Displaying X & Z Axes (Coordinates Looks Not Correct)

Hi, i’m having a problem with the displaying of the x & z axes coordinates. it seems that when i am in postive x & z the always have negitive coordinates displaying.

it seem that the whole x n z axes have a wrong coordinates…

is there any way to solve the problem to the following code? or are there ways easier to rewrite the code?


 onClipEvent (load) {
 	// position of origin
 	origin_x = 300;
 	origin_y = 200;
 	
 	// used for perspective - distance from the viewer to the screen
 	D = 600;
 	
 	// translation across the x- and z-axes and rotation on y-axes
 	var translation_x = 0;
 	var translation_z = 0;
 	var rotation_y = 0;
 	
 	//set an absolute point on X- and Z-axes
 	var abs_x = 0, abs_y = 0; 
 	var vmove = 0;
 	var x1 = 0, y1 = 0, x2 = 0, y2 = 0;
 	var flag = 0, flag2 = 0;
 	var rmove = 0;
 }
 onClipEvent (enterFrame) 
 {	
 	if(Key.isDown(Key.DOWN))
 	{
		// change the x- and z-axis translation of the objects according to which keys are pressed
 		translation_z = Key.isDown(Key.DOWN)*1-Key.isDown(Key.UP)*1;
 		vmove -= translation_z;
 		flag = 1;
 	}
 	if(Key.isDown(Key.UP))
 	{
		// change the x- and z-axis translation of the objects according to which keys are pressed
 		translation_z = Key.isDown(Key.DOWN)*1-Key.isDown(Key.UP)*1;
 		vmove += -translation_z;
 		flag = 1;
 	}
 	
 	if(Key.isDown(Key.LEFT))
 	{
 		if(vmove > 0)
 		{
 			vmove = 0;
 			rmove = 0;
 			flag = 0;
 			flag2 = 0;
 		}
 		
 		// change the y-axis rotation angle according to which keys are pressed
 		rotation_y = Key.isDown(Key.RIGHT)*0.5-Key.isDown(Key.LEFT)*0.5;
 		rmove += rotation_y;
 		flag2 = 2;
 	}
 	if(Key.isDown(Key.RIGHT))
 	{
 		if(vmove > 0)
 		{
 			vmove = 0;
 			rmove = 0;
 			flag = 0;
 			flag2 = 0;
 		}
 		
 		// change the y-axis rotation angle according to which keys are pressed
 		rotation_y = Key.isDown(Key.RIGHT)*0.5-Key.isDown(Key.LEFT)*0.5;
 		rmove += rotation_y;
 		flag2 = 2;
 	}
 	
 	if(flag == 1 && flag2 == 2)
 	{
 		abs_x = translation_z * Math.sin(rmove * Math.PI/180);
 		abs_y = vmove * Math.cos(rmove * Math.PI/180);
 		x2 += abs_x;
 		y2 += abs_y;
 		flag = 0;
 	}
 	else if(flag == 1 && flag2 == 0)
 	{
 		abs_x = -translation_z * Math.sin(rmove* Math.PI/180);
 		abs_y = -translation_z * Math.cos(rmove * Math.PI/180);
 		x2 += abs_x;
 		y2 += abs_y;
 		flag = 0;
 	}
 	
 	trace("FLAG: " + flag);
 	trace("FLAG2: " + flag2);
 	trace(x2);
 	trace(y2);
 	trace("abs_x: " + abs_x);
 	trace("abs_y: " + abs_y);
 	trace ("degree: " + (rmove * Math.PI/180));
 	trace("rotation: " + rmove);
 	trace("Movement: " + vmove);
 
 }
 

thanks in advance! :tie: