ActionScript 2.0 :: How To Delay The Fire - Shooter Game

Nov 7, 2004

'm testing functions to make myself a First Player Shooter game and now I have problem with the fire delay. I want a limit of let's say 1 shot per second. I thought that maybe restricting the clickings counted, so it doesn't register the mouse clicks too close to eachother. Or put some kind of interval at the functions delaying the sound and event function, but that seems too hard.

The game so far:[URL]As u see one get multiple sounds when clicking a lot and it's possible to get several points by clicking the ball a lot.Also, when the ball goes behind the tree it's not supposed to be able to shoot. The Flash File: [URL]It's not the exact same, some junk code trying to make the delay...

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ActionScript 2.0 :: Fire Delay - Shooter Game - Shot Per Second

Nov 7, 2004

I'm pretty new to actionscript and so but I manage to read and understand and alter other people's code a little. I'm testing functions to make myself a First Player Shooter game and now I have problem with the fire delay. I want a limit of let's say 1 shot per second. How do I do that?

I thought that maybe restricting the clickings counted, so it doesn't register the mouse clicks too close to eachother. Or put some kind of interval at the functions delaying the sound and event function, but that seems too hard. The game so far: [URL] As u see one get multiple sounds when clicking a lot and it's possible to get several points by clicking the ball a lot.

Also, when the ball goes behind the tree it's not supposed to be able to shoot. The Flash File: [URL] It's not the exact same, some junk code trying to make the delay... The file I used for help (if someone finds it useful for making a game of their own [URL] Here u see the target isn't shot behind the pics. Is that because it is a button there and a mc in my file?

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[CS3] Score Counter In A Shooter Game

Nov 24, 2008

I have a simple shooting game set up. 25 monsters appear on the screen, one after another, until no monsters are left. If you hit one before it disappears, the score increases. If you don't, the score stays the same.

In the actions frame, I placed an empty dynamic text box named score, and set it equal to 0 (declared in the main actions frame). But, seeing as though the monster actions are coded into the library item itself, do I have to declare score, and the score increase there instead?

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F8 :: Glitchy Arcade Shooter Game

Aug 15, 2009

I've only played around with a dressup and dating sim - and coding using actionscript (and coding in general, only done a little bit of VB and Python before). I've been following a nice arcade side-scroller tutorial on this site which has three parts, if you want to view and go over them to help. It was designed for Flash 5 and I'm using Flash 8 Pro.[code]Anyway, as I was going through and coding/drawing the whole thing I came across a lot of problems and glitches (and a lot of times when the game coding would crash and I'd have to abort it and remake the entire coding again). I sort of stumbled around blindly, deleting and editing code to get things to work, and I'm up to the point where I'm almost finished with the thing. It's still glitchy though.I was wondering if any Flash coders could help me out?I'm going to be creating a Flash game for my programming class and I would prefer if it wasn't screwy (if I need to remake it with less cutesy graphics). xD;; If you could download the .Fla file and fix the coding problems I have.

Playable SWF game on my deviantart account.FLA downloadable file (@ Mediafire; no viruses, trojans, blahblah attached)The enemies tend to randomly explode before the missile has even hit them.The original enemy movie clip doesn't even want to explode.The score counter won't tick for each kill.The boundary box (?) of the player/enemy seems to be too big. You die before you should - in certain positions the enemy gets close and I guess the boundary boxes hit, which initiates the hitTest. It seems premature though, I'm wondering if I can reduce the boundary box, or have it so the enemy and player collide on the actual graphic, and not the movie clip box? I have no idea if this makes sense, I hope it does.There seems to be a bunch of other small glitches too.

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Memory Leak In My Shooter Game?

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I'm very new to flash,and have been digging through google and this site for information on how to piece together an AS2 shooter game.Its going well enough, but I'm having slowdown issues the longer the games runs, and I was hoping someone here could point me in the right direction.To paste an enemy movie clip on the screen, i'm using this:

Code:
var spawn =_root.attachMovie("monster1","monster1"+_root.getNextHighestDepth(),_root.getNextHighestDepth())[code]........

I need them stored in an array so that the player's shots can test weather or not they've hit any monster on the bullet's enter frame function, then call that monster's movie clip's take damage function. I'm using a for loop to do this:

Code:
for(var i in _root.player.foes){
if (this.hitTest(_root.player.foes[i])){
_root.player.foes[i].takedamage();}
}

I think the problem with the slowdown is that each time I place an enemy on the screen the array gets bigger and bigger. The slowdown only happens while the player is shooting, and I suspect the ever longer for loop with the hit testing is causing it.

I'm already removing the monster's movie clips as they get killed or exit the screen, I guess what I need is a way to reduce the size of the array at the same time, or at least tell the for loop not to do a hit test unless the monster is still alive.

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ActionScript 2.0 :: Making A Top-down Shooter Game?

Mar 17, 2004

I'm making a top-down shooter game. I have keyboard input that moves the ship around and fires a laser.everything works perfect except that when the ship moves diagonal up left, or diagonal down right, the laser can't fire at the same time. It will work in any other direction, including the other diagonals. Just not those two

[Code]...

is this a common problem among movement in games? or do I just need to fix something?

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ActionScript 3.0 :: Developing An Horizontal Shooter Game?

Jan 10, 2012

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ActionScript 2.0 :: Virtual Shooter - Pause The Game?

Mar 14, 2008

I am playing around with the Vertical Shooter by Ernesto Quezada aka _Bruno

link on kirupa: http:[url]....

how can I pause the game.I added a button, but I need the right coding in AS2

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ActionScript 2.0 :: Make An Overhead Shooter Game?.

May 18, 2011

Im attempting to make an overhead shooter game. Ive got the basic movement down already, and rotation towards mouse. For when he shoots, ive set it to duplicate a bullet movie clip, but i only understand how to set it towards one graphical direction(ex: x +, y -)

The code i know ive gotta fix is

onClipEvent (enterFrame) {
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ActionScript 3.0 :: Make A Game That's A Top Down Shooter Kind Of Like Asteroids

Jul 29, 2010

I'm trying to make a game that's a top down shooter kind of like Asteroids, but there are no asteroids, just enemy ships. Anyway, I'm trying to make a radar for it. The area for the ships to shoot eachother in is 2400 pixels length and height. The stage is 650 x 500 pixels. The radar works fine for when I'm traveling up and down, but the enemy ships on the radar move in the opposite direction as the enemy ships on the screen when I move left to right. When I move left the enemy ships on the radar also go right, instead of left.[code]this code is called from a move objects function which is an ENTER_FRAME event if that helps any.

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Arrays :: Remove Bullets On Collision In Shooter Game?

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I'm trying to create a flash shooter game as my first project. But I can't remove the bullets and enemies when they are hit or off-screen.I've searched for a solution on the problem multiple times and copied about 4 of them (plus I've tried my own ideas) but they are not working.The current method of checking for collisions is:[code]How can I remove the enemies and bullets? removeChild and splice?

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ActionScript 2.0 :: Shooter Game - Use AttachMovie ,how To Set Its Position On The Stage?

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when you use attachMovie how do you set its position on the stage?

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ActionScript 3 :: Creating Multiplayer Shooter Game For Blackberry Playbook?

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What is a good framework to build a multiplayer game in Actionscript? I want to create a multiplayer 2D shooter like Asteroids on the Blackberry Playbook; my main concern is latency - a shooter wouldn't be fun if the bullets are super-jerky and unexpectedly hit people. I'm guessing that a UDP-based framework would be the best.

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ActionScript 3.0 :: Creating A Vertical Scrolling Space Shooter Game For Deployment On Mobile Platforms Using AIR?

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I am in the process of creating a vertical scrolling space shooter game for deployment on mobile platforms using AIR.I've used some excellent tutorials online, video tutorials on Lynda and several books, including Game Programming University.Something they all seem to gloss over are the various screens that will be used.

For instance, my game right now will use a splash screen, a main menu screen, a credits screen,a settings screen, a difficulties screen, an instruction screen, an end game screen and save/load screen...and a play game screen, where the actual game will be played.I've created the screens as seperate frames in the main timeline with stop commands in between and code on each page (I know... bad!... but easy).So basically,they can navigate through the menus using buttons (mouseclicks, which will work with touchs as well) and when they are How do I pass data between them? I was thinking of storing it in shared object.

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I'm trying to work through the Vertical Shooter Game within the tutorials section of this site:[URL]I noticed an code error of if spriteX -= steps; (which should have been += steps)However there are further errors within the tutorial as on page 3 where the man should be able to move and shoot his arrows, mine just shoots his arrows and has stopped moving. I'm using CS5 ActionScript3 to do this tutorial.

//---- variables ----
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[code]....

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ActionScript 3.0 :: Working On A Basic, Horizontal Shooter Platform Game - Make Enemies Move Smart, Towards The Player?

Oct 3, 2011

i am an newbie as3 developer, and i am working on a basic, horizontal shooter platform game.and my question is: how can i make enemies move smart, towards the player? ( but ofcours you are in able to dodge)so like, an enemy is moving to me so when i am not dodging, it will hit the player.

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ActionScript 2.0 :: Difficulties With Direction Of Fire In Game?

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I'm working on an asteroids type game and i'm on the shooting aspect of the game. i was wondering how i would get the bullets to fly in the same direction as the ship when it was fired but not to turn when the ship turns... what i've got so far is:

[Code]...

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ActionScript 2.0 ::make A Third-person Shooter Game - "hide" Clip Does Not Receive Any Commands From The Enemy Clip?

Feb 19, 2005

im trying to make a third-person shooter game similiar to those "hide" when you press Down and "attack mode" when you stand Up, sort of like Time Crisis.I've done first person shooter games before.The hero character's move clip contains three clips, one of him in hiding, one in attack mode, and the last being hit. How do I script it such that the "hide" clip does not receive any commands from the enemy clip (which tells the hero clip to advance to "hit" clip and lose a health").

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Delay Server Response In Multiplayer Game?

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I'm making a multiplayer flash game where at a 'table' more than two players will be playing. Its turn based. Using zendAMF can the server response be made to wait till the player whose turn it is has made his move, so that it will appear to be real time?

I don't want to use polling since I read that it is not a very good practice. Instead can this method work? Lets say its player A's turn and the other players B,C,D are waiting. Their flash clients send a request to the server to get any updates. Instead of responding immediately can the server wait till player A has made his move and then send its response containing player A's move details to other players B,C,D?

Edit: Added image.Found the name of this method. Its called Long polling. So can Long polling be done with PHP webserver running apache and using a flash client which sends the requests?This is how the other players waiting players B,C,D are expected to be treated.

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ActionScript 2.0 :: Create A Delay Via SetTimer, SetInterval Or Delay?

Feb 23, 2009

I want to create a function based (not frame) delay of about 10 seconds to the function at the start of a flash movie, the code only needs to run once.I'm very new to actionscript and have been given links to SetInterval and SetTimer examples but they all seem to be very complex.The function is below. I believe it's possible to add the commandTimer(delay:Number, repeatCount:int = 0) how me to a simple example.

onClipEvent (enterFrame) {
framePos = int(_xmouse / 100 * _parent._totalframes);
if (framePos < 0) {

[code].......

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ActionScript 2.0 :: Creating A Vertical Shooter Tutorial

Jan 24, 2011

I'm a bit of a newbie to this so I decided to follow this URL...The problem is that the dragons don't stop so I tried adding a time limit like this:[code]Frame 6 is my game over screen and the removeMovieClip works for the knight and the arrows but not for the dragons. They still carry on.

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ActionScript 2.0 :: Space Shooter - PowerUps And Level End

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I'm trying to make a space shooter type game, and I followed a tutorial on flashkit, and I have all that done, but. How do you do powerups? And how can you make the level end? And how can you make a boss? How do you make a powerbar instead of just "Lives" going down when you get hit. I am also doing a FPS type game related to star fox.
*SCREEN SHOT*

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ActionScript 2.0 :: StarFox Side Scrolling Shooter In MX

Oct 29, 2002

I'm working on a StarFox side-scrolling shooter in MX. I need instructions for the coding of the following features:

|Character Has Lives
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- Explodes After All HP is Lost
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- A Barrel Roll That Will Deflect Enemy Lasers

|Game Timer
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|Power-Ups
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|A Boss at the End of Each Level
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- Goes to Next Level After Boss is Defeated

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ActionScript 3.0 :: Tutorials - Creating A Side Scrolling Shooter?

Oct 23, 2009

I'm in the middle of creating a side scrolling shooter and I am wondering if anyone knows any good tutorials for creating enemies?

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ActionScript 3.0 :: Simple Vertical Plane Shooter - HitTestObject

Dec 6, 2009

I've been trying to work on this simple vertical plane shooter. I got as far as creating everything and am now on the step to check if my bullet hits an enemy plane or an enemy bullet hits my plane. Because the enemy planes are created dynamically, I am trying to counter that with assigning then names when created so that the bullet knows what to look for. My approach for this might be somewhat wrong though. As for the enemy bullet hitting my plane, I just tell it to look for the instance of the plane already on the stage. Both result in the same error of undefined(the object can't be found).

Here is the code for both bullet collisions and the code for creating enemies.
ActionScript Code:
public function enemyHit(e:Event):void {
//declare i
var i:int;
//check if the bullet hit any enemy object
for(i = 1; i <= MovieClip(root).amount; i++) {
if(this.hitTestObject(enemy + i)) {
trace("enemy hit");
[Code] .....

The bullets have their own class files and the spawn enemy code is located within the fla file.

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ActionScript 3.0 :: Top Down Shooter Player - Rotation Equals Direction

May 7, 2011

I am very new to flash, I got a player, and the idea is for a top down shooter kind of thing, I got the player to rotate with left and right, and its rotation equals its direction, now how can I make it move forward in its current direction when I press up?

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ActionScript 2.0 :: [MX]First Person Shooter - Use The Spacebar To Switch Between The Ones Being Viewed?

Apr 30, 2003

I have figured out how to duck out of enemy site. I need to know if i can have two layers running the same thing at the same time, but only one is viewed and you use the spacebar to switch between the ones being viewed. For example one layer is a person ducked behind a box and getting shot at and the other is a person standing in the open getting shot at, to switch from the ducked to the standing you have to use the spacebar. Is this possible?

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ActionScript 2.0 :: Make A Shooter From A Bird's View Perspective?

Dec 6, 2010

I was trying to make a shooter from a bird's view perspective...So far I've got my character which is a simple circle, and a rectangle protruding from him (the gun), and it rotates depending on where the mouse is located.I've also got a custom cursor set in, to add some kind of excitement...Here's the dumb question... How do I get it so that whenever I click (shoot) the cursor movieclip will play a certain frame inside of itself? I want it to do something like:

Code:
on(release){
gotoAndPlay(2);
}

It just says that I can't have mouse functions unless it's a button.I was thinking of just making a huge button that covers the whole stage, set the alpha to 0, and when that button is clicked, it will play what I want it to play.

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ActionScript 3.0 :: Stop Bullet To Move With Character Body In Shooter?

May 28, 2009

I'm making a shooter. Whenever my bullet starts flying and I move my character the bullet keeps moving with it. The rotating gun is in the body movieclip layer so it follows the body around and I can move the gun is there anyway to disconnect the bullet from also moving around with the body ?

Code:
stage.frameRate = 30;
var angle:Number = 0;
var radiansToDegrees:Number = 180/Math.PI;
var degreesToRadians:Number = Math.PI/180;
var currentGeweer_mcRotation:Number;
var Bullet_mcHolder:MovieClip = new MovieClip();
addChild(Bullet_mcHolder);
[Code] .....

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Actionscript :: IDE - Shooter - Generate A Random Number Each Time A Boat Comes?

Feb 7, 2010

I'm making a shooter where you are a plane and drop bombs on below boats(your flying over the sea) and I have 2 types of boats, a red and blue one. I want the game to make a random boat(either red or blue) to come along every now and then. I have created a var Boat, and made it generate a random number between 0+1, so either 0 or 1. Then in the function on load put "if (Boat > 0)" import the red boat and 1 for blue.

The problem is is that the red boat always comes, and not the blue boat, and if I make it 0 for the blue boat only the blue boat comes. I think its because when the game starts it generates the number that number is the same through out the game. how to make it generate a random number each time a boat comes? Or anything else that might work.

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