I'm trying to add a second card deck to this matching game, but can't wrap my head around how to set up a second random feature to call one of three arrays.
My problem is that I want to call 6 cards each time I start a new game, but for the sake of not boring people with the imagery, I want to have it so that the card types vary each time they start a new game, meaning flash calls one of three decks. What I've come up with so far is below.. and I included the as file...
var colordeck:Array = new Array(1,1,2,2,3,3,4,4,5,5,6,6);
var colordeck2:Array = new Array(7,7,8,8,10,10,11,11,12,12,13,13);
var colordeck2:Array = new Array(14,14,15,15,16,16,17,17,18,18,19,19);
I am looking to make a card game in Flash CS4 using AS3 and I am stuck on the very first step.I have created graphics for a standard 52 card deck of playing cards and imported them into the library in Flash and then proceeded to convert them all to Movie Clips.I have also used the linkage to make them available in the code. The movie clips and the linkage are named in sequence, as in the Ace of Clubs would be C1, two of Diamonds is called D2, Jack of Spades is S11. (C = Clubs, D = Diamonds, S = Spades, H = Hearts and numbers 1 through 13 are the card values. 1 being Ace, 11 being Jack, 12 being Queen, 13 being King).As far as I know my next step would be to arrange the cards into an array. This is the part that I am having problems with. Can someone please point me in the right direction, what would be the best way to do this. Could you provide me with a bit of sample code as well?
There's something I'm trying to make but I just can't seem to figure it out. I want to make something that allows a person to build a deck of cards from multiple sets of cards. I also want a button that can be clicked to randomly choose a card from the created deck. For example: lets say there are four sets of thirteen cards (hearts, diamonds, spades, and clubs). The user can select which of the four sets will be included in the deck. Once the sets are chosen the user can click a button and one card will be chosen from the selected sets. What is the best way to handle something like this? Is there a tutorial that explains how to do something like this?
i'm making a small flash program. whenever the user presses a certain button a random card (movie clip) will appear. i'm sure how to do this, however i think it also involves using a function?
I'm trying to develop a card game with Flex, and I was wondering if there's a way to create an horizontal list (the cards that I have in my hand) having the elements overlapped, like you can see in this example made with openflux: [URL]. The thing that's missing here is the possibility to swap the cards with drag and drop. What I could do to get a similar effect with an horizontal list based component?
printing directly to a Photo ID Card printer in a web browser?I have a web application that manages user data, photo, and so forth. I'd like to add a Print ID Card feature to it. The web application is a single page javascript application that talks to a RESTful web service via JSON. I'd like to display what the printed card will look like on both the front and back for approval before the user clicks the print button.
Generate front and back JPG or PNG images to print on the server, send them to the client for display and approval, and then somehow send the images to the printer.Use javascript with SVG or Canvas to display the card to print in the UI for approval, then somehow send the SVG/canvas data to the printer.Generate a PDF and print the PDF to the printer.Use Flash to display and print Use a Java applet to display and print Something else?
I was looking for a way to shuffle a deck of cards last week and I was provided with some code to do so. I decided a straight shuffle would work better with my project than randomizing coordinates (as I was doing). I'm trying to implement the code, and I think I'm pretty close, but I'm running into a few snags. I'm using Shuffle.as as my document class, and another external class called Card.as to control the flipping and drag action of my cards. At the moment, I'm getting this message when I try to run the swf: 1084: Syntax error: expecting leftbrace before Deck. I think this is indicative of an error somewhere else in my code, but I'm not sure where. Do you see anything upon first glance?
I'm trying to create a program that creates a random map for a side scrolling cave. So I need to store the roof and the grounds y coordinate into a big array, like 10 000 pieces of wall.
The only way I've gotten it to accept some data into the array is like this but I want something cleaner and something that can go on forever.
How should I format the first 4 lines of code so that the array accepts commands like this and expands for the for loop as needed?
i'm "experimenting" a bit with code at the moment and now i have written a class that creates a circle that bounces at the bottom of the stage. Wich has a random size and a random starting point.But now i wan't to expand the code so that i can have a random amount of balls bouncing down, so instead of only one there are f.e. 3 balls.Also i have noticed that the stage.stageHeight does not get updated when i resize my screen when i run iton how to make that happen ?
I'm trying to make a simplegame in which you have to avoid a bunch of angry looking circles as they move across the screen. What should happen is that they all spawn outside of the stage and move across it then when they reach the other side they appear from somewhere else outside the stage So far I have managed to only make them come from one side of the screen by using this script on the enemy
[Code]....
I've tried using a switch() function with a random number to choose which side the enemy comes from but that didn't work it just skipped to default
I have the below code used to create a random number every 3 seconds and then have the timeline go whatever numbered frame the random number comes to. It works. However when I trace the randNum, I see that it is generating more and more random numbers during the interval. For ex, first it generates one random number every 3 seconds... but then it starts generating more than one per every 3 seconds. how can this be? Isn't the function supposed to run once every 3 seconds?
What I want to achieve is a script that creates a random tween of a certain object (a button object in this case), within a confined space (i.e. don't move the button out of visibility completely). My basic idea is:
a) for each button (there will be about 5 or 6 buttons in total), get its position. b) for each button, move (randomly) either left or right by X pixels and (randomly) either up
Or down by Y pixels (where X and Y are random numbers within a specified range, e.g. random number between 10 and 40 pixels for instance). [However, before moving the object, determine if the new coordinate will put the object out of visibility. If it will, repeat step b) until it won't put it out of visibility. if actionscript has while loops, I'm sorted]
c) repeat from a [is there something like javascript's setInterval() for actionscript?].
I know it's for sure a complex task, but does anybody out there know a package or a set of algorithms to extract shapes out of set of overlapping lines? I am looking for something in as3 that would resemble adobe illustrator's pathfinder function (most specifically, intersection). SWF here: [URL]. I know it will need some crazy geometric calculation?
I have a movie clip which i gave instance name "abc" (suppose). I want this movie clip to automatically load randomly on the scene when i load movie. I mean this movie clip should be seen randomly making lots of duplicates scattering all over the document (like stars twinkles randomly all over the sky).
I am attempting to create a game that will simulate groceries coming down a conveyor belt. The player acts as a bagger and must click and drag the groceries into designated bags (one for cold food and one for non-cold food). When the correct choice is made the food will disappear and the score will increase +1.
I have become overwhelmed by thinking about how to do this and have not found helpful answers that actually work when I try to compile them so I decided to ask. how I can have random grocery items fall down the screen? I assumed I could create an array of movieclips and have them be called to fall down randomly, but I am not sure how this would work.
I need to create an array with objects when using random numbers. This is the script I have: ActionScript Code: if(_root.EnemyCar.hitTest(_root.kill)){ _root.EnemyCar.removeMovieClip(); var lol6 = Math.floor(Math.random()*200); if (lol6==2){_root.attachMovie("EnemyCar", "EnemyCar", _root.getNextHighestDepth(), {_x:74, _y:-100})}; if (lol6==1){_root.attachMovie("SwatVan1", "SwatVan1", _root.getNextHighestDepth(), {_x:114.9, _y:-45})}; if (lol6==0){_root.attachMovie("OilTanker", "OilTanker", _root.getNextHighestDepth(), {_x:74, _y:-250})}; } As you can see the random number is from 0-250, I want to be able to have enemycar spawning from 2-20 and other movie clips spawning from 20-40 etc.
i am wondering if it is possible, and if someone would be so kind to help me code a scene where two thumbnails, side by side, are flipped up and down, and back up, each time revealing a new random image culled from a feed such as a flickr feed (or any others available, is there a random google image search feed that i dont know about?).if this is possible, i would need assistance in coding the script so that the flash movie is dynamic and pulls image data in real time from the feed, displays it within the two thumbnail cells, and for added headache pain, i would hope to also learn how to code a random image to be selected based on a visitors date/time stamp.i am a graphic designer with rudimentary knowledge of action script 2.0 (yikes!) so please, go slowly / explain yourself. i have searched the forum, but i cannot find any previous threads that combine the random image generator idea with a live feed (unless if i missed it, please point it out to me if you can find such threads).
Flash Tranformation Matrix via JsFL. I have to write a JsFL script that creates a text on my Flash scene, and rotate it with a random angle. Imagine I want to create and rotate a "Hello World!" at 45 degrees, my code looks like that:
rotateAngle = 45; //creates my new text at x:0, y:0 coordinates fl.getDocumentDOM().addNewText({left:0, top:0, right:10, bottom:10}); fl.getDocumentDOM().setTextString('Hello World!'); var mat = fl.getDocumentDOM().selection[0].matrix; [Code] .....
The problem is : the rotation applied to my text is 58.3 instead of 45. I have to admit that I'm kind of noob with matrix... so I used the "matrix transformation for rotation" here : [URL].
how would you go about creating a random equation? i would like to randomly generate two individual numbers, a random operator (out of +, -, *, /) between these numbers and then the user would input a number to answer the equation... any thoughts on this?
So, I'm just starting a bigger AS3 project. I'm still learning AS3, transitioning from AS2 and I keep getting caught up on dumb stuff. I'm creating two variables to store a maximum and minimum value for a random number generator. Here's my code.
I have played around with it and made it "rollover" instead of "release".However, i don't really like the random colors selected.Can i choose a certain color series (yellow for instance; light yellow, dark yellow).Or make it turn into a specific number of colors on the same square; it can randomly select from a series of colors i have listed?
I'm creating a game like "Tanks" but my battlefields are not coming out very well. They look very jagged and not sloping like the game tanks. To give an idea what I am going for... tanks looks like this: [URL]I thought I could do a process like...Create turbidity. The slope may not be higher than this value (positive or negative.)Increase or decrease the slope based on a value between 0 and "turbidity."Somehow stop the terrain from being too high or negative I don't want the terrain to just say, "I'm too high." And snap back. I want a gradual sloping... which I'm not sure how to achieve. While keeping it constrained.Be able to have a symmetrical terrain with gradual slopingIt went well until I get to points 3 and 4. I can't stop my terrain from being too high or driving itself into the ground without it looking terrible. And I can't get a symmetrical terrain without a sharp point in the middle due to a high slope.
I just made my first flash game. A memory game, But I cant figure out how to put some graphics on the front of the card. And make it take the pictures from a image folder. and make it look ok ?
I'm trying to make a basic card game where I can flip the cards and also drag them around. Here's the code for card.as, the file that's controlling my cards.
package{ import flash.display.MovieClip; import flash.events.MouseEvent; public class Card extends MovieClip { private var _type:*; public function Card() { this.buttonMode = true; this.addEventListener(MouseEvent.CLICK, onClick); } private function onClick(event:MouseEvent):void { this.play(); } public function setType(type:*):void { _type = type; loader_mc.addChild(_type); }}}
I've been trying to add draggability to the card, but I'm not sure how to do it. Do I need a separate ".as" file to control it? Or, do I build it right into this file? If so, how would I do that? I tried making a separate ".as" file but then my basic card flipping code doesn't work.
In my AS2 Flash game, I play a number of sound files and wait for the "onSoundComplete" message/function before proceeding.The problem is if there is no sound card in the system (or it is disabled in device manager) - everything acts like it is working (no errors, onLoad handler gets "true") - but the sound never actually gets played, and as such, my event never gets triggered.I had planned on dealing with this by hooking into my sound code, and if I detect no sound card, just kick off a timer to wait a few seconds before manually firing the "onSoundComplete" function.The only problem is that I can't reliably find a way to determine if there is a sound card in the system! AS3 seems to handle this quite nicely by passing back a NULL soundchannel - unfortunately I am stuck in AS2.0