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dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND,
Main.SOUND_HIT, false, 1, 0));
}
playerMissileList.splice(ctr, 1);
dispose(tempMissile);
break missiles;
}
}
}
//loop through playerMissiles and check against enemy
var enemyMissileLength:int = enemyMissileList.length - 1;
emissiles:for (ctr = enemyMissileLength; ctr >= 0; ctr--) {
tempMissile = enemyMissileList[ctr]
missileHitPoint.x = tempMissile.nextX;
missileHitPoint.y = tempMissile.nextY;
if (tempMissile.bitmapData.hitTest(missileHitPoint, 255,
player.bitmapData, playerHitPoint) && !playerInvincible) {
player.healthPoints--;
if (player.healthPoints < 1) {
createExplode(EXPLODE_LARGE, player.x, player.y);
dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND,
Main.SOUND_PLAYER_EXPLODE, false, 1, 0));
lives--;
if (lives > 0) {
restartPlayer();
}else {
gameOver = true;
}
player.visible = false;
}else {
createExplode(EXPLODE_SMALL, tempMissile.x, tempMissile.y)
dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND,
Main.SOUND_HIT, false, 1, 0));
}
enemyMissileList.splice(ctr, 1);
dispose(tempMissile);
break emissiles;
}
}
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