ActionScript 2.0 :: Hit-test Score As A Percentage
Oct 31, 2009
I'm making a platform game called Kit Run. Th objective in each level is to gather 100 points in hidden pickups. I want to have the score read as a percentage - when you start the score says 0%, as you collect, depending on the worth of the item, it goes up by such and such %. How I am attempting to do it: on the stage I have three dynamic text boxes. one "pointsEarned", one "PointsTotal", and one "scoreText". The actionscript on the stage is:
[Code]...
alas it doesnt work. The score stays forever at 0%, even though when I hit the chicken mc it unloads properly. I've been writing and rewriting it for HOURS and I cant figure it out.
How do I code this so after it picks up the score it round it two 2 place. ie 33% userScore=(numOfQuestionsAnsweredCorrectly * 100) / (numOfQuestionsAnsweredIncorrectly+numOfQuestionsA nsweredCorrectly) + "%";
I am wondering how I would get a name from an input box<and present a message if box is empty(i.e. popup), store it and output it to another frame that has Well done <output box with name> you got a score of <score output box>I am also wondering how I would get names and scores and put them on a high score table. this is done using arrays i know... is it like if score>36 array or outputbox_1 = score1?
Im designing my own game in flash, iv set up a score text box and it works fine. Except i just cant seem to get it to gotoandplay another frame,scene, when it hits a certain score??
i am building a shooting game and i was wondering if it is possible to have the movie go to frame 3 if the score = 500.I.E Score is displayed in a dynamic text box and everytime the enemy is hit the:
_root.score +=50 ============= on the first frame of the film i have the code
I have a result screen that shows bonus points and such. I want each text field to increment one after another and also have it increment by a certain amount each frame. Result Screen pops up. First is the player score check the player score, is it more than the score we want to display if the player score is greater than the player display score by 100 increase the player display score by 100 if the player score is greater than the player display score by 10 increase the player display score by 10 else increase the player display score by 1 when finished move to the next score...and so on. I have thought of using timers to move from one score to the next, but not being in an Event.ENTER_FRAME it only does one if then moves to the next one.
Also the if statement for incrementing the score looks ridiculous and I'm thinking there has to be a better way to do it. I was thinking of making it a separate function but then I wouldn't know what to return, or how to return it so it looks like its increasing and not just showing the total number instantly. I'll try to expand on it a little more.
I'm trying to test a custom Flex 4 skinnable component, using the FlexUnit UIImpersonator class. If I run my tests from a FlashBuilder Spark only project everything works fine. If I try to test from a project with the mx component set on the classpath I get a "getElementIndex not available in non Flex 4 projects" error.Can I unit test spark components in FlexUnits visual test environment while still having the mx component set on the classpath?
UIImpersonator delegates it's method calls to a "testEnvironment".The implementation used for this "testEnvironment" is decided by the VisualTest EnvironmentBuilder class and the FlexEnvironmentBuilder class. If the FlexEnvironmentBuilder class can find the "mx.core.Container" on the classpath it returns a MX environment, else a Spark environment. Only the spark environment has valid implementations for Flex 4 relevant method calls on the UIImpersonator - like the addElement method.
My buttons only work when I click on them on the stage while having the "enable simple buttons" option on. They do not work if I try to "test movie," "test scene" and publish it to a SWF. Nothing responds whenever I am in these modes. I am using Adobe Flash Professional CS5 Actionscript 2.0.
i have a movie that has worked fine in past during Html test but ive been doing some dubugging using the flash test latly and it runs fine here but when i go back and try to test in Html mode no errors come just the movie never fully starts (starts up about as much as if there was an error).
I have two scenes in my flash file and in scene 1, first button takes you to frame 2 where movie clip is -works
on (release) { gotoAndStop("scene1",2); } second button takes you to frame 3
but on scene 2 that performs same function as scene 1, the first button
on(press){ gotoAndStop("scene2",2); }
instead of going to frame 2 goes to frame 3. and the second button goes correctly to frame 3.that happens when i test scene! when i test movie all buttons work properly.
In FlexUnit 1 it is possible to access the name of the currently-running test using the TestCase.getName() method because all tests subclass TestCase. In FlexUnit 4, however, there's no base class for tests; the tests are identified by annotations. So, how can I replicate the getName() functionality in FlexUnit 4?
Ok so i'm trying to create a percentage bar that automaticlly adjust depending on data pulled from a XML file. and I'm currently have some problems with the data getting to the second frame.. here is what I havethe xml file code:
how to make a my swf appaer as a percentage of the screen not a defined size and I can't seem to work it out. I nee something to appear on screen at a resonable size. 640 by 480 is too big for certain users and width="480" height="360" is too small for others.
How can I get the percentage of xml file loaded. I want to show a preloader and animate it according to the percentage of loaded xml file. I tried using progress event but it gets called only once.
I'm currently developing a Flex application with an accordion containing 2 canvas: one of them containing a DataGrid and the other one a form.When the user clicks on one of the DataGrid's rows, it opens the accordion on the second (form) canvas. However, I'd like to open the second part of the accordion only by half, so they can still see the data in de datagrid.
I need to generate 238 numbers, with a range of 1-4, but I want to weight them, so there's say 35% chance of getting 3, 28% chance of getting 2, 18% chance of getting 4m, and 19% chance of getting 1.
i want to play a cardiogram (some movement) ant to see percentage preloader of swf file in the same time and then loading is compleated see the swf which was loaded i can't insert a preloader.
I have a question, I have been reading on _root. ... My question lies with the use of a percentage pre- loader. _root.getBytesTotal(); If I place this in the first frame of movie A and load movie A into Movie B, movie B being the main movie, will the get bytes loaded give me total bytes of B, or A... My initial thought is it will get the total of B seeing how I am using _root.
getting my zoom function to display the percentage that has been zoomed in or out. here is the code for the zoom function. this function works, how to display the zoom percent... like if its at 50%, or 120%, etc...
also how can get it to add some easing when it zooms, so that it gives a smooth zoom in & out effect, i've tried a few things, but didn't work...
//zoom function //this is percentage at which the mc loads on var myScale:Number = 47; //max zoom limit
I'm having trouble calculating the getBytesTotal method to return less that the total. In other words, I'd like to start the movie before it has fully loaded. Lets say, 75% loaded then gotoAndPlay.
Is there a way I can do it so at a certain percentage of the preloader a image shows up? Like lets say from 0-49% the background is black then once it hits 50% an image shows up as the background, and stays there until 100% so basicly 0-49% = black background and 50-100% = show an image as a background Is that possible? Also, here is my current code I would like to add that option to: [php]stop(); this.addEventListener(Event.ENTER_FRAME,
loading); function loading(e:Event):void { var total:Number = this.stage.loaderInfo.bytesTotal var loaded:Number = this.stage.loaderInfo.bytesLoaded; bar_mc.scaleX = loaded/total;
I would like to use animateFlourish.fla (see attached file) as a percentage loader in the first frame of a movie where the beginning of the animateFlourish animation equals 0% of frames loaded and the end of the animation equals 100%.I have tried the percentage preloaders tutes here on Kirupa and on Senocular; but, none of them work.So far, I have been able to get the animateFlourish.fla to work as a preloader; but, it keeps replaying the animation until the frames have loaded: http:[url]... I would like it to play once timing the animation with the % of loaded frames.
i want get scroll percentage form 0 to 250 point having a Line large 95px and dragger large 10px. I make this script but it dont perfect to get value. It's fast to update value.[URL]
I've got a flash site which works fine... except, the preloader percentage in IE is.. well.. not how it's supposed to be... I tested it on every popular commercial browser and it goes from 1 to 100... in f...ing IE it persistently goes from 1 to about 470... ?!?!?! WTF?! btw: the preloader has a rotating circle and a text which displays the percentage... here's the code:
I have dynamic text boxes that populate a number from an external .txt like this:
[cODE]...
What I need to do is divide the Net by the Gross and display the % in another dynamic text box with the variable retention . So it should display 53% or 54% if rounded up, in this case. Don't laugh at me, but this is what I've tried so far ..