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Bruno Gregory
Known Participant
December 13, 2014
Answered

Error #1126

  • December 13, 2014
  • 2 replies
  • 1148 views

Hello guys, i'm needing help with this bug in cs6 adobe flash professional

Scene 1, Camada 'actions', Quadro 1, Linha 1001126: A função não tem um corpo.

this is the code :

var maxHP:int = 100;

var currentHP:int = maxHP;

var percentHP:Number = currentHP / maxHP;

function updateHealthBar():void

{

  percentHP = currentHP / maxHP;

  healthBar.barColor.scaleX = percentHP;

}

function restartGame():void{

currentHP = maxHP;

updateHealthBar();

}

var leftPressed:Boolean = false;

var rightPressed:Boolean = false;

var upPressed:Boolean = false;

var downPressed:Boolean = false;

var leftBumping:Boolean = false;

var rightBumping:Boolean = false;

var upBumping:Boolean = false;

var downBumping:Boolean = false;

var leftBumpPoint:Point = new Point(-30, -55);

var rightBumpPoint:Point = new Point(30, -55);

var upBumpPoint:Point = new Point(0, -120);

var downBumpPoint:Point = new Point(0, 0);

var scrollX:Number = 0;

var scrollY:Number = 500;

var xSpeed:Number = 0;

var ySpeed:Number = 0;

var speedConstant:Number = 4;

var frictionConstant:Number = 0.9;

var gravityConstant:Number = 1.8;

var jumpConstant:Number = -35;

var maxSpeedConstant:Number = 18;

var doubleJumpReady:Boolean = false;

var upReleasedInAir:Boolean = false;

var keyCollected:Boolean = false;

var doorOpen:Boolean = false;

var currentLevel:int = 1;

var animationState:String = "idle";

var bulletList:Array = new Array();

var enemyList:Array = new Array();

var bumperList:Array = new Array();

stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);

stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);

stage.addEventListener(Event.ENTER_FRAME, loop);

addEnemiesToLevel1();

addBumpersToLevel1();

function addEnemiesToLevel1():void

{

  addEnemy(620, -115);

  addEnemy(900, -490);

  addEnemy(2005, -115);

  addEnemy(1225, -875);

}

function addBumpersToLevel1():void

{

    addBumper(500, -115);

    addBumper(740, -115);

}

function loop(event:Event):void   - the code says the error is here, i'm a newbie with flash,  i dont know if there is a error, if someone can help, thanks!

  if(back.collisions.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)){

  //trace("leftBumping");

  leftBumping = true;

  } else {

  leftBumping = false;

  }

  if(back.collisions.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)){

  //trace("rightBumping");

  rightBumping = true;

  } else {

  rightBumping = false;

  }

  if(back.collisions.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)){

  //trace("upBumping");

  upBumping = true;

  } else {

  upBumping = false;

  }

  if(back.collisions.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)){

  //trace("downBumping");

  downBumping = true;

  } else {

  downBumping = false;

  }

  if(leftPressed){

  xSpeed -= speedConstant;

  player.scaleX = -1;

  } else if(rightPressed){

  xSpeed += speedConstant;

  player.scaleX = 1;

  }

/*if(upPressed){

  ySpeed -= speedConstant;

} else if(downPressed){

  ySpeed += speedConstant;

}*/

  if(leftBumping){

  if(xSpeed < 0){

  xSpeed *= -0.5;

  }

  }

  if(rightBumping){

  if(xSpeed > 0){

  xSpeed *= -0.5;

  }

  }

  if(upBumping){

  if(ySpeed < 0){

  ySpeed *= -0.5;

  }

  }

  if(downBumping){ //if we are touching the floor

  if(ySpeed > 0){

  ySpeed = 0; //set the y speed to zero

  }

  if(upPressed){ //and if the up arrow is pressed

  ySpeed = jumpConstant; //set the y speed to the jump constant

  }

  //DOUBLE JUMP

  if(upReleasedInAir == true){

  upReleasedInAir = false;

  }

  if(doubleJumpReady == false){

  doubleJumpReady = true;

  }

  } else { //if we are not touching the floor

  ySpeed += gravityConstant; //accelerate downwards

  //DOUBLE JUMP

  if(upPressed == false && upReleasedInAir == false){

  upReleasedInAir = true;

  //trace("upReleasedInAir");

  }

  if(doubleJumpReady && upReleasedInAir){

  if(upPressed){ //and if the up arrow is pressed

  //trace("doubleJump!");

  doubleJumpReady = false;

  ySpeed = jumpConstant; //set the y speed to the jump constant

  }

  }

  }

  if(keyCollected == false){

  if(player.hitTestObject(back.other.doorKey)){

  back.other.doorKey.visible = false;

  keyCollected = true;

  trace("key collected");

  }

  }

  if(doorOpen == false){

  if(keyCollected == true){

  if(player.hitTestObject(back.other.lockedDoor)){

  back.other.lockedDoor.gotoAndStop(2);

  doorOpen = true;

  trace("door open");

  }

  }

  }

  

  if(xSpeed > maxSpeedConstant){ //moving right

  xSpeed = maxSpeedConstant;

  } else if(xSpeed < (maxSpeedConstant * -1)){ //moving left

  xSpeed = (maxSpeedConstant * -1);

  }

  xSpeed *= frictionConstant;

  ySpeed *= frictionConstant;

  if(Math.abs(xSpeed) < 0.5){

  xSpeed = 0;

  }

  scrollX -= xSpeed;

  scrollY -= ySpeed;

  back.x = scrollX;

  back.y = scrollY;

  sky.x = scrollX * 0.2;

  sky.y = scrollY * 0.2;

  if( ( leftPressed || rightPressed || xSpeed > speedConstant || xSpeed < speedConstant *-1 ) && downBumping){

  animationState = "running";

  } else if(downBumping){

  animationState = "idle";

  } else {

  animationState = "jumping";

  }

  if(player.currentLabel != animationState){

  player.gotoAndStop(animationState);

  }

  if (enemyList.length > 0) // if there are any enemies left in the enemyList

  {

  for (var i:int = 0; i < enemyList.length; i++) // for each enemy in the enemyList

  {

  if (bulletList.length > 0) // if there are any bullets alive

  {

  for (var j:int = 0; j < bulletList.length; j++) // for each bullet in the bulletList

  {

  if ( enemyList.hitTestObject(bulletList) )

  {

  trace("Bullet and Enemy are colliding");

  enemyList.removeSelf();

  bulletList.removeSelf();

  }

  // enemyList will give you the current enemy

  // bulletList will give you the current bullet

  // this will check all combinations of bullets and enemies

  // and see if any are colliding

  }

  }

  }

  }

//corralling the bad guys with bumpers

  if (enemyList.length > 0){ //enemies left in the enemyList?

    for (var k:int = 0; k < enemyList.length; k++){ // for each enemy in the enemyList

        if (bumperList.length > 0){

            for (var h:int = 0; h < bumperList.length; h++){ // for each bumper in the List

                if ( enemyList.hitTestObject(bumperList) ){

                    enemyList.changeDirection();

                        }

                    }

                }

            }

        }

//player and enemy collisions

  if (enemyList.length > 0){ //enemies left?

    for (var m:int = 0; m < enemyList.length; m++){ // for each enemy in the enemyList

        if ( enemyList.hitTestObject(player) ){

  trace("player collided with enemy");

  //code to damage player goes here, maybe integrate with a health bar?

  enemyList.removeSelf();

  }

  }

  }

function nextLevel():void{

  currentLevel++;

  trace("Next Level: " + currentLevel);

  if(currentLevel == 2){

    gotoLevel2();

  }

  // can be extended...

  // else if(currentLevel == 3) { gotoLevel3(); } // etc, etc.

}

function gotoLevel2():void{

  back.other.gotoAndStop(2);

  back.visuals.gotoAndStop(2);

  back.collisions.gotoAndStop(2);

  scrollX = 0;

  scrollY = 500;

  keyCollected = false;

  back.other.doorKey.visible = true;

  doorOpen = false;

  back.other.lockedDoor.gotoAndStop(1);

}

function keyDownHandler(e:KeyboardEvent):void{

  if(e.keyCode == Keyboard.A){

  leftPressed = true;

  } else if(e.keyCode == Keyboard.D){

  rightPressed = true;

  } else if(e.keyCode == Keyboard.W){

  upPressed = true;

  } else if(e.keyCode == Keyboard.S){

  downPressed = true;

  if(doorOpen && player.hitTestObject(back.other.lockedDoor)){

  //proceed to the next level if the player is touching an open door

  nextLevel();

  }

  }

}

function keyUpHandler(e:KeyboardEvent):void{

  if(e.keyCode == Keyboard.A){

  leftPressed = false;

  } else if(e.keyCode == Keyboard.D){

  rightPressed = false;

  } else if(e.keyCode == Keyboard.W){

  upPressed = false;

  } else if(e.keyCode == Keyboard.S){

  downPressed = false;

  }

  if(e.keyCode == Keyboard.SPACE){

  fireBullet();

  }

}

function fireBullet():void

{

  var playerDirection:String;

  if(player.scaleX < 1){

  playerDirection = "left";

  } else if(player.scaleX > -1){

  playerDirection = "right";

  }

  var bullet:Bullet = new Bullet(player.x - scrollX, player.y - scrollY, playerDirection, xSpeed);

  back.addChild(bullet);

  bullet.addEventListener(Event.REMOVED, bulletRemoved);

  bulletList.push(bullet);

}

function bulletRemoved(e:Event):void

{

  e.currentTarget.removeEventListener(Event.REMOVED, bulletRemoved); //this just removes the eventListener so we don't get an error

  bulletList.splice(bulletList.indexOf(e.currentTarget), 1); //this removes 1 object from the bulletList, at the index of whatever object caused this function to activate

}

function addEnemy(xLocation:int, yLocation:int):void

{

  var enemy:Enemy = new Enemy(xLocation, yLocation);

  back.addChild(enemy);

  enemy.addEventListener(Event.REMOVED, enemyRemoved);

  enemyList.push(enemy);

}

function addBumper(xLocation:int, yLocation:int):void

{

  var bumper:Bumper = new Bumper(xLocation, yLocation);

  back.addChild(bumper);

  bumper.visible = false;

  bumperList.push(bumper);

}

function enemyRemoved(e:Event):void

{

  e.currentTarget.removeEventListener(Event.REMOVED, enemyRemoved); //this just removes the eventListener so we don't get an error

  enemyList.splice(enemyList.indexOf(e.currentTarget), 1); //this removes 1 object from the enemyList, at the index of whatever object caused this function to activate

}

This topic has been closed for replies.
Correct answer kglad

then you have a mismatched bracket after line 100.

2 replies

Bruno Gregory
Known Participant
December 13, 2014

i fixed it, thanks kglad, now i get this error,

TypeError: Error #1010: Um termo é indefinido e não tem propriedades.

  at TheAdventureofaTopHat_fla::MainTimeline/frame1()[TheAdventureofaTopHat_fla.MainTimeline::frame1:202]

kglad
Community Expert
Community Expert
December 13, 2014

line 202 is trying to reference a non existant object.

which is line 202?

Bruno Gregory
Known Participant
December 13, 2014
if(player.hitTestObject(back.other.doorKey)){
kglad
Community Expert
Community Expert
December 13, 2014

you're missing a left bracket, {

Bruno Gregory
Known Participant
December 13, 2014

lol thanks, but when i put it say :

Scene 1, Camada 'actions', Quadro 11084: Erro de sintaxe: esperando rightbrace antes de end of program.

thanks for the help on the first part

kglad
Community Expert
kgladCommunity ExpertCorrect answer
Community Expert
December 13, 2014

then you have a mismatched bracket after line 100.