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function loadLevel(){
world._x = 0
for(a=1; a<=levels[levelName].clips; ++a){
name = "clip"+a
world[name].removeMovieClip()
}
level += 1
levelName = "level"+level
energy1 = 100
energyClip1._width = 100
energy2 = 100
energyClip2._width = 100
char._xscale = 100
char.xSpeed = 0
char.jump = false
char.ySpeed = 0
inPlay = false
readyClip.play()
for(a=1; a<=levels[levelName].clips; ++a){
name = "clip"+a
typeNum = levels[levelName][name].type
type = clipArray[typeNum-1]
depth = 100+a
world.attachMovie(type, name, depth)
world[name]._x = levels[levelName][name].x
world[name]._y = levels[levelName][name].y
world[name].type = typeNum
}
}
This function will load our level once a level is beaten. First, we set the worlds x position to zero. We do this because in this game, the worlds position is constantly changing. Next, we remove all the old movie clips so we can bring in the new ones. Next, we increase the level and change the levelName. We then make sure that everything is back to normal. We also set inPlay to false and make the readyClip play(the movie clip that says READY, SET, GO!) Then, we loop through all the new clips that we need to create, and we attach a movie depending on the type it was given in the makeLevel function. Note that we will use numbers instead of words to attach the movies. We use the clipArray to figure out what clip the number means. Then we set its positions to the positions we gave it in the makeLevel function, and we set a variable called type that is also a number, which makes it easier to tell what type it is, without having to go back to the levels object all over again! On the next page, we will check for key presses.
| » Level Intermediate |
|
Added: 2004-12-29 Rating: 6 Votes: 14 |
| » Author |
| I love making flash games but it's really annoying when Flash doesn't work! |
| » Download |
| Download the files used in this tutorial. |
| Download (17 kb) |
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