AS3 Developer Console v1.08
A new version of my AS3 Developer Console is now out!I finally got around to fixing these problems I’ve been finding. If you’re wondering what happen to v1.07, that was the version of the console that was included in my game Firefight. It wasn’t that different from v1.06 so I never released it.
Google Code - GitHub
v1.08 - (26/06/2012)
- Temporary Variables. When assigning a variable that doesn’t exist a temporary variable will be made that can be used through the console (can be turned off)
- Added option for slide open/close animation (on by default)
- When creating new instances you can now pass arguments to the constructor (eg: new flash.geom.Point(5,2))
- Objects returned from functions can now have their members accessed (eg: getChildAt(0).x)
- Multidimensional Arrays are now supported (up to 3D, but can be modified easily to support more) (eg: level[0][0])
- Tracing fps now works properly in certain circumstances (wouldn’t work if it couldn’t access the console from the main class before)
- Input text box now removes ` characters when typed (useful if you use the ` key to toggle the console)
- Whenever a NaN value is attempted to be assigned to a Number variable a warning is printed to the console and the value is not assigned
- Echo, error and warn functions can now take multiple arguments (will separate them with spaces)
- If the last argument in echo() is a string with the # character in front it will use that as the colour of the echo (eg: echo(1, 2, 3, “#00FF00”))
- Variable “opened” is now private, use function “isOpen()” instead
- tracerOneCiclePerLine is now true by default
- Changed some default text colours
- Changed default font to “Courier New” (from “Arial”)
Quick Update to Firefight
I also quickly updated Firefight on Newgrounds to include this new version.Now that you can pass arguments to constructors and create temporary variables you can do this to create a new weapon:
rifle = new classes.weapons.assaultrifle(this,char);
char.wep.push(rifle);
rifle.displayName = "Super Assault Rifle";
rifle.weaponModelId = 4;
rifle.upgrade(3);
rifle.shootGap = 5;
rifle.bulletSpeed = 14;
rifle.damage = 18;
rifle.spread = 10;
rifle.bulletCount = 3;
rifle.maxHitCount = 1;
rifle.accurateBursts = false;
rifle.infiniteAmmo = true;
rifle.useExplosion = true;
rifle.explosionAnimations = [fx_explosion1];
rifle.explosionDamage = 10;
rifle.bulletFilter = new flash.filters.GlowFilter(0xFF0000,1,10,10,8);
rifle.soundEffects[0] = mp3_sniper;
Instead of the old way:
char.wep.push(new classes.weapons.assaultrifle(this,char));
char.wep[char.wep.length-1].displayName = "Super Assault Rifle";
char.wep[char.wep.length-1].weaponModelId = 4;
char.wep[char.wep.length-1].upgrade(3);
char.wep[char.wep.length-1].shootGap = 5;
char.wep[char.wep.length-1].bulletSpeed = 14;
char.wep[char.wep.length-1].damage = 18;
char.wep[char.wep.length-1].spread = 10;
char.wep[char.wep.length-1].bulletCount = 3;
char.wep[char.wep.length-1].maxHitCount = 1;
char.wep[char.wep.length-1].accurateBursts = false;
char.wep[char.wep.length-1].infiniteAmmo = true;
char.wep[char.wep.length-1].useExplosion = true;
char.wep[char.wep.length-1].explosionAnimations = [fx_explosion1];
char.wep[char.wep.length-1].explosionDamage = 10;
char.wep[char.wep.length-1].bulletFilter = new flash.filters.GlowFilter(0xFF0000,1,10,10,8);
char.wep[char.wep.length-1].soundEffects[0] = mp3_sniper;
Upcoming Hell Games Dev Blog
Soon I should be doing a Dev Blog for our Scimitar Games YouTube Channel talking about what I’ve been working on with our upcoming game “Hell Games”. Since we’re planning on releasing this one with the Developer Console (just like with Firefight), i’ll show off some stuff you can do with it.Edit: Dev Blog is up now.
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logicalobsession reblogged this from torrunt and added:
This looks super useful
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torrunt posted this

![AS3 Developer Console v1.08
A new version of my AS3 Developer Console is now out!
I finally got around to fixing these problems I’ve been finding. If you’re wondering what happen to v1.07, that was the version of the console that was included in my game Firefight. It wasn’t that different from v1.06 so I never released it.Google Code - GitHub
v1.08 - (26/06/2012)Temporary Variables. When assigning a variable that doesn’t exist a temporary variable will be made that can be used through the console (can be turned off)
Added option for slide open/close animation (on by default)
When creating new instances you can now pass arguments to the constructor (eg: new flash.geom.Point(5,2))
Objects returned from functions can now have their members accessed (eg: getChildAt(0).x)
Multidimensional Arrays are now supported (up to 3D, but can be modified easily to support more) (eg: level[0][0])
Tracing fps now works properly in certain circumstances (wouldn’t work if it couldn’t access the console from the main class before)
Input text box now removes ` characters when typed (useful if you use the ` key to toggle the console)
Whenever a NaN value is attempted to be assigned to a Number variable a warning is printed to the console and the value is not assigned
Echo, error and warn functions can now take multiple arguments (will separate them with spaces)
If the last argument in echo() is a string with the # character in front it will use that as the colour of the echo (eg: echo(1, 2, 3, “#00FF00”))
Variable “opened” is now private, use function “isOpen()” instead
tracerOneCiclePerLine is now true by default
Changed some default text colours
Changed default font to “Courier New” (from “Arial”)
Quick Update to Firefight
I also quickly updated Firefight on Newgrounds to include this new version.
Now that you can pass arguments to constructors and create temporary variables you can do this to create a new weapon:
rifle = new classes.weapons.assaultrifle(this,char);
char.wep.push(rifle);
rifle.displayName = "Super Assault Rifle";
rifle.weaponModelId = 4;
rifle.upgrade(3);
rifle.shootGap = 5;
rifle.bulletSpeed = 14;
rifle.damage = 18;
rifle.spread = 10;
rifle.bulletCount = 3;
rifle.maxHitCount = 1;
rifle.accurateBursts = false;
rifle.infiniteAmmo = true;
rifle.useExplosion = true;
rifle.explosionAnimations = [fx_explosion1];
rifle.explosionDamage = 10;
rifle.bulletFilter = new flash.filters.GlowFilter(0xFF0000,1,10,10,8);
rifle.soundEffects[0] = mp3_sniper;
Instead of the old way:
char.wep.push(new classes.weapons.assaultrifle(this,char));
char.wep[char.wep.length-1].displayName = "Super Assault Rifle";
char.wep[char.wep.length-1].weaponModelId = 4;
char.wep[char.wep.length-1].upgrade(3);
char.wep[char.wep.length-1].shootGap = 5;
char.wep[char.wep.length-1].bulletSpeed = 14;
char.wep[char.wep.length-1].damage = 18;
char.wep[char.wep.length-1].spread = 10;
char.wep[char.wep.length-1].bulletCount = 3;
char.wep[char.wep.length-1].maxHitCount = 1;
char.wep[char.wep.length-1].accurateBursts = false;
char.wep[char.wep.length-1].infiniteAmmo = true;
char.wep[char.wep.length-1].useExplosion = true;
char.wep[char.wep.length-1].explosionAnimations = [fx_explosion1];
char.wep[char.wep.length-1].explosionDamage = 10;
char.wep[char.wep.length-1].bulletFilter = new flash.filters.GlowFilter(0xFF0000,1,10,10,8);
char.wep[char.wep.length-1].soundEffects[0] = mp3_sniper;
Upcoming Hell Games Dev Blog
Soon I should be doing a Dev Blog for our Scimitar Games YouTube Channel talking about what I’ve been working on with our upcoming game “Hell Games”. Since we’re planning on releasing this one with the Developer Console (just like with Firefight), i’ll show off some stuff you can do with it.
Edit: Dev Blog is up now.](http://25.media.tumblr.com/tumblr_m67wt8O5vc1qivi6yo1_1280.png)
