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fd9
07-13-2004, 08:40 AM
In a simple grid-based puzzle game I'm making, I need a way to find out where the player is allowed to move (there are various "walls" set up around the board). I do this by looking at the four areas surrounding the player, and determining if each one has an empty space or not. A buddy of mine suggested a simple and effective way to accomplish this. In each wall MC I have the following code:

onClipEvent (load) {

this._name = "wall" + Math.floor(this._x) + "_" + Math.floor(this._y);
}


and in the player's MC, I have these lines of code:


//Round x and y coordinates
roundedx = Math.floor(this._x);
roundedy = Math.floor(this._y);
//Determine if there was a collision with a wall
Ecollision = (_root["wall" + (roundedx + 30) + "_" + (roundedy)]._x != undefined);
Wcollision = (_root["wall" + (roundedx - 30) + "_" + (roundedy)]._x != undefined);
Ncollision = (_root["wall" + (roundedx) + "_" + (roundedy - 30)]._x != undefined);
Scollision = (_root["wall" + (roundedx) + "_" + (roundedy + 30)]._x != undefined);



I use the same technique for not only walls, but other various objects in the game as well. The problem is, when I try to access something in the MC (such as a function or member variable), I can't because the _name keeps changing. For example, I can't do:


_root.Wall.SomeVariable
because in reality it would look like

_root.wall25_15.SomeVariable

Is there some other way I could use the same approach without changing _name, or is there another way I could access Wall's members?

Thanks in advance.

cobo
07-13-2004, 10:14 AM
hi, welcome to the boards...

i´m not sure what you try to achieve exactly...

could you post your zipped fla please...

cobo

PS: please use titles wich show the others what your problem is... for example: wall positioning