I need to change
if (Key.isDown(90))
Into a function for the mouse key.
function atcEffect()
{
var _loc2 = _root;
var _loc3 = this;
for (i = 0; i < efNo1; i++)
{
ix = _loc2.getDeep();
var _loc1 = "ef" + ix;
_loc2.attachMovie("mainChar_effect", _loc1, ix + 1000);
_loc2[_loc1]._x = _loc3._x;
_loc2[_loc1]._y = _loc3._y;
_loc2[_loc1]._xscale = _loc2[_loc1]._yscale = Math.random() * 40 + 20;
_loc2[_loc1].speedX = Math.random() * 30 - 15;
_loc2[_loc1].speedY = Math.random() * 30 - 15;
} // end of for
} // End of the function
function Move()
{
var _loc1 = this;
if (Key.isDown(keyMoveUp))
{
if (_loc1._y > 0)
{
_loc1._y = _loc1._y + -nMove;
} // end if
} // end if
if (Key.isDown(KeyMoveDown))
{
if (_loc1._y < 500)
{
_loc1._y = _loc1._y + nMove;
} // end if
} // end if
if (Key.isDown(KeyMoveRight))
{
if (_loc1._x < 450)
{
_loc1.c.moveAction("right");
_loc1._x = _loc1._x + nMove;
} // end if
} // end if
if (Key.isDown(KeyMoveLeft))
{
if (_loc1._x > 0)
{
_loc1.c.moveAction("left");
_loc1._x = _loc1._x + -nMove;
} // end if
} // end if
} // End of the function
function hitCheck()
{
var _loc1 = this;
if (_root.area_shot.hitTest(_loc1._x, _loc1._y + 10, true))
{
_loc1.atcEffect();
_loc1.c._name = null;
lifeMode = 0;
hitMode = 0;
_loc1.gotoAndPlay("hit");
} // end if
} // End of the function
efNo1 = 20;
lifeMode = 1;
hitMode = 0;
mySound = new Sound(this);
keyMoveUp = 38;
keyMoveDown = 40;
keyMoveRight = 39;
keyMoveLeft = 37;
baseMove = 6;
this.onEnterFrame = function ()
{
var _loc1 = this;
if (lifeMode == 1)
{
_loc1.Move();
if (Key.isDown(90))
{
nMove = baseMove / 2;
_loc1.gotoAndStop("shot");
}
else
{
nMove = baseMove;
_loc1.gotoAndStop("normal");
} // end else if
if (Key.isDown(88))
{
_root.display.bomber();
} // end if
if (_currentframe < 25 && hitMode == 1)
{
_loc1.hitCheck();
} // end if
} // end if
};
I tried this but I am total nub at flash(just trying to convert my favorite game to PSP use-able-ness) and the z key is shoot, trying to make mouse key shoot :/
function atcEffect()
{
var _loc2 = _root;
var _loc3 = this;
for (i = 0; i < efNo1; i++)
{
ix = _loc2.getDeep();
var _loc1 = "ef" + ix;
_loc2.attachMovie("mainChar_effect", _loc1, ix + 1000);
_loc2[_loc1]._x = _loc3._x;
_loc2[_loc1]._y = _loc3._y;
_loc2[_loc1]._xscale = _loc2[_loc1]._yscale = Math.random() * 40 + 20;
_loc2[_loc1].speedX = Math.random() * 30 - 15;
_loc2[_loc1].speedY = Math.random() * 30 - 15;
} // end of for
} // End of the function
function Move()
{
var _loc1 = this;
if (Key.isDown(keyMoveUp))
{
if (_loc1._y > 0)
{
_loc1._y = _loc1._y + -nMove;
} // end if
} // end if
if (Key.isDown(KeyMoveDown))
{
if (_loc1._y < 500)
{
_loc1._y = _loc1._y + nMove;
} // end if
} // end if
if (Key.isDown(KeyMoveRight))
{
if (_loc1._x < 450)
{
_loc1.c.moveAction("right");
_loc1._x = _loc1._x + nMove;
} // end if
} // end if
if (Key.isDown(KeyMoveLeft))
{
if (_loc1._x > 0)
{
_loc1.c.moveAction("left");
_loc1._x = _loc1._x + -nMove;
} // end if
} // end if
} // End of the function
function hitCheck()
{
var _loc1 = this;
if (_root.area_shot.hitTest(_loc1._x, _loc1._y + 10, true))
{
_loc1.atcEffect();
_loc1.c._name = null;
lifeMode = 0;
hitMode = 0;
_loc1.gotoAndPlay("hit");
} // end if
} // End of the function
efNo1 = 20;
lifeMode = 1;
hitMode = 0;
mySound = new Sound(this);
keyMoveUp = 38;
keyMoveDown = 40;
keyMoveRight = 39;
keyMoveLeft = 37;
baseMove = 6;
shotthing = 0;
var mouseListener:Object = new Object();
mouseListener.onMouseDown = function() {
shotthing = 1;
}
mouseListener.onMouseUp = function() {
shotthing = 0;
}
Mouse.addListener(mouseListener);
this.onEnterFrame = function ()
{
var _loc1 = this;
if (lifeMode == 1)
{
_loc1.Move();
if (shotthing == 1)
{
nMove = baseMove / 2;
_loc1.gotoAndStop("shot");
}
else
{
nMove = baseMove;
_loc1.gotoAndStop("normal");
} // end else if
if (Key.isDown(88))
{
_root.display.bomber();
} // end if
if (_currentframe < 25 && hitMode == 1)
{
_loc1.hitCheck();
} // end if
} // end if
};