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» Title: Atlantis Media Ltd
» Comments: Greg Rudman new media creative & website design - Atlantis Media Ltd
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That is ALOT of code. Basically it just moves around all the variables and movie clips. First, we make the powerUpTimer subtract one if powerUpTimerGo is set to true. If powerUpTimer is less than zero, we set powerUpTimerGo to false and make sure that no powers are in use anymore. Then we check to see if the bullet's y position is less than zero. If it is, you can fire another bullet. That's not exactly a trick, but it stops you from having to duplicate the bullet over and over again! Then, if the player's energy is less than zero, we go to the gameOver frame. Then, if the player defeated all the baddys in that level, the game loads another level. Then, we check to see if the helper has reached the end of the screen. This isn't really needed for the game to work, but if you wanted to do something else,(like move the helper backwards) this would be needed. Then we set the energyClip's width(a little rectangle) to equal the player's energy. Then we set the powerUpClip's width to equal 250 divided by the maximum powerUpTimer, times the power UpTimer. This gives the game a cool effect. Instead of being equal to the variable itself, it goes faster in each level. This can make a game look much better. Then, we make the game show the current power, instead of the player not caring what the powerUp is. This is a MUST in games. Then, we make the bullet and helper move according to their speeds. Finally, if there is no power in use, the clip that displays the current power goes to a frame that displays an X. Now let's move the baddys so that they follow the player. You can take a break if you want. (This is ALOT of code)