tengo un pequeño problema q agradeseria pudieran ayudarme a resolver
resulta q me bajè un ejemplo de un juego de plataformas, en flash
todo funciona barbaro
pero a mi me interesaria
q cuando miClip camina, q solo se dezplace, sin el efecto escroll(ir descubriendo el camino)
es decir q solo se mueva el mcClip mientras el fondo permanece estatico
aqui va el codigo
Código ActionScript :
onClipEvent (load) { jumping = false; // jumping is true speed = 0; // speed is 0 ////////////////////// ////Ammendment 1// ////////////////// healthX = _root.health._x; //sets healthX to the starting X postition of the "health" MC scoreX = _root.score._x; //sets scoreX to the starting X postition of the "score" MC Xpos = this._x; //sets Xpos to the starting X postition of this MC Ypos = this._y; //sets Ypos to the starting Y postition of this MC //////////////// /////// maxmove = 15; // maxmove is fifteen(max run seed) _root.maxshoottime = 100; // _root.maxshoottime is set to 100 // this is how far you want the bullets to travel before deleting } onClipEvent (enterFrame) { ////////////////////// ////Ammendment 2// ////////////////// _x = Xpos-_root._x; //sets the X pos to the starting X postition of this MC _root.score._x = scoreX-_root._x; //sets the scire MCs X pos to its starting point on the screen _root.health._x = healthX-_root._x; //sets the health MCs X pos to its starting point on the screen if (!_root.ground.hitTest(this._x, this._y, true) && !jumping) { // if NOT hitting X and Y postion with the ground and NOT jumping this._y += 6; // Y positon moves up 6 } //////////////// /////// if (!_root.shooting) { // if _root.shooting is false _root.timer = 0; // _root.timer is set to 0 _root.mvsp = _xscale/20; // _root.mvsp is set to the chars xscale divided by 20 // the answer to this is the speed of the bullets } if (_root.dead) { // if dead is true this.gotoAndStop("dead"); // goto and stop on the "dead" frame } else { // otherwise (if they are not dead) speed *= .85; // speed is multiplied by .85 // the lower the faster is slows if (dir == "right" && !_root.leftblock.hitTest(this._x+20, this._y, true)) { _root.health._x += speed; // moves the health, the opposite way to the _root _root.score._x += speed; // moves the score, the opposite way to the _root this._x += speed; // moves the char, the opposite way to the _root _root._x -= speed; // moves the _root } ////////////////////// ////Ammendment 3// ////////////////// if (speed>0) { //if speed is smaller than 0 dir = "right"; // the variable dir is set to right } else if (speed<0) { //if speed is greater than 0 dir = "left"; // the var dir is set to left } if (dir == "left" && !_root.rightblock.hitTest(this._x-20, this._y, true)) { _root.health._x += speed; // moves the health, the opposite way to the _root _root.score._x += speed; // moves the score, the opposite way to the _root this._x += speed; // moves the char, the opposite way to the _root _root._x -= speed; // moves the _root } if (Key.isDown(Key.LEFT)) { // if left is pressed if (speed>-maxmove) { // if the speed is greater than neg. maxmove speed--; // speed goes lower } this.gotoAndStop("run"); // goto and stop the run frame this._xscale = -100; // scale is set to neg. 100 // this is what rotates ur char /////////////////// /////////////// } else if (Key.isDown(Key.RIGHT)) { // otherwise if right is pressed if (speed<maxmove) { // if the speed is smaller than maxmove speed++; // speed goes up } this._xscale = 100; // scale is set to 100 // this is what rotates ur char this.gotoAndStop("run"); // goto and stop the run frame } else if (Key.isDown(Key.CONTROL)) { // otherwise if control is pressed this.gotoAndStop("attack"); // goto and stop the attack frame attacking = true; // attacking is true speed = 0; // speed is set to 0 } else if (Key.isDown(Key.SPACE)) { // otherwise if space is pressed if (_root.gotgun == true && !_root.shooting) { // if _root.gotgun is true(they have the gun) and _root.shooting is false _root.attachMovie("bullet", "bulleter", 1, {_x:_root.char._x, _y:_root.char._y-25}); // attach the movie with the Linkage name "bullet" to the _root at the character X position and the Y position minus 25 _root.shooting = true; // _root.shooting is set true with (_root.bulleter) { // all code below this code and it's closer refer to _root.bulleter onEnterFrame = function () { // setting the onEnterFrame events (onClipEvent) if (_root.timer>_root.maxshoottime) { // if _root.timer is smaller than _root.maxshoottime _root.shooting = false; // shooting is false unloadMovie(this); // this movie clip is unloaded } _root.timer++; // _root.timer goes up 1 _x += _root.mvsp; // the X goes up _root.mvsp (which is set constantly and stays the same when shooting.) }; }; } attacking = true; // attacking is true speed = 0; // speed is set to 0 this.gotoAndStop("shoot"); // goto and stop on the shoot frame } } else if (speed<1 && speed>-1 && !attacking) { // if speed is smaller than one and greater than neg. 1 speed = 0; // speed is set to 0 this.gotoAndStop("idle"); // gotoAndStop the idle frame } if (Key.isDown(Key.UP) && !jumping) { // if up is pressed and NOT jumping jumping = true; // jumping is set true } if (jumping) { // if jumping is true this.gotoAndStop("jump"); this._y -= jump; // Y position is set down jump jump -= .5; // jump is set down .5 if (jump<0) { // if jump is smaller than 0 falling = true; // falling is true } if (jump<-15) { // if jump is smaller than neg. 5 jump = -15; // jump is set to neg 5 // capping fall speeds prevents falling through grounds } } if (_root.ground.hitTest(this._x, this._y, true) && falling) { // if hitting X an Y postions with the ground and falling jump = 12; // jump is set to 9 jumping = false; // jumping is false falling = false; // falling is false } } } onClipEvent (keyUp) { // on Key Up if (Key.getCode() == Key.CONTROL) { // if the release is control attacking = false; // attacking is false } }