ActionScript 3 :: Game Circles - Handling Multiple TimerEvent

Jul 18, 2010

Below is simplified version of a game I am creating. Basically, the game have some circles. Each circle shoot bullets that is dispatched with timerEvent. When the circle is clicked it is removed from the stage. However, the bullet still keeps on dispatching. I couldn't figure out how to stop timerEvent of each individual circle when it is clicked.

var _timer:Timer = new Timer(1000);
var speed:int = 20;
for(var i:int=0; i<= 3; i++) {
var _shape:MovieClip = new MovieClip();
_shape.graphics.beginFill(0x999999);
[Code] .....

View 1 Replies


Similar Posts:


ActionScript 3.0 :: Chasing Hero Game Character As A Square And The Enemies Are Circles At The Moment

Sep 11, 2009

i am making a game and i have my main character as a square and the enemies are circles at the moment. i have just made the circles home in on the main character, but my problem is when the enemies come inline with the x or y coordinates of my character they start vibrating/shaking. im not sure how to fix this. i have included my fla so you can easily see whats going wrong.

View 1 Replies

ActionScript 3.0 :: Create A Game Where Circles Appear On The Stage And When The User Clicks On One It Disappears And Their Score Is Updated?

Dec 12, 2009

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.

View 5 Replies

ActionScript 2.0 :: Random Multiple Vibrating Circles But Not Both

Feb 8, 2010

I followed a text base mouse trail tutorial and the random vibration tutorial (found here). The issue I am having is being able to use both at the same time. I can either have the text based mouse trail OR the random multiple vibrating circles, but not both. I think it has to do with the "MovieClip" name. Here is the code for both items: Mouse trail - Found in frame one

[Code]....

View 1 Replies

ActionScript 3.0 :: Handling Spelling Mistakes In Guess Game

Jan 24, 2011

I'm making a little game in which you guess what pictures are of... I'll be storing the answers in a database..

I'm wondering if I'll need to rely 100% on the user to correctly spell the answer? For instance, if the answer was E.T could I accept ET, E T and E.T.?

View 6 Replies

ActionScript 2.0 :: Sprite/animation Handling In Upgrade Game

Mar 29, 2012

Can't figure the best/conventional way to manage the sprites/animation. Players are supposed to upgrade their weapons and armors, and its to reflect on their character appearance. Instead of drawing each armor to pair with each weapon. What are the best way to go? I've tried nesting weapons(sub-movieclip) inside each set of armors(main movieclip). But then I have trouble playing the clip using gotoAndStop().

View 1 Replies

ActionScript 2.0 :: Randomly Animate Circles Moving Around Inside A Bigger Circles?

May 12, 2005

how to randomly animate circles moving around inside a bigger circles? the small circles will have a collision effect on each other and on rollover of each individual circle, the name of it will come out in the bottom.. so the big circle will act as a wall preventing them from coming out..

View 1 Replies

ActionScript 3.0 :: Generating Multiple Circles - Overlapping Transparency?

Jan 17, 2010

I have a program that generates multiple circles that need to be semi-transparent (50% alpha). The circles will overlap in places, and I need those overlapping areas to continue to be 50% transparent. Obviously the default behavior is for the overlapped areas to become nore than 50%. I have tried putting these circles in a container together and setting that containers alpha to 50%, but the default behavior still exists.

View 2 Replies

ActionScript 3.0 :: Managing Multiple Collision Detection Between Objects (not Necessarily Circles)

Jun 20, 2011

a way, to manage a multiple collision detection with pixel level detection, for objects, not necessarily circles, irregular objects.

View 5 Replies

ActionScript 3.0 :: Multiple Request Handling?

Aug 22, 2009

I have a bit of code listens for a user to click a navigation item, however if they click another nav item then my code loads both of them and puts the content pages on top of each other.I am having loads of problems with this bit of code.

PHP Code:
private function _menuSelectHandler (event : MenuEvent):void {
if (! event.abstract) {

[code].......

View 7 Replies

Event Handling On Multiple Instances Of One Mc

May 17, 2010

I have a problem with event handling. I'm working on a calendar, on which events can be listed. With actionscript i loop through an XML file with the days (and if there, the events for that day). So far so good. Where it goes wrong is this: I only want to display blocks with the day numbers on it. When you click on a day, a box pops up and shows the event's for that day.

This is what i did: created a movieclip with classname mc. loop trough the xml file and for each day create a new instance of mc with the day number as text on it. This al works, but now i want to add an eventhandler for each day. How to do this?

View 1 Replies

Flex :: Handling Multiple Views Of The Same ArrayCollection

Feb 22, 2010

I have an ArrayCollection bound to a view, I use a filterFunction on this view to only display parts of the contents. Additionally I have another component where I want to display other parts of the ArrayCollection.

What I would like to do is wrap ArrayCollections around each other, meaning I could have one ArrayCollection containing the model data, and then two separate outer ones where I can set the filterFunction property (setting this in the model seems inappropriate in all cases). Is this possible somehow? If not, how else can this be solved, preferably without forcing model logic to end up in my view?

View 2 Replies

ActionScript 2.0 :: Circles In Circles Animation

May 12, 2005

anyone know of any tutorials or any codes on how to randomly animate circles moving around inside a bigger circles? the small circles will have a collision effect on each other and on rollover of each individual circle, the name of it will come out in the bottom.. so the big circle will act as a wall preventing them from coming out.. yeah, by the way i have attched the file so more or less u will understand wat im saying.

View 1 Replies

Flex :: Blazeds - RemoteObject - Handling Multiple Requests?

Jul 11, 2009

I have a couple of remote object methods that I want to respond to in different ways depending on the context, but I'd rather not set up a bunch of different RemoteObject aliases.Some background: Let's say I have an admin application that displays sales stats in different ways. The remote method looks like:

<mx:RemoteObject id="rpt" destination="AMFServer">
<mx:method name="getSalesStats" fault="getSalesStatsFault(event)"
result = "getSalesStatsSuccess(event)" />[code]........

The getSalesStats method takes an employee ID and a sales type as its arguments. You'd call it like:

rpt.getSalesStats(120, "peanuts");
public function getSalesStatsSuccess(e:ResultEvent):void {
salesdata:ArrayCollection = e.result.rows as ArrayCollection;[code]......

I'd like to pass something through the remote method to the responding function, like:

rpt.getSalesStats(120, "peanuts", "clicked button one");

but that of course throws an error because the server doesn't want that last argument.

View 6 Replies

Actionscript 3 :: Handling Multiple Events From A Single Listener?

Aug 18, 2011

I want to have a single event listener for multiple events and depending on the type of event i want to handle them separately.Something similar to Swiz framework see: 'Handling Multiple Events from a Single Method'.i have a piece of code like

var toolOptions:UIComponent=ToolOptions.createToolOptions(type);
if (options != null)
{[code]....

In above toolOptions is a mxml component which get dynamically created based on 'type'.Also which type of event should be dispatch the event from the component? eg: Event.SELECT. To be more precise the above is basically required for a toolbar.When user selects a tool,he is shown options for a tool and when he selects options,tool should apply them to object on the view.

View 2 Replies

Flex :: Handling Multiple Artifacts From Single Maven Project

Oct 12, 2010

I have a maven project that produces many artifacts. Of course it is kind of against maven best practice (one pom one artifact), but it is Adobe Flex project that produces many *swf modules and it is really makes no sence to create a separate project for each module.

For me it would be very convinient to handle all swf modules as a single zip archive eg. zip archive would be my artifact.

So I am looking for the way to pack and unpack my zip artifact with maven.

View 1 Replies

Flex :: Handling Multiple UIComponent With Single Skin Class

Aug 4, 2011

I have created a simple mxml file with code as follows:
<s:application..........>
<s:BorderContainer>
<s:SkinnableContainer id="firstRow"/>
<s:SkinnableContainer id="secondRow"/>
<s:SkinnableContainer id="thirdRow"/>
</s:BorderContainer>
</s:application>

Now I want to apply different font size, font color and font type and background color on each row i.e each of the three skinnableContainers.Currently I have defined 3 different skin classes for each of row but I think this is a bad programing. I should create a single skin class for outermost container i.e BorderContainer and any how provide different fonts and background color to all the 3 child containers through that skin class. So, is it possible that I can create single skin class that can provide different decorations to each of the child container.

View 1 Replies

ActionScript 3.0 :: Handling Multiple Frequent Collisions Between The Player And Level / Environment

Apr 10, 2009

I've decided to make a start on a new platformer and I was wondering specifically how each of you programmers would go about handling multiple frequent collisions between the player and level/environment. At the moment I'm quite proud of this [URL] Here the player is using a single if statement as follows to check for hit detection.

[COde]...

View 1 Replies

ActionScript 3.0 :: Handling Multiple Frequent Collisions Between The Player And Level/environment?

Mar 17, 2011

handling multiple frequent collisions between the player and level/environment. At the moment I'm quite proud of this [URL]. Here the player is using a single if statement as follows to check for hit detection.

Code:
if(player.area.hitTestObject(g1) || player.area.hitTestObject(g2) || player.area.hitTestObject(g3)){
player.y = g1.y;
YS = IYS

[code]....

(This has a slight problem as the player can only be touching one ground at any time and this loops through all of them it ends up making the player fall through the ground anyway.)

View 2 Replies

ActionScript 3.0 :: TimerEvent Only Works Once?

Dec 3, 2010

I can only run a timer.start(); command once, the second time it will only run once instead of the value of 10 repeat.

Code:
var addTenPointsTimer:Timer=new Timer(500, 10);
var currentScore = 0;
score.text = "0";

[code]........

I want to be able to have the score add the ten points one at a time rather than all at once. It works fine the first time ten points are added, but the second, third, fourth, etc time it only adds one point then stops. How can I get the timer to work more than once?

View 3 Replies

ActionScript 3.0 :: Using TimerEvent In While Loop

Oct 14, 2009

I am attempting to use a TimerEvent in a while loop. In the example I have created below, the init function should loop through the values myArray, tracing each value at three second intervals. It seems, however, that because I am incrementing the currentNum value outside of the while loop (in the timerHandler function), that the loop just keeps running until Flash stops responding.[code]

View 3 Replies

ActionScript 3.0 :: Retrieving Name Of A TimerEvent?

Feb 27, 2009

I'm using multiple timers in a script, but I would like to use the same function with a Switch to define the appropriate action corresponding to the event.target. I've tried e.target.name but it says that name isn't a property of the Timer class... how can I retrieve the names (timer or timer2) within the onTimer function?

Code:
var timer:Timer = new Timer(3000);
var timer2:Timer = new Timer(3500);
timer.addEventListener(TimerEvent.TIMER, onTimer);

[Code].....

View 1 Replies

ActionScript 3.0 :: TimerEvent Doesn't Work With IE?

Feb 4, 2010

I noticed that TimerEvent in html document has prolem with IE.My document turns at 12 frame/sec :

ActionScript Code:
var timer:Timer=new Timer(5,0);
timer.addEventListener(TimerEvent.TIMER,timing);

[code]....

View 3 Replies

ActionScript 3.0 :: TimerEvent Preventing A GotoAndPlay?

Sep 7, 2009

I have a movie clip, asterixHolder, with multiple frames that is instructed, at times, to gotoAndPlay at a particular frame (where'currentSection' is a number):

Code:
asterixHolder.gotoAndPlay("tween"+currentSection); Nested inside asterixHolder is a clip called theAsterix that I want to continually rotate. I've been achieving this with a Timer Event:

[Code]...

However, when the TimerEvent code is included - or to be more precise, when the function timerHandler references asterixHolder - the previous code to send the clip to the appropriate frame does not work. Could anyone tell me why this is the case? It doesn't seem logical that calling a nested clip should prevent the parent clip from doing anything.

View 2 Replies

ActionScript 3.0 :: Starting A Preloader From A TimerEvent

Oct 5, 2009

Before I start my preloader animation, I want to play a quick animation. I was hoping to use a TimerEvent to delay the preloader from starting until the animation was over, but nothing's happening.I cobbled this together from other preloader tutorials, and since I'm not sure I understand how it all works, I shouldn't be too surprised that my hybrid failed.[code]I don't register either trace statement, but if I move this. loaderInfo.add EventListener (ProgressEvent.PRO GRESS, check_progress); out of the timer event function, then I get the trace statement just fine.

View 1 Replies

ActionScript 3.0 :: Call Variable From TimerEvent Class?

Apr 23, 2010

I have a Timer class and i am trying to call a variable from that TimerEvent class. But i am not sure how to do that. Do you have idea?
 
[code]...
 
How can get a var from outside to a Timer Class?

View 4 Replies

ActionScript 3.0 :: Using TimerEvent To Control Banner Animation?

Nov 18, 2009

Very new to AS3 and wasn't a strong coder to begin with - I've been asked to build a large banner revealing multiple ads (4 to be precise). My thought is to use a TimerEvent (if, then type statement) to control how long each "billboard" will be on the stage, then have the next one slide onto the stage...etc, etc... I'm finding conflicting codes out there, and don't know which to pull from. This seems easy in my head, but the AS3 code appears very complex to pull this off.

View 5 Replies

ActionScript 3.0 :: Updating A Vector.<Number> In A TimerEvent?

Apr 5, 2011

I create a timer and set it to fire events every 500ms:

Code:
t = new Timer(500);
t.addEventListener(TimerEvent.TIMER, onTick);
t.start();

On every tick I would like to add the last 2 elements of a vector to an other vector:

Code:

private function onTick(event : TimerEvent) : void{
tempCoords.push(coords[coords.length - 2],coords[coords.length - 1]);
}

But after the 2nd tick, it doesn't add only those 2 elements but the whole other vector I really don't get what this is happening. I don't use tempCoords anywhere else in my code. The coords vector is updated in a MOUSE_MOVE event with the coordination point of the mouse.

View 2 Replies

ActionScript 3.0 :: Function's Input Be Of The TimerEvent Data Type?

Jun 24, 2009

so I'm not just new here, but definitely new to actionscript (though I have a MINOR amount of OOP experience in matLAB). I was wondering if someone could clarify something (though I'm sure this thread will grow out of my own confusion)?

[Code]...

View 4 Replies

ActionScript 3.0 :: TimerEvent - Change The Length Of The Delay For Each Frame

Jul 2, 2009

I'm using the following code to delay my movie a set time for each frame:

[Code]...

This works fine but I want to be able to change the length of the delay for each frame. I've tried alsorts but my as3 knowledge is limited

View 4 Replies







Copyrights 2005-15 www.BigResource.com, All rights reserved