ActionScript 3.0 :: Create A Multilevel Staged Game Where One Class?
Apr 29, 2010
I'm trying to create a multilevel staged game where one class, the main class decides which stage to go to next. Using getters and setters, I'm new to this method of programing and the book we have been using this semester in class has been great up until the chapter that tackles object-oriented programming.
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Sorry if it looks sloppy, I did not see a way to format the code for proper display on these forums.
I am working on making an app to display xml data, which currently is using data from parameter file where the data has been stored in array format.[code]...
This may seem like a noobish question (and it is) but I have created some AS code to help assist in a project of mine in a level design class to create a mock interface for a game. It works fine on the first screen but once you hit any button and go to the next and then try to go back, the code breaks and I am not sure why. Ive tried multiple things to get it to work but nothing seems to help. The code I am using is
ActionScript Code: storybtn.addEventListener(MouseEvent.CLICK, start1); function start1(MouseEvent){ gotoAndPlay(2); }
I'm new to AS3 and OOP in general and I'm trying to create a cursor class for a mouse avoider game, i.e a class whose position is mouseX, mouseY. This is where I'm at (the Avatar class in added to the stage in a Main class not shown):[code]But this doesn't work, I guess I have to refer to the mouse in some other way? I also tried using MouseEvent.MOUSE_MOVE which got me closer, but the avatar only moved when my mouse was directly at the center of the movieclip.
This is just plain weird to me.This is part of a loop that creates text fields. The movie clip is of course named numholder_mc.
Code: numholder_mc.createTextField("textfield"+i,i,200,0,100,20); If I create an empty movie clip "manually" on the stage and instance name it numholder_mc, then this code does not work.
However, if create an empty movie clip using actionscript, it works just fine!
Code: _root.createEmptyMovieClip("numholder_mc",100); Anyone have any ideas on this one? Its just weird.
im trying to create a tamagotchi game type game. For some reason i can not add any items to the stage.Currently i have imported 2 png images to the stage and coverted them to movie clips. One is called TamagotchiCharacter and the other is called Beer. I have also created a new 2 AS3.0 script class called TamagotchiGame and DraggableItem. The following is TamagotchiGame:
Code: package { import flash.display.MovieClip; public class TamagotchiGame extends MovieClip {
[code]....
I have assigned the above code as the BaseClass of the Beer symbol, this has allowed the beer to become draggable and droppable etc.when i run the program nothing happens, i just get a blank white screen.
I have an appliacation which displays the data from a txt file which contains data and which is being reffered to as an array. Here is the parameter data:
I'm new to Flash AS3. I started making a game and I am a bit confused. Let's assume that I want to create a game that has multiple levels/modes, how can I do this in an object orientated way?
When i create games in other languages e.g. XNA C#, i create a separate class then create an object of that class within the main class and run the game based on a simple statement.
I'm trying to implement a dynamic flash site and would like to have multilevel deeplinking. how to use swfaddress with more than 3 levels of deeplink but found nothing.
I've been playing around with custom classes. My objective was to create a custom class (Testing) that would create a box when an instance of the class is created. I've tried three different approaches, however only (3) seems to be showing up. I'm just curious why (1) or (2) doesn't work?
Also is there a better approach than (3)? Since at the moment it's been created on _root. I hope the box can only be accessible through the instance. Since I'd like to incorporate the whole idea of public, private, encapsulation, etc.
Iīm making a game and now I wonder if itīs good practice to have a class named Main for my game. I was thinking about to have a Preloader, Console and Game classes. Now I donīt know anymore. Maybe itīs better to have a Main class that loads including a preloader, which loads Console wich loads Game.
Thatīs the better way to making a game application? Iīm talking about best practices.
why if yes there has to be a Main class that extends Sprite?
I want to create a flash game (a simple drag and drop, probably) and at the end of it, if the user wins, I wanna send him/her to a "certificate" page where there will be a certificate that I have designed. The user will then have the option of printing this certificate.
I have this problem when i go to shot and then have shot the gun all movie clips accessed after shooting dont stop playing but repeat continuously[code]...
I am at uni and have a project to create an interactive game for the story Johnny Mnemonic. I would like to create a game whereby the player has a whip type weapon, there is an opponent jumping up and down and with the whip you attack them and cut off limbs -
I'm thinking it would be like a simple shooting ducks style game in terms of coding, the player has visible just a hand with the whip in it, you move the whip to your desired location click chosen button to hit, the whip then animates a flick, if it hits correct spot on bouncing opponent then an animation of the limb flying off happens, so the bouncing opponent is like the duck and the whip like the gun - if that is right at all?
I'm talking about the icons that Flash game websites have to show each game.My method was play my game, take a screenshot, cut out the game part of the screenshot, shrink it to size, save as an image.
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);'[code].I am using Flash CS5 and Action Script 2.0
I want people to be able the input the amount of money they want to transfer from one var to the other, then choose if they want to deposit or withdraw using a button. They will then get a 5% intrest every Saturday 00:00.I have:
var named totrewarded (ur points) (dynamic text) var banked (amount in blank) (dynamic text) var transfer (amount to transfer from tot to bank) (input text up to 6 chars)
i had a project that i need to create a vocabulary game.i want to create a game like the following game.url...but i dont know how to write the drag and drop script.(write in AS2)
I am making sims like game and right now I am trying to figure out how I will structure my objects. right now I am thinking to create a class called GameObject, the psuedo is below
public class GameObject { name:String width:int height:int }
This way I could create objects like bushes, trees, and buildings. But then I began to think. what if I wanted to create multiple buildings and trees of the same type ?? I would have to keep making instances of GameObject and giving it a new name and height and width. The properties would have to be the same values in order for me to duplicate one object. That seems a little tedious. Then I figure , maybe that isnt the right way to go. So I was thinking, I would have to extend GameObject like below
public class Tree extends GameObject{ birdHouse:Boolean } public class Building extends GameObject{
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Now this way I can create a class that has a method that loosely accept accepts any type that inherits GameObject.
Selector.loadObject(gObject:IGameObject);
Depending on what type it is (i.e tree, building, house) I can use a case statement to figure out which type it is and evaluate it accordingly.
I also created a Tile Class that will pass through the loadObject method. It also will be a child of the GameOject class. if the case statement finds that it is type Tile, it will highlight whatever Tile depending on what tile my mouse is over.
My second question is if a class inherits a class that implements a interface, is that class child class considered to be a IGameObject as well. or does it have to implement that interface directly. does all this sound like I am going in the right directions lol, as far as organization is concerned.
now i need to add a health bar and countdown timer on the screen. how am i going to do it? adding a plane in the 3d scene? the health bar is always on the top right corner of the screen. is there anyway of NOT using 3d concept to implement this. i mean i could do it with a plane keep changing it's texture to show the status of the character. is there any cleaner way of doing it?
i'm kind of new to flash and I started creating a game and i've gotten to the point where my game can: shoot, move char., kill enemy and add to score, once lives = 0 then game over, and multiple enemies that shoot.Ok, my problem now is that i'm trying to get it so that once my score is over a certain amount then increase the number of enemies, and i'm using this code now to control how many enemies are on the screen at once:[code]but for some reason this just doesn't work... Can anyone tell me why or link me to a tutorial on how to create levels in a game?
Im trying to create a MTG game in Flash, and with creating a new MC, I've discovered a problem.
library = [1, 2, 3, 4, 5, 6, 7]; i = library.length; d = 1;
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I can't change the ._x value of a new MC called "hand"+d, d just being one more new MC. I've tried many things to try and fix this but I have not succeeded. The underlined line is what needs to be fixed.
i) Create a symbol called SimpleSquare. This should consist of a simple red square graphic
ii) Create a class file to define a class called SimpleSquare. This should be linked to the SimpleSquare symbol. SimpleSquare ashould have the following functionality: When the instance is placed on the Stage, it should start to disappear by decreasing its alpha at 0.01 in every frame (hint: alpha)
create a class that delivers the a text format to a requesting class. Unfortunately, even though when I trace the return it comes back with [object TextFormat], I do not see the results of the formatting. Heres [part of the clas trying to use the txtformatting class:
ActionScript Code: private function buildTF(msg:String = null):void { with (_tfield) { alpha = 1;