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Home/ Questions/Q 8311251
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Editorial Team
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Editorial Team
Asked: June 8, 20262026-06-08T19:44:55+00:00 2026-06-08T19:44:55+00:00

I’m studying to be a Game Designer, and right now I’m having some issues

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I’m studying to be a Game Designer, and right now I’m having some issues with my flash game.

the game has a Counter Class, with a Score Class that extends Counter. and it is added to the stage in my PlayScreenA Class.

The Timer starts with a number and decreases every 24frames. but in my Hero Class I can pick up some coins and that coins are going to increase the Time on my Score.

The question is: How I can say in my Hero Class to execute the addToValue function inside the Counter Class?

Pieces of Code:
Creating my score in the PlayScreenA Class:

    private var myTime:Score = new Score();
    private function create_time (){

        myTime.x = 800;
        myTime.y = 50;          
        addChild(myTime);
    }

Counter Class:

package 
{
import flash.display.MovieClip;
public class Counter extends MovieClip
{
    public var currentValue:Number;

    public function Counter()
    {
        reset();
    }

    public function addToValue( amountToAdd:Number ):void
    {
        currentValue = currentValue + amountToAdd;
        updateDisplay();
    }

    public function subToValue( amountToSub:Number ):void
    {
        currentValue = currentValue - amountToSub;
        updateDisplay();
    }

    public function reset():void
    {
        currentValue = 20;
        updateDisplay();
    }

    public function updateDisplay():void
    {

    }
}
}

Score Class:

package 
{
import flash.text.TextField;
import flash.events.Event;
public class Score extends Counter
{
    protected var _timeCounter:int;     

    public function Score()
    {
        super();
        addEventListener(Event.ENTER_FRAME, onUpdate);
    }
    override public function updateDisplay():void
    {
        super.updateDisplay();
        scoreDisplay.text = currentValue.toString();
    }
    protected function onUpdate(e:Event):void
    {
        _timeCounter++;
        trace(currentValue);

        if (_timeCounter == 24)
        {
            this.subToValue( 1 );
            _timeCounter = 0;
        }           
    }
}
}

Piece of my Hero Class where I need to Call the function:

for(var i:int; i<collisionList.length;i++)
        {
            var $collision:platform_tile = collisionList[i];

            if($hasCollided = hitbox.hitTestObject($collision.hitBox) && $collision.alpha<0.8 && $collision.alpha>0.6)
            {
                $collision.alpha=0;
                $collision.visible = false;
                //Here is where I want to call my subToValue                                        function!
                break;
            }
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-08T19:44:57+00:00Added an answer on June 8, 2026 at 7:44 pm

    I assume you are trying to access the object of Score class created initially in the PlayerScreenA class…

    If that is the case then you either derive a relationship between the two classes to pass this object or you could keep a static class keeping track of the function at a global level…

    public class AppRefrences
    {
        public static var addToValueFunc:Function;    
    }
    

    In Player A Class,

        private var myTime:Score = new Score();
        private function create_time (){
    
            myTime.x = 800;
            myTime.y = 50;          
            addChild(myTime);
    
            // This is where you set the function
            Apprefrences.addToValueFunc = myTime.addToValue;
        }
    

    In Hero Class,

    for(var i:int; i<collisionList.length;i++)
            {
                var $collision:platform_tile = collisionList[i];
    
                if($hasCollided = hitbox.hitTestObject($collision.hitBox) && $collision.alpha<0.8 && $collision.alpha>0.6)
                {
                    $collision.alpha=0;
                    $collision.visible = false;
    
                    // This is where you call the function
                    if(AppRefrences.addToValueFunc != null) 
                    AppRefrences.addToValueFunc(0); 
    
                    break;
                }
    

    Try using getter & setters to control the update of the static variable. I didn’t include it for the sake of clarity.

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