I have been following an AS3 tutorial for an avoider game, the trouble is the tutorial is for CS5 and I am using Flash Develop. I am completely stuck trying to update and display the score. I have read through several posts on SO and elsewhere and still can't seem to fix it.
Here is the Score class that I call to display the score and it contains the function that updates the "score" value.
package
{
import flash.display.Sprite;
import flash.events.TextEvent;
import flash.text.TextField
import flash.text.TextFormat
public class Score extends Sprite
{
public var scoreDisplay:String;
public var currentValue:int;
public function Score()
{
updateDisplay()
}
public function updateDisplay():void
{
scoreDisplay = currentValue.toString();
var format:TextFormat = new TextFormat();
format.size = 25;
format.font = "Verdana"
var myText:TextField = new TextField();
myText.defaultTextFormat = format;
myText.text = scoreDisplay;
myText.background = true;
myText.autoSize
myText.width = 50;
myText.height = 35;
addChild(myText)
myText.x = 340
myText.y = 10
myText.mouseEnabled = false
}
public function addToValue( amountToAdd:Number ):void
{
trace("addToValue")
trace(currentValue)
currentValue = currentValue + amountToAdd;
trace(currentValue + " 1")
}
}
}
and here is the Game class I am running to increase the "score" per tick.
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.utils.Timer;
import Score;
public class Game extends Sprite
{
public var army:Array;
public var gameTimer:Timer;
public var player:Player;
public var background:Sprite;
public function Game()
{
army = new Array();
var newenemy:Enemy = new Enemy(100, -15);
army.push(newenemy);
addChild(newenemy);
player = new Player();
addChild(player);
player.x = mouseX;
player.y = mouseY;
gameTimer = new Timer(20);
gameTimer.addEventListener(TimerEvent.TIMER, move);
gameTimer.addEventListener(TimerEvent.TIMER, onTick);
gameTimer.start();
}
private function move(timerEvent:TimerEvent):void
{
player.x = mouseX;
player.y = mouseY;
for each (var enemy:Enemy in army)
{
enemy.moveDownABit();
if (player.hitTestObject(enemy))
{
gameTimer.stop();
dispatchEvent( new AvatarEvent( AvatarEvent.DEAD));
}
}
}
public function onTick(e:Event):void
{
if (Math.random() < .1)
{
var randomX:Number = Math.random() * 400;
var newEnemy:Enemy = new Enemy(randomX, -15);
army.push(newEnemy);
addChild(newEnemy);
var instanceScore:Score = new Score();
instanceScore.addToValue(10)
}
}
}
}
My trace function outputs "addToValue, 0, 10 1" and repeats that, never changing the 'curentValue' variable past 0. I can tell that the 'amountToAdd' is functioning properly but have no idea why 'currentValue' is always reset to 0.
questions on SO that I viewed; Display dynamic variable on next key frame AS3 Avoider Game Tutorial: Score not working