Actionscript 3 :: Set Up A Run / Game Loop In Flash?
Feb 24, 2010
Currently, I have all my variable initialization and function definitions in the timeline's first frame, my logic in the second frame, and a command to 'go to the second frame' in the third frame.
Im making a transition from Java to Flash/Actionscript and Im having sort of a hard time figuring out where to write my code for my flash game loop(or engine) due to flash having "frames" unlike Java.Am I able to put the loop inside the Document class even having like game menus in the game? I havent found a way to put it in there without it always running when the flash application begins.Or should I just have the game loop called every frame? For instance, frame 4 will be level 1 and so the engine will be called out there. And frame 5 will be level 2 and ill call a different instance of the game engine there.Im just having a difficult time due to the "frames". So where would be the best place to put the game loop?
I have a game loop written in Haxe/Flash. For some reason it slows down over time. At first it runs reasonably, but my laptop fan starts spinning up and it gets slower and slower. Why would this happen?
i am having trouble on designing the "game" loop in my flash as3 virtual pond currently i have the following enter_frame loop. in my "pond" parent container, there will be arbitrary amount of "fish" objects and "food pellet" objects. currently in my loop function when two or more food is placed in near distance of the fish , the fish will not move does anyone know why this happens? the below code is in my "Fish" class, updatePosition() merely tells the fish to swim around like a fish.
public function loop(e:Event):void { //getDistance(this.x - i.x, this.y - i.y)
I'm developing a Flash game using ActionScript 3 and have this code in my documents class:
package com { import flash.display.MovieClip; import flash.display.Stage; public function Engine() { // Create a player instance
[Code]...
Is there a library or something I need to import to get this to work? If it's not obvious, I want to run the gameLoop method of my Engine class (the documents class) on every new frame (the document is currently set to 30fps).
For my game, I've made an easy-to-use instruction list to program enemies. It works pretty well, except it's inaccurate, and the only reason I can think of is a rounding error.
Here's how my instruction list works: list[0] = "Right:60"; list[1] = "Left:60";
The game loop calls a function on the object that decides what action to do. Right:60 means it moves right for 60 game loops, then goes to the next item on the list. This works fine, except for the inaccuracy. An object gets his xSpeed altered every game loop, depending on the current instruction. If it's "Right", xSpeed += acceleration, if it's "Left", xSpeed -= acceleration.
The game loop itself multiplies the xSpeed by a friction variable, which is 0.7 (may be changed later, currently this works best). Now what happens is, the object bounces back and forth just fine. But it after so many times it keeps going a couple of pixels further to the left than to the right. Eventually, the object falls off the screen on the left, while the instruction says it should do 60 game loops of "Left" and 60 loops of "Right".
I am trying to create a turn base board game. It has four player and out the the four players one is human and the rest are cpu's. The players are number 1,2..4. In the beginning of the game it ask's the user to which player will be the human player. A random number generator function picks a random number between 1-4 and that number player will go first.
There is a while loop that controls the game play something like: var isNotEndofGame:Boolean = true; var human:Number; //the user inputs this number. var aPlayer:Number = getRandomNumber(1,4); //players: 1, 2, 3, 4 while(isNotEndofGame) { if(aPlayer==human) doHumanMove(); else doCpuMove();
This reset's the player so they can keep on playing until game ends. if(aPlayer==4) aPlayer = 1; } inside function doCpuMove() and doHumanMove() isNotEndofGame will become false when the game objective is met.
The problem I am having is when its the human players turn I want the loop to pause or wait so that the human player can do some interaction such as click a button or drag a movieClip. I tried adding adding mouseclick event listeners and timer neither worked.
I need to take control of how my base game class updates: package { import flash.display.Sprite; import flash.events.KeyboardEvent; public class Test extends Sprite { private var sprite:Sprite; [Code] .....
Here after every key press/release AS3 takes care of automatically drawing a sprite onto screen, but I need to do this manualy. Haw to get my hands on updating mechanism here? I need something like this - all time repeating game loop that is set to be updated/redrawn every time at its end.
I'm trying to program this code: public function enemiesDie(){ enemyLoop: for (var k:int = enemies.length -1;k>= 0; k--){ bulletLoop: for (var i:int = bullets.length -1; i>=0; i--){ if (enemies[k].hitTestObject(bullets[i])){ trace("hit"); [Code] ....
To detect when a bullet hits an enemy in a game I'm trying to make and I get this error: TypeError: Error #1006: hitTestObject is not a function. at Space_Hooligans/enemiesDie() at Space_Hooligans/gameLoop()
I have looked everywhere for an example or tutorial on a delta time game loop in AS3. I found many fixed time step examples but very little helpful information on delta time game loops and how it works. I have seen examples that do the calculations in a timer and also seen examples that do the calculations inside the enter_frame event. All the examples I have seen are also incomplete and only provided me with bits and pieces.
I'm trying to use a loadMovie function inside a loop to load external PNG files when my game is loaded. Unfortunately, I can't get even a single loadMovie to work correctly, much less execute a bunch of them.The code is on the root time line, and is targetting an empty movie clip that is nested inside about 3 levels. There is a button, with a movie clip on it, and the empty clip I'm trying to load into on that.so the full target path is myBox_00.smallBox.myLogo(myBox_00 is the button, smallBox is the movie clip, and myLogo is the empty)[code].I even tried using a JPG image instead of a PNG and still no luck. The best I could do was number 4; and that didn't work, all it did was SOMETHING instead of NOTHING... unfortunately that something was to make the button (myBox_00) disappear entirely T_T.I've never had much luck with loading external images. What am I missing here?
I'm creating a game at the moment for my university course and it involves the player character jumping on top of boxs twice to break them as opposed to just once.What would be the most efficient/simple way of writing this in Actionscript 3.
I am thinking of developing of a game like this: [URL]... Do you have any idea - by which game engine I may develop this type of games? I am not sure whether I have to use any 3d physics engine? I think JiglibFlash may be useful, but I am not sure.
how to make a game tutorial as farmville game tutorial to teach the user to play the game. i have recently involve in make that kind of game tutorial for its user by actionscript 3
When game page loading , the flash game itself does not appear ( just white area as the holder of the flash game) untill the game almost finish downloading, then it appears .. This long waiting with just white area makes visitors leave, thinking there was nothing there.
well i made a game and in the game there is music at the first frame and when u lose to goes back to first fram and more music plays so they are overlapping.
I am going to develop a very simple game for android and for iphone/ipad I have the option to develop it in cocos2d or in adobe flash air (i am not a developer, but i have 2 developers who are offering me the service)I have a developer that states that cocos2d is better and other one that states that adobe flash air.I want it in cross platform.the cost offered by both developers is the same..i have heard that adobe air has the flaw that it is very slow, is this real? if you had the 2 options which will you use to develop your game and why?
I'm making a game that populates user-designed cards into the game using an external xml file. My main class loads the xml file and then calls to the "Card" class, which wants to use the xml file. I've tried using this.parent and it just gives me a null object reference error. This is what I have so far: Main.as
currently i making this game and objects would spawn at random and be able to click but when de game starts itself, the spawn is correct but i am unable to make it stop when time goes to 0seconds.
I have recently started working with Mahjong game. But being not so experienced developer. I am just confuse about many aspects of it. So if anyone could throw some light on it. I have to build the game where there could be different number of tiles on screen. 32, 48, 64 , 80, 96, 112 and so on Now I have questions regarding the levels of blocks in this game. I mean the layouts of the game should be predefined or they should be dynamically created? Also I wanted to know how the surface of enable and disable symbols are created?
I was trying to make a game, and the character inside the game could swim. However, I only wanted him to swim in short bursts that refueled every time he hit the ground.
im trying to create a tamagotchi game type game. For some reason i can not add any items to the stage.Currently i have imported 2 png images to the stage and coverted them to movie clips. One is called TamagotchiCharacter and the other is called Beer. I have also created a new 2 AS3.0 script class called TamagotchiGame and DraggableItem. The following is TamagotchiGame:
Code: package { import flash.display.MovieClip; public class TamagotchiGame extends MovieClip {
[code]....
I have assigned the above code as the BaseClass of the Beer symbol, this has allowed the beer to become draggable and droppable etc.when i run the program nothing happens, i just get a blank white screen.
It's about the "Game Character Dialogues", It is used to instruct the user what to do, like what you see in BookWorm or Diner DAsh.I used dynamic text fields to generate these dialogues,but as I continued doing it. I found myself stuck.I have no idea on how to change the words when the "next" button is clicked. there will be no previous button. but the dialogue will replay when the character is clicked.
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?
We have a bug in one game whereby the sound of the word repeats. Even when we use stopAllSounds - the sound is still kept in memory and you can hear it in the next activity - it's a disaster and kids get real angry.
I am making a Shooting game in flash actionscript 3 and have some questions about the flow of logic and how to smartly use the OOPs concepts.There are mainly 3 classes:Main Class: Initializes the objects on the screen.Enemy Class: For moving the enemies around on the screen.Bullet Class: For shooting.What I want to do is find out if the Enemy has been hit by a bullet and do things which must be done as a result ...What I am doing right now is that I have a ENTER_FRAME event in which i check collision detection of each enemy unit (saved in an array) with the bullet instance created, and if it collides then perform all the necessary actions in the Main class .. clogging the Main class in the process
the problem i get is that when the user selects "new game" it should restart the game. when it does this the toolbar is not reset. instead a new menu item is added (without removing the old one. so evertime the user hits new game, a new "file" menu is added). how do i make sure there is only 1 "File" menu? and im using actionscript 2