ok I just wrote it on a notepad since I cannot test it, this goes on the main timeline, & does all the jobs so maybe you should not have any program written inside movieclips besides "stop();"
Somethings to check if there are still errors:
setinterval is written properly for as2?
movieclip linkage names are spelled correct case for the attachmovieclip?
PHP Code:
//Share this with AS3.0 for help
var score = 0;
var check_interval=null
var check_time=1000//every 1000 milliseconds, check if fairy count is too low to spawn more
var check_enabled=false
var fairy_array = []
var fairy_death_spawn_array=[]
var fairy_death_duration=700//ms
var MAXFAIRY = 10;
var FAIRYINDEX=0
var playerSpeed=35
//Setings for the game
var SPEEDER = 6;
//positive speed for the fairy
var NEGSPEEDER = -6;
//negtive speed for the fairy
var LEFT = 0;
//x = 0
var TOP = 0;
//y = 0
var BOTTOM = stage.stageHeight-50
//y = 718
var RIGHT = stage.stageWidth-50;
//stop();
var current_depth=10;
init();
//spawn player and faries
current_depth++
attachMovie("Swatter", "Swatter", current_depth);
//var swatter_var:Swatter=new Swatter()
//stage.addChild(swatter_var);
//swatter_var.name="Swatter"
//attach the swatter
_root["Swatter"]._x = 300;
//swatter ccordinates
_root["Swatter"]._y = 200;
//swatter ccordinates
//Spawncap for the fairies
function init() {
fairy_array =[]
fairy_death_spawn_array=[]
SPEEDER = 6;
//positive speed for the fairy
NEGSPEEDER = -6;
//negtive speed for the fairy
LEFT = 0;
//x = 0
TOP = 0;
//y = 0
BOTTOM = Stage.height-50
//y = 718
RIGHT =Stage.width-50;
MAXFAIRY = 10;
FAIRYINDEX=0
//Spawncap for the fairies
//Fairy Array
///createEmptyMovieClip("fairy_spawn", 0);
//var fairy_spawn_var:Fairy=new Fairy()
//stage.addChild(fairy_spawn_var);
//fairy_spawn_var.name="fairy_spawn_var"
///movieclip where fairies spawn in
fairyinit();
}
function fairyinit() {
//settings for the fairies
FAIRYINDEX = 0;
//Set the current spawn to 0
while (FAIRYINDEX<MAXFAIRY) {
spawnFairy();
}
FAIRYINDEX=MAXFAIRY
//when the fairy number is below the spawn cap, spawn faries periodically. However, flash crashes when I try to use the interval, perhaps an issue with flash trying to cound how many movieclips are on the canvas and running the setInterval code at the same time
check_enabled=true
//check_interval=setTimeout(lowFairyCountCheck,check_time);
setInterval(lowFairyCountCheck, check_time);
}
function lowFairyCountCheck(){
if(check_enabled){
trace("check " + FAIRYINDEX)
while (FAIRYINDEX<MAXFAIRY) {
spawnFairy();
}
}
}
function spawnFairy() {
//Code for when the fairy is spawned. This determines the speed, the coordinates, and runs the function for the movement
// var fairy_spawn_var:Fairy=new Fairy()//create fairy variable
//stage.addChild(fairy_spawn_var);//add it to stage
//fairy_spawn_var.name="fairy_spawn_var"//give it a name to access as stage.getChildByName("fairy_spawn_var").x etc..
current_depth++;
attachMovie("Fairy", "Fairy"+current_depth, current_depth);
//trace(fairy_clip);
_root["Fairy"+depth_num].NEGVELX = Math.random()*NEGSPEEDER;
_root["Fairy"+depth_num].NEGVELY = Math.random()*NEGSPEEDER;
_root["Fairy"+depth_num].VELX = Math.random()*SPEEDER;
_root["Fairy"+depth_num].VELY = Math.random()*SPEEDER;
_root["Fairy"+depth_num]._x = Math.random()*RIGHT;
_root["Fairy"+depth_num]._y = Math.random()*BOTTOM;
//fairy_spawn_var.onEnterFrame = fairymove;
fairy_array.push( _root["Fairy"+depth_num]);//The fairy enemy
FAIRYINDEX++
}
onEnterFrame=function(){
for(var i=0;i<fairy_array.length;i++){
if (fairy_array[i].hitTest(Wall) == true) {
fairy_array[i]._x += fairy_array[i].VELX;
fairy_array[i]._y += fairy_array[i].VELY;
fairy_array[i]._x += fairy_array[i].NEGVELX;
fairy_array[i]._y += fairy_array[i].NEGVELY;
}else{
unloadMovie(fairy_array[i])//unload fairy that left the wall
fairy_array.splice(i,1)//remove fairy from array space
FAIRYINDEX--;//subtract the index so that more fairies missing can be added later if needed.
}
}
/*
if (this.hitTest(Wall) == false) {//The goal of the faries is to swat them down before they leave the field. Planning on having this deducting 3 points from the score.
unloadMovie(this);
}
*/
}
//Player Controls: WASD for movement, P for swatting
// A is 65
// S is 83
// D is 68
// W is 87
var Attack_Fairy:Object = new Object();
Attack_Fairy.onKeyDown = function() {
if (Key.getCode() == "80") {
Splat();
kill();
}
if (Key.getCode() == "87") {//w
_root["Swatter"]._y-=playerSpeed
}
if (Key.getCode() == "65") {//a
_root["Swatter"]._x-=playerSpeed
}
if (Key.getCode() == "83") {//s
_root["Swatter"]._y+=playerSpeed
}
if (Key.getCode() == "68") {//d
_root["Swatter"]._x+=playerSpeed
}
};
/*
stage.addEventListener(KeyboardEvent.KEY_DOWN,kd)
function kd(e:*){
if(e.keyCode=="80"){
Splat();
kill();
}
if(e.keyCode=="87"){//W
//Key.addListener(Attack_Fairy);
stage.getChildByName("Swatter").y -= playerSpeed;
}
if(e.keyCode=="65"){//A
//Key.addListener(Attack_Fairy);
stage.getChildByName("Swatter").x -= playerSpeed;
}
if(e.keyCode=="83"){//S
//Key.addListener(Attack_Fairy);
stage.getChildByName("Swatter").y += playerSpeed;
}
if(e.keyCode=="68"){//D
//Key.addListener(Attack_Fairy);
stage.getChildByName("Swatter").x+= playerSpeed;
}
}
*/
function kill(){
for(var i=0;i<fairy_array.length;i++){
if (fairy_array[i].hitTest(_root["Swatter"]) == true) {
//var fairy_death_spawn_var:Fairy_death=new Fairy_death()
//stage.addChild(fairy_death_spawn_var);
//fairy_death_spawn_var.name="fairy_death_spawn_var"
current_depth++
attachMovie("Fairy_death", "Fairy_death"+current_depth, current_depth);
fairy_death_spawn_array.push(_root["Fairy_death"+depth_num]);//The fairy enemy
_root["Fairy_death"+depth_num]._x=fairy_array[i]._x
_root["Fairy_death"+depth_num]._y=fairy_array[i]._y
//setTimeout(removeFairyDeath,fairy_death_duration) ------------------------------------------------------required
unloadMovie(fairy_array[i])//unload fairy that left the wall
fairy_array.splice(i,1)//remove fairy from array space
FAIRYINDEX--;//subtract the index so that more fairies missing can be added later if needed.
}
}
}
function removeFairyDeath(){
//while(fairy_death_spawn_array[0].name=="hit"){//---------------------------------------------------------required
//unloadMovie(fairy_death_spawn_array[0])//unload splat
//fairy_death_spawn_array.shift()
//}
if(fairy_death_spawn_array.length>0){
unloadMovie(fairy_death_spawn_array[0])//unload fairy death
fairy_death_spawn_array.shift()
}
}
function Splat() {
depth_num++
attachMovie("hit", "hit", depth_num);
//var hit_var:hit=new hit()//attach for as3
//stage.addChild(hit_var)//add to stage
//hit_var.name="hit"//give name
//hit_var._x = Swatter._x;
//hit_var._y = Swatter._y;
//hit_var.x = stage.getChildByName("Swatter").x;
//hit_var.y = stage.getChildByName("Swatter").y;
// fairy_death_spawn_array.push(_root["hit"]);//add to same array as fairy death for removing both at once later
}
//playSound(placeholder_DnB)
//playSound(Controls)
//function playSound(a){
//var snd:Sound=new a()
//snd.play()
//}
//SoundMixer.stopAll() //stop all sounds
/*
//soundtrack is a placeholder
// Play Sound Behavior
_global.Behaviors.Sound.placeholder_spunk.start(0, 1);
// End Play Sound Behavior
//Play Internal Sound Behavior
if (_global.Behaviors == null) {
_global.Behaviors = {};
}
if (_global.Behaviors.Sound == null) {
_global.Behaviors.Sound = {};
}
if (typeof this.createEmptyMovieClip == 'undefined') {
this._parent.createEmptyMovieClip('BS_placeholder_spunk', new Date().getTime()-(Math.floor((new Date().getTime())/10000)*10000));
_global.Behaviors.Sound.placeholder_spunk = new Sound(this._parent.BS_placeholder_spunk);
} else {
this.createEmptyMovieClip('_placeholder_spunk_', new Date().getTime()-(Math.floor((new Date().getTime())/10000)*10000));
_global.Behaviors.Sound.placeholder_spunk = new Sound(this.BS_placeholder_spunk);
}
_global.Behaviors.Sound.placeholder_spunk.attachSound("placeholder_DnB.mp3");
if (true) {
_global.Behaviors.Sound.placeholder_spunk.start(0, 1);
}
//End Behavior
*/
If you still have an issue you can just take parts from the program and put it in yours