What I have:
What it does:Code:var glideShootingTimer:Timer = new Timer (500); glideShootingTimer.start(); glideShootingTimer.addEventListener(TimerEvent.TIMER, glideShoot); function glideShoot(evt:Event) { for (var g:Number = 0; g<glideArray.length; g++) { if (glideArray[g]._shoot == true) { //create new instance of torpedo var newTorpedo = new EnemyTorpedo(); //set the torpedo's X and Y properties newTorpedo.x = glideArray[g].x; newTorpedo.y = glideArray[g].y; //set the rotation, and give it a property, so we can animate it correctly newTorpedo.rotation = newTorpedo._rot = glideArray[g].rotation; //stuff it into the array torpedoArray.push(newTorpedo); //put it on the stage addChild(newTorpedo); //put it on index just under glide that shot it setChildIndex(newTorpedo, getChildIndex(glideArray[g]) - 1); } } }
Every half second create a torpedo underneath every "glide" sprite on the stage.
What is wrong:
Every "glide" fires at the same time as the others.
What I need:
A way to individually time the firing. A way to make it fire in independent half second intervals, not all at once.
Help is appreciated! Thanks!




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