How to detect the number of created quickobjects

How to detect the number of quickobjects created? quickobject are quickbox2d.

Basically, I have a timer that will countdown to 4 seconds and it will create a falling ball, it will get removed when she falls down. However, I want only there so that if more than 5 bullets are in step, it will cease to create until it is less than 5 to start creating some balls again. Is there a way I can do?

It's the timer to create the ball

If (! _ballCreation_timer) {}

_ballCreation_timer = new timer (4000);

_ballCreation_timer.addEventListener (TimerEvent.TIMER, _onBallCreationTimer);

}

_ballCreation_timer. Start();

Function which create the ball based on clock

function _onBallCreationTimer (e:TimerEvent): void {}

_doCreateNewBall();

}

function _doCreateNewBall() {}

_ball_quickobject = sim.addCircle ({x: PHYSICS_SCALE * (960), y: PHYSICS_SCALE * (10), RADIUS: 0.5, draggable: false});

MAKE A LIST OF BALLS

_balls_array.push (_ball_quickobject);

}

This is the part where if the table (QuickObject) ball falls down and are destroyed

addEventListener (Event.ENTER_FRAME, _onEnterFrame);

DRAW EACH BALL FALLING OUT OF THE SCREEN

function _onEnterFrame (aEvent: Event): void {}

for each (var quickObject: QuickObject in _balls_array) {}

BALL FALLING OUT OF THE SCREEN?

If (quickObject.y / PHYSICS_SCALE > 1080) {}

_doHandleBallOffScreen (quickObject);

}

}

}

DESTROY THE BALL FALL OFF THE SCREEN IF

function _doHandleBallOffScreen (aQuickObject: QuickObject): void {}

DESTROY THE OBJECT

aQuickObject.destroy ();

REMOVE FROM THE CUSTOM TABLE

_balls_array.splice (_balls_array.indexOf (aQuickObject), 1);

}

check the length of _balls_array.  If it is greater than 5, do not create another bullet:

If (! _ballCreation_timer) {}

_ballCreation_timer = new timer (4000);

_ballCreation_timer.addEventListener (IMER TimerEvent.T, _onBallCreationTimer);

}

_ballCreation_timer. Start();

Function which create the ball based on clock

function _onBallCreationTimer (e:TimerEvent): void {}

_doCreateNewBall();

}

function _doCreateNewBall() {}

If (_balls_array.length<>

_ball_quickobject = sim.addCircle ({x: PHYSICS_SCALE * (960), y: PHYSICS_SCALE * (10), RADIUS: 0.5, draggable: false});

MAKE A LIST OF BALLS

_balls_array.push (_ball_quickobject);

}

}

This is the part where if the table (QuickObject) ball falls down and are destroyed

addEventListener (Event.ENTER_FRAME, _onEnterFrame);

DRAW EACH BALL FALLING OUT OF THE SCREEN

function _onEnterFrame (aEvent: Event): void {}

for each (var quickObject: QuickObject in _balls_array) {}

BALL FALLING OUT OF THE SCREEN?

If (quickObject.y / PHYSICS_SCALE > 1080) {}

_doHandleBallOffScreen (quickObject);

}

}

}

DESTROY THE BALL FALL OFF THE SCREEN IF

function _doHandleBallOffScreen (aQuickObject: QuickObject): void {}

DESTROY THE OBJECT

aQuickObject.destroy ();

REMOVE FROM THE CUSTOM TABLE

_balls_array.splice (_balls_array.indexOf (aQuickObject), 1);

}

Tags: Adobe Animate

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