Planet Gravity Help

I am making a game where a character is on a planet (circle)
and I want him to be able to walk around the border of the planet.
Kind of like "Super Mario Galaxy" for the Wii but in 2D.
Ive already made my character able to walk and jump using the
arrow keys.
But I dont know how to make it so the gravity is in the
center of the planet.
I also want my character to rotate while he walks so his feet
are always touching the planet.
If my question is not very clear please tell me and I will
try to make it make more sense :)
Thank you for your time,
rbr1234
P.S. I have been trying to figure this out for a couple hours
now. Ive looks for tutorials all over the web but I cant find
anything that is any good. This forum is my last chance at making
my game. So I am truly thankful for your help.

Hello,
So say your left arrow key plays the animation that makes
your character walk foward and the right arrow key makes him walk
back? Why not control the rotation property of your planet
movieclip with the left/right arrow buttons also. The character
movieclip doesn't move at all - only the walk animation and the
planet rotating.
If I had to do something like that I would code up something
like the script below.
Bare in mind the code assumes the following
1) That the character movieclip is a self-contained movie
with frame names walkFoward, walkBackward, jumpSequence that
contain animations on it's stage that show those actions.
2) The planet movieclip has it's registration point in the
center.
3) That only the LEFT, RIGHT, and SPACE keys are used to
control the animation.
4) That the character mc is positioned right along the edge
of the planet mc so as to sell the effect of the character walking
along the planet surface.

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  • Big gravity issue, need much help please.

    Hey there, so my game is a platformer. I have gravity working fine, but the only issue is, is that when I just and land on the ground my character goes through the ground a little and if the platform is thin enough, or Im falling fast enough, I go right through the platform, with obviousness, this is a huge problem, but I cannot solve the problem, even when I set the gravity to 0 once the floor is hit.
    Who ever wants to help I am going to place the 3 as files that associate with the ground and the gravity, along with the hit testings below.
    MAIN FILE
    package
              import flash.display.*;
              import flash.text.*;
              import flash.events.*;
              import flash.events.KeyboardEvent;
              import flash.ui.*;
              import flash.utils.*;
              import flash.geom.*;
              import flash.net.*;
              import flash.media.Sound;
              import flash.media.SoundTransform;
              import flash.media.SoundChannel;
              import flash.net.URLRequest;
              import flash.display.Bitmap;
              import flash.display.Sprite;
              import flash.events.Event;
              import flash.utils.Timer;
              import flash.events.TimerEvent;
              public class Main extends Sprite
                        var Hero = new Character();
                        var platforms = new Platforms();
                        var BackGround = new Background();
                        var Keys1 = new Keys();
                        var nDir:int;
                        var nDirUpDown:int;
                        var tmrHitTest:Timer = new Timer(35);
                        var tmrCurrentStage:Timer = new Timer(35);
                        var kYmove:int=150;
                        var kXmove:int=400;
                        var i:int=0;
                        public function Main()
                                  addChild(BackGround);
                                  addChild(Hero);
                                  addChild(platforms);
                                  addChild(Keys1);
                                  BackGround.y+=kYmove;
                                  BackGround.x+=kXmove;
                                  Hero.y+=kYmove;
                                  Hero.x+=kXmove;
                                  platforms.y+=kYmove;
                                  platforms.x+=kXmove;
                                  Keys1.y+=kYmove;
                                  Keys1.x+=kXmove;
                                  //Checks if the left key has been released;
                                  stage.addEventListener(KeyboardEvent.KEY_UP,keyUpHandlerLeft);
                                  //Checks if the right key has been released;
                                  stage.addEventListener(KeyboardEvent.KEY_UP,keyUpHandlerRight);
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN,mover);
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN,moverUpDown);
                                  stage.addEventListener(MouseEvent.CLICK,Clicking);
                                  tmrHitTest.addEventListener("timer",timerHitTest);
                                  tmrHitTest.start();
                                  tmrCurrentStage.addEventListener("timer",timerCurrentStage);
                                  tmrCurrentStage.start();
                                  // constructor code
                        public function Clicking(e:MouseEvent):void
                                  platforms.bClicked = true;
                                  //trace(mouseX);
                                  //trace(mouseY);
                        public function mover(event:KeyboardEvent)
                                  nDir = event.keyCode;
                                  if (nDir==37||nDir==37&&nDirUpDown==32)
                                  {// left
                                            Hero.bLeftKeyDown = true;
                                  else if (nDir==39||nDir==39&&nDirUpDown==32)
                                  {// right
                                            Hero.bRightKeyDown = true;
                        function timerCurrentStage(eventArgs:TimerEvent)
                                  if (platforms.LevelOne.CurrentStage == platforms.LevelOne.iStage)
                                            if(platforms.LevelOne.bRemoveStage == true)
                                                      while(platforms.LevelOne.arFloor.length > 0){
                                                                platforms.LevelOne.removeChild(platforms.LevelOne.arFloor.p op());
                                                      Hero.StandRight.x=-320;
                                                      Hero.StandRight.y=400;
                                                      //platforms.LevelOne.arFloor.length = 0;
                                                      platforms.LevelOne.bRemoveStage = false;
                                  if(platforms.LevelOne.CurrentStage == 1){
                                  }else if(platforms.LevelOne.CurrentStage == 2){
                                            platforms.LevelOne.GenerateLevel2();
                                  }else if(platforms.LevelOne.CurrentStage == 3){
                                            platforms.LevelOne.GenerateLevel3();
                                  }else if(platforms.LevelOne.CurrentStage == 4){
                                            platforms.LevelOne.GenerateLevel4();
                                  }else if(platforms.LevelOne.CurrentStage == 5){
                                            platforms.LevelOne.GenerateLevel5();
                                  }else if(platforms.LevelOne.CurrentStage == 6){
                                            platforms.LevelOne.GenerateLevel6();
                                  }else if(platforms.LevelOne.CurrentStage == 7){
                                            platforms.LevelOne.GenerateLevel7();
                                  }else if(platforms.LevelOne.CurrentStage == 8){
                                            platforms.LevelOne.GenerateLevel8();
                                  }else if(platforms.LevelOne.CurrentStage == 9){
                                            platforms.LevelOne.GenerateLevel9();
                                  }else{
                                            platforms.LevelOne.GenerateLevel10();
                        function timerHitTest(eventArgs:TimerEvent)
                                  if(Hero.StandRight.hitTestObject(Keys1.key1)){
                                            //if(bKeyFound==true){
                                            //Keys1.removeChild(Keys1.key1);
                                            //platforms.LevelOne.removeChild(platforms.LevelOne.arFloor[8]);
                                            //bKeyFound=false;
                                  if (platforms.LevelOne.TouchingGround(Hero.HeroGroundTouch))
                                            Hero.bTouchingGround = true;
                                            Hero.vy = 0;
                                  else if (platforms.LevelOne.TouchingRoof(Hero.HeroRoofTouch))
                                            Hero.vy = 0;
                                            Hero.StandRight.y +=  4;
                                  else
                                            Hero.bTouchingGround = false;
                                   if (platforms.LevelOne.TouchingLeft(Hero.HeroLeftTouch))
                                            //Hero.bTouchingLeft = true;
                                            //Hero.vx = 0;
                                            //Hero.ax = 0;
                                  else if (platforms.LevelOne.TouchingRight(Hero.HeroRightTouch))
                                            //Hero.bTouchingRight = true;
                                            //Hero.vx = 0;
                                            //Hero.ax = 0;
                                  }else{
                                            Hero.bTouchingLeft = false;
                                            Hero.bTouchingRight = false;
                        function keyUpHandlerLeft(event:KeyboardEvent)
                                  if (event.keyCode == 37)
                                            Hero.bLeftKeyDown = false;
                        function keyUpHandlerRight(event:KeyboardEvent)
                                  if (event.keyCode == 39)
                                            Hero.bRightKeyDown = false;
                        private function moverUpDown(event:KeyboardEvent)
                                  nDirUpDown = event.keyCode;
                                  if (nDirUpDown==32)
                                  {// Jump
                                            Hero.GroundSnapped = false;
                                            if (Hero.bDownKeyDown == false)
                                                      if (Hero.bTouchingGround == true)
                                                                // trace("Jump");
                                                                Hero.aGravity=1;
                                                                Hero.vy = -20;
                                                                Hero.bTouchingGround = false;
                        function keyUpHandlerDown(event:KeyboardEvent)
                                  if (event.keyCode == 40)
                                            Hero.bDownKeyDown = false;
    CHARACTER FILE/PHYSICS
    package
              import flash.display.*;
              import flash.text.*;
              import flash.events.*;
              import flash.events.KeyboardEvent;
              import flash.ui.*;
              import flash.utils.*;
              import flash.geom.*;
              import flash.net.*;
              import flash.media.Sound;
              import flash.media.SoundTransform;
              import flash.media.SoundChannel;
              import flash.net.URLRequest;
              import flash.display.Bitmap;
              import flash.display.Sprite;
              import flash.events.Event;
              import flash.utils.Timer;
              import flash.events.TimerEvent;
              public class Character extends Sprite
                        var tmrMove:Timer = new Timer(35);
                        var tmrCoordinateMaintain:Timer = new Timer(35);
                        var bLeftKeyDown:Boolean = false;
                        var bRightKeyDown:Boolean = false;
                        var bTouchingGround:Boolean = false;
                        var bTouchingLeft:Boolean = false;
                        var bTouchingRight:Boolean = false;
                        var bDownKeyDown:Boolean;
                        var StandLeft = new standLeft  ;
                        var StandRight = new standRight  ;
                        var jumpRight = new JumpRight  ;
                        var jumpLeft = new JumpLeft  ;
                        var RunRight = new runRight  ;
                        var RunLeft = new runLeft  ;
                        var HeroGroundTouch = new heroGroundTouch  ;
                        var HeroRoofTouch = new HeroTouchRoof  ;
                        var HeroRightTouch = new HeroTouchRight  ;
                        var HeroLeftTouch = new HeroTouchLeft  ;
                        var GroundSnap:int = 0;
                        var GroundSnapped:Boolean = false;
                        var i:int = 0;
                        var ax:int = 0;
                        var vx:int = 0;
                        var vy:int = 0;
                        var Stance:int = 2;
                        var maxVelocity:int = 18;
                        var minVelocity:int = -18;
                        var maxGravity:int = 20;
                        var minGravity:int = -20;
                        var aGravity:int = 1;
                        var HeroSize:Number = 1;
                        public function Character()
                                  StandRight.x = -320;
                                  StandRight.y = 400;
                                  StandRight.scaleX = HeroSize;
                                  StandRight.scaleY = HeroSize;
                                  StandLeft.scaleX = HeroSize;
                                  StandLeft.scaleY = HeroSize;
                                  RunRight.scaleX = HeroSize;
                                  RunRight.scaleY = HeroSize;
                                  RunLeft.scaleX = HeroSize;
                                  RunLeft.scaleY = HeroSize;
                                  jumpLeft.scaleX = HeroSize;
                                  jumpLeft.scaleY = HeroSize;
                                  jumpRight.scaleX = HeroSize;
                                  jumpRight.scaleY = HeroSize;
                                  addChild(StandRight);
                                  addChild(StandLeft);
                                  addChild(RunRight);
                                  addChild(RunLeft);
                                  addChild(jumpLeft);
                                  addChild(jumpRight);
                                  addChild(HeroGroundTouch);
                                  addChild(HeroRoofTouch);
                                  addChild(HeroRightTouch);
                                  addChild(HeroLeftTouch);
                                  StandLeft.visible = false;
                                  RunLeft.visible = false;
                                  RunRight.visible = false;
                                  jumpLeft.visible = false;
                                  jumpRight.visible = false;
                                  HeroGroundTouch.visible = false;
                                  HeroRoofTouch.visible = false;
                                  HeroLeftTouch.visible = false;
                                  HeroRightTouch.visible = false;
                                  // constructor code
                                  tmrMove.addEventListener("timer",timerMove);
                                  tmrMove.start();
                                  tmrCoordinateMaintain.addEventListener("timer",timerCoordinateMaintain);
                                  tmrCoordinateMaintain.start();
                        function timerMove(eventArgs:TimerEvent)
                                  //trace(StandRight.y);
                                  if (((bLeftKeyDown == true) && bRightKeyDown == true))
                                            //if both are pressed then do nothing
                                  else if ((bLeftKeyDown == true))
                                            if ((bTouchingGround != false))
                                                      Stance = 1;
                                                      jumpRight.visible = false;
                                                      jumpLeft.visible = false;
                                                      StandRight.visible = false;
                                                      RunRight.visible = false;
                                                      StandLeft.visible = false;
                                                      RunLeft.visible = true;
                                                      ax = -1;
                                            else
                                                      Stance = 1;
                                                      jumpRight.visible = false;
                                                      jumpLeft.visible = true;
                                                      StandRight.visible = false;
                                                      RunRight.visible = false;
                                                      StandLeft.visible = false;
                                                      RunLeft.visible = false;
                                                      ax = -1;
                                  else if ((bRightKeyDown == true))
                                            if ((bTouchingGround != false))
                                                      Stance = 2;
                                                      jumpRight.visible = false;
                                                      jumpLeft.visible = false;
                                                      StandRight.visible = false;
                                                      RunRight.visible = true;
                                                      StandLeft.visible = false;
                                                      RunLeft.visible = false;
                                                      ax = 1;
                                            else
                                                      Stance = 1;
                                                      jumpRight.visible = true;
                                                      jumpLeft.visible = false;
                                                      StandRight.visible = false;
                                                      RunRight.visible = false;
                                                      StandLeft.visible = false;
                                                      RunLeft.visible = false;
                                                      ax = 1;
                                  else
                                            ax = 0;
                                            if ((vx > 0))
                                            {//slows down veloctiies when no keys are pressed
                                                      vx -=  1 / 3;
                                            else if ((vx < 0))
                                            {//returns velocities to zero when keys are released
                                                      vx +=  1 / 3;
                                            else
                                                      vx = 0;
                                                      if ((Stance == 1))
                                                      {//Left Stance
                                                                if ((bTouchingGround != false))
                                                                          StandRight.visible = false;
                                                                          RunRight.visible = false;
                                                                          StandLeft.visible = true;
                                                                          RunLeft.visible = false;
                                                                          jumpLeft.visible = false;
                                                                          jumpRight.visible = false;
                                                                else
                                                                          StandRight.visible = false;
                                                                          RunRight.visible = false;
                                                                          StandLeft.visible = false;
                                                                          RunLeft.visible = false;
                                                                          jumpLeft.visible = true;
                                                                          jumpRight.visible = false;
                                                      else if ((Stance == 2))
                                                      {//Right Stance
                                                                if ((bTouchingGround != false))
                                                                          StandRight.visible = true;
                                                                          RunRight.visible = false;
                                                                          StandLeft.visible = false;
                                                                          RunLeft.visible = false;
                                                                          jumpLeft.visible = false;
                                                                          jumpRight.visible = false;
                                                                else
                                                                          StandRight.visible = false;
                                                                          RunRight.visible = false;
                                                                          StandLeft.visible = false;
                                                                          RunLeft.visible = false;
                                                                          jumpLeft.visible = false;
                                                                          jumpRight.visible = true;
                                  }//if velocity is a
                                  if ((vx > maxVelocity))
                                            vx = maxVelocity;//stop too high velocities
                                  if ((vx < minVelocity))
                                            vx = minVelocity;
                                  if ((vy < minGravity))
                                            vy = minGravity;
                                  if ((vy > maxGravity))
                                            vy = maxGravity;
                                  vx +=  ax;
                                  vy +=  aGravity;
                                  if ((((vx < 0) && bTouchingLeft == false) || vx > 0 && bTouchingRight == false))
                                            StandRight.x +=  vx / 2.2;
                                  if (((bTouchingGround == false) && vy != 0))
                                            StandRight.y +=  vy;
                                  else
                                            //aGravity=0;
                                            vy = 0;
                                            //aGravity=1;
                                  //trace(StandRight.x);
                                  //trace(vy+" is the Gravity");
                        function timerCoordinateMaintain(eventArgs:TimerEvent)
                                  //trace(  "HERO.X = "+StandRight.x + "HERO.Y =" + StandRight.y);
                                  //trace( vy + " Velocity");
                                  StandLeft.x = StandRight.x;
                                  StandLeft.y = StandRight.y;
                                  RunRight.x = StandRight.x;
                                  RunRight.y = StandRight.y;
                                  RunLeft.x = StandRight.x;
                                  RunLeft.y = StandRight.y;
                                  HeroGroundTouch.x = StandRight.x;
                                  HeroGroundTouch.y = StandRight.y;
                                  HeroRoofTouch.x = StandRight.x;
                                  HeroRoofTouch.y = StandRight.y;
                                  HeroRightTouch.x = StandRight.x;
                                  HeroRightTouch.y = StandRight.y;
                                  HeroLeftTouch.x = StandRight.x;
                                  HeroLeftTouch.y = StandRight.y;
                                  jumpLeft.x = StandRight.x;
                                  jumpLeft.y = StandRight.y;
                                  jumpRight.x = StandRight.x;
                                  jumpRight.y = StandRight.y;
    PLATFORMS/HITTESTINGS
    package
              import flash.display.*;
              import flash.text.*;
              import flash.events.MouseEvent;
              import flash.events.KeyboardEvent;
              import flash.ui.*;
              import flash.utils.*;
              import flash.geom.*;
              import flash.net.*;
              import flash.media.Sound;
              import flash.media.SoundTransform;
              import flash.media.SoundChannel;
              import flash.net.URLRequest;
              import flash.display.Bitmap;
              import flash.display.Sprite;
              import flash.events.Event;
              import flash.utils.Timer;
              import flash.events.TimerEvent;
              public class Level1 extends Sprite
                        var i:int = 0;
                        var ExFloor=new exFloor();
                        var tFloor:exFloor = new exFloor  ;
                        var arFloor = new Array();
                        var GroundSnapped:Boolean = false;
                        var bRemoveStage:Boolean = false;
                        var CurrentStage:int = 1;
                        var iStage:int = 1;
                        public function Level1()
                                  GenerateLevel1();
                        public function PlaceFloor(nx:int,ny:int,nWidth:int,nHeight:int):void
                                  tFloor = new exFloor  ;
                                  addChild(tFloor);
                                  arFloor.push(tFloor);
                                  tFloor.x = nx;
                                  tFloor.y = ny;
                                  tFloor.width = nWidth;
                                  tFloor.height = nHeight;
                        public function TouchingGround(HeroGroundTouch:Sprite):Boolean
                                  for (i=0; i<arFloor.length; i++)
                                            if (HeroGroundTouch.hitTestObject(arFloor[i]))
                                                      GroundSnapped = true;
                                                      return true;
                                            if (HeroGroundTouch.hitTestObject(arFloor[1]))
                                                      bRemoveStage = true;
                                                      CurrentStage+=1;
                                                      iStage+=1;
                                                      //return false;
                                  return false;
                        public function TouchingRoof(HeroRoofTouch:Sprite):Boolean
                                  for (i=0; i<arFloor.length; i++)
                                            if (HeroRoofTouch.hitTestObject(arFloor[i]))
                                                      return true;
                                  return false;
                        public function TouchingLeft(HeroLeftTouch:Sprite):Boolean
                                  for (i=0; i<arFloor.length; i++)
                                            if (HeroLeftTouch.hitTestObject(arFloor[i]))
                                                      return true;
                                  return false;
                        public function TouchingRight(HeroRightTouch:Sprite):Boolean
                                  for (i=0; i<arFloor.length; i++)
                                            if (HeroRightTouch.hitTestObject(arFloor[i]))
                                                      return true;
                                  return false;
                        function GenerateLevel1():void
                                  PlaceFloor(435,7,519,36);
                                  PlaceFloor(1055,522,100,19);//NextLevelPlatform
                                  PlaceFloor(105,178,275,32);
                                  PlaceFloor(-160,368,875,22);
                                  PlaceFloor(-405,521,1360,18);// Ground
                                  PlaceFloor(-405,8,480,35);//
                                  PlaceFloor(-405,-140,12,679);//
                                  PlaceFloor(943,-139,12,491);//
                                  PlaceFloor(943,353,12,166);//  Door
                                  PlaceFloor(-393,-139,1339,6);//
                                  PlaceFloor(957,522,95,19);
                        function GenerateLevel2():void
                                  PlaceFloor(-398,507,1345,20);//Ground
                                  PlaceFloor(978,509,189,15);
                                  PlaceFloor(-397,190,363,17);
                                  PlaceFloor(542,190,404,18);
                                  PlaceFloor(151,314,218,11);
                                  PlaceFloor(-49,8,16,199);
                PlaceFloor(-34,153,135,13);
                                  PlaceFloor(541,6,18,202);
                PlaceFloor(211,38,98,9);
                PlaceFloor(372,153,171,11);
                PlaceFloor(-398,78,106,8);
                PlaceFloor(-157,11,121,11);
                PlaceFloor(558,7,98,13);
                PlaceFloor(842,87,104,11);
           

    make your ground larger so it's easier to detect contact between your character and the ground.  ie, increase its height. 
    because you probably don't want to change the ground that the user sees, add an alpha=0 shape to your ground.  it will look the same but contact will be detected with the current shapes that make up your ground and the alpha=0 shape.
    then fix the glitch where it appears the character is falling below the top of the ground.  do that by moving the character as soon as contact is detected.

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