ritard200
12-11-2010, 11:02 PM
im trying to make a shooting game in which a character runs around and shoots, so i use this script
var reloadSpeed:Number = 250;
var shotOffset:Number = 10;
var shotWidth:Number = 2;
var shotColor = "0xFFFF00";
var rad:Number = Math.PI/180;
var rad2:Number = 180/Math.PI;
var reloadTimer:Number;
var screenTimer:Number;
var reloadComplete:Boolean = true;
function fireWeapon():Void
{
if(reloadComplete == true)
{
endX = _root._xmouse + randomNumX
endY = _root._ymouse + randomNumY
randomNumX = random(shotOffset)-(shotOffset/2);
randomNumY = random(shotOffset)-(shotOffset/2);
_root.lineStyle(shotWidth, shotColor, 100);
_root.moveTo(char._x, char._y);
_root.lineTo(_root._xmouse + randomNumX, _root._ymouse + randomNumY);
startReloading();
}
}
function startReloading()
{
reloadComplete = false;
reloadTimer = setInterval(this, "gunReloaded", reloadSpeed);
screenTimer= setInterval(this,"clearScreen", 100);
}
function clearScreen()
{
clearInterval(screenTimer);
_root.clear();
}
function gunReloaded()
{
clearInterval(reloadTimer);
reloadComplete = true;
}
mouseListener2 = new Object();
mouseListener2.onMouseDown = function() {
fireWeapon();
}
Mouse.addListener(mouseListener2)
_root.onEnterFrame = function() {
fireWeapon();
}
for the shooting.
unfortunatly, the bullet ends up ending where my pointer is, totally unreallistically, anyone know how to make the bullet go farther than the mouse? im assuming it has to do with _root.lineTo(_root._xmouse + randomNumX, _root._ymouse + randomNumY);
var reloadSpeed:Number = 250;
var shotOffset:Number = 10;
var shotWidth:Number = 2;
var shotColor = "0xFFFF00";
var rad:Number = Math.PI/180;
var rad2:Number = 180/Math.PI;
var reloadTimer:Number;
var screenTimer:Number;
var reloadComplete:Boolean = true;
function fireWeapon():Void
{
if(reloadComplete == true)
{
endX = _root._xmouse + randomNumX
endY = _root._ymouse + randomNumY
randomNumX = random(shotOffset)-(shotOffset/2);
randomNumY = random(shotOffset)-(shotOffset/2);
_root.lineStyle(shotWidth, shotColor, 100);
_root.moveTo(char._x, char._y);
_root.lineTo(_root._xmouse + randomNumX, _root._ymouse + randomNumY);
startReloading();
}
}
function startReloading()
{
reloadComplete = false;
reloadTimer = setInterval(this, "gunReloaded", reloadSpeed);
screenTimer= setInterval(this,"clearScreen", 100);
}
function clearScreen()
{
clearInterval(screenTimer);
_root.clear();
}
function gunReloaded()
{
clearInterval(reloadTimer);
reloadComplete = true;
}
mouseListener2 = new Object();
mouseListener2.onMouseDown = function() {
fireWeapon();
}
Mouse.addListener(mouseListener2)
_root.onEnterFrame = function() {
fireWeapon();
}
for the shooting.
unfortunatly, the bullet ends up ending where my pointer is, totally unreallistically, anyone know how to make the bullet go farther than the mouse? im assuming it has to do with _root.lineTo(_root._xmouse + randomNumX, _root._ymouse + randomNumY);