Hi!
I just started a course in Flash so I’m somewhat a newbie. I’m sorry the answer is obvious and I’m a bother :<
In the game you are rewarded a point if you catch the green ball (pointer) and it’s game over if you touch a red one (enemy). If you reach 5 points you advance to the next level and another enemy will spawn. And that’s when this error occurs:
TypeError: Error #1010: A term is undefined and has no properties.
at Bollspel_fla::MainTimeline/enemiesMove()[Bollspel_fla.MainTimeline::frame2:58]
at Bollspel_fla::MainTimeline/eachFrame()[Bollspel_fla.MainTimeline::frame2:16]
stop()
var points:int = 0
var level:int = 0
var fiender:int = 1
var riktningX:Array = new Array (1)
var riktningY:Array = new Array (1)
stage.addEventListener(Event.ENTER_FRAME,eachFrame)
function eachFrame(e:Event){
minBoll.x = mouseX
minBoll.y = mouseY
// Move each enemy
for(var i:int = 0; i <= level; i++){
enemiesMove(i)
}
// Catch a point
if(minBoll.hitTestObject(pointer)){
points = points + 1
pointer.x = Math.random() * (550 - pointer.width / 2)
pointer.y = Math.random() * (400 - pointer.width / 2)
if(points % 5 == 0){
level = level + 1
}
}
pointCount.text = "Poäng: "+points
levelCount.text = "Nivå: "+level
}
// Add an enemy
function addEnemy(e:MouseEvent){
var enemy:Fiende = new Fiende()
this.addChild(enemy)
enemy.x = 25;
enemy.y = 45;
enemy.name = "fiende"+(level)
riktningX.push(1)
riktningY.push(1)
}
// Move an enemy
function enemiesMove(whatEnemy){
var xpos:int = riktningX[whatEnemy]
var ypos:int = riktningY[whatEnemy]
var enemy:String = "fiende"+whatEnemy
// Move an enemy left or right until it hits the edge
if(xpos == 1){
this[enemy].x+=10
if(this[enemy].x > 550 - this[enemy].width / 2){
riktningX[whatEnemy] = 0
}
}
else if(xpos == 0){
this[enemy].x-=10
if(this[enemy].x < 0 + this[enemy].width / 2){
riktningX[whatEnemy] = 1
}
}
// Move an enemy up or down until it hits the edge
if(ypos == 1){
this[enemy].y+=10
if(this[enemy].y > 400 - this[enemy].width / 2){
riktningY[whatEnemy] = 0
}
}
else if(ypos == 0){
this[enemy].y-=10
if(this[enemy].y < 0 + this[enemy].width / 2){
riktningY[whatEnemy] = 1
}
}
}
// Game is over
function gameOver(){
stage.removeEventListener(Event.ENTER_FRAME,eachFrame)
gotoAndStop(3)
}