Sunday, January 23, 2011

Coding

Here is a lot of code that we learned from the wiki that makes our character move and jump.

stop();


boss.onRelease=function() {
gotoAndPlay("question1");
}

stop();
//horizonal walking speed related variables
//This is your starting walking speed
_global.landspeed = 0;

//This is your speed limit
_global.landspeedmax = 30;

//This is used to slowly accelerate your hero up to the speed limit
_global.acceleration = .95;

//jump related variables
//Variables to know whether our hero is Jumping or Falling
_global.isJumping = false;
_global.isFalling = true;

//Velocity as mentioned in the Jump Cycle diagram
_global.velocity = 0;

//Tweak this value along with gravity for interesting results
_global.velocitymax = 25;

//Gravity (acceleration) as mentioned in the Jump Cycle diagram
//more gravity (5.0)
//less gravity (.01)
_global.gravity = 1.5;

girl.onEnterFrame = function(){

if(_root.deadzone.hitTest(this)){
//If the hero hits this movieclip called deadzone, which is below the stage's boundary
//go to frame 2, the "You're Dead" frame
_root.gotoAndStop("dead 2");
_root._x = 0;

} else {
//"I'm not dead yet!"

if (!_root.ground.hitTest(this._x, this._y, true) && !_global.isJumping) {
//hero isn't on the ground and isn't jumping - hero fell off a platform or is in freefall
//changing the number below can make hero fall faster or slower based on conditions above
this._y += 10;
}

if (_root.ground.hitTest(this._x, this._y, true) && _global.isFalling) {
//hero is in the falling section of a jump and finally lands back on terra firma
//reset jump counter back to default
_global.velocity = _global.velocitymax;
_global.isJumping = false;
_global.isFalling = false;
}

if(_global.isJumping == true){

//If hero is jumping, move hero's y coordinate

this._y -= _global.velocity;
_global.velocity -= _global.gravity;

if (_global.velocity < 0) {
//hero is starting the descent down
_global.isFalling = true;
}

if (_global.velocity < -_global.velocitymax) {
//this caps (or sets) the hero's terminal velocity
_global.velocity = -_global.velocitymax;
}

} else {

if(Key.isDown(87)){
girl (0, "jump");

//Hero is jumping, velocity is turned on
_global.isJumping = true;
_global.velocity = _global.velocitymax;

}
}

_global.landspeed *= _global.acceleration;

if(Key.isDown(68)) {
girl (0,"right");

if (_global.landspeed < _global.landspeedmax) {

_global.landspeed++;

}

this._x += _global.landspeed;
deadzone._x += _global.landspeed;
_root._x -= _global.landspeed;
this._xscale = 100;

}

if(Key.isDown(65)) {
girl (0,"left");

if (_global.landspeed > -_global.landspeedmax) {

_global.landspeed--;

}

this._x += _global.landspeed;
deadzone._x += _global.landspeed;
_root._x -= _global.landspeed;
this._xscale = -100;

}

if (Math.abs(_global.landspeed) < 1 ) {
//if my hero's speed has slowed down between
//a range of -1 to 1, make the speed stop
//Math.abs (absolute value) statement above would be the same
//as stating if(_global.landspeed > -1 && _global.landspeed < 1)

_global.landspeed = 0;

}
}
}

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