I Am Making A Game... :D
Hello,
I'm making a game. In this game you hit the enemy and that makes him lose life. I would just like to now how you can show the difference between the life variable before and after the enemy gets hit. Here's the script:
The enemy's life : r = 50
Random damage when the enemy is hit : _root.r = _root.r-random(10)-5;
Do you know how it can show(on the screen) how much damage is caused?
FlashKit > Flash Help > Flash ActionScript
Posted on: 05-28-2007, 11:13 AM
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Attach Code
Front Frame:
stop();
Play.onRelease = function() {
_root.gotoAndStop("Game");
};
// end play code
Instructions.onRelease = function() {
_root.gotoAndStop("Instructions");
};
// end instructions code
Main Code:
blockSize = 40; // the block width/height in number of pixels
gameHeight = 15; // the game height in number of blocks
gameWidth = 15; // the game width in number of blocks
SNAKE_BLOCK = 1; // holds the number used to mark snake blocks in the map
keyListener = new Object(); // key listener
keyListener.onKeyDown = function() {
var keyCode = Key.getCode(); // get key code
if (keyCode > 36 && keyCode < 41) { // arrow keys pressed (37 = left, 38 = up, 39 = right, 40 = down)...
if (game.onEnterFrame != undefined) { // only allow moves if the game is running, and is not paused
if (keyCode-37 != turnQueue[0]) { // ...and it's different from the last key pressed
turnQueue.unshift(keyCode-37); // save the key (or rather direction) in the turnQueue
}
}
} else if (keyCode == 32) { // start the game if it's not started (32 = SPACE)
if (!gameRunning) {
startGame();
}
} else if (keyCode == 80) { // pause/unpause (80 = 'P')
if (gameRunning) {
if (game.onEnterFrame) { // pause
delete game.onEnterFrame; // remove main loop
textMC.gotoAndStop("paused");
} else { // exit pause mode
game.onEnterFrame = main; // start main loop
textMC.gotoAndStop("hide");
}
}
}
};
Key.addListener(keyListener);
mouseListener = new Object();
mouseListener.onMouseDown = function() {
if (!gameRunning) { // we want to be able to start the game by clicking
startGame();
}
};
Mouse.addListener(mouseListener);
function startGame() {
x = int(gameWidth/2); // x start position in the middle
y = gameHeight-2; // y start position near the bottom
xVelocity = [-1, 0, 1, 0]; // x velocity when moving left, up, right, down
yVelocity = [0, -1, 0, 1]; // y velocity when moving left, up, right, down
map = new Array(); // create an array to store food and snake
for (var n=0;n<gameWidth;n++) { // make map a 2 dimensional array
map[n] = new Array();
}
turnQueue = new Array(); // a queue to store key presses (so that x number of key presses during one frame are spread over x number of frames)
game.createEmptyMovieClip("food", 1); // create MC to store the food
game.createEmptyMovieClip("s", 2); // create MC to store the snake
scoreTextField.text = "Score: 0"; // type out score info
foodCounter = 0; // keeps track of the number of food movie clips
snakeBlockCounter = 0; // keeps track of the snake blocks, increased on every frame
currentDirection = 1; // holds the direction of movement (0 = left, 1 = up, 2 = right, 3 = down)
snakeEraseCounter = -1; // increased on every frame, erases the snake tail (setting this to -3 will result in a 3 block long snake at the beginning)
score = 0; // keeps track of the score
placeFood("new"); // place a new food block
textMC.gotoAndStop("hide"); // make sure no text is visible (like "game over ")
game.onEnterFrame = main; // start the main loop
gameRunning = true; // flag telling if the game is running. If true it does not necessarily mean that main is called (the game could be paused)
}
function main() { // called on every frame if the game is running and it's not paused
if (turnQueue.length > 0) { // if we have a turn to perform...
var dir = turnQueue.pop(); // ...pick the next turn in the queue...
if (dir % 2 != currentDirection % 2) { // not a 180 degree turn (annoying to be able to turn into the snake with one key press)
currentDirection = dir; // change current direction to the new value
}
}
x += xVelocity[currentDirection]; // move the snake position in x
y += yVelocity[currentDirection]; // move the snake position in y
if (map[x][y] != SNAKE_BLOCK && x > -1 && x < gameWidth && y > -1 && y < gameHeight) { // make sure we are not hitting the snake or leaving the game area
game.s.attachMovie("snakeMC", snakeBlockCounter, snakeBlockCounter, {_x: x*blockSize, _y: y*blockSize}); // attach a snake block movie clip
snakeBlockCounter++; // increase the snake counter
if (typeof(map[x][y]) == "movieclip") { // if it's a not a vacant block then there is a food block on the position
score += 10; // add points to score
scoreTextField.text = "Score: " + score; // type out score info
snakeEraseCounter -= 2; // make the snake not remove the tail for five loops
placeFood(map[x][y]); // place the food movie clip which is referenced in the map map[x][y]
}
map[x][y] = SNAKE_BLOCK; // set current position to occupied
var tailMC = game.s[snakeEraseCounter]; // get "last" MC according to snakeEraseCounter (may not exist)
if (tailMC) { // if the snake block exists
delete map[tailMC._x/blockSize][tailMC._y/blockSize]; // delete the value in the array m
tailMC.removeMovieClip(); // delete the MC
}
snakeEraseCounter++; // increase erase snake counter
} else { // GAME OVER if it is on a snake block or outside of the map
gameOver();
}
}
function gameOver() {
_root.gotoAndStop("End")
} //end game over code
Instructions page 1:
stop();
Next.onRelease = function(){
_root.gotoAndStop("Instructions2")
} // end next code
Instructions page 2:
Next.onRelease = function(){
_root.gotoAndStop("Instructions3")
} //end next code
Instructions page 3:
Play.onRelease = function(){
_root.gotoAndStop("Game")
} //end play code
game over frame:
PlayAgain.onRelease = function() {
_root.gotoAndStop("Start");
};
//end play again code
Send Score button:
on (release) {
getURL("http://www.net-petz.com/reg/GAMENAME.php", "_self", "POST");
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I've made complete mazes that work fine but i'd like to add some moving elements that you'll have to avoid with your mouse. I've set up the maze lines as a button on the stage that if you rollover it takes to another scene that plays that losing animation. what i've tried so far is to make a movie clip with a moving object and then insert it into the button that contains the maze lines. When i run the movie everything seems to be moving ok but the moving objects don't set off the rollover function. the rollover function only works on these moving objects when i mouse over the initial state. If I touch a part of the movie that is moved outside of the initial state then nothing happens.
I've scoured the forums and have not found anything on this so I hope someone can give me a hand. I'm sure it's some easy solution.
Thanks again,
Tundrawlkr
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Making A Shooter Game
Ok...im making a shooter game, where dudes run around the area and you have to shoot them. Now everything was going fine until i wanted the guy to get shot, Now i had a button over the top, that apparantly should have lead to the dying frame....but it isn't seeming to register as a button, can any one help?
Or even better could someone rectify the old FLA. file, then send it back, and tell me where i went wrong?
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[F8] Making A Console For My Game.
Im making a console for my game and I want to to be made in a remote AS file so i can use it in other games.
but i get these error
Code:
**Error** C:Documents and SettingsJasonDesktopWorld Factiongamesstickmanwarsconsole.as: Line 1: ActionScript 2.0 class scripts may only define class or interface constructs.
cmd1="set";
**Error** C:Documents and SettingsJasonDesktopWorld Factiongamesstickmanwarsconsole.as: Line 6: ActionScript 2.0 class scripts may only define class or interface constructs.
}
Total ActionScript Errors: 2 Reported Errors: 2
here is the .as file
Code:
cmd1="set";
function do_cmd1()
{
_root[targetvar] = amount;
};
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