ActionScript 3.0 :: Store The Progress Of A Game?

Aug 22, 2011

I am currently developing a game in iOS / Android and I encounter a problem. If I am playing a game mid-way and if a person phones up, my game is still running, how is it possible to store the state of game so that I can continue to play after I put down the call?

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Suppose I have a list of 100 enemies on the stage like this (pseudocode):

Code:
// init:
enemies = new Array();
for (i=0; i<100; i++) {
temp = new Enemy(a, b, c);
stage.addChild(temp);
enemies.push(temp);
}

Now enemies is an array of all the enemies, so I can update all of their positions, and other properties, each frame. Is this a good way to do things? Because I just realized that I'm storing each enemy twice: One time in enemies Array and one time in stage.children. Maybe I should get rid of the enemies Array altogether, and just use stage.getChildAt() to update the enemies?

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Store Scores From Flash Game Into Database?

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I want to make my games savable. What would be the best way to store and retrieve the data? I plan on storing them in a mySQL database and retrieving them as XML. Should I give each game its own table and each variable its own column (with a row for each user)? Or should I just put all saved games into a table and store all variables in one cell? How should I retrieve them?

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ActionScript 3.0 :: Function Progress - Schedule The Game For Loading?

Feb 19, 2009

I'm making this game with complex visual effects (some rendered lighting using bitmaps), so it takes about 1 second or so generating a level with 3 big lights, so it may take a little more using more lights. The map is built when the player clicks to play the level. The thing is I can't show him the game is busy processing the level elements, because the graphic elements won't refresh until the start level function returns, which would make some sort of info sign while the map is loading useless. How would I make it so this information is visible right after I click Start level and disappear as soon as the level is built? I'm assuming the event handler from clicking Start level has to return before the level starts loading, but how can I schedule the game for loading?

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ActionScript 2.0 :: Store A Simple Cookie That Will Remember The Score For The Next Time The User Plays The Game?

May 6, 2007

I'm just trying to store a simple cookie that will remember the score for the next time the user plays the game (the score governs if an option is visible or not)It all works fine until I close browser/reload the page, at which point the shared object seems to disappear, any clues?

Write:

Code:
var rem_score:SharedObject = SharedObject.getLocal("score");
rem_score.data.score = new Number(score);
rem_score.flush();

The problem prolly lies in my write code but ill post the reading aswell just incase there is a problem with that too

Code:
var rem_score:SharedObject = SharedObject.getLocal("score");
if (rem_score.data.score != undefined) {
this.remdscore = rem_score.data.score;
if (rem_score.data.score >=30) {

[code]...

There is another point it is read but it is the same sort of thing as the above.

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Create A Progress Bar (248px Wide) With A Slider That Moves According To The Movie Progress

Jun 4, 2010

I have an SWF movie (1375 frames) and created a progress bar (248px wide) with a slider that moves according to the movie progress. I'm doing that next way:Calculating the distance for the slider to be moved each frame (248 / 1375) On each ENTER_FRAME moving the slider for the calculated distance The problem is - the movie ends far before the slider reaches the end of the progress bar.

I'm thinking that the distance (Step 1) is is somehow ends floored by Flash and the actual distance it moves the slider is smaller than required. That's why the movie ends, but the timeline control just passed the 2/3 of its way. My question is - is there any solution for the problem? Or any other way to go, if it's a wrong one?

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Flex :: User GetRepeaterItem To Set The Progress Of A Progress Bar?

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I have a progress bar inside a repeater and therefore I will need to use getRepeaterItem to set it's progress as suggested in this question.

How can I do that such that the value of progress may be taken from repMonitor.currentItem.threatLevel?

<mx:Accordion id="monAccordian" includeIn="Monitoring" x="10" y="10" width="554" height="242" change="monAccordianChange()" >
<mx:Repeater id="repMonitor" dataProvider="{monitoringArray}">

[Code]....

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Android :: Cross Platform Game - IOS : Develop A Very Simple Game For Iphone/ipad?

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ActionScript 3.0 :: Game That Populates User-designed Cards Into The Game Using An External Xml File

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I'm making a game that populates user-designed cards into the game using an external xml file. My main class loads the xml file and then calls to the "Card" class, which wants to use the xml file. I've tried using this.parent and it just gives me a null object reference error. This is what I have so far: Main.as

[Code]...

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ActionScript 3.0 :: Making Game And Objects Would Spawn At Random And Be Able To Click But When De Game Starts Itself

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currently i making this game and objects would spawn at random and be able to click but when de game starts itself, the spawn is correct but i am unable to make it stop when time goes to 0seconds.

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I'm creating a game at the moment for my university course and it involves the player character jumping on top of boxs twice to break them as opposed to just once.What would be the most efficient/simple way of writing this in Actionscript 3.

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Code:
package {
import flash.display.MovieClip;
public class TamagotchiGame extends MovieClip {

[code]....

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ActionScript 3.0 :: Tracking Time - Count The Seconds Passed While Playing The Game And Gives A Bonus Multiplier To The Current Score When The Game Ends?

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Is there a way to get this code to work? It's meant to count the seconds passed while playing the game and gives a bonus multiplier to the current score when the game ends. I don't know how to get the returned value to combine it into the multiplier int variable. Is there any way to get this code to work or is it completely wrong?

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ActionScript 3.0 :: Sound Repeats From Game To Game

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We have a bug in one game whereby the sound of the word repeats. Even when we use stopAllSounds - the sound is still kept in memory and you can hear it in the next activity - it's a disaster and kids get real angry.

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Actionscript 3 :: Game Logic And Game Loops?

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I am making a Shooting game in flash actionscript 3 and have some questions about the flow of logic and how to smartly use the OOPs concepts.There are mainly 3 classes:Main Class: Initializes the objects on the screen.Enemy Class: For moving the enemies around on the screen.Bullet Class: For shooting.What I want to do is find out if the Enemy has been hit by a bullet and do things which must be done as a result ...What I am doing right now is that I have a ENTER_FRAME event in which i check collision detection of each enemy unit (saved in an array) with the bullet instance created, and if it collides then perform all the necessary actions in the Main class .. clogging the Main class in the process

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Flash :: Made A Game And In The Game?

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well i made a game and in the game there is music at the first frame and when u lose to goes back to first fram and more music plays so they are overlapping.

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im creating a card game. i have a seperate timeline for the menu bar. ive placed this code on the first cell of the timeline:

Code:
import mx.controls.Menu;
import mx.controls.MenuBar;[code].....

the problem i get is that when the user selects "new game" it should restart the game. when it does this the toolbar is not reset. instead a new menu item is added (without removing the old one. so evertime the user hits new game, a new "file" menu is added). how do i make sure there is only 1 "File" menu? and im using actionscript 2

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