Code in frame 1 layer 1

//ship movement
//simulate a space ship no friction

init();

function init(){

  //normal initialization
  myShip.dx = 0;
  myShip.dy = 0;
  myShip.speed = 0;
  myShip.dir = 0;
  myShip.gotoAndStop("still");
} // end init

myShip.onEnterFrame = function(){
  myShip.checkKeys();
  myShip.turn();
  myShip.move();
} // end if

myShip.checkKeys = function(){
  //check for left and right arrows
  if (Key.isDown(Key.LEFT)){
    this.dir -= 10;
    this.gotoAndStop("left");
    if (this.dir < 0){
      this.dir = 350;
    } // end if

  } else if (Key.isDown(Key.RIGHT)){
    this.dir += 10;
    this.gotoAndStop("right");
    if (this.dir > 360){
      this.dir = 10;
    } // end if
  } else if (Key.isDown(Key.UP)){
  //thrust on up arrow
    this.thrustSpeed = 1;
    this.gotoAndStop("thrust");
  } else {
    this.thrustSpeed = 0;
    this.gotoAndStop("still");
  } // end if
} // end checkKeys

myShip.turn = function(){
  this._rotation = this.dir;
  //trace("I'm here...");

  //get new thrust vector
  degrees = this.dir
  degrees -= 90;
  radians = degrees * Math.PI / 180;
  thrustDX = this.thrustSpeed * Math.cos(radians);
  thrustDY = this.thrustSpeed * Math.sin(radians);

  //add thrust to dx and dy
  this.dx += thrustDX;
  this.dy += thrustDY; 

} // end turn

myShip.move = function(){
  this._x += this.dx;
  this._y += this.dy;

  //wrap around screen
  if (this._x > Stage.width){
    this._x = 0;
  } // end if

  if (this._x < 0){
    this._x = Stage.width;
  } // end if

  if (this._y > Stage.height){
    this._y = 0;
  } // end if

  if (this._y < 0){
    this._y = Stage.height;
  } // end if

} // end move