ActionScript 3.0 :: Errors In A Game - Move A Frog In X Axis To Catch The Falling Flies
Jul 24, 2010
I'm trying to do a simple game in which you have to move a frog in X axis to catch the falling flies. sorry if I mistake some words cuz I talk in spanish It's already done, but it has 2 bugs and I dunno what the reasons are
The 1st bug, Each time the game is over, and you click in "PLAY AGAIN ", I could notice that the frog movement (which you can move by pressing the keys) is increased a little; for example if you played 6 times the 7th you can reach the opposite side by pressing the corresponding key 2 times, despite the fact that in the code i did write only +15px for the right when you press right arrow and -15px for the left when you press the left one (on X axis) for each time the key is pressed
In Flash AS3 i wanna write the single try catch block in order to catch any errors in whole class. For ex, i have a lot of functions in myClass.as. I don'w wanna write in each function try catch blocks in order to catch errors in this function. Is there any methods to do this?
I'm trying to make a banner with a small game where you control a trash can, and you try to catch some trash falling down the stage. Also I got a dynamic text field on my stage called "tekst", where I want my counter to be shown. At last I'm trying to make a if sentence saying that if etc. counter<10 go to url. When I run it now, the trash is moving all right, but I can't get the hitTestObject to work, its saying that hitTestObject is not a function? How to export my counter to the text field on the stage.
Code: Mouse.hide(); var trash:trashcan = new trashcan; var banan:Array = new Array(); var cskod:Array = new Array(); var velocity:Array = new Array(); var counter:int = new int(); [Code] .....
Is there anyway to detect/catch errors for loading of photos in the datagrid if the photos cant be loaded due to some reasons like photo not found in directory, etc .... Like using ioerror or smth...
This is how I load the photos into the datagrid.. Using
var col_img:DataGridColumn = new DataGridColumn("photo"); myDataGridList.addColumn(col_img); col_img.cellRenderer = LoaderCellRenderer;
I've searched for a good while but I can't seem to find an answer to this question:How to catch all errors of an external SWF file when it's loaded?The story:I'm building a flash app that would upload and then load any user-created SWF file and display it if it doesn't throw errors.I've tried to use try/catch statement but it doesn't seem to catch internal errors of the loaded SWF.
My first attempt involved using LoadVars and "load", and only calling loadMovie if the file successfully loaded (found the technique somewhere out here). However, I found that the ProcessRequest function in the HttpHandler was getting called twice when the file does exist. Makes sense - once for load, once for loadMovie.Now I'm using MovieClipLoader instead (also found this technique out here). This way does call ProcessRequest only once whether or not the file is found. But my problem is that the onLoadError function is only working when I give it a bad URL. If I give it a good URL that passes a bad filename to the handler, the handler throws an error, but my onLoadError function doesn't seem to recognize that there's a problem - I just get a blank area where the error message should be showing up.Here's the relevant AS2 code:
function CheckFileExists(inFile) { var mclListener:Object = new Object(); mclListener.onLoadError = function(target_mc:MovieClip, err:String){
I've searched for a good while but I can't seem to find an answer to this question: How to catch all errors of an external SWF file when it's loaded?The story: I'm building a flash app that would upload and then load any user-create SWF file and display it if it doesn't throw errors. I've tried to use try/catch statement but it doesn't seem to catch internal errors of the loaded SWF.Code (a chopped version):
I have this streaming video player with an asyncErrorHandler function which isn't working correctly.In Flash player 10 I get no errors, but in Flash player 9 I'll get a popup window with the error message that shows up in my output window when I test on my local machine.
Error #2044: Unhandled AsyncErrorEvent:. text=Error #2095: flash.net.NetConnection was unable to invoke callback onBWDone. error=ReferenceError: Error #1069: Property onBWDone not found on src.display.VideoClass and there is no default value.
I feel that I have my AsyncErrorEvent setup correctly however, but am unsure as to why I still get a massive error in my output window, here is the popup window and code below:My statusEventHandler function
// ☼ --- Handle Status and Errors function statusEventHandler(event:NetStatusEvent):void { trace("connected is: "+ncConnection.connected); trace("event.info.level: "+event.info.level);
I'm trying to develop a SWF Api that consists of a game that makes random objects fall from the top, each of them has different points, and then the points the player gets should be stored into a dinamic text called score, when the player doesn't take the ball, loses a life. Then, if the player catches it, the ball disappears and gives the points to the player.
I'm making a platform game in AS3. I've sorted the left,right and jumping movement of my character - apart from one jumpingproblem:When the up arrow key is down it sets the jump var to true.ENTER_FRAME function detects when jump = true and it decreases thecharacters y position by the var velocity while at the same timedecreasing velocity by 1.5px. So my character jumps up to a certainheight then comes down - There is a hit test to stop heump/fall. BUT when the character falls off a platform he can still jumpwhen the up arrow is pressed. I've been racking my brains but I canstop the character from jumping if its falling.
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 am new to flash and im trying to make a game. Im stuck on hitTest. I have many black boxes falling down and I want the game to reset when the black boxes touch my red circle. I used this code for my boxes:
[AS] this.createEmptyMovieClip("canvas_mc",10); myInterval = setInterval(addbox1,500); function addbox1() { [Code] ..... My red circle is controlled by the mouse. The code for that is: [AS]onClipEvent (load) { startDrag(this, true); }[/AS]
I am trying to make a game where you have random objects falling vertically and must land in a bucket. The bucket is controlled by the mouse(it follows the mouse).
I'm using the tutorial to create falling snow for flying pollen but I can't make the particles move horizontally. They go straight on from the bottom to the top of the stage.This is the code:
onClipEvent (load) { //specifies the size of the movie stage movieWidth = 900;[code]......
I've got a script that let's me drag the mask with by clicking and dragging it with with my mouse. Currently the mask will move along x and y axis. I would like it to move only on the x axis.[code]...
Just making the move to AS3 so bare with me. I used a tutorial on senocular for attaching mcs to stage with random positioning and y position sorting. What I am trying to do now is have the clips move along their respective x axis back and foward in a random amount of pixels. Say move 33pixels left, flip then move 12 pixels right and so on....
ActionScript Code: // The number of trees to generate var treeCount:int = 50; var velocities:Dictionary = new Dictionary();
I want to move MC_char on x axis. I have two sideways moving clip of moving man.if I move my charater on x axis it should move on the same with the enternal movement of MC.
I'm making a Website, where the the menu will have a luminous movieclip which follows the menu items X axis around and stays there.I wan't to confine the movement to the menu only. Once it leaves the area, the bar stops moving.This is what I have so far:
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMove); function mouseMove(event:MouseEvent) { menubar_mc.x = mouseX; }
have two sets of movie clips. I'm communicating to these movie clips with another program via binary sockets. For the first set of movie clips: when it recieves its instance name, and a second number (InstanceName+#) from the socket, the named movie clip will jump to the frame corresponding with that number. for ex: if the incoming data from the socket is (mc7+3), then movieclip 7 will jump to frame 3.
For the second set of movie clips: when it recieves its instance name, and a second number (InstanceName+#) from the socket, the named movie clip will move location across the screen, by the y coordinate moving to the # given by the socket...thats a little confusing. for ex: if the incoming data from the socket is (mc4+500), then movieclip 4 will move so that it's y coordinate is at 500.
Here is my code:
Code: var socketBuffer:String = ""; s.addEventListener(ProgressEvent.SOCKET_DATA, onDATA); function onDATA(e:ProgressEvent):void{ [Code]....
i got rid of some errors. the first part is working where the movie clips jump to the frame they are told to so no errors there. but when i try to move the movie clips in reference to the FADER array, (along the y axis) nothing happens. (look at bold part of code)
theres also another method i'm willing to approach but i'm not sure how to go about it. rahter than using the FADER array, I would rewrite the code for each individual movie clip, so that it says "if incomign data names a movie clip and gives a number, change the named movie clip's y coordinate to the incoming number"
I'm trying to a make a small animation, and I was wondering if there is a way to make the flash "camera" move on the x, y, and z axis on a specific frame? LMK if you need more details.
I want to make a handle pull up and then down through an arc. Now using the startDrag on the Handle won't make the handle pivot around an axis. It needs to move a bit like a (one arm bandit) or (The old coin Poker Machines) I have attached a basic file to show the problem I have so far.
I want to make a handle pull up and then down through an arc. Now using the startDrag on the Handle won't make the handle pivot around an axis. It needs to move a bit like a (one arm bandit) or (The old coin Poker Machines) I have attached a basic file to show the problem I have so far.
I'm creating a simple game and I need to move objects down the y-axis from the top of the screen to the bottom.I want one object specifically to randomly appear and then exit the screen. I'm using a random number generator to test against and call the object to the screen and to move from top to bottom when the random number is greater than 950.The problem is that when the random number generator, generates two numbers in a row over 950 the objects skips back to the top.The animation is nested within the mc. I tried animating it with as3 but it jumps down the screen and doesn't look like a smooth animation.Is their a way that I can track the progress of the mc animation and use an && conditional to only play the animation when it's on, say frame one of the animation?What I want is to say if the movie clip is at frame one(stopped) and the random number is greater than 950 play the clip. If the clip is begin played not at frame one. Don't replay it.[code]