SL 500 live

I have a SL-500, that does not illuminate...

To open the case, impossible to find a screwdriver that fits the screws.

It is a special screw / home?

Thank you

Thank you...

Tried to fit well a TI.

Tags: ThinkPad Notebooks

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  • 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;

    }

  • ArgumentError: Error #1063

    Well, it seems that I have this error in my game I'm creating (this is my first).

    The total error is:

    ArgumentError: Error #1063: Argument count mismatch on Bumper(). Expected 2, got 0.
    

    Of this show up when I enter the 3 frame (frame 1 is beginning, frame 2 was level select, frame 3 is a game).

    My entire code for image 3 is:

    import flash.events.MouseEvent;
    
    
    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:Point = new Point(-30, -55);
    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();
    
    
    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){
              //Enemy 1
              addEnemy(620, -115);
        addBumper(500, -115);
        addBumper(740, -115);
              //Enemy 2
              addEnemy(900, -490);
              addBumper(600, -490);
              addBumper(980, -490);
              //Enemy 3
              addEnemy(2005, -115);
              addBumper(1905, -115);
              addBumper(2105, -115);
              //Enemy 4
              addEnemy(1225, -875);
              addBumper(1125, -875);
              addBumper(1325, -875);
              }
              if(currentLevel == 2){
              addEnemy(620, -115);
        addBumper(500, -115);
        addBumper(740, -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;
                                  trace("key collected");
                        }
              }
    
              if(doorOpen == false){
                        if(keyCollected == true){
                                  if(player.hitTestObject(back.other.lockedDoor)){
                                            back.other.lockedDoor.gotoAndStop(2);
                                            doorOpen = true;
                                            trace("door open");
                                  }
                        }
              }
    
    
              if(xSpeed > maxSpeedConstant){
                        xSpeed = maxSpeedConstant;
              } else if(xSpeed < (maxSpeedConstant * -1)){
                        xSpeed = (maxSpeedConstant * -1);
              }
    
              xSpeed *= frictionConstant;
              ySpeed *= frictionConstant;
    
              if(Math.abs(xSpeed) < 0.5){
                        xSpeed = 0;
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              scrollX -= xSpeed;
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