Making Objects Solid- Please Help
Hi! I'm new to flash, and I have made some simple things. I am trying to make a game, and am having trouble with ActionScript- I have movement of my "player" down pat but how can i make things like walls, obstacles etc?
Here is what I have so far, if it helps.
My simple flash
FlashKit > Flash Help > Flash ActionScript
Posted on: 10-02-2004, 01:33 AM
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Solid Objects In A Game
I have a movie clip named man, that is charecter its actions are this
onClipEvent (load) {
speed = 6;
}
onClipEvent (enterFrame) {
if (key.isdown(key.RIGHT)) {
gotoAndPlay(4);
_x += speed;
}
if (key.isdown(key.LEFT)) {
gotoAndPlay(3);
_x -= speed;
}
if (key.isdown(key.UP)) {
gotoAndPlay(1);
_y -= speed;
}
if (key.isdown(key.DOWN)) {
gotoAndPlay(2);
_y += speed;
}
if (key.isdown(key.RIGHT) && key.isdown(key.UP)) {
}
if (key.isdown(key.LEFT) && key.isdown(key.UP)) {
}
if (key.isdown(key.RIGHT) && key.isdown(key.DOWN)) {
}
if (key.isdown(key.LEFT) && key.isdown(key.DOWN)) {
}
}
onClipEvent (keyUp) {
gotoAndPlay(2);
}
The bottom layer in the main scene is a jpeg image it has water and tree hill etc. what i want to is set boundrys for my charecter too not pass through them as if they where solid. i cant even prevent him from walking off the stage? this puzzels me he walks about just fine just like but he walks to fine even on top water and tress. how do I make limitions to his movement heres the .fla link http://24.98.190.46/beta.fla
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Mayan
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i have an instance that i move with key commads called "hero". I want to make an object called "solid" that when the hero touches it he doesn't move anymore. like her ran into a wall ... or chair or something. any help?
this is what i got for the movement
onClipEvent (load) {
moveSpeed = 3;
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
this._x += moveSpeed;
} else if (Key.isDown(Key.LEFT)) {
this._x -= moveSpeed;
}
if (Key.isDown(Key.DOWN)) {
this._y += moveSpeed;
setProperty (_root.hero, _width, _root.hero._width +2);
setProperty (_root.hero, _height, _root.hero._height +2);
} else if (Key.isDown(Key.UP)) {
this._y -= moveSpeed;
setProperty (_root.hero, _width, _root.hero._width -2);
setProperty (_root.hero, _height, _root.hero._height -2);
}
}
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I need to be able to create walls/blocks that are solid so a character can walk on it, and also not jump through it (from the bottom). This is for a class and we were given a template game to work from, it has blocks in it that you can walk on, and not through from the side, but you can jump up through from the bottom and I don't understand the coding he used to do it. (It's an art school, so they don't really teach us much about scripting.) I remember it being very simple in 2.0, and my teacher said they changed how it works for 3.0.
I think this is the script that dealt with it..
Code:
var newY:Number = char.mc.y + verticalChange;
// loop through all fixed objects to see if character has landed
for(var i:int=0;i<fixedObjects.length;i++) {
if ((char.mc.x+char.width/2 > fixedObjects[i].leftside) && (char.mc.x-char.width/2 < fixedObjects[i].rightside)) {
if ((char.mc.y <= fixedObjects[i].topside) && (newY > fixedObjects[i].topside)) {
newY = fixedObjects[i].topside;
char.dy = 0;
char.inAir = false;
break;
}
}
}
// find new horizontal position
var newX:Number = char.mc.x + horizontalChange;
// loop through all objects to see if character has bumped into a wall
for(i=0;i<fixedObjects.length;i++) {
if ((newY > fixedObjects[i].topside) && (newY-char.height < fixedObjects[i].bottomside)) {
if ((char.mc.x-char.width/2 >= fixedObjects[i].rightside) && (newX-char.width/2 <= fixedObjects[i].rightside)) {
newX = fixedObjects[i].rightside+char.width/2;
char.hitWallLeft = true;
break;
}
if ((char.mc.x+char.width/2 <= fixedObjects[i].leftside) && (newX+char.width/2 >= fixedObjects[i].leftside)) {
newX = fixedObjects[i].leftside-char.width/2;
char.hitWallRight = true;
break;
}
}
}
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I have the following code:
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package{
import flash.display.MovieClip;
import flash.events.*;
class tower_defense extends MovieClip{
var lives = 20;
var waypoint_x = new Array(120, 120, 66, 66, 248, 248, 150, 150, 433, 433, 352, 352, 510);
var waypoint_y = new Array(215, 94, 94, 30, 30, 262, 262, 331, 331, 222, 222, 140, 140);
var delay = 35;
var new_monster = 0;
var monsters_placed = 0;
public function tower_defense() {
addEventListener(Event.ENTER_FRAME,main_lvl);
}
public function main_lvl(event:Event){
if (monsters_placed<25) {
new_monster++;
}
if (new_monster == delay) {
monsters_placed++;
new_monster = 0;
var min:minion = new minion();
min.point_to_reach = 0;
min.speed = 1;
min.x = -20;
min.y = 215;
min.addEventListener(Event.ENTER_FRAME,minion_enterframe);
addChild(min);
}
}
public function minion_enterframe(event:Event){
var current_minion:minion = (event.currentTarget as minion);
var dist_x = waypoint_x[current_minion.point_to_reach]-current_minion.x;
var dist_y = waypoint_y[current_minion.point_to_reach]-current_minion.y;
if ((Math.abs(dist_x)+Math.abs(dist_y))<1) {
current_minion.point_to_reach++;
}
var angle = Math.atan2(dist_y, dist_x);
current_minion.x = current_minion.x+current_minion.speed*Math.cos(angle);
current_minion.y = current_minion.y+current_minion.speed*Math.sin(angle);
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lives--;
//_root.path.lives.text = lives;
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}
}
}
}
and i have the 2 objects, minion and the background (which is just on the main scene)
Now my problem is that, when i compile it (gives no errors) and run it. It just doesn't do anything. Did i do anything wrong with the listeners? (I ported it from AS2 as i want to learn AS3)
Many thanks, Smurf Minions
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this produced an error from Flash indicating i was trying to set the property of a null object.
now i'm trying to use strText as a pointer to the dynamic text instance on the stage. What happens is this case is I don't see any display text. (The runMany function does produce the traced output, though.)
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2 layers, actions and display. Display is below the Actions.
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second fr, display, keyframe. I copied the keyframe from frame 1 to 2 here. I also tried it without this copied keyframe.
second frame, actions, keyframe. stop();
---------
Can anyone tell me what the secret is of having a dynamic text instance on the stage accessible via a timer event?
thanks.
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package
{
import flash.display.Sprite;
import flash.events.MouseEvent;
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package {
import flash.display.Sprite;
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public var id:String;
public var edge:Number;
public var connectedToNode:Ball;
private var color:uint;
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public var vy:Number = 0;
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this.color = color;
init();
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}
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}
On a side note..when I try to do
ActionScript Code:
node1.id = "node1";
I get an error that 'id' is not part of the Ball class. If Ball extends Sprite I would have thought the 'id' attribute was inherited?
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myShape.graphics.drawCircle(20, 10, 25);
myShape.graphics.endFill();
this.addChild(myShape);
The above code is AS3, but I believe the same thing happens for AS2 as well. The overlapping area between the two circles is not clack
Is there something I'm missing to make it one solid black object? I've seemed like I've crawled the livedocs for an hour!
Thanks!
Rege
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