Help Please - Objects to Display
Hey how can i get my objects to display? In my class i have a function that creates objects and they fall randomly in rows but only 1 is displaying. And i used trace(); to test how many on stage and it said 4 but only 1 starting falling.
I think there is something wrong with the method i am using to create the objects in rows.
Heres the code:
package
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
public class Main extends MovieClip
public var enemyA:Array = [];
public var birdA:Array = [];
public var rowNum:int = 1;
private var gap:int = 100;
private var obj_no = 2;
public var timer:int = 0;
public var time_limit = 10;
public var TimerSpeed:uint = 1000;
public var MyTimer:Timer = new Timer(TimerSpeed);
public var enemy1:mychar = new mychar();
public var TheBird:BirdChar = new BirdChar();
public function Main()
// Constructor Code
public function activateGameControls()
createEnemyF();
createBirdF();
this.addEventListener(Event.ENTER_FRAME,loopF);
MyTimer.addEventListener(TimerEvent.TIMER, TimerHandler);
MyTimer.start();
public function deactivateGameControls()
addChild(TheBird);
addChild(enemy1);
removeChild(TheBird);
removeChild(enemy1);
public function createEnemyF()
for (var i:int = 0; i < rowNum; i++)
for (var j:int = 0; j < obj_no; j++)
enemy1.x = Math.random() * stage.stageWidth - enemy1.width;
enemy1.y = - i * (gap + enemy1.height) - 30.65;
enemyA.push(enemy1);
addChild(enemy1);
trace(enemy1.x, enemy1.y);
public function createBirdF()
TheBird.x = 270.95;
TheBird.y = 350.95;
birdA.push(TheBird);
addChild(TheBird);
public function loopF(event:Event)
updateEnemyPositionsF();
updateBirdPositionsF();
hitTestF();
public function updateEnemyPositionsF()
enemy1.y += 2;
public function updateBirdPositionsF()
TheBird.x = mouseX;
public function hitTestF()
if (TheBird.hitTestObject(enemy1))
gotoAndPlay(5);
deactivateGameControls();
trace('The Bird Hit Enemy 1');
function TimerHandler(event:TimerEvent)
timer += 1;
if (timer == 50)
MyTimer.removeEventListener(TimerEvent.TIMER, TimerHandler);
MyTimer.stop();
gotoAndPlay(4);
else if (timer == time_limit)
gotoAndPlay(5);
deactivateGameControls();
Sorry, but i don't get your method on how to do this Here is my code, please give me some steps on exactly what to do and comments on why you are doing it please ..
package
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.display.DisplayObject;
public class Main extends MovieClip
public var enemyA:Array = [];
public var birdA:Array = [];
private var gap:int = 100;
public var timer:int = 0;
public var time_limit = 10;
public var TimerSpeed:uint = 1000;
public var MyTimer:Timer = new Timer(TimerSpeed);
public var enemy1:mychar = new mychar;
public var TheBird:BirdChar = new BirdChar;
public function Main()
// Constructor Code
public function activateGameControls()
createEnemyF();
createBirdF();
this.addEventListener(Event.ENTER_FRAME,loopF);
MyTimer.addEventListener(TimerEvent.TIMER,TimerHandler);
MyTimer.start();
public function deactivateGameControls()
addChild(TheBird);
addChild(enemy1);
removeChild(TheBird);
removeChild(enemy1);
//here is the function i need fixed! I want enemy1 added randomly into rows with the gap.
public function createEnemyF()
for (var i:int = 0; i < 10; i++)
enemy1.x = Math.random() * stage.stageWidth - enemy1.width;
enemy1.y = - i * (gap + enemy1.height) - 30.65;
enemyA.push(enemy1);
addChild(enemy1);
trace(enemy1.x, enemy1.y);
public function createBirdF()
TheBird.x = 270.95;
TheBird.y = 350.95;
birdA.push(TheBird);
addChild(TheBird);
public function loopF(event:Event)
updateEnemyPositionsF();
updateBirdPositionsF();
hitTestF();
public function updateEnemyPositionsF()
enemy1.y += 2;
public function updateBirdPositionsF()
TheBird.x = mouseX;
public function hitTestF()
if (TheBird.hitTestObject(enemy1))
gotoAndPlay(5);
deactivateGameControls();
trace('The Bird Hit Enemy 1');
function TimerHandler(event:TimerEvent)
timer += 1;
if ((timer == 50))
MyTimer.removeEventListener(TimerEvent.TIMER,TimerHandler);
MyTimer.stop();
gotoAndPlay(4);
else if ((timer == time_limit))
gotoAndPlay(5);
deactivateGameControls();
I really want to finish this so i can finish my game, you are a good help so far!
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