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Author: Jesse
function loadLevel(){
	char._x = char.oX
	char._y = char.oY
	defeated = 0
	for(a=1; a<=levels[levelName].powerUps; ++a){
		name = "powerUp"+a
		world[name].removeMovieClip()
	}
	level += 1
	levelName = "level"+level
	for(a=1; a<=levels[levelName].baddys; ++a){
		name = "baddy"+a
		world.attachMovie("baddy", name, a+500)
		world[name]._x = random(500)
		world[name]._y = random(350)
	}
	for(a=1; a<=levels[levelName].powerUps; ++a){
		name = "powerUp"+a
		world.attachMovie("powerUp", name, a+1000)
		world[name]._x = random(500)
		world[name]._y = random(350)
		world[name].gotoAndStop(random(levels[levelName].powerUpTypes)+1)
	}
}

Since this function is pretty long, let's just get the first part out of the way. We set the character's x and y positions to oX and oY(the variables we set earlier) And then we set a variable called defeated, which is equal to zero. Defeated means the amount of bad guys you've defeated. Then we loop through all the powerUps and remove them so we can make new ones. We then add 1 to the level variable and set a variable called levelName(the name that refers to the level!) Then we loop through all the baddys in the new level, attach them to the screen, and set their x and y positions to be random. Note that we change the depth for each baddy so they don't erase each other. Then we do the same thing with the powerUps except they go to a random frame also. The random variable can't go higher than the powerUpTypes variable in the current level. This is a trick that you can use alot in your games, because it's really simple to understand. Make sure that when making any game where you might want there to be random frames that you decide if you want the amount of frames to change in each level. Now let's do some more coding.

function setupPowers(){
	powerList = ["superGun", "invincible", "badBaddy", "goodBaddys", "helper", "superSuperGun", "wipeOut", "touchBaddy"]
	powers = {superGun:false, invincible:false, badBaddy:false, goodBaddys:false, helper:false, superSuperGun:false, wipeOut:false, touchBaddy:false}
}

This code is pretty simple, but it's hard to understand why. The reason we do this is basically so that whenever the player gets a powerUp, the last powerUp they had is removed from the second list, and then the number frame the powerUp is can be converted to a name using the array that we made. Then we make that name inside the powers object equal to true. This is a trick that I use alot(and you can, too!) Now let's check for the key presses.

» Level Intermediate

Added: 2004-12-18
Rating: 6.14 Votes: 21
(10 being the highest)
» Author
Just started working with flash and now i can't stop!
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