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Tutorials Tutorials » Games

Categories Flash Labirynth
Author: Petar Svarc | Website: www.adventurestudios.net |

 
Page 5
«prev 1 2 3 4 5

onClipEvent(keyDown)
{
 /*Basically only keyboard controls are handled in this code, paired with collision
 detection for each movement.*/
 if(Key.isDown(Key.LEFT))
 {
 //This code repeates for all for directions of movement.
 //Here you can see that the man and the mask always move together, whereas the big
 //labirynth instance moves in the opposite direction creating a movement effect
 //combining both regular movement and terrain scrolling. the labirynth being twice
 //bigger than the stage makes the movement constrained exactly within the stage, since
 //the man moves twice faster due to this combination of effects.
 _root.man._x -= step;
 _root.mask._x -= step;
 _root.big_lab._x += step;
 //In the following loop, the code checks for collision between the man's mask and
 //all the parts of the labirynths walls.
 for ( i = 2; i <= 95; i++)
 {
 if(_root.man.mask.hitTest(_root.big_lab["part"+i]))
 {
 ok = false;
 break;
 }
 }
 //in case of collision the man is moved one step back
 if(!ok)
 {
 _root.man._x += step;
 _root.mask._x += step;
 _root.big_lab._x -=step;
 ok = true;
 }
 }
 //Of course you should do the same for right, up and down movement by changing the
 //_x or _y properties with corresponding values.
 //This part of the code moves the white mask which hides the lower labirynth instance
 //to avoid the confusing effect that you get by showing the walls of both labirynth
 //instances.
 _root.white_mask._x = _root.mask._x;
 _root.white_mask._y = _root.mask._y
}

«prev 1 2 3 4 5

» Level Intermediate

Added: : 2002-10-01
Rating: 4.61 Votes: 106
Hits: 3569
» Author
Works as a Flash and Director designer/programmer and video editor at AdVenture Studios in Bulgaria.
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