I have an Enemy class that deals with my monster moving and attacking. Within that class, I have another class called enemyMagic, which is a blank movieclip that serves as a masterclass to different movieclips that I will make.
So in the enemyMagic class, I add a movieclip called attack1
public var attack1:Attack1 = new Attack1;
public function EnemyMagic() {
////////////CREATE THE TIMER//////////
masterEnemyAttackTimer.addEventListener(TimerEvent.TIMER, mastertimer);
////////////ATTACKS/////////
//TIER 1//
addChild(attack1);
}
And in the enemy class, I add the enemyMagic when the enemy is attacking a certain position.
for (var k:int = 0; k < Main.tileset.length; k++)
{
if (! Main.tileset[k].tileMiddle.hitTestObject(this.enemyVisionPoint))
{
if (Main.tileset[k].tileHP !== 0)
{
attackoptions.push(Main.tileset[k]);
}
if (Main.tileset[k].tileMiddle.hitTestObject(Main.player.visionPoint))
{
addChild(enemymagic);
Main.tileset[k].outline.gotoAndStop("attack");
this.enemymagic.x = (Main.tileset[k].x);
this.enemymagic.y = (Main.tileset[k].y);
trace(enemymagic.x, enemymagic.y, Main.tileset[k].x, Main.tileset[k].y);
For some reason, the enemymagic is tracing the exact same number as the tile’s x and y, but it isn’t adding it on the tile. It adds it way off the screen. I think it might be because it starts on the enemy’s x and y and then calculates?
So my question is how can I get the enemymagic movie clip to get exactly on the position of the tile?