Unity animation not working as desired - animation

Im trying to make a dynamic menu animation in Unity 2017 (instantiate menu element-> play animation -> wait animation ends -> repeat)
My goal is to create an effect of sequentially adding items one below another, waiting for the last one to finish and then add the next one
This is working fine, but it has a fixed time between menu items:
Code:
IEnumerator GetJsonBrands()
{
string url = "http://test.com";
GameObject newObj;
WWW www = new WWW(url);
yield return www;
if (string.IsNullOrEmpty(www.error))
{
jsonData = www.text;
}
JSONNode jsonNode = SimpleJSON.JSON.Parse(jsonData);
int BrandQty = int.Parse(jsonNode["content"]["brands"]);
bool leftpos = true;
for (int i = 0; i < BrandQty; i++)
{
if (leftpos)
{
// Instantiate Left Prefab
newObj = (GameObject)Instantiate(LeftBrand, transform);
leftpos = false;
}
else
{
// Instantiate Right Prefab
newObj = (GameObject)Instantiate(RightBrand, transform);
leftpos = true;
}
Animator anim = newObj.transform.GetChild(0).GetComponent<Animator>();
anim.Play("test");
yield return new WaitForSeconds(0.5f);
Debug.Log("finished");
}
}
I think this is a more correct solution, but it doesn't work, all the menu items are appearing and animating at the same time:
IEnumerator GetJsonBrands()
{
string url = "http://test.com";
GameObject newObj;
WWW www = new WWW(url);
yield return www;
if (string.IsNullOrEmpty(www.error))
{
jsonData = www.text;
}
JSONNode jsonNode = SimpleJSON.JSON.Parse(jsonData);
int BrandQty = int.Parse(jsonNode["content"]["brands"]);
bool leftpos = true;
for (int i = 0; i < BrandQty; i++)
{
if (leftpos)
{
// Instantiate Left Prefab
newObj = (GameObject)Instantiate(LeftBrand, transform);
leftpos = false;
}
else
{
// Instantiate Right Prefab
newObj = (GameObject)Instantiate(RightBrand, transform);
leftpos = true;
}
Animator anim = newObj.transform.GetChild(0).GetComponent<Animator>();
anim.Play("test");
//Wait until Animator is done playing
while (anim.GetCurrentAnimatorStateInfo(0).IsName("test") &&
anim.GetCurrentAnimatorStateInfo(0).normalizedTime < 1.0f)
{
Debug.Log("running");
//Wait every frame until animation has finished
yield return null;
}
Debug.Log("finished");
}
}
What am i doing wrong?

Related

html/css-/js drag and drop for mouse and touch combine with rotate with every click?

I use a script for moving an object both with mouse and touch screen. This works.
I have another script to make the object rotate 90 degrees with each click, this also works.
It just doesn't work together.
When I merge them, the move still works, but with a click the object moves back to the starting position and only rotates there.
I've read that I should merge this but I don't know how. Below both scripts.
Thanks in advance for responses.
var container = document.querySelector("#container");
var activeItem = null;
var active = false;
container.addEventListener("touchstart", dragStart, false);
container.addEventListener("touchend", dragEnd, false);
container.addEventListener("touchmove", drag, false);
container.addEventListener("mousedown", dragStart, false);
container.addEventListener("mouseup", dragEnd, false);
container.addEventListener("mousemove", drag, false);
function dragStart(e) {
if (e.target !== e.currentTarget) {
active = true;
// this is the item we are interacting with
activeItem = e.target;
if (activeItem !== null) {
if (!activeItem.xOffset) {
activeItem.xOffset = 0;
}
if (!activeItem.yOffset) {
activeItem.yOffset = 0;
}
if (e.type === "touchstart") {
activeItem.initialX = e.touches[0].clientX - activeItem.xOffset;
activeItem.initialY = e.touches[0].clientY - activeItem.yOffset;
} else {
console.log("doing something!");
activeItem.initialX = e.clientX - activeItem.xOffset;
activeItem.initialY = e.clientY - activeItem.yOffset;
}
}
}
}
function dragEnd(e) {
if (activeItem !== null) {
activeItem.initialX = activeItem.currentX;
activeItem.initialY = activeItem.currentY;
}
active = false;
activeItem = null;
}
function drag(e) {
if (active) {
if (e.type === "touchmove") {
e.preventDefault();
activeItem.currentX = e.touches[0].clientX - activeItem.initialX;
activeItem.currentY = e.touches[0].clientY - activeItem.initialY;
} else {
activeItem.currentX = e.clientX - activeItem.initialX;
activeItem.currentY = e.clientY - activeItem.initialY;
}
activeItem.xOffset = activeItem.currentX;
activeItem.yOffset = activeItem.currentY;
setTranslate(activeItem.currentX, activeItem.currentY, activeItem);
}
}
function setTranslate(xPos, yPos, el) {
el.style.transform = "translate3d(" + xPos + "px, " + yPos + "px, 0)";
}
// Make blocks rotate 90 deg on each click
var count=0;
function rot(e){
count++;
var deg=count*90;
e.style.transform = "rotate("+deg+"deg)";
}
So I put them in a file but then it only works as described above.

dynamically change an image via c# script in Xamarin forms

I have a cross platform app which I need to show a set of images when the user clic in a button, so, I put these image files named as "img000.png" to "img029.png" in a folder in the PCL solution and make al these images as "EmbeddedResource", after,I fill a List with all these images and its work fine at now, i.e. the image is shown like I want, but when I click in the button to show the next image in the list the image don't go to the next.
I have this:
//...
public class ImageSetPage : BasePage
// BasePage encapsule a ContentPage...
{
private string directory = "MyApp.Assets.";
private int idx = 0;
protected StackLayout _mainLayout;
protected StackLayout _buttonStack;
protected Image _btnPrevI;
protected Label _displayName;
protected Image _btnNestI;
protected Image _image;
protected List<Image> _Images;
public ImageSetPage()
{
this._Images = getImages();
var prevI_Tap = new TapGestureRecognizer();
prevI_Tap.Tapped += (s, e) =>
{
onClick("pvi");
};
var nextI_Tap = new TapGestureRecognizer();
nextI_Tap.Tapped += (s, e) =>
{
onClick("nti");
};
/// begin layout
base.Title = "set of Images";
this._mainLayout = new StackLayout()
{
Orientation = StackOrientation.Vertical,
BackgroundColor = Color.Black,
Padding = new Thickness(0, 10, 0, 0)
};
this._btnPrevI = new Image()
{
Aspect = Aspect.AspectFill,
Source = ImageSource.FromResource(directory+"prevbtn.png")
};
_btnPrevI.GestureRecognizers.Add(prevI_Tap);
this._displayName = new Label()
{
Style = Device.Styles.SubtitleStyle,
HorizontalOptions = LayoutOptions.CenterAndExpand,
VerticalOptions = LayoutOptions.CenterAndExpand,
TextColor = Color.White,
};
this._btnNextI = new Image()
{
Aspect = Aspect.AspectFill,
Source = ImageSource.FromResource(directory + "nextbtn.png")
};
_btnNextI.GestureRecognizers.Add(nextI_Tap);
this._buttonStack.Children.Add(_btnPrevI);
this._buttonStack.Children.Add(_displayName);
this._buttonStack.Children.Add(_btnNextI);
this._mainLayout.Children.Add(_buttonStack);
FillImage(idx);
this._mainLayout.Children.Add(this._image);
this.Content = this._mainLayout;
}
private void FillImage(int i)
{
this._displayName.Text = "Image n# " + FillWithZeroes(i);
// [EDIT 1] cemented these lines ...
// this._image = null;
// mi = _images[i];
// this._image = mi;
// [EDIT 2] the new try
string f = directory + "imgs.img0" + FillWithZeroes(i) + ".png";
this._image = new Image() {
VerticalOptions = LayoutOptions.Center,
Soruce = ImageSource.FromResource(f)
};
// In this way the image show and don't change when click
// this Fking* code is a big S_OF_THE_B*
// The Xamarin and the C# is brothers of this FKing* code
}
private void onClick(string v)
{
string vw = v;
if (vw.Equals("pvi")) idx--;
if (vw.Equals("nti")) idx++;
if (idx <= 0) idx = 29;
if (idx >= 29) idx = 0;
FillImage(idx);
vw = "";
}
private string FillWithZeroes(int v)
{
string s = v.ToString();
string r = "";
if (s.Length == 1) { r = "0" + s; } else { r = s; }
return r;
}
// to fill a list of Images with files in a PCL folder
private List<Image> getImages()
{
string directory = "MyApp.Assets.";
List<Image> imgCards = new List<Image>();
int c = 0;
for (c = 0; c < 30;c++) {
string f = directory + "imgs.img0" + FillWithZeroes(c) + ".png";
Image img = new Image();
img.Source = ImageSource.FromResource(f);
imgCards.Add(img);
}
return imgCards;
}
// ...
}
but the image don't change, i.e. change, like I see in debug, but don't show in the Layout when I click in the buttons.
Maybe I'm doing it wrong.
Can someone here help me?
thanks in advance

How to correct loop counters for maze algorithm?

I have figured out how to move my character around the maze using the algorithm I have written, but the count is not figuring correctly. At the end of each row my character moves up and down several times until the count reaches the specified number to exit the loop, then the character moves along the next row down until it reaches the other side and repeats the moving up and down until the count reaches the specified number again. Can anyone help me find why my count keeps getting off? The algorithm and the maze class I am calling from is listed below.
public class P4 {
public static void main(String[] args) {
// Create maze
String fileName = args[3];
Maze maze = new Maze(fileName);
System.out.println("Maze name: " + fileName);
// Get dimensions
int mazeWidth = maze.getWidth();
int mazeHeight = maze.getHeight();
// Print maze size
System.out.println("Maze width: " + mazeWidth);
System.out.println("Maze height: " + mazeHeight);
int r = 0;
int c = 0;
// Move commands
while (true){
for (c = 0; c <= mazeWidth; c++){
if (maze.moveRight()){
maze.isDone();
c++;
}
if (maze.isDone() == true){
System.exit(1);
}
if (maze.moveRight() == false && c != mazeWidth){
maze.moveDown();
maze.moveRight();
maze.moveRight();
maze.moveUp();
c++;
}
}
for (r = 0; r % 2 == 0; r++){
maze.moveDown();
maze.isDone();
if (maze.isDone() == true){
System.exit(1);
}
}
for (c = mazeWidth; c >= 0; c--){
if (maze.moveLeft()){
c--;
maze.isDone();
System.out.println(c);
}
if (maze.isDone() == true){
System.exit(1);
}
if (maze.moveLeft() == false && c != 0){
maze.moveDown();
maze.moveLeft();
maze.moveLeft();
maze.moveUp();
c--;
}
}
for (r = 1; r % 2 != 0; r++){
maze.moveDown();
maze.isDone();
if (maze.isDone() == true){
System.exit(1);
}
}
}
}
}
public class Maze {
// Maze variables
private char mazeData[][];
private int mazeHeight, mazeWidth;
private int finalRow, finalCol;
int currRow;
private int currCol;
private int prevRow = -1;
private int prevCol = -1;
// User interface
private JFrame frame;
private JPanel panel;
private Image java, student, success, donotpass;
private ArrayList<JButton> buttons;
// Maze constructor
public Maze(String fileName) {
// Read maze
readMaze(fileName);
// Graphics setup
setupGraphics();
}
// Get height
public int getHeight() {
return mazeHeight;
}
// Get width
public int getWidth() {
return mazeWidth;
}
// Move right
public boolean moveRight() {
// Legal move?
if (currCol + 1 < mazeWidth) {
// Do not pass?
if (mazeData[currRow][currCol + 1] != 'D')
{
currCol++;
redraw(true);
return true;
}
}
return false;
}
// Move left
public boolean moveLeft() {
// Legal move?
if (currCol - 1 >= 0) {
// Do not pass?
if (mazeData[currRow][currCol - 1] != 'D')
{
currCol--;
redraw(true);
return true;
}
}
return false;
}
// Move up
public boolean moveUp() {
// Legal move?
if (currRow - 1 >= 0) {
// Do not pass?
if (mazeData[currRow - 1][currCol] != 'D')
{
currRow--;
redraw(true);
return true;
}
}
return false;
}
// Move down
public boolean moveDown() {
// Legal move?
if (currRow + 1 < mazeHeight) {
// Do not pass?
if (mazeData[currRow + 1][currCol] != 'D')
{
currRow++;
redraw(true);
return true;
}
}
return false;
}
public boolean isDone() {
// Maze solved?
if ((currRow == finalRow) && (currCol == finalCol))
return true;
else
return false;
}
private void redraw(boolean print) {
// Wait for awhile
try {
Thread.sleep(500);
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
if (print)
System.out.println("Moved to row " + currRow + ", column " + currCol);
// Compute index and remove icon
int index = (prevRow * mazeWidth) + prevCol;
if ((prevRow >= 0) && (prevCol >= 0)) {
buttons.get(index).setIcon(null);
}
// Compute index and add icon
index = (currRow * mazeWidth) + currCol;
if ((currRow == finalRow) && (currCol == finalCol))
buttons.get(index).setIcon(new ImageIcon(success));
else
buttons.get(index).setIcon(new ImageIcon(student));
// Store previous location
prevRow = currRow;
prevCol = currCol;
}
// Set button
private void setButton(JButton button, int row, int col) {
if (mazeData[row][col] == 'S') {
button.setIcon(new ImageIcon(student));
currRow = row;
currCol = col;
} else if (mazeData[row][col] == 'J') {
button.setIcon(new ImageIcon(java));
finalRow = row;
finalCol = col;
} else if (mazeData[row][col] == 'D') {
button.setIcon(new ImageIcon(donotpass));
}
}
// Read maze
private void readMaze(String filename) {
try {
// Open file
Scanner scan = new Scanner(new File(filename));
// Read numbers
mazeHeight = scan.nextInt();
mazeWidth = scan.nextInt();
// Allocate maze
mazeData = new char[mazeHeight][mazeWidth];
// Read maze
for (int row = 0; row < mazeHeight; row++) {
// Read line
String line = scan.next();
for (int col = 0; col < mazeWidth; col++) {
mazeData[row][col] = line.charAt(col);
}
}
// Close file
scan.close();
} catch (IOException e) {
System.out.println("Cannot read maze: " + filename);
System.exit(0);
}
}
// Setup graphics
private void setupGraphics() {
// Create grid
frame = new JFrame();
panel = new JPanel();
panel.setLayout(new GridLayout(mazeHeight, mazeWidth, 0, 0));
frame.add(Box.createRigidArea(new Dimension(0, 5)), BorderLayout.NORTH);
frame.add(panel, BorderLayout.CENTER);
// Look and feel
try {
UIManager.setLookAndFeel(UIManager.getCrossPlatformLookAndFeelClassName());
} catch (Exception e) {
e.printStackTrace();
}
// Configure window
frame.setSize(mazeWidth * 100, mazeHeight * 100);
frame.setTitle("Maze");
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setAlwaysOnTop(true);
// Load and scale images
ImageIcon icon0 = new ImageIcon("Java.jpg");
Image image0 = icon0.getImage();
java = image0.getScaledInstance(100, 100, Image.SCALE_DEFAULT);
ImageIcon icon1 = new ImageIcon("Student.jpg");
Image image1 = icon1.getImage();
student = image1.getScaledInstance(100, 100, Image.SCALE_DEFAULT);
ImageIcon icon2 = new ImageIcon("Success.jpg");
Image image2 = icon2.getImage();
success = image2.getScaledInstance(100, 100, Image.SCALE_DEFAULT);
ImageIcon icon3 = new ImageIcon("DoNotPass.jpg");
Image image3 = icon3.getImage();
donotpass = image3.getScaledInstance(100, 100, Image.SCALE_DEFAULT);
// Build panel of buttons
buttons = new ArrayList<JButton>();
for (int row = 0; row < mazeHeight; row++) {
for (int col = 0; col < mazeWidth; col++) {
// Initialize and add button
JButton button = new JButton();
Border border = new LineBorder(Color.darkGray, 4);
button.setOpaque(true);
button.setBackground(Color.gray);
button.setBorder(border);
setButton(button, row, col);
panel.add(button);
buttons.add(button);
}
}
// Show window
redraw(false);
frame.setVisible(true);
}
}
One error I can see in your code is that you're incrementing your c counter more often than you should. You start with it managed by your for loop, which means that it will be incremented (or decremented, for the leftward moving version) at the end of each pass through the loop. However, you also increment it an additional time in two of your if statements. That means that c might increase by two or three on a single pass through the loop, which is probably not what you intend.
Furthermore, the count doesn't necessarily have anything obvious to do with the number of moves you make. The loop code will always increase it by one, even if you're repeatedly trying to move through an impassible wall.
I don't really understand what your algorithm is supposed to be, so I don't have any detailed advice for how to fix your code.
One suggestion I have though is that you probably don't ever want to be calling methods on your Maze class without paying attention to their return values. You have a bunch of places where you call isDone but ignore the return value, which doesn't make any sense. Similarly, you should always be checking the return values from your moveX calls, to see if the move was successful or not. Otherwise you may just blunder around a bunch, without your code having any clue where you are in the maze.

Flash AS2 - grouping enemies

So I have a Flash ActionScript 2 code, which creates a preset amount of enemies, gives enemies stats, and makes them move around randomly. Code:
//Settings
var mapWidth:Number = 550;
var mapHeight:Number = 400;
var enemiesArray:Array = new Array();
var totalEnemies:Number;
var eClip:MovieClip;
//Math functions
function getdistance(x, y, x1, y1)
{
run = x1-x;
rise = y1-y;
return (hyp(run, rise));
}
function hyp(a, b)
{
return (Math.sqrt(a*a+b*b));
}
function resetDirection(mc:MovieClip)
{
mc.roamTime = random(50);
mc.t = mc.roamTime;
mc.roamDistance = random(60)+25;
mc.randomRoamDistanceX = (Math.random()*mc.roamDistance)+mc.xx-(mc.roamDistance/2);
mc.randomRoamDistanceY = (Math.random()*mc.roamDistance)+mc.yy-(mc.roamDistance/2);
mc.newRoamDistance = getdistance(mc._x, mc._y, mc.randomRoamDistanceX, mc.randomRoamDistanceY);
mc.norm = mc.roamSpeed/mc.newRoamDistance;
mc.finalRoamDistanceX = (mc.randomRoamDistanceX-mc.xx)*mc.norm;
mc.finalRoamDistanceY = (mc.randomRoamDistanceY-mc.yy)*mc.norm;
}
//function to move enemies
function moveIt(mc:MovieClip)
{
//reduce roamTime;
mc.t--;
//move enemy to new position
if (getdistance(mc._x, mc._y, mc.randomRoamDistanceX, mc.randomRoamDistanceY)>mc.roamSpeed) {
mc._x += mc.finalRoamDistanceX;
mc._y += mc.finalRoamDistanceY;
}
//rotate enemy
XXXdiff = mc.xx-mc.randomRoamDistanceX;
YYYdiff = -(mc.yy-mc.randomRoamDistanceY);
rrradAngle = Math.atan(YYYdiff/XXXdiff);
if (XXXdiff<0) {
cccorrFactor = 270;
} else {
cccorrFactor = 90;
}
//
mc.ship_mc._rotation = -(rrradAngle*360/(2*Math.PI)+cccorrFactor);
//check if time to reset, based on roamTime
if (mc.t<=0) {
resetDirection(mc);
}
}
//
// Generate Enemies
//
// set and save enemy stats
//
//
// createEnemies(number of enemies you want, movieclip where you want to create the enemies);
//
function createEnemies(amount:Number, targetLocation:MovieClip) {
trace("createEnemies: "+amount);
for (var i = 0; i<amount; i++) {
randomXpos = Math.round(Math.random()*mapWidth);
randomYpos = Math.round(Math.random()*mapHeight);
//add new enemy to map
var newEnemy:MovieClip = targetLocation.attachMovie("enemy1", "enemy1_"+i, targetLocation.getNextHighestDepth());
enemiesArray.push(newEnemy);
//
//set enemy stats
newEnemy.id = i;
newEnemy._x = randomXpos;
newEnemy._y = randomYpos;
//save x and y position
newEnemy.xx = newEnemy._x;
newEnemy.yy = newEnemy._y;
//
newEnemy.roamSpeed = 2
newEnemy.roamTime = random(50);
newEnemy.roamDistance = random(60)+25;
newEnemy.t = 0;
//
newEnemy.myHealth = 10;
newEnemy.myName = "Small Scout";
//
resetDirection(newEnemy);
//target enemy
newEnemy.onPress = function() {
trace("Enemy: "+this.tName+" "+this.id);
target_txt.text = this.myName+": "+this.id+" Health: "+this.myHealth;
};
newEnemy.onEnterFrame = function() {
moveIt(this);
};
}
}
start_btn.onRelease = function() {
if (start_txt.text == "Start") {
//run the create enemies function to start the engine
createEnemies(box_mc.numberOfEnemies.text, map_mc);
//hide start button
start_txt._visible =false;
this._visible = false;
box_mc._visible = false;
}
};
I want program enemies to be grouped (based on fireflies algorithm). My idea is write for loop to define attractiveness, but I don't know how to make my objects move to the most attractiveness. Maybe someone would help me with this problem?
I change this line:
newEnemy.myHealth = 10;
on this
newEnemy.myHealth = Math.round(random(9)+1);
myHealth would be responsible for attractiveness. I try to use code from this site and modificate code to let objects with low attractiveness follow objects with large attractiveness. Also, I want to stop algorith, when they are in the groups.

Making falling objects come at random angles in AS3

I am making a missile defense type of game and am trying to get the missiles to fall at random angles. I also need the bullet image to turn at the angle I am shooting at. I am very unfamiliar with angles in AS3 so I need some help.
Code:
import spark.components.Image;
public var missiles:Array;
public var bullets:Array;
public var playerLife:Number;
public var targetX:Number;
public var targetY:Number;
public function init():void {
startGame();
}
public function onEnterFrame(e:Event):void {
if(Math.random() <.05 ){
//make a new missle
var newMissile:Image = new Image();
//draw to is
newMissile.source = "assets/missileDown.jpg";
//position it
newMissile.x = Math.random() * stage.stageWidth;
//animate it
newMissile.addEventListener(Event.ENTER_FRAME, onMissileEnterFrame);
//add it to missle array
missiles.push(newMissile);
//add it to the screen
gameGroup.addElement(newMissile);
}
}
public function startGame():void {
//makes new arrays
//gets rid of old arrays
missiles = new Array();
bullets = new Array();
//set player life
playerLife = 5;
//show player life
playerHealth.text = String(playerLife);
//add animation and mouse interation
this.addEventListener(Event.ENTER_FRAME, onEnterFrame);
stage.addEventListener(MouseEvent.CLICK, fireWeapon);
//set game over alpha
gameEnd.alpha = 0;
reset.alpha = 0;
//set game start alpha
playerHealth.alpha = 1;
healthLabel.alpha = 1;
}
//updates the missle
public function onMissileEnterFrame(e:Event):void {
//reference to target
var targetMissile:Image = Image(e.currentTarget);
//move missle down
targetMissile.y += 10;
//if missle has gone too far, remove it and player loses life
if(targetMissile.y > stage.stageHeight) {
playerLife --;
removeMissile(targetMissile);
//show player life
playerHealth.text = String(playerLife);
}
//if player is dead, game over
if(playerLife <= 0) {
gameOver();
}
}
//update bullet
public function onBulletEnterFrame(e:Event):void {
//get reference to bullet
var thisBullet:Bullet = Bullet(e.currentTarget);
//animate towards point..
//calculate difference between current position and desired position
var diffX:Number = thisBullet.targX - thisBullet.x;
var diffY:Number = thisBullet.targY - thisBullet.y;
//move 10% of difference closer
thisBullet.x += diffX * .1;
thisBullet.y += diffY * .1;
//chekc for overlap between bullet and missles
for(var i:Number = 0; i < missiles.length; i++) {
//if they do overlap, remove missle
if( thisBullet.hitTestObject(missiles[i]) ) {
removeMissile(missiles[i]);
removeBullet(thisBullet);
break;
}
}
//if we're 'close enough' to the target position, remove bullet
if(Math.abs(diffX) < 10 && Math.abs(diffY) < 10) {
removeBullet(thisBullet);
}
}
//gets rid of a missle
public function removeMissile(targetMissile:Image):void {
//removes the missle from the missiles array
for(var i:Number = missiles.length - 1; i >= 0; i--) {
if(missiles[i] == targetMissile) {
missiles.splice(i,1);
break;
}
}
//don't animate anymore
targetMissile.removeEventListener(Event.ENTER_FRAME, onMissileEnterFrame);
//remove from stage
gameGroup.removeElement(targetMissile);
}
//removes bullet from stage
public function removeBullet(targetBullet:Bullet):void {
//stop animation
targetBullet.removeEventListener(Event.ENTER_FRAME, onBulletEnterFrame);
//remove from stage
gameGroup.removeElement(targetBullet);
}
//shoot a bullet at the mouse position
public function fireWeapon(e:MouseEvent):void {
//make a new bullet
var newBullet:Bullet = new Bullet();
newBullet.addEventListener(Event.ENTER_FRAME, onBulletEnterFrame);
//position near the earth in the center
var halfStage:Number = stage.stageWidth / 2;
newBullet.x = halfStage;
newBullet.y = 500;
//set target
newBullet.targX = stage.mouseX;
newBullet.targY = stage.mouseY;
//add it to the stage
gameGroup.addElement(newBullet);
}
//you lose
public function gameOver():void {
//remove missles
for(var i:Number = 0; i < missiles.length; i++) {
removeMissile(missiles[i]);
}
//stop interaction
stage.removeEventListener(MouseEvent.CLICK, fireWeapon);
//stop animation
this.removeEventListener(Event.ENTER_FRAME, onEnterFrame);
//set game start alpha
playerHealth.alpha = 0;
healthLabel.alpha = 0;
//set game end alpha
gameEnd.alpha = 1;
reset.alpha = 1;
}
]]>
</fx:Script>
onEnterFrame
...
//position it
newMissile.x = Math.random() * stage.stageWidth;
//rotate it
newMissile.rotation = - (Math.random() * 60 - 30);
onMissileEnterFrame
...
//move missle down
//targetMissile.y += 10;
targetMissile.x -= 10 * Math.sin(targetMissile.rotation * Math.PI/180);
targetMissile.y += 10 * Math.cos(targetMissile.rotation * Math.PI/180);
fireWeapon
...
//set target
newBullet.targX = stage.mouseX;
newBullet.targY = stage.mouseY;
newBullet.rotation = - Math.atan((newBullet.x - newBullet.targX) / (newBullet.y - newBullet.targY)) * 180/Math.PI;

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