Prevent all instances of a table to run the same code set?

Hi, as the title suggests, how would you prevent that from happening? Basically, I have a game where the players reproduce units that move automatically to the point of arrival, and there towers throughout the screen which fires to the unit, the unit is in the range. However, the towers that I put in a table all draw to the device when it has reached in the range of one of the towers. (To say things in a different way, I have 3 turns on screen, everyone is supposed to get their own range. However, when the device comes in range of one of the towers, all 3 rounds fire.) In addition, because of the executed code three times, towers fire 3 balls at once more, makes the health of the device decreases by 3 instead of 1. Any help would be appreciated. Thank you! Here's the part of my code. Most of the code for tables is in my Main.as.

private function level1(e:MouseEvent):void
        {
            gotoAndStop(1, 'level1');
            //Initialise variables
            //Variables for Creep 1
            buttonCreep1 = new btnCreep1;
            stage.addChild(buttonCreep1);
            buttonCreep1.x = 0;
            buttonCreep1.y = 600;
            //Variables for Creep 2
            buttonCreep2 = new btnCreep2;
            stage.addChild(buttonCreep2);
            buttonCreep2.x = 100;
            buttonCreep2.y = 600;
            //Arrays for Creeps
            creep2Array = new Array;
            creep1Array = new Array;
            //Arrays for towers
            tower1Array = new Array;
            tower1BulletArray = new Array;
            //PLACE TOWER POSITIONS HERE
            var tower1New1:MovieClip = new mcTower1;
            tower1New1.x = 313;
            tower1New1.y = 340;
            tower1Array.push(tower1New1);
            MovieClip(root).addChild(tower1New1);
            //
            var tower1New2:MovieClip = new mcTower1;
            tower1New2.x = 590;
            tower1New2.y = 340;
            tower1Array.push(tower1New2);
            MovieClip(root).addChild(tower1New2);
            //
            var tower1New3:MovieClip = new mcTower1;
            tower1New3.x = 466;
            tower1New3.y = 180;
            tower1Array.push(tower1New3);
            MovieClip(root).addChild(tower1New3);
            //
            //Other Variables
            money = 500;
            gamePaused = false;
            currentLevelMinutes = 0;
            currentLevelSeconds = 0;
            //Event Listeners
            stage.addEventListener(Event.ENTER_FRAME, update);
            buttonCreep1.addEventListener(MouseEvent.CLICK, spawnCreep1Lv1);
            buttonCreep2.addEventListener(MouseEvent.CLICK, spawnCreep2Lv1);
            btnBack.addEventListener(MouseEvent.CLICK, exitLevel);
            btnPause.addEventListener(MouseEvent.CLICK, pauseGame);
            btnResume.addEventListener(MouseEvent.CLICK, resumeGame);
        }

private function update(e:Event):void
        {
            //trace ("update function is working")
            creep1Lv1();
            creep2Lv1();
            tower1Handler();
            pauseControl();
            timeControl();
            updateTimeTxt();
            //trace (tower1BulletArray.length);
            //trace (creep1Array.length);
        }

private function tower1Handler():void
        {
            for (var i:int = tower1Array.length - 1; i >= 0; i--)
            {
                var tower1 = tower1Array[i];
                tower1.tower1Update();
                if (!tower1.isReady())
                    continue;
                for each (var creep1:mcCreep1 in creep1Array)
                {
                    if (tower1.canShoot(creep1))
                    {
                        tower1Fire(tower1, creep1);
                        tower1.gotoAndPlay(110);
                        tower1.reset();
                        break;
                    }
                }
            }
        }
        
        private function laser1Handler(e:Event):void
        {
            //Make laser move in direction of turret.
            var newLaser1:MovieClip = e.currentTarget as MovieClip;
            newLaser1.x += Math.cos(newLaser1.rotation * Math.PI / 180) * laser1Speed / creep1Array.length;
            newLaser1.y += Math.sin(newLaser1.rotation * Math.PI / 180) * laser1Speed / creep1Array.length;
            for (var i:int = creep1Array.length - 1; i >= 0; i--)
            {
                var thisCreep = creep1Array[i];

                //Boundary checking
                if (newLaser1.x < -50 || newLaser1.x > 800 || newLaser1.y > 600 || newLaser1.y < -50)
                {
                    newLaser1.gotoAndPlay(2);
                    tower1BulletArray.splice (0, 1);
                }
                else if (newLaser1.hitTestObject(thisCreep))
                {
                    newLaser1.gotoAndPlay(2);
                    newLaser1.removeEventListener(Event.ENTER_FRAME, laser1Handler);
                    tower1BulletArray.splice (0, 1);
                    if (thisCreep.currentLabel == "ChickenIdel" || thisCreep.currentLabel == "chickenIdle")
                    {
                    if (thisCreep.updateHealth(-1) <= 0)
                    {
                        thisCreep.gotoAndPlay(201);
                        creep1Array.splice(i, 1);
                    }
                    }
                }
                
            }
        }

It's my mcLaser1.as file.

public class mcLaser1 extends MovieClip 
    {
        
        public function mcLaser1() 
        {
            stop();
            var angle:Number;
            addEventListener(Event.ADDED_TO_STAGE, onAdd);
        }
        
        private function onAdd(e:Event):void 
        {
            removeEventListener(Event.ADDED_TO_STAGE, onAdd);
            addEventListener(Event.ENTER_FRAME, bullet1Loop);
        }
        
        private function bullet1Loop(e:Event):void 
        {
            if (currentLabel == "destroyedComplete")
            {
                destroyBullet1();
            }
        }
        
        public function destroyBullet1()
        {
            this.parent.removeChild(this);
            removeEventListener(Event.ENTER_FRAME, bullet1Loop);
        }
        
    }

In addition, when a bullet kills a creep, and there is no another goose bumps left on the stage, all the other balls is simply disappear.

Any help would be appreciated. Thank you!

for each (var tower1:mcTower1 in tower1Array)
            {

won't.  There should be no loop for in this function.  use:

private function tower1Fire(tower1:mcTower1, creep:mcCreep1):void
        {

                var angle:Number = Math.atan2(creep.y - tower1.y, creep.x - tower1.x) / Math.PI * 180;
                var newLaser1:mcLaser1 = new mcLaser1();
                newLaser1.rotation = angle;
                newLaser1.x = tower1.x + Math.cos(Math.atan2(creep.y - tower1.y, creep.x - tower1.x) / Math.PI * 180 * Math.PI / 180) * 60;
                newLaser1.y = tower1.y + Math.sin(Math.atan2(creep.y - tower1.y, creep.x - tower1.x) / Math.PI * 180 * Math.PI / 180) * 60;
                newLaser1.addEventListener(Event.ENTER_FRAME, laser1Handler);
                tower1BulletArray.push(newLaser1);
                addChild(newLaser1);

        }


and I don't see where you are by checking if a creep is at the tower.

Tags: Adobe Animate

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    Error report-
    Unknown command

    Error from line: 2 in command.
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    Error report-
    Unknown command
    Error from line: 3 in command.
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    Error report-
    ORA-06550: line 2, column 6:
    PLS-00103: encountered the symbol "=" when expecting one of the following conditions:

    constant exception < an ID >
    < a between double quote delimited identifiers > double long Ref table
    char time timestamp interval date binary national character
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    Error report-
    Unknown command

    Error from line: 2 in command.
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    Error report-
    Unknown command
    Error from line: 3 in command.
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    (q' #... #') cannot use spaces, tabs or as carriage returns
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    In addition to the other reviews, and apart from the quality of the code, you should really (really!) learn how to format your code for better "read-ability.  This will also contribute to a better quality.  If you are unsure how to format, then use a development as a SQL developer tool.  It will not format "as you type", but a frequent use of the shortened format keyboard (Ctrl + F7 in SQL Dev) will keep your code readable and coherent.

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    |', SOURCE_WID ='

    || NVL (TO_CHAR (SOURCE_WID), 'NULL')

    |', TARGET_WID = '

    || NVL (TO_CHAR (TARGET_WID), 'NULL')

    || ', RUN_STATUS_WID ='

    || NVL (TO_CHAR (RUN_STATUS_WID), 'NULL')

    |', SEQ_NUM ='

    || NVL (TO_CHAR (SEQ_NUM), 'NULL')

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    ||'' ((', "dd/mm/yyyy hh")')

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    || NVL (TO_CHAR (DURATION), 'NULL')

    |', STATUS_DESC = "'

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    |', END_DATE_WID = '

    || NVL (TO_CHAR (END_DATE_WID), 'NULL')

    |', START_TIME ='

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    |', END_TIME ='

    || NVL (TO_CHAR (END_TIME), 'NULL')

    ||' WHERE INTEGRATION_ID = "'

    || INTEGRATION_ID

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    OF XXAFL_MON_FACTS_F;

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    dbms_output.put_line (sysdate);

    FOR registration in UPD

    LOOP

    dbms_output.put_line (record.col_name);

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    END IF;

    END LOOP;

    dbms_output.put_line (sysdate);

    END; -Procedure

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    So CF knows there are four columns (a call getMetadata (q3) get also demonstrates this), but it does not expose a way to approach the second (or even greater) column of the same name.  This is the bug/shortfall.

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    --

    Adam

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