Reputation: 65
I had some AS3 code that I wanted to move to the timeline rather than having an external file but it's not working at all, whereas it did in the .as file:
public class EnemyShip extends MovieClip
{
var speed:Number;
var shot = new ShotSound();
function EnemyShip()
{
this.x = 800;
this.y = Math.random() * 275 + 75;
speed = Math.random()*5 + 9;
addEventListener("enterFrame", enterFrame);
addEventListener(MouseEvent.MOUSE_DOWN, mouseShoot);
}
function enterFrame(e:Event)
{
this.x -= speed;
if(this.x < -100)
{
removeEventListener("enterFrame", enterFrame);
Main.gameLayer.removeChild(this);
}
}
function kill()
{
var explosion = new Explosion();
Main.gameLayer.addChild(explosion);
explosion.x = this.x;
explosion.y = this.y;
removeEventListener("enterFrame", enterFrame);
Main.gameLayer.removeChild(this);
Main.updateScore(1);
shot.play();
}
function mouseShoot(event:MouseEvent)
{
kill();
}
That is the code and I've tried adapting it to work in the timeline but nothing happens. I tried adding the code to the EnemyShip
movieclip itself as well as adding it to the in game scene but it doesn't work. Any suggestions?
Upvotes: 0
Views: 353
Reputation: 5978
This is a bit sad, using an external class is a cleaner way to do things, but you decide.
Remove every class wrapper and put this code on the first frame of your symbol:
var speed:Number;
var shot = new ShotSound();
this.x = 800;
this.y = Math.random() * 275 + 75;
speed = Math.random()*5 + 9;
addEventListener("enterFrame", enterFrame);
addEventListener(MouseEvent.MOUSE_DOWN, mouseShoot);
function enterFrame(e:Event)
{
this.x -= speed;
if(this.x < -100)
{
removeEventListener("enterFrame", enterFrame);
Main.gameLayer.removeChild(this);
}
}
function kill()
{
var explosion = new Explosion();
Main.gameLayer.addChild(explosion);
explosion.x = this.x;
explosion.y = this.y;
removeEventListener("enterFrame", enterFrame);
Main.gameLayer.removeChild(this);
Main.updateScore(1);
shot.play();
}
function mouseShoot(event:MouseEvent)
{
kill();
}
Upvotes: 1