ActionScript 3.0 :: Getting A Timer Counting Down From 5 To Go Back Up To 5 When Objects Collide?
Apr 23, 2009
Not only am I a newcomer to these forums but I'm also very much a newcomer to ActionScript, so I hope you will have some patience if you are able to provide me with a crystal clear answer to my problem and I'm still a little lost! Basically, I have made a flash game where the player moves around on screen and tries to collect a little ball. There a timer on the ball that counts down to 5. One of two things can happen from here: 1. If thetimer reaches 0 before the player collects the ball, the ball is moved to a new random location, the players "lives" count goes down by 1 and the timer goes back up to 5. 2. If the player collects the ball before the timer reaches 0, then the player's "score" count goes up by 1 and the ball moves to a new location with the timer going back up to 5.
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Feb 6, 2009
Im building a shooter game where a bullet is call from a class and the enemy is also called from a class.
I cant make them collide. In order for stuff to start exploding.
I keep getting this error
Code:
1120:Access of undefined property nBullet
Code:
//This one creates a meteor by calling class Meteor every 2 seconds
var meteorTimer:Timer=new Timer(2000);
[Code]....
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Nov 6, 2010
when 2 objects collide scene change?i was wondering if there was a way to change the scene when two objects collide in action script 3?
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Nov 6, 2010
i was wondering if there was a way to change the scene when two objects collide in action script 3?
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Mar 24, 2004
I am trying to create a program using random motion of two movie clips and uses hitTest to determine whether the two objects collide with each other. I've gotten hitTest to work with the original movie clips, but when the user loads more movie clips (via a button and duplicateMovieClip):
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Jun 26, 2009
So I know this has to have something to do with the timer class. But I'm not sure how to implement it.So currently I am making a DDR-type game. First, a function generates a random arrow for you to press, and another function checks with keypresses to make sure you have the correct arrow pressed.
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Feb 16, 2012
I am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip {
private static var _stage:Stage;
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Jan 29, 2012
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Aug 4, 2011
I will try to give as much detail as I can. I am creating an CRM application using Flex(Cairngorm 2)/Java/Hibernate. The basic problem I am having is this: I have a Customer class in Java that has an ArrayList of Address classes. I have a Customer class in Flex that has an ArrayCollection of Address classes. When I make the remote object call for a Customer I get back a Customer object in Flex, but the ArrayCollecion objects have a data type of Object instead of Address. If I try to call for a List of Address classes I get the same result. If I try to call for a List of Customer classes I get a list of Customer classes in Flex. Using tomcat 6 with the following jars:
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Aug 26, 2010
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Sep 1, 2010
I have this class named MovingObject which extends the MovieClip class. This class will be instantianted for several times. Inside this class is a Timer that handles the speed of the objects moving. There is another class called TheStage and this is where I will instantiate MovingObject (s).
public class MovingObject extends MovieClip{
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public function MovingObject(){
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Assuming that the code is working fine (I haven't debugged it), this makes the particles to move all at once. However after several seconds of running it, the particles seem not to be moving in synchronization with each other (because their distances between seem to get nearer).
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Jul 25, 2011
I'm making a vertical (constantly) scrolling shooter & am trying to instantiate objects based on a timer. For example: At 30 seconds, place a building @ x, y. My problem is that the "building" is instantiated when the game starts and then again at the 30 second mark - instead of only @ the 30 second mark. If anyone could steer me in the correct direction,
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Jan 1, 2010
I have an animation of footprints being left on the ground as if by an invisible man or ghost. the animation consists of:
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var myTimer:Timer = new Timer(12000);
myTimer.addEventListener("timer", timedFunction);
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so it looks like the function is being called correctly and removing the first instance of FOOT from the stage. but the 2nd iteration generates the error. Is this is a problem with the timer? I would like to send this to someone for examination and assistance.
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Nov 28, 2011
I am adding a Timer object when my flv playback enters a Pause state and removing that Timer Object when playback starts again. I noticed that if I pause the movie and then drag the slider on the timeline the movie enters the Pause State again which adds another Timer Object....
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See code below:
my_player.addEventListener(VideoEvent.PAUSED_STATE_ENTERED, pausePlay);
my_player.addEventListener(VideoEvent.PLAYING_STATE_ENTERED, startPlay);
function pausePlay(e:VideoEvent):void {
[Code].....
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Jan 15, 2009
I created a timer with found tutorials and the Flash help files and everything works fine. My timer counts up from 000.000,0 to 999.000,0. Now I would like to also be able to do the same, but counting down from 999.000,0 to 000.000,0
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Code: Select allvar hours:Number = 0;
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Sep 23, 2011
After adding an image to the stage, turning it into a Movie clip, and setting linkage in library to Export for Actionscript, I'm now using a timer to add a bunch of roses to the stage as a video plays.How can I get rid of all these clips once the video is over?Do I need to add all of them into an extra container and then just removeChild that container at the end? Or do I need to use something like getNumberOfChildren and then create a loop that removes them one by one?The clips (myRose) are fairly small and do not have any event listeners added to them. I just use TweenMax to move them from top to bottom of the screen.
public function roseTimer():void
{
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Oct 29, 2011
I succeeded in sending typed objects from a PHP application to a flex front-end using Zend_AMF as per this question. The problem I am facing now is that I would like to send a typed object from flex to PHP and on the PHP side, be able to receive it as a typed object instead of stdClass.
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package com.mysite{
[Bindable]
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[Code] .....
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Aug 22, 2009
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Nov 20, 2010
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How do I call an object from the library in ActionScript 3.0? Once I do, how do I refer back to the timeline in ActionScript 3.0?
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Dec 2, 2009
I'm using Flash 8, and I'm hoping to work on a platforming game. I'm pretty familiar with programming in general, but Flash is a little confusing for me.What I have at the moment kind of works for generic collisions, but my problem is that it works too well. My player symbol collides with absolutely everything, on every layer, even including text.
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Mar 10, 2011
I am creating a Simple Flash Maze Game, and i have 2 'Movie Clips' that i want to react when the collide.IE. When 'CHAR_LVL1' (A Movie Clip, controlled with the Arrow Keys) comes into contact with 'WALL_LVL1'. I want it to 'gotoAndStop(27);'
I am using the code:
Code:
onClipEvent(enterFrame) {
if (_root.CHAR_LVL1, hitTest(_root.WALL_LVL1)) {
gotoAndPlay(27);
}
[Code]...
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Jun 8, 2007
I've got a function here that spawns an enemy for me and I'm calling it in a loop every few seconds or so that it creates a new enemy every second. This all works great.What I want to do though, is to make the enemies collide with each other. How would I go about doing this? I've tried using hitTestm but it detects that each enemy is hitting itself which is always.I've attached my code.
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May 23, 2011
i am working on a project that needs some collision detection. i have 7 objects and it should check collide for each others. i looked collision detection kit by Corey O'Neil, but cant figure it out.
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I am trying to achieve something similar to the flash movie in the below link. [URL]. As we drag the points of the triangle, the coordinates labels, ( A(1,2)) are properly aligned and arrange themselves so that they never collide with each other and never falls inside the triangle.
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Feb 6, 2009
Im building a shooter game where a bullet is call from a class and the enemy is also called from a class.I cant make them collide. In order for stuff to start exploding.I have already tried two collision detectorsI keep getting this error
Code:
1120:Access of undefined property nBullet
Code:
[code]......
View 0 Replies
Feb 24, 2012
I'm trying to implement a aabb to circle collision.
[Code]...
Somehow the collision does work as expected. Either they never move at all and "collided" was traced, or they'll continue moving and never collide when I tried swapping values around. Is there something i'm missing in my logic??? My box-box and circle-circle collision are working fine.
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I followed the bit101 tutorial on gravity and now have a movie clip called "ball" (instance name) with an embedded invisible button (so you can throw it all over the place).I also have a movie clip called "block1" (instance name too! what a coincidence, isn't life lovely). I want to make them collide, and make the ball bounce away.
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What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
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Nov 29, 2011
I have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
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