ActionScript 3 :: Cashier Game - Matching Updated Variable With Static One
Oct 28, 2011
I am attempting to create cash register simulation game and am running into a problem with a conditional statement that I am using to check whether the correct change is being provided to the customer and if a button is being pressed or not. In this game, the user can see the amount of the sale as well as the amount the customer pays. With this information they have to click on the cash drawer slots which will increase a variable called changeCount by the value of the monetary unit they have selected.
I am using an if statement to take them to the next frame if the changeCount = payment-sale and the confirm button has been pressed. To check for the button I am using a boolean to see if it is being pressed or not. For some reason, it is not registering the updated value of the changeCount for the if statement to work. If I trace the value with trace(changeCount); it will return the value I want.
The source code is pasted below:
package {
public class CashierMain extends MovieClip {
private var confirmBtn:ConfirmButton;
private var pennyBtn:PennyButton;
private var dimeBtn:DimeButton;
[Code] .....
I want to get the index of the image currently in the center of the carousel and then I want to use this index number in other classes but it has to stay updated each time.Isuccessfully managed to get the index of the image that is currently being clicked on (this image will then be moved to the center of the carousel so as long as one always clicks on an image at the start, my method will work ) but I dont know how to allow other classes to access this. I tried saving it as a static var and then trying to access it by using the following:
private var coverIndex : int = CoverFlow.selectedCoverIndex;
But I receive the error msg that selectedCoverIndex is not available to static class CoverFlow or something of that sort. This is what my CoverFlow code looks like (i.e. where I determine which image I want to position in the center):
public class CoverFlow extends Sprite { public var covers : Vector.<DisplayObject>; private var cover : DisplayObject;[code].............
I was given a task to make a match making game in actionscript 2, problem is, i have very little knowledge about the language (well, and how matching works in as2, what are the important codes, code emplacements, and all I am new in AS2, and i really need a lot of help with our project. :)
I plan to match images. But.. I was planning to have a sort of "Compatibility" match-up game, like,..let's say we have two batteries, one has a 50v capacity(how do u measure batteries?) then the other has a 100v capacity, then there's this battery slot that only accepts a 50v battery, then you will have to match this 50v battery to that battery slot, that's my concept for the game, sir. I hope you got what i said, sir. :D
I want to create a matching pairs card game within flash. I have found actionscript for a matching pairs game but it does not work the way i want it to. I would like to be able to match a Picture with a word as opposed to 2 pictures the same.
making a simple game with video stills matching a running audio track.my audio is an MP3 i built in GarageBand. all works well in flash, but when rendered to QT, the audio and video go out of sync, and some video drops out too.have put all audios on their own layer and streamed them all too, set settings in Publish to 64, but still have same problem
I'm trying to create a game where circles appear on the stage and when the user clicks on one it disappears and their score is updated. The circles appear for a short time then dissapear. If they dissapear before the user clicks the user looses points. The game is to last 20 seconds then the user will be shown their score and a little thanks for player message. This is what I have so far:
stop(); addEventListener(Event.ENTER_FRAME, playGame); function playGame(Event):void {
[code]....
Now what I'm having trouble with is all the timing. I need a way to turn the visibility off the circles after a few seconds of being created and I also need to set the duration of the game for 20 seconds.
I am trying to write a short AS3 script in CS4 that allows me to step backwards and forwards through an animation. I have a stop button a play button, rewind button and a forward button. The buttons work ok apart from when I hit the rewind button sometimes it jumps to the start of the timeline rather than just step back a frame at a time. When I use the stop button and the timeline stops where it is, the rewind button steps back as required.
But, if the rewind button is clicked first it jumps to the start of the timeline, I know the theory as to why I cant get this to work. I need to know how to increment an integer variable (counter) to increment as the animation players. i.e. the counter variable to match the frame number. Below is the code I have, how to match an integer variable to the current frame and tell me where to insert the line of code on the listing.
var counter = 1; gotoAndStop(counter); function setupevents(){ buttonplay.addEventListener(MouseEvent.CLICK, playbutton); buttonstop.addEventListener(MouseEvent.CLICK, stopbutton); [Code] .....
The Idea is i want to make avariable that stores his value after i close the swf and open ti again,
an example:
i make acounter
var i:int = 0; var timer:Timer = new Timer(1000); timer.start();
[Code]....
the value of i will increase but after i close the application and open it again the value will return to 0 , keep the variable stores his value after closing the application ?
I have the actionscript code here for a bubble popping game. When the game starts, bubbles fall down from the top of the game to the bottom and score is kept for the most bubbles clicked or popped in 30 seconds.The size of the bubble is defined by the initialize method in the code, and uses ToString() to calculate the score. ToString gives me a 1061: Call to a possibly undefined method Random through a reference with static type uint. This error which I cannot figure out where it comes from.[code]
I have a class named Locator that I use to GeoLocate a user. There's a static method in that class called "locate()". This method then calls another method which sets a static variable called "loc" to an instance of a LngLat class.The issue I'm having is, when I call the locate method at Frame 1 on the scene, and then try to access the loc variable it shows as null... but when I trace the loc variable after it's set in the Locator class it shows as an object.[code]and then trace the variable at the end of the static method in the Locator class it shows as a object and the city is traced as expected.
I've been trying to create a script that pulls the current time and turns it into a variable, the problem is the variable keeps updating as the time changes, where as I need it to remain static as the time that is was when the variable was first created...it's just a simple:
I've rarely used static variables or methods when creating external classes, but I have on occasion, and it's very useful when I need global access to a value. I've seen negative criticism on the use of the "static" keyword, but never understood why. Is there a right and wrong way of using it, or is this not true? I'd like to use it in a context similar to classes such as MouseEvent or TextFieldAutoSize, where there is a list of values globally accessible for identification purposes.
It allows better code readability, and also allows for easy customization in the future. The value of TextFieldAutoSize.NONE is "none", but as long as a programmer used the reference TextFieldAutoSize.NONE and not the string literal "none", Adobe could change the value of TextFieldAutoSize.NONE to be "hahahahaha" and everything would still work just dandy because (TextFieldAutoSize.NONE == TextFieldAutoSize.NONE) is still true even though ("none" == "hahahahaha") is not.
Is there any kind of negative impact on using static variables this way? Or even functions for that matter? I'd just like to clarify this before I go and build a large project around the idea this is perfectly okay.
Basically I have 2 classes, A and B. B derives from A. Inside A, I declare a static variable/constant to the class of B. When I run the program, I get a null object reference error, with the line pointing to the class declaration of B, i.e.
Code: public class B extends A
For reference, these are the 2 classes:
Code: package { public class A {
[code]...
Also, this error only occurs when the variable is static. If it's just a normal variable it works fine, i.e.
Code: private var OTHER:Class = B;
If I change the static variable to point to a different class, it's also fine, i.e.
Code: private static var OTHER:Class = Main;
I can probably work around this, but it's a bit of a pain in the ass. Anybody know what's causing it, or is this a Flash bug?
In the following code (thoroughly debugged) the first case (1) in the switch is met and a new instance of BannerSingle is assigned to retVal (the return value). Unfortunately, while the second case (2) is never met, the assignment therein to retVal takes place and I can't compile. When I comment out the assignment to retVal for "case 2:" everything works fine.
I've tried using an if/else instead and I still get the same odd behavior. Also tried a number of solutions involving separate variables, etc.
I have 3 swfs, and let's label them MovieA, MovieB, and MovieC. MovieB is a child of MovieA, and MovieC is a child of MovieB. So the hierarchy goes like this: MovieA -> MovieB -> MovieC. Each of these movies have their own document class, so they are each essentially a class extending MovieClip.
Now I have this other external class which contains only static variables. Let's call this class "TestClass" and let's say one of its static variables is called "testVar". So in MovieB's document class, I imported TestClass and set testVar = "hello world". In MovieC's document class, I imported TestClass and traced TestClass.testVar. When I publish and run MovieB, testVar is successfully traced as "hello world". Now when I publish and run MovieA, testVar is traced as undefined.
I'm currently working on a particle system for a game that I recently started development on, but I've hit a snag: I have a class particlecontainer that tells each particle what to do on enterframe, and which contains each particle as a child. I also have a class (mischandler) which has a static array that contains all current particles, as well as another static array that is a buffer to remove particles from the particlecontainer. Whenever a particle "dies", it calls a function which adds it to the buffer array in mischandler. However, when I try to access this buffer array from the particlecontainer class it does not recognize it as having any elements. If this is unclear here's a simpler explanation:
particlecontainer tells a particle to do it's enterframe function particle calls die() and adds itself to the removebuffer inside mischandler particle container tries to access mischandler.removebuffer but removebuffer has no elements Strangely, the particle can access the removebuffer perfectly fine and sees all the elements in it.
I'm working on a game where I need to have a variable for money and a variable for Health, or in my case, I call it Energy. Most tutorials I'm finding are in AS2 and the AS3 ones are not this basic thing that I need. Basically, I have an item shop with a pizza button, and in their respective dynamic text fields, you can see the status of your Energy and your Money. So, let's say the person clicks the pizza to buy it, Flash will subtract 10 (for 10 bucks) from the person's total money value and add 15 for total Energy points.This is what I've written so far and I'm writing all the script in Flash, not outside using classes or packages. I can tell already that I'm missing something. How do I write it so that Flash knows to add 15 Energy from that Pizza button and can I update the values of the variables and kick off that mouse event in the same function?[code]
I am working on a platform game and I am having a problem with the script. I have a mc with my character in it named "mcMain", I placed all the script into it. Inside the movie clip I have 20 frames, the first 5 are standing, walking, jumping, crouching, and crawling. Frames 6-20 are an attacking animation. The problem is in frame 20 I want him to go back to frame one and turn off a variable (called "ram") in the movie clip.
The problem is with the variable ram (which is established in the onClipEvent(load) section of the script). I have it turn on when the character attacks and I want it to turn off after the animation is complete. The problem is it is not turning off. I have it targeted but it does nothing. I have tired both a direct and relevant target along with a _parent.ram = false;
Here is the script on the movie clip. Actionscript Code: //Establish VariablesonClipEvent (load) { var speed:Number = 0;var walk:Number = 6; var run:Number = 12;var grav:Number = 0; var falling:Number = 0; var jumped:Boolean = false;var jumpHeight:Number = 23; [Code] .....
And here is the script inside the movie clip on frame 20 Actionscript Code: _root.mcMain.ram = false;gotoAndStop(1);