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import flash.events.Event;
import flash.events.TouchEvent;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
stop();
var gravity:Number=1;
var yVelocity:Number=0;
var canJump:Boolean=false;
var canDoubleJump:Boolean=false;
var enemyArray:Array = new Array();
var a:int;
for (a = numChildren - 1; a>= 0; a--)
{
var childdB:DisplayObject = getChildAt(a);
if (childdB.name.indexOf("enemy") > -1)
{
enemyArray.push(MovieClip(childdB));
MovieClip(childdB).hitPoints = 1;
}
}
testhit.visible = false;
testknife.visible = false;
player.gotoAndStop(2);
stage.addEventListener(Event.ENTER_FRAME,gameloop);
function gameloop(event:Event):void
{
if (player.scaleX == -1)
{
testhit.x = player.x + 5;
testhit.y = player.y - 27;
}
if (player.scaleX == +1)
{
testhit.x = player.x - 5;
testhit.y = player.y - 27;
}
if (player.y >= 344.3)
{
player.y = 344.3;
yVelocity = 0;
canJump = true;
}
for (var en = 0; en<enemyArray.length; en++)
{
var ene1:Enemy = enemyArray[en] as Enemy;
if (testknife.hitTestObject(ene1))
{
ene1.hitPoints --;
testknife.x = -100;
testknife.y = -100;
player.playerfire.gotoAndPlay(10);
}
if (leftPressed == true)
{
ene1.x += 5;
}
if (rightPressed == true)
{
ene1.x -= 5;
}
if(ene1.hitPoints <= 0)
{
ene1.parent.removeChild(ene1);
enemyArray.splice(en,1);
}
}
}
var upPressed:Boolean = false;
var rightPressed:Boolean = false;
var leftPressed:Boolean = false;
var firePressed:Boolean = false;
var checkright:Boolean = false;
var checkleft:Boolean = false;
unsetall.addEventListener(TouchEvent.TOUCH_END,gounsetall);
function gounsetall(event:TouchEvent):void
{
rightPressed = false;
leftPressed = false;
checkleft = false;
checkright = false;
player.gotoAndStop(2);
}
left.addEventListener(TouchEvent.TOUCH_BEGIN,goleft);
function goleft(event:TouchEvent):void
{
checkleft = true;
leftPressed = true;
player.scaleX = -1;
player.gotoAndStop(1);
}
left.addEventListener(TouchEvent.TOUCH_END,stopleft);
function stopleft(event:TouchEvent):void
{
checkleft = false;
leftPressed = false;
rightPressed = false;
player.gotoAndStop(2);
}
right.addEventListener(TouchEvent.TOUCH_BEGIN,goright);
function goright(event:TouchEvent):void
{
checkright = true;
rightPressed = true;
player.scaleX = +1;
player.gotoAndStop(1);
}
right.addEventListener(TouchEvent.TOUCH_END,stopright);
function stopright(event:TouchEvent):void
{
checkright = false;
rightPressed = false;
leftPressed = false;
player.gotoAndStop(2);
}
jump.addEventListener(TouchEvent.TOUCH_BEGIN,gojump);
function gojump(event:TouchEvent):void
{
upPressed = true;
}
jump.addEventListener(TouchEvent.TOUCH_END,ssgojumpss);
function ssgojumpss(event:TouchEvent):void
{
upPressed = false;
}
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
function gofire(event:TouchEvent):void
{
firePressed = true;
}
player.addEventListener(Event.ENTER_FRAME,playerloop);
function playerloop(event:Event):void
{
if (upPressed && canJump)
{
yVelocity =-12;
canJump = false;
canDoubleJump = true;
}
if(upPressed && canDoubleJump && yVelocity > -2)
{
yVelocity = -13;
canDoubleJump = false;
}
yVelocity += gravity;
if(! floorBox.hitTestPoint(player.x,player.y,true))
{
player.y+=yVelocity;
}
if(yVelocity > 20)
{
yVelocity = 20;
}
for (var i:int=0; i<10; i++)
{
if(floorBox.hitTestPoint(player.x,player.y,true))
{
player.y--;
yVelocity = 0;
canJump = true;
}
}
if (leftPressed == true)
{
backround.x += 5;
backround1.x += 5;
floorBox.x += 5;
}
if (rightPressed == true)
{
backround.x -= 5;
backround1.x -= 5;
floorBox.x -= 5;
}
if (upPressed == true)
{
//player.gotoAndStop(4);
}
if (firePressed == true && canJump == true)
{
fire.removeEventListener(TouchEvent.TOUCH_TAP,gofire);
rightPressed = false;
leftPressed = false;
player.gotoAndStop(3);
if (player.playerfire.currentFrame >= 10 && checkright == true && player.scaleX == +1)
{
firePressed = false;
rightPressed = true;
player.gotoAndStop(1);
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
}
if (player.playerfire.currentFrame >= 10 && checkright == false && player.scaleX == +1)
{
firePressed = false;
rightPressed = false;
player.gotoAndStop(2);
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
}
if (player.playerfire.currentFrame >= 10 && checkleft == true && player.scaleX == -1)
{
firePressed = false;
leftPressed = true;
player.gotoAndStop(1);
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
}
if (player.playerfire.currentFrame >= 10 && checkleft == false && player.scaleX == -1)
{
firePressed = false;
leftPressed = false;
player.gotoAndStop(2);
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
}
}
if (firePressed == true && canJump == false)
{
fire.removeEventListener(TouchEvent.TOUCH_TAP,gofire);
player.gotoAndStop(3);
if (player.playerfire.currentFrame >= 10 && checkright == true && player.scaleX == +1)
{
firePressed = false;
rightPressed = true;
player.gotoAndStop(1);
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
}
if (player.playerfire.currentFrame >= 10 && checkright == false && player.scaleX == +1)
{
firePressed = false;
rightPressed = false;
player.gotoAndStop(2);
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
}
if (player.playerfire.currentFrame >= 10 && checkleft == true && player.scaleX == -1)
{
firePressed = false;
leftPressed = true;
player.gotoAndStop(1);
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
}
if (player.playerfire.currentFrame >= 10 && checkleft == false && player.scaleX == -1)
{
firePressed = false;
leftPressed = false;
player.gotoAndStop(2);
fire.addEventListener(TouchEvent.TOUCH_TAP,gofire);
}
}
if (player.playerfire.currentFrame >= 6 && player.playerfire.currentFrame <= 8 && player.scaleX == +1)
{
testknife.scaleX = +1;
testknife.x = player.x + 6;
testknife.y = player.y - 28;
}
if (player.playerfire.currentFrame >= 6 && player.playerfire.currentFrame <= 8 && player.scaleX == -1)
{
testknife.scaleX = -1;
testknife.x = player.x - 6;
testknife.y = player.y - 28;
}
if (player.playerfire.currentFrame >= 9)
{
testknife.x = -100;
testknife.y = -100;
}
}
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Is that the solution?
if (player.cuurentFrame == 3 && player.playerfire.currentFrame >= 6 && player.playerfire.currentFrame <= 8 && player.scaleX == -1)
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The usual response for that error is that the object in question does not exist on the timeline in the same frame where the code is written. Since playerfire is inside player, you'll need to be sure that player in available at the frame where the code is and that playerfire is available inside player.
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