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Level 1 Frame

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May 7th, 2012
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  1. stop();
  2.  
  3. stage.addEventListener(Event.ENTER_FRAME, startLevel1);
  4.  
  5. //ENGINE LISTENERS
  6. stage.addEventListener(Event.ENTER_FRAME, frameHandler);
  7. stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
  8. stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
  9.  
  10. //PLAYER VARIABLE
  11. var Player:MovieClip;
  12.  
  13. //MOVEMENT VARIABLES
  14. var jumpCount:Number;
  15. var _isGrounded:Boolean;
  16. var _canMoveRight:Boolean;
  17. var _canMoveLeft:Boolean;
  18.  
  19. //ARROW KEY BOOLEANS
  20. var _rightKeydown:Boolean;
  21. var _leftKeydown:Boolean;
  22. var _upKeydown:Boolean;
  23. var _downKeydown:Boolean;
  24.  
  25. //ARRAYS FOR TERRAIN, KEYS, LADDERS, ETC.
  26. var _solidsArray:Array = [];
  27. var _keysArray:Array = [];
  28. var _doorsArray:Array = [];
  29. var _laddersArray:Array = [];
  30.  
  31. //LEVEL
  32. var _currentLevel:Number = 0;
  33.  
  34. //STARTS THE LEVEL
  35. function startLevel1(evt:Event):void
  36. {
  37.     //REMOVES EVENT LISTENER
  38.     stage.removeEventListener(Event.ENTER_FRAME, startLevel1);
  39.    
  40.     //DEFINES CURRENT LEVEL
  41.     _currentLevel = 1;
  42.    
  43.     //CREATES THE PLAYER
  44.     Player = new mcPlayer();
  45.     Player.x = 20;
  46.     Player.y = stage.stageHeight - 50;
  47.     Player.vx = 0;
  48.     Player.vy = 0;
  49.    
  50.     //ADDS PLAYER TO THE STAGE
  51.     stage.addChild(Player);
  52.    
  53.     //DEFINES EACH ARRAY
  54.     _solidsArray = [sldTerrain1, sldTerrain2, sldTerrain3, sldTerrain4, sldTerrain5, sldTerrain6, sldTerrain7, sldTerrain8];
  55.     _keysArray = [key01];
  56.     _doorsArray = [door01];
  57.     _laddersArray = [ladder01];
  58. }
  59.  
  60. function frameHandler(evt:Event):void
  61. {
  62.     //runs these functions every frame
  63.     applyMovement();
  64.     checkCollision();
  65. }
  66.  
  67. function keyDownHandler(evt:KeyboardEvent):void
  68. {
  69.     //turns on boolean if key is being pressed
  70.     if (evt.keyCode == Keyboard.UP)
  71.     {
  72.         _upKeydown = true;
  73.     }
  74.     if (evt.keyCode == Keyboard.DOWN)
  75.     {
  76.         _downKeydown = true;
  77.     }
  78.     if (evt.keyCode == Keyboard.RIGHT)
  79.     {
  80.         _rightKeydown = true;
  81.     }
  82.     if (evt.keyCode == Keyboard.LEFT)
  83.     {
  84.         _leftKeydown = true;
  85.     }
  86. }
  87.  
  88. function keyUpHandler(evt:KeyboardEvent):void
  89. {
  90.     //when you let go of the keys, the booleans turn off
  91.     if (evt.keyCode == Keyboard.UP)
  92.     {
  93.         _upKeydown = false;
  94.     }
  95.     if (evt.keyCode == Keyboard.DOWN)
  96.     {
  97.         _downKeydown = false;
  98.     }
  99.     if (evt.keyCode == Keyboard.RIGHT)
  100.     {
  101.         _rightKeydown = false;
  102.     }
  103.     if (evt.keyCode == Keyboard.LEFT)
  104.     {
  105.         _leftKeydown = false;
  106.     }
  107. }
  108.  
  109. function applyMovement():void
  110. {
  111.     //HANDLES Y VELOCITY
  112.     for (var i:int = 0; i < 10; i++)
  113.     {
  114.         if (_upKeydown == true)
  115.         {
  116.             if (_isGrounded == true)
  117.             {
  118.                 if (_doorsArray[i] != undefined)
  119.                 {
  120.                     if (Player.hitTestObject(_doorsArray[i]))
  121.                     {
  122.                         if (_keysArray[i].visible == false)
  123.                         {
  124.                             changeLevel();
  125.                         }
  126.                         else
  127.                         {
  128.                             _isGrounded = false;
  129.                             Player.vy += 12;
  130.                         }
  131.                     }
  132.                     else
  133.                     {
  134.                         _isGrounded = false;
  135.                         Player.vy += 12;
  136.                     }
  137.                 }
  138.             }
  139.         }
  140.     }
  141.    
  142.     //handles velocity in the y direction
  143.     if (_isGrounded == false)
  144.     {
  145.         Player.vy -= 1;
  146.     }
  147.     else
  148.     {
  149.         Player.vy = 0;
  150.     }
  151.    
  152.     //moves the player in the y direction
  153.     Player.y -= Player.vy;
  154. }
  155.  
  156. function checkCollision():void
  157. {
  158.     //TERRAIN TOP COLLISION
  159.     for (var i:int = 0; i < _solidsArray.length; i++)
  160.     {
  161.         //if the player hits the top of any solid in the array, he won't move down any more
  162.         if (Player.bottomSide.hitTestObject(_solidsArray[i].hitTop))
  163.         {
  164.             _isGrounded = true;
  165.             jumpCount = 0;
  166.             break;
  167.         }
  168.         else
  169.         {
  170.             _isGrounded = false;
  171.         }
  172.     }
  173. }
  174.  
  175. function changeLevel():void
  176. {
  177.     //CHANGES CURRENT LEVEL
  178.     if (_currentLevel == 1)
  179.     {
  180.         clearLevel();
  181.         toLevel2();
  182.     }
  183. }
  184.  
  185. function clearLevel():void
  186. {
  187.     //REMOVES PLAYER FROM THE STAGE
  188.     Player.parent.removeChild(Player);
  189.    
  190.     //REMOVES EVENT LISTENERS
  191.     stage.removeEventListener(Event.ENTER_FRAME, frameHandler);
  192.     stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
  193.     stage.removeEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
  194. }
  195.  
  196. function toLevel2():void
  197. {
  198.     gotoAndStop(10);
  199. }
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