btw my fla file and source code exceeds the 500 upload limit.
how will i show whats wrong if i cant even upload it?
ok ill just show my code instead..
ActionScript Code:
package
{
/* Set imports of packages needed for the game
*/
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.display.*;
import flash.ui.Keyboard;
import flash.display.Stage;
import flash.events.MouseEvent;
public class level extends MovieClip
{
/* variables set for the keyboard */
public var up:Boolean = false;
public var down:Boolean = false;
public var left:Boolean = false;
public var right:Boolean = false;
public var space:Boolean = false;
/* variables set for the object used by the user */
public var spd:Number = 10;
public function stage1()
{
centerTank();
lvl1.player.wheel1.visible = false;
lvl1.player.wheel2.visible = false;
lvl1.wall_wood.open_door1.visible= false;
lvl1.wall_wood.close_door1.visible= true;
lvl1.lever2.visible= false;
lvl1.player.visible = true;
// Respond to keyboard presses
stage.addEventListener(KeyboardEvent.KEY_DOWN,PressHandler);
stage.addEventListener(KeyboardEvent.KEY_UP,ReleaseHandler);
lvl1.stage.focus = lvl1.stage;
// Update screen every frame
this.addEventListener(Event.ENTER_FRAME,FrameHandler);
}
public function stage2()
{
centerTank2();
stage.addEventListener(KeyboardEvent.KEY_DOWN,PressHandler1);
stage.addEventListener(KeyboardEvent.KEY_UP,ReleaseHandler1);
lvl2.stage.focus = lvl2.stage;
// Update screen every frame
this.addEventListener(Event.ENTER_FRAME,FrameHandler1);
}
public function centerTank2()
{
lvl2.x = -lvl2.player.x + 275;
lvl2.y = -lvl2.player.y + 200;
}
public function centerTank()
{
lvl1.x = -lvl1.player.x + 275;
lvl1.y = -lvl1.player.y + 200;
}
public function gameover()
{
stage.removeEventListener(KeyboardEvent.KEY_DOWN,PressHandler);
stage.removeEventListener(KeyboardEvent.KEY_UP,ReleaseHandler);
this.removeEventListener(Event.ENTER_FRAME,FrameHandler);
}
/* event handlers */
protected function FrameHandler(event:Event):void
{
if (left && !right){
lvl1.player.x -= spd;
lvl1.player.rotation = 270;
lvl1.player.wheel1.visible = true;
lvl1.player.wheel2.visible = true;
}
if (right && !left){
lvl1.player.x += spd;
lvl1.player.rotation = 90;
lvl1.player.wheel1.visible = true;
lvl1.player.wheel2.visible = true;
}
if (down && !up){
lvl1.player.y += spd;
lvl1.player.rotation = 180;
lvl1.player.wheel1.visible = true;
lvl1.player.wheel2.visible = true;
}
if (up && !down){
lvl1.player.y -= spd;
lvl1.player.rotation = 0;
lvl1.player.wheel1.visible = true;
lvl1.player.wheel2.visible = true;
}
// tanks moves diagonally
if (left && up && !right && !down){
lvl1.player.rotation = 315;
lvl1.player.wheel1.visible = true;
lvl1.player.wheel2.visible = true;
}
if (right && up && !left && !down){
lvl1.player.rotation = 45;
lvl1.player.wheel1.visible = true;
lvl1.player.wheel2.visible = true;
}
if (right && down && !left && !up){
lvl1.player.rotation = 135;
lvl1.player.wheel1.visible = true;
lvl1.player.wheel2.visible = true;
}
if (left && down && !right && !up){
lvl1.player.rotation = 225;
lvl1.player.wheel1.visible = true;
lvl1.player.wheel2.visible = true;
}
if (spd != 0) {
centerTank();}
//wall_wood hit test
if(lvl1.wall_wood.hitTestPoint((lvl1.x)+(lvl1.player.x-lvl1.player.width/2),lvl1.y+lvl1.player.y,true)){
lvl1.player.x += spd;
}
if(lvl1.wall_wood.hitTestPoint((lvl1.x)+(lvl1.player.x+lvl1.player.width/2),lvl1.y+lvl1.player.y,true)){
lvl1.player.x -= spd ;
}
if(lvl1.wall_wood.hitTestPoint((lvl1.x)+(lvl1.player.x),lvl1.y+(lvl1.player.y-lvl1.player.height/2),true)){
lvl1.player.y += spd ;
}
if(lvl1.wall_wood.hitTestPoint((lvl1.x)+(lvl1.player.x),lvl1.y+(lvl1.player.y+lvl1.player.height/2),true)){
lvl1.player.y -= spd ;
}
if(lvl1.safe_point.hitTestPoint((lvl1.x)+(lvl1.player.x),lvl1.y+(lvl1.player.y+lvl1.player.height/2),true)){
gameover();
gotoAndPlay("stage2");
}
// test if object hit lever
if(lvl1.lever1.hitTestPoint((lvl1.x)+(lvl1.player.x),lvl1.y+(lvl1.player.y+lvl1.player.height/2),true)){
lvl1.lever1.visible = false ;
lvl1.lever2.visible = true;
lvl1.wall_wood.open_door1.visible= true;
lvl1.wall_wood.close_door1.visible= false;
lvl1.wall_wood.removeChild(lvl1.wall_wood.close_door1);
}
//to proceed next stage check if player hit safe point
}
protected function PressHandler(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case Keyboard.UP:
up = true;
break;
case Keyboard.DOWN:
down = true;
break;
case Keyboard.LEFT:
left = true;
break;
case Keyboard.RIGHT:
right = true;
break;
}
}
protected function ReleaseHandler(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case Keyboard.UP:
up = false;
lvl1.player.wheel1.visible = false;
lvl1.player.wheel2.visible = false;
break;
case Keyboard.DOWN:
down = false;
lvl1.player.wheel1.visible = false;
lvl1.player.wheel2.visible = false;
break;
case Keyboard.LEFT:
left = false;
lvl1.player.wheel1.visible = false;
lvl1.player.wheel2.visible = false;
break;
case Keyboard.RIGHT:
right = false;
lvl1.player.wheel1.visible = false;
lvl1.player.wheel2.visible = false;
break;
}
}
protected function FrameHandler1(event:Event):void
{
if (left && !right){
lvl2.player.x -= spd;
lvl2.player.rotation = 270;
lvl2.player.wheel1.visible = true;
lvl2.player.wheel2.visible = true;
}
if (right && !left){
lvl2.player.x += spd;
lvl2.player.rotation = 90;
lvl2.player.wheel1.visible = true;
lvl2.player.wheel2.visible = true;
}
if (down && !up){
lvl2.player.y += spd;
lvl2.player.rotation = 180;
lvl2.player.wheel1.visible = true;
lvl2.player.wheel2.visible = true;
}
if (up && !down){
lvl2.player.y -= spd;
lvl2.player.rotation = 0;
lvl2.player.wheel1.visible = true;
lvl2.player.wheel2.visible = true;
}
// tanks moves diagonally
if (left && up && !right && !down){
lvl2.player.rotation = 315;
lvl2.player.wheel1.visible = true;
lvl2.player.wheel2.visible = true;
}
if (right && up && !left && !down){
lvl2.player.rotation = 45;
lvl2.player.wheel1.visible = true;
lvl2.player.wheel2.visible = true;
}
if (right && down && !left && !up){
lvl2.player.rotation = 135;
lvl2.player.wheel1.visible = true;
lvl2.player.wheel2.visible = true;
}
if (left && down && !right && !up){
lvl2.player.rotation = 225;
lvl2.player.wheel1.visible = true;
lvl2.player.wheel2.visible = true;
}
if (spd != 0) {
centerTank2();}
//wall_wood hit test
if(lvl2.wall.hitTestPoint((lvl2.x)+(lvl2.player.x-lvl2.player.width/2),lvl2.y+lvl2.player.y,true)){
lvl2.player.x += spd;
}
if(lvl2.wall.hitTestPoint((lvl2.x)+(lvl2.player.x+lvl2.player.width/2),lvl2.y+lvl2.player.y,true)){
lvl2.player.x -= spd ;
}
if(lvl2.wall.hitTestPoint((lvl2.x)+(lvl2.player.x),lvl2.y+(lvl2.player.y-lvl2.player.height/2),true)){
lvl2.player.y += spd ;
}
if(lvl2.wall.hitTestPoint((lvl2.x)+(lvl2.player.x),lvl2.y+(lvl2.player.y+lvl2.player.height/2),true)){
lvl2.player.y -= spd ;
}
if(lvl2.tele.hitTestPoint((lvl2.x)+(lvl2.player.x),lvl2.y+(lvl2.player.y+lvl2.player.height/2),true)){
gotoAndPlay("stage3");
}
}
protected function PressHandler1(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case Keyboard.UP:
up = true;
break;
case Keyboard.DOWN:
down = true;
break;
case Keyboard.LEFT:
left = true;
break;
case Keyboard.RIGHT:
right = true;
break;
}
}
protected function ReleaseHandler1(event:KeyboardEvent):void
{
switch(event.keyCode)
{
case Keyboard.UP:
up = false;
lvl2.player.wheel1.visible = false;
lvl2.player.wheel2.visible = false;
break;
case Keyboard.DOWN:
down = false;
lvl2.player.wheel1.visible = false;
lvl2.player.wheel2.visible = false;
break;
case Keyboard.LEFT:
left = false;
lvl2.player.wheel1.visible = false;
lvl2.player.wheel2.visible = false;
break;
case Keyboard.RIGHT:
right = false;
lvl2.player.wheel1.visible = false;
lvl2.player.wheel2.visible = false;
break;
}
}
}
}
i hope its all clear..