I would separate the players "character" from the explicit mouseX and
mouseY.
I think the two previous posters ideas are both good, but on their own they
are not complete.
You need to apply a vector motion to the "character" as well as a speed
variable.
Build a vector that starts at the current
That's a hard problem since you have no direct control
over the mouse, other than hiding and showing it.
I probably wouldn't hide the mouse in this case, since
mouse movement and player movement aren't 1 to 1. That
way people can see if they're moving the mouse out of
the game area. It's uglier, b
thing like looking to the left/right
of previousX depending on where the mouse is now.
Doug
-Original Message-
From: Martin Scott Goldberg [mailto:[EMAIL PROTECTED]
Sent: Thursday, May 17, 2007 2:39 PM
To: flashcoders@chattyfig.figleaf.com
Subject: [Flashcoders] AS3 Mouse suggestions?
Hey
Hey all, back again.
I'm doing a remake of centipede, and am looking for suggestion on the
mouse tracking routine (in as3).
The enivronment: The player is of course at the bottom of the screen, and
can only move up a specific distance. He may be blocked by mushrooms in
this area as well.
Spef
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