Age/Gender: n/a, Male
Location: New Mexico
Job: Student
Rusty Air.
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Entry #7
Some big ones. I've switched from Flash 8 to CS3, this means I will now be using AS3. For those of you that don't know, AS3 is VERY different from AS2. It's so different I was set back to square 1 when I first switched. ("Uh, what happened to onEnterFrame?").
I'm progressing very quickly, but I'm still not as fluent as I was with AS2, so the flash that I upload may be simpler. If your using AS2 and are trying to use my Source/Script, you're just out of luck.
On a side note, progress with my game is going very smooth. Check it out. You'll notice a lot more features along with a laser sight. I've decided that bullets will be instantaneous, so that will solve most previous difficulties with the control scheme. Because I'm nice, I'll let you guys have a look at the script currently. It's not much, but damn it's functional:
var inc:int = 0;
var stalker1s:Array = new Array();
var stalker2s:Array = new Array();
//User-Defined Functions.
function addStalker1(xcor:Number,ycor:Number) {
var stalker1:stalker1_link = new stalker1_link();
stalker1s.push(stalker1);
stage.addChild(stalker1);
with (stalker1) {
x = xcor;
y = ycor;
}
}
function addStalker2(xcor:Number,ycor:Number) {
var stalker2:stalker2_link = new stalker2_link();
stalker2s.push(stalker2);
stage.addChild(stalker2);
with (stalker2) {
x = xcor;
y = ycor;
}
}
addStalker1(0,0);
addStalker1(67,87);
addStalker2(0,0);
addStalker2(67,45);
//Player's Variables.
var xc1:Number = 0;
var yc1:Number = 0;
var xc2:Number = 0;
var yc2:Number = 0;
var dx:Number = 0;
var dy:Number = 0;
var vx:Number = 0;
var vy:Number = 0;
var it:Number = .5;
var sp:Number = 60;
var fr:Number = .99;
var glow_inc:Number = 0;
var laser_flag:Boolean = false;
var laser_x:Number = 0;
var laser_y:Number = 0;
var has_clicked:Boolean = false;
var sling_line:Sprite = new Sprite();
stage.addChild(sling_line);
var laser_sight:Sprite = new Sprite();
stage.addChild(laser_sight);
stage.addEventListener(MouseEvent.MOUS E_DOWN, mouseDown);
function mouseDown(evnt:MouseEvent):void {
has_clicked = true;
xc1 = root.mouseX;
yc1 = root.mouseY;
}
stage.addEventListener(MouseEvent.MOUS E_UP, mouseUp);
function mouseUp(evnt:MouseEvent):void {
has_clicked = false;
vx = dx/sp+vx*it;
vy = dy/sp+vy*it;
sling_line.graphics.clear();
laser_sight.graphics.clear();
}
stage.addEventListener(Event.ENTER_FRA ME, enterFrame);
function enterFrame(evnt:Event):void {
//Enemy's Actions.
for (inc = 0; inc<stalker1s.length; inc++) {
var stalker1:MovieClip = stalker1s[inc];
stalker1.x += 2*(player.x-stalker1.x)/Math.sqrt((pla yer.x-stalker1.x)*(player.x-stalker1.x )+(player.y-stalker1.y)*(player.y-stal ker1.y));
stalker1.y += 2*(player.y-stalker1.y)/Math.sqrt((pla yer.x-stalker1.x)*(player.x-stalker1.x )+(player.y-stalker1.y)*(player.y-stal ker1.y));
stalker1.rotation = Math.atan2(player.y-stalker1.y, player.x-stalker1.x)*180/Math.PI;
}
for (inc = 0; inc<stalker2s.length; inc++) {
var stalker2:MovieClip = stalker2s[inc];
stalker2.x += 3*(player.x-stalker2.x)/Math.sqrt((pla yer.x-stalker2.x)*(player.x-stalker2.x )+(player.y-stalker2.y)*(player.y-stal ker2.y));
stalker2.y += 3*(player.y-stalker2.y)/Math.sqrt((pla yer.x-stalker2.x)*(player.x-stalker2.x )+(player.y-stalker2.y)*(player.y-stal ker2.y));
stalker2.rotation = Math.atan2(player.y-stalker2.y, player.x-stalker2.x)*180/Math.PI;
}
//Player's Actions.
vx *= fr;
vy *= fr;
if (Math.sqrt(vx*vx+vy*vy)<.3) {
vx = 0;
vy = 0;
}
player.x += vx;
player.y += vy;
xc2 = root.mouseX;
yc2 = root.mouseY;
if (has_clicked == true) {
dx = xc1-xc2;
dy = yc1-yc2;
with (sling_line) {
graphics.clear();
graphics.lineStyle(1,0xFFFFFF,1/Math.p ow((dx*dx+dy*dy),.25)+.1);
graphics.moveTo(xc1, yc1);
graphics.lineTo(xc2, yc2);
}
with (laser_sight) {
graphics.clear();
graphics.lineStyle(1, 0xDD2222, .7);
graphics.moveTo(player.x, player.y);
}
laser_flag = false;
laser_x = player.x;
laser_y = player.y;
while (laser_flag == false) {
laser_x += 3*Math.cos(Math.atan2(dy, dx));
laser_y += 3*Math.sin(Math.atan2(dy, dx));
if (laser_x<0 || laser_y<0 || laser_x>stage.stageWidth || laser_y>stage.stageHeight) {
laser_flag = true;
}
for (inc=0; inc<stalker1s.length; inc++) {
stalker1 = stalker1s[inc];
if (stalker1.hitTestPoint(laser_x,laser_y ,true)) {
laser_flag = true;
}
}
for (inc=0; inc<stalker2s.length; inc++) {
stalker2 = stalker2s[inc];
if (stalker2.hitTestPoint(laser_x,laser_y ,true)) {
laser_flag = true;
}
}
}
laser_sight.graphics.lineTo(laser_x, laser_y);
}
player.rotation = Math.atan2(dy, dx)*180/Math.PI;
if (player.x < 0) {
player.x = 0;
vx *= -.8;
}
if (player.y < 0) {
player.y = 0;
vy *= -.8;
}
if (player.x>stage.stageWidth) {
player.x = stage.stageWidth;
vx *= -.8;
}
if (player.y>stage.stageHeight) {
player.y = stage.stageHeight;
vy *= -.8;
}
var glow:GlowFilter = new GlowFilter(0xABBBBA,1,Math.sin(glow_in c)*2+12,Math.sin(glow_inc)*2+12,1,5,fa lse,true);
player.filters = [glow];
glow_inc += .2;
}
I won't be uploading anything new for a while. This project is too ambitious. Feel free to leave any comments.
EDIT FEBRUARY 15, 2008.
I was going to post in a new page, but I'll think from now on I'll just constantly update this page. I stayed home today, and worked on this:
YOU CAN SHOOT AND KILL THEM NAO.
Space to shoot.
EDIT FEBRUARY 22, 2008.
Progress is slowing. Schoolwork is piling up so I've been very busy, not to mention I have the attention span of a mosquito. I've scripted several new enemies, but you only see 2 for spoiler reasons. I'm also simultaneously working on another project. I've called it "MD" for brevity, and It should be done in about 3 weeks.
Comment if you'd like.
EDIT MARCH 1, 2008
Things look bright. I'm spending the weekend In Phoenix so I've got all the time in the world. I'm also designing the shell of the flash, and it's looking great.
EDIT MARCH 8, 2008
I've been working on some other stuff at the moment and Flash keeps keeps giving me null object reference warnings, so It's been getting tougher. I started a little journal to keep my ideas, so I don't forget.
Updated: 03/08/08 4:51 AM Log in to comment! | Share this!The People Have Spoken
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