Reputation: 1
I'm looking for a way to have an animation play when clicked to move on to the next screen. But for it to be randomly generated to a different place on the stage with a new animation. When clicking a spot it is not in, it plays a different animation but doesn't advance to the next part of my project.
Example, there are six black boxes, you click on the first black box, a red ball comes up animates and moves on to the next scene. The next time you go through the project, you click on the first box but instead a green ball animates. It does not move on to the next scene. but the red ball will be behind one of the other 5 boxes. Once found the red ball will do the animation and move on to the next scene.
If anyone can figure out my riddle, I greatly appreciate it. thank you.
Upvotes: 0
Views: 331
Reputation: 15955
If you had 6-boxes laid out, each with an instance name of box1
, box2
, box3
, etc...
And given you had symbols in the library defined as:
You could implement in actions:
import flash.events.MouseEvent;
import flash.display.MovieClip;
// determine which box moves forward
var targetBox:uint = Math.ceil(Math.random() * 6);
trace("looking for box: " + targetBox);
// add mouse click event listeners to the boxes
box1.addEventListener(MouseEvent.CLICK, boxClickHandler);
box2.addEventListener(MouseEvent.CLICK, boxClickHandler);
box3.addEventListener(MouseEvent.CLICK, boxClickHandler);
box4.addEventListener(MouseEvent.CLICK, boxClickHandler);
box5.addEventListener(MouseEvent.CLICK, boxClickHandler);
box6.addEventListener(MouseEvent.CLICK, boxClickHandler);
// add "targetId" property to each movie clip
box1.targetId = 1;
box2.targetId = 2;
box3.targetId = 3;
box4.targetId = 4;
box5.targetId = 5;
box6.targetId = 6;
function boxClickHandler(event:MouseEvent):void
{
// get the movie clip of box clicked:
var clickedBox:MovieClip = event.target as MovieClip;
// remove mouse click for this box in the future
clickedBox.removeEventListener(MouseEvent.CLICK, boxClickHandler);
// if clicked box targetId matches our target Box call
// boxFound function; otherwise, otherwise, wrong target.
if(targetBox == clickedBox.targetId)
boxFound(clickedBox);
else
wrongBox(clickedBox);
}
function boxFound(clickedBox:MovieClip):void
{
// add red ball
var redBall:RedBall = new RedBall();
addChild(redBall);
redBall.x = clickedBox.x;
redBall.y = clickedBox.y;
// go to next frame after animation completes...
}
function wrongBox(clickedBox:MovieClip):void
{
// add green ball
var greenBall:GreenBall = new GreenBall();
addChild(greenBall);
greenBall.x = clickedBox.x;
greenBall.y = clickedBox.y;
}
Which gives you this:
Download Flash Pro CS 5 FLA example source code here.
Upvotes: 3
Reputation: 1280
What I understand is that you want the user to find the red ball behind one of the black boxes, but each time you play the red ball is behind a different, randomly chosen box, correct? In that case, you could do something like this:
The five boxes are stored in an array. To choose which box the ball goes behind, do something like this:
ballBox:int = Math.random() * (4 + 1);
That algorithm will give a random number between 4 and 0, so ballBox
can then be used to access a random box in the array, like this:
boxArray[ballBox];
That's the gist of how to get a random box. The rest is just putting the ball behind that box.
Upvotes: 0