Right now I have all the animations for each direction in a movieclip within one movieclip.However, when I use the arrow keys to move the walking animations don't playWhen I stop, the appropriate animations play, however. Here is my code:
I have a 9 frames image of a character.In other language generally i used to make character animation by looping the array consisting of different frames and drawing each frame when pressing key.What i want to do is when i press left or right key, i want to draw each frame that makes character movement and update x coordinates of frames, and it will appear as character is moving.
i have made the movie clips for my character walking in 4 different directions but i have no idea how to make it so when the up arrow key is pressed, for instance, the movie clip of my character walking up is played.
I'm sorry if this is the wrong section. But I'm looking for help with my actionscript coding. I'm fairly new to Flash. I've only scripted some simple websites so far and this is the first time I try to make a flash game. I started yesterday but I'm already having problems with my script.
I have a scene with 2 layers: one with my character and one with the bounds (ground, ceiling and walls).
Inside my character movie clip, I have this: Which is basically a bunch of frames labeled and with the action to stop();. Each one containing another movie clip with the respective animations. So the idea was, when I press "A", jump to "walk left". And it kinda worked, but I have some problems and I'm not really sure how to solve them.
1. Character Movement: as you know the iPhone/iPod touch doesnt have any sort of keypad and so when creating a game that has character movements onscreen buttons need to be used. My question is this; how exactly do i make it so that when the player taps/holds down a button (is the same as mouse clicking it) my character moves.
2. adding a physics style fall: once i have created this movement using on screen buttons i now need to create a jump, so what i need is something so that when the player clicks the "jump" button the sprite moves up a certain amount and then stops moving up and falls down.
I'm doing a simple game where you move the character using the arrow keys and shoot using the Mouse. The character rotates based on the Mouse angle. I have two problems: when I move the character, he moves once, then stops then moves again as normal. My other problem is that when I click over a MovieClip, the bullet goes to the wrong angle.My moving function:
Code: stage.addEventListener(KeyboardEvent.KEY_DOWN, keyHandler); function keyHandler(event:KeyboardEvent):void {
I am designing a character to move right and left but the character is not recognising the floor movieclip and is falling straight threw the floor.I have attached a zip file with the flash document sample and associated Actionscript file.
1. How do I prevent my scuba diver from leaving the screen? As when i hold either up, down, left or right long enough he will leave the stage entirely.2. How can I make my sharks enter the screen at random rather than having them enter from the same position each time? Here is my code:
I want to make my character moves randomly that is character will base on random numbers(for example generate 4 random numbers) and character's favorite(for example fast food, west food, Chinese food) to move. The character will move randomly with 4 direction that is move up, move down, move right and move left(any speed will do). Should i have four function with four movement.
I have a MC which is a lady that raises her arms up and down. From the main timeline i want to tell that "ladyMC" (also sitting on the main timeline) to play to and stop on specific frames. I have tried it two different ways but am obviously missing something. The first way i tried just using an if/else and getting the current frame #.
i want a character to move on a globe. the movement of the character is shown though not by shifting the positions of the caharcter but by the rotation of the surface of the globe. buttons are used to move leftward and rightward.
Also, there are three layers of the globe to show depth. how would i script it so that the layers of the globe rotate at different speed?
Right basically I have a character and a background. The background scrolls as you press left or right on keyboard to create the illusion of movement. I want the character to flip when you change from holding down left to right and vice versa, but when I do the following code it doubles the size of the character once and then it stays. It flips fine but in the transformed fat size.
Here's the code: var mySpeed:Number = 10; function keyIsDown(evt:KeyboardEvent):void{ if(evt.keyCode==Keyboard.RIGHT){ walkingPlane_mc.x+=mySpeed; greyCharacter_mc.scaleX=-1; [Code] .....
RIGHTNOW, Im doing my game development but I have problem based on my game control.this is my question..
I have two frames. the first frame is on running movement of the character and the second frame is on standing position.This two frames has only one kind of character,but I seperated the two movement in two frames witch are running and standing positon.my problem is how can I do the mouseEvent,if onclick the character will continue on running and if on release the character will do is to standing position.
am pretty new to Kirupa and Flash. I have a little problem, concerning a character hitting a wall. What i have: a char that can jump and move around by the arrow keys. What i need: character shall stop movement if he hits a geometry. But being able to start movement again, besides through the geometry. I'd like to reach this with gskinners CheckForCollision class. Have a look here: [URl] But i didnt manage my code to get it work. So maybe you could leak me some information on how to get this done. Heres my code so far:
[Code]...
edit admits: so far i have a character mc called "player" and one called "level". i would apply the code to the player, and it would be cool to have the possibility to check collision of the player with multiple MCs, not only the level.
sample codes. In those codes they are using a verticalChange variable for the time-based character movement.But I can't figure out how this code works and why we needthose calculations - char.dy*timeDiff + timeDiff*gravity?So here is the code:
Code: // assume character pulled down by gravity var verticalChange:Number = char.dy*timeDiff + timeDiff*gravity;
i was wondering if any of you out there could tell me how it is possible to make a movieclip of a character and when the character is dragged about the screen by the curser, how do you make the characters arms and legs swing about in a realistic fashion.
I've been playing with carousel code, and was wondering how to change it from circular animation (carousel) to left/right linear (conveyer belt) style animation, how to change the mover code and 't.angle = i * ((Math.PI*2)/numOfItems);'
I have a mc (fStrip) which looks like a piece of filmstrip with thumbnail images in it. I want this mc to move when the users mouse is positioned over it, but I only want it to move only along it's x-axis and in a direction opposite that of the mouse. And I want it to move or flow smoothly.
I've been trying to figure this out (see my lame attempt below) but without much luck.
onClipEvent (mouseMove) { buffer=20 //movement buffer mousePos=_root.fStrip._xmouse //store mouse position if (mymouse!=_root.fStrip._xmouse){ //if the mouse has moved
I wish to get the effect of ants scuttering across the screen or up a tree, I have not decided which direction yet. I started with the tutorial code for the snow effect from kirupa, and changed it around to fit the little vector ant I created. The way I have it now looks pretty good, but the movement is a little too fluid. They obviously move in sinusoidal paths bc the code tells them to. I have about 20 copies of the main obj, and they're all a little different in size and specs (speed, transparency, etc) but what I was wondering was if there is any way I can change the code to make it a little more hectic, or erratic, not so fluid. If there is no way of doing so, it looks pretty good right now. If there is, however, I think it could look awesome. here's the code I'm using for the object.
I would like my character to move as if he was drunk I am unsure how to do that I am using the keyboard for his movement. I also have a character that moves at random I would like the drunk moving character to be able to catch this character and play a scene from within the drunk characters movie clip but I want this character to try and escape the idea is the drunk character gets points for how long he is able to hang on to this character
I have a Mogli (Junglebook-like) Character that i got to move with the arrow keys on the keyboard.
I want the character to jump (so for example , he must while moving to the right of the "gamearea" , you must be able to hit a key (say for example the "control" key ) and then the character must jump ( go up ) and as soon as the key is released he must obviously come down.
And also how do one set movement speed on any particular movement.
Is it possible to make something like the "Bone tool" does in older Flash CS3?I mean make all limbs for a character and connect them together in the joints, so if I drag the hand, the rest of the arm follows in a natural way. So I can easly make motion tween animations.
I need to appendText to some text field but instead of appending it after the last character on the text field...I need it to be Before whatever text is already inside the textfield...Code:txtTest.text = "I must be after the appended..."txtTest.appendText("This text must be BEFORE the declared above, using this method or something similar that could achieve this!");Note: the appended text is coming from a database After "I must be after the appended..." text is inserted on the text field...
I am trying to locate the letter at a certain number of characters after a word.For instance, in this sentence:"Hello, I really like dogs"I want to find the character of position 7 after the word "really", which in the above sentence would be the letter "d"
I have some German content which contains an umlaut (ΓΌ). This content is being built into an XML file. I then have a flash file which uses the xml to build a coverflow. My problem is that the 'ΓΌ' character is not being displayed in the coverflow. I've made sure the xml is encoded correctly, as you can see from the snippet below:
As you can see, the umlaut is in the albumName element, but when that text displays it simply misses out the 'ΓΌ'. I've added a bunch of encoding groups to the text element in the coverflow file, as well as specifically adding the 'ΓΌ' in the 'Include these characters' element. I'm stuck for how to get this to display.