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Well. I've been working on this since I added a second level to my game. When you go from level 1 and level 2 and did not kill all enemies on stage. They stay on stage and the new enemies (I believe I removed this temporarly) are added on top of the old.
The enemies in my game are stored in an array called enemyList. I've tried emptying it, but it didn't work. I've tried every method that I could think of, so I came to the forums.
My current game code (Doesn't include the class files for Enemy, Bumper and Bullet):
import flash.geom.Point;
stop();
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:Array = new Array(leftBumpPoint1, leftBumpPoint2, leftBumpPoint3);
var leftBumpPoint1:Point = new Point(-30, -55);
var leftBumpPoint2:Point = new Point(-30, 0);
var leftBumpPoint3:Point = new Point(-30, -116.5);
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 pScore:int = 0;
var lives:int = 10;
var animationState:String = "idle";
var bulletList:Array = new Array();
var enemyList:Array = new Array();
var bumperList:Array = new Array();
keyStat.visible = false;
keyStat.stop();
doorStat.x = 6.66;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, loop);
addEnemiesToLevel();
lifeTxt.text=String(lives);
scoreTxt.text=String(pScore);
function addEnemiesToLevel():void
{
if(currentLevel == 1){
addEnemy(620, -115);
addBumper(500, -115);
addBumper(740, -115);
addEnemy(900, -490);
addBumper(380, -490);
addBumper(1020, -490);
addEnemy(2005, -115);
addBumper(2125, -115);
addBumper(1885, -115);
addEnemy(1225, -875);
addBumper(1345, -875);
addBumper(1105, -875);
}
if(currentLevel == 2){
addEnemy(2005, -115);
addBumper(2125, -115);
addBumper(1885, -115);
}
}
function loop(e:Event):void{
if(back.collisions.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)){
leftBumping = true;
} else {
leftBumping = false;
}
if(back.collisions.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)){
rightBumping = true;
} else {
rightBumping = false;
}
if(back.collisions.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)){
upBumping = true;
} else {
upBumping = false;
}
if(back.collisions.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)){
downBumping = true;
} else {
downBumping = false;
}
if(leftPressed){
xSpeed -= speedConstant;
player.scaleX = -1;
} else if(rightPressed){
xSpeed += speedConstant;
player.scaleX = 1;
}
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(ySpeed > 0){
ySpeed = 0;
}
if(upPressed){
ySpeed = jumpConstant;
}
//DOUBLE JUMP
if(upReleasedInAir == true){
upReleasedInAir = false;
}
if(doubleJumpReady == false){
doubleJumpReady = true;
}
} else {
ySpeed += gravityConstant;
//DOUBLE JUMP
if(upPressed == false && upReleasedInAir == false){
upReleasedInAir = true;
}
if(doubleJumpReady && upReleasedInAir){
if(upPressed){
doubleJumpReady = false;
ySpeed = jumpConstant;
}
}
}
if(keyCollected == false){
if(player.hitTestObject(back.other.doorKey)){
back.other.doorKey.visible = false;
keyCollected = true;
keyStat.visible = true;
doorStat.x = 41.95;
trace("key collected");
}
}
if(doorOpen == false){
if(keyCollected == true){
if(player.hitTestObject(back.other.lockedDoor)){
back.other.lockedDoor.gotoAndStop(2);
doorOpen = true;
keyStat.visible = false;
doorStat.x = 6.66;
doorStat.gotoAndStop(2);
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 if(doubleJumpReady && upReleasedInAir){
if(upPressed){
animationState = "double";
}
}**/ else {
animationState = "jumping";
}
if(player.currentLabel != animationState){
player.gotoAndStop(animationState);
}
if (enemyList.length > 0)
{
for (var i:int = 0; i < enemyList.length; i++)
{
if (bulletList.length > 0)
{
for (var j:int = 0; j < bulletList.length; j++)
{
if ( enemyList.hitTestObject(bulletList
) ) {
trace("Killed Enemy");
pScore += 10;
scoreTxt.text=String(pScore);
enemyList.removeSelf();
bulletList
.removeSelf(); }
}
}
}
}
if (enemyList.length > 0){
for (var k:int = 0; k < enemyList.length; k++){
if (bumperList.length > 0){
for (var h:int = 0; h < bumperList.length; h++){
if ( enemyList
.hitTestObject(bumperList ) ){ enemyList
.changeDirection(); }
}
}
}
}
if (enemyList.length > 0){
for (var m:int = 0; m < enemyList.length; m++){
if ( enemyList
.hitTestObject(player) ){ trace("Player Got Killed");
scrollX = 0;
scrollY = 500;
lives -= 1;
lifeTxt.text=String(lives);
}
}
}
if (lives == 0){
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.removeEventListener(Event.ENTER_FRAME, loop);
gotoAndStop("gameOver");
if(yourLevel <= currentLevel){
mySO.data.myLevel = yourLevel;
mySO.flush();
}else{
trace("You already beat this level");
}
}
}
var maxLevel:int = back.collisions.totalFrames;
function nextLevel():void{
currentLevel++;
doorStat.gotoAndStop(1);
if(yourLevel <= currentLevel){
mySO.data.myLevel = yourLevel;
mySO.flush();
}else{
trace("You already beat this level");
}
trace("Next Level: " + currentLevel);
gotoNextLevel();
if(currentLevel > maxLevel){
stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.removeEventListener(Event.ENTER_FRAME, loop);
gotoAndStop("gameOver");
}
}
function removeEnemy():void
{
/**if(currentLevel == 1){
}**/
}
function gotoNextLevel():void{
removeEnemy();
back.other.gotoAndStop(currentLevel);
back.visuals.gotoAndStop(currentLevel);
back.collisions.gotoAndStop(currentLevel);
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.LEFT){
leftPressed = true;
} else if(e.keyCode == Keyboard.RIGHT){
rightPressed = true;
} else if(e.keyCode == Keyboard.UP){
upPressed = true;
} else if(e.keyCode == Keyboard.DOWN){
downPressed = true;
if(doorOpen && player.hitTestObject(back.other.lockedDoor)){
nextLevel();
}
}
}
function keyUpHandler(e:KeyboardEvent):void{
if(e.keyCode == Keyboard.LEFT){
leftPressed = false;
} else if(e.keyCode == Keyboard.RIGHT){
rightPressed = false;
} else if(e.keyCode == Keyboard.UP){
upPressed = false;
} else if(e.keyCode == Keyboard.DOWN){
downPressed = false;
}
if(e.keyCode == Keyboard.SPACE){
fireBullet();
}
}
function fireBullet():void
{
var playerDirection:String;
if(player.scaleX < 0){
playerDirection = "left";
} else if(player.scaleX > 0){
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);
bulletList.splice(bulletList.indexOf(e.currentTarget), 1);
}
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);
enemyList.splice(enemyList.indexOf(e.currentTarget), 1);
}
if enemyList is the array containing all enemies, you can use the following to remove all enemies:
function removeAllEnemies():void{
for(var i:int=enemyList.length-1;i>=0;i--){
// remove listeners for enemyList here
enemyList.parent.removeChild(enemyList);
}
enemyList.length=0;
}
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where's the code for removing all the enemies when a level ends?
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Currently it's out of order.
But I have this:
function removeEnemy():void { /**if(currentLevel == 1){ }**/ }
and it's called in the gotoNextLevel function.
I tried using bits of the code that removes enemies when a bullet hits them. But that didn't work.
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if enemyList is the array containing all enemies, you can use the following to remove all enemies:
function removeAllEnemies():void{
for(var i:int=enemyList.length-1;i>=0;i--){
// remove listeners for enemyList here
enemyList.parent.removeChild(enemyList);
}
enemyList.length=0;
}
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Oh my god it worked.
Thank you so much.
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you're welcome.
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