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| 16 | 4327 |
I am making a platform game in AS2 for school and everything works, but the rotation of the character to the ground. The problem is, is that the character hits the symbol box and not the image inside it.So does anyone know how to make it hit the image and not the symbol box around it
Here is the code:
onClipEvent (load) {
speed = 4;
jump = 0;
jumpheight = 9;
gravity = 0.5;
scale = _xscale;
wid = _width/2;
heig = _height/2;
}
onClipEvent (enterFrame) {
_y -= jump;
jump -= gravity;
if (Key.isDown(Key.LEFT)) {
_x -= speed;
_xscale = -scale;
}
if (Key.isDown(Key.RIGHT)) {
_x += speed;
_xscale = +scale;
}
while (_root.ground.hitTest(_x, _y+heig, true)) {
_y--;
jump = -5;
inair = false;
if (inair == false && Key.isDown(Key.UP)) {
jump = jumpheight;
inair = true;
}
}
while (_root.ground.hitTest(_x, _y-heig, true)) {
jump = -jump;
_y++;
}
while (_root.ground.hitTest(_x+wid, _y, true)) {
_x--;
}
while (_root.ground.hitTest(_x-wid, _y, true)) {
_x++;
}
}
onClipEvent (enterframe) {
if (_root.ground.hitTest(_root.player["oint"])){
_root.player._rotation -= 1;
trace("hit"
}else{
_root.player._rotation +=1;
trace("not"
}
}
found this in a website and made so changes
onClipEvent (load) {
var dir = 1;
var jmp:Boolean = false
var grav:Number = 0;
var speed:Number = 5;
var jumpHeight:Number = 12;
var setspeed:Number = speed;
var scale:Number = _xscale;
var ex:Number = 5;
this.gotoAndStop(2);
}
onClipEvent (enterFrame) {
grav++;
_y += grav;
function updateslopedot ()
{
_root.slopedot._y += grav;
while (_root.ground.hitTest (_root.slopedot._x, _root.slopedot._y, true))
{
_root.slopedot._y--;
}
}
while (_root.ground.hitTest(_x, _y, true)) {
_y--;
grav = 0;
jmp = false
}
if (Key.isDown(68))
{
_x += speed;
_xscale = scale;
this.dir = 1;
}
else if (Key.isDown(65))
{
_x -= speed;
_xscale = -scale;
this.dir = -1;
}
if (Key.isDown(87) && _root.ground.hitTest(_x, _y+3, true))
{
grav = -jumpHeight;
_y -= 4;
jmp = true;
}
_root.slopedot._x = this._x + (20 * this.dir);
_root.slopedot._y = this._y;
updateslopedot ();
rot1 = Math.atan2 (_root.slopedot._y - this._y, _root.slopedot._x - this._x);
this._rotation = rot1 * 180 / Math.PI;
deg = rot1 * 180 / Math.PI;
if (this.dir == -1)
{
this._rotation += 180;
}
if (jmp= true && deg>90)
{
this._rotation * .001
}
this._xscale = this.dir * Math.abs (this._xscale);
updateslopedot ();
}
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