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by As I announced in the , I am extremely busy right now.
Luckily for you, a member of the community has already stepped up and written a Part 13 for this side scrolling tutorial.
In this tutorial, you’ll learn to create “bumper” objects for y our enemies to interact with, which will let them patrol back and forth.
You’ll also look for collisions between the player and the enemies, so you can take damage in your game.
Cool.
I’ll hand it over now to the newest guest writer around here, (thanks.
so in lucky lesson 13, in this guest tutorial, I’ve picked up where the last lesson left off in the side scrolling platform game.
Once you’ve created the bumper square, select the bumper, .
As mentioned in the last lesson, .
If you need a refresher on what all the settings are for, refer to.
package { import flash .display.
MovieClip; import flash .events.
Event; public class Bumper extends MovieClip{ public function Bumper(xLocation:int, yLocation:int) { // constructor code x = xLocation; y = yLocation; addEventListener(Event.
ENTER_FRAME, bumperloop); } public function bumperloop(e:Event):void{ //code here } } } var bumperList:Array = new Array(); function addBumpersToLevel1():void { addBumper(500, -115); addBumper(740, -115); } function addBumper(xLocation:int.
yLocation); back.addChild(bumper); bumperList.push(bumper); } package { import flash.display.
MovieClip; import flash .events.
Event;public class Enemy extends MovieClip { private var xSpeedConst:int = 2; private var flip:int = 1; public function Enemy(xLocation:int, yLocation:int) { // constructor code x = xLocation; y = yLocation; addEventListener(Event.
ENTER_FRAME, loop); } public function loop(e:Event):void { if ((flip%2) == 1){ x += xSpeedConst; } else if((flip%2) == 0){ x += (-xSpeedConst); } } public function removeSelf():void { trace("remove enemy"); removeEventListener(Event.
ENTER_FRAME, loop); this.parent.removeChild(this); } public function changeDirection():void{ trace("x ="+x); flip++; } } } //corralling the bad guys with bumpers if (enemyList.length > 0){ //enemies left in the enemyList.
for (var k:int = 0; k < enemyList.length; k++){ // for each enemy in the enemyList if (bumperList.length > 0){ for (var h:int = 0; h < bumperList.length; h++){ // for each bumper in the List if ( enemyList[k].hitTestObject(bumperList
yLocation); back.addChild(bumper); bumper.visible = false; bumperList.push(bumper); } Source Files:.
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49 comments on “”.
mojmon.
immrsam nitacawo Just finished tuts and had some pain to remove them myself.
The proper way to remove enemies and bumpers due to array system would be.
creating a function.
Its not explained here but if you followed tuts you would probably try ++ like Tyler and I did first.
It wont work properly due to array system.
You can read more info here.
tyler tyler Nick.
Nick.
tyler.
TheLibyan.
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FenderFalcon.
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Matt.
I made an animated enemy and then hitTestObject not work when fired at the enemy.
How to fix it.
I want the enemy to be animated.
I also noticed that in your example, sometimes the protagonist falls into the earth.
How to fix it.
And I would like to learn how to add different enemies.
Thank you.
At least if you know the answer to one of the questions, contact me at my e-mail or comment here.
flash.
Flash.
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