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Nazishooter.swf

This is the info page for
Flash #53652

(Click the ID number above for more basic data on this flash file.)


Text
START GAME

Supa-Monky

Supa-Monky

ActionScript [AS1/AS2]

Frame 1
stop(); alpha = 0.0174532925199433 /* Math.PI/180 */; controls = {}; controls.kup = 87; controls.kdown = 83; controls.kleft = 65; controls.kright = 68;
Frame 2
function addBody() { b = {}; b.points = []; b.constraints = []; b.limbs = []; b.vx = 0; b.vy = 0; b.blood = 1; b.eTime = 0; b.force = 0; PE_bodies.push(b); return(b); } function addPoint(x, y, r) { p = {}; p.x = x; p.y = y; p.vx = 0; p.vy = 0; p.r = r; return(p); } function addConstraint(p1, p2, l) { c = {}; c.p1 = p1; c.p2 = p2; if (l == null) { xd = p2.x - p1.x; yd = p2.y - p1.y; l = Math.sqrt((xd * xd) + (yd * yd)); } c.len = l; c.len2 = c.len * c.len; return(c); } function addLimb(mc, p1, p2) { _root.attachMovie(mc, "limb" + limbNum, _root.getNextHighestDepth(), {_x:p1.x, _y:p1.y}); l = {}; l.p1 = p1; l.p2 = p2; r = this["limb" + limbNum]._width / 2; if (l.p1.r < r) { l.p1.r = r; } if (l.p2.r < r) { l.p2.r = r; } l.len = this["limb" + limbNum]._height - (l.p1.r + l.p2.r); l.len2 = l.len * l.len; l.mc = this["limb" + limbNum]; l.mcName = mc; limbNum++; return(l); } function createRagdoll(ob) { body = addBody(); side = Math.abs(ob._xscale) / ob._xscale; i = 0; while (i < ob.points.length) { body.points.push(addPoint((ob.points[i]._x * side) + ob._x, ob.points[i]._y + ob._y, 2)); body.points[body.points.length - 1].vx = ob.vx; body.points[body.points.length - 1].vy = ob.vy; i++; } i = 0; while (i < ob.limbs.length) { body.limbs.push(addLimb(ob.limbs[i].gfx, body.points[ob.limbs[i].p1], body.points[ob.limbs[i].p2])); body.limbs[body.limbs.length - 1].mc._xscale = ob._xscale; i++; } i = 0; while (i < ob.constraints.length) { body.constraints.push(addConstraint(body.points[ob.constraints[i].p1], body.points[ob.constraints[i].p2], null)); i++; } i = 0; while (i < body.points.length) { p = body.points[i]; while (hitGround(p.x, p.y)) { p.y = p.y - 0.1; } i++; } return(body); } function PE_update() { i = 0; while (i < PE_bodies.length) { body = PE_bodies[i]; body.force = 0; body.eTime++; body.vy = body.vy + PE_gravity; body.ground = 0; j = 0; while (j < body.points.length) { p = body.points[j]; p.vx = p.vx + body.vx; p.vy = p.vy + body.vy; ii = 0; while (ii < PE_p_iterations) { p.x = p.x + (p.vx / PE_p_iterations); p.y = p.y + (p.vy / PE_p_iterations); if (hitGround(p.x, p.y + p.r)) { body.ground = 1; if (body.blood) { if (Math.abs(p.vy) > 10) { sprayBlood(p.x, p.y - p.vy, 1, 0, 45, 3, 3); } } p.vy = -Math.abs(p.vy * PE_bounce); p.vx = p.vx * PE_friction; while (hitGround(p.x, p.y + p.r)) { p.y = p.y - 0.1; } } else if (hitGround(p.x, p.y - p.r)) { p.vy = Math.abs(p.vy * PE_bounce); p.vx = p.vx * PE_friction; while (hitGround(p.x, p.y - p.r)) { p.y = p.y + 0.2; } } if (hitGround(p.x + p.r, p.y) && (p.vx > 0)) { p.vx = -Math.abs(p.vx * PE_bounce); p.vy = p.vy * PE_friction; while (hitGround(p.x + p.r, p.y)) { p.x = p.x - 0.2; } } else if (hitGround(p.x - p.r, p.y) && (p.vx < 0)) { p.vx = Math.abs(p.vx * PE_bounce); p.vy = p.vy * PE_friction; while (hitGround(p.x - p.r, p.y)) { p.x = p.x + 0.2; } } ii++; } body.force = body.force + Math.abs(p.vx); body.force = body.force + Math.abs(p.vy); j++; } body.vx = 0; body.vy = 0; ii = 0; while (ii < PE_iterations) { j = 0; while (j < body.limbs.length) { l = body.limbs[j]; dat = satisfyConstraint(l.p1, l.p2, l.len, 10, c.len2); l.mc._x = l.p1.x; l.mc._y = l.p1.y; l.mc._rotation = (Math.atan2(dat.y, dat.x) / alpha) + 90; j++; } j = 0; while (j < body.constraints.length) { c = body.constraints[j]; d = satisfyConstraint(c.p1, c.p2, c.len, 10, c.len2); j++; } ii++; } if ((((body.force < 4) && (body.eTime > 5)) && (body.ground)) or (body.eTime > 1000)) { j = 0; while (j < body.limbs.length) { limb = body.limbs[j]; drawLimbToBitmap(limb); limb.mc.removeMovieClip(); j++; } PE_bodies.splice(i, 1); } i++; } if (PE_debug) { dDraw.swapDepths(_root.getNextHighestDepth()); dDraw.clear(); i = 0; while (i < PE_bodies.length) { b = PE_bodies[i]; dDraw.lineStyle(3, 16711680); j = 0; while (j < b.points.length) { p = b.points[j]; dDraw.moveTo(p.x, p.y); dDraw.lineTo(p.x, p.y + 1); j++; } dDraw.lineStyle(3, 255); j = 0; while (j < b.constraints.length) { c = b.constraints[j]; dDraw.moveTo(c.p1.x, c.p1.y); dDraw.lineTo(c.p2.x, c.p2.y); j++; } i++; } } } function satisfyConstraint(p1, p2, len, bp, len2) { xd = (p2.x + p2.vx) - (p1.x + p1.vx); yd = (p2.y + p2.vy) - (p1.y + p1.vy); dis = Math.sqrt((xd * xd) + (yd * yd)); force = ((len - dis) / dis) * 0.5; xf = xd * force; yf = yd * force; p1.vx = p1.vx - xf; p1.vy = p1.vy - yf; p2.vx = p2.vx + xf; p2.vy = p2.vy + yf; return({x:xd, y:yd, b:0}); } function sprayBlood(x, y, a, d, rd, spd, rs) { i = 0; while (i < a) { s = spd + ((Math.random() - Math.random()) * rs); d = d + (random(rd) - random(rd)); vx = s * Math.sin(d / alpha); vy = s * Math.cos(d / alpha); createBlood(x, y, vx, vy); i++; } } function createBlood(x, y, vx, vy) { this["blood" + bloodNum] = _root.createEmptyMovieClip("blood" + bloodNum, _root.getNextHighestDepth()); this["blood" + bloodNum]._x = x; this["blood" + bloodNum]._y = y; this["blood" + bloodNum].vx = vx; this["blood" + bloodNum].vy = vy; this["blood" + bloodNum].lineStyle(2, 16711680); this["blood" + bloodNum].moveTo(0, 0); this["blood" + bloodNum].lineTo(0, 1); bloodList.push(this["blood" + bloodNum]); bloodNum++; } function updateBlood() { i = 0; while (i < bloodList.length) { b = bloodList[i]; b.vy = b.vy + gravity; b._x = b._x + b.vx; b._y = b._y + b.vy; if (hitGround(b._x, b._y)) { spd = Math.sqrt((b.vx * b.vx) + (b.vy * b.vy)); xs = b.vx / spd; ys = b.vy / spd; while (hitGround(b._x, b._y)) { b._x = b._x - xs; b._y = b._y - ys; } level.setPixel32(b._x, b._y, 4294901760); b.removeMovieClip(); bloodList.splice(i, 1); } i++; } } function addActor(ob, x, y, updates) { obj = _root.attachMovie(ob, "actor" + actorNum, _root.getNextHighestDepth(), {_x:x, _y:y}); actorNum++; obj.vx = 0; obj.vy = 0; obj.heightRad = obj._height; obj.widthRad = obj._width / 2; obj.ground = 0; obj.speed = 0.5; obj.jump = 8; obj.xSpeedMax = 8; obj.ySpeedMax = 10; obj.moveQuality = 0.1; obj.moveStep = 2; obj.updates = updates; obj.AI = true; actors.push(obj); return(obj); } function updateActors() { i = 0; while (i < actors.length) { actor = actors[i]; j = 0; while (j < actor.updates.length) { this[actor.updates[j]](actor); j++; } i++; } } function updateActor(ob) { ob.ground = 0; ob.vy = ob.vy + gravity; ms = ob.moveStep; while (ms > 0) { ob._y = ob._y + (ob.vy / player.moveStep); ob._x = ob._x + (ob.vx / player.moveStep); if (hitGround(Math.round(ob._x), Math.round(ob._y))) { ob.vy = -Math.abs(ob.vy * 0.4); ob.ground = 1; while (hitGround(ob._x, ob._y)) { ob._y = ob._y - ob.moveQuality; } } else if (hitGround(Math.round(ob._x), Math.round(ob._y - ob.heightRad))) { ob.vy = Math.abs(ob.vy * 0.4); while (hitGround(ob._x, ob._y - ob.heightRad)) { ob._y = ob._y + ob.moveQuality; } } if (hitGround(Math.round(ob._x - ob.widthRad), Math.round(ob._y - (ob.heightRad / 2)))) { ob.vx = -Math.abs(ob.vx * 0.4); ob.vy = ob.vy * 0.99; if (ob.AI) { if ((!hitGround(ob._x - (ob.widthRad * 2), ob._y - (ob.heightRad * 1.5))) && (ob.ground)) { ob.vy = ob.vy - ob.jump; } } while (hitGround(ob._x - ob.widthRad, ob._y - (ob.heightRad / 2))) { ob._x = ob._x + ob.moveQuality; } } else if (hitGround(Math.round(ob._x + ob.widthRad), Math.round(ob._y - (ob.heightRad / 2)))) { ob.vx = Math.abs(ob.vx * 0.4); ob.vy = ob.vy * 0.99; if (ob.AI) { if ((!hitGround(ob._x + (ob.widthRad * 2), ob._y - (ob.heightRad * 1.5))) && (ob.ground)) { ob.vy = ob.vy - ob.jump; } } while (hitGround(ob._x + ob.widthRad, ob._y - (ob.heightRad / 2))) { ob._x = ob._x - ob.moveQuality; } } ms--; } } function flyingAI(ob) { if (ob.fa == undefined) { ob.fa = 10; } if (ob.fa < 0) { xd = player._x - ob._x; if (Math.abs(xd) > 50) { ob.vy = ob.vy - 11; } ob.fa = 10; } else { ob.fa--; } } function updateAnimation(ob) { if (ob.vx > 0) { ob._xscale = 100; } else { ob._xscale = -100; } if (Math.abs(ob.vx) > 0.5) { ob.gotoAndStop("walking"); } else { ob.gotoAndStop("still"); } } function playerControl(ob) { if (Key.isDown(controls.kleft)) { ob.vx = ob.vx - ob.speed; } else if (Key.isDown(controls.kright)) { ob.vx = ob.vx + ob.speed; } else if (ob.ground) { ob.vx = ob.vx * 0.9; } if (Key.isDown(controls.kup) && (ob.ground)) { ob.vy = -ob.jump; } if (Math.abs(ob.vx) > ob.xSpeedMax) { ob.vx = ob.xSpeedMax * (ob.vx / Math.abs(ob.vx)); } } function enemyAI(ob) { if ((ob._x + ob.widthRad) < (player._x - player.widthRad)) { ob.vx = ob.vx + ob.speed; } else if ((ob._x - ob.widthRad) > (player._x + player.widthRad)) { ob.vx = ob.vx - ob.speed; } else if (ob.ground) { ob.vx = ob.vx * 0.9; } if (Math.abs(ob.vx) > ob.xSpeedMax) { ob.vx = ob.xSpeedMax * (ob.vx / Math.abs(ob.vx)); } } function enemyGunAI(ob) { xd = player._x - ob._x; yd = player._y - ob._y; dis = Math.sqrt((xd * xd) + (yd * yd)); if (dis > ob.range) { if ((ob._x + ob.widthRad) < (player._x - player.widthRad)) { ob.vx = ob.vx + ob.speed; } else if ((ob._x - ob.widthRad) > (player._x + player.widthRad)) { ob.vx = ob.vx - ob.speed; } else if (ob.ground) { ob.vx = ob.vx * 0.9; } } else { ob.vx = ob.vx * 0.8; if (!ob.reloading) { if (ob.ammo > 0) { if (ob.shootInt <= 0) { enemyAttack(ob, player); } else { ob.shootInt--; } } else { ob.reloading = true; ob.reload = ob.gun.reload; } } } if (ob.reloading) { if (ob.reload <= 0) { ob.ammo = ob.gun.ammo; ob.reloading = false; } else { ob.reload--; } } if (Math.abs(ob.vx) > ob.xSpeedMax) { ob.vx = ob.xSpeedMax * (ob.vx / Math.abs(ob.vx)); } } function enemyAttack(ob, target) { egun = ob.gun; if (((ob.ammo > 0) && (ob.shootInt <= 0)) && (!ob.reloading)) { xd = ob._x - target._x; yd = ob._y - target._y; dir = (Math.atan2(yd, xd) / alpha) + 180; var _local9 = new Sound(ob); _local9.attachSound(egun.fireSound); sv = Math.abs(600 - xd); if (sv > 80) { sv = 80; } _local9.setVolume(sv); _local9.start(0, 1); ob.vx = ob.vx - (Math.cos(dir * alpha) * egun.recoil); ob.vy = ob.vy - (Math.sin(dir * alpha) * egun.recoil); i = 0; while (i < egun.amount) { spd = egun.spd + ((Math.random() - Math.random()) * egun.spdR); dir = dir + ((Math.random() - Math.random()) * egun.dirR); _root.attachMovie("bullet", "bullet" + bulletNum, _root.getNextHighestDepth(), {_x:ob._x, _y:ob._y - (ob.heightRad / 2), _rotation:dir, vx:Math.cos(dir * alpha) * spd, vy:Math.sin(dir * alpha) * spd}); this["bullet" + bulletNum].iterations = egun.iterations; this["bullet" + bulletNum].force = egun.force; enemyBullets.push(this["bullet" + bulletNum]); bulletNum++; i++; } ob.ammo--; ob.shootInt = egun.interval * 5; } } function changeWeapon(num) { gun = gunList[num]; } function changeLevel(num) { clearInterval(currentLevel.enemyInterval); currentLevel = gameLevels[num]; loadLevel(currentLevel.gfx); currentLevel.enemyInterval = setInterval(createEnemyNow, currentLevel.spawnInterval); } function loadLevel(nam) { levelCol = _root.attachMovie(nam, "levelCol", _root.getNextHighestDepth()); currentLevel.spawnPoints = [{x:levelCol.enemySpawn1._x, y:levelCol.enemySpawn1._y}]; enemySpawn1 = {x:levelCol.enemySpawn1._x, y:levelCol.enemySpawn1._y}; enemySpawn2 = {x:levelCol.enemySpawn2._x, y:levelCol.enemySpawn2._y}; currentLevel.spawnPoints = [enemySpawn1, enemySpawn2]; player._x = levelCol.playerSpawn._x; player._y = levelCol.playerSpawn._y; level.draw(levelCol); levelCol.removeMovieClip(); } function drawLimbToBitmap(limb, bi) { bitmapDrawHolder._visible = 1; bitmapDrawHolder.attachMovie(limb.mcName, "a", 0, {_x:limb.mc._x, _y:limb.mc._y, _rotation:limb.mc._rotation, _xscale:limb.mc._xscale}); level.draw(bitmapDrawHolder); } function drawGround(x, y, r, c) { xx = x - r; while (xx < (x + r)) { yy = y - r; while (yy < (y + r)) { level.setPixel32(xx, yy, c); yy++; } xx++; } } function drawGroundCir(x, y, r, c) { xx = -r; while (xx < r) { yy = -r; while (yy < r) { if (Math.sqrt((xx * xx) + (yy * yy)) < r) { level.setPixel32(x + xx, y + yy, c); } yy++; } xx++; } } function hitGround(x, y) { if (level.getPixel32(x, y) != 0) { return(1); } return(0); } function attack() { if (((gun.cAmmo > 0) && (gun.cInterval <= 0)) && (!gun.reloading)) { var _local8 = new Sound(_root); _local8.attachSound(gun.fireSound); _local8.start(0, 1); player.vx = player.vx - (Math.cos(player_gun._rotation * alpha) * gun.recoil); player.vy = player.vy - (Math.sin(player_gun._rotation * alpha) * gun.recoil); i = 0; while (i < gun.amount) { spd = gun.spd + ((Math.random() - Math.random()) * gun.spdR); dir = player_gun._rotation + ((Math.random() - Math.random()) * gun.dirR); _root.attachMovie("bullet", "bullet" + bulletNum, _root.getNextHighestDepth(), {_x:player._x, _y:player._y - (player.heightRad / 2), _rotation:dir, vx:Math.cos(dir * alpha) * spd, vy:Math.sin(dir * alpha) * spd}); this["bullet" + bulletNum].iterations = gun.iterations; this["bullet" + bulletNum].force = gun.force; this["bullet" + bulletNum].holeSize = gun.bulletHole; bullets.push(this["bullet" + bulletNum]); bulletNum++; i++; } gun.cAmmo--; gun.cInterval = gun.interval; } } function updateBullets() { iii = 0; while (iii < bullets.length) { bullet = bullets[iii]; bullet.vy = bullet.vy + 0.1; if ((((bullet._x > screenWidth) or (bullet._y < 0)) or (bullet._y > screenHeight)) or (bullet._y < 0)) { bullets[iii].removeMovieClip(); bullets.splice(iii, 1); } it = 0; while (it < bullet.iterations) { bullet._x = bullet._x + (bullet.vx / bullet.iterations); bullet._y = bullet._y + (bullet.vy / bullet.iterations); if (hitGround(bullet._x, bullet._y)) { spd = Math.sqrt((bullet.vx * bullet.vx) + (bullet.vy * bullet.vy)); xma = (bullet.vx / spd) * 2; yma = (bullet.vy / spd) * 2; if (bullet._x != undefined) { while (hitGround(bullet._x, bullet._y)) { bullet._x = bullet._x - xma; bullet._y = bullet._y - yma; } } bullet._x = bullet._x + xma; bullet._y = bullet._y + yma; drawGroundCir(bullet._x, bullet._y, 2, 0); bullets[iii].removeMovieClip(); bullets.splice(iii, 1); break; } ii = 0; while (ii < enemies.length) { enemy = enemies[ii]; if (enemy.hitTest(bullet._x, bullet._y)) { kills++; rd = createRagdoll(enemy); rd.vx = rd.vx + (bullet.vx * bullet.force); rd.vy = rd.vy + (bullet.vy * bullet.force); sprayBlood(bullet._x, bullet._y, 10, Math.atan2(bullet.vy, bullet.vx) / alpha, 45, 3, 3); enemies[ii].removeMovieClip(); enemies.splice(ii, 1); bullets[iii].removeMovieClip(); bullets.splice(iii, 1); break; } ii++; } it++; } iii++; } iii = 0; while (iii < enemyBullets.length) { bullet = enemyBullets[iii]; bullet.vy = bullet.vy + 0.1; if ((((bullet._x > screenWidth) or (bullet._y < 0)) or (bullet._y > screenHeight)) or (bullet._y < 0)) { enemyBullets[iii].removeMovieClip(); enemyBullets.splice(iii, 1); } it = 0; while (it < bullet.iterations) { bullet._x = bullet._x + (bullet.vx / bullet.iterations); bullet._y = bullet._y + (bullet.vy / bullet.iterations); if (hitGround(bullet._x, bullet._y)) { spd = Math.sqrt((bullet.vx * bullet.vx) + (bullet.vy * bullet.vy)); xma = (bullet.vx / spd) * 2; yma = (bullet.vy / spd) * 2; if (bullet._x != undefined) { while (hitGround(bullet._x, bullet._y)) { bullet._x = bullet._x - xma; bullet._y = bullet._y - yma; } } bullet._x = bullet._x + xma; bullet._y = bullet._y + yma; level.setPixel32(bullet._x, bullet._y, 0); enemyBullets[iii].removeMovieClip(); enemyBullets.splice(iii, 1); break; } if (player.hitTest(bullet._x, bullet._y)) { player.vx = player.vx + ((bullet.vx * bullet.force) / 3); player.vy = player.vy + ((bullet.vy * bullet.force) / 3); sprayBlood(bullet._x, bullet._y, 10, Math.atan2(bullet.vy, bullet.vx) / alpha, 45, 3, 3); enemyBullets[iii].removeMovieClip(); enemyBullets.splice(iii, 1); break; } it++; } iii++; } } function createEnemyNow() { if (enemies.length < maxEnemies) { et = random(currentLevel.spawnPoints.length); typ = random(currentLevel.enemies.length - 1); addEnemy(currentLevel.enemies[typ], currentLevel.spawnPoints[et]); } } function addEnemy(dat, sp) { enemies.push(addActor(dat.gfx, sp.x, sp.y, dat.modules)); actors[actors.length - 1].health = gameEnemy[dat.nam].health; actors[actors.length - 1].gun = gameEnemy[dat.nam].gun; actors[actors.length - 1].reload = gameEnemy[dat.nam].reload; actors[actors.length - 1].shootInt = gameEnemy[dat.nam].shootInt; actors[actors.length - 1].ammo = gameEnemy[dat.nam].ammo; actors[actors.length - 1].reloading = gameEnemy[dat.nam].reloading; actors[actors.length - 1].range = gameEnemy[dat.nam].range; } stop(); PE_gravity = 0.9; PE_friction = 0.7; PE_bounce = 0.1; PE_bodies = []; PE_iterations = 1; PE_p_iterations = 5; dDraw = _root.createEmptyMovieClip("dDraw", _root.getNextHighestDepth()); limbNum = 0; bloodList = []; bullet_regular = {}; bullet_regular.size = 1; bullet_regular.iterations = 2; bullet_regular.update = function (ob, ind) { b = bullet_regular; }; bullet_list = [bullet_regular]; guns = {}; guns.handgun = {}; guns.handgun.nam = "Teh Handgun"; guns.handgun.amount = 2; guns.handgun.dirR = 2; guns.handgun.spd = 60; guns.handgun.spdR = 3; guns.handgun.force = 0.1; guns.handgun.iterations = 5; guns.handgun.ammo = 666; guns.handgun.auto = false; guns.handgun.interval = 10; guns.handgun.reload = 1; guns.handgun.recoil = 0.2; guns.handgun.zoom = 0.5; guns.handgun.bulletHole = 3; guns.handgun.fireSound = "rev"; guns.handgun.reloadSound = "magnum_reload"; guns.handgun.emptySound = "gun_empty"; guns.shotgun = {}; guns.shotgun.nam = "OMG SHOTGONN"; guns.shotgun.amount = 10; guns.shotgun.dirR = 10; guns.shotgun.spd = 100; guns.shotgun.spdR = 10; guns.shotgun.force = 1; guns.shotgun.iterations = 5; guns.shotgun.ammo = 100; guns.shotgun.auto = false; guns.shotgun.interval = 20; guns.shotgun.reload = 1; guns.shotgun.recoil = 1; guns.shotgun.zoom = 0; guns.shotgun.bulletHole = 3; guns.shotgun.fireSound = "shotgun_shot"; guns.shotgun.reloadSound = "shotgun_reload"; guns.shotgun.emptySound = "gun_empty"; guns.uzi = {}; guns.uzi.nam = "OOZI"; guns.uzi.amount = 1; guns.uzi.dirR = 6; guns.uzi.spd = 100; guns.uzi.spdR = 20; guns.uzi.force = 0.5; guns.uzi.iterations = 10; guns.uzi.ammo = 1337; guns.uzi.auto = true; guns.uzi.interval = 5; guns.uzi.reload = 1; guns.uzi.recoil = 0.1; guns.uzi.zoom = 0.7; guns.uzi.bulletHole = 3; guns.uzi.penDepth = 3; guns.uzi.fireSound = "gunshot2"; guns.uzi.reloadSound = "magnum_reload"; guns.uzi.emptySound = "gun_empty"; guns.barret = {}; guns.barret.nam = "Death"; guns.barret.amount = 5; guns.barret.dirR = 0.5; guns.barret.spd = 100; guns.barret.spdR = 1; guns.barret.force = 0.3; guns.barret.iterations = 10; guns.barret.ammo = 1234; guns.barret.auto = true; guns.barret.interval = 2; guns.barret.reload = 1; guns.barret.recoil = 0.1; guns.barret.zoom = 1; guns.barret.bulletHole = 0.5; guns.barret.fireSound = "barret"; guns.barret.reloadSound = "magnum_reload"; guns.barret.emptySound = "gun_empty"; gunList = [guns.handgun, guns.shotgun, guns.uzi, guns.barret]; enemyTypes = []; gameEnemy = {}; gameEnemy.zombie = {}; gameEnemy.zombie.nam = "zombie"; gameEnemy.zombie.gfx = "nazi1"; gameEnemy.zombie.health = 2; gameEnemy.zombie.gun = gunList[0]; gameEnemy.zombie.reload = 10; gameEnemy.zombie.shootInt = 1; gameEnemy.zombie.ammo = 0; gameEnemy.zombie.reloading = true; gameEnemy.zombie.range = 250; gameEnemy.zombie.modules = ["enemyGunAI", "updateActor", "updateAnimation"]; gameLevels = [{gfx:"level1c", enemies:[gameEnemy.zombie], spawnInterval:300}, {gfx:"level2c", enemies:[gameEnemy.zombie], spawnInterval:1000}]; bullet_regular.update(); PE_debug = false; screenWidth = 2880; screenHeight = 2880; var level = (new flash.display.BitmapData(screenWidth, screenHeight, true, 0)); levelGfx = _root.createEmptyMovieClip("levelGfx", _root.getNextHighestDepth()); levelGfx.attachBitmap(level, 0); _root.createEmptyMovieClip("bitmapDrawHolder", _root.getNextHighestDepth()); bitmapDrawHolder._visible = 0; gravity = 0.5; actors = []; actorNum = 0; player = addActor("player", 50, 50, ["playerControl", "updateActor", "updateAnimation"]); player.AI = false; player_gun.swapDepths(_root.getNextHighestDepth()); enemies = []; maxEnemies = 12; i = 0; while (i < gunList.length) { cgun = gunList[i]; cgun.cAmmo = cgun.ammo; cgun.cReload = cgun.reload; cgun.reloading = 0; cgun.cInterval = cgun.interval; i++; } changeWeapon(0); bulletNum = 0; bullets = []; enemyBullets = []; cameraOb = player; kills = 0; oldTime = 0; fps = 0; onEnterFrame = function () { fps = ((((((((((((((("FPS: " + Math.round(1000 / (getTimer() - oldTime))) + newline) + "kills: ") + kills) + "\nbullets: ") + bullets.length) + "\nragdolls: ") + PE_bodies.length) + "\n\nGun: ") + gun.nam) + "\nAmmo: ") + gun.cAmmo) + "/") + gun.ammo) + "\nReload: ") + gun.cReload; oldTime = getTimer(); updateActors(); PE_update(); updateBlood(); updateBullets(); player_gun._x = player._x; player_gun._y = player._y - (player.heightRad / 2); player_gun._rotation = (Math.atan2((player._y - (player.heightRad / 2)) - _ymouse, player._x - _xmouse) / alpha) + 180; if ((player_gun._rotation < -90) or (player_gun._rotation > 90)) { player_gun._yscale = -100; } else { player_gun._yscale = 100; } _x = (_x - Math.round((_x - ((275 - cameraOb._x) - (((_xmouse + _x) - 275) * gun.zoom))) / 10)); _y = (_y - Math.round((_y - ((200 - cameraOb._y) - (((_ymouse + _y) - 200) * gun.zoom))) / 10)); if (Key.isDown(1)) { if (gun.auto) { attack(); } } if (gun.cInterval > 0) { gun.cInterval--; } if (gun.reloading) { if (gun.cReload <= 0) { gun.cAmmo = gun.ammo; gun.reloading = 0; gun.cReload = gun.reload; } else { gun.cReload--; } } UI._x = -_x; UI._y = -_y; UI.swapDepths(_root.getNextHighestDepth()); }; onMouseDown = function () { if (Key.isDown(16)) { PE_debug = !PE_debug; dDraw.clear(); } else if (Key.isDown(32)) { ii = 0; while (ii < enemies.length) { e = enemies[ii]; xxd = player._x - e._x; yyd = player._y - e._y; dis = Math.sqrt((xxd * xxd) + (yyd * yyd)); if (dis < 200) { rd = createRagdoll(e); rd.vx = rd.vx + (((-xxd) / dis) * 15); rd.vy = rd.vy + (((-yyd) / dis) * 15); e.removeMovieClip(); enemies.splice(ii, 1); } ii++; } } else if (!gun.auto) { if (gun.cAmmo <= 0) { var _local2 = new Sound(_root); _local2.attachSound(gun.emptySound); _local2.start(0, 1); } attack(); } }; var keyList = new Object(); keyList.onKeyDown = function () { if (Key.isDown(82)) { gun.reloading = 1; } if (Key.isDown(49)) { changeWeapon(0); } else if (Key.isDown(50)) { changeWeapon(1); } else if (Key.isDown(51)) { changeWeapon(2); } else if (Key.isDown(52)) { changeWeapon(3); } }; Key.addListener(keyList); changeLevel(0);
Symbol 33 MovieClip [nazi1] Frame 1
points = [frame.head, frame.body, frame.arms, frame.lbf, frame.lbb, frame.abf, frame.abb]; constraints = [{p1:2, p2:0}, {p1:2, p2:1}]; limbs = [{gfx:"nazi1_ab", p1:2, p2:6}, {gfx:"nazi1_lb", p1:1, p2:4}, {gfx:"nazi1_body", p1:1, p2:0}, {gfx:"nazi1_lf", p1:1, p2:3}, {gfx:"nazi1_af", p1:2, p2:5}]; stop();
Symbol 36 MovieClip [level1c] Frame 1
spawnPoints = [enemySpawn1, enemySpawn2];
Symbol 47 MovieClip [player] Frame 1
points = [frame.head, frame.body, frame.arms, frame.lbf, frame.lbb, frame.abf, frame.abb]; constraints = [{p1:2, p2:0}, {p1:2, p2:1}]; limbs = [{gfx:"arm_back", p1:2, p2:6}, {gfx:"leg_back", p1:1, p2:4}, {gfx:"body", p1:1, p2:0}, {gfx:"leg_front", p1:1, p2:3}, {gfx:"arm_front", p1:2, p2:5}]; stop();
Symbol 65 MovieClip [enemy_flying1] Frame 1
points = [frame.head, frame.neck, frame.body, frame.tail]; constraints = [{p1:0, p2:2}]; limbs = [{gfx:"enemy_flying1_tail", p1:2, p2:3}, {gfx:"enemy_flying1_body", p1:2, p2:1}, {gfx:"enemy_flying1_head", p1:1, p2:0}]; stop();
Symbol 75 MovieClip [level2c] Frame 1
spawnPoints = [enemySpawn1, enemySpawn2];
Symbol 79 Button
on (release) { gotoAndStop (2); }
Symbol 87 Button
on (release) { getURL ("http://www.supa-monky.deviantart.com", "_blank"); }

Library Items

Symbol 1 Sound [shotgun_shot]
Symbol 2 Sound [rev]
Symbol 3 Sound [magnum_shot]
Symbol 4 Sound [gun_empty]
Symbol 5 Sound [gunshot2]
Symbol 6 Sound [barret]
Symbol 7 BitmapUsed by:9 21 24 25 26 27 28 29 30 31
Symbol 8 BitmapUsed by:9 21 24 25 26 27 28 29 30 31
Symbol 9 GraphicUses:7 8Used by:10
Symbol 10 MovieClip [nazi1_body]Uses:9
Symbol 11 BitmapUsed by:12 14 21 24 25 26 27 28 29 30 31
Symbol 12 GraphicUses:11Used by:13
Symbol 13 MovieClip [nazi1_lf]Uses:12
Symbol 14 GraphicUses:11Used by:15
Symbol 15 MovieClip [nazi1_lb]Uses:14
Symbol 16 BitmapUsed by:17 19 21 24 25 26 27 28 29 30 31
Symbol 17 GraphicUses:16Used by:18
Symbol 18 MovieClip [nazi1_af]Uses:17
Symbol 19 GraphicUses:16Used by:20
Symbol 20 MovieClip [nazi1_ab]Uses:19
Symbol 21 GraphicUses:16 7 8 11Used by:23
Symbol 22 MovieClipUsed by:23 32
Symbol 23 MovieClipUses:21 22Used by:33
Symbol 24 GraphicUses:16 7 8 11Used by:32
Symbol 25 GraphicUses:16 7 8 11Used by:32
Symbol 26 GraphicUses:16 7 8 11Used by:32
Symbol 27 GraphicUses:16 7 8 11Used by:32
Symbol 28 GraphicUses:16 7 8 11Used by:32
Symbol 29 GraphicUses:16 7 8 11Used by:32
Symbol 30 GraphicUses:16 7 8 11Used by:32
Symbol 31 GraphicUses:16 7 8 11Used by:32
Symbol 32 MovieClipUses:24 22 25 26 27 28 29 30 31Used by:33
Symbol 33 MovieClip [nazi1]Uses:23 32
Symbol 34 GraphicUsed by:36
Symbol 35 MovieClipUsed by:36 41 46 61 64 75
Symbol 36 MovieClip [level1c]Uses:34 35
Symbol 37 BitmapUsed by:40 42 43 44 45 54
Symbol 38 BitmapUsed by:40 42 43 44 45 50 52
Symbol 39 BitmapUsed by:40 42 43 44 45 48
Symbol 40 GraphicUses:37 38 39Used by:41
Symbol 41 MovieClipUses:40 35Used by:47
Symbol 42 GraphicUses:37 38 39Used by:46
Symbol 43 GraphicUses:37 38 39Used by:46
Symbol 44 GraphicUses:37 38 39Used by:46
Symbol 45 GraphicUses:37 38 39Used by:46
Symbol 46 MovieClipUses:42 35 43 44 45Used by:47
Symbol 47 MovieClip [player]Uses:41 46
Symbol 48 GraphicUses:39Used by:49
Symbol 49 MovieClip [body]Uses:48
Symbol 50 GraphicUses:38Used by:51
Symbol 51 MovieClip [leg_front]Uses:50
Symbol 52 GraphicUses:38Used by:53
Symbol 53 MovieClip [leg_back]Uses:52
Symbol 54 GraphicUses:37Used by:55 56
Symbol 55 MovieClip [arm_front]Uses:54
Symbol 56 MovieClip [arm_back]Uses:54
Symbol 57 GraphicUsed by:58
Symbol 58 MovieClip [bullet]Uses:57
Symbol 59 BitmapUsed by:60
Symbol 60 GraphicUses:59Used by:61 64
Symbol 61 MovieClipUses:60 35Used by:65
Symbol 62 BitmapUsed by:63
Symbol 63 GraphicUses:62Used by:64
Symbol 64 MovieClipUses:60 35 63Used by:65
Symbol 65 MovieClip [enemy_flying1]Uses:61 64
Symbol 66 BitmapUsed by:67
Symbol 67 GraphicUses:66Used by:68
Symbol 68 MovieClip [enemy_flying1_head]Uses:67
Symbol 69 BitmapUsed by:70
Symbol 70 GraphicUses:69Used by:71
Symbol 71 MovieClip [enemy_flying1_body]Uses:70
Symbol 72 BitmapUsed by:73
Symbol 73 GraphicUses:72Used by:74
Symbol 74 MovieClip [enemy_flying1_tail]Uses:73
Symbol 75 MovieClip [level2c]Uses:35
Symbol 76 GraphicUsed by:79
Symbol 77 FontUsed by:78 88
Symbol 78 TextUses:77Used by:79
Symbol 79 ButtonUses:76 78Used by:Timeline
Symbol 80 GraphicUsed by:81 87
Symbol 81 MovieClipUses:80Used by:87
Symbol 82 FontUsed by:83 86
Symbol 83 TextUses:82Used by:87
Symbol 84 GraphicUsed by:85 87
Symbol 85 MovieClipUses:84Used by:87
Symbol 86 TextUses:82Used by:87
Symbol 87 ButtonUses:81 83 85 86 80 84Used by:Timeline
Symbol 88 EditableTextUses:77Used by:89
Symbol 89 MovieClipUses:88Used by:Timeline
Symbol 90 GraphicUsed by:91
Symbol 91 MovieClipUses:90Used by:Timeline

Instance Names

"B_logo"Frame 1Symbol 87 Button
"UI"Frame 2Symbol 89 MovieClip
"player_gun"Frame 2Symbol 91 MovieClip
"head"Symbol 23 MovieClip Frame 1Symbol 22 MovieClip
"body"Symbol 23 MovieClip Frame 1Symbol 22 MovieClip
"lbb"Symbol 23 MovieClip Frame 1Symbol 22 MovieClip
"lbf"Symbol 23 MovieClip Frame 1Symbol 22 MovieClip
"arms"Symbol 23 MovieClip Frame 1Symbol 22 MovieClip
"abb"Symbol 23 MovieClip Frame 1Symbol 22 MovieClip
"abf"Symbol 23 MovieClip Frame 1Symbol 22 MovieClip
"head"Symbol 32 MovieClip Frame 1Symbol 22 MovieClip
"body"Symbol 32 MovieClip Frame 1Symbol 22 MovieClip
"lbb"Symbol 32 MovieClip Frame 1Symbol 22 MovieClip
"lbf"Symbol 32 MovieClip Frame 1Symbol 22 MovieClip
"arms"Symbol 32 MovieClip Frame 1Symbol 22 MovieClip
"abb"Symbol 32 MovieClip Frame 1Symbol 22 MovieClip
"abf"Symbol 32 MovieClip Frame 1Symbol 22 MovieClip
"frame"Symbol 33 MovieClip [nazi1] Frame 1Symbol 23 MovieClip
"frame"Symbol 33 MovieClip [nazi1] Frame 2Symbol 32 MovieClip
"enemySpawn1"Symbol 36 MovieClip [level1c] Frame 1Symbol 35 MovieClip
"enemySpawn2"Symbol 36 MovieClip [level1c] Frame 1Symbol 35 MovieClip
"playerSpawn"Symbol 36 MovieClip [level1c] Frame 1Symbol 35 MovieClip
"head"Symbol 41 MovieClip Frame 1Symbol 35 MovieClip
"body"Symbol 41 MovieClip Frame 1Symbol 35 MovieClip
"lbb"Symbol 41 MovieClip Frame 1Symbol 35 MovieClip
"lbf"Symbol 41 MovieClip Frame 1Symbol 35 MovieClip
"arms"Symbol 41 MovieClip Frame 1Symbol 35 MovieClip
"abb"Symbol 41 MovieClip Frame 1Symbol 35 MovieClip
"abf"Symbol 41 MovieClip Frame 1Symbol 35 MovieClip
"head"Symbol 46 MovieClip Frame 1Symbol 35 MovieClip
"body"Symbol 46 MovieClip Frame 1Symbol 35 MovieClip
"lbb"Symbol 46 MovieClip Frame 1Symbol 35 MovieClip
"lbf"Symbol 46 MovieClip Frame 1Symbol 35 MovieClip
"arms"Symbol 46 MovieClip Frame 1Symbol 35 MovieClip
"abb"Symbol 46 MovieClip Frame 1Symbol 35 MovieClip
"abf"Symbol 46 MovieClip Frame 1Symbol 35 MovieClip
"frame"Symbol 47 MovieClip [player] Frame 1Symbol 41 MovieClip
"frame"Symbol 47 MovieClip [player] Frame 2Symbol 46 MovieClip
"head"Symbol 61 MovieClip Frame 1Symbol 35 MovieClip
"neck"Symbol 61 MovieClip Frame 1Symbol 35 MovieClip
"body"Symbol 61 MovieClip Frame 1Symbol 35 MovieClip
"tail"Symbol 61 MovieClip Frame 1Symbol 35 MovieClip
"head"Symbol 64 MovieClip Frame 1Symbol 35 MovieClip
"neck"Symbol 64 MovieClip Frame 1Symbol 35 MovieClip
"body"Symbol 64 MovieClip Frame 1Symbol 35 MovieClip
"tail"Symbol 64 MovieClip Frame 1Symbol 35 MovieClip
"frame"Symbol 65 MovieClip [enemy_flying1] Frame 1Symbol 61 MovieClip
"frame"Symbol 65 MovieClip [enemy_flying1] Frame 2Symbol 64 MovieClip
"enemySpawn1"Symbol 75 MovieClip [level2c] Frame 1Symbol 35 MovieClip
"playerSpawn"Symbol 75 MovieClip [level2c] Frame 1Symbol 35 MovieClip
"enemySpawn2"Symbol 75 MovieClip [level2c] Frame 1Symbol 35 MovieClip

Special Tags

ExportAssets (56)Timeline Frame 1Symbol 1 as "shotgun_shot"
ExportAssets (56)Timeline Frame 1Symbol 2 as "rev"
ExportAssets (56)Timeline Frame 1Symbol 3 as "magnum_shot"
ExportAssets (56)Timeline Frame 1Symbol 4 as "gun_empty"
ExportAssets (56)Timeline Frame 1Symbol 5 as "gunshot2"
ExportAssets (56)Timeline Frame 1Symbol 6 as "barret"
ExportAssets (56)Timeline Frame 1Symbol 10 as "nazi1_body"
ExportAssets (56)Timeline Frame 1Symbol 13 as "nazi1_lf"
ExportAssets (56)Timeline Frame 1Symbol 15 as "nazi1_lb"
ExportAssets (56)Timeline Frame 1Symbol 18 as "nazi1_af"
ExportAssets (56)Timeline Frame 1Symbol 20 as "nazi1_ab"
ExportAssets (56)Timeline Frame 1Symbol 33 as "nazi1"
ExportAssets (56)Timeline Frame 1Symbol 36 as "level1c"
ExportAssets (56)Timeline Frame 1Symbol 47 as "player"
ExportAssets (56)Timeline Frame 1Symbol 49 as "body"
ExportAssets (56)Timeline Frame 1Symbol 51 as "leg_front"
ExportAssets (56)Timeline Frame 1Symbol 53 as "leg_back"
ExportAssets (56)Timeline Frame 1Symbol 55 as "arm_front"
ExportAssets (56)Timeline Frame 1Symbol 56 as "arm_back"
ExportAssets (56)Timeline Frame 1Symbol 58 as "bullet"
ExportAssets (56)Timeline Frame 1Symbol 65 as "enemy_flying1"
ExportAssets (56)Timeline Frame 1Symbol 68 as "enemy_flying1_head"
ExportAssets (56)Timeline Frame 1Symbol 71 as "enemy_flying1_body"
ExportAssets (56)Timeline Frame 1Symbol 74 as "enemy_flying1_tail"
ExportAssets (56)Timeline Frame 1Symbol 75 as "level2c"

Labels

"main"Frame 2
"still"Symbol 33 MovieClip [nazi1] Frame 1
"walking"Symbol 33 MovieClip [nazi1] Frame 2
"still"Symbol 47 MovieClip [player] Frame 1
"walking"Symbol 47 MovieClip [player] Frame 2
"still"Symbol 65 MovieClip [enemy_flying1] Frame 1
"walking"Symbol 65 MovieClip [enemy_flying1] Frame 2

Dynamic Text Variables

_root.fpsSymbol 88 EditableText""




http://swfchan.com/11/53652/info.shtml
Created: 22/4 -2019 06:54:06 Last modified: 22/4 -2019 06:54:06 Server time: 04/05 -2024 05:24:25