• Unity Game
  • Resume
  • Flash Game
  • Roller Ball Lesson
  • RB Lesson Vids and Resouces
    • Section 1
    • Section 2
    • Section 3
    • Section 4
    • Section 5
    • Section 6
    • Section 7
    • Roller Ball Resources
  • Action Script Examples
    • GameMain.as
 Aaron Szczurek Scripter Artist
txt2html

package
{

        //fash packages to import
        import flash.display.MovieClip
        import flash.events.KeyboardEvent;
        import flash.events.Event;
        import flash.text.Font;
        import flash.text.TextField;
        import flash.events.MouseEvent;
        import flash.ui.Keyboard;
        import flash.geom.Point;
        import flash.media.Video;
        import flash.media.SoundMixer;
        
        //import all flash .net packages
        import flash.net.*;
        
        //costum classes to import
        import EyeBullet;
        import EnemyFlower;
        
        public class GameMain extends MovieClip
        {
                //main player variable
                public var _player:Player;
                
                //player movement variables
                public const GRAVITY:Number = 2;
                public const BOUNCE_FACTOR:Number = 0.8;
                public const HIT_FORCE:Number = 20;
                private var _vx:Number;
                private var _vy:Number;
                
                //boundries and spawn point variables
                public var _pSpawnPoint:PSpawnPoint;
                public var spawn:Boolean;
                public var _boundries:Boundries;
                public var boundArray:Array = [];
                public var curBound:Array = [];
                
                //sky movement variables
                public var _starBoundries:StarBoundries;
                public var _cloudsSky:CloudsSky;
                public var _starSky:StarSky;
                public var skyArray:Array = [];
                public var curSky:Array = [];
                public var starSkyGo:Boolean;
                public var forward:Boolean;
                public var moveCnt:int;
                
                //player health variables
                public var _healthBar:HealthBar;
                public var _barColor:BarColor;
                public var maxHP:int;
                public var currentHP:int;
                public var percentHP:Number;
                
                //collision variales
                public var _eastCloudsCollision:CloudsCollision;
                public var _westCloudsCollision:CloudsCollision;
                public var _northCloudsCollision:CloudsCollision;
                public var _southCloudsCollision:CloudsCollision;
                
                //scoring variables
                public var score:Boolean;
                public var left:Boolean;
                public var bounceCnt:int;
                public var sharedObject:SharedObject; 
                public var sScore:Number;
                public var _bounces:TextField;
                public var _highScore:TextField;
                public var _save:TextField;
                
                //level changing variables
                public var _keyDoor:KeyDoor;
                public var _key:Key;
                public var keyCollected:Boolean;
                public var doorOpen:Boolean;
                public var downPressed: Boolean;
                public var currentLevel:int;
                
                //animation state variables
                public var animationState: String = "idleAnim";
                public var _playerRunAnim:PlayerRunAnim;
                public var _playerJumpUpAnim:PlayerJumpUpAnim;
                
                //enemy variables
                public var _eyeGunJump:PlayerEyeGun;
                public var eyeBulletList:Array = [];
                public var eyeBulletR:EyeBullet;
                public var eyeBulletJ:EyeBullet;
                public var eyeBulletI:EyeBullet;
                var enemyFlowerList:Array = [];
                public var _ef1:EnemyFlower;
                public var _ef2:EnemyFlower;
                public var _ef3:EnemyFlower;
                public var _ef4:EnemyFlower;
                public var _ef5:EnemyFlower;
                public var _ef6:EnemyFlower;
                public var _ef7:EnemyFlower;
                public var _ef8:EnemyFlower;
                public var _ef9:EnemyFlower;
                
                //music player variables
                public var _previousBtn:PlayBtn;
                public var _nextBtn:PlayBtn;
                public var _pauseBtn:PauseBtn;
                public var _musicTracks:MusicTracks;
                public var musicState: String = "workingMansBlues";
                public var musicTracksList:Array = [];
                public var musicCnt:int = 0;
                public var pause:Boolean = false;
                public var _musicStateTxt:TextField;
                public var _musicStateTxt2:TextField;
                
                public function GameMain():void
                
                {
                        //load the enemyFlowerList with these items
                        enemyFlowerList[0]=_ef1;
                        enemyFlowerList[1]=_ef2;
                        enemyFlowerList[2]=_ef3;
                        enemyFlowerList[3]=_ef4;
                        enemyFlowerList[4]=_ef5;
                        enemyFlowerList[5]=_ef6;
                        enemyFlowerList[6]=_ef7;
                        enemyFlowerList[7]=_ef8;
                        enemyFlowerList[8]=_ef9;
                        
                        //load the musicTrackList with these items
                        musicTracksList[0]="workingMansBlues";
                        musicTracksList[1]="mabelsDream";
                        musicTracksList[2]="everyTub";
                        sharedObject = SharedObject.getLocal("test"); // give the save data a location
                        sScore = Number(_highScore.text); //start with 0 score
                        
                        //update boundries every time class is called
                        boundArray[0] = _boundries;
                        boundArray[1] = _starBoundries;
                        for (var boundCnt:int; boundCnt < boundArray.length; boundCnt++)
                        {
                                if (boundArray[boundCnt] != null)
                                {
                                        curBound[0] = boundArray[boundCnt];
                                }
                        }
                        
                        //update sky every time class is called
                        skyArray[0] = _cloudsSky;
                        skyArray[1] = _starSky;
                        for (var skyCnt:int; skyCnt < skyArray.length; skyCnt++)
                        {
                                if (skyArray[skyCnt] != null)
                                {
                                        curSky[0] = skyArray[skyCnt];
                                }
                        }
                        updateLevel(currentLevel);
                        
                        //set focus for keyboard input 
                        stage.focus = stage;
                        
                        //add event listener for updating the screen
                        this.addEventListener(Event.ENTER_FRAME, enterFrameHandler);
                        
                        //add event listener for updating key presses
                        stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
                        stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
                        
                        //add event listener for updating mouse clicks for the specified buttons
                        _tryAgainBtn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndStopAtFrame_2);
                        _previousBtn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame);
                        _nextBtn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_3);
                        _pauseBtn.addEventListener(MouseEvent.CLICK, fl_ClickToPauseVideo);
                        _doanloadBtn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToWebPage);
                        
                        //make sure that these conditions are set thus every time this class is called
                        bounceCnt = 0;
                        _bounces.text = String(bounceCnt);
                        currentLevel = 1;
                        _player.visible = false;
                        _player.buttonMode = false;                     
                        _itemBox._HUDkey.visible = false;
                        left = false;
                        score = true;
                        spawn = true;
                        if (currentLevel == 3)
                        {
                                spawn = false;
                                curBound[0].visible = false;
                        }
                        
                        //set the high score to the save score every time this class is called
                        _highScore.text = String(sScore);
                        
                }
                
                private function enterFrameHandler(e:Event):void
                {
                        _musicStateTxt.selectable = false
                        _musicStateTxt2.selectable = false
                        
                        //logic to change the music track of the music player
                        if(musicCnt == 0)
                        {
                                _musicStateTxt.visible = true;
                                _musicStateTxt2.visible = false;
                                _musicStateTxt.text = "Working Man's Blues";
                        }
                        if(musicCnt == 1)
                        {
                                _musicStateTxt.visible = true;
                                _musicStateTxt2.visible = false;
                                _musicStateTxt.text = "Mabel's Dream";
                        }
                        if(musicCnt == 2)
                        {
                                _musicStateTxt.visible = false;
                                _musicStateTxt2.visible = true;
                                _musicStateTxt2.text = "Every Tub";
                                
                        }
                        
                        //hides the player and bouondries if spawn has not occurred 
                        if(!spawn)
                        {
                                _player.visible = false;
                                curBound[0].visible = false;
                        }
                        
                        _highScore.text = String(sScore);
                        
                        //tests to see if an enemy hit us or we hit an enemy an updates accordingly
                        EnemyHit ();
                        if(_player.currentLabel != animationState)
                        {
                                _player.gotoAndStop(animationState);
                        }
                        
                        //logic to stop the music player
                        if(!pause && _musicTracks.currentLabel != musicState)
                        {
                                SoundMixer.stopAll();
                                _musicTracks.gotoAndStop(musicState);
                        }
                        else if (pause)
                        {
                                _musicStateTxt.visible = false;
                                _musicStateTxt2.visible = true;
                                _musicStateTxt2.text = "Stopped";
                                _musicStateTxt.wordWrap = true;
                                SoundMixer.stopAll();
                                trace("stop");
                        }
                        
                        //updated to switch between boundries on a given level
                        boundArray[0] = _boundries;
                        boundArray[1] = _starBoundries;
                        for (var boundCnt:int; boundCnt < boundArray.length; boundCnt++)
                        {
                                if (boundArray[boundCnt] != null)
                                {
                                        curBound[0] = boundArray[boundCnt];
                                }
                        }
                        
                        //updated to switch between skies on a given level
                        skyArray[0] = _cloudsSky;
                        skyArray[1] = _starSky;
                        for (var skyCnt:int; skyCnt < skyArray.length; skyCnt++)
                        {
                                if (skyArray[skyCnt] != null)
                                {
                                        curSky[0] = skyArray[skyCnt];
                                }
                        }
                        //gravitate the player that is being updated
                        _vy += GRAVITY;
                        
                        //move the player that is being updated
                        _player.x += _vx;
                        _player.y += _vy;
                        
                        //sky move logic that is being updated
                        moveCnt ++;
                        if (moveCnt == 1000 && forward)
                        {
                                moveCnt = 0;
                                forward = false;
                                trace(forward);
                        }
                        if (moveCnt == 1000 && !forward)
                        {
                                moveCnt = 0;
                                forward = true;
                                trace(forward);
                        }
                        //move the given sckys on incrimental paths along the x axis
                        moveSky();
        
                        //process collisions that are being updated
                        processCollisions();
                        
                        //scroll the stage and keep player in the middle of screen
                        scrollStage();
                        
                        if(sharedObject.data.savedScore == null) //null check
                        { 
                                sharedObject.data.savedScore = sScore; // set the savedScore to 0
                        } 
                        else 
                        {
                                loadData(); // load the data
                        }
                        updateScoreText(); //update the high score text field
                        
                        keyHandler ();
                        
                }
                
                private function keyDownHandler(e:KeyboardEvent):void
                {
                        switch (e.keyCode)
                        {
                                case 37:  //left arrow moves player left
                                if (left)
                                {
                                        _vx = -7;
                                        _player.scaleX = -1;
                                }
                                left = true;
                                break;
                                
                                case 38:  //up arrow moves player up and forward faster, 
                                          //turns on rocket pack animation
                                animationState = "jumpUpAnim"
                                _vy = -20;
                                if(left)
                                {
                                        _vx = -10;
                                }
                                else if (!left)
                                {
                                        _vx = 10;
                                }
                                break;
                                
                                case 39: //right arrow moves player right
                                if(!left)
                                {
                                        _vx = 7;
                                        _player.scaleX = 1;
                                }
                                left = false;
                                break;
                                
                                case 32: //space bar fires bullets
                                fireBullet();
                                //these conditions will turn on the eye bullet animations if the player's animation
                                //state matches the given condition
                                if (animationState == "jumpUpAnim")
                                {
                                    MovieClip(_player._playerJumpUpAnim.getChildByName("_eyeGunJump"))
                                    .gotoAndPlay(2);
                                }
                                else if (animationState == "runAnim" )
                                {
                                    MovieClip(_player._playerRunAnim.getChildByName("_eyeGunRun"))
                                    .gotoAndPlay(2);
                                }
                                else if (animationState == "idleAnim" )
                                {
                                    MovieClip(_player._playerIdleAnim.getChildByName("_eyeGunIdle"))
                                    .gotoAndPlay(2);
                                }
                                
                                default:
                                
                        }
                        
                        if(e.keyCode == Keyboard.DOWN)
                        {
                                downPressed = true;
                                if(doorOpen && _player.hitTestObject(curBound[0]._keyDoor))
                                {
                                        //proceed to the next level if the player is touching an open door
                                        nextLevel();
                                }
                        }
                }
                
                private function keyUpHandler(e:KeyboardEvent):void
                {
                        switch (e.keyCode)
                        {
                                //these cases will turn the x velocity of if the corresponding buttons are not 
                                //being pushed
                                case 37:
                                case 39:
                                _vx = 0;
                                break;
                                default:
                        }
                }
                
                private function processCollisions():void
                {
                        if(spawn)
                        {
                                if (_vy > 0)
                                {
                                        //respawn if player falls of the stage
                                        if (spawn && _player.y > stage.stageHeight)
                                        {
                                                _player.x = _pSpawnPoint.x;
                                                _player.y = _pSpawnPoint.y;
                                                curBound[0].x = 0;
                                                curBound[0].y = 0;
                                                _vy = 0;
                                        }
                                        //otherwise, process collisions with boundries
                                        else
                                        {
                                                var collision:Boolean = false;
                                                
                                                if (curBound[0].hitTestPoint(_player.x, _player.y, true))
                                                {
                                                        collision = true;
                                                }
                                                
                                                if (collision)
                                                {
                                                        _player.visible = true;
                                                        
                                                        while(collision)
                                                        {
                                                                //this command keeps the player above the collision
                                                                //objects
                                                                _player.y -= 1;
                                                                
                                                                //these condition switch the animation state of the
                                                                //avitar depending on the avitars x an y velocity as
                                                                //recorded from the players inputs
                                                                if(_vx > 4)
                                                                {
                                                                        animationState = "runAnim";
                                                                }
                                                                else if(_vx > .1)
                                                                {
                                                                        animationState = "walkAnim";
                                                                }
                                                                else if(_vx < -4)
                                                                {
                                                                        animationState = "runAnim";
                                                                }
                                                                else if(_vx < -.1)
                                                                {
                                                                        animationState = "walkAnim";
                                                                }
                                                                else
                                                                {
                                                                        animationState = "idleAnim";
                                                                }
                                                                collision = false;
                                                                
                                                                //this will tell the code if the player's avitar is
                                                                //colliding with the collision boundry objects
                                                                if (curBound[0].hitTestPoint(_player.x, _player.y,
                                                                    true))
                                                                {
                                                                        collision = true;
                                                                }
                                                        }
                                                        //set the up velocity back to 0, so the avitar does not fly
                                                                                  off into space
                                                        _vy = 0;
                                                        
                                                }
                                        }
                                }
                        }       
                }
                
                private function scrollStage():void
                {
                        if (spawn)
                        {
                                //these commands make everything on the level follow the player when they move their
                                //avitar
                                curBound[0].x += (stage.stageWidth * 0.5) - _player.x;
                                curBound[0].y += (stage.stageWidth * 0.5) - _player.y;
                                //these commands will keep the player avitar and the spawn point in the middle of the
                                //screen as they move
                                _player.x = stage.stageWidth * 0.5;
                                _player.y = stage.stageWidth * 0.5;
                                _pSpawnPoint.x = stage.stageWidth * 0.5;
                        }
                }
                private function updateHealthBar():void
                {
                        percentHP = currentHP / maxHP; //set hp percent
                        _healthBar._barColor.scaleX = percentHP; //use that percent to change the length of the
                                                                 //health bar
                }
                private function moveSky ():void
                {
                        //move the clouds forward and backward on a incrimental timer
                        if(forward)
                        {
                                curSky[0].x += .2;
                        }
                        else if(!forward)
                        {
                                curSky[0].x += .2;
                        }
                        //move the stars forward and backward on a different incrimental timer than the clouds
                        if (forward && starSkyGo)
                        {
                                curSky[0].x += .1;
                        }
                        else if (!forward && starSkyGo)
                        {
                                curSky[0].x -= .1;
                        }
                }
                
                function saveData():void
                {
                        sharedObject.data.savedScore = sScore; // set the saved score to the current score
                        sharedObject.flush(); // immediately save to the local drive
                }
                
                function loadData():void
                {
                         sScore = sharedObject.data.savedScore; // set the variable sScore to the saved score so we
                                                                //have something to update the highscore from level
                                                                //to level, game to game
                }
                 
                function updateScoreText():void
                {
                         _save.text = String(Number(sScore)); // set the text property of the txtScore to the saved
                                                              //score
                }
                function keyHandler ()
                {
                        if(keyCollected == false)// if we still haven't collected the key
                        { 
                                if(_player.hitTestObject(curBound[0]._key))// if the player collides with the key
                                { 
                                        curBound[0]._key.visible = false; // hide the key from game view
                                        keyCollected = true; // set our Boolean to true
                                        score = true;
                                        _itemBox._HUDkey.visible = true; // make the HUD key appear
                                }
                        }
                        
                        if(doorOpen == false)// if the door hasn't been opened yet
                        { 
                                if(keyCollected == true)// if the player has already collected the key
                                { 
                                        if(_player.hitTestObject(curBound[0]._keyDoor)) // check if the door and the
                                                                                        // player are touching
                                        { 
                                                UpdateHighScore();
                                                curBound[0]._keyDoor.gotoAndStop(2); // switch the door's image to
                                                                                     // its 2nd frame
                                                doorOpen = true; 
                                                _itemBox._HUDkey.visible = false; // take the key away from the HUD
                                                                                  // display
                                        }
                                }
                        }
                }
                
                function nextLevel():void
                {
                        //this will advance the level that the player is on by incriminating the currentLevel counter
                        //variable and 
                        //then call on the updateLevel method for the given increment condition
                        currentLevel++;
                        if(currentLevel == 3)
                        {
                                currentLevel = 1
                                updateLevel(currentLevel);
                        }
                        if(currentLevel == currentLevel)
                        {
                                updateLevel(currentLevel);
                        }
                }
                
                function updateLevel(levelNum:int):void
                {                       
                        trace("levelNum" + levelNum);
                        if(levelNum == 2)
                        {
                                //these are level 2 loading conditions
                                SoundMixer.stopAll();
                                musicCnt = 1;
                                musicState = "mabelsDream";
                                _musicStateTxt.visible = true;
                                _musicStateTxt2.visible = false;
                                _musicStateTxt.text = "Mabel's Dream";
                                starSkyGo = true;                               
                                _highScore.text = String(sScore);
                                spawn = true;
                                
                        }
                        else if(levelNum == 3)
                        {
                                //these are level 3 or retry level loading conditions
                                SoundMixer.stopAll();
                                musicState = "everyTub";
                                _healthBar._barColor.scaleX = maxHP;
                                musicCnt = 2;
                                _musicStateTxt.visible = false;
                                _musicStateTxt2.visible = true;
                                _musicStateTxt2.text = "Every Tub";
                                
                        }
                        else
                        //these are default level loading conditions
                        if (sScore >= 50)
                        {
                                SoundMixer.stopAll();
                                musicCnt = 2;
                                musicState = "everyTub";
                                _musicStateTxt.visible = false;
                                _musicStateTxt2.visible = true;
                                _musicStateTxt2.text = "Every Tub";
                        }
                        gotoAndStop(levelNum);
                        _player.x = _pSpawnPoint.x;
                        _player.y = _pSpawnPoint.y;
                        curBound[0].x = 0;
                        curBound[0].y = 0;
                        _vy = 0;
                        _vx = 0;
                        keyCollected = false; //resets the keyCollected variable
                        curBound[0]._key.visible = true; //makes the key visible again
                        doorOpen = false; //resets the doorOpen variable
                        curBound[0]._keyDoor.gotoAndStop(1); //makes the door return to its locked image
                        downPressed = false;
                        currentLevel = levelNum;
                        
                        maxHP = 100;
                        currentHP = maxHP;
                        
                        forward = true;
                        moveCnt = 0;
                
                        _bounces.text = "0";
                        _highScore.text = String(sScore);
                        score = true;
                        updateScoreText();
                        spawn = true;
                }
                
                function fl_ClickToGoToAndStopAtFrame_2(event:MouseEvent):void
                {
                        updateLevel(1); //this will restart the game from the first level when the player pushes the
                                        //given retry button
                }
                
                function fl_ClickToGoToAndPlayFromFrame(event:MouseEvent):void
                {
                        //this will start music if stopped and cycle trough to one of three tracks in the negative
                        //direction when the corresponding previous button is pushed
                        pause = false;
                        SoundMixer.stopAll();
                        musicCnt--;
                        if(musicCnt > 2)
                        {
                                musicCnt = 0;
                        }
                        if(musicCnt < 0)
                        {
                                musicCnt = 2;
                        }
                        trace(musicCnt);
                        trace(musicTracksList[musicCnt]);
                        musicState = musicTracksList[musicCnt];
                }
                function fl_ClickToGoToAndPlayFromFrame_3(event:MouseEvent):void
                {
                        //this will start music if stopped and cycle trough to one of three tracks in the positive
                        //direction when the corresponding next button is pushed
                        pause = false;
                        SoundMixer.stopAll();
                        musicCnt++;
                        if(musicCnt > 2)
                        {
                                musicCnt = 0;
                        }
                        if(musicCnt < 0)
                        {
                                musicCnt = 2;
                        }
                        trace(musicCnt);
                        trace(musicTracksList[musicCnt]);
                        musicState = musicTracksList[musicCnt];
                        
                }
                function fl_ClickToPauseVideo(event:MouseEvent):void
                {
                        
                        if (!pause)
                        {
                                pause = true; //this will prevent music from being played
                                trace(pause);
                        }
                }
                function fl_ClickToGoToWebPage(event:MouseEvent):void
                {
                        navigateToURL(new URLRequest
                        ("http://jazz-on-
                        line.com/artists/King_Oliver.htm"), "_blank"); 
                        //opens a blank web page to the given link in the first set of " "
                }
                
                function fireBullet():void 
                {
                var playerDirection:String;
                        if(_player.scaleX < 0)
                        {
                                playerDirection = "left"; //changes the way the player's bullets are facing to left
                        } 
                        else if(_player.scaleX > 0)
                        {
                                playerDirection = "right"; //changes the way the player's bullets are facing to right
                        }
                        if(animationState == "jumpUpAnim")
                        {
                                eyeBulletJ = new EyeBullet(_player.x,_player.y - 140, playerDirection); 
                                //initializes the eye bullets at the proper location for jump anim
                                stage.addChild(eyeBulletJ);
                                eyeBulletList.push(eyeBulletJ);
                                eyeBulletJ.addEventListener(Event.REMOVED,eyeBulletRemoved);
                                trace(eyeBulletList);
                        }
                        else if (animationState == "runAnim")
                        {
                                eyeBulletR = new EyeBullet(_player.x,_player.y - 110, playerDirection); 
                                //initializes the eye bullets at the proper location for run anim
                                stage.addChild(eyeBulletR);
                                eyeBulletList.push(eyeBulletR);
                                eyeBulletR.addEventListener(Event.REMOVED,eyeBulletRemoved);
                        }
                        else if (animationState == "idleAnim")
                        {
                                eyeBulletI = new EyeBullet(_player.x,_player.y - 110, playerDirection); 
                                //initializes the eye bullets at the proper location for idle anim
                                stage.addChild(eyeBulletI);
                                eyeBulletList.push(eyeBulletI);
                                eyeBulletI.addEventListener(Event.REMOVED,eyeBulletRemoved);
                        }
                }
                function eyeBulletRemoved(e:Event):void 
                {
                        e.currentTarget.removeEventListener(Event.REMOVED, eyeBulletRemoved); 
                        //this just removes the eventListener so we don't get an error
                        eyeBulletList.splice(eyeBulletList.indexOf(e.currentTarget), 1); 
                        //this removes 1 object from the eyebulletList, 
                        //at the index of whatever object caused this function to activate
                }
                
                function UpdateHighScore()
                {
                        if (_highScore.text != null && _bounces.text != null && score) //nul check
                        {
                                sScore = Number(_highScore.text) + Number(_bounces.text); 
                                //update saved score with the high score and bounce total
                                _bounces.text = "0";
                        }
                        else
                        {
                                sScore = 0; //if saved score is null make it zero
                        }
                        saveData(); //save the score
                }
                function BuncesPlus ()
                {
                        _bounces.text = String(Number(_bounces.text) + 1); 
                        //incriment up the bounce text num total every time this function triggers
                        bounceCnt++; 
                }
                function LowerHealth ()
                {
                        currentHP -= 5;
                        if(currentHP <= 0) //if the player died
                        {
                                currentHP = 0; 
                                updateLevel(3); //go to try again scene
                                SoundMixer.stopAll(); //reset the music to a new track
                                musicState = "everyTub";
                                _healthBar._barColor.scaleX = maxHP; //reset the hp bar to full
                                musicCnt = 2;
                                _musicStateTxt.visible = false;
                                _musicStateTxt2.visible = true;
                                _musicStateTxt2.text = "Every Tub";
                        }
                        updateHealthBar(); //update the healthBar
                }
                function EnemyHit ()
                {
                        if (eyeBulletList.length == 0)
                        {
                                if (_player.hitTestObject(curBound[0]._ef1))
                                {
                                        LowerHealth();
                                }
                                else if (_player.hitTestObject(curBound[0]._ef2))
                                {
                                        LowerHealth();
                                }
                                else if (_player.hitTestObject(curBound[0]._ef3))
                                {
                                        LowerHealth();
                                }
                                else if (_player.hitTestObject(curBound[0]._ef4))
                                {
                                        LowerHealth();
                                }
                                else if (_player.hitTestObject(curBound[0]._ef5))
                                {
                                        LowerHealth();
                                }
                                else if (_player.hitTestObject(curBound[0]._ef6))
                                {
                                        LowerHealth();
                                }
                                else if (_player.hitTestObject(curBound[0]._ef7))
                                {
                                        LowerHealth();
                                }
                                else if (_player.hitTestObject(curBound[0]._ef8))
                                {
                                        LowerHealth();
                                }
                                else if (_player.hitTestObject(curBound[0]._ef9))
                                {
                                        LowerHealth();
                                }
                        }
                        if (eyeBulletList.length > 0)
                        {
                                for (var cnt = 0; cnt < eyeBulletList.length; cnt++)
                                {
                                        if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef1))
                                        {
                                                curBound[0]._ef1.removeSelf();
                                                BuncesPlus();
                                        }
                                        else if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef2))
                                        {
                                                curBound[0]._ef2.removeSelf();
                                                BuncesPlus();
                                        }
                                        else if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef3))
                                        {
                                                curBound[0]._ef3.removeSelf();
                                                BuncesPlus();
                                        }
                                        else if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef4))
                                        {
                                                curBound[0]._ef4.removeSelf();
                                                BuncesPlus();
                                        }
                                        else if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef5))
                                        {
                                                curBound[0]._ef5.removeSelf();
                                                BuncesPlus();
                                        }
                                        else if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef6))
                                        {
                                                curBound[0]._ef6.removeSelf();
                                                BuncesPlus();
                                        }
                                        else if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef7))
                                        {
                                                curBound[0]._ef7.removeSelf();
                                                BuncesPlus();
                                        }
                                        else if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef8))
                                        {
                                                curBound[0]._ef8.removeSelf();
                                                BuncesPlus();
                                        }
                                        else if (eyeBulletList[cnt].hitTestObject(curBound[0]._ef9))
                                        {
                                                curBound[0]._ef9.removeSelf();
                                                BuncesPlus();
                                        }
                                }
                        }
                }
        }

}

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