Efficient?

onClipEvent(enterFrame) {
//y for horizontal walls
if(_root.wall1.hitTest(_root.player)){
setProperty(_root.player, _y, vLastY);
} else if(_root.wall2.hitTest(_root.player)) {
setProperty(_root.player, _y, vLastY);
} else if(_root.wall3.hitTest(_root.player)) {
setProperty(_root.player, _y, vLastY);
} else if(_root.wall4.hitTest(_root.player)) {
setProperty(_root.player, _y, vLastY);
} else if(_root.wall5.hitTest(_root.player)) {
setProperty(_root.player, _y, vLastY);
} else if(_root.gate1.hitTest(_root.player)) {
setProperty(_root.player, _y, vLastY);
} else if(_root.gate2.hitTest(_root.player)) {
setProperty(_root.player, _y, vLastY);
} else if(_root.gate3.hitTest(_root.player)) {
setProperty(_root.player, _y, vLastY);
} else if(_root.key1.hitTest(_root.player)) {
_root.gate1.gotoAndPlay(2);
_root.key1.gotoAndPlay(2);
} else if(_root.key2.hitTest(_root.player)) {
_root.gate2.gotoAndPlay(2);
_root.key2.gotoAndPlay(2);
} else if(_root.key3.hitTest(_root.player)) {
_root.gate3.gotoAndPlay(2);
_root.key3.gotoAndPlay(2);
} else if(_root.endlevel.hitTest(_root.player)) {
_root.gotoAndPlay(2);
}

// x for vert walls
if(_root.wallA.hitTest(_root.player)) {
	setProperty(_root.player, _x, vLastX);
} else if(_root.wallB.hitTest(_root.player)) {
	setProperty(_root.player, _x, vLastX);
} else if(_root.wallC.hitTest(_root.player)) {
	setProperty(_root.player, _x, vLastX); 
} else if(_root.wallD.hitTest(_root.player)) {
	setProperty(_root.player, _x, vLastX);
} 
							
	
		
if(Key.isDown(38)) {
	//38 is down arrow
vlastY = getProperty(_root.player, _y);
vLocationY = getProperty(_root.player, _y);
setProperty (_root.player, _y, vLocationY -10);

}
if(key.isDown(40)) {
//40 is up arrow)
vlastY = getProperty(_root.player, _y);
vLocationY = getProperty(_root.player, _y)
setProperty (_root.player, _y, vLocationY +10);
}
if(key.isDown(37)) {
//37 is left arrow
vLastX = getProperty(_root.player, _x);
vLocationX = getProperty(_root.player, _x)
setProperty (_root.player, _x, vLocationX -10);
}

if(key.isDown(39)) {
	//39 is right arrow
vLastX = getProperty(_root.player, _x);
vLocationX = getProperty(_root.player, _x)
setProperty (_root.player, _x, vLocationX +10);
}

}

that is the code i am using for this maze type game i am trying to make, and everything works great, but what i’m wondering is, if thats how you have to do it? so if i have 60 maze walls, i’m going to have to write 1 if statement and 59 else statements?