on the internet but its just really confusing me at the moment. And im not sure how easy its gonna be with the way i have set it up.
I added attack to my character in the game and he attacks and the enemy dissapears, the problem if I can't get my character to die when he touches the enemy. I got it to work once but what happened was that even if I hit the enemy, as soon as I hit it I got to the game over screen and got stuck on a loop between the gameover screen and the moment I defeat the monster.
I am building a whack-a-mole game in AS3. I have the basic structure down but am trying to figure out how to have one instance of a random 'enemy' appear in one slot at a time. So there would not be a duplicate 'enemy' anywhere else simultaneously as well as only one instance can occupy a slot at a given time.Anyone have any suggestion on what direction? Array? for loop?
When I defeat an enemy when it is looking left. it looks left while being defeated but When I defeat an enemy when it is looking right. it still looks left while being defeated.How can I make an enemy look right instead of left while it is defeated?
i.e. everytime the spaceship reaches a point a new one will be created randomly and the ship is flying to it (etc., etc.)Problem is that it doesn't really work because after the ship flies around for some time it suddenly stops to move. It's a matter of time. Sometimes the problem occurs after 5 seconds then again the spaceships flies around for 2 - 3 minutes and stops the movement immediately.Currently I have no clue where the problem is. I already checked the distance function but so far it seems to be okay
This is the code (just an excerpt):
Code: private function update(timeDifference:Number = 0):void { var step:Number = (timeDifference / 1000) * timeBasedUpdateModifier; for each (tempEnemy in enemyManager.enemies)
I am trying to program a game and I want the enemy character to fire a bullet every second, but instead he is firing an infinite amount of bullets right after the other. Here's the code with the timer:
if (k == 0){ var shootRight1 = new Timer(1000,1); shootRight1.addEventListener(TimerEvent.TIMER_COMPLETE, enemy1shoot); shootRight1.start();
I need to figure out how to eliminate an enemy upon mouse click. I have a crosshair movie clip that im using because it follows the mouse. i need it to eliminate an enemy using the center of the crosshair when i click on them.
The enemy class has a bitmapped embeded into it. I am using FlashDevelop to program. When I do something like enemy.x+=1 it works, but when I try using my tween it script the enemy stands still no matter what the position of the mouse.