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Help for action script game.

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I am creating a game that a sheep need to jump or crouch to avoid obstacles. I had create 2 types of obstacles but they come in a constant speed. Sometimes the 2 obstacles come together make it impossible to avoid. Is there any way to change this? Can I make the 2 obstacles come in randomly in a random speed?Here is my code.


hole_mc.visible =false;
bird_mc
.visible =false;

playhotarea_btn
.addEventListener(MouseEvent.CLICK, removeInstructionBox);

function removeInstructionBox(event:MouseEvent):void
{
  playhotarea_btn
.removeEventListener(MouseEvent.CLICK, removeInstructionBox);
  instructionbox_mc
.visible =false;
  instructiontext_mc
.visible =false;
  playbtn_mc
.visible =false;
  playbtntext_mc
.visible =false;
  sheep_mc
.sheepIN_mc.visible =false;
  sheep_mc
.gotoAndPlay("sheepwalk");
  treebg_mc
.gotoAndPlay("bgloop");
  hole_mc
.visible =true;
  bird_mc
.visible =true;
  timer
.start();
}


hole_mc
.addEventListener(Event.ENTER_FRAME, holeMove);

function holeMove(event:Event):void{
  
if(hole_mc.x>=-200){
  hole_mc
.x -=7;
  
}else{
  hole_mc
.x=1080;
  trace
("hole loops");
  
}
}

bird_mc
.addEventListener(Event.ENTER_FRAME, birdMove);

function birdMove(event:Event):void{
  
if(bird_mc.x>=-200){
  bird_mc
.x -=10;
  
}else{
  bird_mc
.x=1080;
  trace
("bird loops");
  
}
}

stage
.addEventListener(Event.ENTER_FRAME, hitHole);

function hitHole(event:Event):void{
  
if(sheep_mc.hitTestObject(hole_mc)){
  gotoAndStop
("GameOver");
  hole_mc
.removeEventListener(Event.ENTER_FRAME, holeMove);
  stage
.removeEventListener(Event.ENTER_FRAME, hitHole);
  bird_mc
.removeEventListener(Event.ENTER_FRAME, birdMove);
  stage
.removeEventListener(Event.ENTER_FRAME, hitBird);
  
}
}

stage
.addEventListener(Event.ENTER_FRAME, hitBird);

function hitBird(event:Event):void{
  
if(sheep_mc.hitTestObject(bird_mc)){
  gotoAndStop
("GameOver");
  bird_mc
.removeEventListener(Event.ENTER_FRAME, birdMove);
  stage
.removeEventListener(Event.ENTER_FRAME, hitBird);
  hole_mc
.removeEventListener(Event.ENTER_FRAME, holeMove);
  stage
.removeEventListener(Event.ENTER_FRAME, hitHole);
  
}
}


var currentSecond:Number=0;
var delay:Number=1000;
var timer:Timer=newTimer(delay);

timer
.addEventListener(TimerEvent.TIMER, timerEventHandler);

function timerEventHandler(event:TimerEvent):void
{
  currentSecond
++;
  trace
(currentSecond);
  score_txt
.text =String(currentSecond +" s");
}


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