# Kirupa's platform script?

**URL:** <https://forum.kirupa.com/t/kirupas-platform-script/255955>\
**Category:** flash\
**Created:** [March 28, 2008, 3:51pm UTC](https://forum.kirupa.com/t/kirupas-platform-script/255955 "2008-03-28T15:51:35Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![IAmBadWithAS](https://avatars.discourse-cdn.com/v4/letter/i/a9adbd/32.png) [@IAmBadWithAS](https://forum.kirupa.com/u/IAmBadWithAS)\
**Post date:** [March 28, 2008, 3:51pm UTC](https://forum.kirupa.com/t/kirupas-platform-script/255955/1 "2008-03-28T15:51:35Z")

</div>

Hi, How would I make it so that the script:

(Slightly edited)

> onClipEvent (load) {  
> jumping = false;  
> // jumping is true  
> speed = 0;  
> // speed is 0  
> //////////////////////  
> ////Ammendment 1//  
> //////////////////  
> healthX = \_root.health.\_x;  
> //sets healthX to the starting X postition of the “health” MC  
> scoreX = \_root.score.\_x;  
> //sets scoreX to the starting X postition of the “score” MC  
> Xpos = this.\_x;  
> //sets Xpos to the starting X postition of this MC  
> Ypos = this.\_y;  
> //sets Ypos to the starting Y postition of this MC  
> ////////////////  
> ///////  
> maxmove = 15;  
> // maxmove is fifteen(max run seed)  
> \_root.maxshoottime = 100;  
> // \_root.maxshoottime is set to 100  
> // this is how far you want the bullets to travel before deleting  
> }  
> onClipEvent (enterFrame) {  
> //////////////////////  
> ////Ammendment 2//  
> //////////////////  
> \_x = Xpos-\_root.\_x;  
> //sets the X pos to the starting X postition of this MC  
> \_root.score.\_x = scoreX-\_root.\_x;  
> //sets the scire MCs X pos to its starting point on the screen  
> \_root.health.\_x = healthX-\_root.\_x;  
> //sets the health MCs X pos to its starting point on the screen  
> if (!\_root.ground.hitTest(this.\_x, this.\_y, true) && !jumping) {  
> // if NOT hitting X and Y postion with the ground and NOT jumping  
> this.\_y += 6;  
> // Y positon moves up 6  
> }  
> ////////////////  
> ///////  
> if (!\_root.shooting) {  
> // if \_root.shooting is false  
> \_root.timer = 0;  
> // \_root.timer is set to 0  
> \_root.mvsp = \_xscale/20;  
> // \_root.mvsp is set to the chars xscale divided by 20  
> // the answer to this is the speed of the bullets  
> }  
> if (\_root.energy == 0) {  
> // if dead is true  
> this.gotoAndStop(“dead”);  
> // goto and stop on the “dead” frame  
> } else {  
> // otherwise (if they are not dead)  
> speed \*= .85;  
> // speed is multiplied by .85  
> // the lower the faster is slows  
> if (dir == “right” && !\_root.leftblock.hitTest(this.\_x+20, this.\_y, true)) {  
> \_root.health.\_x += speed;  
> \_root.toolbar.\_x += speed;  
> \_root.blackin1.\_x += speed;  
> \_root.blackin2.\_x += speed;  
> \_root.blackin3.\_x += speed;  
> \_root.blackin4.\_x += speed;  
> \_root.blackin5.\_x += speed;  
> \_root.blackout1.\_x += speed;  
> \_root.blackout2.\_x += speed;  
> \_root.blackout3.\_x += speed;  
> \_root.blackout4.\_x += speed;  
> \_root.blackout5.\_x += speed;  
> \_root.backround.\_x += speed;  
> // moves the health, the opposite way to the \_root  
> \_root.score.\_x += speed;  
> // moves the score, the opposite way to the \_root  
> this.\_x += speed;  
> // moves the char, the opposite way to the \_root  
> \_root.\_x -= speed;  
> // moves the \_root  
> }  
> //////////////////////  
> ////Ammendment 3//  
> //////////////////  
> if (speed\>0) {  
> //if speed is smaller than 0  
> dir = “right”;  
> // the variable dir is set to right  
> } else if (speed\<0) {  
> //if speed is greater than 0  
> dir = “left”;  
> // the var dir is set to left  
> }  
> if (dir == “left” && !\_root.rightblock.hitTest(this.\_x-20, this.\_y, true)) {  
> \_root.health.\_x += speed;  
> \_root.toolbar.\_x += speed;  
> \_root.blackin1.\_x += speed;  
> \_root.blackin2.\_x += speed;  
> \_root.blackin3.\_x += speed;  
> \_root.blackin4.\_x += speed;  
> \_root.blackin5.\_x += speed;  
> \_root.blackout1.\_x += speed;  
> \_root.blackout2.\_x += speed;  
> \_root.blackout3.\_x += speed;  
> \_root.blackout4.\_x += speed;  
> \_root.blackout5.\_x += speed;  
> \_root.backround.\_x += speed;  
> // moves the health, the opposite way to the \_root  
> \_root.score.\_x += speed;  
> // moves the score, the opposite way to the \_root  
> this.\_x += speed;  
> // moves the char, the opposite way to the \_root  
> \_root.\_x -= speed;  
> // moves the \_root  
> }  
> if (Key.isDown(Key.LEFT)) {  
> // if left is pressed  
> if (speed\>-maxmove) {  
> // if the speed is greater than neg. maxmove  
> speed–;  
> // speed goes lower  
> }  
> this.gotoAndStop(“run”);  
> // goto and stop the run frame  
> this.\_xscale = -100;  
> // scale is set to neg. 100  
> // this is what rotates ur char  
> ///////////////////  
> ///////////////  
> } else if (Key.isDown(Key.RIGHT)) {  
> // otherwise if right is pressed  
> if (speed\<maxmove) {  
> // if the speed is smaller than maxmove  
> speed++;  
> // speed goes up  
> }  
> this.\_xscale = 100;  
> // scale is set to 100  
> // this is what rotates ur char  
> this.gotoAndStop(“run”);  
> // goto and stop the run frame  
> } else if (Key.isDown(Key.CONTROL)) {  
> // otherwise if control is pressed  
> this.gotoAndStop(“attack”);  
> // goto and stop the attack frame  
> attacking = true;  
> // attacking is true  
> speed = 0;  
> // speed is set to 0  
> } else if (Key.isDown(Key.SPACE)) {  
> // otherwise if space is pressed  
> if (\_root.gotgun == true && !\_root.shooting) {  
> // if \_root.gotgun is true(they have the gun) and \_root.shooting is false  
> \_root.attachMovie(“bullet”, “bulleter”, 1, {\_x:\_root.char.\_x, \_y:\_root.char.\_y-25});  
> // attach the movie with the Linkage name “bullet” to the \_root at the character X position and the Y position minus 25  
> \_root.shooting = true;  
> // \_root.shooting is set true  
> with (\_root.bulleter) {  
> // all code below this code and it’s closer refer to \_root.bulleter  
> onEnterFrame = function () {  
> // setting the onEnterFrame events (onClipEvent)  
> if (\_root.timer\>\_root.maxshoottime) {  
> // if \_root.timer is smaller than \_root.maxshoottime  
> \_root.shooting = false;  
> // shooting is false  
> unloadMovie(this);  
> // this movie clip is unloaded  
> }  
> \_root.timer++;  
> // \_root.timer goes up 1  
> \_x += \_root.mvsp;  
> // the X goes up \_root.mvsp (which is set constantly and stays the same when shooting.) };  
> };  
> }  
> attacking = true;  
> // attacking is true  
> speed = 0;  
> // speed is set to 0  
> this.gotoAndStop(“shoot”);  
> // goto and stop on the shoot frame  
> }  
> } else if (speed\<1 && speed\>-1 && !attacking) {  
> // if speed is smaller than one and greater than neg. 1  
> speed = 0;  
> // speed is set to 0  
> this.gotoAndStop(“idle”);  
> // gotoAndStop the idle frame  
> }  
> if (Key.isDown(Key.UP) && !jumping) {  
> // if up is pressed and NOT jumping  
> jumping = true;  
> // jumping is set true  
> }  
> if (jumping) {  
> // if jumping is true  
> this.gotoAndStop(“jump”);  
> this.\_y -= jump;  
> // Y position is set down jump  
> jump -= .6;  
> // jump is set down .5  
> if (jump\<0) {  
> // if jump is smaller than 0  
> falling = true;  
> // falling is true  
> }  
> if (jump\<-15) {  
> // if jump is smaller than neg. 5  
> jump = -15;  
> // jump is set to neg 5  
> // capping fall speeds prevents falling through grounds  
> }  
> }  
> if (\_root.ground.hitTest(this.\_x, this.\_y, true) && falling) {  
> // if hitting X an Y postions with the ground and falling  
> jump = 12;  
> // jump is set to 9  
> jumping = false;  
> // jumping is false  
> falling = false;  
> // falling is false  
> }  
> }  
> }  
> onClipEvent (keyUp) {  
> // on Key Up  
> if (Key.getCode() == Key.CONTROL) {  
> // if the release is control  
> attacking = false;  
> // attacking is false  
> }  
> }

How would I make it so that the screen doesn’t scroll along with the character?  
(So when you move the char goes off the screen)

Thanks. 🙂
