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Author: Petar Svarc | Website: http://www.adventurestudios.net
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
}
» Level Intermediate

Added: 2002-10-01
Rating: 5 Votes: 109
(10 being the highest)
» Author
Works as a Flash and Director designer/programmer and video editor at AdVenture Studios in Bulgaria.
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