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Thread: pool game need help

  1. #21
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    thanks for your time

  2. #22
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    Does the stick not show up each time the white ball goes in the hole? Send me your swish file so it can be easier to test.

  3. #23
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  4. #24
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    Remove line 501: ball0.onPress=function()

    and line 514: } curly bracket.

    Good idea with the timer. This project is looking good.

    use this:

    PHP Code:
    onFrame (1) {
    var 
    first_shot=0
    var timeout_time=null
    var static_timeout_time=15
    degreestoradians
    =Math.PI/180;
    ballssunk=0;
    spacer=.2;
    powermultiplier=.5;
    friction=.965;
    movetime=30;
    Array.
    prototype.shuffle=function() {
    for(
    i=0;i<this.length;i++){
    this.push(this.splice(Math.floor(Math.random()*this.length),1));
    }
    };



    var 
    upTime=null
    var seconds=0;
    var 
    minutes=0;
    var 
    hours=0;
    var 
    days=0;
    upTime=setTimeout(serverTime,1)
    function 
    serverTime(){
    seconds++;
    if(
    seconds==60){
    seconds=0;
    minutes++;
    }
    if(
    minutes==60){
    minutes=0;
    hours++;
    }
    if(
    hours==24){
    hours=0;
    days++;
    }
    upTime=setTimeout(serverTime,1000)
    time_total_text.text="time: " hours ":"+minutes+":"+seconds
    }



    var 
    cd_interv=null
    function countDown(a){
    if(
    a==null){
        
    }else{
    timeout_time=a
    }
    if(
    timeout_time>0){
    timer_text.text=timeout_time
    timeout_time
    --
    cd_interv=setTimeout(countDown,1000);
    }else{
    timer_text.text=0
    scratch2
    ()
    reset()
    game_over.text="GAME END"

    }
    }
    var 
    interv=null
    var scores=0
    var misses=0;
    var 
    ballinterval
        game_over
    .text=""
    function newGame(){
        
    clearInterval(cd_interv)
        

        
    countDown(static_timeout_time)

        
    game_over.text=""
        
        
    scores=0
        misses
    =0
        ballssunk
    =0;
    spacer=.2;
    powermultiplier=.5;
    friction=.965;
    movetime=30;
    _root.score_text.text="score: "+scores
    _root
    .misses_text.text="misses: "+misses
    first_shot
    =0
    rackx
    =tablearea._x+tablearea._width*.75;
    racky=tablearea._y+tablearea._height/2;
    this.attachMovie('balls','ball8',this.getNextHighestDepth(),{_x:rackx,_y:racky});
    ball8.gotoAndStop(8);
    ball8.xvel=0;
    ball8.yvel=0;
    ball8.sunk=0;
    ballArray=[1,2,3,4,5,6,7,9,10,11,12,13,14,15];
    ballArray.shuffle();
    horizdiff=Math.sqrt(Math.pow(ball8._width+spacer,2)-Math.pow((ball8._height+spacer)/2,2));
    ballcoords=[[rackx-horizdiff*2,racky],[rackx-horizdiff,racky-(ball8._height+spacer)/2],[rackx-horizdiff,racky+(ball8._height+spacer)/2],[rackx,racky-(ball8._height+spacer)],[rackx,racky+(ball8._height+spacer)],[rackx+horizdiff,racky-(ball8._height+spacer)*1.5],[rackx+horizdiff,racky-(ball8._height+spacer)*.5],[rackx+horizdiff,racky+(ball8._height+spacer)*.5],[rackx+horizdiff,racky+(ball8._height+spacer)*1.5],[rackx+horizdiff*2,racky-(ball8._height+spacer)*2],[rackx+horizdiff*2,racky-(ball8._height+spacer)],[rackx+horizdiff*2,racky],[rackx+horizdiff*2,racky+(ball8._height+spacer)],[rackx+horizdiff*2,racky+(ball8._height+spacer)*2]];
    for(
    ballpos=0;ballpos<14;ballpos++){
    this.attachMovie('balls','ball'+ballArray[ballpos],this.getNextHighestDepth(),{_x:ballcoords[ballpos][0],_y:ballcoords[ballpos][1]});
    eval(
    'ball'+ballArray[ballpos]).xvel=0;
    eval(
    'ball'+ballArray[ballpos]).yvel=0;
    eval(
    'ball'+ballArray[ballpos]).sunk=0;
    eval(
    'ball'+ballArray[ballpos]).gotoAndStop(ballArray[ballpos]);
    }
    this.attachMovie('balls','ball0',this.getNextHighestDepth(),{_x:tablearea._x+tablearea._width/4,_y:tablearea._y+tablearea._height/2});
    ball0.gotoAndStop(16);
    scratch();
    intervballinterval=setInterval(this,"moveBalls",movetime);
    }
    function 
    moveBalls(){
    for(
    curball=0;curball<=15;curball++){
    if(eval(
    'ball'+curball).sunk){
    eval(
    'ball'+curball)._x=Math.min(trayarea._x+trayarea._width-eval('ball'+curball)._width/2-eval('ball'+curball)._width*(eval('ball'+curball).sunk-1)-spacer*(eval('ball'+curball).sunk-1),eval('ball'+curball)._x+5);
    }else {
    eval(
    'ball'+curball)._x+=eval('ball'+curball).xvel;
    eval(
    'ball'+curball)._y+=eval('ball'+curball).yvel;
    eval(
    'ball'+curball).xvel*=friction;
    eval(
    'ball'+curball).yvel*=friction;
    if(
    Math.abs(eval('ball'+curball).xvel)<.02&&Math.abs(eval('ball'+curball).yvel)<.02){
    eval(
    'ball'+curball).xvel=0;
    eval(
    'ball'+curball).yvel=0;
    }
    if(eval(
    'ball'+curball)._x+eval('ball'+curball)._width/2>tablearea._x+tablearea._width){
    if(eval(
    'ball'+curball)._y-eval('ball'+curball)._height*.75<tablearea._y||eval('ball'+curball)._y+eval('ball'+curball)._height*.75>tablearea._y+tablearea._height){
    sinkBall(curball);
    }else {
    eval(
    'ball'+curball).xvel*=-1;
    eval(
    'ball'+curball)._x-=(eval('ball'+curball)._x+eval('ball'+curball)._width/2-(tablearea._x+tablearea._width));
    }
    }else if(eval(
    'ball'+curball)._x-eval('ball'+curball)._width/2<tablearea._x){
    if(eval(
    'ball'+curball)._y-eval('ball'+curball)._height*.75<tablearea._y||eval('ball'+curball)._y+eval('ball'+curball)._height*.75>tablearea._y+tablearea._height){
    sinkBall(curball);
    }else {
    eval(
    'ball'+curball).xvel*=-1;
    eval(
    'ball'+curball)._x-=(eval('ball'+curball)._x-eval('ball'+curball)._width/2)-tablearea._x;
    }
    }
    if(eval(
    'ball'+curball)._y+eval('ball'+curball)._height/2>tablearea._y+tablearea._height){
    if(eval(
    'ball'+curball)._x-eval('ball'+curball)._width*.75<tablearea._x||eval('ball'+curball)._x+eval('ball'+curball)._width*.75>tablearea._x+tablearea._width||(eval('ball'+curball)._x-eval('ball'+curball)._width*.75<tablearea._x+tablearea._width/2&&eval('ball'+curball)._x+eval('ball'+curball)._width*.75>tablearea._x+tablearea._width/2)){
    sinkBall(curball);
    }else {
    eval(
    'ball'+curball).yvel*=-1;
    eval(
    'ball'+curball)._y-=(eval('ball'+curball)._y+eval('ball'+curball)._height/2-(tablearea._y+tablearea._height));
    }
    }else if(eval(
    'ball'+curball)._y-eval('ball'+curball)._height/2<tablearea._y){
    if(eval(
    'ball'+curball)._x-eval('ball'+curball)._width*.75<tablearea._x||eval('ball'+curball)._x+eval('ball'+curball)._width*.75>tablearea._x+tablearea._width||(eval('ball'+curball)._x-eval('ball'+curball)._width*.75<tablearea._x+tablearea._width/2&&eval('ball'+curball)._x+eval('ball'+curball)._width*.75>tablearea._x+tablearea._width/2)){
    sinkBall(curball);
    }else {
    eval(
    'ball'+curball).yvel*=-1;
    eval(
    'ball'+curball)._y-=(eval('ball'+curball)._y-eval('ball'+curball)._height/2)-tablearea._y;
    }
    }
    }
    }
    if(!
    ball0.onPress){

    for(
    i=0;i<=15;i++){
    a=this["ball"+i];
    for(
    j=i+1;j<=15;j++){
    b=this["ball"+j];
    var 
    dx=b._x-a._x;
    var 
    dy=b._y-a._y;
    var 
    dist=Math.sqrt(dx*dx+dy*dy);
    if(
    dist<a._width/2+b._width/2){
    _root.solveBalls(a,b);
    }
    }
    }
    }
    };
    function 
    solveBalls(ballA,ballB){
    var 
    x1=ballA._x;
    var 
    y1=ballA._y;
    var 
    dx=ballB._x-x1;
    var 
    dy=ballB._y-y1;
    var 
    dist=Math.sqrt(dx*dx+dy*dy);
    radius=ballA._width/4+ballB._width/4;
    normalX=dx/dist;
    normalY=dy/dist;
    midpointX=(x1+ballB._x)/2;
    midpointY=(y1+ballB._y)/2;
    ballA._x=midpointX-normalX*radius;
    ballA._y=midpointY-normalY*radius;
    ballB._x=midpointX+normalX*radius;
    ballB._y=midpointY+normalY*radius;
    dVector=(ballA.xvel-ballB.xvel)*normalX+(ballA.yvel-ballB.yvel)*normalY;
    dvx=dVector*normalX;
    dvy=dVector*normalY;
    ballA.xvel-=dvx;
    ballA.yvel-=dvy;
    ballB.xvel+=dvx;
    ballB.yvel+=dvy;
    }

    function 
    sinkBall(curball){
    if(
    curball==0){
    scratch2();

    }else {

    if(eval(
    'ball'+curball).sunk==0&&scores<15){
    scores++
    trace("scores: "scores)
    _root.score_text.text="score: "+scores
    eval('ball'+curball).sunk=(++ballssunk);
    eval(
    'ball'+curball).xvel=0;
    eval(
    'ball'+curball).yvel=0;
    eval(
    'ball'+curball)._y=trayarea._y+trayarea._height/2;
    eval(
    'ball'+curball)._x=trayarea._x+eval('ball'+curball)._width/2;
    }
    if(
    scores==15){
    scratch2()
    reset()
    game_over.text="GAME END"
    }
    }
    }
    function 
    scratch(){
    if(
    first_shot==0){
    showStick();
    ball0._x=170
    ball0
    ._y=170
    }else{
    }
    a=ball0;
    for(
    j=1;j<=15;j++){
    b=this._parent["ball"+j];
    var 
    dx=b._x-a._x;
    var 
    dy=b._y-a._y;
    var 
    dist=Math.sqrt(dx*dx+dy*dy);
    if(
    dist<a._width/2+b._width/2){
    return;
    }
    }
    ball0.stopDrag();
    delete ball0.onPress;
    };
    function 
    showStick(){
    if(
    poolstick){
    delete poolstick;
    }
    this.attachMovie('poolstick','poolstick',this.getNextHighestDepth(),{_x:ball0._x,_y:ball0._y});
    poolstick.power=0;
    poolstick.curdist=0;
    poolstick.onEnterFrame=function() {
    if(
    poolstick._alpha==100){
    poolstick._x=ball0._x;
    poolstick._y=ball0._y;
    }
    if(
    poolstick.onPress){
    stickangle=Math.atan(-(_ymouse-ball0._y)/(_xmouse-ball0._x))/(Math.PI/180);
    if((
    _xmouse-ball0._x)<0){
    stickangle+=180;
    }
    if((
    _xmouse-ball0._x)>=0&&(-(_ymouse-ball0._y))<0){
    stickangle+=360;
    }
    if(
    first_shot==0){
    poolstick._rotation=90;
    }else{
    poolstick._rotation=-stickangle-90;
    }
    }else {
    if(
    poolstick.onRelease){
    poolstick.power=Math.min(100,Math.max(0,(Math.sqrt(Math.pow(_xmouse-ball0._x,2)+Math.pow(_ymouse-ball0._y,2))-poolstick.clickdistance)));
    poolstick.curdist=poolstick.power;
    }else {
    poolstick.curdist=Math.max(0,poolstick.curdist-20);
    if(
    poolstick.curdist==0){
    if(
    poolstick._alpha==100){
    ball0.xvel=Math.sin(poolstick._rotation*degreestoradians)*(poolstick.power*powermultiplier);
    ball0.yvel=-Math.cos(poolstick._rotation*degreestoradians)*(poolstick.power*powermultiplier);
    }
    poolstick._alpha-=10;
    first_shot++
    if(
    poolstick._alpha<=0){

    setMovementInterval();
    removeMovieClip(poolstick);
    }
    }
    }
    }
    if(
    poolstick._alpha==100){
    poolstick._x+=-Math.sin(degreestoradians*poolstick._rotation)*(ball0._width/2+poolstick.curdist);
    poolstick._y+=Math.cos(degreestoradians*poolstick._rotation)*(ball0._width/2+poolstick.curdist);
    }
    };
    poolstickAction();
    }
    var 
    wait_score=0;
    function 
    poolstickAction(){

    poolstick.onPress=function() {
    poolstick.clickdistance=Math.sqrt(Math.pow(_xmouse-ball0._x,2)+Math.pow(_ymouse-ball0._y,2));
    poolstick.onRelease=poolstick.onReleaseOutside=function (){
    delete poolstick.onRelease;
    delete poolstick.onReleaseOutside;
    if(
    poolstick.power<=0){
    poolstickAction();
    }else{
                
    wait_score=scores;
                
    clearInterval(cd_interv)
                
    trace("started wait")
    }
    };
    delete poolstick.onPress;
    };
    }
    function 
    setMovementInterval(){
    var 
    movementinterval:Number=setInterval(this,"checkMovement",movetime);
    }
    function 
    checkMovement():Void{
    if(
    poolstick){
    return;
    }
    for(
    i=0;i<=15;i++){
    if(eval(
    'ball'+i).xvel!=0||eval('ball'+i).yvel!=0){
    return;
    }
    }
    if(!
    ball0.onPress){
    showStick();
    countDown(static_timeout_time)
    if(
    wait_score==scores){
    misses++
    trace("misses: "misses)
    misses_text.text="misses: "misses
    }
    }
    }
    newgame.onPress=function() {
    if(
    ball0){
    for(
    i=0;i<=15;i++){
    removeMovieClip('ball'+i);
    }
    delete onEnterFrame;
    }
    if(
    poolstick){
    removeMovieClip('poolstick');
    }
    newGame();
    };
    function 
    reset(){

    for(
    i=0;i<=15;i++){
    removeMovieClip('ball'+i);
    }
    delete onEnterFrame;

    if(
    poolstick){
    removeMovieClip('poolstick');
    }
    //newGame();
    }
    function 
    scratch2(){

    //ball0.startDrag(true,tablearea._x+ball0._width/2+spacer,tablearea._y+ball0._height/2+spacer,tablearea._x+tablearea._width,tablearea._y+tablearea._height-ball0._height/2-spacer);

    ball0.xvel=0;
    ball0.yvel=0;
    ball0._x=170
    ball0
    ._y=170


    ball0
    .onRelease=function() {

    a=ball0;

    for(
    j=1;j<=15;j++){
    b=this._parent["ball"+j];
    var 
    dx=b._x-a._x;
    var 
    dy=b._y-a._y;

    var 
    dist=Math.sqrt(dx*dx+dy*dy);
    if(
    dist<a._width/2+b._width/2){
    return;
    }
    }

    ball0.stopDrag();

    //showStick();

    delete ball0.onPress;
    };
    }  

    Last edited by AS3.0; 02-23-2021 at 01:04 PM.

  5. #25
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    very very good
    thank you so much my friend

    can you add sound when balls touch

  6. #26
    Client Software Programmer AS3.0's Avatar
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    Repost continue on this thread:

    swish file with ball sound: download

  7. #27
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  8. #28
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    is this problem in the game or not ?

    when i start a new game again ( not closed the game , press the button again )

    The game gets fast !!!! ????

  9. #29
    Client Software Programmer AS3.0's Avatar
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    Might be to many enterframes running at once. Let me fix.

  10. #30
    Client Software Programmer AS3.0's Avatar
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    Ok in the first few lines in the function newGame() before calling setInterval for the moveBalls function it needs this line:

    PHP Code:
     clearInterval(interv
    calling the newGame function wants to run too many intervals at once without ever clearing it.
    Last edited by AS3.0; 02-24-2021 at 01:33 AM.

  11. #31
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    you mean in line 71 or not ?

  12. #32
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    i added in line 71 and working fine
    is it true ?

  13. #33
    Client Software Programmer AS3.0's Avatar
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    It should look like this.
    PHP Code:
    function newGame(){
        
    clearInterval(cd_interv)
        
    clearInterval(interv
    Yes.

  14. #34
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    excuse me for my bad english
    i use google to translate your answer

    and there are a lot of things can not understand it

    thanks for help my friend

  15. #35
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    ok

  16. #36
    Client Software Programmer AS3.0's Avatar
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    What language are you.

  17. #37
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    actionscript 2

  18. #38
    Client Software Programmer AS3.0's Avatar
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    oh.

    Alright im going to work on the as2 > as3 convertor abit.
    Last edited by AS3.0; 02-24-2021 at 02:06 AM.

  19. #39
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    no

    I am just a beginner student who loves to learn

  20. #40
    Client Software Programmer AS3.0's Avatar
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    I would love to add some multiplayer to the game but not before you agree on a feature like that.

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