Help on quiz/game

So I haven't really coded anything in actionscript for over a year so I am pretty rusty.  However, as the school year is approaching I came up with a cool idea for a game/quiz for my students.  I would like to be able to create a quiz like the one at this link: http://espn.go.com/free-online-games/trivia/namemlbplayer
Any help on how to get started or get this going would be great.  Thanks.
Jeremy

ok, so, I Finally got around to finishing this and am having problems with the scoring feature.  here is my code
var correctNum:int=0;
var questionIndex:int=00;
var question_tf:TextField=new TextField();
addChild(question_tf);
question_tf.multiline=true;
question_tf.width=300;
question_tf.x=10;
question_tf.y=100;
var answer_tf:TextField=new TextField();
addChild(answer_tf);
answer_tf.type="input";
answer_tf.border=true;
answer_tf.width=200;
answer_tf.multiline=false;
answer_tf.x=350;
answer_tf.y=100;
var questionA:Array=["the distance a number is from zero", "the number of square units needed to cover a surface", "the length of the outer boundary of a circle", "a whole number greater than 1 that has more than two factors", "the distance across a circle through its center", "a mathematical sentence that includes an equal sign", "shows how many times a number is to be multiplied", "mathematical sentence containing numbers and at least one operation", "the numbers you multiply together to get another number", "a table for organizing a set of data that shows the number or pieces of data that fall within given intervals or categories", "the greatest number that is a factor of two or more numbers", "a positive or negative whole number and zero", "the least of the nonzero common multiples of a group of numbers", "the average of a set of numbers", "the number in the middle of a set of data when the data is arranged in numerical order", "the value in a set of data that appears most often", "the product of a number and a whole number", "addition, subtraction, multiplication, division", "the rules to follow when more than one operation is used in a numerical expression, PEMDAS", "the distance around a closed geometric figure", "a whole number greater than 1 that has exactly two factors, 1 and itself", "the ratio of the number of ways a certain event can occur to the number of possible outcomes", "an equation that shows 2 ratios are equivalent", "the distance from the center to any point on a circle", "the difference between the highest and the lowest number in a data set", "a comparison of two numbers by division", "a number that can be written as a fraction", "the steepness of a line", "a rate with a denominator of 1", "a symbol that represents a quantity in an algebraic equation"];
var answerA:Array=["absolute value", "area", "circumference", "composite", "diameter", "equation", "exponent", "expression", "factor", "frequency table", "greatest common factor", "integer", "least common multiple", "mean", "median", "mode", "multiple", "operations", "order of operations", "perimeter", "prime", "probability", "proportion", "radius", "range", "ratio", "rational number", "slope", "unit rate", "variable"];
var numberA:Array=[];
for(var i:int=0;i<questionA.length;i++){
numberA.push(i);
shuffle(numberA);
submitBtn.addEventListener(MouseEvent.CLICK,submitF);
nextQuestionF();
function nextQuestionF():void{
answer_tf.text="";
question_tf.text=questionA[numberA[questionIndex]];
function submitF(e:MouseEvent):void{
if(answer_tf.text.toLowerCase()==answerA[questionIndex]){
  correctNum++;
questionIndex++;
if(questionIndex<questionA.length){
  nextQuestionF();
} else {
  endQuizF();
function endQuizF():void {
removeChild(answer_tf);
question_tf.text="You answered "+correctNum+" questions correctly and "+(questionA.length-correctNum)+" questions incorrectly";
function shuffle(a:Array){
var p:int;
var t:*;
var ivar:int;
for (ivar = a.length-1; ivar>=0; ivar--) {
  p=Math.floor((ivar+1)*Math.random());
  t = a[ivar];
  a[ivar] = a[p];
  a[p] = t;
The scoring does not work.  I can't find the problem.  Any help would be appreciated.
Thanks.

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    disappears. Thanks for all the help.
    package
              import flash.display.MovieClip;
              import flash.events.KeyboardEvent;
              import flash.events.*;
              import flash.utils.getTimer;
              public class Platform extends MovieClip
                        // movement constants
                        static const gravity:Number = .004;
                        // screen constants
                        static const edgeDistance:Number = 100;
                        // object arrays
                        private var fixedObjects:Array;
                        private var otherObjects:Array;
                        // hero and enemies
                        private var hero:Object;
                        private var enemies:Array;
                        // game state
                        private var playerObjects:Array;
                        private var gameScore:int;
                        private var gameMode:String = "start";
                        private var playerLives:int;
                        private var lastTime:Number = 0;
                        private var currentX:int = 0;
                        public function startPlatformGame()
                                  // constructor code
                                  gameMode = "play";
                        public function startGameLevel()
                                  createHero();
                                  addEnemies();
                                  // examine level and note all objects
                                  examineLevel();
                                  // add listeners
                                  this.addEventListener(Event.ENTER_FRAME,gameLoop);
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
                                  stage.addEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
                                  // set game state
                                  gameMode = "play";
                        public function createHero()
                                  hero = new Object();
                                  hero.mc = gamelevel.hero;
                                  hero.dx = 0.0;
                                  hero.dy = 0.0;
                                  hero.inAir = false;
                                  hero.direction = 1;
                                  hero.animstate = "stand";
                                  hero.walkAnimation = new Array(2,3,4,5,6,7,8);
                                  hero.animstep = 0;
                                  hero.jump = false;
                                  hero.moveLeft = false;
                                  hero.moveRight = true;
                                  hero.jumpSpeed = .8;
                                  hero.walkSpeed = .15;
                                  hero.width = 30.0;
                                  hero.height = 40.0;
                                  hero.startx = hero.mc.x;
                                  hero.starty = hero.mc.y;
                        public function addEnemies() {
                                  enemies = new Array();
                                  var i:int = 1;
                                  while (true) {
                                            if (gamelevel["enemy"+i] == null) break;
                                            var enemy = new Object();
                                            enemy.mc = gamelevel["enemy"+i];
                                            enemy.dx = 0.0;
                                            enemy.dy = 0.0;
                                            enemy.inAir = false;
                                            enemy.direction = 1;
                                            enemy.animstate = "stand"
                                            enemy.walkAnimation = new Array(2,3,4,5);
                                            enemy.animstep = 0;
                                            enemy.jump = false;
                                            enemy.moveRight = true;
                                            enemy.moveLeft = false;
                                            enemy.jumpSpeed = 1.0;
                                            enemy.walkSpeed = .08;
                                            enemy.width = 30.0;
                                            enemy.height = 30.0;
                                            enemies.push(enemy);
                                            i++;
                        public function examineLevel()
                                  fixedObjects = new Array();
                                  otherObjects = new Array();
                                  for (var i:int=0; i<this.gamelevel.numChildren; i++)
                                            var mc = this.gamelevel.getChildAt(i);
                                            // add floors and walls to fixedObjects
                                            if (mc is Floor)
                                                      var floorObject:Object = new Object();
                                                      floorObject.mc = mc;
                                                      floorObject.leftside = mc.x;
                                                      floorObject.rightside = mc.x + mc.width;
                                                      floorObject.topside = mc.y;
                                                      floorObject.bottomside = mc.y + mc.height;
                                                      fixedObjects.push(floorObject);
                                            else if ((mc is Treasure) )
                                                      otherObjects.push(mc);
                                  fixedObjects.sortOn("leftside" , Array.NUMERIC );
                                  for each (floorObject in fixedObjects)
                                            trace(floorObject.leftside);
                        // add treasure, key and door to otherOjects;
                        public function keyDownFunction(event:KeyboardEvent)
                                  if (gameMode != "play")
                                            return;
                                  }// don't move until in play mode
                                  if (event.keyCode == 37)
                                            hero.moveLeft = true;
                                  else if (event.keyCode == 39)
                                            hero.moveRight = true;
                                  else if (event.keyCode == 32)
                                            if (! hero.inAir)
                                                      hero.jump = true;
                        public function keyUpFunction(event:KeyboardEvent)
                                  if (event.keyCode == 37)
                                            hero.moveLeft = false;
                                  else if (event.keyCode == 39)
                                            hero.moveRight = false;
                        public function gameLoop(event:Event)
                                  // get time differentce
                                  if (lastTime == 0)
                                            lastTime = getTimer();
                                  var timeDiff:int = getTimer() - lastTime;
                                  lastTime +=  timeDiff;
                                  // only perform tasks if in play mode
                                  if (gameMode == "play")
                                            moveCharacter(hero,timeDiff);
                                            checkCollisions();
                                            scrollWithHero();
                                            death();
                        public function moveCharacter(char:Object,timeDiff:Number)
                                  if (timeDiff < 1)
                                            return;
                                  // assume character pulled down by gravity
                                  var verticalChange:Number = char.dy * timeDiff + timeDiff * gravity;
                                  if (verticalChange > 15.0)
                                            verticalChange = 15.0;
                                  char.dy +=  timeDiff * gravity;
                                  // react to changes from key presses
                                  var horizontalChange = 0;
                                  var newAnimState:String = "stand";
                                  var newDirection:int = char.direction;
                                  if (char.moveLeft)
                                            // walk left
                                            horizontalChange =  -  char.walkSpeed * timeDiff;
                                            newAnimState = "walk";
                                            newDirection = -1;
                                  else if (char.moveRight)
                                            // walk right
                                            horizontalChange = char.walkSpeed * timeDiff;
                                            newAnimState = "walk";
                                            newDirection = 1;
                                  if (char.jump)
                                            // start jump
                                            char.jump = false;
                                            char.dy =  -  char.jumpSpeed;
                                            verticalChange =  -  char.jumpSpeed;
                                            newAnimState = "jump";
                                  // assume no wall hit, and hanging in air
                                  char.hitWallRight = false;
                                  char.hitWallLeft = false;
                                  char.inAir = true;
                                  // find new vertical position
                                  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;
                                  // set position of character
                                  char.mc.x = newX;
                                  char.mc.y = newY;
                                  // set animation state
                                  if (char.inAir)
                                            newAnimState = "jump";
                                  char.animstate = newAnimState;
                                  // move along walk cycle
                                  if (char.animstate == "walk")
                                            char.animstep +=  timeDiff / 60;
                                            if (char.animstep > char.walkAnimation.length)
                                                      char.animstep = 0;
                                            char.mc.gotoAndStop(char.walkAnimation[Math.floor(char.animstep)]);
                                            // not walking, show stand or jump state
                                  else
                                            char.mc.gotoAndStop(char.animstate);
                                  // changed directions
                                  if (newDirection != char.direction)
                                            char.direction = newDirection;
                                            char.mc.scaleX = char.direction;
                        public function checkCollisions()
                                  for (var i = otherObjects.length-1; i >= 0; i--)
                                            if (hero.mc.hitTestObject(otherObjects[i]))
                                                      getObject(i);
                                  for (var j:int = enemies.length-1; j>=0; j--)
                                            if (hero.mc.hitTestObject(enemies[j].mc))
                                                      currentX = hero.mc.x;
                                                      gameComplete();
                        public function scrollWithHero()
                                  var stagePosition:Number = gamelevel.x + hero.mc.x;
                                  var rightEdge:Number = stage.stageWidth - edgeDistance;
                                  var leftEdge:Number = edgeDistance;
                                  if (stagePosition > rightEdge)
                                            gamelevel.x -= (stagePosition-rightEdge);
                                            if (gamelevel.x < -(gamelevel.width-stage.stageWidth))
                                                      gamelevel.x = -(gamelevel.width-stage.stageWidth);
                                  if (stagePosition < leftEdge)
                                            gamelevel.x += (leftEdge-stagePosition);
                                            if (gamelevel.x > 0)
                                                      gamelevel.x = 0;
                        public function getObject(objectNum:int)
                                  if (otherObjects[objectNum] is Treasure)
                                            gamelevel.removeChild(otherObjects[objectNum]);
                                            otherObjects.splice(objectNum,1);
                        public function death()
                                  if (hero.mc.y > 300)
                                            currentX = gamelevel.hero.x;
                                            trace(currentX);
                                            gameComplete();
                        public function gameComplete()
                                  gameMode = "dead";
                                  var dialog:Dialog = new Dialog();
                                  dialog.x = 175;
                                  dialog.y = 100;
                                  addChild(dialog);
                                  dialog.message.text = "Gameover";
                        public function clickDialogButton(event:MouseEvent)
                                  removeChild(MovieClip(event.currentTarget.parent));
                                  // new life, restart, or go to next level
                                  if (gameMode == "dead")
                                            // reset hero
                                            hero.mc.x = currentX;
                                            hero.mc.y = 0;
                                            trace("dead");
                                            setReplay();
                                            gameMode = "play";
                                  // give stage back the keyboard focus
                                  stage.focus = stage;
                        public function setReplay()
                                  for (var i:int = fixedObjects.length-1; i>-1; i--)
                                            if (fixedObjects[i].leftside < currentX)
                                                      this.gamelevel.removeChildAt(fixedObjects[i]);
                                                      fixedObjects.splice(i,1);
                                                      trace("Splice?");
                                  for each (var floorObject in fixedObjects){
                                            trace(floorObject.leftside);
                        public function cleanUp()
                                  removeChild(gamelevel);
                                  this.removeEventListener(Event.ENTER_FRAME,gameLoop);
                                  stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
                                  stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpFunction);

    Ok, I fiured it all out, the other way you mentioned. Just opened up the character MC, and named 2 frames. One LEFT and one RIGHT. Then I added a few simple lines of code, and turned out with this:
    if (Key.isDown(Key.RIGHT)) {
    _x += speed;
    this.gotoAndStop("right");
    if (Key.isDown(Key.LEFT)) {
    _x -= speed;
    this.gotoAndStop("left");
    Thanks for helping!!!

  • Need help in a game design.Cirles,lines intersections

    Hello,
    Im trying to create a board game (the go game) but i have problems with the design. Till now i have design a 19 * 19 table and what i want is when i click with the mouse on this table to display circles, but i want them exactly on the intersection. With my program i get circles everywhere i click and not on the intersection of the line.
    So if anyone can help me,i would like to tell me, how can i place the circle exactly on the intersection? Also i would like to eliminate the clicks just on the table and not outside of it.
    Please help if anyone knows, im not that expert in java
    My code is this till now.
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    public class goGame extends JFrame {
    private int x1Value , y1Value ;
    boolean isWhitesTurn = true,first = true;
    public goGame()
    super( "Go game" );
    Color redbrown = new Color (75,17,17);
    setBackground(redbrown);
    addMouseListener(
    // anonymous inner class
    new MouseAdapter() {
    // store drag coordinates and repaint
    public void mouseClicked( MouseEvent event )
    x1Value = event.getX();
    y1Value = event.getY();
    repaint();
    } // end anonymous inner class
    ); // end call to addMouseMotionListener
    setSize( 700,550 );
    setVisible(true);
    public void paint( Graphics g )
    Graphics2D graphics2D = (Graphics2D ) g;
    Color redbrown = new Color (75,17,17);
    g.setColor(redbrown);
    Color lightbrown = new Color (192,148,119);
    g.setColor(lightbrown);
    if (first) {
    //paint yellow the big rectangle
    graphics2D.setPaint(new GradientPaint (600,100, Color.yellow,100, 10,Color.red,true));
    graphics2D.fillRect(60,60,450,450);
    graphics2D.setPaint(Color.black);
    graphics2D.setStroke(new BasicStroke(3.0f));
    //draw rows
    int y=60;
    for (int n=0; n<=18 ; n++)
    g.drawLine(60,y,510,y );
    y= y + 25;
    //draw columns
    int x = 60;
    for (int n=0; n<=18 ; n++)
    g.drawLine(x,510,x,60);
    x = x + 25;
    g.setColor(Color.green) ;
    //draw the 1st 3 vertical dots
    int z = 133;
    for (int n=0; n<=2; n++)
    g.fillOval(133,z,5,5);
    z = z + 150;
    //draw the 2 vertical dots of the 1st row-dot , the 1 already exists
    int w = 283;
    for (int n =0; n<=1; n++)
    g.fillOval(w,133,5,5);
    w = w + 150;
    //draw the 2 vertical dots of the 2nd row-dot
    int t = 283;
    for (int n=0; n<=2; n++)
    g.fillOval(283,t,5,5);
    t = t + 150;
    //draw the last dots
    g.fillOval(433,283,5,5);
    g.fillOval(433,433,5,5);
    first = false;
    if (isWhitesTurn) g.setColor(Color.white);
    else g.setColor(Color.black);
    g.fillOval( x1Value, y1Value,20,20 );
    isWhitesTurn = !isWhitesTurn ;
    // execute application
    public static void main( String args[] )
    goGame application = new goGame();
    application.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    }

    This will capture vertical and horizontal
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import java.util.*;
    public class GoGame extends JFrame
    public GoGame()
         getContentPane().setLayout(null);
         setBounds(10,10,510,520);
         getContentPane().add(new TheTable());
         setVisible(true);
    public class TheTable extends JPanel
         int[][]points  = new int[19][19];
         boolean black  = true;
    public TheTable()
         setBounds(20,20,453,453);
         addMouseListener(new MouseAdapter()
              public void mouseReleased(MouseEvent m)
                   Point p = clickOnIntersection(m.getPoint());
                   if (p != null && points[p.x/25][p.y/25] == 0)
                        int x = p.x/25;
                        int y = p.y/25;
                        if (black)
                             points[x][y] = 1;
                             black = false;
                        else
                             points[x][y] = 2;
                             black = true;
                        capture(x,y);
                        repaint();
    private Point clickOnIntersection(Point p)
         Rectangle rh = new Rectangle(0,0,getWidth(),4);
         Rectangle rv = new Rectangle(0,0,4,getHeight());
         for (int h=0; h < 19; h++)
              rh.setLocation(0,h*25-1);
              if (rh.contains(p))
                   for (int v=0; v < 19; v++)
                        rv.setLocation(v*25-1,0);
                        if (rv.contains(p)) return(new Point(v*25+1,h*25+1));
         return(null);
    private void capture(int x, int y)
         onTheY(x,y,points[x][y]);
         onTheX(x,y,points[x][y]);
    private void onTheY(int x, int y, int col)
         for (int j=x-1; j > -1; j--)
              if (points[j][y] == 0) break;
              if (points[j][y] == col)
                   outOnY(j,x,y);
                   break;
         for (int j=x+1; j < 19; j++)
              if (points[j][y] == 0) break;
              if (points[j][y] == col)
                   outOnY(x,j,y);
                   break;
    private void onTheX(int x, int y, int col)
         for (int j=y-1; j > -1; j--)
              if (points[x][j] == 0) break;
              if (points[x][j] == col)
                   outOnX(j,y,x);
                   break;
         for (int j=y+1; j < 19; j++)
              if (points[x][j] == 0) break;
              if (points[x][j] == col)
                   outOnX(y,j,x);
                    break;
    private void outOnY(int f, int t, int y)
         for (f=f+1; f < t; f++) points[f][y] = 0;
    private void outOnX(int f, int t, int x)
         for (f=f+1; f < t; f++) points[x][f] = 0;
    public void paintComponent(Graphics g)
         super.paintComponent(g);
         Graphics2D g2 = (Graphics2D)g;
         g2.setPaint(new GradientPaint(getWidth(),getHeight(),Color.yellow,0,0,Color.red,true));
         g2.fillRect(0,0,getWidth(),getHeight());
         g2.setColor(Color.black);
         for (int n=0; n < 19; n++)
              g2.fillRect(0,n*25,getWidth(),3);
              g2.fillRect(n*25,0,3,getHeight());
         g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON);          
         g2.setColor(Color.green) ;
         for (int n=0; n < 3; n++)
              g2.fillOval(25*3-1,n*150+74,5,5);
              g2.fillOval(25*9-1,n*150+74,5,5);
              g2.fillOval(25*15-1,n*150+74,5,5);
         for (int x=0; x < 19; x++)
              for (int y=0; y < 19; y++)
                   if (points[x][y] != 0)
                        if (points[x][y] == 1) g.setColor(Color.black);     
                        if (points[x][y] == 2) g.setColor(Color.white);     
                        g2.fillOval(x*25-9,y*25-9,20,20);
    public static void main(String[] args)
         GoGame game = new GoGame();
         game.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    }Noah

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