I'm making a game where the player must avoid random falling objects. I dont know how to implement pausing. I've been stuck on this for 2 days!
I tried using gotoAndPlay and such, but the objects continue to run in the background. When I resume the game, they're still falling and it seems like the frame resets and loads new random falling objects.
var steps:Number = 10;
var spriteX:Number = 280;
var spriteY:Number = 650;
var alienCounter=1;
var asteroidCounter=1;
var live:Number=3;
var depthLevel=3000;
var score:Number = 0;
var gamePaused;
dropTimer=setInterval(createAlien,2000);
drpTimer2=setInterval(createAsteroid,1000);
//---- functions ----
function checkKeys()
{
if (Key.isDown(Key.RIGHT))
{
spriteX += steps;
}
else if (Key.isDown(Key.LEFT))
{
spriteX -= steps;
}
}
function updateSpaceship()
{
ship._x = spriteX;
ship._y = spriteY;
}
function createAlien()
{
var curr_alien;
curr_alien=attachMovie("alien","alien"+alienCounter,depthLevel);
curr_alien._y=40;
curr_alien._x=Math.random()*510+20;
curr_alien._xscale=curr_alien._yscale=50;
curr_alien.speed=Math.random()*10+3;
alienCounter+=1;
depthLevel+=1;
curr_alien.onEnterFrame=alienMove;
}
function alienMove()
{
if(!gamePaused)
{
this._y+=this.speed;
if(this.hitTest(ship))
{
score += 1;
trace(score);
removeMovieClip(this);
}
}
}
function createAsteroid()
{
var curr_asteroid;
curr_asteroid=attachMovie("asteroid","asteroid"+asteroidCounter,depthLevel);
curr_asteroid._y=40;
curr_asteroid._x=Math.random()*510+20;
curr_asteroid._xscale=curr_asteroid._yscale=50;
curr_asteroid.speed=Math.random()*10+3;
asteroidCounter+=1;
depthLevel+=1;
curr_asteroid.onEnterFrame=asteroidMove;
}
function asteroidMove()
{
if(!gamePaused)
{
this._y+=this.speed;
if(this.hitTest(ship))
{
live -= 1;
trace(live);
removeMovieClip(this);
if(live<=0)
{
gotoAndPlay(5);
}
}
}
}
this.onEnterFrame = function()
{
checkKeys();
updateSpaceship();
if(Key.isDown(80))
{
if(!gamePaused)
{
gamePaused=true;
gotoAndPlay(4);
}
else
{
gamePaused=false;
gotoAndStop(3);
}
}
};
i decided to use a key instead because i cannot find any solutions when trying to use a button. The pause function is not working as i expected, i need to enter key 'p' several times to pause it, but i dont want the frame resets and loads more random objects when i resume it.
try this:
remove your:
this.onEnterFrame = function()
{
checkKeys();
updateSpaceship();
if(Key.getCode() == 80)
{
if(!gamePaused)
{
gamePaused=true;
gotoAndPlay(4);
trace("AAA")
}
else
{
gamePaused=false;
gotoAndStop(3);
trace("BBB")
}
}
};
Add this (pause by pressing the 'P' key on your keyboard):
var keyListener:Object = new Object();
keyListener.onKeyUp = function() {
if(Key.getCode() == 80) {
gamePaused = !gamePaused;
mainLoop();
}
};
Key.addListener(keyListener);
function mainLoop() {
if (gamePaused) {
gotoAndStop(4); // update game actions here
trace("game is paused");
return;
}
gotoAndStop(3); // update game actions here
trace("game is running");
}
Alternatively if you need to pause using a button:
my_pause_Button.onRelease = function() { // your button instance name 'my_pause_Button'
gamePaused = !gamePaused;
mainLoop();
};