Game Development Reference
In-Depth Information
course through the frame animation. Add all of the following code to the current update function in
the existing code:
//** added in the final Game.as **
if (playerInvincibleCountDown) {
if (playerInvincibleCount % 2 == 0) {
//blink player
player.visible = !player.visible
}
}
//player missiles
var playerMissileLength:int = playerMissileList.length - 1;
for (ctr = playerMissileLength; ctr >= 0; ctr--) {
tempMissile = playerMissileList[ctr];
tempMissile.nextX = tempMissile.x + tempMissile.dx ;
tempMissile.nextY = tempMissile.y + tempMissile.dy ;
if (tempMissile.nextY <= yMin-.5*tileHeight ||
tempMissile.nextY >= yMax+.4*tileHeight ||
tempMissile.nextX <= xMin-.5*tileWidth ||
tempMissile.nextX >= xMax+.5*tileWidth) {
playerMissileList.splice(ctr,1);
dispose(tempMissile);
}else if (checkHitWall(tempMissile)) {
playerMissileList.splice(ctr, 1);
createExplode(EXPLODE_SMALL, tempMissile.x, tempMissile.y);
dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND,
Main.SOUND_HIT_WALL, false, 1, 0));
dispose(tempMissile);
}
}
//enemy missiles
var enemyMissileLength:int = enemyMissileList.length - 1;
for (ctr = enemyMissileLength; ctr >= 0; ctr--) {
tempMissile = enemyMissileList[ctr];
tempMissile.nextX = tempMissile.x + tempMissile.dx;
tempMissile.nextY = tempMissile.y + tempMissile.dy;
if (tempMissile.nextY <= yMin-.5*tileHeight ||
tempMissile.nextY >= yMax+.4*tileHeight ||
tempMissile.nextX <= xMin-.5*tileWidth ||
tempMissile.nextX >= xMax+.5*tileWidth) {
enemyMissileList.splice(ctr,1);
dispose(tempMissile);
}else if (checkHitWall(tempMissile)) {
enemyMissileList.splice(ctr, 1);
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