I'm trying to program a character (perso) who moves in a map generates with an Array. There my variable "t" who call my "Tuiles" MovieClip, creating a grid (grille) with new tile each "1" on my "map" Array. I first fixed collision function with one tile Child, so, I created "map" and "grid" functions. I need "t" variable for the world creat AND the character collision. If I put variable on my function "creeDecor", Flash generates it good but saying me variable "t" doesn't exist for my collision function. If I put "t" variable on top of my code as a general variable, Flash generates one tile on right-bottom of stage with collision function working good...
How could I mix them twice ? Is it possible ?
I let you my entire code. If you want it to work you just have to create a MovieClip class name "Tuiles" (square : 32*32) and a second MC "Perso".
//Creation of perso
var perso:Perso = new Perso();
var grille:MovieClip = new MovieClip();
var t:Tuiles = new Tuiles();
var T:int = 32;
var map:Array = [
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
]
// temporary stockage
var stock:Array = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
]
creeDecor()
initHero();
stage.addEventListener(KeyboardEvent.KEY_DOWN, clavierDown);
stage.addEventListener(KeyboardEvent.KEY_UP, clavierUp);
stage.addEventListener(Event.ENTER_FRAME, animation);
// Stage collision
var minX = 0;
var minY = 0;
var maxX = stage.stageWidth - perso.width;
var maxY = stage.stageHeight - perso.height;
var speedHero = 5;
function clavierDown(e)
{
switch(e.keyCode)
{
case 37:
perso.speedX = -speedHero;
break;
case 39:
perso.speedX = speedHero;
break;
case 38:
perso.speedY = -speedHero;
break;
case 40:
perso.speedY = speedHero;
break;
}
}
function clavierUp(e)
{
switch(e.keyCode)
{
case 37:
perso.speedX = 0;
break;
case 39:
perso.speedX = 0;
break;
case 38:
perso.speedY = 0;
break;
case 40:
perso.speedY = 0;
break;
}
}
function animation(e)
{
animeHero();
}
// Stage border collision function
function animeHero()
{
if(perso.x + perso.speedX >= minX && perso.x + perso.speedX <= maxX)
{
perso.x += perso.speedX;
} else if (perso.speedX < 0)
{
perso.x -= Math.abs(perso.x-minX);
//trace(Math.abs(perso.x-minX));
} else {
perso.x += Math.abs(perso.x-maxX) ;
}
if(perso.y + perso.speedY >= minY && perso.y + perso.speedY <= maxY)
{
perso.y += perso.speedY;
}
collision();
}
function initHero()
{
perso.speedX = 0;
perso.speedY = 0;
perso.x = 200;
perso.y = 300;
addChild(perso);
}
function collision() {
if (perso.hitTestObject(t))
{
if (perso.x >= t.x + t.width - speedHero && perso.x <= t.x +t.width + 2)
{
perso.x = t.x + t.width;
}
if (perso.x + perso.width >= t.x - 2 && perso.x + perso.width <= t.x + speedHero)
{
perso.x = t.x - perso.width;
}
if (perso.y >= t.y + t.height - speedHero && perso.y <= t.y +t.height + 2)
{
perso.y = t.y + t.height;
}
if (perso.y + perso.height >= t.y - 2 && perso.y + perso.height <= t.y + speedHero)
{
perso.y = t.y - perso.height;
}
}
}
// level creation
function creeDecor():void{
for (var i:int=0; i<20; i++){ // boucle sur les 20 colonnes
for (var j:int=0; j<15; j++){ // boucle sur les 15 lignes de chaque colonne
var f:int = map[j][i]
if(f>0) {
t.x= i*T;
t.y= j*T;
t.gotoAndStop(f)
grille.addChild(t)
// Specialisation
if (f==1)
stock[j][i] = t;
}
else
{
stock[j][i] = []
}
}
}
}
addChild(grille)