Im creating a Game and Watch style game. Now with these games the enemies/obstacles spawn slowly at first then increase their amount over time.
I have created a function to spawn the enemy movie clips until a number of clips have spawned, they then move along their Class keyframes until they are either killed or game over.
how I can increase the spawn count slowly over time? I�d also like to randomize the spawn of certain enemies, how can i do that? Do i make for if conditions?
Here is my spawn and move code.
Code:
// ============ ENEMY SPAWNER
function spawnEnemy():void {
var chance:int=Math.floor(Math.random()*8);
var newEnemy:MovieClip;
I'm using AS3 in timeline. I'm working on a multiplication game. The idea is to count the number of correct and incorrect answers and give the user a final count. I have several dynamic text boxes: box1 and box2 will multiply each other.box3 = input box; user inputs answerbox4 = message displaysbox5 = correct1; displays correct countbox6 = correct2; displays incorrect count buttonsbt_1 = checks answersbt_2 = resets problems PROBLEM:I CAN'T GET BOX6 COUNT THE INCORRECT ANSWERS. HOW CAN I FIX THIS PROBLEM?
I'm creating a flash rhythm game. I have a looping (at a certain frame I have a gotoAndPlay) movieclip that contains the notes that scroll by, which loops for about three minutes. As the level progresses, the movieclip's framerate begins to lag and stutter. As far as the movieclip is concerned, no variables or functions are being called that would cause this. I have no idea how this could occur. It is also worth mentioning that the notes are represented by text (non-rasterized text), if that makes any difference. As far as posting my code goes, I think it would be far too convoluted to be worth your time. I just don't understand how the framerate of this movieclip could drop independent of the rest of the game.
This may be a big ask, and I am just a beginner in coding - but can someone tell me what is wrong with this code? (it is fairly short. The intentions of this code is to make the predefined object hero to move with acceleration and to slowly decelerate over time.
I have an object being animated, and I want to add frames to the timeline. However, when I grab the end of the line of frames and drag out to increase the timeline, the key frames redistribute across the new time span. How can I add to the time, and leave the keyframes in their original position?
I got this transition: [URL] (you need to wait a bit + reload). The pictures are coming via xml (same folder). How do I increase the length (time) in between the transitions? And Why does it stop after the first image and why does it chooose always a certain image to be the first one? why are there diff. behaviours on different systems (local <-> server; mac <-> pc;)
Code: #initclip 1 ImageFader = function () { this.__init__ (); }; ImageFader.prototype = new MovieClip (); [Code] .....
I am using the attachMovie script in as2 and I want to use a counter variable to increase the depth each time so it doesn't replace the last one. Every tutorial i've seen for attachMovie mentions this but I can't find any information on how.
Also is it possible to use a different counter variable to change to y position of the attached movieclip, so that it adds another beneath the last every time.
if i use alot coding will the flash be crash ,what cause crash ? well i have the right coding. but i am saying if too much coding will it crash too ? like if using too much enter frame.
looking for an AS3 way to define a date in the past and count from then until the present moment in increments of a second in an interface stating years, months, days, hours, minutes and seconds..
Im newbie in Flash and ActionScript things.I want to counting how long the dataGrid loads all the data.I've try his code :
var date1:Date = new Date; xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("http://localhost/final/Flash/DB-Single/get_db.php"));
Created a new file & new layer with 300 frames.Only used 150 frames for the animation.How do I edit (trim) the scene / project down to JUST the frames I need (ie 300 to 150) prior to export as swf?
I want to create a dynamic text box. set a (start) and (stop) time. have the time change along with each frame. its a blank movie with 150 frames. this is in frame 1.
Im building a flash banner that takes dynamic xml data from another domain and displays them as links. To make the swf reload the xml (the xml links change all the time) every time Internet explorer is updated (instead of loading from the cache) I added +new Date().time to my URLrequest, and suddenly the links takes 9 seconds to display. Firefox doesnt have the cache problem and without the +new Date().time it displays the updated links almost instantaneously. Can anyone tell me why this happens and how I can fix it?? a 9 seconds loadtime is too long.
Here is the first parts of my code: __________________________________________________ ____________ var xmlLoader:URLLoader = new URLLoader(); var xmlData:XML = new XML(); //en trace variabel til hover state. Fjern da ogs� variablen de steder den benyttes. var hover:Boolean;
[code]....
After that I use the linkList to dynamically create the links as textfields, with some formatting, hoverstate, linebreaks etc. only thing I changed was adding the +new Date().time, and it displays the links so slow.
I have to make a game. in that game there are some notes on the wall. The character (here emma) can be moved by the player with the left and right arrow key. If you press the up key, there should be a function so that you have to keep it pressed for a while, to let her jump, thus making her jump to the notes, so she can get them.
here's the code:
//notes on the wall var teller:Number=1; for (var i:uint = 1; i<=4; i++) {
I have a flash banner and I am looking to insert a count down time and when the timer runs out I want the timer to fade out and start a new movie clip.
PHP Code: //Create your Date() object var endDate:Date = new Date(2010,5,15); //Create your Timer object //The time being set with milliseconds(1000 milliseconds = 1 second) var countdownTimer:Timer = new Timer(1000); [Code] .....
I've created a timer to count elapsed time on a flash player of mine, I can't figure out how to control it though. For example I need the pause/ play buttons to (you guessed it) pause and continue the count.The dynamic text field that keeps count is simply called "count" and the pause button is btn_pause and play button is btn_play
I'm trying to make a volume button for my site and it looks something like this:
- ||||| +
i want the volume bar to start filled and when the user hits the minus button it lowers the volume and when it hit plus it takes the volume up well when I go down and up the volume bars start to get crazy...it just works when I go down the whole way and after it goes up the whole way, when I change direction on the midle of the path it jumps some bars...
Code: volDown.addEventListener(MouseEvent.CLICK, menosVol); volUp.addEventListener(MouseEvent.CLICK, maisVol); var cliques:uint = 0 if (cliques == 7){
I created a frame by frame animation using the default elapsed time. There are 41 frames, and it is completed in 1.7 seconds. I would like the whole sequence to complete instead within 30 seconds. How can I change the timing? I am using Adobe Flash CS4 Professional (v. 10.0.2).
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?
I've found a simple count up script over on Actionscript.org
var count:Number = 0; var maxNum:Number = 1250; var num:Number = 1; this.createTextField("txt", this.getNextHighestDepth(), 0, 0, 100, 50);
[code]....
This works great for my use, but now I am trying to figure out how to make it count down. I've tried changing everything to opposites like count=1250 and maxNum=0 (I think this would be the minNum instead), count+=num to count-=num, and count>=maxNum to count<=maxNum.
I read a bunch of tutorials and I cant get multiple mc's to spawn. I have this button so that when you click it, it spawns an mc that you can drag around. So I spawn one drag it around, then try to spawn another but that deletes the old one and makes a new one. Here is my code:
I'm really new at flash and I'm having some trouble with a textbook assignment. Before I explain my problem here is the code:
Code: stop(); var defValue:Number = 1; stage.addEventListener(Event.ENTER_FRAME, vetIkke); function vetIkke(e:Event [Code] .....
I was doing some assignments in my as3 textbook when I ran into a bit of trouble. I'm trying to make a flash that picks 3 random questions out of a total of 10 and displays them on screen. I made each of the questions movieclips and assigned them all a class (question1 - 10) through Linkage. So the variable "randomQ" is the name of the class of a random question, but how do I get flash to understand that? And how do I spawn that question as a movieclip on stage?
Code: var Question:MovieClip = new randomQ(); I've tried various alterations but can't seem to find the right one. It's possible I've yet to learn the necessary knowledge in order to make this flash.
I am really new to actionscript3 but this is what I want to do. I want to use the slider in component to spawn or copy a movieclip to the stage in any random placement. For example if I slide my slider across 1 interval and that interval is assigned like X(times) 10 the movie clip will spawn or copy itself and place it self randomly 10 times on the stage.
I have a mini-game where I have three movieclips:The player (controlled by mouse); A random object that moves around the stage (like the arkanoid ball without the paddle and the blocks); A simple power up.The game is simple: hitting the power up increases your scoreThe game ends when the object hits the player.The question is:How can I spawn the power-up (randomly) on the stage area, every time the player hits it?When that happens I want the following events to occur:1) The power-up to be removed;2) Increase the score by 1.3) Place a new power up randomly on the stage.4) Rinse and repeat.