Code in frame 1 layer 1


//breakout

//brick.fla

//By Andy Harris, Dummies Guide to Game Programming in Flash



init();



function init(){

  globalDX = 5;

  globalDY = 0;



  row = 1;

  colOffset = 10;

  rowOffset = 10;

  setupBall();

  setupBricks();

  setupPaddle();

} // end init



function setupBall(){

  ball.dx = 5;

  ball.dy = -5;

  ball.onEnterFrame = function(){

    ball._x += ball.dx;

    ball._y += ball.dy;

  

    //check boundaries;

    if ((ball._x > Stage.width) ||

        (ball._x < 0)){

      ball.dx *= -1;

    } // end if

  

    if (ball._y < 0){

      ball.dy *= -1;

    } // end if

  

    if (ball._y > Stage.height){

      ball.dy *= -1;

    } // end if

   

  } // end ball enterFrame

} // end setupBall



function setupPaddle(){

  paddle.onEnterFrame = function(){

    //follow mouse in x

    this._x = _root._xmouse;

    if (this.hitTest(ball)){

      ball.dy *= -1;

    } // end if

  } // end enterFrame

} // end setupPaddle



function setupBricks(){

  

  for (row = 1; row <= 3; row++){

    for (col = 1; col <= 5; col++){

    

      _root.attachMovie("brick", "brick_" + row + "_" + col, (row * 1000) + (col * 100));

      theBrick = eval("brick_" + row + "_" + col);

      theBrick._x = (col * (theBrick._width + 5) + colOffset);

      theBrick._y = (row * (theBrick._height + 5) + rowOffset);

      theBrick.onEnterFrame = function(){

  

        //move by global dx and dy values

        nextX = this._x + globalDX;

        nextY = this._y + globalDY;

        //check boundaries

        if (nextX > Stage.width){

          globalDX *= -1;

        } // end if

  

        if (nextX < 0){

          globalDX *= -1;

        } // end if

  

        this._x = nextX;

        this._Y = nextY;

  

        if (this.hitTest(ball)){

          ball.dy *= -1;

          this.removeMovieClip(this);

        } // end if

      } // end enterFrame

    } // end col loop

  } // end row loop

} // end setupBricks