timing problem within sprite1.tl.moveBy

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vmars316

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May 2, 2013, 1:38:50 PM5/2/13
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Hello & Thanks ,
I am still having timing problems: 
If you need full sourceCode , no problem , let me know .

sprite1 and sprite3 are good guys .
sprite2 and sprite4 are bad guys . 
Should I be naming  "var sprite2 = new Sprite(64, 64);" 
this: var sprite2 = new Enemy(64, 64); ?? 

Problem is , the bad guys never become visible ,
and good guys never become invisible . 
Eventually , I'll have a shooter shooting the bad guys .

Below is the code for sprite1 - sprite4 . 
If RandomNum == 0  hide sprite1  but  show.sprite2 . 
If RandomNum != 0  show sprite1   but  hide sprite2.
If RandomNum == 1  hide sprite3  but  show.sprite4 . 
If RandomNum != 1  show sprite3   but  hide sprite4.  
Please , what am I doing wrong ?

         sprite1.tl.moveBy(574, 0, 59)   // move right
            .then(function(){
              RandomNum = Math.floor((Math.random()*5)+0);
              newLieCheck = RandomNum;  
              if (newLieCheck == 0) {sprite1.tl.hide();}
              if (newLieCheck != 0)   {sprite1.tl.show();}  // alert('sprite1.tl.hide');} 
              else{sprite1.visible=true;} 
//              Label4X.text = ("sprite1.tl.hide();  just issued. ");  
              LabelRandom2.text = ('RandomNum and newLieCheck = ' + newLieCheck); 
              alert("sprite1.tl.moveBy , newLieCheck = "+newLieCheck);  //  ");           
//              alert("I want the code above this alert, to be executed before this alert.");

              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 
                   }  // else (r==true)
                       Label4X.text = ("");
                   })    //  sprite1.then(function()
            .moveBy(2, 0, 1)         // sprite1
            .scaleTo(-1, 1, 10)      // turn left  
            .moveBy(-576, 0, 60)     // move left
            .scaleTo(1, 1, 10)       // turn right
            .loop();  
 
        sprite2.tl.moveBy(576, 0, 90)   // move right
            .then(function(){
                alert("sprite2.tl.moveBy , newLieCheck = "+newLieCheck);            
                if (newLieCheck != 0){sprite2.tl.hide();}
                if (newLieCheck == 0){sprite2.tl.show();} 
              })
            .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
            .then(function(){
                alert("sprite3.tl.moveBy , newLieCheck = "+newLieCheck);            
                if (newLieCheck == 1){sprite3.tl.hide();} 
                if (newLieCheck != 1){sprite3.tl.show();}
              })  
            .scaleTo(-1, 1, 10)      // turn left  
            .moveBy(-576, 0, 90)     // move left
            .scaleTo(1, 1, 10)       // turn right
            .loop();                 // loop it
            
        sprite4.tl.moveBy(576, 0, 90)   // move right
            .then(function(){
                alert("sprite4.tl.moveBy , newLieCheck = "+newLieCheck);           
                if (newLieCheck == 1){sprite4.tl.show();}
                if (newLieCheck != 1){sprite4.tl.hide();}
              })
            .scaleTo(-1, 1, 10)      // turn left  
            .moveBy(-576, 0, 90)     // move left
            .scaleTo(1, 1, 10)       // turn right
            .loop();                 // loop it
          };  // Game.onload = function()


vmars316

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May 2, 2013, 6:43:43 PM5/2/13
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I have since removed the line in error " else{sprite1.visible=true;} " 

On Wednesday, May 1, 2013 7:04:24 PM UTC-5, vmars316 wrote:
Hello & Thanks ,
I am still having timing problems: 
If you need full sourceCode , no problem , let me know .
 
sprite1 and sprite3 are good guys .
sprite2 and sprite4 are bad guys . 
Should I be naming  "var sprite2 = new Sprite(64, 64);" 
this: var sprite2 = new Enemy(64, 64); ?? 

Problem is , the bad guys never become visible ,
and good guys never become invisible . 
Eventually , I'll have a shooter shooting the bad guys .

Below is the code for sprite1 - sprite4 . 
If RandomNum == 0  hide sprite1  but  show.sprite2 . 
If RandomNum != 0  show sprite1   but  hide sprite2.
If RandomNum == 1  hide sprite3  but  show.sprite4 . 
If RandomNum != 1  show sprite3   but  hide sprite4.  
Please , what am I doing wrong ?

         sprite1.tl.moveBy(574, 0, 59)   // move right
            .then(function(){
              RandomNum = Math.floor((Math.random()*5)+0);
              newLieCheck = RandomNum;  
              if (newLieCheck == 0) {sprite1.tl.hide();}
              if (newLieCheck != 0)   {sprite1.tl.show();}  // alert('sprite1.tl.hide');} 
//              else{sprite1.visible=true;} 

vmars316

unread,
May 3, 2013, 5:43:52 PM5/3/13
to enchantjs-...@googlegroups.com
Turns out the example I was using
"{sprite2.tl.show();} " would not work ,
but  "sprite2.visible = true;" does work , as below:


        sprite2.tl.moveBy(576, 0, 90)   // move right
            .then(function(){
                alert("sprite2.tl.moveBy , newLieCheck = "+newLieCheck);            
                if (newLieCheck != 0){sprite2.visible = false;}
                if (newLieCheck == 0){sprite2.visible = true;} 
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