Reputation: 425
I have a memory game here. And each time a card is removed from the gameboard I have "cardCount -2", when this cardCount gets to zero, I want the program to jump to the next frame which is like a "game over" page. I've tried using gotoAndStop(); as well as nextFrame(); but it doesn't seem to be working!
On my frame 1 I have the game, and on frame 2 I have the gameover page.
Any help would be GREATLY appreciated! Thank you!
Here is my code!
package {
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.display.MovieClip;
public class MemoryGame extends Sprite{
private var firstTile:cards;
private var secondTile:cards;
private var pauseTimer:Timer;
private var levelTimer:Timer;
private var score:int;
private var cardCount:int;
var numberDeck:Array = new Array(1,1,2,2,3,3,4,4,5,5,6,6);
public function MemoryGame(){
score = 0;
txtScore.text=": "+score;
for(x=1; x<=4; x++) {
for (y=1; y<=3; y++){
var randomCard = Math.floor(Math.random()*numberDeck.length);
var tile:cards = new cards();
tile.card = numberDeck[randomCard];
numberDeck.splice(randomCard,1);
tile.gotoAndStop(9);
tile.x = (x-1) * 150;
tile.y = (y-1) * 200;
tile.addEventListener(MouseEvent.CLICK,tileClicked);
addChild(tile);
cardCount = cardCount + 1
if (cardCount == 0){
trace("GAME OVER!")
trace("SCORE:" +score);
}
}
}
trace("Cardcount: "+cardCount);
}
public function tileClicked(event:MouseEvent) {
var clicked:cards = (event.currentTarget as cards);
if (firstTile == null){
firstTile = clicked;
firstTile.gotoAndStop(clicked.card);
}
else if (secondTile == null && firstTile != clicked){
secondTile = clicked;
secondTile.gotoAndStop(clicked.card);
if (firstTile.card == secondTile.card){
pauseTimer = new Timer(1000, 1);
pauseTimer.addEventListener(TimerEvent.TIMER_COMPLETE,removeCards);
pauseTimer.start();
}
else {
pauseTimer = new Timer(1000, 1);
pauseTimer.addEventListener(TimerEvent.TIMER_COMPLETE,resetCards);
pauseTimer.start();
}
}
}
public function resetCards(event:TimerEvent) {
firstTile.gotoAndStop(9);
secondTile.gotoAndStop(9);
firstTile = null;
secondTile = null;
pauseTimer.removeEventListener(TimerEvent.TIMER_COMPLETE,resetCards);
score = score - 2;
txtScore.text=": "+score;
}
public function removeCards(event:TimerEvent){
removeChild(firstTile);
removeChild(secondTile);
firstTile = null;
secondTile = null;
pauseTimer.removeEventListener(TimerEvent.TIMER_COMPLETE,removeCards);
score = score + 10;
txtScore.text=": "+score;
cardCount = cardCount - 2;
trace("Cardcount: " + cardCount);
if (cardCount == 0){
//NEXT FRAME CODE HERE!
trace("GAME OVER!")
trace("SCORE:" +score);
}
}
}
}
Upvotes: 0
Views: 1070
Reputation: 90746
If your frame is on the main timeline, you need to call stage.gotoAndStop(2);
.
Upvotes: 0