I have encountered quite a challenging one and I'd love to get some support. Here is the scenario :
The main Game class instances the Level1 Class in charge for spawning enemies through nested For loops and push them to an array. It then checks for collisions between the Bullet and Enemy and if it find a collision it calls a method in the Enemy class that removes removeChild and Splice itself from the array.
The thing is it works for the first few enemies, and then it will pick the wrong Enemy to destroy, and stop completely to function. I tried using indexOf to be sure I am referring to the right object, but to no avail. I think the Pslice and removeChild are pointing to different objects.
This mess happended when I moved the removeChild and splice from the Game Class to the Enmy class
Link to the work in progress : https://dl.dropboxusercontent.com/s/69hcmzygnkx7h1e/space_shooter.swf
I'd like some help on this one. Thank you !!!
Main class : Game.AS
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
import flash.events.Event;
import flash.text.*;
import flash.geom.Point;
public class Game extends MovieClip
{
public var _instance : Game;
public var player:Player;
public static var level1:Level1;
public var bullet:Bullet;
private var bullets_arr:Array;
var fire_on : Boolean;
var fire_counter : int;
public function Game()
{
level1=new Level1(this.stage);
player = new Player ;
addChild(player);
player.y = 600;
bullets_arr = [];
addEventListener(Event.ENTER_FRAME,Main);
stage.addEventListener(MouseEvent.MOUSE_DOWN,mouseDownHandler);
stage.addEventListener(MouseEvent.MOUSE_UP,mouseUpHandler);
}
function mouseDownHandler($e:MouseEvent):void
{
fire_on = true;
}
function mouseUpHandler($e:MouseEvent):void
{
fire_on = false;
fire_counter = 0;
}
function fire():void
{
bullet = new Bullet ;
addChild(bullet);
bullet.x = player.x;
bullet.y = player.y - 32;
bullets_arr.push(bullet);
}
public function Main(e: Event):void
{
player.x = mouseX;
if (bullets_arr)
{
for (var m:int = 0; m < bullets_arr.length; m++)
{
bullets_arr[m].y -= 20;
if(Game.level1.enemies_arr)
{
for (var n:int = 0; n < Game.level1.enemies_arr.length; n++)
{
if (Game.level1.enemies_arr[n].hitTestObject(bullets_arr[m]))
{
if(bullets_arr[m].parent)
{
bullets_arr[m].parent.removeChild(bullets_arr[m]);
bullets_arr.splice(bullets_arr[m],1);
Game.level1.enemies_arr[n].Damage(10, Game.level1.enemies_arr[n]);
}
}
}
}
}
}
if(fire_on)
{
fire_counter++;
if(fire_counter == 01)
{
fire();
}
else if(fire_counter >2)
{
fire_counter =0;
}
}
}
}
}
Level1.as where the enemies are spawned and pushed to the array.
package
{
import flash.display.MovieClip;
import flash.display.Stage;
import flash.events.Event;
public class Level1 extends MovieClip
{
var i:int;
var j:int;
var frame :int;
public var enemy:Enemy;
public var enemies_arr:Array;
public function Level1(target:Stage)
{
frame = 0;
enemies_arr = [];
for (var i:int = 0; i < 5; i++)
{
for (var j:int = 0; j < 3; j++)
{
enemy = new Enemy;
enemy.x = j*100 + 260;
enemy.y = i*40 - 150;
target.addChild(enemy);
enemies_arr.push(enemy);
trace(enemy.parent);
}
}
}
}
}
The Enemy class Enemy.AS
package
{
import flash.display.MovieClip;
public class Enemy extends MovieClip
{
var Health : int;
function Enemy()
{
Health =2;
}
public function Damage(Damage:int, enemyHit:Enemy)
{
Health -= Damage;
if (Health <1)
{
Die(enemyHit);
}
}
private function Die(enemyHit:Enemy)
{
if(enemyHit.parent)
{
this.parent.removeChild(this);
Game.level1.enemies_arr.splice(Game.level1.enemies_arr.indexOf(enemyHit,1));
}
}
}
}