Reputation: 31
So... I'm working on a chess-game, and trying to make it so that a "public static boolean" (turn) dictates which player can make a move. This boolean is in a class (Board.as) which imports all the classes for all the chess-pieces (e.g. QueenW.as (for the White Queen)).
I've tried multiple ways: Trying to make functions not run anymore, and replacing the pieces (which are buttons) to other objects (non-clickable movieclips). Decided to go with the latter. I've traced the boolean in a chess-piece class, as well as the Board-class, in an ENTER_FRAME function. Both seem to trace it correctly when the value changes.
Problem is: Flash doesn't remove the chess-pieces and replaces them with a non-clickable object, even though the class in which it should happen (Board.as) does listen to the boolean when tracing. Anybody knows a solution?
A little piece of my code, which is relative to the problem:
Board class (which is the Documentclass for my .fla file)
package
{
import QueenWclass; //imports the class used for example.
public class Board extends MovieClip
{
public static var turn:Boolean = new Boolean; //creates public static bool.
var queenW:QueenWclass = new QueenWclass(); //creates aforementioned chess-piece.
var queenWnoturn:QueenWnoturn = new QueenWnoturn; //creates a non-clickable object.
}
public function Board()
{
turn = true;
this.addEventListener(Event.ENTER_FRAME, frameEnter);
addChild(queenW); //adds pieces to the screen.
}
if (turn == true)
{
}
if (turn == false)
{
removeChild(queenW); //Removes chess-piece.
addChild(queenWnoturn); //Adds a non-clickable object.
}
}
And my QueenWclass.as class:
package
{
public class QueenWclass extends MovieClip
{
var queenW:QueenW = new QueenW();
}
public function QueenWclass()
{
addChild(queenW);
this.addEventListener(MouseEvent.CLICK, CLICKqueenW);
}
function CLICKqueenW(event.MouseEvent):void
{
Board.turn = false;
}
}
I hope I wrote this example correctly and understandably. There's no real timelimit to my project as I already had to turn it in an hour ago (but still got a 6/10 because of effort and how far I've come with this rather complex game). I just want to finish it for myself... Thanks in advance!
Upvotes: 3
Views: 1971
Reputation: 18747
Well, you have nothing that's listening for the boolean's change. The code that's checking the boolean is located in constructor, while the actual change is done in a MouseEvent.CLICK event listener. You have to either implement a function that's called repeatedly via Event.ENTER_FRAME listening, SetInterval(), or TimerEvent.TIMER (with a timer), or implement a publicly available property as a function, that would check which turn is it and do corresponding actions. The latter is a little better, as it works only when something is changed.
private static var _turn:Boolean=false;
public static function get turn():Boolean { return _turn; } // getter part
public static function set turn(value:Boolean):void // setter part
{
if (_turn==value) return; // no need to change turn
_turn=value;
if (_turn) YouGetATurn(); else EnemyGetsATurn();
// this part is what will get called when you change Board.turn
}
Upvotes: 1
Reputation: 325
Maybe the code has not been copied correctly or there is a small problem.
This code:
if (turn == true)
{
}
if (turn == false)
{
removeChild(queenW); //Removes chess-piece.
addChild(queenWnoturn); //Adds a non-clickable object.
}
Will only run once, when "Board" is created, it will not run when the state of "turn" changes.
Upvotes: 1