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Posted June 6, '13 12:11am UTC
Here is my code: (as2) onClipEvent(load) { var ground:MovieClip = _root.ground2; var grav:Number = 0; var gravity:Number = 1.5; var speed:Number = 13; var slideSpeed:Number = 12; var maxJump:Number = -25; var maxRampJump:Number = -33; var maxSpringBounce:Number = -37; var touchingGround:Boolean = false; var hittingWall:Boolean = false; var moving:Boolean; var jumpAudio:Sound = new jumpSound; } onClipEvent(enterFrame) { _y += grav; grav += gravity; ((frames_to_go-frames_passed)*starting_x_difference)+target_x while (ground.hitTest(_x, _y, true)) { _y -= gravity; grav = 0; } if (ground.hitTest(_x, _y+5, true)) { touchingGround = true; } else { touchingGround = false; } if (Key.isDown(Key.RIGHT) && !Key.isDown(Key.DOWN)) { _x += speed; _xscale = 100; gotoAndStop(2); } if (Key.isDown(Key.LEFT) && !Key.isDown(Key.DOWN)) { _x -= speed; _xscale = -100; gotoAndStop(2); } ////////////// if (Key.isDown(Key.RIGHT) && Key.isDown(Key.DOWN)) { _x += slideSpeed; _xscale = 100; gotoAndStop(5); } if (Key.isDown(Key.LEFT) && Key.isDown(Key.DOWN)) { _x -= slideSpeed; _xscale = -100; gotoAndStop(5); } if (Key.isDown(Key.RIGHT) && Key.isDown(Key.DOWN) && slideSpeed > 0) { slideSpeed -= 0.2; } if (Key.isDown(Key.LEFT) && Key.isDown(Key.DOWN) && slideSpeed > 0) { slideSpeed -= 0.2; } if(!Key.isDown(Key.DOWN)) { slideSpeed = 12; } //////////////////// if (!Key.isDown(Key.LEFT) && !Key.isDown(Key.RIGHT) && !Key.isDown(Key.UP)) { gotoAndStop(1); moving = false; } if (Key.isDown(Key.UP) && touchingGround) { grav = maxJump; gotoAndStop(3); } if (ground.hitTest(_x+(_width/2), _y-(_height/2), true)) { _x -= speed; gotoAndStop(1); hittingWall = true; } else { hittingWall = false; } if (ground.hitTest(_x-(_width/2), _y-(_height/2), true)) { _x += speed; gotoAndStop(1); hittingWall = true; } else { hittingWall = false; } if (ground.hitTest(_x, _y-(height), true)) { grav = 3; hittingWall = true; } else { hittingWall = false; } if (hitTest(_root.spring)==true) { grav = maxSpringBounce; gotoAndStop(4); _root.spring.gotoAndPlay(2); } if (hitTest(_root.spring2)==true) { grav = maxSpringBounce; gotoAndStop(4); _root.spring2.gotoAndPlay(2); } if (hitTest(_root.spring3)==true) { grav = maxSpringBounce; gotoAndStop(4); _root.spring3.gotoAndPlay(2); } if(hitTest(_root.right_ramp)==true && Key.isDown(Key.RIGHT)) { grav = maxRampJump; } if(hitTest(_root.right_ramp2)==true && Key.isDown(Key.LEFT)) { grav = maxRampJump; } if(hitTest(_root.ramp3)==true && Key.isDown(Key.RIGHT)) { grav = -45; } if(hitTest(_root.ramp4)==true && Key.isDown(Key.LEFT)) { grav = -20; } if(hitTest(_root.ramp5)==true && Key.isDown(Key.LEFT)) { grav = -20; } if(hitTest(_root.ramp6)==true && Key.isDown(Key.LEFT)) { grav = -20; } if(hitTest(_root.leftWallJump)==true && Key.isDown(Key.RIGHT)) { //gotoAndStop(6); if(!Key.isDown(Key.UP)) { grav = 0; } if(Key.isDown(Key.UP)) { grav = -15; } } if(hitTest(_root.wallClimb2)==true && Key.isDown(Key.RIGHT)) { //gotoAndStop(6); if(!Key.isDown(Key.UP)) { grav = 0; } if(Key.isDown(Key.UP)) { grav = -15; } } } And it keeps making my player (with instance of char) stopping at the last frame inside itself, and it wont stop now matter how many gotoAndStop(1)'s i put in there and it's driving me nuts!