I need a code in AS2 that launches a bullet ("bullet") from the character ("hero") towards wherever you clicked the mouse.For example, if I click somewhere, I want the bullet to launch straight towards where I clicked.
I have like a bullet shooting thing which shoots bullets (obviously), and it sorta rotates around a point and fires at a movie clip. At the moment the bullets move outwards because of a animation in side the bullet movie clip, but how can I make them move outwards and away from the thing that fired them using actionscript?
I'm making a game that is birds eye view like the old grand theft autos. anyway im currently stuck at this... I can have my character fire and have the bullet follow my mouse but I cant seem to figure out how to just make the bullet go straight off the screen in the direction my character is facing.
I'm making a game that is birds eye view like the old grand theft autos. anyway im currently stuck at this... I can have my character fire and have the bullet follow my mouse but I cant seem to figure out how to just make the bullet go straight off the screen in the direction my character is facing.
I'm trying to make my platform game character shoot a gun, my character and gun are one movieclip and the bullet is another. The bullet mc starts on a blank frame with a stop() function, when I press the space bar the bullet mc plays from frame 2 which is a motion tween of the bullet quickly moving across the page. I've set the bullet's y and x values relative to the character mc so that the bullet always comes from the gun.
My issue is that if I press the space bar a bullet will fly out of the gun (great!) but if I press the space bar again, the first bullet disappears and the bullet animation starts again. I want to be able to shoot a new bullet every time I press the space bar without effecting the bullets that have already been shot.
i have a scroller developed in as2. it basically scrolls continuously in a direction until the direction of the mouse is changed. the images of course loop in the continuous scroll. now the problem is that for 10-15 photos its ok. but when i feed it with 180 photos, it seems to show only 11. why would this be? any restriction on flash ??
have a ball with the name of mc which can be moved using the keyboard .. when you press the left mouse button shoots the ball, this ball and the other flies in the face where the cursor was in the shot .. but if you move the cursor to another location and shoot a second time then the second ball is also flying in the direction of the cursor and the first ball change direction toward a second shot ..
I have a monster_mc that shoots a bullet_mc at a target_mc.When I click the Keyboard.RIGHT the bullet jumps once then hesitates or pauses then continues -=25 pixels, instead of shooting smoothly.Am I missing something here?, can I make it perform better?
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); target_mc.stop(); function keyPressed(event:KeyboardEvent):void[code].....
Shooting game in FlashView Game - Click hereKindly check game codeProblem:1) The rabbit should be random shown in ground areaif someone can give explaination onmonster.x = Math.random() * stage.stageWidth;and why the rabbit is showing bigger size?2) Other animals should also be able to target
I am at uni and have a project to create an interactive game for the story Johnny Mnemonic. I would like to create a game whereby the player has a whip type weapon, there is an opponent jumping up and down and with the whip you attack them and cut off limbs -
I'm thinking it would be like a simple shooting ducks style game in terms of coding, the player has visible just a hand with the whip in it, you move the whip to your desired location click chosen button to hit, the whip then animates a flick, if it hits correct spot on bouncing opponent then an animation of the limb flying off happens, so the bouncing opponent is like the duck and the whip like the gun - if that is right at all?
I've been making this space shooting game but I'm having problems getting boundaries to work. I've read tutorials and done lots of searching here and couldn't get anything to work... On the main time line, there's 2 layers. One with the ship, and one with the background (both are movie clips). Inside the background movie clip, I'd like to add boundaries, almost as complex as a maze but not so restricting.. as in, a path to fly through that'd probably be as wide as the screen itself. Here's what I'm trying to work with. Use the arrow keys to move, space to shoot, and press control to toggle between fixed camera and fixed ship modes.
So the problem is basicly this: It all works just fine, but when the bullet hits the target it gets destroyed (this is ok) but also any bullet that was shoot before it (meaning also: with a lower y) gets destroyed aswell wich is anoying. Here's the code (left the comments so you can find your way around easier)
Code: stop();//add a stop function too! enemyspeed =1 life=3 var gameOver:Boolean = false;
I'm making a Space Invaders-type game. Y'know? Arrow keys to fly Space to shoot? Well, shooting isn't working so well. I have two .as files: Ship.as which controls the ship's ActionScript, and Missile.as which is supposed to control the missile. When I hit load it up I get the error: The class or interface 'Missile' could not be loaded.
I'm having trouble getting my character to fire. it seems to fire when he jumps, but not while standing. I have attached my code to the zip file below:This is the code I used:
onClipEvent (load) { var gravity:Number = 0; var speed:Number = 5;
I'm doing a prototype game like Worms and I would like not only to shot, but also see the whole projection curve where my shot will travel before it hit the ground. The only information given by the player is an angle and a power. There is also some level elements like wind and gravity.
Can I have a code for the projection curve? its like a parabola I think. I research about parabola but I had some difficult to apply these math formulas into the programming code.
I am creating a 2d platform shooting game. Currently I have my main character walking around left and right and the stage background also moves left and right.
The problem I am having is that if I go to far left the charater just walks 'off stage' and into nothingness but the stage still follows. How can I make it so if the character hits a certain point he just 'stops' and cant go left no more but can go right no problem. I have tried using hitTest with another movieclip but couldnt get it working.[code]...
Ok I am creating a 2d game similar to the original mega mans and mario for nintendo. The character moves back and forth using the left and right arrow keys on the screen and has a walk animation and all. The next step is to get him to shoot his laser gun. I want this to be done using the space bar key. What I have right now is identical to Kirupa's movement using X and Y values tutorial but it only moves one direction of course. How can I make it so that it will continue to move automatically after pressing space instead of having to hit the space bar each time I want it to move 10 units over etc.?
how to create bullets in as3? I have a main character = hero.mc Basically I need to store the bullets in an array and have them firing from the hero. It sounds simple enough, but for some reason I can't get it to work.
So far I have this:
Quote:
private var bullets:Array; public function createBullets() { bullets = new Array();
How do I add a bullet to Flash text? I know that alt0149 isthe html code. In the Flash text box and before the first textcharacter, I tried pressing the ALT key and simultaneously typingin 0149. Nothing happened.A similar question was asked on this forum... the answer wago to the Character Map (where is that) or use dynamic text (Itried putting alt0149 in the dynamic text box ??? but it didn'tork).My work-around so far is to copy a similar bullet and add itto the text box. But there must be a quicker way.
this is in my bullet movie clip on the timeline.[code]It all works but when i turn around it still shoots the same way im sure its something simple but i just cant work it out.
I'm making target shooting game and the hitTestObject not working its located in the function collision detection below in my code: import fl.motion.MotionEvent; import flash.events.MouseEvent; var xSwitch:Array = new Array ; var count:Number = 120; var seconds:Number = 0; var minutes:Number = 0; [Code] .....
I got an object (called tempEnemy) which is flying around and shooting. The problem is that I can't keep the value tempEnemy.rotateTo positive, i.e. It shall be between 0 and 359 degrees. Currently rotateTo ranges from: rotateTo < 0 (bug) && rotateTo > 0 && rotateTo > 359 (bug). tempEnemy.dX = tempEnemy.destX - tempEnemy.x; tempEnemy.dY = tempEnemy.destY - tempEnemy.y;
//I added 180 because my tempEnemy object was looking and shooting to the wrong direction tempEnemy.rotateTo = (toDegrees(getRadians(tempEnemy.dX, tempEnemy.dY))) + 180; if (tempEnemy.rotateTo > tempEnemy.frame + 180) tempEnemy.rotateTo -= 360; if (tempEnemy.rotateTo < tempEnemy.frame - 180) tempEnemy.rotateTo += 360; tempEnemy.incFrame = int((tempEnemy.rotateTo - tempEnemy.frame) / tempEnemy.rotateSpeed);
I'm making a shooting game, would like the gun to flip _xscale when you move the gun past half the width of the stage. Here's the script I made which doesn't work and is probably not written correctly:
I have benn programming in AS2 for a while, but I'm moving to AS3, and I'm having some trouble with syntax and mostly with management of parameters and variables (actually I tried to work with functions in packages without good results T.T). The game has four different types of shooters, and all of them use the same bullet (shoot function). I have succeeded on disappearing the target (a coin in this case) when it is hit by the bullet, but the problem is that I can't quite find the way to dissapear the bullet properly. I keep receiving this message:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller. at flash.display:isplayObjectContainer/removeChild() at eco_adm9_fla::MainTimeline/moveBullet()
I'm doing the shooting game. In that character should move left and right by using the arrow keys. The background is movieClip with image. The character is walking very slow sometimes. And the zombies will come automatically. Why the movement is very slow sometimes?
I've got a mouse controlled person who fires circle bullets up towards oncoming enemies. but since i duplicated them, only the first bullet fired works as it is the only one that has the right instance name.What I mean is :The bullet is instanced bullet When it is duplicated to be fired, it changes to bullet1,bullet2 ect etc The hittest script on the enemies only reconize bullet, and therefore ignores all other shots except the first is there anyway of making it so it reconises all shots?