I'm making a game and ran into a problem I've been unable to figure out. The player is a boat, the boat can drop mines (via space key). I've created a Mine() Array in the init():
I'm trying to create a flash shooter game as my first project. But I can't remove the bullets and enemies when they are hit or off-screen.I've searched for a solution on the problem multiple times and copied about 4 of them (plus I've tried my own ideas) but they are not working.The current method of checking for collisions is:[code]How can I remove the enemies and bullets? removeChild and splice?
The scenario: in Main, instances of class Bullet are spawned and added to the stage, and to the array bltarray, instances of class Enemy are spawned, added to the stage, and added to nmearray. This works fine.
The problem comes in seemingly sporadically, i.e. it works, then suddenly doesn't work soon after, when it doesn't work I get spammed with output errors and the score display is constantly rising, note it's the same instance of bullet and enemy. [code]...
I am trying to test the collisions between a bullet and an array of enemies in Actionscript 2. However it is not sensing a collision.This is the code in the bullet.
I am trying to get some collision detection working. What I have is a ball moving around the stage. There is a box in the middle which when the ball hits, I would like it to bounce off the box. I can get the x axis working fine using hitTestObject but when I detect for collisions on the y axis, the two axis conflict. Does anyone have a way of doing this properly?[code]
I am trying to do an example of collision in Action Script 3. It's a character that should stop when it hits a platform. It works well when I move only to the right, left, up or down directions, but if I try to move in the diagonals, if the characteris colliding with the platform, the object goes to a different area of the screen.
var level:Array = new Array(); for (var i = 0; i < numChildren; i++) { if (getChildAt(i) is Platform) { level.push(getChildAt(i).getBounds(this));
I want to the badguy plane to hit the player's plane and take a subtraction from the player's heath. I've fiddled around with using "this" instead of the full path of the playerMC - no success. My hitTest is working fine for the bullets!
how can I make the collision detection working in my game?I find it really difficult because I have no idea where to start...What I want to do is, when the spaceship hit the asteroid, the game will over (jump to the "end" scene)
I'm working with CS4 and AS3 using timeline coding. I have three sets of movie clips in three different arrays. The idea is to have topArray and downArray movies make zeroArray movies visible. For instance, if topArray[0] and downArray[0] are clicked, then r0_0 becomes visible. PROBLEM: r0_0 becomes visible when EITHER topArray or downArray is clicked. How to make r0_0 wait until BOTH top and downArray movies are clicked?
I finally decided to start learning about arrays in AS3 and i could use a I learned how to create an array and add references to movie clips in the library, next thing i want to learn is how i can add multiple instances of one movie clip to the stage without having to name each one and do the addChild thing.
My fish is swimming along and needs to catch the food and avoid the poison. I've attempted to create arrays for the food and the poison so they are randomly dropping down. I've also added a hittest but can't get it to work.
I'm not really happy with the randomisation of the array, there are too many instances appearing on screen and I'm not sure how to fix this. Is there an easier way to animate the food dropping down without using as2 and arrays? There is also something wrong with my score, each food should be +10 to score and poison should be -10, but that doesn't seem to be working either. I also don't know what script to type to end the game to either a congratualtions screen or game over screen. Basically I have no idea what I'm doing and haven't had much help from my teacher, he may as well be speaking another language.
so here is the problem that I have so far. I tried to simplify my code so I can attempt to figure this out, but I have had absolutely no luck. I have a viewstack that contains 1 dropdown per stack. They share the same data provider. What I want to do is to select the item contents from the first one. Once I do that, when I click a button to the next stack I have a function that searches from index 0 to the dataprovider length and if the item from the first stack matches the second one, I want to have the second dropdown pick that item up and display it. I have it matching, and I try to select it, but when I run the application it shows up like nothing is selected. Here is what I have:
edit: I got it to work for a simple example, but when I attempt to use it in my more complicated example, on that button click it for some reason resets the value of selectedIndex to -1. How do I prevent this from happening? This is working code for the simple example
In my file (AS2), I have a small square at the middle of the page. Diagonally to the right, I have a vertical wall which is a rectangle. Pasted inside my small square, I have the code:
onClipEvent(enterFrame) { if (Key.isDown(Key.RIGHT)) { if (this.hitTest(Wall._x, Wall._y, false)) _x =
I am running into some trouble adding an array into another array to create a multi-dimensional array.The code appears as below:
var slideDataArray:Array = new Array(); var slideShowDataArray:Array = new Array(); slideDataArray[0] = xmlData.SlideShowParameters.SlideShowImagesDirectory;[code]........
I am looking for a means of placing the slideDataArray into a 'slot' or value of slideShowDataArray so that I can in the end pass the slideShowDataArray as a parameter to another function.As of now, the last slideDataArray appears 11 times (the loop runs 11 times) in slideShowDataArray and the way the code is written the slideDataArray is unique every iteration of the loop.
I've got a bit that loads a big chunk of xml data about products.I push product info into an array(e.g. productArray), then add that array to another array (e.g. allProductsArray)How do I sort those arrays? For instance, if I want to sort the allProductsArray based on the info in productArray[0]?Alternatively, would something other tha an array of arrays be a better route?This loader loads the same sort of info for many different clients, so the bit to sort on will change.
I'm trying to write a function where I can specify any amount of array, and the return value will be an array containing the contents of all of the specified arrays.I've done this, but it seems like a really slow and ugly way of doing it:
var ar1:Array = [1,2,3,4,5,6,7,8,9]; var ar2:Array = ['a','b','c','d','e','f','g','h']; function merge(...multi):Array[code].....
Is there an inbuilt and more efficient / nice way of achieving this? The result does not need to be in the same order as the input - completely unsorted is fine.
A little explanation: Im making a random arranging number Array. So instead of using a loop and assigning 0 to first array element, 1 to second, etc.I need to make it totally random but without repeating any numbers. To do that I made a second Array that will have the same number of children to serve as a reference.Each of them will be an Object with a property "num" , wich will be its actual number, and a property "called" wich defaults to false.Like this:
ActionScript Code: for(var i:int=0;i<vQuantity;i++){ ranArray.push( new Object() );
I've had a problem for awhile that was really odd. After some intense debugging, I realized the problem lied in setting an array equal to another array.[code] When setting one array equal to another, the values aren't copied over, but a reference to that memory is stored. So no matter which variable you change, they are both references to the same memory and thus both will reflect the changes.With other data types, this doesn't happen.I could fix it by looping through t1 and using push() to add each index from t1 into t2, but that seems a little messy.
correct syntax for pushing variables to arrays within arrays? I have searched many threads but found nothing that exactly answers my query.I have a class (Brigade) which amongst other variables contains an array (BrigadeUnits) This is the third element.. My Brigades are stored in an array called AllBrigades. I now need to fill the BrigadeUnits array with objects of my Units class.The hierarchy I want to create is as follows:
AllBrigades (array of Brigades) Brigade (object) BrigadeUnits (array within Brigade object) Unit (Object to be stored in BrigadeUnits array)
I have tried various approaches including the following, assuming that I am addressing the first Brigade in the array:
I worked on a new Flash project, but I cant seem to find a good solution for how I want my objects to collide. In my project I have: a Ball(moving object) and a Floor(not moving).
The ball is positioned over the floor and drops onto the floor through the gravity that is applied with the code.
[Code]...
Is there a way to have a global gravity in flash AS3. In which you could choose what objects you want to be affected by it? Is there a way to have a block of code that separates moving from still objects and will not let any objects collide(not overlap)?
In my project I have: a Ball(moving object) and a Floor(not moving).The ball is positioned over the floor and drops onto the floor through the gravity that is applied with the code.
[code]....
First: the -23 in the code is what I don't like. Second: every single object that deals with collisions would need to be put into the if statement.Is there a way to have a global gravity in flash AS3. In which you could choose what objects you want to be affected by it?Is there a way to have a block of code that separates moving from still objects and will not let any objects collide(not overlap)?
What kind of code would one need to check for collisions between two symbols? I am hoping to become a game designer so this is important for future references.
Im currently working on a demo flash game built on AS 2.0. im a very beginner to this flash and AS and im stuck up with a very silly concept though im not able to overcome it. the problem i have is with collision detection ie hit test and im really struggling with it.
I am trying to use boxes for hit collision. I want to be precise with the collision so I was thinking about making multiple small boxes and checking for collision that way. This maybe a stupid idea or a smart one. If I do this way will that affect the performance of the game even though the boxes are invisible and wont be drawn on the stage.
map out the object starting from its center outward. Like right, left, top and bottom. I am creating a flying shooter so the plane has a long wing span. I could also map out the wing span and tail and so on.
In my project I have: a Ball(moving object) and a Floor(not moving).The ball is positioned over the floor and drops onto the floor through the gravity that is applied with the code.
Code: var gy:Number = 0; var gravity:Number = .2 function ballMovement(event:Event):void{
[code]....
First: the -23 in the code is what I don't like.
Second: every single object that deals with collisions would need to be put into the if statement.Is there a way to have a global gravity in flash AS3. In which you could choose what objects you want to be affected by it?Is there a way to have a block of code that separates moving from still objects and will not let any objects collide(not overlap)?
suppose I have a set of movieclips on stage. Each movieclips has its own name. I can drag one of these and check when my dragged movieclip collide with the other ones. Is there a way to determine the name of the movieclip that was hit by the dragged one without having to use a for-loop statement and/or array?
I have two particles (mc's) that are linked together to a line. Both particles use xspeed and yspeed when they are moving.
Then to my question.. how will the particles xspeed/yspeed change when the line collide into another movieclip? I know how I can check the collision, but I don't know how I'm going to change the speeds.
Its been many years since I've used flash and I was just wondering what the easiest way to do collision detection was now. I know that there was some hit test bounding box stuff present earlier but I don't know the capabilities of flash cs4 and the advances that have been made. Google searches have yielded things like complex pixel-perfect collision detection but not a lot seems to have been written about CS4 yet.