Why wont my paddle work anymore in my flash catching game?
Hey guys im making a flash game for a uni project and i had it all working great! I then proceeded to move my code and content onto the second frame to add menus and such to the game and i updated all the code so it should work on the second frame and the game still works great apart from my paddle no long moving and i cant figure out at all what ive done.
this is the code for the actual game part of it. sorry for the clutter of it but im not good with code!
could anyone tell me what i need to do to get my paddle moving again!
//code!
import flash.utils.Timer;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent
var keyArray : Array = new Array(false,false);//An array to check if keys are pressed
var ballSpeed : int = 5;//the speed of falling lemmings
var moveSpeed : int = 7;//the speed the player can move their boat at
boat.x = stage.stageWidth/2;//move the boat to the centre of the stage at the start of the game
var lives : int = 5;//the amount of lives the player will have
var score : int = 0;//the starting score a player has
var minSpawnTime : int = 1500;//the time it takes the lemmings to spawn
var maxSpawnTime : int = 3250;//maximum time before next lemming is spawned
var spawnTimer:Timer = new Timer(2000,1); //2 seconds and loops
lives_txt.text = "Lives Left: " + lives;//text box reads lives left
score_txt.text = "Score: " + score;//text box reads score
stop();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//event listener to tell flash to call "key pressed"
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);//event listener to tell flash to call "key released"
stage.addEventListener(Event.ENTER_FRAME, update);//event listener to tell flash to call "update" for new frames
startGame();//tells flash to call the startGame function
function startGame():void//a new function called startGame
spawnTimer.addEventListener(TimerEvent.TIMER, spawnBall);//new event listener to listen for the timer to run out and spawn new lemming
spawnTimer.start();//starts the clock on the timer
function keyPressed(event:KeyboardEvent) : void//a new function called keyPressed for when player uses arrow keys
if(event.keyCode == 39)//if the keyboard event is the right key
trace("right");//prints right in output window
keyArray[0] = true;//right key array is true
if(event.keyCode == 37)//if the keyboard event is the left key
trace("left");//prints left in output window
keyArray[1] = true;//left key array is true
function keyReleased(event:KeyboardEvent) : void//a new function called keyReleased for when arrow keys are released
if(event.keyCode == 39 )//if the keyboard event is the right key
keyArray[0] = false;//right key array false
if(event.keyCode == 37)//if the keyboard event is the left key
keyArray[1] = false;//left key array false
function update(event:Event) : void//a new function called update for updating the x position of the boat
if(keyArray[0] == true)//if the keyArray for left is true
boat.x += moveSpeed;//move the x position of the boat right with the designated move speed
if(keyArray[1] == true)//if the keyArray for right is true
boat.x -= moveSpeed;//move the x position of the boat left with the designated move speed
function spawnBall(event:TimerEvent): void//a new function called spawnBall
trace("SPAWN");//prints SPAWN in the output
var ball : Ball = new Ball();//declares a new "temporary variable called "ball" that stores object of Type:Ball and populates it with a new object Ball
stage.addChild(ball);//adds this new ball onto the stage
ball.y = 0;//set the ball's vertical position to fall from
ball.x = ball.width + (Math.random() * (stage.stageWidth - (2*ball.width))); //sets the ball to have a random position on the x axsis so they seem to fall randomly
ball.addEventListener(Event.ENTER_FRAME, moveBall); //new event listener for the ball to listen for a new frame and to call the "moveBall" function
spawnTimer.reset(); //resets the spawnTimer so it can be re-started
spawnTimer.delay = minSpawnTime + (Math.random() * (maxSpawnTime - minSpawnTime) ); //set the delay for the next time to be somewhere between the minSpawnTime (1.5 seconds) and maxSpawnTime (3.25 seconds)
spawnTimer.start();//tell the spawnTimer to start again
if((maxSpawnTime - 20) >= minSpawnTime) //if the maximum time between spawn times is too close to the minimum time between spawns
maxSpawnTime -= 20;//drop the minimum time between spawns by 20
function moveBall(event:Event):void //new function called "moveBall" takes up 1 argument "event"
event.currentTarget.y += ballSpeed; //move the object this functions event listener by the speed set.
if(event.currentTarget.hitTestObject(sea)) //if the lemming falls and hits the sea object
if(this.currentFrame == 2)//and we are still on frame 2
lives--;//take 1 life away from player
if(lives > -1)//if the player still have lifes
//set the text box to display the amount of lives remaining
lives_txt.text = "Lives Left: " + lives;
if(lives < 0)//if the player has less than no lives game is over
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
spawnTimer.stop();//stop the timer
gotoAndStop(3);//tell flash to go to and stop on the loser screen
event.currentTarget.parent.removeChild(event.currentTarget);//remove the falling objects from the game
event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove eventlistener for when game is over updating falling objects
else
if(this.currentFrame == 2)//if the player is still in game
if(event.currentTarget.hitTestObject(boat))//if eventListener is attached to hits the game object called "boat"
score++;//add 1 to the players score
score_txt.text = "Score: " + score;//update the score text to read the players score
event.currentTarget.parent.removeChild(event.currentTarget);//remove remove the lemming after it has hit boat
event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove the eventlistener after caught so it doesnt keep updating
if(score > 24)//if the player has more than 24 points
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
spawnTimer.stop();//stop the timer
gotoAndStop(4);//tell flash to go to and stop on the 3rd frame of the time line i.e. the Game Over screen
tried commenting them out doesnt effect it either...
this is what the code now looks like with everything that should remove the key presses commented out
import flash.utils.Timer;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent
var keyArray : Array = new Array(false,false);//An array to check if keys are pressed
var ballSpeed : int = 5;//the speed of falling lemmings
var moveSpeed : int = 7;//the speed the player can move their boat at
boat.x = stage.stageWidth/2;//move the boat to the centre of the stage at the start of the game
var lives : int = 5;//the amount of lives the player will have
var score : int = 0;//the starting score a player has
var minSpawnTime : int = 1500;//the time it takes the lemmings to spawn
var maxSpawnTime : int = 3250;//maximum time before next lemming is spawned
var spawnTimer:Timer = new Timer(2000,1); //2 seconds and loops
lives_txt.text = "Lives Left: " + lives;//text box reads lives left
score_txt.text = "Score: " + score;//text box reads score
stop();
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//event listener to tell flash to call "key pressed"
stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased);//event listener to tell flash to call "key released"
trace(this); // if you fail to see this trace the playhead is not entering this frame and is executing none of this code.
stage.addEventListener(Event.ENTER_FRAME, update);//event listener to tell flash to call "update" for new frames
startGame();//tells flash to call the startGame function
function startGame():void//a new function called startGame
spawnTimer.addEventListener(TimerEvent.TIMER, spawnBall);//new event listener to listen for the timer to run out and spawn new lemming
spawnTimer.start();//starts the clock on the timer
function keyPressed(event:KeyboardEvent) : void//a new function called keyPressed for when player uses arrow keys
trace("keyPressed",event.keyCode);
if(event.keyCode == 39)//if the keyboard event is the right key
trace("right");//prints right in output window
keyArray[0] = true;//right key array is true
if(event.keyCode == 37)//if the keyboard event is the left key
trace("left");//prints left in output window
keyArray[1] = true;//left key array is true
function keyReleased(event:KeyboardEvent) : void//a new function called keyReleased for when arrow keys are released
if(event.keyCode == 39 )//if the keyboard event is the right key
keyArray[0] = false;//right key array false
if(event.keyCode == 37)//if the keyboard event is the left key
keyArray[1] = false;//left key array false
function update(event:Event) : void//a new function called update for updating the x position of the boat
trace(keyArray[0],keyArray[1]);
if(keyArray[0] == true)//if the keyArray for left is true
boat.x += moveSpeed;//move the x position of the boat right with the designated move speed
if(keyArray[1] == true)//if the keyArray for right is true
boat.x -= moveSpeed;//move the x position of the boat left with the designated move speed
function spawnBall(event:TimerEvent): void//a new function called spawnBall
trace("SPAWN");//prints SPAWN in the output
var ball : Ball = new Ball();//declares a new "temporary variable called "ball" that stores object of Type:Ball and populates it with a new object Ball
stage.addChild(ball);//adds this new ball onto the stage
ball.y = 0;//set the ball's vertical position to fall from
ball.x = ball.width + (Math.random() * (stage.stageWidth - (2*ball.width))); //sets the ball to have a random position on the x axsis so they seem to fall randomly
ball.addEventListener(Event.ENTER_FRAME, moveBall); //new event listener for the ball to listen for a new frame and to call the "moveBall" function
spawnTimer.reset(); //resets the spawnTimer so it can be re-started
spawnTimer.delay = minSpawnTime + (Math.random() * (maxSpawnTime - minSpawnTime) ); //set the delay for the next time to be somewhere between the minSpawnTime (1.5 seconds) and maxSpawnTime (3.25 seconds)
spawnTimer.start();//tell the spawnTimer to start again
if((maxSpawnTime - 20) >= minSpawnTime) //if the maximum time between spawn times is too close to the minimum time between spawns
maxSpawnTime -= 20;//drop the minimum time between spawns by 20
function moveBall(event:Event):void //new function called "moveBall" takes up 1 argument "event"
event.currentTarget.y += ballSpeed; //move the object this functions event listener by the speed set.
if(event.currentTarget.hitTestObject(sea)) //if the lemming falls and hits the sea object
if(this.currentFrame == 2)//and we are still on frame 2
lives--;//take 1 life away from player
if(lives > -1)//if the player still have lifes
//set the text box to display the amount of lives remaining
lives_txt.text = "Lives Left: " + lives;
if(lives < 0)//if the player has less than no lives game is over
//stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
//stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
spawnTimer.stop();//stop the timer
gotoAndStop(3);//tell flash to go to and stop on the loser screen
event.currentTarget.parent.removeChild(event.currentTarget);//remove the falling objects from the game
event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove eventlistener for when game is over updating falling objects
else
if(this.currentFrame == 2)//if the player is still in game
if(event.currentTarget.hitTestObject(boat))//if eventListener is attached to hits the game object called "boat"
score++;//add 1 to the players score
score_txt.text = "Score: " + score;//update the score text to read the players score
event.currentTarget.parent.removeChild(event.currentTarget);//remove remove the lemming after it has hit boat
event.currentTarget.removeEventListener(Event.ENTER_FRAME, moveBall);//remove the eventlistener after caught so it doesnt keep updating
if(score > 24)//if the player has more than 24 points
//stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyPressed);//take away event listeners for key presses and releases
//stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyReleased);
stage.removeEventListener(Event.ENTER_FRAME, update);//remove the update event listeners
spawnTimer.stop();//stop the timer
gotoAndStop(4);//tell flash to go to and stop on the 3rd frame of the time line i.e. the Game Over screen
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Option Explicit
Sub BatchProcess()
Dim strFileName As String
Dim strPath As String
Dim oDoc As Document
Dim oLog As Document
Dim oRng As Range
Dim oHeader As HeaderFooter
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Dim fDialog As FileDialog
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End If
strPath = fDialog.SelectedItems.Item(1)
If Right(strPath, 1) <> "\" _
Then strPath = strPath + "\"
End With
If Documents.Count > 0 Then
Documents.Close savechanges:=wdPromptToSaveChanges
End If
Set oLog = Documents.Add
If Left(strPath, 1) = Chr(34) Then
strPath = Mid(strPath, 2, Len(strPath) - 2)
End If
strFileName = Dir$(strPath & "*.doc?")
While Len(strFileName) <> 0
WordBasic.DisableAutoMacros 1
Set oDoc = Documents.Open(strPath & strFileName)
'Do what you want with oDoc here
For Each oSection In oDoc.Sections
For Each oHeader In oSection.Headers
If oHeader.Exists Then
Set oRng = oHeader.Range
oRng.Collapse wdCollapseStart
InsertMyBuildingBlock "ASAP 1", oRng
End If
Next oHeader
Next oSection
'record the name of the document processed
oLog.Range.InsertAfter oDoc.FullName & vbCr
oDoc.Close savechanges:=wdSaveChanges
WordBasic.DisableAutoMacros 0
strFileName = Dir$()
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If bFound = False Then 'so tell the user.
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I have previously used this script to make a portrait scroll bar which works perfectly, however i have altered the script to work in a landscape scroll bar by altering the x and y axis and switching out the height for width. However a part of it wont work...The left and right arrows work correctly however the scroll bar does not move and I can not for the life of me figure out why.
Does anyone have any ideas as to what ive missed or done wrong?
Thanks in advance
scrolling = function () {
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var right:Number = scrollTrack._y;
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scrolling();sorry should have said...its the aspect relating to "scrollFace" which is mentioned throughout..ive marked it out in bold and taken out anything unrelivant.
Thanks
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scrolling = function () {
var scrollFaceWidth:Number = scrollFace._width;
var initPosition:Number = scrollFace._x=scrollTrack._x;
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scrollFace.onPress = function() {
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btnUp.onPress = function() {
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browndwarf
Do you have an active Internet Connection?
You need to Sign In to the program with your Adobe ID and password otherwise the program will not work.
http://www.atr935.blogspot.com/2013/12/pe12-adobe-idpassword-requirement-for.html
Please check out the above in that regard, although, from what you wrote, you "signed in". It includes a description of a problem that I had with Sign In dialog.
Since you are having difficulties using Premiere Elements 9 or 12 on your computer, this suggests that the problem may be in the computer.
1. What computer operating system is your computing running on? Please describe it resources?
2. What video card/graphics card is your computer using? Is it using 2?
3. Are you running the program as Run As Administrator and from a User Account with Administrative Privileges?
4. Do you have the latest version of QuickTime installed on your computer with Premiere Elements 12? Is Premiere Elements 9.0/9.0.1 still installed on this same computer?
5. Do you have 3rd party plug-ins and codecs installed on this computer? In reviewing your installed programs, do you see any likely candidates for conflicting programs?
6. You say that Premiere Elements 9 was a "bust also". Did you troubleshoot that at the time and what were you told were your problems? Or was that never defined?
Please check out the above and then let us know if any of it applies to your situation.
Thanks.
ATR -
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