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» Posted in the Flash Kit Links section
» Title: Atlantis Media Ltd
» Comments: Greg Rudman new media creative & website design - Atlantis Media Ltd
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function moveBaddys(){
for(a=1; a<=levels[levelName].baddys; ++a){
moveBaddy(a)
}
}
I bet you're wondering why there was barely any code. This is because the baddys can move vertically or horizantally, as long as they follow the character. If they don't follow the character, the same function can be called over and over again until they get it right! Then the loop will go on to the next baddy and move him. Let's look at the function that moves a baddy, and not just all of them.
function moveBaddy(a){
moved = false
name = "baddy"+a
world[name].move = random(4)+1
if(world[name].move==1 && world[name]._x>=0 && world[name]._x>=char._x){
world[name]._x -= levels[levelName].baddySpeed
moved = true
} else if(world[name].move==2 && world[name]._x<=500 && world[name]._x<=char._x){
world[name]._x += levels[levelName].baddySpeed
moved = true
} else if(world[name].move==3 && world[name]._y>=0 && world[name]._y>=char._y){
world[name]._y -= levels[levelName].baddySpeed
moved = true
} else if(world[name].move==4 && world[name]._y<=350 && world[name]._y<=char._y){
world[name]._y += levels[levelName].baddySpeed
moved = true
}
if(moved!=true){
moveBaddy(a)
}
}
First, we set moved to false. This way, it starts out with the baddy not having moved, so we know if he moved or not. Then we set the baddy's move to a random number. This is another trick that lets the baddy pick a random direction. Then, we move the baddy according to the move. If the move would send the baddy away from the character, or send him off the screen, we don't move him. If we do move him, we set moved to true. At the end of the function, we check to see if moved is true, if it isn't, we do the function all over again! The rest of the code is simple, so we'll discuss it on one page. Go to the next page to finish making the game.