Flash game coder needed

Hello everyone. I had planned on creating arcade games for iPhone and iPod Touch. I was good friends with a programmer who was willing to help me until he was recently recruited as a full-time programmer for an established company. I have changed my plans to creating free flash games for online play. I have enough money saved up to buy a domain name for my site but I am still in need of a Flash coder. If anyone on this forum has some free time and would be interested in helping me out in coding some simple games on a volunteer basis, reply to this thread and we can get in touch through email. I look forward to your responses. Thanks.
UPDATE: Here's some additional art for reference. I have all art, music, and SFX completed for multiple games.

Hello everyone. I had planned on creating arcade games for iPhone and iPod Touch. I was good friends with a programmer who was willing to help me until he was recently recruited as a full-time programmer for an established company. I have changed my plans to creating free flash games for online play. I have enough money saved up to buy a domain name for my site but I am still in need of a Flash coder. If anyone on this forum has some free time and would be interested in helping me out in coding some simple games on a volunteer basis, reply to this thread and we can get in touch through email. I look forward to your responses. Thanks.
UPDATE: Here's some additional art for reference. I have all art, music, and SFX completed for multiple games.

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        sendVars = new LoadVars();
        for (var n in _root) {
            if (_root[n] != sendVars) {
                sendVars[n] = _root[n];
        returnVars = new LoadVars();
        returnVars.onLoad = function() {
            if (this.status == "ok") {
                loadHighscoresInterval = setInterval(function() {
                    loadHighscores();
                    clearInterval(loadHighscoresInterval);
                }, 1000);
            delete sendVars;
            delete this;
        sendVars.sendAndLoad("enterHighscore.php", returnVars, "POST");
    function startClicked() {
        if (!gameRunning || playRec) {
            if (highscores.enterHighscoreMC._visible) {
                Key.removeListener(enterHighscoreKeyListener);
                Key.addListener(keyListener);
                highscores.enterHighscoreMC._visible = false;
            startGame(false);
    function viewGame(lineMC) {
        loadRecording(lineMC.recFile);
        statusTextField.text = "Loading " + lineMC.name.text + "'s game...";
    Now what is left to do is somehow to iclude educational quiz in this game/code. First idea that came to me is same thing Ned suggested: to create some unique movie clip which would contain all data/questions lined up but main problem for me is how to "trigger" that movie clip to play only AFTER end user clicks on "Start game" or SPACE to restart? Not sure how to solve this issue?

  • How can I add advertisement code into flash game?

    hi mates,
    just want to ask about loading advertisement code!
    How do you add the advertisement code (adsense) into flash games??
    my site Funny Games have over 5k games but they are getting from others sites thus I have no original files. How can I add more code into the current files?

    Unless the games were pre-made to allow you to specify some variables in the page code or some external file, you won't be having any luck... you cannot add code to the games unless you have the source files, which you apparently don't have.

  • Help needed on designing the structure of a flash game

    Hi,
    I am studying the codes from http://www.emanueleferonato.com/2009/01/16/designing-the-structure-of-a-flash-game-as3-ver sion-part-3/. What I don't get is at level_selection.as. Where does main_menu_button come from? I can't find where it has been created. I only see main_menu, not main_menu_button.
    Please help.

    The codes in level_selection.as looks like this, but the problem is I cannot find main_menu_button anywhere, except for main_menu.
    package {
        import flash.display.Sprite;
        import flash.events.MouseEvent;
        import flash.display.SimpleButton;
        public class level_selection extends Sprite {
            public var main_class:the_game;
            private var level_thumb:level_thumbnail;
            public function level_selection(passed_class:the_game) {
                main_class = passed_class;
                for (var i:int = 1; i<=5; i++) {
                    level_thumb = new level_thumbnail(i,main_class);
                    addChild(level_thumb);
                main_menu_button.addEventListener(MouseEvent.CLICK, on_main_menu_button_clicked);
            public function on_main_menu_button_clicked(event:MouseEvent) {
                main_class.show_splash();

  • Where can I buy the code or buy the book to make a simple flash game?

    I need to make or buy a template for a simple flash game for a clients website. It has to be legit to buy. It is about 5 pages long. You are asked a question, you select a radio button for the answer to the question, it compiles all your answers and gives you a result.
    I know flash pretty well but ccording to budget and time.it is best not to have to experiment.
    Let me know, I appreciate the imput!

    http://activeden.net/searches?term=quiz&type=files

  • Please help me with a simple flash game problem

    I am trying to learn how to make flash games with Adobe flash 5.5. I am doing a tutorial from a book and am stuck.
    The game is called concentration and you are suppose to match 2 tiles of the same shape. there are 10 shape tiles
    and 1 question mark tile. These tiles are held in an array. 20 tiles are suppose to be displayed 5 to a row with 4 rows
    and the question mark is suppose to be up on all 20. My problem is I get a blank screen when I test the movie. I
    think the code is good but I beleive I have not uploaded the tiles right. I did upload the 11 tiles to the library and have
    those 11 tiles and tile_movieclip in the library. Here is the code:
    package {
    // importing classes
    import flash.display.Sprite;
    // end of importing classes
    public class Main extends Sprite {
    public function Main() {
    // variables and constants
    const NUMBER_OF_TILES:uint=20;
    const TILES_PER_ROW:uint=5;
    var tiles:Array=new Array();
    var tile:tile_movieclip;
    // end of variables and constants
    // tiles creation loop
    for (var i:uint=0; i<NUMBER_OF_TILES; i++) {
    tiles.push(Math.floor(i/2));
    trace("My tiles: "+tiles);
    // end of tiles creation loop
    // shuffling loop
    var swap,tmp:uint;
    for (i=NUMBER_OF_TILES-1; i>0; i--) {
    swap=Math.floor(Math.random()*i);
    tmp=tiles[i];
    tiles[i]=tiles[swap];
    tiles[swap]=tmp;
    trace("My shuffled tiles: "+tiles);
    // end of shuffling loop
    // tile placing loop
    for (i=0; i<NUMBER_OF_TILES; i++) {
    tile=new tile_movieclip();
    addChild(tile);
    tile.cardType=tiles[i];
    tile.x=5+(tile.width+5)*(i%TILES_PER_ROW);
    tile.y=5+(tile.height+5)*(Math.floor(i/TILES_PER_ROW));
    tile.gotoAndStop(NUMBER_OF_TILES/2+1);
    // end of tile placing loop
    Can someone please explain to me what I am suppose to do to make the this work? I beleive the problem is it doesnt know where the tiles are.
    Thanks.

    To create the tiles, draw 10 distinct shapes in the first 10 frames of your symbol, and
    the back of the tile in the 11th frame. You are free to draw them as you want, but I suggest you make them as 90 pixels squares with registration point (starting x and y position) at 0, because these are the properties of the tiles used in this chapter's
    examples. At least, they should all be the same size.
    It didnt say put in a library. It is saying to draw them in frames of symbol but it didnt walk me through that. Can you guide me through this? I also was looking at how to add the link identifier but it said I need a popup window but I cant see one. I thought that was done
    when I went to insert new symbol. It said something about actionscript linkage. I am familliar with perl, java and c++ so I can follow the code so far but I dont have much understanding of the flash interface. I made the 10 shape tiles and the 1 question mark tile
    in paint. They are .jpeg images.

  • 2 player web-based Flash game problem

    I have a two player web-based Flash game. The Flash calls a
    JavaScript function on the webpage to get and store the user's IP.
    Then an XML file with user's game data is loaded and parsed. The IP
    address is used to identify which player is player 1 and which is
    player 2 according to the XML file. There is a Java applet to send
    and receive messages between the players.
    The first player loads everything just fine. All the first
    player's messages regarding the progress in loading different parts
    of the code sent by the game for debugging are displayed in the
    Java applet's text box, but none of the second player's messages
    sent by the game for debugging are displayed.
    The problem is that the second player's ActionScript code
    appears not to be executing except that I do get a message in the
    game that the XML file attempted to load but was not successful.
    The IP address call is not made and no messages can be sent to the
    other player. The second player's Java applet displays only the
    messages for debugging that came from the first player's game and
    any chat messages sent by the first player.
    This problem always happens to the second player, never to
    the first player. Both player's are always using IE6 or IE7.
    Does anyone have some idea(s) what could cause only the
    second player's ActionScript code not to execute and/or not to load
    an XML file correctly?
    This is just a general question, so any general answers would
    be appreciated. Code specific answers are hopefully not required.
    Thank You in advance.

    Hi,
    I am not very familiar with the multiplayer Game development. For multiplayer games, you'll need to set up a matchmaking server and have the clients connect to it. It can then pair them off and facilitate communications. If the clients have publicly available
    network addresses then it can introduce them and they can talk directly to each other.There isn't anything built in for this so you'll need to either build your own or find a third party implementation. If you are using Unity3d then check out
    http://docs.unity3d.com/Documentation/Components/net-MasterServer.html
    Also, you can use Xbox services, and I find an article below:
    https://msdn.microsoft.com/en-us/library/bb975801.aspx
    For windows Azure problem, you should go to windows Azure forum.
    Best Wishes!
    We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place. <br/> Click <a
    href="http://support.microsoft.com/common/survey.aspx?showpage=1&scid=sw%3Ben%3B3559&theme=tech"> HERE</a> to participate the survey.

  • Building complex flash game in Flash Builder 4 - Workflow/Best Practices

    I'm investigating switching to Flash Builder 4 for building a complex game that currently lives purely inside Flash CS4.  CS4 is a pretty terrible source code editor and debugger.  It's also quite unstable.  Many crashes caused by bad behavior in the SWF will take out the entire IDE so are almost impossible to debug.  And I've heard other horror stories.  To be clear, for this project I'm not interested in the Flex API, just the IDE.
    Surprisingly, it seems Flash Builder 4 isn't really set up for this type of development.  I was hoping for an "Import FLA" option that would import my Document Class, set it as the main entry point, and figure out where other assets live and construct a new project.  What is the best workflow for developing a project like this?
    What I tried:
    -Create a new Actionscript Project in the same directory where my CS4  lives
    -Set the primary source file to match the original project's source file and location
    -Set my main FLA as "export to SWC", and added "SWC PATH" to my flash builder 4 project.
    -Compile and run.. received many errors due to references to stage instance. I changed these to GetChildByName("stagename").  Instead, should I declare them as members of the main class?  (this would mimic what flash CS4 does).
    -My project already streams in several external SWF's.  I set these to "Export SWC" to get compile-time access to classes and varaibles. This works fine in cs4, the loaded SWF's behave as if they were in the native project.  Is the same recommended with FB4?
    -Should I also be setting the primary FLA as "export to swc"?  If not, how do I reference it from flex, and how does flex know which fla it should construct the main stage with?
    Problems:
    -I'm getting a crash inside a class that is compiled in one of the external SWF's (with SWC).  I cannot see source code for the stack inside this class at all.  I CAN see member variables of the class, so symbol information exists.  And I do see the stack with correct function names.  I even see local variables and function parameters in the watch window! But no source.  Is this a known bug, or "by design"? Is there a workaround?  The class is compiled into the main project, but I still cannot see source.  If FLEX doesn't support source level debugging of SWC's, then it's pretty useless to me.   The project cannot live as a single SWF.  It needs to be streaming and modular for performance and also work flow. I can see source just fine when debugging the exact same SWC/SWF through CS4.
    -What is the expected workflow with artists/designers working on the project?  Currently they just have access to all the latest source, and to test changes they run right through flash.  Will they be required to license Flash Builder as well so they can test changes?  Or should I be distributing the main "engine" as a SWF, and having it reference other SWF files that artists can work on?  They they compile their SWF in CS4, and to test the game, they can load the SWF I distribute.
    A whitepaper on this would be awesome, since I think a lot of folks are trying to go this direction.  I spent a long time searching the web and there is quite a bit of confusion on this issue, and various hacks/tricks to make things work.  Most of the information is stale from old releases (AS2!).
    If a clean workflow I would happily adopt Flash Builder 4 as the new development tool for all the programmers.  It's a really impressive IDE with solid performance, functional intellisense, a rich and configurable interface, a responsive debugger..I could go on and on.  One request is shipping with "visual studio keyboard layout" for us C++ nerds.
    Thanks very much for reading this novel!

    Flash builder debugging is a go!  Boy, I feel a bit stupid, you nailed the problem Jason - I didn't have "Permit Debugging set".  I didn't catch it because debugging worked fine in CS4 because, well, CS4 doesn't obey this flag, even for externally loaded SWF files (I think as long as it has direct access to the SWC). Ugh.
    I can now run my entire, multi SWF, complex project through FB with minimal changes.  One question I do have:
    In order to instantiate stage instances and call the constructor of the document class, I currently load the SWF file with LoaderContext.  I'm not even exporting an SWC for the main FLA (though I may, to get better intellisense).  Is this the correct way of doing it?  Or should I be using , or some other method to pull it into flex?  They seem to do the same thing.
    The one awful part about this workflow is that since almost all of my code is currently tied to symbols, and lives in the SWF, any change i make to code must first be recompiled in CS4, then I have to switch back to FB.  I'm going to over time restructure the whole code base to remove the dependency of having library symbols derive from my own custom classes.  It's just a terrible work flow for both programmers and artists alike.  CS5 will make this better, but still not great.  Having a clean code base and abstracted away assets that hold no dependencies on the code  seems like the way to go with flash.  Realistically, in a complex project, artists/designers don't know how to correctly set up symbols to drive from classes anyway, it must be done by a programmer.  This will allow for tighter error checking and less guess work.  Any thoughts on this?
    Would love to beta test CS5 FYI seeing as it solves some of these issues.
    Date: Thu, 21 Jan 2010 15:06:07 -0700
    From: [email protected]
    To: [email protected]
    Subject: Building complex flash game in Flash Builder 4 - Workflow/Best Practices
    How are you launching the debug session from Flash Builder? Which SWF are you pointing to?
    Here's what I did:
    1) I imported your project (File > Import > General > Existing project...)
    2) Create a launch configuration (Run > Debug Configuration) as a Web Application pointing to the FlexSwcBug project
    3) In the launch config, under "URL or path to launch" I unchecked "use default" and selected the SWF you built (I assume from Flash Pro C:\Users\labuser\Documents\FLAs\FlexSwcBug\FlexSwcBugCopy\src\AdobeBugExample_M ain.swf)
    4) Running that SWF, I get a warning "SWF Not Compiled for Debugging"
    5) No problem here. I opened Flash Professional to re-publish the SWF with "Permit debugging" on
    6) Back In Flash Builder, I re-ran my launch configuration and I hit the breakpoint just fine
    It's possible that you launched the wrong SWF here. It looks like you setup DocumentClass as a runnable application. This creates a DocumentClass.swf in the bin-debug folder and by default, that's what Flash Builder will create a run config for. That's not the SWF you want.
    In AdobeBugExample_Main.swc, I don't see where classCrashExternal is defined. I see that classCrashMainExample is the class and symbol name for the blue pentagon. Flash Builder reads the SWC fine for me. I'm able to get code hinting for both classes in the SWC.
    Jason San Jose
    Quality Engineer, Flash Builder
    >

  • How to Make Multiplayer TCP Flash Game?

    I have a game in the works, and though I got the UDP to work perfectly, I sadly later found out that that is simply just a lossy protocol. There's apparently (as far as my knowledge goes) nothing you can do to make it resend data if the data was not received successfully by the recipient.
    So, I was wondering how to use TCP? I've heard it's possible, but I can't seem to find a single tutorial or any information anywhere on how to do it. I found on Adobe's site socket connections, and though I got the server to connect (I think), I have no clue how to send data to it, how to get other clients to connect to it, etc. Any help?
    This is the script I've been using, and though it does connect... that's basically all it does, I don't know where to go from here...
    package
        import flash.display.Sprite;
        import flash.events.EventDispatcher;
        import flash.events.Event;
        import flash.events.*;
        import flash.events.IOErrorEvent;
        import flash.events.ProgressEvent;
        import flash.events.ServerSocketConnectEvent;
        import flash.net.ServerSocket;
        import flash.net.Socket;
        public class TCP extends Sprite
            private var serverSocket:ServerSocket;
            private var clientSockets:Array = new Array();
            public function TCP()
                try
                    // Create the server socket
                    serverSocket = new ServerSocket();
                    // Add the event listener
                    serverSocket.addEventListener( Event.CONNECT, connectHandler );
                    serverSocket.addEventListener( Event.CLOSE, onClose );
                    // Bind to local port 8087
                    serverSocket.bind( 8087, "127.0.0.1" );
                    // Listen for connections
                    serverSocket.listen();
                    trace( "Listening on " + serverSocket.localPort );
                catch(e:SecurityError)
                    trace(e);
            public function connectHandler(event:ServerSocketConnectEvent):void
                //Thesocket is provided by the event object
                var socket:Socket = event.socket as Socket;
                clientSockets.push( socket );
                socket.addEventListener( ProgressEvent.SOCKET_DATA, socketDataHandler);
                socket.addEventListener( Event.CLOSE, onClientClose );
                socket.addEventListener( IOErrorEvent.IO_ERROR, onIOError );
                //Send a connect message
                socket.writeUTFBytes("Connected");
                socket.flush();
                trace( "Sending connect message" );
            public function socketDataHandler(event:ProgressEvent):void
                var socket:Socket = event.target as Socket
                //Read the message from the socket
                var message:String = socket.readUTFBytes( socket.bytesAvailable );
                trace( "Received: " + message);
                // Echo the received message back to the sender
                message = "Echo -- " + message;
                socket.writeUTFBytes( message );
                socket.flush();
                trace( "Sending: " + message );
            private function onClientClose( event:Event ):void
                trace( "Connection to client closed." );
                //Should also remove from clientSockets array...
            private function onIOError( errorEvent:IOErrorEvent ):void
                trace( "IOError: " + errorEvent.text );
            private function onClose( event:Event ):void
                trace( "Server socket closed by OS." );

    again:  unless you're using a server that all players connect to, you should be using adobe's peer-to-peer networking (rtmfp).
    ie, with multiplayer each player can communicate with a server and the server communicates with each player, or you use peer-to-peer communication.  below is an excerpt from a book i wrote (Flash Game Development: In a Social, Mobile and 3D World).
    Social Gaming - Multiplayer Games
    With multiplayer games, data needs to be communicated among the players.  When a player makes a move (changing the game state) the updated game state needs to be communicated to all the other players. In addition, that communication needs to occur in a timely manner. 
    With turn-based games (like card games) that communication among players can take as long as few seconds without degrading the game experience. With real time games (like shooter games), even a 250 millisecond delay in communicating game state leads to a significantly degraded player experience. Consequently, real time multiplayer games require substantial expertise to successfully develop and deploy.
    There are two fundamentally different ways that communication among players can be accomplished. Players can communicate via a server (server-based games) or they can communicate directly from player to player (peer-to-peer) games.
    Server Based Multiplayer Games
    Generally, the code in each player’s Flash game handles the player’s input, transmits player data to the server, receives other players' data and displays the game state. The server receives player data, validates the data, updates and maintains game state and transmits each player’s data to the other players.
    The code used on the server cannot be ActionScript so you will need to learn a server-side coding language like php or c#.  Server-side coding is beyond the scope of this book so I will not cover server-based multiplayer games except to say you need to have advanced coding skills in, at least, two languages (ActionScript and a server-side language) to create these game types.
    Peer-to-peer games
    Since Flash Player 10, you can create multiplayer games without the need of an intermediary server to facilitate player communication.  The Flash Player can use a protocol (Adobe's Real-Time Media Flow Protocol) that allows direct peer-to-peer communication.
    Instead of using server-side code to handle the game logic and coordinate game state among players, each peer in the network handles their own game logic and game state and communicates that directly to their peers and each peer updates their game state based on the data received from others.
    To use peer-to-peer networking each peer must connect with an Adobe server.  Peer-to-peer communication does not go through that server (or it that would not be peer-to-peer) but peers must stay connected with the Adobe server in order to communicate with each other.
    To communicate with the Adobe server you should use your own server URL and developer key. That URL and key can be obtained at http://www.adobe.com/cfusion/entitlement/index.cfm?e=cirrus.
    Below is a simple tic-tac-toe game that uses Adobe's peer-to-peer networking to pair-up players.  The NetConnection class is used to establish a connection to the Adobe server while the NetGroup class is used for peer-to-peer communication.
    I used only a small part of the NetGroup methods for the tic-tac-toe game but there are more available if you are sharing data among many users and/or sharing large amounts of data.
    The tic-tac-toe game is in support files/Chapter 11/multiplayer and is extensively commented

  • Adding sound to flash game

    Hi
    I'm making a simple game in flash and I need to add a sound effect when the character jumps (space bar) but I cant figure out what code I need to use. Can someone plz help me. Here is the code I have in the Player_Platform.as
    package
        import flash.display.MovieClip;
        import flash.events.KeyboardEvent;
        import flash.ui.Keyboard;
        import flash.events.Event;
        public class Player_Platform extends MovieClip
            //Constants
            private const FRICTION:Number = 0.60;
            private const SPEED_LIMIT:int = 7;
            private const GRAVITY:Number = 0.8;
            private const ACCELERATION:Number = 1;
            private const BOUNCE:Number = -0.3;
            private const JUMP_FORCE:Number = -16;
            private const BOTTOM_OF_STAGE:uint = 10;
            //Variables:
            private var _vx:Number;
            private var _vy:Number;
            private var _accelerationX:Number;
            private var _accelerationY:Number;
            private var _frictionX:Number;
            private var _isOnGround:Boolean;
            private var _bounceX:Number;
            private var _bounceY:Number;
            private var _collisionArea:MovieClip;
            public function Player_Platform()
                _vx = 0;
                _vy = 0;
                _accelerationX = 0;
                _accelerationY = 0;
                _frictionX = FRICTION;
                _isOnGround = undefined;
                _bounceX = 0;
                _bounceY = 0;
                _collisionArea = this.body;
                this.ears.stop();
                //Add stage event listeners
                stage.addEventListener(KeyboardEvent.KEY_DOWN,atKeyDown);
                stage.addEventListener(KeyboardEvent.KEY_UP,atKeyUp);
                addEventListener(Event.ENTER_FRAME, onEnterFrame);
            private function atKeyDown(event:KeyboardEvent):void
                //Remove friction if the object is moving
                _frictionX = 1;
                if (event.keyCode == Keyboard.LEFT)
                    _accelerationX = -ACCELERATION;
                if (event.keyCode == Keyboard.RIGHT)
                    _accelerationX = ACCELERATION;
                if ((event.keyCode == Keyboard.UP)
                || (event.keyCode == Keyboard.SPACE))
                    if (_isOnGround)
                        _accelerationY = JUMP_FORCE;
                        this.ears.play();
                        _isOnGround = false;
            private function atKeyUp(event:KeyboardEvent):void
                if ((event.keyCode == Keyboard.LEFT)
                || (event.keyCode == Keyboard.RIGHT))
                    _accelerationX = 0;
                    //Apply friction when the keys are no longer being pressed
                    _frictionX = FRICTION;
                if ((event.keyCode == Keyboard.UP)
                || (event.keyCode == Keyboard.SPACE))
                    _accelerationY = 0;
            private function onEnterFrame(event:Event):void
                //Initialize local variables
                var playerHalfWidth:uint = _collisionArea.width / 2;
                var playerHalfHeight:uint = _collisionArea.height / 2;
                //Apply Acceleration
                _vx += _accelerationX;
                if (_vx > SPEED_LIMIT)
                    _vx = SPEED_LIMIT;
                if (_vx < -SPEED_LIMIT)
                    _vx = -SPEED_LIMIT;
                _vy += _accelerationY;
                if (_vy > SPEED_LIMIT * 3)
                    _vy = SPEED_LIMIT * 3;
                //No speed limit for jumping
                //Apply Friction
                if (_isOnGround)
                    _vx *= _frictionX;
                if (Math.abs(_vx) < 0.1)
                    _vx = 0;
                if (Math.abs(_vy) < 0.1)
                    _vy = 0;
                //Apply Gravity
                _vy += GRAVITY;
                //Apply Bounce from collision with platforms
                x += bounceX;
                y += bounceY;
                //Move the player
                x += _vx;
                y += _vy;
                //Reset platform bounce values so that they
                //don't compound with the next collision
                _bounceX = 0;
                _bounceY = 0;
                //Prevent object from moving up if
                //it's not on the ground
                if (! _isOnGround)
                    _accelerationY = 0;
                //Flap ears only when going up
                if (_vy >= 0)
                    this.ears.gotoAndStop(1);
                    _isOnGround = false;
                    //_directionY = "down"
                //Stage boundaries
                if (x + playerHalfWidth > stage.stageWidth)
                    _vx = 0;
                    x=stage.stageWidth - playerHalfWidth;
                else if (x - playerHalfWidth < 0)
                    _vx = 0;
                    x = 0+playerHalfWidth;
                if (y - playerHalfHeight < 0)
                    _vy = 0;
                    y = 0 + playerHalfHeight;
                else if (y + playerHalfHeight > stage.stageHeight - BOTTOM_OF_STAGE)
                    _vy *= BOUNCE;
                    y = stage.stageHeight - playerHalfHeight - BOTTOM_OF_STAGE;
                    _isOnGround = true;
            //Getters and Setters
            public function get isOnGround():Boolean
                return _isOnGround;
            public function set isOnGround(onGround:Boolean):void
                _isOnGround = onGround;
            public function set vx(vxValue:Number):void
                _vx = vxValue;
            public function get vx():Number
                return _vx;
            public function set vy(vyValue:Number):void
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