Hello & Thanks ,
I am having a timing problem between these 2 statements
(way below is the full code if you want to run it):
this: if (sprite1.x > 573 & sprite1.x <575) ..........
and this: sprite1.tl.moveBy(576, 0, 60)...........
I want to enter this code: if (sprite1.x > 573 & sprite1.x <575)
only once per sprite1.tl.moveBy .loop .
Please how can I do that ? Thanks..vm
game.onload = function()
{
sprite1.addEventListener(Event.ENTER_FRAME, function()
{
if (sprite1.x > 573 & sprite1.x <575) //
{
// do sprite stuff
} // END OF if (sprite1.x > 573 & )
}); // END OF sprite1.addEventListener()
sprite1.tl.moveBy(576, 0, 60) // move right
.scaleTo(-1, 1, 10) // turn left
.moveBy(-576, 0, 60) // move left
.scaleTo(1, 1, 10) // turn right
.loop(); // loop it
}; // game.onload = function()
Full code starts here :
<!-- LiveSampleObamaTest.html -->
enchant(); // initialize
var newLieCheck = 9;
var oldLieCheck = 9; //
var alertCount = 0;
var RandomNum = 0;
var SCREEN_WIDTH =640;
var SCREEN_HEIGHT =640;
// var GameBackground03="CowPieActual.png";
window.onload = function() {
var game = new Game(SCREEN_WIDTH, SCREEN_HEIGHT); // game stage
game.fps = 20;
game.onload = function(){
var scene = game.rootScene;
//????????
// var bg = new Sprite(SCREEN_WIDTH, SCREEN_HEIGHT);
// bg.image = game.assets[GameBackground];
// scene.addChild(bg);
var sprite2 = new Sprite(64, 64);
// var sprite2 = new Sprite(32, 32);
scene.addChild(sprite2);
sprite2.frame = [0]; // select sprite frame
// sprite2.x = 68; sprite2.y = 68;
sprite2.opacity = 1.0;
var sprite1 = new Sprite(64, 64); // after sprite2 ensures sprite1 is on top initially
scene.addChild(sprite1);
sprite1.frame = [0]; // select sprite frame
/*
var sprite4 = new Sprite(64, 64);
game.rootScene.addChild(sprite4);
sprite4.frame = [1]; // select sprite frame
sprite4.x = 68; sprite4.y = 68;
*/
var sprite3 = new Sprite(64, 64);
game.rootScene.addChild(sprite3);
sprite3.frame = [1]; // select sprite frame
sprite3.x = 68; sprite3.y = 68;
var bg = new Sprite(320, 191);
scene.addChild(bg);
bg.opacity = 0.95;
bg.x = 0;
bg.y = 460;
var cow = new Sprite(128, 76);
scene.addChild(cow);
cow.opacity = 1.0;
cow.x = 510;
cow.y = 564; // Cow128x76.png
var Thrower = new Sprite(64, 109);
scene.addChild(Thrower);
Thrower.opacity = 1.0;
Thrower.x = 360;
Thrower.y = 532; // FrisbeeThrower
var LabelRandom = new Label('');
LabelRandom.x = 100;
LabelRandom.y = 150;
scene.addChild(LabelRandom);
var Label4X = new Label('Touch me!');
Label4X.x = 100;
Label4X.y = 80;
scene.addChild(Label4X);
scene.backgroundColor = '#FFF8DC' // '#F7F2E6'; // '#FCEBD5'; //
sprite1.addEventListener(Event.ENTER_FRAME, function()
{
if (alertCount < 1)
{
alert("alertCount = "+ alertCount);
alertCount = alertCount +1;
Label4X.text = ("1stsprite1.x = " + sprite1.x);
}
// if (sprite1.x < 572 & sprite1.x > 568) // 572 is 4 less than 576(below)
// if (sprite1.x > 568) // 572 is 4 less than 576(below)
if (sprite1.x > 573 & sprite1.x <575) //
{
RandomNum = Math.floor((Math.random()*4)+0);
LabelRandom.text = ('RandomNum = ' + RandomNum);
alert(LabelRandom.text);
newLieCheck = Math.floor(RandomNum); // rounds down
LabelRandom.text = ('newLieCheck = ' + newLieCheck);
alert("2ndsprite1.x = "+Math.floor(sprite1.x));
if (newLieCheck > 3) {alert(" newLieCheck > 3 ")};
var r=confirm("Press OK (Continue) or CANCEL(Exit Program)!");
if (r==true)
{
x="You pressed OK!";
}
else
{
x="You pressed Cancel!";
exit();
location.reload(); // location.reload(true) forceget
} // if (r==true)
// if
alertCount = alertCount +1;
if (newLieCheck < 4) // must be 0,1,2, or 3
{
switch (oldLieCheck)
{
case 0: // Obama
sprite1.opacity = (sprite1.opacity1 - (0.15));
sprite2.tl.hide();
break;
case 9: // 9 = 1st time in
sprite1.opacity = 1.0;
// sprite3.opacity = 1.0;
// Holder1.opacity = 1.0;
// Rice1.opacity = 1.0;
// oldLieCheck = newLieCheck;
break;
}
newLieCheck = 0; // do math random here
switch (newLieCheck)
{
case 0:
sprite1.tl.hide();
sprite2.opacity = 1.0;
break;
}
} // (RandomNum < 4)
} // if (sprite1.x < 571 &
//
// sprite1.onenterframe = function(e) {
if (sprite1.intersect(sprite2))
{
scene.backgroundColor = 'magenta';
}
else
{
scene.backgroundColor = '#FFF8DC';
};
}); // sprite1.addEventListener(Event.ENTER_FRAME, function()
sprite1.tl.moveBy(576, 0, 60) // move right
.scaleTo(-1, 1, 10) // turn left
.moveBy(-576, 0, 60) // move left
.scaleTo(1, 1, 10) // turn right
.loop(); // loop it
sprite2.tl.moveBy(576, 0, 90) // move right
.scaleTo(-1, 1, 10) // turn left
.moveBy(-576, 0, 90) // move left
.scaleTo(1, 1, 10) // turn right
.loop(); // loop it
sprite3.tl.moveBy(576, 0, 90) // move right
.scaleTo(-1, 1, 10) // turn left
.moveBy(-576, 0, 90) // move left
.scaleTo(1, 1, 10) // turn right
.loop(); // loop it
}; // game.onload = function()
game.start(); // start your game!
};