ActionScript 3.0 :: Start A Game With A Button.
Oct 6, 2011I already have a game. I want to start it with a start button. Just a plain button that when clicked upon, gives way to the stage.
View 5 RepliesI already have a game. I want to start it with a start button. Just a plain button that when clicked upon, gives way to the stage.
View 5 RepliesI have a scene for the title screen and a scene for the game itself. On the title screen i have a start button, that when clicked it is supposed to go to the game scene; but for some reason this wont work. This is the code I have so far,
actions for startclick (start)
on(release){
gotoAndPlay("Game", 1);
}
I'm trying to broaden my horizons with it and so I'm trying to do an update of a quiz program my employer has. Everything has worked well, except for the timer. The button that starts the game has two options, "study" or "exam"; if the study is selected, there is no countdown, just the score keeper. If the exam option is selected, the timer is show (counting up). But, press "Start" and while the quiz begins, the timer, in either case, does not.
I'm going to post the actionscript for the timer that was already there, as well as the start button. I'm hoping someone can explain how this timer is supposed to work and why it's not; and where the disconnect lies in pressing the start button and making it run.The timer is embedded in a movie clip, with two dynamic text boxes, that are for some have no instance name; and actionscript spread out over several frames.Frame 1:
Minutes = "00";
Seconds = "00";
Centiseconds = "00";
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Here is the action scrip that I created. Correct it if you can.
Process.visible = false;
Cycles.visible = false;
stop();
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i have spent several days on this and still can't get it to work. The code below is ok, I am playing a bowling game using the keyboard and timer with a text readout of the elapsed time, the bowl moves a set number of pixels on the screen. whilst in full screen mode I would like to click a start/play button on the screen to start the game and timer again, everything is in frame 1. Also I would like the game to just accept the keycode 77 and keyboard event (2 events only to move the bowl) and then wait for the start/play button click.
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My project is almost complete except for this last little thing that's been bugging me. A tutorial I followed had you start the game by clicking a button but I would like to change that to pressing the spacebar starts the game. I tried:
if(Key.isDown)(Key.SPACE))
{
_root.ship.newGame();
}
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I started off game development on Android about a year ago and want to expand to developing browser games as well. Is flash worth learning? Or should I go for using an engine like Unity and learn game development in c#. Mostly I'm just worried that I would be wasting my time learning flash if I'm not going to get much use from it.
View 1 RepliesI am making a big big big game, and I came across a huge problem. My game has over 60 unique units, which mean that the library of my .fla file is REALLY huge. Flash just can't handle it anymore, and crashes every 5 min. I can't optimize it(already did) and I can't cut through the content. I think I found a solution: I will load my units from external .swf. Sooo, the thing is, I want to load these swf only once, at the start of the game. Here is how it goes: I divided my units in many packets, and set every unit to be "exported for Actionscript" in the library. This way, ill load the .swf and its library at the beginning of the game and I will be able to attach the units MC over runtime.
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I'm a student at Drexel University and I just completed a basic platformer for a actionscript class. My professor docked me some points for the game not working until the user actually clicks within the swf. I've heard that this problem is caused on mac osx, but I don't have any concrete evidence to get the points back. Here's a link to the game if you want to check it out.
[URL]
I want to put two games in my website but they both start at the same time.How can I get them to start separately when the user clicks them?
View 1 RepliesWhat resources should I look at to learn how to create a very simple platform game, with a character who can simply jump on platforms and avoid enemies to reach the end of the level? I have made games like this with other languages but never flash.
View 2 RepliesThe game is like Asteroids where four rocks are placed in the corners of the stage at the beginning and then start moving randomly around the stage. The problem is the timer used is started the moment that the flash file starts not the moment the player clicks the start button. So if you are on the start screen for 5 seconds before you click play when the game actually begins the rocks are where they would be after 5 seconds of play, which could be right over the player.
package {
import flash.display.*;
import flash.events.*;
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I have a game with multiple levels, which is working as I want it to. I would like to add just one extra bit of functionality. As each level starts, I would like a movieclip to play and then disappear after a second or so. The movieclip will just say "level 1", "level 2" etc, without any interaction. Ideally it will appear as the level loads, and then fade out to disappear.
View 2 RepliesI'm creating a basic game - snake. I have 2 layers, intro and game. I want the intro to start then you click 'Play' and it goes to game on 2nd frame. However they're both overlapping each other... [URL] How can I get 'game' to start at frame 2? (I've tried deleting frame 1, etc.)
View 3 RepliesI'm designing a platformer game, in which the code is all held within the character MC. I want to pause the game using something like 'delete this.onEnterFrame' as a start point to terminate code. The code layout within the character is like so:
onClipEvent (enterFrame) {
...
this.onEnterFrame = function(){ //within clip event
...
if(btnon == 1){ // when button pressed(on stage)) global value of 1 is true
delete this.onEnterFrame;
}...}}
Due to the fact its within a clip event structure, it doesn't pause it, instead it slows everything down. Would I have to construct all my code in a frame layer or can I still use an MC to terminate this?
I've seen various games where by when you start the game it gives you a scenario and 2 boxes to click, if you click a you go to frame say 57 and if you click b you goto frame 58
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i've alredy made game in timeline, and i havent made preloader. if i try to insert 2 frames in start, it will change my entire game codes.
View 2 RepliesI have been building a simple word game. It is smple but works fine. I am now trying to enhance some of the features.I would like to see if I can display one letter of each word so the Player has a hint. Think of this as a beginners level.The words are random from a text list. Either I can make the letters invisible and the game starts without a hint or I am able to select a letter using charAt() or creating a new variable substring()from the word which is the displayed repeatedly on the stage(not what I want) I have not been able to find a way to display one letter and display it in the correct order within the word and keep the remaining letters invisible.
import flash.net.URLLoader;
import flash.events.Event;
import flash.display.MovieClip;
import flash.text.TextField;
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I've made a very basic mp3 player with simple play and stop buttons and it works just fine. However I have noticed that when you click play again while the song is playing it plays the song again from the start over the top. Same if you click it 3 times 4 etcetc. I have no idea how to disable the button while the song is playing/until the user clicks stop. This is the code I have on the play button:
on (release) {
weddingSound = new Sound(this);
weddingSound.attachSound("wedding");
weddingSound.start(0, 99);
}
This is the final part of a website I built and the owner is holding out on payment until this is done
I have a timeline with a movie clip with the instance 'first'. this is a series of logo with buttons that move from left to right. you can click and drag them right or left, and when you roll over them, it pauses the movie.
The problem is now I need to make each logo link to a url.When I add for eg:[URL]..to the button within the movie, it does not work, it doesn't open up the url? Any ideas what actionscript or changes I need to make to allow each button to link to a url??
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I have used the actions panel to write a stop code on frame one of my timeline.When I test my movie it stays on the home page, which is good! I have also created an 'enter site' button on the home page. I want to click this button and have the timeline start rolling over to frame 50 (where my next label 'contents' will be). At frame 50 I want it to stop, and so on for all of my labels/pages. The action taking place on the timeline is a pan across a panoramic photograph, which will stop at different points.
View 7 RepliesI'm very new at Flash and while Ive picked up the basics of tweening and creating animations. I'm trying to create an image of a post it note that is revelaed via a mask when a user rolls over a seperate image. I have created the animation of the mask and it revelas the note fine. My question is how do I create an invisible button and code it in action script so when I roll over image 1 my mask tween begins playing to reveal the post it.
View 2 RepliesI currently have an action that starts with a button click. But I want it to start on frame 1 automatically without a button. How do I need to edit my code to make this work correctly? It's a typewriter effect and I plan on exporting it out as a .MOV and importing it into Adobe Premiere. I also need to figure out how to get the background transparent if possible.[code]
View 3 RepliesI'm making a Century club timer, it is to execute on pressing the start button, and then run until finished (our paused, but thats not implemented yet). To keep the timer accurate I had to use the Date() function.The timer() function is used to update the displayed time. I tried using a while-loop for this, but then the whole thing would just freeze. :S So instead a use a infinite timer that ends when currentTime == targetTime.
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I would like to to have 2 vidoes next to each other on a webpage which start simultaneously so that the viewer can compare the two.
what HTML code to use in order to achieve this.
How would i make a button to start an animation, and only do it once?(Also, make the button change when finished? like a cellar closed, then opened :/) (AS2)
View 2 RepliesBasically, I have a movie with a set of buttons which show some information when clicked or mouseover. Effectively, until i have clicked onto a button there is white space and when clicked, the information shows in this whitespace.What I would like to do is when the movie is loaded I would like to pretend the user has already clicked the first button, thus showing information and not white space. I can get the movie to do this however I cannot get this to then following the rest of the actionscript. It remains loaded.
In short what I am looking for is some sort of onLoad function to pretend the first button has been clicked and then ignore or unload the command and ONLY repeat this if the movie is loaded again (refresh etc)It is a movie clip NOT a button, sorry. So I would like to load the first movie clip (there are 15 in total) then cancel this command when the user interacts and clicks to move on.I have added this to the first moviemc.onLoad = function() {this.gotoAndStop(10);}But this just keeps repeating itself when the user clicks another mc to move to the next item. I need this to only happen once on load.
I need to make a point in a Flash video where the video stops and pressing a button will move to another frame. I understand there is something called a "stop action" but not what this means. Using other online instructions, I end up with the video not stopping and the button not doing anything.
View 1 RepliesAll I want, is to have a button (play_but) to start the process. I want to get rid of the enter frame business. I tried, but I had to click every time the button to draw the line. I just want to click the button once and have my line plotted.
var xspeed:Number = 2;
var yspeed:Number = -2;
var xpos:Number = 0;
var ypos:Number = stage.stageHeight;
graphics.lineStyle (2, 0xffffff);
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I'm fairly new at AC2 (Yes, I need to update), and I have Flash CS3.I need to find out if I can have a button that when you click it, plays a music file, and then when you click it again, the music that was playing for that button would stop.I have a text box on top of a rectangle and I selected them both and converted them to a button symbol, named it MusicFile, double clicked on the new button, inserted a new keyframe in the timeline on "down" (where it says Up, Over, Down, Hit), and then dragged the music file from the library onto the button. It works fine, until I click the button a second time, and it just keeps playing as if I pushed play twice and two copies of the sound started playing.Is it possible to make the button play the music when it's clicked the first time, then stop the music that it was just playing the second time it was clicked?
View 1 Replies