Eliminate the enemies. Can't do things.

Well. I worked on that because I added a second level of my game. When you go from level 1 and level 2 and did not kill all of the enemies on the stage. They remain on stage and new enemies (I think I got this temporarily) are added on top of the old.

The enemies in my game are stored in a table called enemyList. I tried to clear, but it did not work. I tried all the methods that I could think of, so I came on the forums.

My current game code (does not include the class for the enemy, bumper and ball files):

import flash.geom.Point;


stop();
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
var upPressed:Boolean = false;
var downPressed:Boolean = false;


var leftBumping:Boolean = false;
var rightBumping:Boolean = false;
var upBumping:Boolean = false;
var downBumping:Boolean = false;


var leftBumpPoint:Array = new Array(leftBumpPoint1, leftBumpPoint2, leftBumpPoint3);


var leftBumpPoint1:Point = new Point(-30, -55);
var leftBumpPoint2:Point = new Point(-30, 0);
var leftBumpPoint3:Point = new Point(-30, -116.5);
var rightBumpPoint:Point = new Point(30, -55);
var upBumpPoint:Point = new Point(0, -120);
var downBumpPoint:Point = new Point(0, 0);


var scrollX:Number = 0;
var scrollY:Number = 500;


var xSpeed:Number = 0;
var ySpeed:Number = 0;


var speedConstant:Number = 4;
var frictionConstant:Number = 0.9;
var gravityConstant:Number = 1.8;
var jumpConstant:Number = -35;
var maxSpeedConstant:Number = 18;


var doubleJumpReady:Boolean = false;
var upReleasedInAir:Boolean = false;


var keyCollected:Boolean = false;
var doorOpen:Boolean = false;


var currentLevel:int = 1;
var pScore:int = 0;
var lives:int = 10;
var animationState:String = "idle";


var bulletList:Array = new Array();
var enemyList:Array = new Array();
var bumperList:Array = new Array();


keyStat.visible = false;
keyStat.stop();
doorStat.x = 6.66;
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
stage.addEventListener(Event.ENTER_FRAME, loop);


addEnemiesToLevel();
lifeTxt.text=String(lives);
scoreTxt.text=String(pScore);
function addEnemiesToLevel():void
{
          if(currentLevel == 1){
                    addEnemy(620, -115);
                    addBumper(500, -115);
                    addBumper(740, -115);
  
                    addEnemy(900, -490);
                    addBumper(380, -490);
                    addBumper(1020, -490);
  
                    addEnemy(2005, -115);
                    addBumper(2125, -115);
                    addBumper(1885, -115);
  
                    addEnemy(1225, -875);
                    addBumper(1345, -875);
                    addBumper(1105, -875);
          }
          if(currentLevel == 2){
                    addEnemy(2005, -115);
                    addBumper(2125, -115);
                    addBumper(1885, -115);
          }
}




function loop(e:Event):void{
          if(back.collisions.hitTestPoint(player.x + leftBumpPoint.x, player.y + leftBumpPoint.y, true)){
                    leftBumping = true;
          } else {
                    leftBumping = false;
          }
          if(back.collisions.hitTestPoint(player.x + rightBumpPoint.x, player.y + rightBumpPoint.y, true)){
                    rightBumping = true;
          } else {
                    rightBumping = false;
          }
  
          if(back.collisions.hitTestPoint(player.x + upBumpPoint.x, player.y + upBumpPoint.y, true)){
                    upBumping = true;
          } else {
                    upBumping = false;
          }
  
          if(back.collisions.hitTestPoint(player.x + downBumpPoint.x, player.y + downBumpPoint.y, true)){
                    downBumping = true;
          } else {
                    downBumping = false;
          } 
  


          if(leftPressed){
                    xSpeed -= speedConstant;
                    player.scaleX = -1;


          } else if(rightPressed){
                    xSpeed += speedConstant;
                    player.scaleX = 1;
          }


          if(leftBumping){
                    if(xSpeed < 0){
                              xSpeed *= -0.5;
                    }
          }
  
          if(rightBumping){
                    if(xSpeed > 0){
                              xSpeed *= -0.5;
                    }
          }
  
          if(upBumping){
                    if(ySpeed < 0){
                              ySpeed *= -0.5;
                    }
          }
  
          if(downBumping){
                    if(ySpeed > 0){ 
                              ySpeed = 0;
                    }
                    if(upPressed){
                              ySpeed = jumpConstant;
                    }
  
                    //DOUBLE JUMP
                    if(upReleasedInAir == true){
                              upReleasedInAir = false;
                    }
                    if(doubleJumpReady == false){
                              doubleJumpReady = true;
                    }
          } else {
  
                    ySpeed += gravityConstant;
  
                    //DOUBLE JUMP
                    if(upPressed == false && upReleasedInAir == false){
                              upReleasedInAir = true;
                    }
                    if(doubleJumpReady && upReleasedInAir){
                              if(upPressed){
                                        doubleJumpReady = false;
                                        ySpeed = jumpConstant;
                              }
                    }
  
          }
  
          if(keyCollected == false){
                    if(player.hitTestObject(back.other.doorKey)){
                              back.other.doorKey.visible = false;
                              keyCollected = true;
                              keyStat.visible = true;
                              doorStat.x = 41.95;
                              trace("key collected");
                    }
          }
  
          if(doorOpen == false){
                    if(keyCollected == true){
                              if(player.hitTestObject(back.other.lockedDoor)){
                                        back.other.lockedDoor.gotoAndStop(2);
                                        doorOpen = true;
                                        keyStat.visible = false;
                                        doorStat.x = 6.66;
                                        doorStat.gotoAndStop(2);
                                        trace("door open");
                              }
                    }
          }
                                                                                                               
  
          if(xSpeed > maxSpeedConstant){ //moving right
                    xSpeed = maxSpeedConstant;
          } else if(xSpeed < (maxSpeedConstant * -1)){ //moving left
                    xSpeed = (maxSpeedConstant * -1);
          }
  
          xSpeed *= frictionConstant;
          ySpeed *= frictionConstant;
  
          if(Math.abs(xSpeed) < 0.5){
                    xSpeed = 0;
          }
  
          scrollX -= xSpeed;
          scrollY -= ySpeed;


          back.x = scrollX;
          back.y = scrollY;
  
          sky.x = scrollX * 0.2;
          sky.y = scrollY * 0.2;
  
          if( ( leftPressed || rightPressed || xSpeed > speedConstant || xSpeed < speedConstant *-1 ) && downBumping){
                    animationState = "running";
          } else if(downBumping){
                    animationState = "idle";
          }/** else if(doubleJumpReady && upReleasedInAir){
                              if(upPressed){
                                        animationState = "double";
                              }
          }**/ else {
                    animationState = "jumping";
          }
  
          if(player.currentLabel != animationState){
                    player.gotoAndStop(animationState);
          }
  
  
          if (enemyList.length > 0)
          {
                    for (var i:int = 0; i < enemyList.length; i++)
                    {
                              if (bulletList.length > 0)
                              {
                                        for (var j:int = 0; j < bulletList.length; j++)
                                        {
                                                  if ( enemyList[i].hitTestObject(bulletList[j]) )
                                                  {
                                                            trace("Killed Enemy");
                                                            pScore += 10;
                                                            scoreTxt.text=String(pScore);
                                                            enemyList[i].removeSelf();
                                                            bulletList[j].removeSelf();
                                                  }
                                        }
                              }
                    }
          }


          if (enemyList.length > 0){
              for (var k:int = 0; k < enemyList.length; k++){
                  if (bumperList.length > 0){
                      for (var h:int = 0; h < bumperList.length; h++){
                          if ( enemyList[k].hitTestObject(bumperList[h]) ){
                              enemyList[k].changeDirection();
                        }
                    }
                }
            }
        }
          if (enemyList.length > 0){
              for (var m:int = 0; m < enemyList.length; m++){
                  if ( enemyList[m].hitTestObject(player) ){
                                        trace("Player Got Killed"); 
                                        scrollX = 0;
                                        scrollY = 500;
                                        lives -= 1;
                                        lifeTxt.text=String(lives);
                              }
                    }
          }
          if (lives == 0){
                              stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
                              stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
                              stage.removeEventListener(Event.ENTER_FRAME, loop);
                              gotoAndStop("gameOver");
             if(yourLevel <= currentLevel){
                       mySO.data.myLevel = yourLevel;
                              mySO.flush();
             }else{
                       trace("You already beat this level");
             }
          }
  
}


var maxLevel:int = back.collisions.totalFrames;
function nextLevel():void{
          currentLevel++;
          doorStat.gotoAndStop(1);
          if(yourLevel <= currentLevel){
                    mySO.data.myLevel = yourLevel;
                    mySO.flush();
          }else{
                    trace("You already beat this level");
          }
          trace("Next Level: " + currentLevel);
             gotoNextLevel();
             if(currentLevel > maxLevel){
                              stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
                              stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
                              stage.removeEventListener(Event.ENTER_FRAME, loop);
                              gotoAndStop("gameOver");
             }
}
function removeEnemy():void
{
          /**if(currentLevel == 1){


          }**/
}
function gotoNextLevel():void{
          removeEnemy();
          back.other.gotoAndStop(currentLevel);
          back.visuals.gotoAndStop(currentLevel);
          back.collisions.gotoAndStop(currentLevel);
          scrollX = 0;
          scrollY = 500;
          keyCollected = false;
          back.other.doorKey.visible = true;
          doorOpen = false;
          back.other.lockedDoor.gotoAndStop(1);
}
function keyDownHandler(e:KeyboardEvent):void{
          if(e.keyCode == Keyboard.LEFT){
                    leftPressed = true;
  
          } else if(e.keyCode == Keyboard.RIGHT){
                    rightPressed = true;
  
          } else if(e.keyCode == Keyboard.UP){
                    upPressed = true;
  
          } else if(e.keyCode == Keyboard.DOWN){
                    downPressed = true;
                    if(doorOpen && player.hitTestObject(back.other.lockedDoor)){
                              nextLevel();
                    }
          }
}


function keyUpHandler(e:KeyboardEvent):void{
          if(e.keyCode == Keyboard.LEFT){
                    leftPressed = false;
  
          } else if(e.keyCode == Keyboard.RIGHT){
                    rightPressed = false;
  
          } else if(e.keyCode == Keyboard.UP){
                    upPressed = false;
  
          } else if(e.keyCode == Keyboard.DOWN){
                    downPressed = false;
          }
  
          if(e.keyCode == Keyboard.SPACE){
                    fireBullet();
          }
}


function fireBullet():void
{
          var playerDirection:String;
          if(player.scaleX < 0){
                    playerDirection = "left";
          } else if(player.scaleX > 0){
                    playerDirection = "right";
          }
          var bullet:Bullet = new Bullet(player.x - scrollX, player.y - scrollY, playerDirection, xSpeed);
          back.addChild(bullet);
  
          bullet.addEventListener(Event.REMOVED, bulletRemoved);
          bulletList.push(bullet);
  
}


function bulletRemoved(e:Event):void
{
          e.currentTarget.removeEventListener(Event.REMOVED, bulletRemoved);
          bulletList.splice(bulletList.indexOf(e.currentTarget), 1);
}


function addEnemy(xLocation:int, yLocation:int):void
{
          var enemy:Enemy = new Enemy(xLocation, yLocation);
          back.addChild(enemy);
          enemy.addEventListener(Event.REMOVED, enemyRemoved);
          enemyList.push(enemy);
}
function addBumper(xLocation:int, yLocation:int):void
{
          var bumper:Bumper = new Bumper(xLocation, yLocation);
          back.addChild(bumper);
          bumper.visible = false;
          bumperList.push(bumper);
}


function enemyRemoved(e:Event):void
{
          e.currentTarget.removeEventListener(Event.REMOVED, enemyRemoved);
          enemyList.splice(enemyList.indexOf(e.currentTarget), 1);
}

If enemyList is an array containing all the enemies, you can use the following to eliminate all the enemies:

function removeAllEnemies (): void {}

for (var i: int = enemyList.length - 1; i > = 0; i--) {}

Remove headphones for enemyList [i] here

enemyList [i].parent.removeChild (enemyList [i]);

}

enemyList.length = 0;

}

Tags: Adobe Animate

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    I have a strange problem. I have used many times before SQLT not only assign a SQL profile for a specific query, but also for the force_match of other issues with different literal values. It has always worked in the past. I run the following script:

    START coe_xfr_sql_profile.sql <sql_id> <plan_hash_value>
    

    I take the generated script and modify the following (line #9) to force the game.

    DBMS_SQLTUNE.IMPORT_SQL_PROFILE (
    sql_text    => sql_txt,
    profile     => h,
    name        => 'some_name',
    description => 'some description'||:signature||' '||:signaturef||'',
    category    => 'DEFAULT',
    validate    => TRUE,
    replace     => TRUE,
    force_match => TRUE /* TRUE:FORCE (match even when different literals in SQL). FALSE:EXACT (similar to CURSOR_SHARING) */ );
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    When I run the script, I can see the profile is assigned to the specified SQL_ID, but not for those with a different literal values (example: LIKE "< some_value >"). I know that we should use bind variables here and that will be recommended for the developer. The difference between the two plans, however, is huge (+ 30 minutes instead of milliseconds) and the impact on our production database is very noticeable when multiple users are doing the same. When I take a look at the different SQL_ID, they all use the exact same ineffective regime. Since I can't make the SQL profile on all of the SQL_ID, is there a way to eliminate the inefficient system of restraint? I used forced for several times and this is the first time, it didn't work. Help is greatly appreciated. Thank you.

    Have you checked the FORCE_MATCH_SIGNATURE of the SQL statements in question in V$ SQL?

    If they are not all the same, the FORCE_MATCH cannot help.

    Why they may not have the same thing?

    For example, if they use links AND literals.

    E.g. literals only:

    set serveroutput on
    declare
    l_sig NUMBER;
    begin
    l_sig := dbms_sqltune.sqltext_to_signature('select * from t1 where col1 = 1',TRUE);
    dbms_output.put_line(l_sig);
    end;
    /
    anonymous block completed
    109606082837927916
    
    declare
    l_sig NUMBER;
    begin
    l_sig := dbms_sqltune.sqltext_to_signature('select * from t1 where col1 = 2',TRUE);
    dbms_output.put_line(l_sig);
    end;
    /
    anonymous block completed
    109606082837927916
    

    But if you use bind AND literals:

    declare
    l_sig NUMBER;
    begin
    l_sig := dbms_sqltune.sqltext_to_signature('select * from t1 where col1 = 1 and col2 = :1',TRUE);
    dbms_output.put_line(l_sig);
    end;
    /
    anonymous block completed
    16455499341945681140
    
    declare
    l_sig NUMBER;
    begin
    l_sig := dbms_sqltune.sqltext_to_signature('select * from t1 where col1 = 2 and col2 = :1',TRUE);
    dbms_output.put_line(l_sig);
    end;
    /
    anonymous block completed
    13278767079226598822
    

    Unfortunately...

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