checking if bullet is hitting the enemy or player in the code
i've tried a couple thing but more errors pop up when i fix one
code with not working hittest function removed:
import flash.display.MovieClip;
import flash.geom.Point;
import flash.events.Event;
import flash.events.MouseEvent;
//these booleans will check which keys are down
var leftDown: Boolean = false;
var upDown: Boolean = false;
var rightDown: Boolean = false;
var downDown: Boolean = false;
//how fast the character will be able to go
var mainSpeed: int = 5;
var mcMain: MovieClip;
Main();
Main();
//adding a listener to mcMain that will move the character
mcMain.addEventListener(Event.ENTER_FRAME, moveChar);
function moveChar(event: Event): void {
//checking if the key booleans are true then moving
//the character based on the keys
if (leftDown) {
mcMain.x -= mainSpeed;
}
if (upDown) {
mcMain.y -= mainSpeed;
}
if (rightDown) {
mcMain.x += mainSpeed;
}
if (downDown) {
mcMain.y += mainSpeed;
}
//keeping the main character within bounds
if (mcMain.x <= 0) {
mcMain.x += mainSpeed;
}
if (mcMain.y <= 0) {
mcMain.y += mainSpeed;
}
if (mcMain.x >= stage.stageWidth - mcMain.width) {
mcMain.x -= mainSpeed;
}
if (mcMain.y >= stage.stageHeight - mcMain.height) {
mcMain.y -= mainSpeed;
}
}
//this listener will listen for down keystrokes
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeysDown);
function checkKeysDown(event: KeyboardEvent): void {
//making the booleans true based on the keycode
//WASD Keys or arrow keys
if (event.keyCode == 37 || event.keyCode == 65) {
leftDown = true;
}
if (event.keyCode == 38 || event.keyCode == 87) {
upDown = true;
}
if (event.keyCode == 39 || event.keyCode == 68) {
rightDown = true;
}
if (event.keyCode == 40 || event.keyCode == 83) {
downDown = true;
}
}
//this listener will listen for keys being released
stage.addEventListener(KeyboardEvent.KEY_UP, checkKeysUp);
function checkKeysUp(event: KeyboardEvent): void {
//making the booleans false based on the keycode
if (event.keyCode == 37 || event.keyCode == 65) {
leftDown = false;
}
if (event.keyCode == 38 || event.keyCode == 87) {
upDown = false;
}
if (event.keyCode == 39 || event.keyCode == 68) {
rightDown = false;
}
if (event.keyCode == 40 || event.keyCode == 83) {
downDown = false;
}
}
// Code by Benoit Freslon.
// Tutorials, Flash games:
// http://www.benoitfreslon.com
// This object will always look at the mouse cursor
mcMain.addEventListener(Event.ENTER_FRAME, tankEnterFrame);
// This function will be launched every frame (25 times by seconds);
function tankEnterFrame(pEvt) {
// pEvt.currentTarget: myTank
var mc = pEvt.currentTarget;
// Get the radian angle between the tank and the cursor
// You can also replace mouseX and mouseY by another coordinates
var angleRadian = Math.atan2(mouseY - mc.y, mouseX - mc.x);
// Convert the radian angle in dedree angle
var angleDegree = angleRadian * 180 / Math.PI;
// Set the orientation
mc.rotation = angleDegree;
}
// Add a mouse down event on stage
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
function mouseDown(pEvent) {
// Create a new bullet
var b = new Bullet();
// Set his position to the tank position
b.x = mcMain.x;
b.y = mcMain.y;
// Save the randian angle between the mouse and the tank
// This angle will set the direction of the bullet
b.angleRadian = Math.atan2(mouseY - mcMain.y, mouseX - mcMain.x);
// Add an enter frame event on each bullet
b.addEventListener(Event.ENTER_FRAME, bulletEnterFrame);
// Add this display object on the display list
addChild(b);
}
// Velocity of each bullet
var speed = 8;
function bulletEnterFrame(pEvent) {
// Get the current object (Bullet)
var b = pEvent.currentTarget;
// Move this bullet on each frames
// On X axis use the cosinus angle
b.x += Math.cos(b.angleRadian) * speed;
// On Y axis use the sinus angle
b.y += Math.sin(b.angleRadian) * speed;
// Orient the bullet to the direction
b.rotation = b.angleRadian * 180 / Math.PI;
// You have to remove each created bullet
// So after every moves you must check bullet position
// If the bullet is out of the screen
if (b.x < 0 || b.x > 550 || b.y < 0 || b.y > 400) {
// Remove it from the display list
removeChild(b);
// /!\ AND REOMOVE HIS EVENT LISTER
b.removeEventListener(Event.ENTER_FRAME, bulletEnterFrame);
}
}
// player settings
var _moveSpeedMax: Number = 1000;
var _rotateSpeedMax: Number = 15;
var _decay: Number = .98;
var _destinationX: int = 150;
var _destinationY: int = 150;
var _minX: Number = 0;
var _minY: Number = 0;
var _maxX: Number = 550;
var _maxY: Number = 400;
// player
var _player: MovieClip
// global
var _dx: Number = 0;
var _dy: Number = 0;
var _vx: Number = 0;
var _vy: Number = 0;
var _trueRotation: Number = 0;
/**
* Constructor
*/
function Main() {
// create player object
createPlayer();
// add listeners
stage.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
}
/**
* Creates player
*/
function createPlayer(): void {
_player = new Player();
_player.x = stage.stageWidth / 2;
_player.y = stage.stageHeight / 2;
stage.addChild(_player);
}
/**
* EnterFrame Handlers
*/
function enterFrameHandler(event: Event): void {
updateCollision();
updatePosition();
updateRotation();
}
/**
* Calculate Rotation
*/
function updateRotation(): void {
// calculate rotation
_dx = _player.x - _destinationX;
_dy = _player.y - _destinationY;
// which way to rotate
var rotateTo: Number = getDegrees(getRadians(_dx, _dy));
// keep rotation positive, between 0 and 360 degrees
if (rotateTo > _player.rotation + 180) rotateTo -= 360;
if (rotateTo < _player.rotation - 180) rotateTo += 360;
// ease rotation
_trueRotation = (rotateTo - _player.rotation) / _rotateSpeedMax;
// update rotation
_player.rotation += _trueRotation;
}
/**
* Calculate Position
*/
function updatePosition(): void {
// update velocity
_vx += (_destinationX - _player.x) / _moveSpeedMax;
_vy += (_destinationY - _player.y) / _moveSpeedMax;
// if close to target
if (getDistance(_dx, _dy) < 50) {
getRandomDestination();
}
// apply decay (drag)
_vx *= _decay;
_vy *= _decay;
// update position
_player.x += _vx;
_player.y += _vy;
}
/**
* updateCollision
*/
function updateCollision(): void {
// Check X
// Check if hit top
if (((_player.x - _player.width / 2) < _minX) && (_vx < 0)) {
_vx = -_vx;
}
// Check if hit bottom
if ((_player.x + _player.width / 2) > _maxX && (_vx > 0)) {
_vx = -_vx;
}
// Check Y
// Check if hit left side
if (((_player.y - _player.height / 2) < _minY) && (_vy < 0)) {
_vy = -_vy
}
// Check if hit right side
if (((_player.y + _player.height / 2) > _maxY) && (_vy > 0)) {
_vy = -_vy;
}
}
/**
* Calculates a random destination based on stage size
*/
function getRandomDestination(): void {
_destinationX = Math.random() * (_maxX - _player.width) + _player.width / 2;
_destinationY = Math.random() * (_maxY - _player.height) + _player.height / 2;
}
/**
* Get distance
* @param delta_x
* @param delta_y
* @return
*/
function getDistance(delta_x: Number, delta_y: Number): Number {
return Math.sqrt((delta_x * delta_x) + (delta_y * delta_y));
}
/**
* Get radians
* @param delta_x
* @param delta_y
* @return
*/
function getRadians(delta_x: Number, delta_y: Number): Number {
var r: Number = Math.atan2(delta_y, delta_x);
if (delta_y < 0) {
r += (2 * Math.PI);
}
return r;
}
/**
* Get degrees
* @param radians
* @return
*/
function getDegrees(radians: Number): Number {
return Math.floor(radians / (Math.PI / 180));
}