alright so I just started back up with this space invader style game and my "heat-seeking" missile isn't working out exactly how it should. I think the problem is that it calls a function to locate the closest enemy which isn't actually finding the closest enemy. I am not going to put the actual code cause it will be confusing but the basic code is as follows:

Code:
function LocClos(xcoord, ycoord, bult){	//xcoord ycoord and name of the missile
closest=9000;
var closestName:String;
if (getHighestEnemyName()<0){
	return;
}
highest = getHighestEnemyName()
	for (i=0;i<=highest;i++){
		if (xcoord>this["enemy"+i]._x){
		tempx = xcoord-this["enemy"+i]._x;
		} else if (this["enemy"+i]._x>xcoord){
			tempx = this["enemy"+i]._x-xcoord;
		}
		if (ycoord>this["enemy"+i]._y){
		tempy = ycoord-this["enemy"+i]._y;
		} else if (this["enemy"+i]._y>ycoord){
			tempy = this["enemy"+i]._y-ycoord+1000;//+1000 because the missile cannot go backwards
		}
		tempDistance=tempy + tempx;
		if(tempDistance<closest){
			closest=tempDistance;
			this[bult].closestName="enemy"+i;
			
		}
		return(this[bult].closestName);
	}
}

//the following is in the bullet movement code:
	this[me]._y-=this[me].speed;
	//check for different bullet movement types
			
			if(this[me].movType == 1){
			LocClos(this[me]._x, this[me]._y, this[me]._name);
				if (this[me]._x>this[LocClos(this[me]._x, this[me]._y, this[me]._name)]._x){
					this[me]._x-=this[me].speedx;
				}else if(this[LocClos(this[me]._x, this[me]._y, this[me]._name)]._x>this[me]._x){
					this[me]._x+=this[me].speedx;
				}
			}
ugh this code looks so messy... anyways hopefully this is understandable? If anything needs clarification, let me know... Thanks in advance,

ChaseNYC