Game Development Reference
In-Depth Information
tempEnemy = new EnemyImage()
tempEnemy.speed = 1 + level;
tempEnemy.y = -25;
tempEnemy.x = Math.floor(Math.random()*515)
addChild(tempEnemy);
enemies.push(tempEnemy);
}
}
public function moveEnemies() {
var tempEnemy:MovieClip;
for (var i:int = enemies.length-1;i>=0;i--) {
tempEnemy = enemies[i];
tempEnemy.y+=tempEnemy.speed;
if (tempEnemy.y > 435) {
removeEnemy(i);
}
}
var tempMissile:MovieClip;
for (i=missiles.length-1;i>=0;i--) {
tempMissile = missiles[i];
tempMissile.y-=tempMissile.speed;
if (tempMissile.y < -35) {
removeMissile(i);
}
}
var tempExplosion:MovieClip;
for (i=explosions.length-1;i>=0;i--) {
tempExplosion = explosions[i];
if (tempExplosion.currentFrame >= tempExplosion.totalFrames) {
removeExplosion(i);
}
}
}
public function testCollisions() {
var tempEnemy:MovieClip;
var tempMissile:MovieClip;
enemy: for (var i:int=enemies.length-1;i>=0;i--) {
tempEnemy = enemies[i];
for (var j:int = missiles.length-1;j>=0;j--) {
tempMissile = missiles[j];
if (tempEnemy.hitTestObject(tempMissile)) {
score++;
scoreText.text = score.toString();
makeExplosion(tempEnemy.x, tempEnemy.y);
removeEnemy(i);
removeMissile(j);
break enemy;
}
}
}
for (i=enemies.length-1;i>=0;i--) {
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