ActionScript 3.0 :: Managing Multiple Instances - Assign The Bullet Speed And Check For The Collisions With Enemies?
Sep 17, 2011
I have been reading these forums for like 2 months, thus i never felt like being able to post something as a valuable answer to someone's problem, since i've been AS3ing for like 3 months now. I have a small problem here on a game that i am trying to create. I am trying to make a shooter game . Like the ones u kill enemies and then the the level advances ( imagine the pseydomovement depth feel of the background giving the player the taste of further movement of the field , yes like old airplane games ). Ok to the point.
1) created a main .as where all the code is running. The movement of the player is written there also. no problem with that. 2) created a bullet class where i assign the bullet speed and i check for the collisions with enemies. the problem occurs somewhere here i have created a statement where every some time ( like 0,5 secs ) an enemy appears and takes a random road till the stageHeight . here is the code .
[Code]...
So when all 5 mikros are out i start firing them . BUT only the last child of mikros seems to follow the hittestobject procedure of my code. Which means that if all of the 5 mikros are on stage the one with the smallest .y value will disappear when hit by "sfera". I know it is huge but this pains my head for like 1 week and i cannot think anything . Tried some staff. but i do not know if this is proper thinking or if my programming is proper for this and i must redo all.
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[Code]....
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Actionscript Code:
stop();
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[Code] .....
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Actionscript Code:
var enemies;var timer;
function onLoad(){
enemies = [];
timer = 0;}
function onEnterFrame(){timer++;
if (timer == 10) {
Timer = 0;
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_root.getNextHighestDepth());
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Actionscript Code:
for(var i in _root.player.enemies){
if (some arguments..)
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}}
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ActionScript Code:
package
{
import flash.display.Stage;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
[code]....
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Code:
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[Code]....
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Code:
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Code:
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function attachImages():void {
[code]....
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[code]....
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[COde]...
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Code:
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player.y = g1.y;
YS = IYS
[code]....
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package{import flash.display.MovieClip;[code]....
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