ActionScript 3.0 :: Properly Attach Sprites Dynamically In Tile-game?
Apr 6, 2010
i am trying to do the following: in a tile-based game i want to attach a bunch of tiles which are movieclips the tiles are all similar in function, only the graphics are different. so i created one basic class for all of them:
Code:
package {
import flash.display.MovieClip;
public class TileMC extends MovieClip {
I'm relatively new to AS3. There's one thing that I don't quite understand about Sprites. I'm making a tile based game, and all the tile graphics for a level are inside one movie clip in each frame. Would I be able to go about creating multiple sprites based on the frames in said movieclip's timeline I would I have to go through and make a separate library graphic for each.
I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay")
Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.
I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay") Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.
I'm creating visual effects using TweenLite, which currently only manages the tweens for me, can I also attach a sprite at a specific time? (using "delay")
Basically I want to use TweenLite to attach/remove sprites apart from just tweening existing objects.
In AS3 on Android is it bad from a performance perspective to attach mouse event listeners to individual sprites rather than to the stage? I am writing an app for an Android phone using AS3 in Flash Builder. The app has multiple screens that respond to user touch. The screens are arranged in a hierarchy and show list data so that when you click on an item in a list you are presented with a new screen with a new sub list on it.
I have been using an event listener to detect mouse / touch input and based on something I read that indicated that performance is much better if you keep the number of objects you are listening to to a minimum I have attached the mouse listeners from each screen to the stage object.
This all works fine but I am finding that as I move between screens (and they get popped or pushed onto the dislay stack) I have to keep track of alot of adding and removing listeners to the stage object. If I don't then windows higher up the hierarchy than the current screen keep receiving mouse events.
If I used listeners attached to sprites in each window then when the window was removed from the display even though it is kept in memory (ready to be popped back when a child window is closed) it won't receive any mouse events....
Performance doesn't seem to be impacted using listeners directly on sprites when using my HTC phone to test with, however I obviously don't know what it will be like on other phones. Does anyone have any experience either way or a view on the best approach?
I am trying to make a pacman game and was advised that collision detection for a game like this is much easier if you create it using a tile based methodology. I have the map created and the character moves fine around the grid. But once I added collision detection it seems to be a bit off and inconsistent. Im not entirely sure what the problem is with the collisions.
I am new to flash and have recently just created a gallery. I have a scrolling gallery with thumbs and then some bigger images on top. What I am having trouble with is I would like to have a button attached to the stage that can be clicked to take you away from the gallery which is all implemented in actionscript 2 via an xml file.How can I attach a button that does that which is visible above the layer of the gallery so it is possible to see it and click it.
I have a tile based game à la Scrabble where tiles are placed on the board.. during the game the tiles must all be touching, and there should be no groups of tiles anywhere else on the board..I can find single loose tiles and check for surrounding tiles easily enough but how would I go about checking if every tile is touching on a horizontal or vertical axis and if there are loose groups of tiles on the board ??
I've been playing around with ActionScript 3. They have a new way of placing clips onto the stage, "addChild(clip)," which automatically places the clip onto the stage with it's own depth. So here's my problem, when making a tile based game, I have to constantly depth sort to make sure the object lower on the screen has the higher depth than an object higher on the screen. Pretty much, their depth depended on their y-coord. Does ActionScript 3 still let us play with depths?
So I just started learning how to code in AS3 in the past few weeks and I'm having trouble finding a good tutorial or example of how I might want to attach external class files to my main .[code]...
I trying to make a game like Chicken Get Home.There a different type of levels in the game by arranging the tiles. I made the levels in the art and exported the array value by using mappy. ** How can we use the array value in our code and how to import those levels in the code ** How to move the tile with mouse only to blank position(ie like snapping to next tile)..
I'm building a basic tile game containing 3 layers of 'tiles' image the game has a dimension of 3x3 my data array's look like this:
[Code]...
How can i load this data from an external file which is easy to edit for the level-desiners ? (and what is best to use, xml, json,?) Is is not better to just use 1 datafile instead of 3 and what is the best way to do this?
when creating a tile style gameboard in flash before i did the following:[code]when i wanted to delete tile-instances, i could reference them like [code]
import flash.display.Sprite; import flash.net.URLLoader; var index:int = 0;[code].......
I am relatively new to flash and action script as well and I am having a problem getting the sprite to be removed after another is called.I am making emission spectrum's of 3 elements by dynamically generating the mask over a picture on the stage. Everything works perfectly fine with the code I have right now except the sprites stack on top of each other and I end up with bold lines all over my picture instead of a new set of lines each time i press a button.I have tried using try/catch to remove the sprites and I have also rearranged the entire code from what is seen here to make 3 seperate entities (hoping I could remove them if they were seperate variables) instead of 2 functions that handle the whole process.
I have an as class file that places some sprites at various positions around the stage, what I would like to then do is add event listeners to these sprites and do something starting from the x/y of that sprite (not the mouse x/y).
I'm populating an array with the created sprites and later looping through and assigning the event handler to the sprites but I can't seem to get any thing of any use out of them.
I'm calling the following function in a loop, each time I'm adding the returned point to an array (pointsArray) and then calling addChild.[code]...
how to add a keyline/border to dynamically generated sprites?
i have some script that creates a video wall effect - but i am wanting to add a white/defined col border to each of the sprites.
i've tried a couple of snippets that i have found around the net - but nothing seems to do it - either errors or does nothing. here is the script that creates the thumbnails
I have recently started working with Mahjong game. But being not so experienced developer. I am just confuse about many aspects of it. So if anyone could throw some light on it. I have to build the game where there could be different number of tiles on screen. 32, 48, 64 , 80, 96, 112 and so on Now I have questions regarding the levels of blocks in this game. I mean the layouts of the game should be predefined or they should be dynamically created? Also I wanted to know how the surface of enable and disable symbols are created?
I'm making a game where you place tiles on a grid. When placing a tile, I need to check the existance of another tile to the left, right, or above and below, otherwise the tile should not be placed.. Here is a function I thought would work, that accepts one variable (the position of the tile just as it is about to be placed) :-
private function checkSurroundingTiles(gridPosition:uint) { var t1 = gridPosition - 12; var t2 = gridPosition - 1; var t3 = gridPosition + 1; var t4 = gridPosition + 12; for(i = 0; i < gridRefArray.length; i++) { var checkTile = gridRefArray[i]; if(checkTile == t1) { return true;
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{
[code].....
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.
i have an evil memory leak that i would like to fix. at the end of the game a bunch of sprites "explode" and fly around. once they leave the stage, i stop their enterframe loop and remove them like so:
The 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.
I know how to attach a movieclip dynamically using flash 8 and cs3 but not in cs4. can u pls help me on this.
I made a movieclip named "box_mc" and i deleted from stage. It's there in library. now i want to display the movieclip "box_mc" dynamically on stage. how to do this using flash cs4 ?
I know how to attach a movieclip dynamically using flash 8 and cs3 but not in cs4.
I made a movieclip named "box_mc" and i deleted from stage. It's there in library. now i want to display the movieclip "box_mc" dynamically on stage. how to do this using flash cs4?
I made a movieclip named "box_mc" and i deleted from stage. It's there in library. now i want to display the movieclip "box_mc" dynamically on stage. how to do this ??
i've got that inside of a MC on the stage called FACING(this).in facing-effect, i got a stop in the first frame, and the second frame is my tween with a label titled "running".
I have a set-up a movie to dynamically load text from a text file. Now I realize that I want to attach live links to some of the urls in the text file. My question is can you attach the links in a text file by putting html tags in there or is it better to turn the text file into an XML file with the tags in there?Also can you attach CSS styles to that text file.. for instance in addition to adding links to the text I would also like to change the color of the text.