How to Create a Brick Breaker Game in AS2 – Part 4
Part 4: Hit Testing the Bricks
Now that we’ve actually made the bricks, we can now break them with our ball… Anyway, this will be pretty easy to accomplish. All you have to do is change this code in the makeLvl() function:
if(lvlArray[currentLvl-1][i] == 1){
//creating a variable which holds the brick instance
_root.attachMovie('mcBrick', 'brick'+i,_root.getNextHighestDepth());
//setting the brick's coordinates via the i variable and brickRow
_root['brick'+i]._x = 15+(i-brickRow*7)*75;
_root['brick'+i]._y = 10+brickRow*20;
//checks if the current brick needs a new row
for(var c:Number = 1;c<=10;c++){
if(i == c*7-1){
brickRow ++;
}
}
}
to this:
if(lvlArray[currentLvl-1][i] == 1){
//creating a variable which holds the brick instance
_root.attachMovie('mcBrick', 'brick'+i,_root.getNextHighestDepth());
//setting the brick's coordinates via the i variable and brickRow
_root['brick'+i]._x = 15+(i-brickRow*7)*75;
_root['brick'+i]._y = 10+brickRow*20;
//giving this brick some actions
_root['brick'+i].onEnterFrame = function(){
if(this.hitTest(_root.mcBall)){//if this touches the ball
//then destroy this mofugger!
this.removeMovieClip();
//and make the ball bounce away
ballYSpeed *= -1;
}
}
//checks if the current brick needs a new row
for(var c:Number = 1;c<=10;c++){
if(i == c*7-1){
brickRow ++;
}
}
}
That was pretty easy, wasn't it? Definitely much easier than what had to be done in AS3. Well, since we have time, I'm going to post here what your code should look like at this time:
Frame 1:
//Current level player is on
var currentLvl:Number = 1;
//The array code for lvl 1
var lvl1Code:Array = new Array(1,1,1,1,1,1,1);
//The array that contains all of the level codes
var lvlArray:Array = new Array(lvl1Code);
Frame 2:
stop();
//These variables are needed for moving the ball
var ballXSpeed:Number = 10; //X Speed of the Ball
var ballYSpeed:Number = 10; //Y Speed of the Ball
onEnterFrame = function(){ //this function will run during every single frame
//The paddle follows the mouse
mcPaddle._x = _xmouse - mcPaddle._width*.5;
//If the mouse goes off too far to the left
if(_xmouse < mcPaddle._width / 2){
//Keep the paddle on stage
mcPaddle._x = 0;
}
//If the mouse goes off too far to the right
if(_xmouse > Stage.width - mcPaddle._width / 2){
//Keep the paddle on stage
mcPaddle._x = Stage.width - mcPaddle._width;
}
//MOVING THE BALL
mcBall._x += ballXSpeed;
mcBall._y += ballYSpeed;
//Bouncing the ball off of the walls
if(mcBall._x >= Stage.width-mcBall._width){
//if the ball hits the right side
//of the screen, then bounce off
ballXSpeed *= -1;
}
if(mcBall._x <= 0){
//if the ball hits the left side
//of the screen, then bounce off
ballXSpeed *= -1;
}
if(mcBall._y >= Stage.height-mcBall._height){
//if the ball hits the bottom
//then bounce up
ballYSpeed *= -1;
}
if(mcBall._y <= 0){
//if the ball hits the top
//then bounce down
ballYSpeed *= -1;
}
if(mcBall.hitTest(mcPaddle)){
//calculate the ball angle if ball hits paddle
calcBallAngle();
}
}
function calcBallAngle():Void{
//ballPosition is the position of the ball is on the paddle
var ballPosition:Number = mcBall._x - mcPaddle._x;
//hitPercent converts ballPosition into a percent
//All the way to the left is -.5
//All the way to the right is .5
//The center is 0
var hitPercent:Number = (ballPosition / (mcPaddle._width - mcBall._width)) - .5;
//Gets the hitPercent and makes it a larger number so the
//ball actually bounces
ballXSpeed = hitPercent * 10;
//Making the ball bounce back up
ballYSpeed *= -1;
}
function makeLvl():Void{ //Places bricks onto Level
//finding the array length of the lvl code
//The index has to be currentLvl-1 because:
//array indexes start on 0 and our lvl starts at 1
//our level will always be 1 higher than the actual index of the array
var arrayLength:Number = _root.lvlArray[currentLvl-1].length;
//the current row of bricks we are creating
var brickRow:Number = 0;
//Now, creating a loop which places the bricks onto the stage
for(var i:Number = 0;i