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Skateboard City.swf

This is the info page for
Flash #69695

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


Text
more skill games on:

Meer behendigheidsspellen op

Plus de jeux d'adresse sur :

Mehr Geschicklichkeitsspiele auf

Más juegos de habilidad en

Mais jogos de habilidade em

Mais jogos de aptidões em

Altri giochi di abilità su

Fler skicklighetsspel på

Więcej gier zręcznościowych na

Другие игры на ловкость:

Diğer beceri oyunları:

Permainan kepandaian lainnya di:

Lagi kemahiran permainan pada

↓他のスキルゲームをもっと遊ぶ↓

更多技巧类游戏尽在:

p1

p2

p3

p4

S

K

A

T

E

items

combo

COMBINAÇÃO

COMBO

KOMBO

Комбинация

コンボ

连击

<p align="center"><font face="Base 02" size="38" color="#ffd633" letterSpacing="3.000000" kerning="0">12</font></p>

TXT

WWWWWWWWWW

000000000000

Try Again

Nogmaals
proberen

Essayer de
nouveau

Nochmal
probieren

Volver a
intentar

Tentar
de novo

Vuoi
riprovare

Försök igen

Jeszcze raz

Еще раз

Tekrar Dene

Coba lagi

Main semula

もう1度トラ
イしますか

再来一次

Submit

Versturen

Enregistrer

Abschicken

Enviar

Invia

Skicka

Zapisz

Сохранить

Gönder

Kumpulkan

Serah

決定

提交分数

game over

GAME OVER

FIN DE PARTIDA

ACABOU

FIM DO JOGO

KONIEC GRY

КОНЕЦ ИГРЫ

OYUN BİTTİ

BERAKHIR

PERMAINAN TAMAT

ゲームオーバー

失败

Your name

Je naam

Ton nom

Dein Name

Tu nombre

Seu nome

O seu nome

Tuo nome

Ditt namn

Twoje imię

Твое имя

Adınız

Nama anda

あなたの名前

姓名

Your score

Je score

Ton score

Deine Punkte

Tu puntuación

Seu placar

A sua pontuação

Tuo punteggio

Din poäng

Twój wynik

Твой результат

Skorunuz

Skor anda

あなたのスコア

分数

Main Menu

Hoofdmenu

Menu principal

Hauptmenü

Menú principal

Menu
principale

Huvudmeny

Menu główne

Главное меню

Ana Menü

Menu utama

メインメニュー

主菜单

1

2

3

4

5

6

7

8

9

10

Rank

Plaats

Rang

Platz

Posición

Classificação

Lugar

Posizione

Plats

Pozycja

Место

Sıra

Peringkat

Kedudukan

ランク

名次

Name

Naam

Nom

Nombre

Nome

Namn

Imię

Имя

İsim

Nama

名前

Score

Punkte

Puntuación

Pontuação

Punteggio

Poäng

Wynik

Счет

Skor

スコア

3000+Games

MEER DAN
3000 SPELLEN

+ DE 3000 JEUX

ÜBER 3000
SPIELE

MÁS DE 3.000
JUEGOS

MAIS DE 3.000
JOGOS

+ DE 3000
JOGOS

PIÙ DI 3000
GIOCHI

3 000+ SPEL

3000+ GIER

3000+ ИГР

3000+Oyun

3000+
PERMAINAN

3000個以上の
ゲームプレイ

3000+游戏

Back

Terug

Retour

Zurück

Atrás

Anterior

Retroceder

Indietro

Bakåt

Powrót

Обратно

Geri

Kembali

Undur

戻る

返回

CPU

9999999

CPU

9999999

CPU

9999999

CPU

9999999

CPU

9999999

CPU

9999999

CPU

9999999

CPU

9999999

CPU

9999999

CPU

9999999

NEW

NIEUW

NOUVEAU

NEU

NUEVO

NOVO

NOVIDADE

NOVITÀ

NY

NOWY

НОВЫЙ

YENİ

BARU

NEW

新记录

Freestyle

Vrij spelen

Mode libre

Freier Modus

Modo libre

Modalidade
Livre

Modo livre

Modalità
libera

Fritt läge

Tryb
freestyle

Вольный
стиль

Serbest Mod

Mode bebas

Mod percuma

フリーモード

自由模式

Mission Mode

Missies

Mode mission

Missionsmodus

Modo misión

Modalidade
Missão

Modo de
missões

Modalità
missione

Uppdragsläge

Tryb misji

Задания

Görev Modu

Mode misi

Mod misi

ミッションモード

任务模式

high scores

HIGHSCORES

MEILLEURS SCORES

PUNTUACIONES MÁXIMAS

RECORDES

PONTUAÇÕES MAIS ALTAS

RECORD

TOPPOÄNG

RANKING

РЕКОРДЫ

EN YÜKSEK SKORLAR

NILAI TERTINGGI

SKOR TERTINGGI

ハイスコア

高分榜

Tricks

Trucos

Truques

Acrobazie

Trick

Triki

Трюки

Hareket

Trik-trik

Teknik-teknik

トリック一覧

技巧说明

how to play

Speluitleg

Instructions

Anleitung

Cómo jugar

Como jogar

Regole

Spelregler

Jak grać

Как играть

Nasıl Oynanır?

Cara bermain

Bagaimana untuk main

遊び方

游戏说明

Right

Rechts

Droite

Derecha

Direita

Destra

Höger

W prawo

Вправо

Sağ

Kanan

向右

Left

Links

Gauche

Links

Izquierda

Esquerda

Esquerda

Sinistra

Vänster

W lewo

Влево

Sol

Kiri

Kiri

向左

Brake

Remmen

Freiner

Bremsen

Frenar

Frear

Travar

Frena

Bromsa

Hamuj

Притормозить

Fren

Rem

Brek

ブレーキ

减速/停止

Trick

Tricks

Truco

Truque

Acrobazia

Trik

Трюк

Hareket

Trik

Teknik

トリック

使用技巧

Jump

Springen

sauter

springen

saltar

Pular

Salto

salta

Hoppa

skok

прыжок

Zıpla

Melompat

Lompat

ジャンプ

跳跃

© www.spilgames.com

© www.spilgames.com

Mission Mode

Missies

Mode mission

Missionsmodus

Modo misión

Modalidade
Missão

Modo de missões

Modalità missione

Uppdragsläge

Tryb misji

Задания

Görev Modu

Mode misi

Mod misi

ミッションモード

任务模式

How To Play

Speluitleg

Instructions

Anleitung

Cómo jugar

Como jogar

Regole

Spelregler

Jak grać

Как играть

Nasıl Oynanır?

Cara bermain

Bagaimana
untuk main

遊び方

游戏说明

Highscores

Meilleurs scores

Puntuaciones
máximas

Recordes

Pontuações
mais altas

Record

Toppoäng

Ranking

Рекорды

Yüksek skorlar

Nilai tertinggi

Skor tertinggi

ハイスコア

高分榜

More Games

Meer spellen

Plus de jeux

Mehr Spiele

Más juegos

Mais jogos

Altri giochi

Fler spel

Więcej gier

Другие игры

Diğer Oyunlar

Permainan
lainnya

Labih banyak
permainan

他のゲームを
もっと遊ぶ

更多游戏

Freestyle

Vrij spelen

Mode libre

Freier Modus

Modo libre

Modalidade
Livre

Modo livre

Modalità
libera

Fritt läge

Tryb freestyle

Вольный
стиль

Serbest Mod

Mode bebas

Mod percuma

フリーモード

自由模式

BEST

HOOG

HAUTE

HOCH

ALTA

ÓTIMA

ÓPTIMA

ALTA

HÖG

DOBRA

ВЫСОКОЕ

EN İYİ

TERBAIK

TINGGI

QUALITY:

KWALITEI:

QUALITÉ:

QUALITÄT:

CALIDAD:

QUALIDAD:

QUALITÀ:

KVALITET:

JAKOŚĆ:

КАЧЕСТВО:

KALİTE:

KUALITAS:

KUALITI:

クオリティ:

画质:

NORMAL

NORMAAL

NORMALE

NORMAL

ŚREDNIA

СРЕДНЕЕ

MEDIUM

標準

标准

LOW

LAAG

BASSE

NIEDRIG

BAJA

POBRE

BAIXA

BASSA

LÅG

NISKA

НИЗКОЕ

DÜŞÜK

BURUK

RENDAH

Play

Jouer

Spielen

Jugar

Jogar

Começar

Gioca

Spela

Graj

Играть

Başla

Bermain

Main

遊ぶ

开始游戏

EASY

EASY

EASY

NORMAL

NORMAL

NORMAL

NORMAL

HARD

HARD

HARD

HARD

?

?

?

Free Mode

FREE

FREE

FREE

world map

WERELDKAART

CARTE DU MONDE

WELTKARTE

MAPA DEL MUNDO

MAPA MÚNDI

MAPA-MUNDO

MAPPA MONDO

VÄRLDSKARTA

MAPA LOKACJI

ВЫБОР ЭПИЗОДА

DÜNYA HARİTASI

PETA DUNIA

ワールドマップ

世界地图

Clear world 1 in
Mission Mode to
unlock

Voltooi eerst de
missies in wereld 1

Afin de
déverrouiller,
effectue le monde 1
en mode mission.

Zum Freischalten
Welt 1 im
Missionsmodus
beenden

Completa el mundo
1 en el modo
misión para
desbloquear

Livre o mundo 1 na
Modalidade Missão
para destravar

Conquiste o mundo
1 em Modo de
missões para
desbloquear

Completa i mondi 1
in modalità
missione per
sbloccare

Klara först värld 1 i
Uppdragsläget

Ukończ lokację 1 w
trybie misji, aby
odblokować

Чтобы получить
доступ к этому
эпизоду, пройди
эпизод 1 в
режиме заданий

Etkinleştirmek için
Görev Modunda 1
nolu dünyayı
tamamlayın

Selesaikan dunia 1
dalam Mode Misi
untuk
membukanya

Kosongkan dunia 1
dalam Mod Misi
untuk nyah kunci

ミッションモー
ドのワールド1を
クリアしよう!

完成第1世界任务
模式解锁本关

Clear world 1,2,3 in
Mission Mode to unlock

Voltooi eerst de missies
in wereld 1,2,3

Afin de déverrouiller,
effectue le monde 1,2,3 en
mode mission.

Zum Freischalten Welt 1,2,3
im Missionsmodus beenden

Completa el mundo 1,2,3
en el modo misión para
desbloquear

Livre o mundo 1,2,3 na
Modalidade Missão
para destravar

Conquiste o mundo 1,2,3 em Modo
de missões para desbloquear

Completa i mondi 1,2,3 in
modalità missione per sbloccare

Klara först värld 1,2,3 i
Uppdragsläget

Ukończ lokację 1,2,3 w trybie
misji, aby odblokować

Чтобы получить доступ к
этому эпизоду, пройди эпизод
1,2,3 в режиме заданий

Etkinleştirmek için Görev
Modunda 1,2,3 nolu
dünyayı tamamlayın

Selesaikan dunia 1,2,3
dalam Mode Misi untuk
membukanya

Kosongkan dunia 1,2,3 dalam
Mod Misi untuk nyah kunci

ミッションモードのワール
ド1,2,3をクリアしよう!

完成第1,2,3世界任
务模式解锁本关

Clear world 1,2 in
Mission Mode to unlock

Voltooi eerst de missies
in wereld 1,2

Afin de déverrouiller,
effectue le monde 1,2 en
mode mission.

Zum Freischalten Welt 1,2 im
Missionsmodus beenden

Completa el mundo 1,2
en el modo misión para
desbloquear

Livre o mundo 1,2 na
Modalidade Missão
para destravar

Conquiste o mundo 1,2 em Modo
de missões para desbloquear

Completa i mondi 1,2 in modalità
missione per sbloccare

Klara först värld 1,2 i
Uppdragsläget

Ukończ lokację 1,2 w trybie
misji, aby odblokować

Чтобы получить доступ к
этому эпизоду, пройди эпизод
1,2 в режиме заданий

Etkinleştirmek için Görev
Modunda 1,2 nolu
dünyayı tamamlayın

Selesaikan dunia 1,2
dalam Mode Misi untuk
membukanya

Kosongkan dunia 1,2 dalam
Mod Misi untuk nyah kunci

ミッションモードのワール
ド1,2をクリアしよう!

完成第1,2世界任务
模式解锁本关

Clear world 2 in
Mission Mode to unlock

Voltooi eerst de
missies in wereld 2

Afin de déverrouiller,
effectue le monde 2 en mode
mission.

Zum Freischalten Welt 2 im
Missionsmodus beenden

Completa el mundo 2 en el modo
misión para desbloquear

Livre o mundo 2 na Modalidade
Missão para destravar

Conquiste o mundo 2 em Modo
de missões para desbloquear

Completa i mondi 2 in modalità
missione per sbloccare

Klara först värld 2 i
Uppdragsläget

Ukończ lokację 2 w trybie
misji, aby odblokować

Чтобы получить доступ к
этому эпизоду, пройди
эпизод 2 в режиме заданий

Etkinleştirmek için
Görev Modunda 2 nolu
dünyayı tamamlayın

Selesaikan dunia 2
dalam Mode Misi untuk
membukanya

Kosongkan dunia 2 dalam
Mod Misi untuk nyah kunci

ミッションモードのワー
ルド2をクリアしよう!

完成第2世界任务
模式解锁本关

Clear world 1 in
Mission Mode to unlock

Afin de déverrouiller, effectue
le monde 1 en mode mission.

Zum Freischalten Welt 1 im
Missionsmodus beenden

Completa el mundo 1 en el
modo misión para desbloquear

Livre o mundo 1 na Modalidade
Missão para destravar

Conquiste o mundo 1 em Modo
de missões para desbloquear

Completa i mondi 1 in modalità
missione per sbloccare

Ukończ lokację 1 w trybie
misji, aby odblokować

Чтобы получить доступ к
этому эпизоду, пройди
эпизод 1 в режиме заданий

Etkinleştirmek için Görev Modunda 1
nolu dünyayı tamamlayın

Selesaikan dunia 1 dalam Mode
Misi untuk membukanya

Kosongkan dunia 1 dalam
Mod Misi untuk nyah kunci

ミッションモードのワー
ルド1をクリアしよう!

00:00:00

Mission

Missie

Misión

Missão

Missione

Uppdrag

Misja

Миссия

Görev

Misi

ミッション

任务

Trick

Tricks

Truco

Truque

Acrobazia

Trik

Трюк

Hareket

Trik

Teknik

トリック

技巧

combo

<p align="right"><font face="Bernard MT Condensed" size="15" color="#ffbf2b" letterSpacing="3.000000" kerning="0">0</font></p>

<p align="right"></p><p align="right"></p>

Score

Punkte

Puntuación

Pontuação

Punteggio

Poäng

Wynik

Счет

Skor

スコア

分数

Record

Rekord

Récord

Recorde

Gravar

Rekord

Рекорд

Rekor

Tercatat

Rekod

レコード

最高分

0

1

WWWWWWWWWW

000000000000

Credits

Crédits

Créditos

Riconoscimenti

Tacklista

Autorzy

Титры

Jenerik

Kredit

クレジット

制作人员

You fininshed world 1.

Je hebt wereld 1 voltooid

Tu as terminé le monde 1

Du hast Welt 1 beendet

Has terminado el mundo 1

Você terminou o mundo 1

Terminou o mundo 1

Hai completato il mondo 1

Du har klarat värld 1

Przeszedłeś lokację 1

Ты прошел эпизод 1

1 nolu dünyayı bitirdiniz

Anda telah menyelesaikan dunia 1

Anda telah selesaikan dunia 1

ワールド1をクリアしました

恭喜你完成了第1世界

You fininshed world 2.

Je hebt wereld 2 voltooid

Tu as terminé le monde 2

Du hast Welt 2 beendet

Has terminado el mundo 2

Você terminou o mundo 2

Terminou o mundo 2

Hai completato il mondo 2

Du har klarat värld 2

Przeszedłeś lokację 2

Ты прошел эпизод 2

2 nolu dünyayı bitirdiniz

Anda telah menyelesaikan dunia 2

Anda telah selesaikan dunia 2

ワールド2をクリアしました

恭喜你完成了第2世界

You fininshed world 3.

Je hebt wereld 3 voltooid

Tu as terminé le monde 3

Du hast Welt 3 beendet

Has terminado el mundo 3

Você terminou o mundo 3

Terminou o mundo 3

Hai completato il mondo 3

Du har klarat värld 3

Przeszedłeś lokację 3

Ты прошел эпизод 3

3 nolu dünyayı bitirdiniz

Anda telah menyelesaikan dunia 3

Anda telah selesaikan dunia 3

ワールド3をクリアしました

恭喜你完成了第3世界

You fininshed world 4.

Je hebt wereld 4 voltooid

Tu as terminé le monde 4

Du hast Welt 4 beendet

Has terminado el mundo 4

Você terminou o mundo 4

Terminou o mundo 4

Hai completato il mondo 4

Du har klarat värld 4

Przeszedłeś lokację 4

Ты прошел эпизод 4

4 nolu dünyayı bitirdiniz

Anda telah menyelesaikan dunia 4

Anda telah selesaikan dunia 4

ワールド4をクリアしました

恭喜你完成了第4世界

CONGRATULATIONS!

Gefeliciteerd

Félicitations

Glückwunsch

Felicidades

Parabéns

Complimenti

Gratulerar

Gratulacje

Молодец

Tebrikler

Selamat

Tahniah

おめでとう

恭喜过关

Next World

Volgende
wereld

Prochain
monde

Nächste
Welt

Mundo
siguiente

Próximo
Mundo

Mundo
seguinte

Mondo
successivo

Nästa värld

Następna
lokacja

Следующи
й эпизод

Sonraki
Dünya

Dunia
berikutnya

Dunia
seterusnya

次のワー
ルドへ

下个世界

Next

Volgende

Suivant

Weiter

Siguiente

Seguinte

Avanti

Nästa

Dalej

Дальще

İLERi

Berikut

Seterusnya

次へ

下一页

Trick

Trick

Truco

Truque

Acrobazia

Trik

Трюк

Hareket

Trik

Teknik

トリック

技巧说明

High jump

Saut en hauteur

High Jump

Salto alto

High jump

High jump

Yüksek atlama

Lompat tinggi

ハイジャンプ

50-50 grind

50-50 Grind

50-50

50-50 grind

50-50グラインド

impossible

impossible

Mustahil

インポッシブル

+

kick-flip

Kick flip

Kick-flip

Kick-Flip

Kickflip

Kick-flip

キックフリップ

Manual

Manual

Manuel

マニュアル

Nose manual

Nose manual

Nose manuel

Manual nose

ノーズマニュアル

Front flip

Front flip

フロントフリップ

backflip

backflip

バックフリップ

Nose Stall

Nose Stall

ノーズストール

mute invert

mute invert

ミュートインバート

press space to continue...

Press the spacebar to continue

Druk op de spatiebalk om verder te gaan

Appuie sur la barre d'espace pour continuer

Zum Weitermachen Leertaste drücken

Pulsa espacio para continuar

Pressione barra de espaço para continuar

Prima a barra de espaços para continuar

Premi barra spaziatrice per continuare

Tryck mellanslag och fortsätt

Naciśnij spację, aby kontynuować

Нажми пробел для продолжения

Devam etmek için boşluk tuşuna basın

Tekan spasi untuk melanjutkan

Tekan ruang untuk teruskan

スペースキーでコンテニュー

按空格继续

Congratulations!

Gefeliciteerd

Félicitations

Glückwunsch

Felicidades

Parabéns

Complimenti

Gratulerar

Gratulacje

Молодец

Tebrikler

Selamat

Tahniah

おめでとう

做的不错

Time Bonus:

Mission Bonus:

Total Sore:

Tijdsbonus:
Missiebonus:
Totale score:

Bonus temps:
Bonus de mission:
Score total:

Zeitbonus:
Missionsbonus:
Gesamtpunkte:

Bonificación tiempo:
Bonificación de misión:
Puntuación total:

Bônus de tempo:
Bônus da Missão:
Placar total:

Bónus de tempo:
Bónus pela missão:
Pontuação total:

Bonus tempo:
Bonus missione:
Punteggio totale:

Tidsbonus:
Uppdragsbonus:
Poäng totalt:

Bonus za czas:
Bonus za misję:
Razem:

Бонус за время:
Общий счет:

Бонус за выполнение
задания:

Süre Bonusu:
Görev Bonusu:
Toplam Skor:

Waktu bonus:
Bonus misi:
Total skor:

Bonus masa:
Bonus misi:
Jumlah Skor:

タイムボーナス:
ミッションボーナス:
トータルスコア:

时间奖励:
任务奖励:
总分:

Mission Complete

Missie voltooid

Mission accomplie

Mission erfüllt

Misión completada

Missão Concluída

Missão cumprida

Missione completata

Uppdrag klarat

Misja ukończona

Задание выполнено!

Görev Tamamlandı

Misi selesai

ミッション完了

任务完成

32:12

32:12

nose manual

© 2008

Saskia van't Hoff

Zhang Xiao Ming

Zhang Xiao Bei

Li Song

Zhang Rui

Koen Bekkering

Breath xue

Lin Jia

Zlong music team

G

A

M

E

S

®

Credits

Credits

Crédits

Créditos

Riconoscimenti

Tacklista

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Mission 01

Start and Skate!

The left and right arrows allow you to start skating.
Push down to break and use spacebar to jump.
Touch the exclamation point  at the end of the skatepark
and return here

Press the left and right arrows to start skating.
Press down to brake and use the spacebar to jump.
Touch the exclamation mark at the end of the skatepark
and come back here.

Missie 01

Zet af!

Begin met skaten met de pijltjes naar links en rechts.
Druk op pijltje omlaag om te remmen en gebruik de
spatiebalk om te springen.
Raak het uitroepteken aan bij het einde van het
skatepark en kom hier weer terug.

Vas-y !

Les flèches directionnelles de gauche et de droite te
permettent de commencer à rouler.
Appuie sur la flèche directionnelle du bas pour freiner et
utilise la barre d'espace pour sauter.
Touche le point d'exclamation au bout du skatepark et
retourne au point de départ.

Los geht's!

Mit den Pfeiltasten links und rechts fährst du los.
Zum Bremsen die Pfeiltaste unten und zum Springen die
Leertaste drücken.
Am Ende des Skaterparks musst du das Ausrufezeichen
berühren und hierhin zurückkommen.

Misión 01

¡Empieza y patina!

Las flechas izquierda y derecha te permiten empezar a
patinar.
Pulsa la flecha abajo para frenar y usa espacio para
saltar.
Toca el signo de admiración al final de la pista de skate y
vuelve aquí.

Missão 01

Começar e Andar de Skate!

As setas para a esquerda e para a direita permitem-lhe
começar a andar de skate.
Empurre para baixo para frear e use a barra de espaço
para pular.
Toque no ponto de exclamação no final do skatepark e
volte aqui.

Comece e dê ao skate!

As setas da esquerda e da direita permitem-lhe começar a
fazer skate.
Prima a seta de baixo para travar e a barra de espaços
para saltar.
Toque no ponto de exclamação que encontra no fim do
parque de skate e regresse aqui.

Missione 01

Via!

Premi la freccia Destra e Sinistra per muovere lo
skateboard.
Premi la freccia Giù per frenare e la barra spaziatrice per
saltare.
Tocca il punto esclamativo in fondo allo skatepark e
ritorna qui.

Uppdrag 01

Börja skatea!

Använd pil vänster och höger för att börja skatea.
Tryck pil ned för att bromsa och mellanslag för att hoppa.
Nå kontrollpunkten i slutet av skateparken och återvänd
hit.

Misja 01

Zaczynamy jazdę!

Rozpoczynasz jazdę naciskając na lewą i prawą
strzałkę.
Naciśnij strzałkę w dół, aby zahamować, użyj spacji, aby
skoczyć.
Dotknij wykrzyknika na końcu skateparku i wróć tutaj.

Миссия 01

Начнем помаленьку!

Клавиши "влево" и "вправо" помогут тебе начать
движение.
Нажимай клавишу "вниз", чтобы притормозить, и
используй пробел для прыжка.
Коснись восклицательного знака в конце парка и
вернись обратно.

Görev 01

Kaymaya Başla!

Sol ve sağ oklarla kaymaya başlarsınız.
Durmak ve zıplamak için boşluk tuşuna basın.
Kaykay parkının sonundaki ünlem işaretine temas edin
ve buraya dönün.

Misi 01

Mulai dan meluncur!

Panah kiri dan kanan untuk mulai meluncur.
Tekan panah bawah untuk berhenti dan spasi untuk
melompat.
Sentuhlah titik seruan di akhir arena peluncuran dan
kembali ke sini.

Mula dan meluncur!

Anak panah kiri dan kanan membolehkan anda mula
meluncur.
Tekan bawah untuk berehat dan gunakan ruang untuk
lompat.
Sentuh titik seru di hujung taman luncur dan kembali ke
sini.

ミッション 01

スケボーを始めよう!

左キーか右キーを押してスケーティングをスター
トします。
ブレーキをかける時は下キーを、ジャンプすると
きは上キーを押します。
スケートパークの一番奥にあるビックリマークに
タッチしてまたここに戻ってきましょう。

任务 01

开始!滑板出发!

按左/右方向键开始滑行
按下停止
按空格跳跃
在滑板公园的另一头有任务标记点。碰触它以后返
回起点。

Mission 02

Nail a High Jump

Holding down the spacebar a moment before releasing it
allows you to jump higher.
Goal: Reach the checkpoint above the kicker.

Hold the spacebar down for a moment before releasing it
to jump higher.
Objective: Reach the exclamation mark above the kicker.

Missie 02

Een ultieme high jump

Als je de spatiebalk even ingedrukt houdt voordat je
springt, kun je hoger springen.
Doel: raak het uitroepteken boven de kicker.

Effectue un saut en hauteur

Appuyer quelques instants en continu sur la barre
d'espace avant de la relâcher te permet de sauter plus
haut.
But : Atteindre le point d'exclamation au-dessus du
kicker.

Zeige einen High Jump

Halte die Leertaste einen Moment lang gedrückt, bevor
du sie loslässt, damit du höher springen kannst.
Ziel: Erreiche das Ausrufezeichen über der Rampe.

Misión 02

Realiza un Salto alto

Si mantienes pulsada la barra espaciadora durante un
momento antes de soltarla, podrás saltar más alto.
Objetivo: alcanzar el signo de admiración sobre la
rampa.

Missão 02

Faça um High Jump

Reter um pouco a barra de espaço antes de soltá-la
permite-lhe pular mais alto.
Meta: chegar ao ponto de exclamação acima do kicker.

Faça um High Jump perfeito

Manter a barra de espaços pressionada durante uns
segundos antes de a libertar permite-lhe saltar mais alto.
Objectivo: chegar ao ponto de exclamação acima do
jogador.

Missione 02

Esegui un High Jump

Tieni premuta la barra spaziatrice qualche istante prima
di rilasciarla per saltare più in alto.
Obiettivo: raggiungi il punto esclamativo sopra la rampa
di lancio.

Uppdrag 02

Fixa ett High jump

Håll ner mellanslag en stund innan du släpper för att
hoppa ännu högre.
Mål: Nå kontrollpunkten ovanför rampen.

Misja 02

Zaliczyć high jump

Przytrzymanie spacji przed puszczeniem klawisza
pomoże ci skoczyć wyżej.
Cel: Dosięgnij wykrzyknika.

Миссия 02

Сделай high jump!

Если какое-то время удерживать пробел
нажатым, а затем отпустить его, ты сможешь
прыгнуть повыше.
Цель: Коснись восклицательного знака над
подъемом.

Görev 02

Yüksek Bir Atlayış Yapın

Daha yükseğe zıplamak için boşluk tuşuna bir
süreliğine basılı tutup bırakın.
Hedef: Rampanın üzerindeki ünlem işaretine ulaşın.

Misi 02

Lakukan lompat tinggi

Tahan spasi sebentar sebelum melepaskannya akan
membuat anda melompat lebih tinggi.
Gol: Capailah titik seruan diatas penyepak.

Membuat lompatan tinggi tepat

Menahan bar ruang untuk seketika sebelum
melepaskannya membolehkan anda melompat lebih
tinggi.
Matlamat: Mencapai titik seru di atas penendang.

ミッション 02

ハイジャンプに釘付け

スペースキーを長めに押すともっと高くジャンプ
出来ます。
クリア条件:ジャンプ台の上にあるビックリマー
クに届く

任务 02

跳的更高

按住空格键一会再松掉。可以让你跳的更高。
目标:通过跳跃碰触高处的任务点

The 50-50 grind

Jump near a bar and hold Z to start grinding.
Goal: collect all stars.

Mission 03

Jump near to a bar and hold Z to start grinding.
Objective: Collect all the stars.

De 50-50 grind

Spring naast een stang en houd de Z ingedrukt
om te grinden.
Doel: verzamel alle sterren.

Missie 03

Le 50-50 grind

Saute près d'une barre et appuie sur Z afin de
commencer le grind.
But : Collectionner toutes les étoiles.

Der 50-50 Grind

Springe in der Nähe eines Geländers und halte
dann die Taste Z gedrückt.
Ziel: Sammle alle Sterne.

El 50-50 grind

Salta junto a una barra y mantén pulsado Z para
empezar a grindar.
Objetivo: coger todas las estrellas.

Misión 03

O 50-50 Grind

Pule perto de uma barra e retenha a letra Z
para começar o Grind.
Meta: recolher todas as estrelas.

Missão 03

O 50/50

Salte próximo da barra da rampa e prima Z
para começar a deslizar.
Objectivo: recolher todas as estrelas.

Il 50-50 Grind

Avvicinati a una sbarra, salta e tieni premuto Z
per iniziare a "grindare".
Obiettivo: raccogli tutte le stelle.

Missione 03

50-50 grind

Hoppa nära en rail och håll ned Z för att grinda.
Mål: Samla alla stjärnor.

Uppdrag 03

50-50 grind

Skocz w pobliżu rurki i przytrzymaj Z, aby
przejechać po jej krawędzi.
Cel: Zbierz wszystkie gwiazdy.

Misja 03

Выполни прыжок возле рельса и
удерживай нажатой клавишу Z, чтобы
начать скольжение.
Цель: Собери все звездочки.

Миссия 03

50-50 Grind

Raya yaklaştığınızda zıplayın ve grinde
başlamak için Z tuşuna basılı tutun.
Hedef: Bütün yıldızları toplayın.

Görev 03

Lompatlah di dekat bar dan tahan Z untuk
mulai memutar.
Gol: Kumpulkan semua bintang.

Misi 03

Lompat berdekatan bar dan tahan Z untuk mula
mengisar.
Matlamat: Mengumpul semua bintang.

50-50グラインド

バーの近くでジャンプしZキーを押し続
けるとグラインドします。
クリア条件:すべての星を集める

ミッション 03

The 50-50 grind

跳至滑杠的高度。按Z键可以在杠上滑行。
目标:收集所有的星星。

任务 03

The High-Life

Let’s make it a bit harder: reach the high grindbars.
You can jump from low grindbars to higher ones.
Goal: Collect all stars.

Mission 04

The High Life

Let’s make it a bit harder: Reach the high grindbars. You
can jump from low grindbars to higher ones.
Objective: Collect all the stars.

Op grote hoogte

Laten we het wat lastiger maken: probeer de hoge
grind-stangen te bereiken. Vanaf de lage stangen kun je
naar de hogere stangen springen.
Doel: verzamel alle sterren

Missie 04

Le High-life

Corsons un peu les choses à présent : atteins les barres
de grind supérieures. Tu peux sauter depuis les barres
inférieures sur les plus hautes.
But : Collectionner toutes les étoiles.

Der High-Life

Jetzt wird's etwas schwerer: versuche die höheren
Geländer zu erreichen. Von den niedrigen Geländern
kannst du auf die höheren springen.
Ziel: Sammle alle Sterne.

Por las alturas

Pongámoslo un poco más difícil: alcanza las barras de
grindar altas. Puedes saltar de las bajas a las más altas.
Objetivo: coger todas las estrellas.

Misión 04

A Vida lá no Alto

Vamos dificultar um pouquinho: alcance as barras altas.
Você pode pular das mais baixas para as mais altas.
Meta: recolher todas as estrelas.

Missão 04

O High-Life

Vamos tornar isto mais difícil: tente atingir as barras
mais altas da rampa. Pode saltar das barras mais baixas
para as mais altas.
Objectivo: recolher todas as estrelas.

Verso il cielo

Le difficoltà aumentano: raggiungi le grind bar in alto.
Puoi saltare dalle grind bar collocate in basso a quelle
poste più in alto.
Obiettivo: raccogli tutte le stelle.

Missione 04

Flyg högt

Nu blir det svårare: Nå de höga railen. Du kan hoppa
från lägre rail till högre.
Mål: Samla alla stjärnor.

Uppdrag 04

Życie wysokich lotów

Skomplikujmy to trochę: dotrzyj do wysoko
umieszczonych rurek. Możesz przeskakiwać z niższych
rurek na wyższe.
Cel: Zbierz wszystkie gwiazdy.

Misja 04

Будь на высоте!

Попробуем усложнить задачу: доберись до
верхних рельсов. Ты можешь перепрыгивать с
нижних рельсов на те, что повыше.
Цель: Собери все звездочки.

Миссия 04

Yüksek Standart

İşi biraz daha zorlaştıralım: yüksek raylara ulaşın.
Alçak raylardan yüksek raylara zıplayabilirsiniz.
Hedef: Bütün yıldızları toplayın.

Görev 04

High-Life

Mari lakukan yang lebih sulit: capailah bar gerinda
tertinggi. Anda bisa melompat dari bar bawah ke bar
yang lebih tinggi.
Gol: Kumpulkan semua bintang.

Misi 04

Hayat tinggi

Mari buatkan ia susah sedikit: capai bar gelangsar yang
tinggi. Anda boleh lompat dari bar gelangsar rendah ke
lebih tinggi.
Matlamat: Mengumpul semua bintang.

ザ・ハイライフ

少し難しくなります:高いところにあるグライン
ドバーに乗りましょう。低いバーから高いバーへ
とジャンプすることが出来ます。
クリア条件:すべての星を集める

ミッション 04

The high-life

让我们做更难的尝试吧:到达高滑杠!你可以从低
滑杠跳到高滑杠上去。
目标:收集所有的星星

任务 04

The kick-flip

When you’re airborne push Z + up arrow to do a kick
flip.
Goal: perform (and land) 3 kickflips.

Mission 05

The Kick Flip

When you are airborne, press Z + the up arrow to
perform a kick flip.
Objective: Perform (and land) 3 kick flips.

De kick flip

Druk op Z + pijltje omhoog tijdens een sprong.
Doel: voer 3 kick-flips uit en kom goed neer.

Missie 05

Le Kick flip

Une fois en l'air, appuie sur Z + flèche du haut afin de
faire un kick flip.
But : Effectuer 3 kickflips (en atterrissant correctement).

Der Kick Flip

Wenn du in der Luft bist, drücke Z + Pfeiltaste oben, um
einen Kick Flip zu zeigen.
Ziel: Zeige 3 Kick Flips und lande danach sicher.

El Kickflip

Cuando estés en el aire, pulsa Z + flecha arriba para
hacer un Kickflip.
Objetivo: realizar 3 Kickflip.

Misión 05

O Kick Flip

Quando estiver no ar, bata em Z + seta para cima para
fazer um kick flip.
Meta: fazer (e pousar) 3 kick flips

Missão 05

Quando estiver no ar, prima Z + Seta de cima para fazer
um kick flip (rodar o skate por baixo dos pés).
Objectivo: executar 3 kick flips (aterrando sempre entre
eles).

Il Kick Flip

Mentre sei in aria, premi Z + freccia su per eseguire un
kick flip.
Obiettivo: esegui (atterrando) 3 kick flip.

Missione 05

Kick-flip

Tryck på Z när du är i luften + pil upp för att göra en
Kick-flip.
Mål: Klara 3 Klick-flips.

Uppdrag 05

Kick flip

Kiedy będziesz w powietrzu, naciśnij Z + strzałka w
górę, aby wykonać kick flipa.
Cel: wykonaj 3 kick flipy, za każdym razem lądując
bezpiecznie.

Misja 05

Находясь в воздухе, нажми Z и "вверх", чтобы
выполнить kick flip.
Цель: Выполни kick flip три раза (и благополучно
приземлись).

Миссия 05

Kick Flip

Havadayken kick flip yapmak için Z ve yukarı ok
tuşlarına basın.
Hedef: 3 kick flip yapıp yere inin.

Görev 05

Saat anda berada di udara, tekan tombol Z + panah atas
untuk melakukan kick flip.
Gol: Mempertunjukkan (dan mendarat) 3 kick flip.

Misi 05

Apabila anda berada di udara, tekan Z + atas untuk
membuat kick-flip.
Matlamat: Membuat (dan mendarat) 3 kick-flip.

キックフリップ

空中にいる間にZキーと上キーを押すとキックフ
リップが出来ます。
クリア条件:キックフリップを3回行う

ミッション 05

The kick-flip

起跳后按Z+上,可以在空中做出kick flip!
目标:成功做出3个kick flip。

任务 05

The Manual

Press ‘up’ followed by ‘down’ or vice versa to start a
(nose) manual. Balance yourself during this trick to avoid
falling.
You can use this trick to string together tricks and get high
combo’s.
Goal: perform 3 manuals and 3 nose manuals.

Mission 06

Press the up arrow followed by the down arrow to start a
manual, or vice versa to perform a nose manual. Use the
up and down arrows to maintain your balance.
You can use the manual to link tricks to achieve high
combo scores.
Press the spacebar to end the (nose) manual.
Objective: Perform 3 manuals and 3 nose manuals.

De manual

Druk op pijltje omhoog en vervolgens op het pijltje
omlaag (of andersom) om te beginnen met een manual.
Houd jezelf vervolgens met dezelfde toetsen in evenwicht.
Je kunt de manual gebruiken om trucs aan elkaar te
plakken en hogere scores voor combinaties te halen.
Druk op de spatiebalk om te stoppen met een (nose)
manual.
Doel: voer 3 manuals en 3 nose manuals uit.

Missie 06

Le Manual

Appuie sur la flèche du haut puis sur celle du bas pour commencer
un manual ou fais l'inverse pour effectuer un nose manual. Garde
l'équilibre en appuyant sur les flèches du haut et du bas.
Tu peux utiliser le manual afin d'enchaîner des tricks et d'obtenir
des scores élevés de combo.
Appuie sur la barre d'espace afin de terminer le (nose) manual.
But : Effectuer 3 manuals et 3 nose manuals.

Der Manual

Drücke die Pfeiltaste oben und danach die Pfeiltaste
unten, um einen Manual zu starten (oder in umgekehrter
Reihenfolge für einen Nose Manual). Mit den Pfeiltasten
oben und unten kannst du das Gleichgewicht halten.
Mit dem Manual kannst du Tricks kombinieren und somit
mehr Bonuspunkte erzielen.
Drücke die Leertaste, um den (Nose) Manual zu beenden.
Ziel: Zeige 3 Manuals und 3 Nose Manuals.

El Manual

Pulsa flecha arriba y después abajo para empezar a hacer
un Manual, o viceversa para hacer un Nose Manual.
Mantén el equilibrio con las flechas arriba y abajo.
Puedes usar el Manual para encadenar trucos y conseguir
una puntuación de combo más alta.
Pulsa espacio para terminar el (Nose) Manual.
Objetivo: realizar 3 Manual y 3 Nose Manual.

Misión 06

O Manual

Pressione a seta para cima seguida pela seta para baixo
para iniciar um manual, ou vice-versa para um nose
manual. Equilibre-se com a seta para cima e a seta para
baixo. Você pode usar o manual para encadear truques e
ganhar pontuações altas em combinação. Pressione a
barra de espaço para encerrar o (nose) manual.
Meta: execute 3 manuals e 3 nose manual.

Missão 06

Prima a seta de cima seguida da de baixo para executar
um manual ou vice-versa para fazer um nose manual.
Equilibre-se usando as setas de cima e de baixo.
Pode usar o manual para executar vários truques de
seguida e conseguir mais pontos. Prima a barra de
espaços para concluir o (nose) manual.
Objectivo: executar 3 manuals e 3 nose manuals.

Il Manual

Premi in successione freccia su e freccia giù per eseguire un
manual o viceversa per eseguire un nose manual.
Mantieni l'equilibrio con i tasti freccia su e giù.Puoi usare il
manual per concatenare più acrobazie in una combo e
ottenere più punti.
Premi la barra spaziatrice per terminare l'esecuzione del
manual (o del nose manual).
Obiettivo: esegui 3 manual e 3 nose manual.

Missione 06

Manual

Tryck pil upp och sedan pil ned för att göra en Manual,
eller tvärtom för en Nose manual. Håll balansen med pil
upp och pil ned. Du kan använda tricket för att binda
ihop trick och få kombopoäng.
Tryck mellanslag för att avsluta en (Nose) Manual.
Mål: Gör 3 Manual och 3 Nose manual

Uppdrag 06

Manual

Naciśnij strzałkę w górę, a następnie strzałkę w dół, aby
rozpocząć manual, lub odwrotnie, aby wykonać nose manual.
Utrzymuj równowagę za pomocą strzałek w górę i w dół.
Możesz wykorzystać manual aby powiązać triki razem i
otrzymać sporo punktów za kombinację.
Naciśnij spację, aby zakończyć (nose) manual.
Cel: Wykonaj 3 manuale i 3 nose manuale.

Misja 06

Нажми "вверх", а затем "вниз", чтобы начать manual, или те же
клавиши в обратном порядке, чтобы сделать nose manual.
Удерживай равновесие с помощью клавиш "вверх" и "вниз".
Ты можешь использовать manual в качестве перехода от
одного трюка к другому, чтобы получить побольше очков за
комбинацию!
Чтобы закончить выполнение трюка, нажми пробел.
Цель: Выполни manual и nose manual по три раза.

Миссия 06

Manuel

Manuele başlamak için yukarı ve ardından aşağı ok
tuşuna basın, nose manuel yapmak için tam tersini yapın.
Yukarı ve aşağı ok tuşlarıyla kendinizi dengeleyin.
Birkaç artistik hareketi bir arada yaparak yüksek kombo
puanı almak için manueli kullanabilirsiniz.
Nose manueli bitirmek için boşluk tuşuna basın.
Hedef: 3 manuel ve 3 nose manuel yapın.

Görev 06

Tekan tombol panah atas diikuti dengan panah bawah
untuk memulai manual, atau sebaliknya untuk
melakukan nose manual. Seimbangkan diri anda dengan
panah atas dan bawah.
Anda bisa menggunakan manual untuk merangkai trik
secara bersamaan dan dapatkan nilai kombo yang tinggi.
Tekan spasi untuk mengakhiri (nose) manual.
Gol: Lakukan 3 manual dan 3 nose manual.

Misi 06

Tekan atas kemudian bawah untuk mulakan manual,
atau sebaliknya bagi manual nose. Imbangi diri anda
menggunakan atas dan bawah.
Anda boleh gunakan manual untuk menggabung teknik
bersama dan mendapatkan skor kombo yang tinggi.
Tekan ruang untuk menamatkan manual (nose).
Matlamat: Membuat 3 manual dan 3 manual nose.

マニュアル

上キーに続いて下キーを押すとマニュアルが出来ます。逆に
下キーに続いて上キーを押すとノーズマニュアルが出来ま
す。上キーと下キーを使ってボードのバランスをとりましょ
う。
マニュアルを使ってトリックをつなげれば、より高いコンボ
スコアが出せます。
スペースキーを押してコンボ(ノーズコンボ)を終えます。
クリア条件:マニュアルとノーズマニュアルを3回ずつ行う

ミッション 06

The Manual

按向上后随即按向下可以做出manual。反之,按向
下后随即按向上可以做出nose mamual.用上下键
来控制平衡条,保持平衡.
你可以用manual组合其他特技来得到更高的连击分
数.
按空格跳跃可以终结这个动作
目标:完成3个manual和3个nose mamual.

任务 06

The flip

Hold down ‘left’ or ‘right’ while airborne to perform a
back- or a front flip. This trick requires more airtime, so
only use it if you’re high enough off the ground!
Goal: perform 3 flips.

Mission 07

The Flip

Hold the left or right arrow key down while airborne to
perform a back or front flip. This trick requires more
airtime, so only use it if you are high enough off the
ground!
Objective: perform 3 flips.

De flip

Afhankelijk van waar je heen gaat, houd pijtje naar links
of rechts ingedrukt om een back- of front-flip uit te
voeren. Voor deze truc moet je lang in de lucht zijn, dus
doe 'm alleen als je hoog genoeg van de grond af bent!
Doel: voer 3 flips uit.

Missie 07

Le Flip

Appuie en continue sur la flèche de gauche ou de droite
lorsque tu es en l'air afin d'effectuer un flip avant ou
arrière. Ce trick nécessite beaucoup de temps en l'air : ne
l'effectue donc que lorsque tu es assez haut !
But : Effectuer 3 flips.

Der Flip

Halte die Pfeiltaste links oder rechts gedrückt, wenn du
in der Luft bist, um einen Back oder Front Flip zu zeigen.
Für diesen Trick musst du etwas länger in der Luft sein,
also zeige ihn nur, wenn du hoch genug gesprungen bist!
Ziel: Zeige 3 Flips

El Flip

Mantén pulsada flecha izquierda o derecha mientras estás
en el aire para realizar un Frontflip o un Backflip. Este
truco requiere más tiempo en el aire, así que realízalo
sólo si estás a una altura del suelo considerable.
Objetivo: Realizar 3 Flips.

Misión 07

O Flip

Retenha a seta para a esquerda ou para a direita
enquanto estiver no ar para realizar um back ou um front
flip. Esse truque requer mais tempo no ar, então só o use
se estiver bem longe do chão!
Meta: realizar 3 flips.

Missão 07

O flip

Mantenha a seta da esquerda ou da direita pressionada
enquanto estiver no ar para fazer um back ou um front
flip. Este truque exige maior permanência de tempo no
ar, por isso use-o apenas se estiver suficientemente
afastado do chão!
Objectivo: executar 3 flips.

Il Flip

Tieni premuto la freccia Destra o Sinistra mentre sei in
aria per eseguire un back flip o un front flip. Questa
acrobazia richiede un lasso di tempo maggiore in aria:
eseguilo solo quando sei a una certa distanza da terra!
Obiettivo: esegui 3 flip.

Missione 07

Flip

Håll ned pil vänster eller höger i luften för att göra en
Back- eller Front flip. Tricket kräver lång tid i luften, så
gör det bara om du är tillräckligt högt upp i luften!
Mål: Gör 3 flips.

Uppdrag 07

Flip

Kiedy będziesz w powietrzu, przytrzymaj strzałkę w
lewo lub w prawo, aby wykonać flip do tyłu lub do
przodu. Ten trik wymaga dłuższego czasu przebywania
w powietrzu, więc wykonuj go tylko wtedy, kiedy
znajdziesz się wystarczająco wysoko nad ziemią!
Cel: Wykonaj 3 flipy.

Misja 07

Находясь в воздухе, удерживай нажатой клавишу
"влево" или "вправо", чтобы выполнить back flip
или front flip. На этот трюк уходит много времени,
поэтому применяй его только после того, как
подпрыгнешь достаточно высоко!
Цель: Выполни flip 3 раза.

Миссия 07

Back veya front flip yapmak için havadayken sol veya
sağ ok tuşuna basılı tutun. Bu harekette daha uzun süre
havada kalmalısınız, yerden yeterince yüksek
olduğunuzda kullanın!
Hedef: 3 flip yapın.

Görev 07

Tahan tombol panah kiri atau kanan saat naik di udara
untuk melakukan back flip atau front flip. Trik ini
membutuhkan waktu yang banyak, jadi hanya
digunakan jika anda berada cukup tinggi dari tanah!
Gol: Lakukan 3 flip.

Misi 07

Tahan kiri atau kanan bawah semasa bawaan udara
untuk back flip atau depan. Teknik ini memerlukan lebih
masa di udara, jadi gunakan hanya jika anda cukup
tinggi dari tanah!
Matlamat: Membuat 3 flip.

フリップ

空中で左キーか右キーを押したままにするとバッ
クフリップとフロントフリップが出来ます。この
トリックは滞空時間をより長くする必要があるの
で、十分高く跳べる時にのみ使用しましょう!
クリア条件:フリップを3回行う

ミッション 07

The Flip

在空中按住左或者右可以向后或者向前翻转.这个技
巧需要在空中的时间足够的长,所以只能用在离地面
足够高的时候.
目标:完成3个翻转.

任务 07

Mute Invert and Nose Stall

Pressing ‘z’ at the top of a quarter pipe allows you to do a
Nose Stall. Keep your player balanced and exit hitting the
spacebar. You can also perform a Mute Invert, by pressing
‘down’ as well as ‘z’ on the edge.
Goal: perform a Mute Invert or Nose Stall and hold it for 5
seconds.

Mission 08

Press Z at the top of a quarter pipe to perform a nose
stall. Use the arrow keys to maintain your balance and
press the spacebar to exit. You can also perform a mute
invert by pressing the down arrow and Z on the edge of
the quarter pipe. Press the spacebar to finish the trick.
Objective: Perform a mute invert or a nose stall and hold
it for 5 seconds.

Mute invert en nose stall

Druk, als je bovenaan een quarter pipe bent, op de Z om
een nose stall te doen. Gebruik de pijltjestoetsen omhoog en
omlaag om in evenwicht te blijven en beëindig de truc door
op de spatiebalk te drukken. Je kunt ook een mute invert
doen door op de rand de Z en het pijltje omlaag in te
drukken. Druk aan het einde van de truc op de spatiebalk.
Doel: voer een mute invert of nose stall uit en blijf 5
seconden in evenwicht.

Missie 08

Mute invert et Nose stall

En appuyant sur Z quand tu es en haut d'un quarter-pipe, tu
peux réaliser un Nose stall. Conserve ton équilibre à l'aide des
flèches directionnelles et termine en appuyant sur la barre
d'espace. Tu peux également effectuer un Mute invert en
appuyant sur la flèche du bas et Z lorsque tu es sur le bord.
Appuie sur la barre d'espace afin de terminer le trick.
But : Effectuer un Mute invert ou un Nose stall pendant 5
secondes.

Mute Invert und Nose Stall

Wenn du Z drückst, wenn du an der Kante einer Quarterpipe bist,
kannst du einen Nose Stall zeigen. Mit den Pfeiltasten kannst du das
Gleichgewicht halten, mit der Leertaste kannst du den Trick
beenden. Du kannst auch einen Mute Invert zeigen wenn du die
Pfeiltaste unten und Z drückst, wenn du an der Kante bist.
Drücke die Leertaste, um den Trick zu beenden.
Ziel: Zeige einen Mute Invert oder einen Nose Stall und halte ihn 5
Sekunden lang.

Mute Invert y Nose Stall

Si pulsas Z en lo alto de una rampa quarter pipe, puedes
hacer un Nose Stall. Mantente en equilibrio con las teclas
de flecha y termina pulsando la barra espaciadora.
También puedes realizar un Mute Invert pulsando la
flecha abajo y Z en el borde. Pulsa espacio para terminar
el truco.
Objetivo: realizar un Mute Invert o un Nose Stall y
aguantar 5 segundos.

Misión 08

Mute Invert e Nose Stall

Pressionar Z no alto de um quarter pipe permite-lhe fazer
um Nose Stall. Mantenha o equilíbrio com as teclas de seta
e saia com um toque na barra de espaço. Você também
pode fazer um Mute Invert se pressionar a seta para baixo
e o Z na beirada.
Pressione a barra de espaço para encerrar o truque.
Meta: realizar um Mute Invert ou um Nose Stall e manter
por 5 segundos.

Missão 08

Pressionando Z enquanto estiver no topo de uma rampa
permite-lhe fazer um Nose Stall. Equilibre-se com as setas e
termine pressionando a barra de espaços. Pode também
executar um Mute Invert, carregando na seta de baixo e em
Z quando estiver na borda da rampa.
Prima a barra de espaços para concluir o truque.
Objectivo: executar um Mute Invert ou um Nose Stall e
aguentar durante 5 segundos.

Premi Z quando sei in cima a una quarter pipe per eseguire
un noise stall. Mantieni l'equilibrio con i tasti freccia ed esci
premendo la barra spaziatrice. Per eseguire un mute invert
premi freccia giù e Z quando sei sul bordo. Premi la barra
spaziatrice per terminare l'acrobazia.
Obiettivo: esegui un mute invert o un nose stall
mantenendo la posizione per 5 secondi.

Missione 08

Mute invert och Nose stall

Tryck Z längst upp i quarterpipen för att göra en Nose
stall. Håll balansen med pilarna och avsluta med
mellanslag. Du kan även göra en Mute invert genom att
trycka pil ned + Z på kanten.
Tryck mellanslag för att avsluta tricket.
Mål: Gör en Mute invert eller Nose stall och balansera i 5
sekunder.

Uppdrag 08

Mute invert i nose stall

Naciśnięcie Z, kiedy będziesz na szczycie rampy,
pozwoli ci wykonać nose stall. Utrzymuj równowagę za
pomocą strzałek i zakończ trik naciskając spację.
Możesz także wykonać mute invert naciskając strzałkę
w dół i Z, kiedy będziesz na krawędzi.
Naciśnij spację, aby zakończyć trik.
Cel: Wykonaj pięciosekundowy mute invert lub nose
stall.

Misja 08

Mute invert и nose stall

Чтобы выполнить nose stall, нажми клавишу Z в верхней
части рампы. Удерживай равновесие с помощью клавиш-
стрелок; чтобы закончить выполнение трюка, нажими
пробел. Находясь на краю рампы и нажав "вниз" и Z, ты
можешь также выполнить mute invert.
Чтобы закончить выполнение этого трюка, нажми пробел.
Цель: Выполни mute invert или nose stall и удерживай эту
стойку в течение 5 секунд.

Миссия 08

Mute Invert ve Nose Stall

Çeyrek borunun tepesindeyken Z tuşuna bastığınızda
Nose Stall yaparsınız. Oklarla dengenizi sağlayın ve
boşluk tuşuna basarak çıkın. Ayrıca, kenardayken aşağı
ok ve Z tuşuna basarak Mute Invert yapabilirsiniz.
Hareketi bitirmek için boşluk tuşuna basın.
Goal: Mute Invert veya 5 saniye boyunca Nose Stall
yapmak.

Görev 08

Mute Invert dan Nose Stall

Tekan Z pada bagian atas pipa seperempat yang
memungkinkan anda untuk melakukan Nose Stall. Jagalah
keseimbangan dengan tombol tanda panah dan tekan spasi
untuk keluar. Anda juga bisa melakukan Mute Invert
dengan tekan tombol panah bawah dan Z di bagian sisi.
Tekan spasi untuk mengakhiri trik.
Gol: Lakukan Mute Invert atau Nose Stall dan tahan 5 detik.

Misi 08

Mute invert dan Nose Stall

Menekan Z di sebelah atas paip sukuan membolehkan anda
membuat Nose Stall. Terus mengimbang dengan anak panah dan
keluar dengan menekan bar ruang. Anda juga boleh membuat
Menelangkup Perlahan dengan menekan bawah dan Z di penjuru.
Tekan ruang untuk menamatkan teknik.
Matlamat: Buat Mute Invert atau Nose Stall dan tahannya untuk 5
saat.

ミュートインバート&ノーズストール

クウォーターパイプの先端でZキーを押すとノー
ズストールが出来ます。
矢印キーを使ってボードのバランスをとり、スペ
ースバーを押して技を終えます。また、先端で下
キーとZキーを押せばミュートインバートが出来
ます。これもまたスペースキーを押して技を終え
ます。
クリア条件:ミュートインバートかノーズストー
ルを行って5秒間維持する

ミッション 08

Mute Invert 和 Nose Stall

当你在1/4弧的顶端,按Z可以做出Nose Stall,按Z+
向下,可以做出 Mute Invert.做出相应动作后,用上
下键来控制平衡槽使你保持这个动作.
按空格可以停止相应动作.
目标:完成 Mute Invert或者Nose Stall并保持5秒

任务 08

Please save my kitty!

Your neighbor’s pet climbed all the way up but is afraid
to come down. Can you save her?
Goal: Reach the kitten.

Mission 09

Please Save my Kitty!

Your neighbour’s cat has climbed up, but is now afraid to
come down. Can you save her?
Objective: Retrieve the kitten.

Red de kat!

De kat van de buren is helemaal naar boven geklommen
en durft niet meer naar beneden. Kun jij hem redden?

Missie 09

Va secourir mon petit chat !

Le chat de ta voisine a grimpé tout là-haut et il a peur de
redescendre. Peux-tu le sauver ?
But : Atteindre le petit chat.

Bitte, rette meine Katze!

Die Katze deiner Nachbarin ist hochgeklettert, traut sich
jetzt aber nicht mehr runter. Kannst du sie retten?
Ziel: Rette die Katze.

¡Rescata a mi gatita!

La gata de tu vecina ha subido hasta arriba del todo,
pero le da miedo bajarse. ¿Puedes rescatarla?
Objetivo: alcanzar la gatita.

Misión 09

Por favor, salve o meu gatinho!

O gato da sua vizinha subiu, mas está com medo de
descer. Você pode salvá-lo?
Meta: chegar ao gatinho.

Missão 09

Salve a minha gata, por favor!

A gata da sua vizinha subiu até onde não devia e agora
tem medo de descer. Pode salvá-la?
Objectivo: salvar a gatinha.

Salva il mio gattino, per favore!

Il gatto della tua vicina s'è arrampicato su in alto e ora
ha paura di scendere. Sei in grado di salvarlo?
Obiettivo: raggiungi il gattino.

Missione 09

Rädda kattungen!

Din grannes katt har klättrat längst upp, men vågar inte
komma ner. Kan du rädda den?
Mål: Nå kattungen.

Uppdrag 09

Proszę, uratuj mojego kotka!

Kotek twojej sąsiadki wspinał się i wspinał... a teraz
boi się zejść. Czy go ocalisz?
Cel: Dotrzyj do kotka.

Misja 09

Спасите мою кошечку!

Соседская кошка забралась на порядочную
высоту, а слезть боится. Сумеешь ли ты ее
спасти?
Цель: Доберись до кошки!

Миссия 09

Lütfen kedimi kurtarın!

Komşunuzun kedisi yukarı tırmanmış fakat aşağı
inmeye korkuyor. Onu kurtarabilir misiniz?
Hedef: Kediye ulaşın.

Görev 09

Tolong selamatkan anak kucing saya!

Kucing tetangga anda memanjat ke atas tapi takut untuk
turun. Bisakah anda menyelamatkannya?
Gol: Selamatkan anak kucing tersebut.

Misi 09

Sila selamatkan anak kucing saya!

Kucing jiran anda memanjat ke atas tetapi takut untuk
turun ke bawah. Bolehkah anda selamatkannya?
Matlamat: Mencapai anak kucing itu.

こねこ救出大作戦!

お隣さんのこねこが一番高いところに上ってしま
い、下りられなくなってしまいました。君はこね
こを救えるかな?
クリア条件:こねこを救出する

ミッション 09

营救猫咪大作战!

你邻居家的猫顺着所有的路爬到了最高处.但是却
害怕下不来了,你能帮忙救它下来么?
目标:到达猫咪的位置.

任务 09

Jump!

You can jump out of a quarterpipe to reach different
area’s of the level. Time your jump near the edge of the
quarterpipe and press to travel in the direction you want
to go.
Goal: collect the marker

Mission 01

You can jump out of a quarter pipe to access different
areas of the level. Time your jump near the edge of the
quarter pipe and press an arrow to travel in the direction
you want to go.
Objective: Collect the marker

Spring!

Als je uit een quarterpipe springt kun je verschillende
delen van het level bereiken. Spring op het juiste moment
en druk op een pijltjestoets om die richting op te
springen.
Doel: pak het uitroepteken

Missie 01

Saute !

Tu peux sauter d'un quarter-pipe afin d'atteindre les
différentes zones du niveau. Saute au bon moment
lorsque tu es près du bord du quarter-pipe et appuie sur
une flèche directionnelle afin de sauter dans la direction
que tu veux.
But : Atteindre le point d'exclamation.

Aus der Quarterpipe heraus kannst du in verschiedene
Bereiche des Levels springen. Springe ab, wenn du an der
Kante der Quarterpipe bist und drücke die Pfeiltaste, in
deren Richtung du springen möchtest.
Ziel: Sammle das Ausrufezeichen ein.

¡Salta!

Puedes saltar desde la rampa quarter pipe para llegar a
diferentes zonas del nivel. Calcula el salto junto al borde
de la rampa quarter pipe y pulsa una flecha para
desplazarte en la dirección que quieras.
Objetivo: coger el signo de admiración.

Misión 01

Pule!

Você pode saltar de um quarter pipe para chegar a
diversas áreas do nível. Cronometre o seu pulo perto da
borda do quarter pipe e pressione uma seta para viajar
na direção que quiser.
Meta: recolher o ponto de exclamação.

Missão 01

Salte!

Pode saltar fora de uma rampa para chegar às várias
áreas do nível. Controle bem a sua aproximação às
extremidades da rampa e prima uma das setas do teclado
para definir a direcção em que pretende ir.
Objectivo: recolher o ponto de exclamação.

Salta!

Salta da una quarter pipe per raggiungere le diverse aree
del livello. Calcola bene il tempo del salto quando sei in
prossimità del bordo della quarter pipe e premi un tasto
freccia a seconda della direzione desiderata.
Obiettivo: recupera il punto esclamativo

Missione 01

Hoppa!

Du kan hoppa ut ur en quarterpipe för att nå andra
områden på nivån. Tajma ditt hopp vid kanten av
quarterpipen och tryck ned en piltangent för att hoppa i
den riktningen.
Mål: Nå kontrollpunkten.

Uppdrag 01

Skacz!

Możesz wykonać skok z rampy na inny obszar. Odczekaj,
aż znajdziesz się blisko krawędzi rampy i naciśnij
odpowiednią strzałkę, aby skoczyć w wybranym
kierunku.
Cel: Zabierz znak

Misja 01

Прыг-скок!

Чтобы попасть в различные уголки этого уровня,
ты можешь прыгать с рампы. Рассчитай время
для прыжка с края рампы и нажми
соответствующую клавишу-стрелку, чтобы
улететь в нужном направлении.
Цель: Доберись до отметки

Миссия 01

Zıpla!

Seviyenin farklı alanlarına ulaşmak için çeyrek borunun
dışına zıplayabilirsiniz. Çeyrek borunun kenarına yakın
bir yerdeyken zıplayın ve gitmek istediğiniz yön okuna
basın.
Hedef: İşaretleri toplayın.

Görev 01

Lompat!

Anda bisa melompat dari bagian perempatan pipa untuk
mencapai area yang berbeda di tiap level. Saat anda
melompat dekat bagian tepi pipa dan tekan tombol
panah atas untuk jalan ke arah yang anda inginkan.
Gol: Kumpulkan penilai.

Misi 01

Anda boleh lompat keluar dari paip sukuan untuk
mencapai kawasan berbeza dalam peringkat. Tetapkan
lompatan anda dekat penjuru paip sukuan dan tekan
anak panah untuk berjalan dalam arah yang anda
hendak pergi.
Matlamat: Mengumpul penanda.

ジャンプ!

クウォーターパイプからジャンプしてその高さの
他のエリアへ移ることが出来ます。クウォーター
パイプの先端近くでジャンプするタイミングをは
かり、行きたい方向の矢印キーを押しましょう。
クリア条件:マーカーを集める

ミッション 01

跳跃吧!

到1/4弧形路面边缘以后按方向键或者按空格+方向
键可以跃过边缘到达另一边的路面
目标:收集所有的任务标记点.

任务 01

Scout it out.

Explore the boulevard.
Goal: collect the markers at the end and start of the
level.

Explore the boulevard.
Objective: Collect the markers at the start and the end
of the level.

Op verkenning

Verken de boulevard.
Doel: verzamel de uitroeptekens aan het einde en het
begin van het level.

En reconnaissance

Explore le boulevard.
But : Aller chercher les points d'exclamation au début et
à la fin du niveau.

Erforschung

Fahre über den Boulevard.
Ziel: Sammle die Ausrufezeichen am Beginn und am
Ende des Levels.

Explora

Explora el bulevar.
Objetivo: coger los signos de admiración del final y del
principio del nivel.

Observe tudo

Explore a alameda.
Meta: recolher os pontos de exclamação do fim e do
início do nível.

Explore-o

Explore a avenida.
Objectivo: recolher todos os pontos de exclamação no
fim e no início do nível.

Sulla strada

Esplora il viale.
Obiettivo: recupera i punti esclamativi situati all'inizio e
alla fine del livello..

Kolla in allt

Utforska promenaden.
Mål: Nå kontrollpunkterna i slutet och början av nivån.

Wypatrz to

Zbadaj bulwar.
Cel: Zabierz znak na końcu i na początku poziomu.

Изучи окрестности!

Обследуй бульвар.
Цель: Собери маркеры, расположенные в конце
и в начале уровня.

Keşfe çıkın

Bulvarda gezinin.
Hedef: Seviyenin başındaki ve sonundaki işaretleri
toplayın.

Mengintai

Jelajahi jalan besar.
Gol: Kumpulkan penilai-penilai di bagian akhir dan
awal di tiap level.

Menjejakinya

Jelajah lebuh hias.
Matlamat: Kumpul penanda di hujung dan mulakan
peringkat tersebut.

偵察せよ!

大通りを探検しよう。
クリア条件:通りの最初と最後にあるマーカー
を集める

探索

探索这条道路
目标 碰触任务标记点。

High Roller

You can jump from one grindbar to
another. Collect all stars to continue.

You can jump from one grindbar to
another. Collect all the stars to continue.

Hoog spel

Je kunt van de ene grind-stang naar de
andere springen. Verzamel alle sterren
om verder te gaan.

Voler haut

Tu peux sauter d'une barre de grind à
l'autre. Collectionne toutes les étoiles
pour pouvoir continuer

Du kannst von einem Geländer zum
nächsten springen. Um weiterzukommen,
musst du alle Sterne sammeln.

Patinador de altura

Puedes saltar de una barra de grindar a
otra.
Coge todas las estrellas para continuar.

Você pode pular de uma barra para a
outra. Recolha todas as estrelas para
continuar.

Pode saltar de uma rampa para outra.
Recolha todas as estrelas para continuar.

"Grindando" tra le stelle

Salta da una grind bar all'altra. Raccogli
tutte le stelle per continuare.

Satsa allt

Du kan hopp från en rail till en annan.
Samla alla stjärnor för att fortsätta.

High roller

Możesz skakać z jednej rurki na drugą.
Zbierz wszystkie gwiazdy, aby
kontynuować.

С ветки на ветку...

Ты можешь перепрыгивать с одного
рельса на другой. Чтобы пройти
уровень, собери все звездочки.

Usta Tekerlekler

Bir raydan diğerine zıplayabilirsiniz.
Devam etmek için bütün yıldızları
toplayın.

Gelinding tinggi

Anda bisa melompat dari satu bar ke bar
lain. Kumpulkan semua bintang untuk
lanjut.

Penggulung tinggi

Anda boleh lompat dari satu bar
gelangsar ke satu lagi. Kumpul semua
bintang untuk teruskan.

ハイローラー

グラインドバーからグラインドバー
へとジャンプ出来ます。星をすべて
集めて次へ進みましょう。

High roller

你可以通过一根滑杠跳到另一根滑杠
上去。收集到所有的星星吧

Double flip

If you get enough height you can actually perform a
double flip!
Goal: perform 3 double flips.

If you attain enough height, you can actually perform a
double flip!
Objective: Perform 3 double flips.

Als je hoog genoeg springt kun je zelfs een double flip
doen!
Doel: voer 3 double flips uit.

Si tu as gagné assez de hauteur, tu peux même effectuer
un double flip !
But : Effectuer 3 double flips.

Wenn du hoch genug springst, kannst du einen Double
Flip zeigen!
Ziel: Zeige 3 Double Flips.

Flip doble

Si coges suficiente altura, ¡puedes realizar un Flip
doble!
Objetivo: realizar 3 Flips dobles.

Se conseguir bastante altura, você pode realizar o
Double Flip!
Meta: realizar 3 Double Flips.

Se conseguir ter altura suficiente, pode executar um
double flip!
Objectivo: executar 3 double flips.

Se guadagni sufficiente slancio verso l'alto puoi
addirittura eseguire un double flip!
Obiettivo: esegui 3 double flip.

Om du kommer tillräckligt högt kan du faktiskt göra en
Double flip!
Mål: Gör 3 Double flips

Podwójny flip

Jeśli znajdziesz się na odpowiedniej wysokości,
będziesz mógł wykonać podwójnego flipa!
Cel: wykonaj 3 podwójne flipy.

Двойной flip

Если ты сумеешь подпрыгнуть достаточно
высоко, ты можешь выполнить даже двойной
flip!
Цель: Выполни двойной flip 3 раза.

Yeterli yüksekliğe ulaşırsanız double flip yapabilirsiniz!
Hedef: 3 double flip yapın.

Jika anda mempunyai ketinggian yang cukup,
sebenarnya anda bisa melakukan double flip!
Gol: Lakukan 3 double flip.

Jika anda pada ketinggian yang mencukupi,
sebenarnya anda boleh membuat double flip!
Matlamat: membuat 3 double flip.

ダブルフリップ

十分な高さがあれば、ダブルフリップが出来ま
す!
クリア条件:3回ダブルフリップを行う

空中二连翻

如果你跳的足够高,你可以完全可以实现空中连
续翻转的特技!
目标:完成3次空中二连翻。

Combo Student

You can use a manual to string tricks together into one
big combo.
Goal: perform a 6 trick combo

You can use a manual to link tricks and perform one big
combo.
Objective: Perform a 6-trick combo.

Combo-leerling

Je kunt een manual gebruiken om verschillende trucs
samen te voegen tot één grote combo trick.
Doel: combineer 6 tricks.

Apprenti en combos

Tu peux utiliser un manual afin d'enchaîner plusieurs
tricks en un grand combo.
But : Effectuer un combo de 6 tricks.

Combo-Schüler

Mit einem Manual kannst du mehrere Tricks zu einer
Combo verbinden.
Ziel: Zeige eine Combo aus 6 Tricks.

Estudiante del combo

Puedes usar un manual para encadenar trucos y hacer un
gran combo.
Objetivo: realizar un combo de 6 trucos.

Aprendiz de Combos

Você pode usar um manual para encadear os truques em
uma grande combinação.
Meta: fazer um combo de 6 truques.

Combinação de aprendiz

Pode recorrer a um manual para juntar vários truques e
fazer uma grande exibição resultante dessa combinação.
Objectivo: executar uma combinação com 6 truques.

A scuola di combo

Puoi utilizzare un manual per concatenare più acrobazie
in una grossa combo.
Obiettivo: esegui una combo di 6 acrobazie.

Lär dig kombos

Du kan använda Manual för att binda ihop tricks och göra
kombos.
Mål: Gör en kombo med 6 trick.

Adept kombinacji

Możesz wykorzystać manual, aby powiązać triki razem
w jedną wielką kombinację.
Cel: Wykonaj kombinację 6 trików.

Осваиваем комбинации

Ты можешь использовать manual, чтобы
связывать трюки в одну большую комбинацию.
Цель: Выполни комбинацию, состоящую из 6
трюков.

Çaylak Kombocu

Büyük bir kombo yapmak için manuel ile birkaç hareketi
bir araya getirebilirsiniz.
Hedef: 6'lı kombo yapın.

Siswa kombo

Anda bisa menggunakan manual untuk merangkaikan
trik secara bersamaan hingga menjadi sebuah kombo
yang besar.
Gol: Lakukan 6 kombo trik.

Pelajar kombo

Anda boleh gunakan manual untuk menggabung teknik
bersama ke dalam satu kombo besar.
Matlamat: Membuat 6 teknik kombo.

コンボ見習い

マニュアルをつなげてすごいコンボを決めましょ
う。
クリア条件:6トリックコンボを達成する

连击达人第一步!

你可以在空中或者滑杠上连续做各种特技来获得连
击,连击点数越高获得的分数加成就越高哟~
目标:完成6连击

Hidden stars

The beach holds some hidden treasures, collect them all!
Collect the checkpoint to reveal all stars and collect them
before time runs out.

There are some treasures hidden on the beach; collect
them all!
Objective: Go to the exclamation mark to reveal all the
stars and then collect them all before the time runs out.

Verborgen sterren

Op het strand zijn een aantal schatten verborgen.
Verzamel ze allemaal!
Doel: pak het uitroepteken om alle sterren tevoorschijn
te laten komen en verzamel ze voor de tijd om is.

Étoiles cachées

La plage recèle des trésors cachés : trouve-les tous !
But : Collectionner le point d'exclamation afin de voir où
se cachent les étoiles puis les collectionner toutes avant la
fin du compte à rebours.

Versteckte Sterne

An diesem Strand sind Schätze verstecke. Finde alle!
Ziel: Sammle das Ausrufezeichen, um alle Sterne anzeigen
zu lassen und sammle diese dann ein, bevor die Zeit
abläuft.

Estrellas ocultas

La playa esconde tesoros ocultos, ¡encuéntralos todos!
Objetivo: coger el signo de admiración para mostrar
todas las estrellas y cogerlas antes de que se acabe el
tiempo.

Estrelas Escondidas

A praia tem alguns tesouros ocultos; recolha-os todos!
Meta: Recolher o ponto de exclamação para revelar todas
as estrelas, e depois recolhê-las antes que o tempo se
esgote.

Estrelas escondidas

Esta praia tem uma série de tesouros escondidos.
Descubra-os e recolha-os a todos!
Objectivo: recolher o ponto de exclamação para
descobrir onde estão as estrelas e depois recolhê-las
antes do fim do tempo limite.

Stelle nascoste

La spiaggia nasconde alcuni tesori; scoprili tutti!
Obiettivo: raggiungi il punto esclamativo per scoprire
tutte le stelle, quindi raccoglile tutte prima dello scadere
tempo.

Gömda stjärnor

Det finns gömda skatter på stranden. Hitta dem alla!
Mål: Nå kontrollpunkten för att visa alla stjärnor och
samla dem innan tiden tar slut.

Ukryte gwiazdy

Na plaży leżą ukryte skarby - zbierz je wszystkie!
Cel: Zbierz wykrzykniki, aby odkryć wszystkie gwiazdy,
a następnie pozbieraj je, zanim minie czas.

Скрытые звездочки

На этом уровне спрятаны кое-какие сокровища...
Отыщи их все!
Цель: Коснись восклицательного знака, чтобы
увидеть звездочки, а затем собери все
звездочки, прежде чем истечет отведенное
время.

Gizli Yıldızlar

Sahil gizli hazinelerle dolu, hepsini bulun ve toplayın!
Hedef: Bütün yıldızları açığa çıkarmak için ünlem
işaretine ulaşın ve süre dolmadan bütün yıldızları
toplayın.

Bintang tersembunyi

Pantai tersebut mempunyai beberapa harta benda yang
tersembunyi; kumpulkan semuanya!
Gol: Kumpulkan semua tanda seru untuk menampakkan
semua bintang, dan kemudian kumpulkan bintang
tersebut sebelum waktu habis.

Pantai itu mempunyai harta karun tersembunyi;
kumpulkan kesemuanya!
Matlamat: Kumpul titik seru untuk menampakkan semua
bintang, dan kemudian kumpulnya sebelum masa tamat.

隠された星

ビーチには隠された宝が眠っています。全て手に
入れましょう!
クリア条件:制限時間内にビックリマークを集め
て宝を全て手に入れる

被隐藏的星星

在这个海滩边藏了一些宝物,把他们全都收集到吧
目标:碰触任务标记点后在规定时间内搜集所有的
星星。

Combo master

I think this mission can not beat you. And give you a tip:
make a trick then go to the grindbars, you can get 2
combos!
Make 8 combos 1 time.

Use your manual to bring your score to new levels.
Objective: Perform an 8-trick combo.

Combo-meester

Gebruik de manuals om je score naar een nieuw niveau
te tillen
Goal: combineer 8 tricks.

Maître en combos

À l'aide des manuals, porte ton score à un niveau
supérieur.
But : Effectuer un combo de 8 tricks

Combo-Meister

Nutze den Manual, um so viele Punkte wie möglich zu
erzielen.
Ziel: Zeige eine Combo aus 8 Tricks.

Maestro del combo

Usa el Manual para llevar tu puntuación a nuevos
niveles.
Objetivo: realizar un combo de 8 trucos.

Mestre dos Combos

Use o manual para levar sua pontuação a novos níveis.
Meta: fazer um combo de 8 truques.

Combinação de mestre

Use o manual para elevar a sua pontuação a novos
níveis.
Objectivo:executar uma combinação com 8 truques.

Il maestro delle combo

Utilizza il manual per aumentare sempre di più il tuo
punteggio.
Obiettivo: esegui una combo di 8 acrobazie.

Kombomästare

Använd tricket Manual för att få din poäng att nå nya
höjder.
Mål: Gör en kombo med 8 trick.

Mistrz kombinacji

Wykorzystaj manual, aby zwiększyć wynik i przejść do
następnych poziomów.
Cel: Wykonaj manual z ośmioma trikami.

Мастер комбинаций

Используй manual, чтобы твой счет взлетел до
небес.
Цель: Выполни комбинацию, состоящую из 8
трюков.

Kombo Uzmanı

Kılavuzu kullanarak yeni seviyelere geçin.
Hedef: 8'li kombo yapın.

Master kombo

Pergunakan manual anda untuk membawa skor anda
ke level yang baru.
Gol: Lakukan 8 kombo trik.

Mahaguru kombo

Gunakan manual anda untuk membawa skor anda ke
peringkat baru.
Matlamat: Membuat 8 teknik manual.

コンボマスター

マニュアルを使ってスコアを更新しましょう。
クリア条件:8トリックマニュアルを行う

连击达人第二步!

用你熟练的操作让分数开创一个新记录吧~
目标:完成8连击

Save the kitty again!

Your neighbor thought it was a good idea to bring her
cat to the beach with her and now the cat got away.
Can you retrieve it again?

Save the Kitty Again!

Your neighbour thought it was a good idea to bring her
cat to the beach with her, but the cat has now run off
somewhere. Can you retrieve it for her?

Red de kat, alweer!

De buurvrouw dacht dat het wel een leuk idee was om
de kat mee te nemen naar het strand en het beestje is
weer weggelopen. Kun jij 'm terughalen?

Sauve encore une fois le chaton !

Ta voisine a cru que ce serait une bonne idée
d'emmener son petit chat à la plage, et maintenant il
s'est échappé. Peux-tu le lui ramener ?

Rette die Katze - schon wieder!

Deine Nachbarin hat wohl gedacht, es sei eine gute
Idee, seine Katze mit an den Strand zu bringen, und
jetzt ist die Katze weg. Kannst du sie noch einmal
retten?

¡Vuelve a rescatar a la gatita!

Tu vecina pensó que era una buena idea llevarse la
gata a la playa y resulta que se le ha escapado.
¿Puedes volver a rescatarla?

Salve o gatinho de novo!

A sua vizinha achava que era uma boa idéia levar o
gato à praia junto com ela e agora o gato fugiu. Você
consegue pegá-lo de novo?

Salve a gatinha outra vez!

A sua vizinha achou que era uma boa ideia levar a
gata com ela para a praia mas ela fugiu. Pode
recuperá-la novamente?

Salva ancora una volta il mio gattino!

La tua vicina ha pensato bene di portarsi il gattino in
spiaggia e ora è scappato. Riesci a recuperarlo?

Rädda katten igen!

Din granne trodde det var en bra idé att ta med sig
katten till stranden. Nu har kattungen försvunnit. Kan
du hitta den?

Ocal kotka jeszcze raz!

Twoja sąsiadka uznała, że zabranie kotka na plażę to
świetny pomysł. Kotek uciekł. Czy sprowadzisz go z
powrotem raz jeszcze?

Спаси кошку еще раз!

Твоя соседка решила, что кошечку надо взять с
собой на море. Кошка опять сбежала. Сумеешь
ли ты найти ее еще раз?

Yine kedi kurtarma operasyonu!

Komşunuz kedisiyle sahilde turlamanın iyi bir fikir
olacağını düşünüyordu... ama kedisi kaçtı. Onu tekrar
yakalayabilir misiniz?

Selamatkan anak kucingnya lagi!

Tetangga anda berpikir bahwa membawa kucingnya
ke pantai bersamanya ialah ide bagus, anda sekarang
kucing hilang. Bisakah anda mendapatkannya
kembali?

Selamatkan anak kucing itu lagi!

Jiran anda ingat bahawa membawa kucingnya
bersama ke pantai adalah satu idea yang baik tetapi
sekarang kucingnya telah terlepas. Bolehkah anda
mendapatkannya semula lagi!

こねこ救出大作戦!パート2

お隣さん、今度はこねこを連れてビーチに行き
ましたが、どうやら逃げられてしまったようで
す。こねこを連れ戻すことが出来るかな?

营救猫咪大作战!再一次...

你的邻居大概觉得来海滩溜猫是个不错的想法
(你有听说过溜猫吗-.+),但她的猫又跑掉了...
看来你又要去帮一次忙了

It’s show time!

Reach the target score before the time runs out.
Hint: combo’s multiply your score!
Goal: Get 20,000 points.

It’s Show Time!

Achieve the target score before the time runs out.
Hint: Combos multiply your score!
Objective: Score 20,000 points.

Tijd om los te gaan!

Haal de doelscore voordat de tijd om is.
Hint: combo's verveelvoudigen je score!
Doel: Haal 20.000 punten.

Que le spectacle commence !

Atteins le score indiqué avant la fin du compte à
rebours.
Remarque : fais des combos pour multiplier ton score.
But : Atteindre 20 000 points

It's Showtime!

Erreiche die vorgegebene Punktzahl, bevor die Zeit
abläuft.
Tipp: Für Combos bekommst du mehr Punkte!
Ziel: Erreiche 20.000 Punkte.

¡Es la hora del espectáculo!

Alcanza la puntuación objetivo antes de que se acabe
el tiempo.
Pista: ¡los combos multiplican tu puntuación!
Objetivo: conseguir 20.000 puntos.

Hora do espetáculo!

Chegue à pontuação pedida antes que o tempo se
esgote.
Dica: os combos multiplicam a sua pontuação!
Meta: fazer 20.000 pontos.

Chegou o momento do espectáculo!

Atinja a pontuação pretendida antes do fim do tempo
limite de jogo.
Dica: as combinações vão multiplicar a sua pontuação.
Objectivo: fazer 20.000 pontos.

Che lo spettacolo abbia inizio!

Realizza l'obiettivo di punteggio entro lo scadere del
tempo. Dritta: con le combo moltiplichi i tuoi punti!
Obiettivo: totalizza 20.000 punti.

Showtime!

Klara målpoängen innan tiden tar slut.
Tips: Kombos fördubblar din poäng!
Mål: Få 20 000 poäng.

Czas na show!

Osiągnij wymagany wynik, zanim upłynie czas.
Wskazówka: kombinacje pomnożą twój wynik!
Cel: Zdobądź 20 000 punktów.

Представление начинается!

Набери требуемое количество очков, прежде
чем истечет отведенное время.
Подсказка: комбинации заметно увеличивают
твой счет!
Цель: Набери 20,000 очков.

Gösteri zamanı!

Süre dolmadan hedef skora ulaşın.
İpucu: kombolar skorunuzu katlar!
Hedef: 20.000 puan kazanın.

Waktu pertunjukkan!

Capailah target skor sebelum waktu habis.
Petunjuk: kombo akan melipatgandakan skor anda!
Gol: Dapatkan 20,000 poin.

Masa untuk persembahan!

Capai skor sasaran sebelum masa tamat.
Petua: kombo menggandakan skor anda!
Matlamat: Dapatkan mata 20,000.

ショータイムの始まりだ!

制限時間内に目標のスコアを達成しましょう。
ヒント:コンボを決めればスコアを増やすこと
が出来ます!
クリア条件:20,000ポイントゲットする

个人秀时间!

在规定时间内达到指定分数
连击可以帮你更快获得高分
目标:得到20,000分

Welcome to San Francisco!

Explore the city.
Goal: collect all stars

Explore the City.
Objective: Collect all the stars.

Welkom in San Francisco!

Verken de stad.
Doel: verzamel alle sterren.

Bienvenue à San Francisco !

Explore la ville.
But : Collectionner les étoiles.

Willkommen in San Francisco!

Erforsche die Stadt.
Ziel: Sammle alle Sterne.

¡Bienvenido a San Francisco!

Explora la ciudad.
Objetivo: coger todas las estrellas.

Bem-vindo a San Francisco!

Explore a cidade.
Meta: recolher todas as estrelas.

Bem-vindo a São Francisco!

Explore a cidade.
Objectivo: recolher todas as estrelas.

Benvenuto a San Francisco!

Esplora la città.
Obiettivo: raccogli tutte le stelle

Välkommen till San Francisco!

Utforska stan.
Mål: Samla alla stjärnor.

Witamy w San Francisco!

Zbadaj miasto.
Cel: Zbierz wszystkie gwiazdy.

Добро пожаловать в Сан-Франциско!

Изучи город!
Цель: Собери все звездочки.

San Francisco'ya hoş geldiniz!

Şehirde turlayın.
Hedef: Bütün yıldızları toplayın.

Selamat datang ke San Fransisco!

Menjelajahi kota.
Gol: Mengumpulkan semua bintang.

Selamat datang ke San Francisco!

Jelajahi bandar tersebut.
Matlamat: Mengumpul semua bintang.

サンフランシスコへようこそ!

街を探検しましょう。
クリア条件:すべての星を集める

欢迎来到圣弗朗西斯科~

探索这个城市
目标:收集所有星星

Combo galore!

This city has a lot of grindbars. Try using them to string
together big combo’s.
Goal: perform a 12 trick combo

This city has numerous grindbars; try using them to link
combos.
Objective: Perform a 12-trick combo.

Combinaties in overvloed!

Deze stad heeft heel veel grind-stangen. Probeer ze te
gebruiken om grote combinaties aan elkaar te plakken.
Doel: combineer 12 tricks.

Combos à gogo !

Cette ville abonde en barres de grind. Essaye de les
utiliser pour enchaîner de grands combos.
But : Effectuer un combo de 12 tricks.

Combo-Wahnsinn!

In dieser Stadt gibt es jede Menge Geländer. Nutze sie,
um große Combos zu zeigen.
Ziel: Zeige eine Combo aus 12 Tricks.

¡Combos a mansalva!

Esta ciudad está llena de barras de grindar. Úsalas para
realizar grandes combos.
Objetivo: realizar un combo de 12 trucos.

Combos a Granel!

Esta cidade tem um monte de barras. Tente usá-las para
encadear grandes combos.
Meta: faça um combo de 12 truques.

Combinações à grande!

Esta cidade tem muitas rampas. Tente usá-las para
executar grandes combinações de truques.
Objectivo: executar uma combinação com 12 truques.

Combo a go-go

Questa città è piena di grind bar. Usale per realizzare
delle grosse combo.
Obiettivo: esegui una combo di 12 acrobazie.

Kombodax

Det finns massor av rails i den här stan. Använd dem för
att binda ihop trick till kombos.
Mål: Gör en kombo med 12 trick.

Cała góra kombinacji!

To miasto ma dużo barierek do grindowania.
Wykorzystaj je do stworzenia skomplikowanych
kombinacji.
Cel: Wykonaj kombinację 12 trików.

Трюк за трюком!

В этом городе полно рельсов для скейта.
Попробуй использовать их, чтобы объединять
трюки в длинные комбинации.
Цель: Выполни комбинацию, состоящую из 12
трюков.

Kombo Manyağı!

Şehirde birçok ray var. Büyük kombolar yapmak için
onlardan yararlanın.
Hedef: 12'li kombo yapın.

Kombo yang berlimpah-limpah

Kota ini mempunyai banyak bar. Coba pergunakan
mereka untuk merangkainya menjadi kombo besar.
Gol: Lakukan 12 trik kombo.

Kombo yang banyak!

Bandar ini mempunyai banyak bar gelangsar. Cuba
gunakannya untuk menggabung kombo besar
bersama.
Matlamat: Membuat 12 teknik kombo.

コンボだらけ!

この街にはたくさんのグラインドバーがありま
す。バーを使ってすごいコンボを決めましょ
う。
クリア条件:12トリックコンボを達成する

成为连击达人!

这个城市有很多滑杠,尝试用它们做出更多的连
击吧~
目标:完成12连击

Free practice

Reach the target score before time runs
out.
Goal: 80,000 points.

Reach the target score before the time
runs out.
Objective: Score 80,000 points.

Vrije oefening

Haal de doelscore voordat de tijd om is.
Doel: scoor 80.000 punten.

Entraînement libre

Atteins le score indiqué avant la fin du
compte à rebours.
But : Atteindre 80 000 points

Freies Training

Erreiche die vorgegebene Punktzahl,
bevor die Zeit abläuft.
Ziel: 80.000 Punkte.

Práctica libre

Consigue la puntuación objetivo antes de
que se acabe el tiempo.
Objetivo: 80.000 puntos.

Treino Livre

Chegue à pontuação pedida antes que o
tempo se esgote.
Meta: 80.000 pontos.

Treino livre

Atinja a pontuação pretendida antes do
fim do tempo limite.
Objectivo: fazer 80.000 pontos.

Allenamento libero

Realizza l'obiettivo di punteggio entro lo
scadere del tempo.
Obiettivo: totalizza 80.000 punti.

Fri övning

Nå målpoängen innan tiden tar slut.
Mål: Få 80 000 poäng.

Freestyle

Osiągnij wymagany wynik, zanim
upłynie czas.
Cel: 80 000 punktów.

Тренировка в вольном стиле

Набери требуемое количество очков,
прежде чем истечет отведенное
время.
Цель: 80,000 очков.

Serbest Pratik

Süre dolmadan hedef skora ulaşın.
Hedef: 80.000 puan.

Latihan bebas

Capailah target skor sebelum waktu
habis.
Gol: 80,000 poin.

Latihan percuma

Capai skor sasaran sebelum masa tamat.
Matlamat: Mata 80,000.

フリープラクティス

制限時間内に目標のスコアを達成し
ましょう。
クリア条件:80,000ポイント

自由实践

在规定时间内达到指定分数
目标:获得80.000分

Stars collector

Show your skills by collecting all the stars
scattered throughout the city.

Demonstrate your skills and collect all the
stars scattered throughout the city.

Sterrenverzamelaar

Laat zien hoe goed jij kunt boarden en
verzamel alle sterren die door de stad
verspreid zijn.

Collectionneur d'étoiles

Montre tes talents en collectionnant toutes
les étoiles dispersées à travers la ville.

Sternensammler

Zeige dein Können und sammle alle in der
ganzen Stadt verteilten Sterne.

Coleccionista de estrellas

Muestra tus habilidades cogiendo todas
las estrellas repartidas por la ciudad.

Colecionador de Estrelas

Demonstre suas habilidades recolhendo
todas as estrelas espalhadas pela cidade.

Coleccionador de estrelas

Mostre todas as suas capacidades
recolhendo todas as estrelas que se
encontram espalhadas pela cidade.

Il collezionista di stelle

Dimostra la tua abilità raccogliendo tutte
le stelle disseminate per la città.

Stjärnsamlare

Visa din skicklighet genom att samla alla
stjärnor som är spridda över stan.

Kolekcjoner gwiazd

Pokaż swoje umiejętności i zbierz
wszystkie gwiazdy rozrzucone po
mieście.

Охота на звездочки

Продемонстрируй свое мастерство,
собрав все звездочки, рассеянные
по городу.

Yıldız Koleksiyoncusu

Şehrin dört bir yanına dağılmış yıldızları
toplayarak marifetinizi gösterin.

Pengumpul bintang

Tunjukkan keahlian anda dengan
mengumpulkan semua bintang yang
berhamburan di seluruh kota.

Tunjukkan kemahiran anda dengan
mengumpul semua bintang yang
bertaburan di sepanjang bandar tersebut.

スターコレクター

街に散らばっている星を集めてスキ
ルを披露しよう!

星星收集者

展示你的收集技巧吧~把散落在城市
中的星星都收集起来

Stupid neighbor!

When will your neighbor finally learn it’s
not a good idea to bring a cat everywhere
you go?! Could you save the kitten again?

Silly Neighbour!

When will your neighbour ever learn that
it's a bad idea to take a cat everywhere
she goes?! Can you save the kitten again?

Domme buurvouw!

Wanneer leert je buurvouw nou eens dat
het niet slim is om haar kat overal mee
naartoe te nemen?! Zou je 'm nog één
keertje willen redden?

Sacrée voisine !

Quand est-ce que ta voisine comprendra
enfin qu'elle ne doit pas emporter son
chat partout où elle va ? Peux-tu encore
une fois aller sauver son chat ?

Dumme Nachbarin!

Wann kapiert deine Nachbarin eigentlich,
dass es keine gute Idee ist, ihre Katze
wirklich überall hin mitzubringen?!
Kannst du die Katze wieder retten?

¡Estúpida vecina!

¡¿Cuándo se va a enterar tu vecina de que
no es buena idea llevarse la gata a todos
lados?! ¿Puedes salvar de nuevo a la
gatita?

Vizinha Burra!

Quando a sua vizinha finalmente
aprenderá que não é boa idéia levar o
gato aonde quer que vá? Será que você
pode salvar o gatinho de novo?

Vizinha estúpida!

Quando é que a sua vizinha irá aprender
que não é boa ideia levar a sua gata para
todos os sítios onde vai? Pode salvá-la
outra vez?

Quell'oca della vicina...!

Quando la capirà una buona volta la
vicina che è una pessima idea portarsi
dietro il gattino ovunque vada? Puoi
salvarlo un'ultima volta?

Korkade granne!

När ska din granne fatta att det inte
funkar att ta med sig katten överallt?!
Kan du rädda katten igen?

Głupia sąsiadka!

Czy twoja sąsiadka nauczy się wreszcie,
że zabieranie kota wszędzie to nie jest
dobry pomysł?! Czy ocalisz kotka
jeszcze raz?

Соседи не умнеют...

Когда же твоя соседка наконец
поймет, что таскать с собой повсюду
свою кошку – не самая лучшая
мысль? Сумеешь ли ты вновь
спасти ее кошку?

Sersem Komşu!

Komşunuz her gittiği yere kedisini
götürmenin iyi bir fikir olmadığını acaba
ne zaman anlayacak?! Kediyi tekrar
kurtarabilir misiniz?

Tetangga bodoh!

Kapankah tetangga anda akan
mengetahui bahwa membawa seekor
kucing kemanapun dia pergi bukanlah
suatu ide yang bagus?! Bisakah anda
menyimpan anak kucingnya lagi?

Jiran bodoh!

Bila agaknya jiran anda akan belajar
bahawa ia bukanlah idea yang baik
untuk membawa kucingnya ke mana-
mana sahaja dia pergi?! Bolehkah anda
menyelamatkan anak kucingnya lagi?

おばかなお隣さん!

お隣さんはこねこをどこにも連れて
いかないほうがいいってことに、い
つになったら気づくのでしょうね!
もう一度こねこを救出できるかな?

拿什么拯救你!猫咪

也许经过这一次教训,你的邻居才会
明白,他不适合把猫带到任何地方去
溜达...
再帮她解救一次怕高的猫咪吧~

Can I get a loop-loop?

There’s a loop in one of the grindbars,
let’s see if you can get the moving
checkpoint that’s floating around there.

Can I Get a loop-loop?

There’s a loop in one of the grindbars,
let’s see if you can get the moving
checkpoint floating around in there.

Verdraaid, doorgedraaid?

Er zit een looping in één van de grind-
stangen. Probeer het uitroepteken dat
daar heen en weer zweeft te pakken te
krijgen…

Boucler la boucle

Il y a une boucle dans une des barres de
grind : voyons voir si tu arrives à attraper
le point de contrôle qui flotte dans les
parages.

Wie wär's mit einem Looping?

Ein Geländer mit Schleife…schaffst du es,
den sich bewegenden Checkpoint zu
erreichen?

¿Puedo coger la curva?

Hay una curva en una de las barras de
grindar, veamos si puedes coger el punto
de control móvil que flota por allí.

Dá pra ver um loop?

Há um loop em uma das barras. Vejamos
se você consegue chegar ao ponto de
controle que está flutuando por aqui.

Posso fazer um loop-loop?

Existe uma presilha numa das rampas.
Vamos ver se consegue que o posto de
controlo que está a flutuar vá para lá.

Il giro della morte

In una delle grind bar c'è un giro della
morte. Vediamo se sei in grado di
raggiungere il checkpoint in movimento
in quel punto.

Vad sägs om en loop?

En av railen är formad som en loop. Få se
om du kan nå den rörliga
kontrollpunkten som svävar där.

Sytuacja się zapętla.

Na jednej z rurek jest pętla... Zobaczmy,
czy uda ci się dotrzeć do ruchomego
punktu kontrolnego, unoszącego się w
pobliżu.

Лезь в петлю!

Один из рельсов заворачивается
петлей. Посмотрим, сумеешь ли ты
добраться до висящей в воздухе
контрольной точки!

Bir takla görebilir miyim?

Raylardan birinde bir halka var, bakalım
oralarda dönüp dururken kontrol
noktasına ulaşabilecek misiniz.

Bisakah saya medapatkan loop-loop?

Terdapat sebuah putaran di salah satu
bar, mari lihat jika anda bisa
mendapatkan pos pemeriksaan yang
mengapung di sekitar sana.

Bolehkah saya dapatkan gegelung?

Terdapat gelung dalam salah satu bar
gelangsar, mari lihat sama ada anda
boleh dapatkan titik semak bergerak
yang terapung di sekitarnya.

ループ-ループがとれるかな?

グラインドバーのうち、ループがあ
るものがあります。その周りに浮い
ている、動くマーカーをとれるかど
うか試してみましょう。

完美环行

在环行滑杠上有浮动的任务标记点,
看你能否碰触到

High rise

I put some stars high in the sky. Can you
get them all?
Goal: Collect all stars.

I have placed some stars high up in the
sky. Can you collect them all?
Objective: Collect all the stars.

Hoogvliegers…

De sterren staan hoog aan de hemel. Kun
jij ze allemaal te pakken krijgen?
Doel: verzamel alle sterren.

Gratte-ciel

J'ai placé des étoiles là-haut dans le ciel.
Peux-tu les collectionner toutes ?
But : Collectionner toutes les étoiles.

High Rise

So viele Sterne stehen am
Himmel…kannst du sie alle einsammeln?
Ziel: Sammle alle Sterne.

Alcanza las alturas

Puse algunas estrellas arriba en el cielo.
¿Puedes cogerlas?
Objetivo: coger todas las estrellas.

Subir ao Alto

Deixei algumas estrelas bem alto no céu.
Será que você alcança todas?
Meta: recolher todas as estrelas.

Colocámos algumas estrelas no céu.
Consegue apanhá-las todas?
Objectivo: apanhar todas as estrelas.

Un tuffo nel cielo

Il cielo pullula di stelle. Riuscirai a
raccoglierle tutte?
Obiettivo: raccogli tutte le stelle.

Hög höjd

Det finns några stjärnor i himlen. Kan du
nå allihop?
Mål: Samla alla stjärnor.

Gdzie wzrok nie sięga.

Zawiesiłem na niebie kilka gwiazd. Czy
zdołasz zebrać je wszystkie?
Cel: Zbierz wszystkie gwiazdy.

Выше только звезды!

Часть звездочек мы подвесили
высоко в небе... Поглядим, до всех ли
ты сумеешь добраться!
Цель: Собери все звездочки.

Daha Yüksek

Gökyüzüne birkaç yıldız koydum. Onları
toplayabilir misiniz?
Hedef: Bütün yıldızları toplayın.

Tanjakan tinggi

Saya meletakkan beberapa bintang di
langit. Bisakah anda mendapatkan
semuanya?
Gol: Mengumpulkan semua bintang.

Naik tinggi

Saya letakkan beberapa bintang tinggi di
langit. Bolehkah anda dapatkan
semuanya?
Matlamat: Mengumpul semua bintang.

ハイライズ

空中に星をちりばめました。全部集
められるかな?
クリア条件:すべての星を集める

我在放了一些星星在高处,你能全部
拿到吗?
目标:收集所有的星星。

Mission improbable

By now you should know your stuff, let’s
see if you've got what it takes.
Goal: perform a 20 trick combo.

You should know your stuff by now, so
let’s see if you've got what it takes.
Objective: Perform a 20-trick combo.

Mission Impossible

Nu moet je toch wel weten hoe het moet.
Eens kijken wat je ervan bakt.
Doel: doe een combinatie van 20 tricks.

Tu sais te débrouiller maintenant, montre
donc de quoi tu es capable.
But : Effectuer un combo de 20 tricks.

Mission Improbable

So langsam solltest du ja schon einiges
können. Dann zeig mal, was du drauf
hast.
Ziel: Zeige eine Combo aus 20 Tricks.

Misión improbable

Ya deberías saber lo que te haces. Veamos
si tienes lo que hay que tener.
Objetivo: realizar un combo de 20 trucos.

Missão Improvável

Você já deve saber o que fazer, vejamos
se sabe mesmo!
Meta: realizar um combo de 20 truques.

Missão improvável

Nesta fase, já deveria saber executar
todos os truques. Vamos ver se está
preparado.
Objectivo: executar uma combinação de
20 truques.

Mission: ...Improbabile

A questo punto dovresti sapere
padroneggiare ciò che hai imparato.
Vediamo come te la cavi.
Obiettivo: esegui una combo di 20
acrobazie.

Värsta uppdraget

Vid det här laget behärskar du din bräda.
Få se hur duktig du är.
Mål: Gör en kombo med 20 trick.

Mission Impossible

Teraz, kiedy już powinieneś wiedzieć, o
co w tym chodzi, sprawdźmy, czy masz to
coś.
Cel: Wykonaj kombinację 20 trików.

Миссия неосуществима

Что ж, техника тобой уже освоена.
Посмотрим, сумеешь ли ты
справиться с этим заданием!
Цель: Выполни комбинацию,
состоящую из 20 трюков.

Görevimiz Tehlike

Şu ana kadar oldukça deneyim
kazandınız, bakalım yeteri kadar iyi
misiniz.
Hedef: 20'li kombo yapın.

Misi mustahil

Saat ini anda seharusnya telah
mengetahui benda anda, mari lihat
apakah anda telah mendapatkannya.
Gol: Lakukan 20 trik kombo.

Misi yang tidak mungkin

Kini, anda seharusnya sudah tahu
barangan anda, mari lihat jika anda
boleh lakukannya.
Matlamat: Membuat 20 teknik kombo.

ミッション・インプロバブル

これまでにトリックをたくさん覚え
てきましたが、どんなトリックを覚
えたか試してみましょう。
クリア条件:20トリックコンボを達
成する

连击达人最终篇!不可能的任务

你的连击技巧已经很娴熟了!
让我们看下你是否具备连击达人的资
格了~~
目标:完成20连击

Give it all you’ve got

This is it, this is the moment that will add
you to the history books. Get a score of
160,000 within the time limit and
proclaim yourself Master of Skateboard
City!

Give It All You’ve Got!

This is it: the moment has come that could
put you in the history books. Achieve a
score of 160,000 within the time limit and
proclaim yourself the Master of
Skateboard City!

Toon je kunsten!

Dit is hét moment waarop jij de
geschiedenisboeken in kunt gaan. Behaal
een score van 160.000 punten binnen de
tijdslimiet en wordt de heerser van
Skateboard City!

Vas-y à fond !

Nous y sommes : c'est le moment qui te
fera entrer dans les livres d'histoire.
Atteins un score de 160 000 avant la fin
du compte à rebours et proclame-toi le
Grand Maître de la Ville du Skateboard !

Gib dein Bestes!

Es ist soweit: Der Moment ist gekommen,
an dem du dich in die Geschichtsbücher
eintragen kannst. Erreiche 160.000
Punkte innerhalb der vorgegebenen Zeit
und werde Meister von Skateboard City!

¡Dalo todo!

Por fin: este es el momento que hará que
aparezcas en los libros de historia.
¡Consigue 160.000 puntos en el tiempo
establecido y proclámate el Maestro de
Skateboard City!

Dê tudo de si!

É isso aí: este é o momento que vai levá-lo
aos livros de história. Alcance um placar
de 160.000 pontos dentro do limite de
tempo e proclame-se Mestre da Cidade do
Skate!

Dê o seu máximo!

Agora é que é: chegou a altura em que
pode entrar para a História. Consiga uma
pontuação de 160.000 pontos e auto-
proclame-se mestre de Skateboard City!

Dai tutto quello che hai!

Ci siamo: è il momento di entrare nella
storia. Realizza 160.000 punti entro lo
scadere del tempo e sarai proclamato il
Campione di Skateboard City!

Ge allt du har!

Nu gäller det. Nu ska du skriva historia. Få
160 000 poäng innan tiden är slut och
utropa dig till mästaren i Skateboard City!

Pokaż, co potrafisz!

To jest to: to jest chwila, która zapewni
ci miejsce w historii. Osiągnij wynik 160
000 mieszcząc się w limicie czasu i
udowodnij, że jesteś mistrzem
Skateboard City!

Покажи, на что ты способен!

Вот оно! Настал момент, когда твое
имя может войти в историю
скейтбординга. Набери 160,000 очков
за отведенное время и заслужи
титул непревзойденного мастера
нашей столицы скейтбординга!

Bütün marifetlerinizi sergileyin!

İşte o an: adınızın tarih kitaplarına
kazınacağı an. Verilen sürede 160.000
puan kazanın ve Kaykay Şehrinin
Efendisi olduğunuzu ilan edin!

Berikan semua yang anda dapatkan!

Inilah dia: inilah saatnya dimana anda
akan dicantumkan di dalam buku
sejarah. Dapatkan skor 160,000 dalam
waktu yang terbatas dan menyatakan diri
anda sebagai Tuan dari Kota Papan
Luncur!

Lakukan yang terbaik!

Ini dia: inilah masanya yang akan
meletakkan nama anda dalam buku
sejarah. Dapatkan skor 160,000 dalam
had masa dan isytiharkan diri anda
sebagai Mahaguru Bandar Papan Luncur!

ベストを尽くせ!

ついに来ました!歴史にあなたの名
前を刻む瞬間です。制限時間内に
160,000ポイント分のスコアを達成
して、スケートボードシティの頂点
に立ったことを宣言しましょう!

大展身手

这将是值得写入你滑板生涯的一刻!
在限定时间内获得160,000分
证明你是这座滑板都市的主人!

Impudent skateboarding fool! For years
we have had to look at all your stunts and
misuse of public property! This is our
world--you cannot possibly beat this
challenge! Prove yourself worthy of your
deck and collect all the stars we’ve
hidden.

HAHAHAHAHAA

Insolent skateboarding fool! For years we
have been forced to witness your stunts
and misuse of public property! This is our
world; how can you possibly win this
challenge!? Prove yourself worthy of your
deck and collect all the stars we have
hidden.

Jij domme, arrogante skateboarder! Jaren
hebben we met lede ogen toe moeten
kijken hoe je aan het stunten was en de
openbare ruimte misbruikte! Dit is onze
wereld, deze uitdaging kun je onmogelijk
winnen! Bewijs dat je dat skateboard
waard bent en verzamel alle sterren die
we verborgen hebben.

MWAHAHAHAHA

Espèce de petit skateboarder prétentieux !
Ça fait des années maintenant que nous
observons tes petites acrobaties et le
mauvais usage que tu fais du domaine
public ! C'est notre monde--et tu ne
pourras sûrement jamais relever ce défi !
Prouve tes qualités et collectionne toutes
les étoiles que nous avons cachées.

HAHAHAHAHA

Du unverschämter Skateboarder!
Jahrelang mussten wir uns ansehen, wie
du deine Tricks vorführst und öffentliches
Eigentum missbrauchst! Das ist unsere
Welt, diese Herausforderung schaffst du
auf keinen Fall! Zeige, dass du des Titels
wirklich würdig bist, und versuche, alle
Sterne zu sammeln, die wir versteckt
haben.

MUAHAHAHAHA

¡Insolente idiota del skateboard! Llevamos
años teniendo que ver tus maniobras y
destrozos de la propiedad pública! Este es
nuestro mundo, ¡es imposible que logres
superar este desafío! Demuestra ser digno
de tu tabla y reúne todas las estrellas que
hemos escondido.

JAJAJAJAJAJA

Skatista descarado! Passamos anos
obrigados a ver seus truques e o seu mau
uso da propriedade pública! Este mundo é
nosso - você não conseguirá vencer este
desafio! Prove que é capaz recolhendo
todas as estrelas que nós escondemos.

HAHAHAHA

Oh seu skateboarder imprudente e louco.
Durante anos, tivemos de assistir às suas
tentativas e ao seu uso abusivo do espaço
público! Este é o nosso mundo e muito
provavelmente não conseguirá vencer
este desafio! Prove que é merecedor desta
pista e recolha todas as estrelas que
escondemos.

Sciocco skater impudente! Per anni
abbiamo dovuto assistere alle tue
evoluzioni sul suolo pubblico! Questo è il
nostro mondo: vincere questa sfida è
praticamente impossibile! Dimostrati
degno della tua tavola e raccogli tutte le
stelle che abbiamo nascosto.

Ha, ha, ha

Dåraktige skateare! Länge har vi sett hur
du gör trick och missbrukar allmän
egendom! Det här är vår värld, du kan
omöjligen klara den här utmaningen!
Visa vad du går för och samla alla
stjärnor som vi har gömt.

WOHAHAHAHA

Bezczelny głupek na desce! Przez lata musieliśmy
patrzeć na twoje popisy i użytkowanie publicznej
własności niezgodnie z jej przeznaczeniem! Oto
nasz świat - mało prawdopodobne, żebyś podołał
temu wyzwaniu. Udowodnij, że jesteś godny
własnej deski i zbierz wszystkie gwiazdy, które
schowaliśmy.

HAHAHAHAHA

Глупый щенок, имеющий наглость называть
себя скейтером! Годами мы терпели твои трюки
и издевательства над силой тяжести! Здесь
наш мир, и уж эта-то задача тебе не по зубам!
Докажи, что ты достоин своей доски и попробуй
собрать все спрятанные нами звездочки!

ХА-ХА-ХА!

Küstah kaykay budalası! Yıllardır
yaptığınız akrobatik hareketleri izledik
ve kamu malını hor kullanmanıza seyirci
kaldık! Bu bizim dünyamız ve
muhtemelen kazanan siz olmayacaksınız!
O kaykayı hak ettiğinizi kanıtlayın ve
sakladığımız bütün yıldızları toplayın.

Olahraga papan luncur yang lancang!
Bertahun-tahun kami harus
memperhatikan semua ketangkasan anda
dan meyalahgunakan properti umum! Ini
ialah dunia kami--anda tidak bisa
mengalahkan tantangan ini! Buktikan
bahwa diri anda pantas dan kumpulkan
semua bintang yang kami sembunyikan.

Papan luncuran biadab! Selama beberapa
tahun kami perlu melihat aksi dan
penyalahgunaan harta benda awam yang
anda lakukan! Ini adalah dunia kami--
anda tidak mungkin dapat memenangi
cabaran ini! Buktikan diri anda hebat
dengan papan anda dan kumpul semua
bintang yang kami sembunyikan.

生意気なスケボーバカが!我々は長
い間お前の技やセクションの誤用を
見てきた。
ここ我々の世界では、お前などがど
うあがこうとも勝ち目はないのだ!
自分のデッキの価値を証明し、我々
が隠した星を全部集めるんだな。

ハッハッハッハッハ!

HI,嚣张的家伙~
我们见证了你的成长以及你摔倒时的
“英姿”~
这里是在滑板都市之外的世界--我们
的世界!你敢于挑战一下吗?
来证明一下你的实力吧,去寻找我们
放置的所有的星星

HAHAHAHAHAA

You’ve got 5 minutes to pull out all the tricks
you’ve learned and get the highest score possible!

Freestyle

You have 5 minutes in which to perform all the
tricks you have learned and achieve the highest
score possible!

Je hebt 5 minuten om alle tricks die je geleerd
hebt uit de kast te halen en een zo hoog
mogelijke score neer te zetten!

Vrij spelen

Tu as 5 minutes pour sortir tous les tricks que tu
as appris et obtenir le score le plus élevé possible
!

Mode libre

Du hast 5 Minuten, um alle Tricks zu zeigen, die
du gelernt hast, und die höchstmögliche
Punktzahl zu erreichen!

Freier Modus

¡Tienes 5 minutos para realizar todos los trucos
que has aprendido y conseguir la mayor
puntuación posible!

Modo libre

Você tem 5 minutos para fazer todos os truques
que aprende e alcançar o placar mais alto
possível!

Modalidade Livre

Tem 5 minutos para executar todos os truques
que aprendeu e conseguir a maior pontuação
possível!

Modo livre

Hai 5 minuti a disposizione per eseguire tutte le
acrobazie che hai imparato e ottenere il
punteggio più elevato possibile!

Modalità libera

Du har 5 minuter på dig att använda alla trick du
har lärt dig och få högsta möjliga poäng!

Fritt läge

Masz 5 minut, żeby wykorzystać wszystkie triki,
których się nauczyłeś i osiągnąć jak nawyższy
wynik!

Tryb freestyle

У тебя есть 5 минут, чтобы выполнить все
разученные тобой трюки и заработать как
можно больше очков!

Вольный стиль

Öğrendiğiniz bütün numaraları sergileyerek en
yüksek skora ulaşmak için 5 dakikanız var!

Serbest Mod

Anda telah mendapatkan 5 menit untuk
melakukan semua trik yang telah anda pelajari
dan dapatkan skor yang setinggi mungkin!

Mode bebas

Anda mempunyai masa 5 minit untuk melakukan
semua teknik yang telah anda pelajari dan
dapatkan skor tertinggi yang mungkin!

Mod percuma

今まで身につけたトリックを 5 分間ひた
すら繰り出してハイスコアをゲットしよ
う!

フリーモード

5分钟的时间,看你能玩出多高的分数哟~~

自由模式

WORLD COMPLETE

WERELD VOLTOOID

MONDE COMPLÉTÉ

WELT BEENDET

MUNDO COMPLETADO

MUNDO COMPLETO

MUNDO CONCLUÍDO

MONDO COMPLETATO

VÄRLD KLARAD

LOKACJA UKOŃCZONA

ЭПИЗОД ПРОЙДЕН!

DÜNYA TAMAMLANDI

DUNIA SELESAI

ワールドコンプリート

世界任务达成

A

ActionScript [AS3]

Section 1
//BalanceBar (game.BalanceBar) package game { import flash.display.*; public class BalanceBar extends MovieClip { private var count:int;// = 0 private var strA:Number;// = 0 private var bBlock:MovieClip; private var moveA:Number;// = 0.1 public var barBlock:MovieClip; private var moveV:Number;// = 0 private var maxPosition:Number;// = 37 private var minPosition:Number;// = -37 private var scoreSpeed:Number;// = 0 private var scoreA:Number;// = 1 public function BalanceBar():void{ maxPosition = 37; minPosition = -37; moveA = 0.1; moveV = 0; strA = 0; scoreA = 1; scoreSpeed = 0; count = 0; super(); moveA = Model.moveA; moveV = Model.moveV; strA = Model.strA; bBlock = (getChildByName("barBlock") as MovieClip); if (Model.bBlockY == 0){ moveV = ((Math.random() > 0.5)) ? 0.01 : -0.01; bBlock.y = (moveV * 100); } else { bBlock.y = Model.bBlockY; }; bBlock.x = -(Math.sqrt(((50 * 50) - (bBlock.y * bBlock.y)))); } public function shake():void{ moveA = ((moveV > 0)) ? (Math.sqrt(Math.abs(bBlock.y)) / 200) : (-(Math.sqrt(Math.abs(bBlock.y))) / 200); moveV = ((moveV + moveA) + strA); bBlock.y = (bBlock.y + moveV); if ((((bBlock.y > maxPosition)) || ((bBlock.y < minPosition)))){ Model.resetBar(); BroadCaster.getInstance().run("onBalanceBreak"); return; }; Model.moveA = moveA; Model.moveV = moveV; Model.strA = strA; Model.bBlockY = bBlock.y; bBlock.x = -(Math.sqrt(((50 * 50) - (bBlock.y * bBlock.y)))); if ((count % 5) == 0){ if (scoreSpeed < 10){ scoreSpeed = (scoreSpeed + scoreA); }; }; count++; if ((count % 3) == 0){ Model.getInstance().player.onGetScore(scoreSpeed); }; } public function moveDown():void{ strA = (strA + 0.008); } public function moveUp():void{ strA = (strA - 0.008); } public function clearStrength():void{ strA = 0; } } }//package game
Section 2
//BroadCaster (game.BroadCaster) package game { import flash.events.*; public class BroadCaster extends EventDispatcher { public static var _instance:BroadCaster; public function BroadCaster():void{ } public function run(_arg1:String, _arg2:Object=null):void{ this.dispatchEvent(new LetheEvent(_arg1, false, false, _arg2)); } public static function getInstance():BroadCaster{ if (_instance == null){ _instance = new (BroadCaster); }; return (_instance); } } }//package game
Section 3
//Button (game.Button) package game { import flash.display.*; import flash.events.*; import flash.text.*; public class Button extends MovieClip { private var T_txt:TextField; private var focus:Boolean;// = false public var toogle:Boolean;// = false public var _m_logo:MyLogo; public var disabled:Boolean;// = false public var _m_note:MovieClip; public function Button(){ toogle = false; disabled = false; focus = false; super(); this.stop(); T_txt = (getChildByName("_txt") as TextField); this.mouseChildren = false; this.buttonMode = true; this.addEventListener(MouseEvent.MOUSE_OVER, onOver); this.addEventListener(MouseEvent.MOUSE_UP, onUp); this.addEventListener(MouseEvent.MOUSE_DOWN, onDown); this.addEventListener(MouseEvent.MOUSE_OUT, onOut); } public function setDisabled(_arg1:Boolean=true):void{ disabled = _arg1; this.gotoAndStop(4); } public function clicked():void{ if (disabled){ return; }; this.dispatchEvent(new MouseEvent(MouseEvent.CLICK)); } private function onDown(_arg1:MouseEvent):void{ if (disabled){ return; }; if (!toogle){ SoundManager.getInstance().playItemSound("press"); this.gotoAndStop(3); }; } public function setToogle(_arg1:Boolean):void{ if (disabled){ return; }; if (_arg1){ this.gotoAndStop(3); } else { this.gotoAndStop(1); }; toogle = _arg1; } private function onOver(_arg1:MouseEvent):void{ if (disabled){ return; }; KeyManager.getInstance().setFocus(this); if (!toogle){ this.gotoAndStop(2); SoundManager.getInstance().playItemSound("over"); }; } public function setFocus(_arg1:Boolean):void{ if (disabled){ return; }; focus = _arg1; if (_arg1){ this.gotoAndStop(2); } else { if (toogle){ this.gotoAndStop(3); } else { this.gotoAndStop(1); }; }; } private function onUp(_arg1:MouseEvent):void{ if (disabled){ return; }; if (!toogle){ this.gotoAndStop(1); }; } public function setBtnText(_arg1:String):void{ if (T_txt != null){ T_txt.text = _arg1; }; } private function onOut(_arg1:MouseEvent):void{ if (disabled){ return; }; if (((!(toogle)) && (!(focus)))){ this.gotoAndStop(1); } else { if (toogle){ gotoAndStop(3); }; }; } } }//package game
Section 4
//Cat (game.Cat) package game { import flash.display.*; public class Cat extends MovieClip { public var type:String; public function Cat(_arg1:String="cat"):void{ type = _arg1; this.gotoAndStop(_arg1); } } }//package game
Section 5
//CatIcon (game.CatIcon) package game { import flash.display.*; public class CatIcon extends MovieClip { private var m_instance:MovieClip; public var _m_instance:MovieClip; public function CatIcon(_arg1:String):void{ addFrameScript(7, frame8, 15, frame16); m_instance = (getChildByName("_m_instance") as MovieClip); m_instance.gotoAndStop(_arg1); } public function removeFromStage():void{ if (loaderInfo){ parent.removeChild(this); }; } function frame16(){ removeFromStage(); } function frame8(){ stop(); } public function remove():void{ this.gotoAndPlay("remove"); } } }//package game
Section 6
//Character (game.Character) package game { import flash.display.*; import flash.events.*; import flash.utils.*; import flash.geom.*; public class Character extends MovieClip { private const S_CLIMBUP:int = 30; private const T_STAND:int = 6; private const T_MANUAL:int = 3; private const S_SKATE:int = 0; private const S_LAND:int = 6; private const S_GETBAR:int = 16; private const S_STOP:int = -1; private const S_FLIP2:int = 25; private const SC_MANUAL = 200; private const S_JUMP:int = 3; private const T_NMANUAL:int = 4; private const S_PULLBOARD:int = 22; private const T_HSTAND:int = 7; private const S_STANDU:int = 9; private const S_INSKY:int = 4; private const S_FLIP:int = 24; private const SC_FLIPZ = 900; private const S_DOWND:int = 29; private const S_GBALANCE:int = 19; private const SC_FLIPX = 900; private const S_DOWNU:int = 11; public const SC_ROLL = 800; private const S_BALANCEBAR:int = 17; private const S_SPEEDUP:int = 1; private const SC_STAND = 300; private const S_DOHSTAND:int = 13; private const S_SQUATSTAND:int = 26; private const SC_HSTAND = 500; private const S_START:int = 21; private const S_BALANCEG:int = 28; private const SC_BAR = 100; private const S_BALANCEU:int = 10; private const T_BAR:int = 5; private const S_JUMPSQUAT:int = 2; private const S_FFALL:int = 27; private const S_HBALANCE:int = 14; private const T_FLIPZ:int = 2; private const T_FLIPX:int = 1; private const S_HDOWN:int = 15; private var ox:Number;// = 0 private var angleNumber:int; private var combs:Array; private var left:Player; private var flip1Count:int;// = 0 private var right:Player; private var N_GETBAR:String;// = "50-50 grind" private var sdManager:SoundManager; private var N_FLIPX:String;// = "kick flip" private var N_FLIPZ:String;// = "impossible" private var fireShown:Boolean;// = false private var tScore:Number;// = 0 private var tx:Number; private var N_STAND:String;// = "nose stall" public var playerLeft:Player; private var nmCount:int;// = 0 private var state:int;// = -1 private var ty:Number; private var downTime:Number; private var dx:Number; private var dy:Number; private var N_GBLANCE:String;// = "manual" private var flipCount:int;// = 0 public var fallOk:Boolean;// = false private var mCount:int;// = 0 private var freezeTimeStart:Number;// = -1 private var bounds:Rectangle; private var tAngle:Number; private var ngCount:int;// = 0 private var flip2Count:int;// = 1 private var gCount:int;// = 0 private var slip1:int;// = 0 private var freezeTimeOver:Number;// = -1 private var slip2:int;// = 0 private var model:Model; private var broadCaster:BroadCaster; private var hTime:Number;// = -1 private var N_GBLANCE2:String;// = "nose manual" private var cHeight:Number; private var slipCount:Number;// = 0 private var countAdded:int; public var playerRight:Player; private var N_HANG:String;// = "mute invert" public var N_ROLL:String;// = "flip" private var ccountAdded:int; private var gameOver:Boolean;// = false private var oy:Number;// = 0 public function Character():void{ state = -1; N_GETBAR = "50-50 grind"; N_FLIPZ = "impossible"; N_FLIPX = "kick flip"; N_GBLANCE = "manual"; N_GBLANCE2 = "nose manual"; N_ROLL = "flip"; N_STAND = "nose stall"; N_HANG = "mute invert"; tScore = 0; flipCount = 0; fallOk = false; gCount = 0; ngCount = 0; mCount = 0; nmCount = 0; gameOver = false; fireShown = false; slipCount = 0; slip1 = 0; slip2 = 0; hTime = -1; flip1Count = 0; flip2Count = 1; freezeTimeStart = -1; freezeTimeOver = -1; ox = 0; oy = 0; super(); initSkillName(); broadCaster = BroadCaster.getInstance(); sdManager = SoundManager.getInstance(); model = Model.getInstance(); left = (this.getChildByName("playerLeft") as Player); right = (this.getChildByName("playerRight") as Player); combs = new Array(); left.addEventListener("actionDone", onActionOver, false, 0, true); } public function cancelHang():void{ var _local1:int; downTime = (getTimer() - hTime); if ((((state == S_BALANCEU)) && ((downTime >= 1000)))){ hTime = -1; _local1 = 0; while (_local1 < combs.length) { if (combs[_local1] == T_STAND){ combs[_local1] = {type:T_STAND, time:downTime}; break; }; _local1++; }; broadCaster.run("onHideBalanceBar"); downU(); }; } public function getWidth():Array{ if (left.visible){ bounds = left.getBounds(stage); } else { bounds = right.getBounds(stage); }; return ([((bounds.width / 2) - (this.x - bounds.x)), bounds.width]); } public function set dRotation(_arg1:Number):void{ if (Model.MAN_PLACE == Model.MAN_IN_AIR){ cHeight = 50; tAngle = ((this.rotation / 180) * Math.PI); tx = (this.x + (Math.sin(tAngle) * cHeight)); ty = (this.y - (Math.cos(tAngle) * cHeight)); this.rotation = _arg1; tAngle = ((this.rotation / 180) * Math.PI); dx = (this.x + (Math.sin(tAngle) * cHeight)); dy = (this.y - (Math.cos(tAngle) * cHeight)); oy = (ty - dy); Model.physicalPlayer.move(ox, oy); } else { ox = 0; oy = 0; this.rotation = _arg1; }; } public function cplay():void{ left.play(); right.play(); } private function unEqual(_arg1:int, ... _args):Boolean{ var _local3:int; for each (_local3 in _args) { if (_arg1 == _local3){ return (false); }; }; return (true); } private function downU():void{ cgotoAndPlay("downU"); state = S_DOWNU; } public function setFlip1():void{ flip1Count = 11; } public function checkSquat():Boolean{ return ((state == S_JUMPSQUAT)); } public function setFlip2():void{ flip2Count = 11; } private function jump():void{ sdManager.playItemSound("jump"); sdManager.stopManSound("bar"); sdManager.stopManSound("road"); cgotoAndPlay("jump"); state = S_JUMP; } public function climbUp():void{ if (state == S_CLIMBUP){ return; }; cgotoAndPlay("climbUp"); state = S_CLIMBUP; } public function moveTo(_arg1:Number, _arg2:Number):void{ this.x = _arg1; this.y = _arg2; if (Model.MovingState == Model.M_SUPER){ return; }; this.dRotation = Model.targetRotation; if ((((state == S_BALANCEG)) && ((Math.abs(this.rotation) >= 45)))){ breakBalance(); broadCaster.run("onHideBalanceBar"); }; } public function freezePlayer():void{ freezeTimeStart = getTimer(); cStop(); } private function gBalance2():void{ cgotoAndPlay("gBalance2"); state = S_GBALANCE; } private function start():void{ sdManager.playItemSound("start"); sdManager.playManSound("road"); cgotoAndPlay("start"); state = S_START; } public function checkSlip():Boolean{ return ((state == S_BALANCEG)); } public function onLand():void{ flip1Count = 0; flip2Count = 0; slipCount--; if (fireShown){ cShowFire(false); }; if ((((((Model.speedLength == 0)) && ((Model.targetRotation == 0)))) && (unEqual(state, S_STOP, S_PULLBOARD, S_FFALL, S_CLIMBUP)))){ pullBoard(); } else { if ((((state == S_FFALL)) || ((state == S_CLIMBUP)))){ } else { if (!unEqual(state, S_STANDU, S_BALANCEU, S_DOWNU, S_DOHSTAND, S_HBALANCE, S_HDOWN)){ } else { if (!unEqual(state, S_FLIP, S_FLIP2)){ fall(); } else { if ((((((Model.MovingState == Model.M_SP_UP)) && ((Model.currentSpeed.getLength() < (Model.maxSpeed * 0.5))))) && (unEqual(state, S_SPEEDUP, S_LAND)))){ if (state == S_STOP){ start(); } else { if (((((((((!((state == S_START))) && (!((state == S_JUMPSQUAT))))) && (!((state == S_BALANCEG))))) && (!((state == S_GBALANCE))))) && (!((state == S_FFALL))))){ sdManager.playManSound("road"); speedUp(); }; }; } else { if (unEqual(state, S_SPEEDUP, S_START, S_LAND, S_JUMPSQUAT, S_INSKY, S_JUMP, S_BALANCEG, S_GBALANCE, S_PULLBOARD, S_STOP, S_SQUATSTAND, S_FFALL)){ sdManager.playManSound("road"); skate(); } else { if (state == S_JUMP){ } else { if ((((state == S_INSKY)) || ((((((state == S_JUMP)) && (!((state == S_LAND))))) && (!((state == S_JUMPSQUAT))))))){ land(); } else { if ((((state == S_JUMPSQUAT)) && (!(Model.KeyIsDown[32])))){ squatStand(); }; }; }; }; }; }; }; }; }; if (state != S_FFALL){ if (slip1 > 0){ sdManager.playManSound("road"); doSlip(); } else { if (slip2 > 0){ sdManager.playManSound("road"); doSlip2(); }; }; }; if (((((!((state == S_BALANCEG))) && (!((state == S_GBALANCE))))) && ((((slipCount <= 0)) || ((state == S_FFALL)))))){ if (state != S_FFALL){ Model.addScore(tScore); tScore = 0; clearComb(0); } else { tScore = 0; clearComb(1); }; }; } private function resetbar():void{ Model.resetBar(); } private function flip():void{ cgotoAndPlay("flip"); state = S_FLIP; } public function getXoff():Number{ return (ox); } private function gBalance():void{ cgotoAndPlay("gBalance"); state = S_GBALANCE; } public function checkHandStand():Boolean{ return (true); } public function doSlip():void{ if (unEqual(state, S_JUMPSQUAT, S_FFALL, S_START, S_BALANCEG, S_GBALANCE, S_STOP)){ gBalance(); }; } public function doSquat():void{ if (((!((state == S_JUMPSQUAT))) && (!((state == S_GETBAR))))){ if (state == S_LAND){ sdManager.playManSound("road"); }; if (state == S_BALANCEG){ slipCount = 10; }; jumpSquat(); }; } public function clearMission():void{ flipCount = 0; mCount = 0; nmCount = 0; gCount = 0; ngCount = 0; } public function cgotoAndPlay(_arg1:Object):void{ left.gotoAndPlay(_arg1); right.gotoAndPlay(_arg1); } public function showLeft():void{ left.visible = true; right.visible = false; } private function balanceG2():void{ cgotoAndPlay("balanceG2"); state = S_BALANCEG; } public function onSky():void{ if (fireShown){ cShowFire(false); }; slipCount = 0; if (state == S_INSKY){ if (((!((Model.flipSpeed == 0))) && (!((ccurrentFrame == 143))))){ cgotoAndStop("sky2"); }; } else { if ((((state == S_FFALL)) || ((state == S_CLIMBUP)))){ } else { if (!unEqual(state, S_SKATE, S_SPEEDUP, S_START, S_STOP)){ sdManager.stopManSound("road"); sdManager.stopManSound("bar"); sky2(); } else { if ((((state == S_GETBAR)) || ((state == S_JUMPSQUAT)))){ sdManager.stopManSound("road"); sdManager.stopManSound("bar"); sky1(); } else { if (state == S_BALANCEBAR){ sdManager.stopManSound("road"); sdManager.stopManSound("bar"); sky1(); } else { if (state == S_BALANCEG){ sdManager.stopManSound("road"); sdManager.stopManSound("bar"); sky1(); }; }; }; }; }; }; if (Model.MovingState != Model.M_SUPER){ if (flip1Count > 0){ doFlip1(); }; if (flip2Count > 0){ doFlip2(); }; }; } private function jumpSquat():void{ if (state == S_SKATE){ if ((((((ccurrentFrame >= 264)) && ((ccurrentFrame <= 275)))) || ((((ccurrentFrame >= 238)) && ((ccurrentFrame <= 249)))))){ sky1(); return; }; } else { if (state == S_BALANCEG){ broadCaster.run("onHideBalanceBar"); }; }; cgotoAndPlay("jumpSquat"); state = S_JUMPSQUAT; } public function getActions(_arg1:int):int{ var _local2:Number; var _local3:*; var _local4:*; _local2 = 0; if ((((_arg1 == T_HSTAND)) || ((_arg1 == T_STAND)))){ for each (_local3 in combs) { if ((((((typeof(_local3) == "object")) && ((_local3["type"] == _arg1)))) && ((_local3["time"] >= (model.grabGoal["goalTime"] * 1000))))){ _local2++; }; }; } else { for each (_local4 in combs) { if (_local4 == _arg1){ _local2++; }; }; }; return (_local2); } public function update():void{ slip1--; slip2--; flip1Count--; flip2Count--; switch (Model.MAN_PLACE){ case Model.MAN_IN_AIR: onSky(); break; case Model.MAN_ON_BAR: onBar(); break; case Model.MAN_ON_LAND: onLand(); break; }; } public function setSlip():void{ slip1 = 15; } public function getYoff():Number{ return (oy); } public function cShowFire(_arg1:Boolean):void{ fireShown = _arg1; left.showFire(_arg1); right.showFire(_arg1); } public function getState(){ return (state); } public function breakBalance():void{ switch (state){ case S_BALANCEU: fall(); break; case S_HBALANCE: fall(); break; case S_BALANCEBAR: fall(); break; case S_BALANCEG: fall(); break; default: if (Model.MAN_PLACE == Model.MAN_ON_BAR){ fall(); }; break; }; } private function doHStand():void{ this.rotation = 0; cgotoAndPlay("doHStand"); state = S_DOHSTAND; } private function getBar():void{ sdManager.playItemSound("getBar"); cgotoAndPlay("getBar"); state = S_GETBAR; } private function balanceU():void{ cgotoAndPlay("balanceU"); state = S_BALANCEU; } public function cStop():void{ left.stop(); right.stop(); } public function clearComb(_arg1:int):void{ hTime = -1; if (((!((model.cat == null))) && (model.AtedCat))){ broadCaster.run("onFinishCoinMission"); }; if (((!((model.checkPoint == null))) && ((model.touched >= model.checkPoint["goal"])))){ broadCaster.run("onFinishCoinMission"); }; if (((!((model.coins == null))) && ((model.AtedCoins.length >= model.coins["goal"])))){ broadCaster.run("onFinishCoinMission"); }; if (_arg1 == 0){ if (((!((model.comboGoal == null))) && ((model.comboGoal["goal"] <= Model.combCount)))){ broadCaster.run("onFinishCoinMission"); }; if (model.flipGoal != null){ countAdded = getActions(T_FLIPX); if (countAdded != 0){ flipCount = (flipCount + countAdded); broadCaster.run("onSetdeCount", ((flipCount + "/") + model.flipGoal["goal"])); if (flipCount >= model.flipGoal["goal"]){ broadCaster.run("onFinishCoinMission"); flipCount = 0; }; }; }; if (model.maualGoal != null){ countAdded = getActions(T_MANUAL); ccountAdded = getActions(T_NMANUAL); if (((!((countAdded == 0))) || (!((ccountAdded == 0))))){ mCount = (mCount + countAdded); nmCount = (nmCount + ccountAdded); if (mCount >= model.maualGoal["goal"]){ mCount = model.maualGoal["goal"]; }; if (nmCount >= model.maualGoal["goal"]){ nmCount = model.maualGoal["goal"]; }; broadCaster.run("onSetdeCount", ((((((mCount + "/") + model.maualGoal["goal"]) + "\n") + nmCount) + "/") + model.maualGoal["goal"])); if ((((nmCount == model.maualGoal["goal"])) && ((mCount == model.maualGoal["goal"])))){ nmCount = 0; mCount = 0; broadCaster.run("onFinishCoinMission"); }; }; }; if (model.grabGoal != null){ countAdded = getActions(T_STAND); ccountAdded = getActions(T_HSTAND); if (((!((countAdded == 0))) || (!((ccountAdded == 0))))){ gCount = (gCount + countAdded); ngCount = (ngCount + ccountAdded); if (gCount >= model.grabGoal["goal"]){ gCount = model.grabGoal["goal"]; }; if (ngCount >= model.grabGoal["goal"]){ ngCount = model.grabGoal["goal"]; }; broadCaster.run("onSetdeCount", ((((((gCount + "/") + model.grabGoal["goal"]) + "\n") + ngCount) + "/") + model.grabGoal["goal"])); if ((((gCount == model.grabGoal["goal"])) && ((ngCount == model.grabGoal["goal"])))){ gCount = 0; ngCount = 0; broadCaster.run("onFinishCoinMission"); }; }; }; }; if (Model.combCount != 0){ resetbar(); broadCaster.run("onBreak", _arg1); Model.combCount = 0; Model.combId++; combs = new Array(); }; if (Model.timeOut){ broadCaster.run("onTimeOut"); }; } private function balanceG():void{ cgotoAndPlay("balanceG"); state = S_BALANCEG; } public function getArea():Array{ if (left.visible){ bounds = left.getBounds(stage); } else { bounds = right.getBounds(stage); }; return ([(this.x - bounds.x), (this.y - bounds.y), bounds.width, bounds.height]); } public function checkGameOver():Boolean{ return (gameOver); } public function showRight():void{ left.visible = false; right.visible = true; } public function checkStartMove():Boolean{ return (!((state == S_PULLBOARD))); } public function doSlip2():void{ if (unEqual(state, S_JUMPSQUAT, S_START, S_FFALL, S_BALANCEG, S_GBALANCE, S_STOP)){ gBalance2(); }; } private function hDown():void{ cgotoAndPlay("hDown"); state = S_HDOWN; } private function skate():void{ angleNumber = Math.round(((Model.hitAngle * 180) / Math.PI)); if (Math.abs(angleNumber) < 10){ if (ccurrentFrame >= 32){ cgotoAndPlay("skate"); }; } else { if (((!((ccurrentFrame == 292))) && ((((((angleNumber < 0)) && ((Model.speedDir > 0)))) || ((((angleNumber > 0)) && ((Model.speedDir < 0)))))))){ cgotoAndStop("dd"); } else { if (((!((ccurrentFrame == 264))) && ((((((angleNumber < 0)) && ((Model.speedDir < 0)))) || ((((angleNumber > 0)) && ((Model.speedDir > 0)))))))){ cgotoAndStop("uu"); }; }; }; state = S_SKATE; } private function sky1():void{ cgotoAndStop("sky1"); state = S_INSKY; } private function speedUp():void{ cgotoAndPlay("speedUp"); state = S_SPEEDUP; } public function doGetBar():void{ } private function sky2():void{ cgotoAndPlay("sky3"); state = S_INSKY; } private function initSkillName():void{ if (Language.getInstance().language_nr == 18){ N_GETBAR = ["50-50 grind", "50-50 grind", "50-50 grind", "50-50 grind", "50-50 grind", "50-50 grind", "50-50 Grind", "50-50 grind", "50-50 grind", "50/50", "50-50 grind", "50-50 grind", "50-50 grind", "50-50 grind", "50-50 grind", "50-50 grind", "50-50 grind", "50-50グラインド", "50-50 grind"][(Language.getInstance().language_nr - 1)]; N_FLIPZ = ["Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Impossible", "Mustahil", "Mustahil", "インポッシブル", "Impossible"][(Language.getInstance().language_nr - 1)]; N_FLIPX = ["Kick-flip", "Kick-flip", "Kick-flip", "Kick flip", "Kick-flip", "Kick-flip", "Kick-Flip", "Kickflip", "Kick-flip", "Kick-flip", "Kick flip", "Kick-flip", "Kick-flip", "Kick-flip", "Kick-flip", "Kick-flip", "Kick-flip", "キックフリップ", "Kick-flip"][(Language.getInstance().language_nr - 1)]; N_GBLANCE2 = ["Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manual", "Manuel", "Manual", "Manual", "マニュアル", "Manual"][(Language.getInstance().language_nr - 1)]; N_GBLANCE = ["Nose manual", "Nose manual", "Nose manual", "Nose manual", "Nose manual", "Nose manual", "Nose Manual", "Nose Manual", "Nose manual", "Nose manual", "Nose manual", "Nose manual", "Nose manual", "Nose manual", "Nose manuel", "Nose manual", "Manual nose", "ノーズマニュアル", "Nose manual"][(Language.getInstance().language_nr - 1)]; N_ROLL = ["Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "Flip", "フリップ", "Flip"][(Language.getInstance().language_nr - 1)]; N_STAND = ["Nose stall", "Nose stall", "Nose stall", "Nose stall", "Nose stall", "Nose stall", "Nose Stall", "Nose Stall", "Nose stall", "Nose stall", "Nose stall", "Nose stall", "Nose stall", "Nose stall", "Nose stall", "Nose stall", "Nose stall", "ノーズストール", "Nose stall"][(Language.getInstance().language_nr - 1)]; N_HANG = ["Mute invert", "Mute invert", "Mute invert", "Mute invert", "Mute invert", "Mute invert", "Mute Invert", "Mute Invert", "Mute invert", "Mute invert", "Mute invert", "Mute invert", "Mute invert", "Mute invert", "Mute invert", "Mute invert", "Mute invert", "ミュートインバート", "Mute invert"][(Language.getInstance().language_nr - 1)]; }; } public function reset():void{ gameOver = false; cgotoAndPlay("skate"); state = S_SKATE; } private function standU():void{ this.rotation = 0; cgotoAndPlay("standU"); state = S_STANDU; } public function cgotoAndStop(_arg1:Object):void{ left.gotoAndStop(_arg1); right.gotoAndStop(_arg1); } private function hBalance():void{ cgotoAndPlay("hBalance"); state = S_HBALANCE; } public function checkJump():Boolean{ if (((((((!((Model.MAN_PLACE == Model.MAN_IN_AIR))) && (!((Model.MovingState == Model.M_STOPPED))))) && (unEqual(state, S_START, S_DOHSTAND, S_HDOWN, S_HBALANCE, S_STANDU, S_BALANCEU, S_DOWNU, S_PULLBOARD, S_STOP)))) && ((((Math.abs(this.rotation) <= 50)) || (((this.rotation * Model.speedDir) < 0)))))){ return (true); }; return (false); } public function checkSlow():Boolean{ return (!((state == S_START))); } public function get ccurrentFrame():int{ return (left.currentFrame); } private function onActionOver(_arg1:DataEvent):void{ left.stop(); right.stop(); switch (_arg1.data){ case "stop": break; case "skate": skate(); break; case "speedUp": skate(); break; case "jumpSquat": break; case "jump": inSky(); break; case "inSky": break; case "land": state = S_SKATE; break; case "standU": onComb(SC_STAND, T_STAND, N_STAND); hTime = getTimer(); broadCaster.run("onShowBalanceBar"); balanceU(); break; case "balanceU": balanceU(); break; case "downU": Model.MovingState = Model.M_NULL; state = S_DOWND; cgotoAndStop("downud"); this.rotation = Model.targetRotation; break; case "doHStand": onComb(SC_HSTAND, T_HSTAND, N_HANG); broadCaster.run("onShowBalanceBar"); hTime = getTimer(); hBalance(); break; case "hBalance": hBalance(); break; case "hDown": Model.MovingState = Model.M_NULL; state = S_DOWND; cgotoAndStop("downhd"); this.rotation = Model.targetRotation; break; case "getBar": onComb(SC_BAR, T_BAR, N_GETBAR); sdManager.playManSound("bar"); balanceBar(); break; case "balanceBar": balanceBar(); break; case "downBar": break; case "gBalance": onComb(SC_MANUAL, T_MANUAL, N_GBLANCE2); broadCaster.run("onShowBalanceBar"); balanceG(); break; case "gBalance2": onComb(SC_MANUAL, T_NMANUAL, N_GBLANCE); broadCaster.run("onShowBalanceBar"); balanceG2(); break; case "balanceG": balanceG(); break; case "balanceG2": balanceG2(); break; case "flip": onComb(SC_FLIPX, T_FLIPX, N_FLIPX); sky1(); break; case "flip2": onComb(SC_FLIPZ, T_FLIPZ, N_FLIPZ); sky1(); break; case "start": sdManager.playManSound("road"); skate(); break; case "pullBoard": state = S_STOP; break; case "squatStand": skate(); break; case "fFall": if (Model.speedLength <= 2){ climbUp(); }; fallOk = true; break; case "climbUp": fallOk = false; broadCaster.run("onPlayerDied"); break; }; } public function checkAction():Boolean{ return (unEqual(state, S_FLIP, S_FLIP2)); } public function cancelHStand():void{ var _local1:int; downTime = (getTimer() - hTime); if ((((state == S_HBALANCE)) && ((downTime >= 1000)))){ hTime = -1; _local1 = 0; while (_local1 < combs.length) { if (combs[_local1] == T_HSTAND){ combs[_local1] = {type:T_HSTAND, time:downTime}; break; }; _local1++; }; hDown(); broadCaster.run("onHideBalanceBar"); }; } public function doJump():void{ if (state == S_JUMPSQUAT){ jump(); }; } private function fall():void{ gameOver = true; tScore = 0; slipCount = 0; clearComb(1); Model.MovingState = Model.M_DIED; broadCaster.run("setSpeed"); sdManager.stopManSound("road"); sdManager.stopManSound("bar"); sdManager.playItemSound("fall"); cgotoAndPlay("fFall"); state = S_FFALL; } private function flip2():void{ cgotoAndPlay("flip2"); state = S_FLIP2; } public function onComb(_arg1:Number, _arg2:int=0, _arg3:String=""):void{ if (((combs.length) && ((combs[(combs.length - 1)] == _arg2)))){ tScore = (tScore + (_arg1 * ((combs.length + 1) / 2))); } else { tScore = (tScore + (_arg1 * (combs.length + 1))); }; if (tScore > 0){ broadCaster.run("onGetTempScore", tScore); }; combs.push(_arg2); Model.combCount++; broadCaster.run("onDoComb", _arg3); } public function unFreezePlayer():void{ freezeTimeOver = getTimer(); if (hTime > 0){ hTime = (hTime + (freezeTimeOver - freezeTimeStart)); }; if (unEqual(ccurrentFrame, 98, 123, 166, 0x0100, 264, 292, 437, 471, 523, 653, 761, 790)){ cplay(); }; } public function doHeadStand():void{ if (unEqual(state, S_DOHSTAND, S_HDOWN, S_HBALANCE, S_STANDU, S_BALANCEU, S_DOWNU)){ Model.MovingState = Model.M_SUPER; doHStand(); }; } private function balanceBar():void{ cgotoAndPlay("balanceBar"); state = S_BALANCEBAR; } public function doFlip1():void{ if (unEqual(state, S_FLIP, S_FLIP2)){ flip(); }; } public function checkHang():Boolean{ return (true); } public function doFlip2():void{ if (unEqual(state, S_FLIP, S_FLIP2)){ flip2(); }; } public function doHang():void{ if (unEqual(state, S_DOHSTAND, S_HDOWN, S_HBALANCE, S_STANDU, S_BALANCEU, S_DOWNU)){ Model.MovingState = Model.M_SUPER; standU(); }; } private function pullBoard():void{ sdManager.stopManSound("road"); sdManager.playItemSound("stop"); cgotoAndPlay("pullBoard"); state = S_PULLBOARD; } public function checkFlip():Boolean{ return (unEqual(state, S_DOWND, S_DOWNU, S_HDOWN, S_HBALANCE, S_BALANCEU, S_STANDU, S_DOHSTAND)); } public function setSlip2():void{ slip2 = 15; } private function squatStand():void{ if (state != S_SQUATSTAND){ cgotoAndPlay("squatStand"); state = S_SQUATSTAND; }; } public function onBar():void{ flip1Count = 0; flip2Count = 0; if (!fireShown){ cShowFire(true); }; if (slip1 > 0){ sdManager.playManSound("bar"); doSlip(); } else { if (slip2 > 0){ sdManager.playManSound("bar"); doSlip2(); } else { if (((((((((((((!((state == S_BALANCEBAR))) && (!((state == S_GETBAR))))) && (!((state == S_GBALANCE))))) && (!((state == S_BALANCEG))))) && (!((state == S_FFALL))))) && (!((state == S_CLIMBUP))))) && (!((state == S_JUMPSQUAT))))){ getBar(); }; }; }; } private function inSky():void{ cgotoAndPlay("inSky"); state = S_INSKY; } private function land():void{ sdManager.playItemSound("down"); cgotoAndPlay("land"); state = S_LAND; } public function onFall():void{ fall(); } public function onGetScore(_arg1:Number):void{ tScore = (tScore + _arg1); broadCaster.run("onGetTempScore", tScore); } } }//package game
Section 7
//Combo (game.Combo) package game { import flash.display.*; import flash.text.*; public class Combo extends MovieClip { public var _m_num:MovieClip; private var numMc:MovieClip; private var numText:TextField; private var txtColor:Array; public function Combo():void{ txtColor = [16765746, 16758315, 16751397, 16743966, 16737047, 16729616, 16722698, 16715267, 0xF80004, 0xE9000E, 0xDB0017, 0xCC0021, 0xBE002A, 0xAF0035, 0xA1003E, 0x920048, 0x840051, 0x75005B, 0x6D0060, 0x6B0062, 0x690063, 0x670064]; super(); addFrameScript(49, frame50); numMc = this["_m_num"]["_m_combNumber"]; numText = numMc["_txt"]; numText.text = String(Model.combCount); numMc.scaleX = (numMc.scaleY = ((Model.combCount * 0.08) + 1)); } public function shake():void{ numText.text = String(Model.combCount); if (Model.combCount > txtColor.length){ numText.textColor = txtColor[(txtColor.length - 1)]; numMc.scaleX = (numMc.scaleY = ((txtColor.length * 0.08) + 1)); } else { numText.textColor = txtColor[(Model.combCount - 1)]; numMc.scaleX = (numMc.scaleY = ((Model.combCount * 0.08) + 1)); }; this.gotoAndPlay("shake"); } public function onFinished():void{ } function frame50(){ stop(); onFinished(); } } }//package game
Section 8
//Cookie (game.Cookie) package game { import flash.events.*; import flash.net.*; public class Cookie { private var cookieData:SharedObject; private static var _instance:Cookie; public function Cookie():void{ cookieData = SharedObject.getLocal("Letheska__teBoardCity_cooDataab", "/"); cookieData.addEventListener(NetStatusEvent.NET_STATUS, handleError, false, 0, true); } private function handleError(_arg1:NetStatusEvent):void{ } public function saveData(_arg1:String, _arg2):void{ cookieData.data[_arg1] = _arg2; cookieData.flush(); } public function getData(_arg1:String){ return (cookieData.data[_arg1]); } public static function getInstance():Cookie{ if (_instance == null){ _instance = new (Cookie); }; return (_instance); } } }//package game
Section 9
//Credits (game.Credits) package game { import flash.display.*; import flash.events.*; public class Credits extends MovieClip { public var father:GameWin; private var buttons:Array; public var _b_back:btn_back; private var B_back:Button; public function Credits():void{ B_back = (getChildByName("_b_back") as Button); buttons = [[]]; KeyManager.getInstance().setPageFocus(buttons, 0, 1, onClickBack, onClickBack); B_back.addEventListener(MouseEvent.CLICK, onClickBack, false, 0, true); } private function onClickBack(_arg1:MouseEvent=null):void{ father.setFocus(); new MaskTween(this); } } }//package game
Section 10
//Effect (game.Effect) package game { import flash.display.*; import flash.events.*; public class Effect extends MovieClip { public var _m_score:MovieClip; private var T_scoreTxt:Scores; public function Effect():void{ var _local1:MovieClip; super(); addFrameScript(9, frame10, 77, frame78, 133, frame134); _local1 = (getChildByName("_m_score") as MovieClip); T_scoreTxt = (_local1.getChildByName("_t_score") as Scores); this.addEventListener(Event.ENTER_FRAME, moveTxt, false, 0, true); } function frame78(){ remove(); } public function getScore():void{ this.gotoAndPlay("getScore"); T_scoreTxt.setTextColor(0x80FF00); } function frame10(){ stop(); } public function setScore(_arg1:String):void{ T_scoreTxt.text = _arg1; } public function remove():void{ if (loaderInfo){ parent.removeChild(this); }; } public function loseScore():void{ this.gotoAndPlay("loseScore"); T_scoreTxt.setTextColor(0xFF0000); } function frame134(){ remove(); } private function moveTxt(_arg1:Event):void{ if (this.currentFrame >= this.totalFrames){ this.removeEventListener(Event.ENTER_FRAME, moveTxt); if (loaderInfo){ parent.removeChild(this); }; }; } } }//package game
Section 11
//FRateLimiter (game.FRateLimiter) package game { import flash.display.*; import flash.events.*; import flash.utils.*; import flash.system.*; public class FRateLimiter { private var startTime:Number; private var checkCounter:int;// = 0 var getstr:String;// = "" private var targetFrame:int; private var frameCount:int; private var maxFrameRate:int;// = 65 private var listenSpr:Sprite; private var currentFrame:Number; private var minFrameRate:int;// = 40 private var trueFrame:Number;// = 0 public function FRateLimiter(_arg1:Sprite):void{ minFrameRate = 40; maxFrameRate = 65; trueFrame = 0; checkCounter = 0; getstr = ""; super(); if (_arg1 != null){ if (Capabilities.playerType == "ActiveX"){ listenSpr = _arg1; currentFrame = _arg1.stage.frameRate; setTimeout(init, 1000); }; }; } private function timerHandle(_arg1:Event):void{ frameCount++; } private function init():void{ var tm:Timer; try { listenSpr.removeEventListener(Event.ENTER_FRAME, timerHandle); } catch(e:Error) { }; frameCount = 0; startTime = getTimer(); listenSpr.addEventListener(Event.ENTER_FRAME, timerHandle); tm = new Timer(2000, 0); tm.addEventListener(TimerEvent.TIMER, setFrame, false, 0, true); tm.start(); } private function setFrame(_arg1:TimerEvent):void{ checkCounter++; trueFrame = (((frameCount / 2) / checkCounter) >> 0); targetFrame = ((currentFrame + minFrameRate) - trueFrame); if (targetFrame < minFrameRate){ targetFrame = minFrameRate; } else { if (targetFrame > maxFrameRate){ targetFrame = maxFrameRate; }; }; listenSpr.stage.frameRate = targetFrame; } } }//package game
Section 12
//GameOver (game.GameOver) package game { import flash.display.*; import flash.events.*; import flash.text.*; public class GameOver extends MovieClip { private var b_sub:Button; private var t_score:TextField; public var _b_sub:submit; private var b_continue:Button; public var _m_logo:MyLogo; private var t_name:TextField; private var tempName:String; public var _b_continue:b_continuee; public var _b_main:bMainMenu; private var b_main:Button; public var _t_name:TextField; public var _t_score:TextField; public function GameOver():void{ var _local1:Array; super(); b_sub = (getChildByName("_b_sub") as Button); b_continue = (getChildByName("_b_continue") as Button); b_main = (getChildByName("_b_main") as Button); t_name = (getChildByName("_t_name") as TextField); t_score = (getChildByName("_t_score") as TextField); t_name.text = Model.playerName; tempName = Model.playerName; t_score.text = String(Model.gameScore); this.addEventListener(Event.ADDED_TO_STAGE, setFocus, false, 0, true); t_name.addEventListener(Event.CHANGE, checkInput, false, 0, true); t_name.addEventListener(TextEvent.TEXT_INPUT, saveText, false, 0, true); _local1 = [[]]; KeyManager.getInstance().setPageFocus(_local1, 0, 0, onClickContinue, onClickSub, true); SoundManager.getInstance().stopBgSound(); SoundManager.getInstance().playItemSound("lose"); } private function saveText(_arg1:TextEvent):void{ tempName = t_name.text; } private function onClickMain(_arg1:MouseEvent):void{ BroadCaster.getInstance().run("showMainMenu"); } private function onClickSub(_arg1:MouseEvent=null):void{ Model.playerName = t_name.text; BroadCaster.getInstance().run("onSubMitScore"); } private function setFocus(_arg1:Event):void{ this.removeEventListener(Event.ADDED_TO_STAGE, setFocus); stage.focus = t_name; t_name.setSelection(0, t_name.text.length); b_main.addEventListener(MouseEvent.CLICK, onClickMain, false, 0, true); b_sub.addEventListener(MouseEvent.CLICK, onClickSub, false, 0, true); b_continue.addEventListener(MouseEvent.CLICK, onClickContinue, false, 0, true); } private function checkInput(_arg1:Event):void{ if (t_name.text.substr(0, 1) == " "){ t_name.text = tempName; t_name.setSelection(0, t_name.text.length); }; } private function onClickContinue(_arg1:MouseEvent=null):void{ BroadCaster.getInstance().run("onContinue"); } } }//package game
Section 13
//GameWin (game.GameWin) package game { import flash.display.*; import flash.events.*; import flash.text.*; public class GameWin extends MovieClip { private var b_sub:Button; public var _b_sub:submit; private var t_score:TextField; public var _b_credits:credits; public var _m_logo:MyLogo; private var b_main:Button; private var tempName:String; public var _b_main:bMainMenu; private var t_name:TextField; private var m_goal:MovieClip; public var _t_name:TextField; private var b_next:Button; private var buttons:Array; private var b_credits:Button; public var _b_next:bnextworld; public var _m_goal:MovieClip; public var _t_score:TextField; public function GameWin():void{ b_sub = (getChildByName("_b_sub") as Button); b_credits = (getChildByName("_b_credits") as Button); b_main = (getChildByName("_b_main") as Button); b_next = (getChildByName("_b_next") as Button); t_name = (getChildByName("_t_name") as TextField); t_score = (getChildByName("_t_score") as TextField); m_goal = this["_m_goal"]; t_name.text = Model.playerName; tempName = Model.playerName; t_score.text = String(Model.gameScore); b_sub.addEventListener(MouseEvent.CLICK, onClickSub, false, 0, true); b_credits.addEventListener(MouseEvent.CLICK, onClickCredits, false, 0, true); b_main.addEventListener(MouseEvent.CLICK, onClickMain, false, 0, true); b_next.addEventListener(MouseEvent.CLICK, onClickNext, false, 0, true); t_name.addEventListener(Event.CHANGE, checkInput, false, 0, true); t_name.addEventListener(TextEvent.TEXT_INPUT, saveText, false, 0, true); this.addEventListener(Event.ADDED_TO_STAGE, setFocus, false, 0, true); buttons = [[]]; m_goal.gotoAndStop(Model.mapId); } private function onClickCredits(_arg1:MouseEvent):void{ var _local2:Credits; _local2 = new Credits(); _local2.father = this; addChild(_local2); new MaskTween(_local2, "in"); } private function onClickMain(_arg1:MouseEvent):void{ BroadCaster.getInstance().run("showMainMenu"); } private function onClickNext(_arg1:MouseEvent):void{ if ((Model.mapId + 1) < 5){ BroadCaster.getInstance().run("onStartGame", (Model.mapId + 1)); } else { BroadCaster.getInstance().run("showMainMenu"); }; } public function setFocus(_arg1:Event=null):void{ var e = _arg1; KeyManager.getInstance().setPageFocus(buttons, 0, 0, null, onClickSub, true); try { this.removeEventListener(Event.ADDED_TO_STAGE, setFocus); } catch(er:Error) { }; stage.focus = t_name; t_name.setSelection(0, t_name.text.length); } private function onClickSub(_arg1:MouseEvent=null):void{ Model.playerName = t_name.text; BroadCaster.getInstance().run("onSubMitScore"); } private function checkInput(_arg1:Event):void{ if (t_name.text.substr(0, 1) == " "){ t_name.text = tempName; t_name.setSelection(0, t_name.text.length); }; } private function saveText(_arg1:TextEvent):void{ tempName = t_name.text; } } }//package game
Section 14
//HighScore (game.HighScore) package game { import flash.display.*; import flash.events.*; import flash.net.*; import flash.text.*; public class HighScore extends MovieClip { private var newRecord:Object; public var s1:TextField; public var s3:TextField; public var s4:TextField; public var s5:TextField; public var s6:TextField; public var s7:TextField; public var s8:TextField; public var s9:TextField; public var s2:TextField; public var _btn_back:btn_back; private var B_free:Button; private var cT:TextField; public var e2:MovieClip; public var e3:MovieClip; public var e4:MovieClip; public var e5:MovieClip; public var e6:MovieClip; public var e1:MovieClip; public var e9:MovieClip; public var e7:MovieClip; public var e8:MovieClip; private var eT:MovieClip; public var _btn_more:btn_morer; private var B_story:Button; private var B_back:MovieClip; public var n10:TextField; private var tempScores:Object; private var B_more:MovieClip; public var e10:MovieClip; public var _b_free:b_free_h; public var _m_logo:MyLogo; public var buttons:Array; public var n1:TextField; public var n2:TextField; public var n3:TextField; public var n5:TextField; public var n7:TextField; public var n8:TextField; public var n9:TextField; public var n4:TextField; public var n6:TextField; public var _b_story:b_mission; private var cookieScores:Object; public var s10:TextField; public function HighScore():void{ tempScores = {rank:[{n:"Alain C.", s:-1}, {n:"Susan D.", s:10264}, {n:"Linda M.", s:53654}, {n:"Richard BB", s:110563}, {n:"Tommy L.", s:216654}, {n:"Santina Z.", s:606482}, {n:"Isabel R.", s:1356489}, {n:"Gina M.", s:2556981}, {n:"Mike Strike", s:3986123}, {n:"Antonio T.", s:5235156}], crank:[{n:"Linda M.", s:-1}, {n:"Alain C.", s:965}, {n:"Tommy L.", s:3524}, {n:"Susan D.", s:10384}, {n:"Isabel R.", s:24687}, {n:"Richard BB", s:52145}, {n:"Santina Z.", s:98654}, {n:"Antonio T.", s:150254}, {n:"Mike Strike", s:301254}, {n:"Gina M.", s:505468}]}; super(); B_back = (getChildByName("_btn_back") as MovieClip); B_more = (getChildByName("_btn_more") as MovieClip); B_free = this["_b_free"]; B_story = this["_b_story"]; B_back.addEventListener(MouseEvent.CLICK, backToMain, false, 0, true); B_more.addEventListener(MouseEvent.CLICK, getMoreGame, false, 0, true); B_free.addEventListener(MouseEvent.CLICK, showFreeScore, false, 0, true); B_story.addEventListener(MouseEvent.CLICK, showStroyScore, false, 0, true); cookieScores = Cookie.getInstance().getData("rank"); buttons = [[]]; KeyManager.getInstance().setPageFocus(buttons, 0, 1, backToMain, backToMain); if (cookieScores == null){ cookieScores = tempScores; }; if (Model.gameType == "mission"){ showStroyScore(null); } else { showFreeScore(null); }; } private function showStroyScore(_arg1:MouseEvent):void{ if (B_story.toogle){ return; }; B_story.setToogle(true); B_free.setToogle(false); showScores("story"); this.gotoAndStop(1); } private function getMoreGame(_arg1:MouseEvent):void{ navigateToURL(new URLRequest((Language.getInstance().url1 + "&utm_content=button_highscore_3000games")), "_blank"); } private function backToMain(_arg1:MouseEvent=null):void{ BroadCaster.getInstance().run("showMainMenu"); } private function showFreeScore(_arg1:MouseEvent):void{ if (B_free.toogle){ return; }; B_story.setToogle(false); B_free.setToogle(true); showScores("free"); this.gotoAndStop(2); } public function submitScore():void{ newRecord = {n:Model.playerName, s:Model.gameScore}; if (Model.gameType == "mission"){ cookieScores["rank"].push(newRecord); cookieScores["rank"].sortOn("s", Array.NUMERIC); cookieScores["rank"].shift(); cookieScores["record"] = Model.gameRecord; showScores("story"); } else { cookieScores["crank"].push(newRecord); cookieScores["crank"].sortOn("s", Array.NUMERIC); cookieScores["crank"].shift(); cookieScores["crecord"] = Model.gameRecord; showScores("free"); }; Cookie.getInstance().saveData("rank", cookieScores); } public function showScores(_arg1:String):void{ var _local2:Object; var _local3:int; _local2 = ((_arg1 == "story")) ? cookieScores["rank"] : cookieScores["crank"]; _local3 = 0; while (_local3 < 10) { cT = (getChildByName(("n" + (10 - _local3))) as TextField); cT.text = _local2[_local3].n; cT = (getChildByName(("s" + (10 - _local3))) as TextField); if (_local2[_local3].s < 0){ cT.text = "0"; } else { cT.text = String(_local2[_local3].s); }; eT = (getChildByName(("e" + (10 - _local3))) as MovieClip); if (_local2[_local3] == newRecord){ eT.visible = true; } else { eT.visible = false; }; _local3++; }; } } }//package game
Section 15
//KeyManager (game.KeyManager) package game { public class KeyManager { private const KEY_ESC:int = 27; private const KEY_LEFT:int = 37; private const KEY_UP:int = 38; private const KEY_DOWN:int = 40; private const KEY_SPACE:int = 32; private const KEY_ENTER:int = 13; private const KEY_RIGHT:int = 39; private var buttons:Array; private var index:Object; private var enterCallBack:Function; public var cButton:Button; private var escCallBack:Function; private var disableSpace:Boolean; private static var _instance:KeyManager; public function KeyManager():void{ index = {a:0, b:0}; super(); } public function clearPageFocus():void{ if (cButton){ cButton.setFocus(false); }; escCallBack = null; buttons = null; cButton = null; } public function checkAction(_arg1:int):void{ var _local2:Array; var _local3:int; if (buttons == null){ return; }; _local3 = 1; switch (_arg1){ case KEY_UP: while ((index["a"] - _local3) >= 0) { _local2 = buttons[(index["a"] - _local3)]; if (_local2[index["b"]] != null){ setFocus(_local2[index["b"]]); break; } else { _local3++; }; }; break; case KEY_DOWN: while ((index["a"] + _local3) < buttons.length) { _local2 = buttons[(index["a"] + _local3)]; if (_local2[index["b"]] != null){ setFocus(_local2[index["b"]]); break; } else { _local3++; }; }; break; case KEY_LEFT: while ((index["b"] - _local3) >= 0) { if (buttons[index["a"]][(index["b"] - _local3)] != null){ setFocus(buttons[index["a"]][(index["b"] - _local3)]); break; } else { _local3++; }; }; break; case KEY_RIGHT: while ((index["b"] + _local3) < buttons[0].length) { if (buttons[index["a"]][(index["b"] + _local3)] != null){ setFocus(buttons[index["a"]][(index["b"] + _local3)]); break; } else { _local3++; }; }; break; case KEY_SPACE: if (disableSpace){ break; }; if (enterCallBack != null){ enterCallBack(); } else { if (cButton){ cButton.clicked(); }; }; break; case KEY_ENTER: if (enterCallBack != null){ enterCallBack(); } else { if (cButton){ cButton.clicked(); }; }; break; case KEY_ESC: if (escCallBack != null){ escCallBack(); }; break; }; } public function setPageFocus(_arg1:Array, _arg2:int, _arg3:int, _arg4:Function=null, _arg5:Function=null, _arg6:Boolean=false):void{ var _buttons = _arg1; var indexA = _arg2; var indexB = _arg3; var _escCallBack = _arg4; var _enterCallBack = _arg5; var _disableSpace = _arg6; clearPageFocus(); escCallBack = _escCallBack; enterCallBack = _enterCallBack; cButton = null; if (_buttons.length == 0){ return; }; buttons = _buttons; disableSpace = _disableSpace; index["a"] = indexA; index["b"] = indexB; if (cButton){ try { cButton.setFocus(false); } catch(e:Error) { }; }; cButton = buttons[indexA][indexB]; if (cButton != null){ cButton.setFocus(true); }; } public function setFocus(_arg1:Button):void{ var _local2:int; var _local3:int; if ((((buttons == null)) || ((cButton == null)))){ return; }; if (cButton != _arg1){ _local2 = 0; while (_local2 < buttons.length) { _local3 = 0; while (_local3 < buttons[_local2].length) { if (buttons[_local2][_local3] == _arg1){ index = {a:_local2, b:_local3}; _local2 = 50; _local3 = 50; break; }; _local3++; }; _local2++; }; cButton.setFocus(false); _arg1.setFocus(true); cButton = _arg1; }; } public static function getInstance():KeyManager{ if (_instance == null){ _instance = new (KeyManager); }; return (_instance); } } }//package game
Section 16
//Language (game.Language) package game { import flash.net.*; public class Language { public var localConnection:LocalConnection; public var _languageBox:Array; public var _languageNum:uint;// = 0 public var SpillGroupUrl:Array; public var hostingdomain:String; private static var _instance:Language; public function Language():void{ _languageBox = new Array(); _languageNum = 0; SpillGroupUrl = new Array(); localConnection = new LocalConnection(); super(); language = 20; } public function get url1():String{ var _local1:int; _local1 = 0; while (_local1 < SpillGroupUrl.length) { if (localConnection.domain == SpillGroupUrl[_local1]){ return (_languageBox[_languageNum].url2); }; _local1++; }; return (_languageBox[_languageNum].url1); } public function get url2():String{ var _local1:int; _local1 = 0; while (_local1 < SpillGroupUrl.length) { if (localConnection.domain == SpillGroupUrl[_local1]){ return (_languageBox[_languageNum].url2); }; _local1++; }; return (_languageBox[_languageNum].url2); } public function get language_nr():int{ return (_languageBox[_languageNum].language_nr); } public function get languageV():int{ return ((_languageNum + 1)); } public function set language(_arg1:Object):void{ var returnDomain:Function; var language1:LanguageItem; var language2:LanguageItem; var language3:LanguageItem; var language4:LanguageItem; var language5:LanguageItem; var language6:LanguageItem; var language7:LanguageItem; var language8:LanguageItem; var language9:LanguageItem; var language10:LanguageItem; var language11:LanguageItem; var language12:LanguageItem; var language13:LanguageItem; var language14:LanguageItem; var language15:LanguageItem; var language16:LanguageItem; var language17:LanguageItem; var language18:LanguageItem; var language19:LanguageItem; var language20:LanguageItem; var myArray:Array; var domainextention:int; var domainname:int; var languageVersion = _arg1; returnDomain = function (_arg1:String):String{ var _local2:String; var _local3:uint; _local2 = new String(); _local3 = 7; while (_local3 < _arg1.length) { if (_arg1.charAt(_local3) == "/"){ break; }; _local2 = (_local2 + _arg1.charAt(_local3)); _local3++; }; return (_local2); }; if (localConnection.domain != "localhost"){ myArray = localConnection.domain.split("."); domainextention = (myArray.length - 1); domainname = (myArray.length - 2); hostingdomain = ((myArray[domainname] + ".") + myArray[domainextention]); } else { hostingdomain = "localhost"; }; language1 = new LanguageItem(); language1.url1 = ("http://www.agame.com/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language1.url2 = "http://www.agame.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language1.language_nr = 1; language1.branding_nr = 1; _languageBox.push(language1); language2 = new LanguageItem(); language2.url1 = "http://www.game.com.cn/moregames/"; language2.url2 = "http://www.game.com.cn/moregames/"; language2.language_nr = 19; language2.branding_nr = 2; _languageBox.push(language2); language3 = new LanguageItem(); language3.url1 = ("http://www.spel.nl/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language3.url2 = "http://www.spel.nl/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language3.language_nr = 5; language3.branding_nr = 4; _languageBox.push(language3); language4 = new LanguageItem(); language4.url1 = ("http://www.jeu.fr/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language4.url2 = "http://www.jeu.fr/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language4.language_nr = 6; language4.branding_nr = 5; _languageBox.push(language4); language5 = new LanguageItem(); language5.url1 = ("http://www.spielen.com/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language5.url2 = "http://www.spielen.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language5.language_nr = 7; language5.branding_nr = 6; _languageBox.push(language5); language6 = new LanguageItem(); language6.url1 = ("http://www.minigry.pl/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language6.url2 = "http://www.minigry.pl/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language6.language_nr = 13; language6.branding_nr = 14; _languageBox.push(language6); language7 = new LanguageItem(); language7.url1 = ("http://www.spel.eu/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language7.url2 = "http://www.spel.eu/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language7.language_nr = 12; language7.branding_nr = 9; _languageBox.push(language7); language8 = new LanguageItem(); language8.url1 = ("http://www.giocaregratis.it/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language8.url2 = "http://www.giocaregratis.it/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language8.language_nr = 11; language8.branding_nr = 8; _languageBox.push(language8); language9 = new LanguageItem(); language9.url1 = ("http://www.zapjuegos.com/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language9.url2 = "http://www.zapjuegos.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language9.language_nr = 8; language9.branding_nr = 3; _languageBox.push(language9); language10 = new LanguageItem(); language10.url1 = ("http://www.clickjogos.com/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language10.url2 = "http://www.clickjogos.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language10.language_nr = 9; language10.branding_nr = 7; _languageBox.push(language10); language11 = new LanguageItem(); language11.url1 = ("http://www.games.co.id/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language11.url2 = "http://www.games.co.id/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language11.language_nr = 16; language11.branding_nr = 13; _languageBox.push(language11); language12 = new LanguageItem(); language12.url1 = ("http://www.flashgames.ru/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language12.url2 = "http://www.flashgames.ru/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language12.language_nr = 14; language12.branding_nr = 11; _languageBox.push(language12); language13 = new LanguageItem(); language13.url1 = ("http://www.mygames.co.uk/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language13.url2 = "http://www.mygames.co.uk/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language13.language_nr = 2; language13.branding_nr = 10; _languageBox.push(language13); language14 = new LanguageItem(); language14.url1 = ("http://www.game.co.in/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language14.url2 = "http://www.game.co.in/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language14.language_nr = 3; language14.branding_nr = 12; _languageBox.push(language14); language15 = new LanguageItem(); language15.url1 = ("http://www.asoyun.com/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language15.url2 = "http://www.asoyun.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language15.language_nr = 15; language15.branding_nr = 15; _languageBox.push(language15); language16 = new LanguageItem(); language16.url1 = ("http://www.game.com.my/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language16.url2 = "http://www.game.com.my/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language16.language_nr = 17; language16.branding_nr = 16; _languageBox.push(language16); language17 = new LanguageItem(); language17.url1 = ("http://www.ojogos.pt/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language17.url2 = "http://www.ojogos.pt/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language17.language_nr = 10; language17.branding_nr = 42; _languageBox.push(language17); language18 = new LanguageItem(); language18.url1 = ("http://www.laro.com.ph/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language18.url2 = "http://www.laro.com.ph/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language18.language_nr = 4; language18.branding_nr = 43; _languageBox.push(language18); language19 = new LanguageItem(); language19.url1 = ("http://www.egames.jp/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language19.url2 = "http://www.egames.jp/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language19.language_nr = 18; language19.branding_nr = 44; _languageBox.push(language19); language20 = new LanguageItem(); language20.url1 = ("http://www.a10.com/moregames/?utm_medium=brandedgames_external&utm_campaign=skateboard_city&utm_source=" + hostingdomain); language20.url2 = "http://www.a10.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=skateboard_city"; language20.language_nr = 1; language20.branding_nr = 45; _languageBox.push(language20); SpillGroupUrl.push("localhost"); SpillGroupUrl.push("www8.agame.com"); if ((((((languageVersion is Number)) || ((languageVersion is uint)))) || ((languageVersion is int)))){ _languageNum = (Number(languageVersion) - 1); }; } public function get branding_nr():int{ return (_languageBox[_languageNum].branding_nr); } public static function getInstance():Language{ if (_instance == null){ _instance = new (Language); }; return (_instance); } } }//package game class LanguageItem { public var url1:String; public var url2:String; public var branding_nr:int; public var language_nr:int; private function LanguageItem(){ } }
Section 17
//LetheEvent (game.LetheEvent) package game { import flash.events.*; public class LetheEvent extends Event { public var data:Object; public function LetheEvent(_arg1:String, _arg2:Boolean=false, _arg3:Boolean=false, _arg4:Object=null):void{ data = _arg4; super(_arg1, _arg2, _arg3); } } }//package game
Section 18
//LevelChoose (game.LevelChoose) package game { import flash.display.*; import flash.events.*; public class LevelChoose extends MovieClip { public var _btn_level2:level2Gray; public var _btn_level4:b_select_level4; public var _b_level3_gray:b_slelect_level3; public var _btn_level1:btn_choose_map_park; public var _btn_level3:b_slelect_level3_gray; private var B_play:Button; public var _m_free:fanyi_main_freemode; public var _m_mission:fanyi_main_missionmode; public var _btn_back:btn_back; private var currentDiffMc:Button; public var _btn_easy:btn_easy; public var _b_level2_gray:b_select_level2; private var B_normal:Button; public var _btn_play:btn_play; private var B_level11:Button; public var _btn_hard:btn_hard; public var buttons:Array; private var currentSelectLevelMc:Button; public var _btn_normal:btn_normal; private var B_level1:Button; private var B_level3:Button; private var B_level21:Button; private var type:String; private var B_level2:Button; private var B_back:Button; private var B_level4:Button; public var _m_vlevel4:MovieClip; private var btn1s:Array; private var B_hard:Button; public var _b_level1_gray:b_choose_level1_gray; private var btn2s:Array; private var B_level31:Button; private var B_easy:Button; public function LevelChoose(_arg1:String="mission"):void{ var _local2:int; super(); type = _arg1; B_back = (getChildByName("_btn_back") as Button); B_easy = (getChildByName("_btn_easy") as Button); B_normal = (getChildByName("_btn_normal") as Button); B_hard = (getChildByName("_btn_hard") as Button); B_level1 = (getChildByName("_btn_level1") as Button); B_level11 = (getChildByName("_b_level1_gray") as Button); B_level2 = (getChildByName("_btn_level2") as Button); B_level21 = (getChildByName("_b_level2_gray") as Button); B_level3 = (getChildByName("_btn_level3") as Button); B_level31 = (getChildByName("_b_level3_gray") as Button); B_level4 = (getChildByName("_btn_level4") as Button); B_play = (getChildByName("_btn_play") as Button); btn1s = [B_level1, B_level2, B_level3, B_level4]; btn2s = [B_level11, B_level21, B_level31, this["_m_vlevel4"]]; if (type == "mission"){ this["_m_mission"].visible = true; this["_m_free"].visible = false; setSelect(btn1s[0]); btn2s[0].visible = false; btn1s[0].visible = true; } else { this["_m_mission"].visible = false; this["_m_free"].visible = true; }; _local2 = 0; while (_local2 < 4) { if (type == "free"){ if (_local2 < Model.progress){ btn2s[_local2].visible = false; btn1s[_local2].visible = true; setSelect(btn1s[_local2]); } else { btn1s[_local2].visible = false; btn2s[_local2].visible = true; if (((!((_local2 == 0))) && (!((_local2 == 3))))){ btn2s[_local2]["_m_note"].gotoAndStop(1); }; }; } else { if (_local2 < Model.progress){ if ((_local2 + 1) < 4){ setSelect(btn1s[(_local2 + 1)]); btn2s[(_local2 + 1)].visible = false; btn1s[(_local2 + 1)].visible = true; }; } else { if ((_local2 + 1) < 4){ btn1s[(_local2 + 1)].visible = false; btn2s[(_local2 + 1)].visible = true; if ((_local2 + 1) < 3){ btn2s[(_local2 + 1)]["_m_note"].gotoAndStop(2); }; }; }; }; _local2++; }; B_back.addEventListener(MouseEvent.CLICK, backToMain, false, 0, true); B_easy.addEventListener(MouseEvent.CLICK, selectDiff, false, 0, true); B_normal.addEventListener(MouseEvent.CLICK, selectDiff, false, 0, true); B_hard.addEventListener(MouseEvent.CLICK, selectDiff, false, 0, true); B_level1.addEventListener(MouseEvent.CLICK, selectLevel, false, 0, true); B_level2.addEventListener(MouseEvent.CLICK, selectLevel, false, 0, true); B_level3.addEventListener(MouseEvent.CLICK, selectLevel, false, 0, true); B_level4.addEventListener(MouseEvent.CLICK, selectLevel, false, 0, true); B_play.addEventListener(MouseEvent.CLICK, onPlayGame, false, 0, true); B_easy.setToogle(true); currentDiffMc = B_easy; if (currentSelectLevelMc == null){ B_play.setDisabled(); }; buttons = [[]]; KeyManager.getInstance().setPageFocus(buttons, 0, 0, backToMain, onPlayGame); } private function setSelect(_arg1:Button):void{ if (currentSelectLevelMc){ currentSelectLevelMc.setToogle(false); }; _arg1.setToogle(true); currentSelectLevelMc = _arg1; } private function selectDiff(_arg1:MouseEvent):void{ currentDiffMc.setToogle(false); currentDiffMc = (_arg1.currentTarget as Button); currentDiffMc.setToogle(true); switch (currentDiffMc.name){ case "_btn_easy": Model.setMissionHard(1); break; case "_btn_normal": Model.setMissionHard(2); break; case "_btn_hard": Model.setMissionHard(3); break; }; } private function onPlayGame(_arg1:MouseEvent=null):void{ if (currentSelectLevelMc == null){ return; }; Model.gameType = type; KeyManager.getInstance().clearPageFocus(); BroadCaster.getInstance().run("onStartGame", currentSelectLevelMc.name.split("_btn_level")[1]); } private function backToMain(_arg1:MouseEvent=null):void{ BroadCaster.getInstance().run("showMainMenu"); } private function selectLevel(_arg1:MouseEvent):void{ currentSelectLevelMc.setToogle(false); currentSelectLevelMc = (_arg1.currentTarget as Button); currentSelectLevelMc.setToogle(true); } } }//package game
Section 19
//LevelOK (game.LevelOK) package game { import flash.display.*; public class LevelOK extends MovieClip { public function LevelOK():void{ addFrameScript(68, frame69); SoundManager.getInstance().stopBgSound(); SoundManager.getInstance().playItemSound("win"); } public function setMission():void{ stop(); BroadCaster.getInstance().run("onAllMissionCompleted"); } function frame69(){ setMission(); } } }//package game
Section 20
//Loading (game.Loading) package game { import flash.display.*; import flash.events.*; public class Loading extends MovieClip { private var m_bar:MovieClip; public var _m_logo:MyLogo; public var _m_bar:MovieClip; private var percents:Number; public function Loading():void{ m_bar = (this.getChildByName("_m_bar") as MovieClip); this.addEventListener(Event.ENTER_FRAME, checkFinished, false, 0, true); } private function checkFinished(_arg1:Event):void{ if (this.loaderInfo){ percents = (this.loaderInfo.bytesLoaded / this.loaderInfo.bytesTotal); m_bar["_m_progress"].x = (-200 + ((percents * 100) * 4)); m_bar["_m_man"].x = ((4 * percents) * 100); if (percents >= 1){ this.removeEventListener(Event.ENTER_FRAME, checkFinished); this.dispatchEvent(new Event("onLoaded")); }; }; } } }//package game
Section 21
//Main (game.Main) package game { import flash.display.*; import flash.events.*; import flash.utils.*; public class Main extends MovieClip { private var loader:Loading; private var frameRater:FRateLimiter; private var model:Model; private var chineseLogo; private var broadCaster:BroadCaster; private var logoDef; private var M_mainMenu:MainMenu; private var viewStage:View; private var keyManager:KeyManager; private var M_gameOver:GameOver; public var _m_mask:MovieClip; private var M_gameWin:GameWin; public function Main():void{ broadCaster = BroadCaster.getInstance(); keyManager = KeyManager.getInstance(); model = Model.getInstance(); stage.tabChildren = false; stage.stageFocusRect = false; stage.showDefaultContextMenu = false; stage.scaleMode = StageScaleMode.NO_SCALE; stop(); loader = new Loading(); loader.addEventListener("onLoaded", setGame, false, 0, true); setChild(loader); } private function onFall(_arg1:LetheEvent):void{ viewStage.onFall(); } private function onResumeGame(_arg1:LetheEvent):void{ viewStage.resumeGame(); } private function onFinishCoinMission(_arg1:LetheEvent):void{ viewStage.onFinishCoinMission(); } private function onDoComb(_arg1:LetheEvent):void{ viewStage.showCombPage(_arg1.data); } private function onSubMitScore(_arg1:LetheEvent):void{ showMainMenu(); M_mainMenu.onClickHigh(null); } private function addKey():void{ var _local1:*; for (_local1 in Model.KeyIsDown) { if (Model.KeyIsDown[_local1] >= 1){ var _local4 = Model.KeyIsDown; var _local5 = _local1; var _local6 = (_local4[_local5] + 1); _local4[_local5] = _local6; Model.KeyTimer[_local1] = getTimer(); }; }; } private function onShowMissionPage(_arg1:LetheEvent):void{ viewStage.onShowMissionPage(_arg1.data); } private function onRotate(_arg1:LetheEvent):void{ viewStage.onRotate(_arg1.data); } private function onBalanceBreak(_arg1:LetheEvent):void{ viewStage.onBalanceBreak(); } private function onShowTrick(_arg1:Event):void{ viewStage.onShowTrickPage(); } private function onResetLetters(_arg1:LetheEvent):void{ viewStage.onResetLetters(); } private function showLogo():void{ setMainMenu(); } private function onCoinTimeOut(_arg1:LetheEvent):void{ viewStage.onCoinTimeOut(); } private function onCatchBar(_arg1:LetheEvent):void{ viewStage.catchBar(); } private function setGame(_arg1:Event):void{ var _local2:*; removeChild(loader); loader.removeEventListener("onLoaded", setGame); loader = null; this.gotoAndStop(3); this.gotoAndStop(1); SoundManager.getInstance().loadSounds(); _local2 = Cookie.getInstance().getData("progress"); if (_local2 == null){ Model.progress = 0; } else { Model.progress = Number(_local2); }; showLogo(); } private function removeLogo(_arg1:Event):void{ chineseLogo.removeEventListener("onMovieDone", removeLogo); removeChild(chineseLogo); chineseLogo = null; setMainMenu(); } private function startGame(_arg1:LetheEvent):void{ var _local2:Object; _local2 = Cookie.getInstance().getData("rank"); if (_local2 == null){ Model.gameRecord = 0; } else { if (Model.gameType == "mission"){ Model.gameRecord = Number(_local2["record"]); } else { Model.gameRecord = Number(_local2["crecord"]); }; }; model.resetData(); viewStage = new View(Number(_arg1.data)); setChild(viewStage); if (M_gameWin != null){ new MaskTween(viewStage, "in", M_gameWin); M_gameWin = null; } else { if (M_mainMenu != null){ new MaskTween(viewStage, "in", M_mainMenu); M_mainMenu = null; }; }; } private function onTimeOut(_arg1:LetheEvent):void{ viewStage.onTimeOut(); M_gameOver = new GameOver(); setChild(M_gameOver); new MaskTween(M_gameOver, "in"); } private function onEarnScore(_arg1:LetheEvent):void{ viewStage.showScorePage(String(_arg1.data)); } private function onAllMissionCompleted(_arg1:LetheEvent):void{ if (!(Number(Cookie.getInstance().getData("progress")) >= Model.mapId)){ Model.progress = Model.mapId; Cookie.getInstance().saveData("progress", Model.mapId); }; M_gameWin = new GameWin(); setChild(M_gameWin); model.clearData(); new MaskTween(M_gameWin, "in", viewStage); viewStage = null; } private function onHandStand(_arg1:LetheEvent):void{ viewStage.handBar(); } private function onBreak(_arg1:LetheEvent):void{ viewStage.onBreak(_arg1.data); } private function showBalanceBar(_arg1:LetheEvent):void{ viewStage.showBalanceBar(); } private function onContinue(_arg1:LetheEvent):void{ viewStage.continueGame(); if (M_gameOver != null){ new MaskTween(M_gameOver); M_gameOver = null; }; } public function keyDown(_arg1:KeyboardEvent):void{ switch (_arg1.keyCode){ case 77: if (viewStage != null){ viewStage.onShowMissionPage(0); }; break; case 84: if (viewStage != null){ viewStage.onShowTrickPage(); }; break; }; if (!Model.KeyIsDown[_arg1.keyCode]){ Model.KeyIsDown[_arg1.keyCode] = 1; Model.KeyDownTime[_arg1.keyCode] = getTimer(); Model.KeyTimer[_arg1.keyCode] = getTimer(); }; } private function onGetCoin(_arg1:LetheEvent):void{ viewStage.onGetCoin(_arg1.data); } private function onPlayerDied(_arg1:LetheEvent):void{ viewStage.onPlayerDied(); } private function hidealanceBar(_arg1:LetheEvent):void{ viewStage.removeBalanceBar(); } private function onSetdeCount(_arg1:LetheEvent):void{ viewStage.onSetdeCount(_arg1.data); } public function keyUp(_arg1:KeyboardEvent):void{ keyManager.checkAction(_arg1.keyCode); Model.KeyIsDown[_arg1.keyCode] = 0; } private function setSpeed(_arg1:LetheEvent):void{ viewStage.setSpeed(); } private function setMission(_arg1:LetheEvent):void{ viewStage.onAcceptMission(); } private function onGetCheckPoint(_arg1:LetheEvent):void{ viewStage.onGetCheckPoint(); } private function setMainMenu():void{ var _local1:Sprite; _local1 = new Sprite(); addChild(_local1); frameRater = new FRateLimiter(_local1); addListeners(); M_mainMenu = new MainMenu(); setChild(M_mainMenu); } private function showMainMenu(_arg1:Event=null):void{ if (viewStage){ model.clearData(); new MaskTween(viewStage); viewStage = null; }; if (!M_mainMenu){ M_mainMenu = new MainMenu(); setChild(M_mainMenu); if (M_gameWin){ new MaskTween(M_mainMenu, "in", M_gameWin); M_gameWin = null; } else { if (M_gameOver){ new MaskTween(M_mainMenu, "in", M_gameOver); M_gameOver = null; } else { new MaskTween(M_mainMenu, "in"); }; }; }; M_mainMenu.showMainMenu(); } private function addListeners():void{ stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp); addEventListener(Event.ENTER_FRAME, update, false, 0, true); broadCaster.addEventListener("onShowBalanceBar", showBalanceBar); broadCaster.addEventListener("onHideBalanceBar", hidealanceBar); broadCaster.addEventListener("showMainMenu", showMainMenu); broadCaster.addEventListener("setSpeed", setSpeed); broadCaster.addEventListener("onStartGame", startGame); broadCaster.addEventListener("onAcceptMission", setMission); broadCaster.addEventListener("onAllMissionCompleted", onAllMissionCompleted); broadCaster.addEventListener("onSubMitScore", onSubMitScore); broadCaster.addEventListener("onFinishMission", onFinishMission); broadCaster.addEventListener("onEarnScore", onEarnScore); broadCaster.addEventListener("onDoComb", onDoComb); broadCaster.addEventListener("onCatchBar", onCatchBar); broadCaster.addEventListener("onHandStand", onHandStand); broadCaster.addEventListener("onBalanceBreak", onBalanceBreak); broadCaster.addEventListener("onPlayerDied", onPlayerDied); broadCaster.addEventListener("onGetTempScore", onGetTempScore); broadCaster.addEventListener("onFall", onFall); broadCaster.addEventListener("onBreak", onBreak); broadCaster.addEventListener("onRotate", onRotate); broadCaster.addEventListener("onTimeOut", onTimeOut); broadCaster.addEventListener("onFinishCoinMission", onFinishCoinMission); broadCaster.addEventListener("onPauseGame", onPauseGame); broadCaster.addEventListener("onResumeGame", onResumeGame); broadCaster.addEventListener("onResetLetters", onResetLetters); broadCaster.addEventListener("onCheckNextMission", onCheckNextMission); broadCaster.addEventListener("onSetdeCount", onSetdeCount); broadCaster.addEventListener("onCoinTimeOut", onCoinTimeOut); broadCaster.addEventListener("onGetCheckPoint", onGetCheckPoint); broadCaster.addEventListener("onGetCoin", onGetCoin); broadCaster.addEventListener("onShowMissionPage", onShowMissionPage); broadCaster.addEventListener("onContinue", onContinue); broadCaster.addEventListener("onShowTrick", onShowTrick); } public function setChild(_arg1):void{ this.addChild(_arg1); this.swapChildren(_arg1, this["_m_mask"]); } private function onFinishMission(_arg1:LetheEvent):void{ viewStage.showMissionComplete(); } private function update(_arg1:Event):void{ addKey(); if (viewStage){ viewStage.update(); }; } private function onPauseGame(_arg1:LetheEvent):void{ viewStage.pauseGame(); } private function onGetTempScore(_arg1:LetheEvent):void{ viewStage.onGetTempScore(_arg1.data); } private function onCheckNextMission(_arg1:LetheEvent):void{ viewStage.getNextMission(); } } }//package game
Section 22
//MainMenu (game.MainMenu) package game { import flash.display.*; import flash.events.*; import flash.net.*; public class MainMenu extends MovieClip { public var _btn_high:btn_Highscores; private var howToPage:PlayInstruct; private var B_start:Button; private var B_spil:Button; private var m_quality:MovieClip; private var B_more:Button; public var _m_spilGames:spill_group; private var highPage:HighScore; public var _btn_start:btn_start; private var B_free:Button; private var selectMenu:LevelChoose; private var B_high:Button; public var buttons:Array; public var _m_music:MovieClip; public var _m_quality:MovieClip; public var _m_sound:MovieClip; public var _btn_how:btn_howtoplay; private var m_sound:MovieClip; public var _btn_free:freemode; public var _btn_more:btn_MoreGames; private var B_how:Button; private var m_music:MovieClip; public function MainMenu():void{ B_start = (getChildByName("_btn_start") as Button); B_how = (getChildByName("_btn_how") as Button); B_high = (getChildByName("_btn_high") as Button); B_more = (getChildByName("_btn_more") as Button); B_free = (getChildByName("_btn_free") as Button); B_spil = (getChildByName("_m_spilGames") as Button); m_sound = this["_m_sound"]; m_music = this["_m_music"]; m_quality = this["_m_quality"]; m_sound.buttonMode = true; m_music.buttonMode = true; m_quality.buttonMode = true; m_sound.gotoAndStop(((SoundManager.getInstance().seOn == true)) ? 1 : 2); m_music.gotoAndStop(((SoundManager.getInstance().bgOn == true)) ? 1 : 2); this.addEventListener(Event.ADDED_TO_STAGE, setQua, false, 0, true); m_sound.addEventListener(MouseEvent.CLICK, turnSound, false, 0, true); m_quality.addEventListener(MouseEvent.CLICK, turnQuality, false, 0, true); m_music.addEventListener(MouseEvent.CLICK, trunMusic, false, 0, true); B_start.addEventListener(MouseEvent.CLICK, onClickStart, false, 0, true); B_how.addEventListener(MouseEvent.CLICK, onClickHow, false, 0, true); B_high.addEventListener(MouseEvent.CLICK, onClickHigh, false, 0, true); B_more.addEventListener(MouseEvent.CLICK, onClickMore, false, 0, true); B_free.addEventListener(MouseEvent.CLICK, onClickFree, false, 0, true); B_spil.addEventListener(MouseEvent.CLICK, onClickSpil, false, 0, true); buttons = [[]]; resetFocus(); SoundManager.getInstance().playBgSound("menu"); } private function onClickFree(_arg1:MouseEvent):void{ if (selectMenu == null){ selectMenu = new LevelChoose("free"); addChild(selectMenu); new MaskTween(selectMenu, "in"); }; } public function init():void{ } private function setQua(_arg1:Event):void{ this.removeEventListener(Event.ADDED_TO_STAGE, setQua); setQuality(SoundManager.getInstance().qualityN); } public function onClickHigh(_arg1:MouseEvent):void{ if (!highPage){ highPage = new HighScore(); addChild(highPage); new MaskTween(highPage, "in"); }; if (_arg1 == null){ highPage.submitScore(); } else { highPage.showScores("story"); }; } private function setQuality(_arg1:int):void{ SoundManager.getInstance().setQuality(_arg1); m_quality.gotoAndStop((SoundManager.getInstance().qualityN + 1)); switch (_arg1){ case 0: stage.quality = StageQuality.HIGH; break; case 1: stage.quality = StageQuality.MEDIUM; break; case 2: stage.quality = StageQuality.LOW; break; }; } private function turnSound(_arg1:MouseEvent):void{ SoundManager.getInstance().turnSeSound(!(SoundManager.getInstance().seOn)); m_sound.gotoAndStop(((SoundManager.getInstance().seOn == true)) ? 1 : 2); } private function turnQuality(_arg1:MouseEvent):void{ setQuality(((SoundManager.getInstance().qualityN + 1) % 3)); } private function onClickSpil(_arg1:MouseEvent):void{ navigateToURL(new URLRequest("http://www.gameportal.net"), "_blank"); } private function resetFocus():void{ if (loaderInfo){ stage.focus = this; }; KeyManager.getInstance().setPageFocus(buttons, 0, 0, null, onClickStart); } private function onClickHow(_arg1:MouseEvent):void{ if (!howToPage){ howToPage = new PlayInstruct(); addChild(howToPage); new MaskTween(howToPage, "in"); }; } private function trunMusic(_arg1:MouseEvent):void{ SoundManager.getInstance().turnBgSound(!(SoundManager.getInstance().bgOn)); m_music.gotoAndStop(((SoundManager.getInstance().bgOn == true)) ? 1 : 2); } private function onClickMore(_arg1:MouseEvent):void{ B_more["_m_logo"].linkToURL(); } public function showMainMenu():void{ resetFocus(); if (selectMenu){ new MaskTween(selectMenu); selectMenu = null; }; if (howToPage){ new MaskTween(howToPage); howToPage = null; }; if (highPage){ new MaskTween(highPage); highPage = null; }; } private function onClickStart(_arg1:MouseEvent=null):void{ if (selectMenu == null){ selectMenu = new LevelChoose(); addChild(selectMenu); new MaskTween(selectMenu, "in"); }; } } }//package game
Section 23
//MapBlock (game.MapBlock) package game { import flash.display.*; import flash.events.*; import LetheEnginee.*; import flash.utils.*; import flash.filters.*; public class MapBlock extends MovieClip { private var xoff:Number;// = 0 private var coins:Array; private var letters:Array; private var model:Model; private var cCheckPoint:Cat; private var shadowMask:MovieClip; private var hideWall:MovieClip; private var mxoff:Number;// = 0 private var myoff:Number;// = 0 private var broadCaster:BroadCaster; private var widths:Array; private var checkPoint:Cat; private var checkedX:Number; public var mapId:int; private var checkedY:Number; public var pathWidth:Number; private var dy:Number;// = 0 private var yoff:Number;// = 0 private var dx:Number;// = 0 private var shadowMc:MovieClip; public var xOff:Number; private var cat:Cat; private var pathInstance:MovieClip; private var playerBounds:Array; public function MapBlock():void{ xoff = 0; yoff = 0; mxoff = 0; myoff = 0; dx = 0; dy = 0; super(); model = Model.getInstance(); broadCaster = BroadCaster.getInstance(); } public function setCat():void{ if ((((((model.cat == null)) || (!((cat == null))))) || ((model.cat["place"][mapId] == null)))){ return; }; cat = new Cat(); this.pathInstance.addChild(cat); cat.x = model.cat["place"][mapId].x; cat.y = model.cat["place"][mapId].y; } private function moveCheckPoint(_arg1:Event):void{ if ((((xoff >= mxoff)) || ((xoff <= -(mxoff))))){ dx = (dx * -1); }; if ((((yoff >= myoff)) || ((yoff <= -(myoff))))){ dy = (dy * -1); }; xoff = (xoff + dx); yoff = (yoff + dy); checkPoint.x = (checkPoint.x + dx); checkPoint.y = (checkPoint.y + dy); } public function setLetters():void{ var _local1:Object; var _local2:Cat; if ((((model.letters == null)) || (!((letters == null))))){ return; }; letters = new Array(); for each (_local1 in model.letters["letters"][mapId]) { _local2 = new Cat(_local1["letter"]); _local2.x = _local1["x"]; _local2.y = _local1["y"]; letters.push(_local2); this.pathInstance.addChild(_local2); }; } public function setCheckPoint():void{ if ((((((((model.checkPoint == null)) || (!((checkPoint == null))))) || ((model.checkPoint["place"][model.touched] == null)))) || (!((model.checkPoint["place"][model.touched].t == mapId))))){ return; }; checkPoint = new Cat("checkPoint"); pathInstance.addChild(checkPoint); if (model.checkPoint["place"][model.touched]["xoff"] != null){ xoff = 0; yoff = 0; dx = model.checkPoint["place"][model.touched]["xs"]; dy = model.checkPoint["place"][model.touched]["ys"]; mxoff = model.checkPoint["place"][model.touched]["xoff"]; myoff = model.checkPoint["place"][model.touched]["yoff"]; checkPoint.addEventListener(Event.ENTER_FRAME, moveCheckPoint, false, 0, true); }; checkPoint.x = model.checkPoint["place"][model.touched].x; checkPoint.y = model.checkPoint["place"][model.touched].y; } private function createObjects(_arg1:String):void{ var _local2:*; _local2 = getDefinitionByName(_arg1); pathInstance = (new (_local2) as MovieClip); addChild(pathInstance); hideWall = pathInstance["_m_hideWall"]; } public function remove():void{ removeChild(pathInstance); pathInstance = null; parent.removeChild(this); } public function checkItems(_arg1:Number, _arg2:Number):void{ var e:Object; var _x = _arg1; var _y = _arg2; if (hideWall != null){ if ((((_x > 1124)) && ((_y > -850)))){ if (hideWall.visible){ hideWall.visible = false; }; } else { if (!hideWall.visible){ hideWall.visible = true; }; }; }; if (Model.MovingState == Model.M_DIED){ return; }; checkedX = _x; checkedY = _y; if (model.coins != null){ playerBounds = model.player.getArea(); for each (e in coins) { if (checkArea(_x, _y, e["pos"].x, e["pos"].y)){ SoundManager.getInstance().playItemSound("coin"); this.pathInstance.removeChild(e["obj"]); coins.splice(coins.indexOf(e), 1); model.AtedCoins.push(e["pos"]); broadCaster.run("onGetCoin", e["pos"]); }; }; }; if (cat != null){ playerBounds = model.player.getArea(); if (checkArea(_x, _y, cat.x, cat.y)){ SoundManager.getInstance().playItemSound("coin"); this.pathInstance.removeChild(cat); cat = null; model.AtedCat = true; }; }; if (checkPoint != null){ playerBounds = model.player.getArea(); if (checkArea(_x, _y, checkPoint.x, checkPoint.y)){ try { checkPoint.removeEventListener(Event.ENTER_FRAME, moveCheckPoint); } catch(er:Error) { }; SoundManager.getInstance().playItemSound("coin"); this.pathInstance.removeChild(checkPoint); checkPoint = null; model.touched++; broadCaster.run("onGetCheckPoint"); }; }; if (cCheckPoint != null){ playerBounds = model.player.getArea(); if (checkArea(_x, _y, cCheckPoint.x, cCheckPoint.y)){ SoundManager.getInstance().playItemSound("coin"); this.pathInstance.removeChild(cCheckPoint); cCheckPoint = null; model.showCoins = true; broadCaster.run("onAcceptMission"); }; }; } public function setMap(_arg1:String, _arg2:Object, _arg3:String):void{ var _local4:*; var _local5:MovieClip; var _local6:*; var _local7:BlurFilter; var _local8:GradientGlowFilter; xOff = 0; pathWidth = _arg2["width"]; createObjects(_arg1); shadowMc = new MovieClip(); pathInstance.addChild(shadowMc); _local4 = getDefinitionByName(_arg3); _local5 = (new (_local4) as MovieClip); _local6 = getDefinitionByName("ShadowMask"); shadowMask = (new (_local6) as MovieClip); shadowMc.addChild(_local5); shadowMc.addChild(shadowMask); _local5.mask = shadowMask; onLeaveBlock(); _local7 = new BlurFilter(15, 10); _local8 = new GradientGlowFilter(0, 0, null, null, null, 25, 5, 4.4); shadowMc.filters = [_local7, _local8]; setCoins(); setCat(); setCheckPoint(); } public function onLeaveBlock():void{ shadowMc.visible = false; } public function setPlayerShdow(_arg1:Character, _arg2:LetheVector, _arg3:Number):void{ widths = _arg1.getWidth(); shadowMask.width = (widths[1] - 10); shadowMask.x = ((_arg2.x + widths[0]) - _arg3); } public function resetLetters():void{ var _local1:Cat; for each (_local1 in letters) { this.pathInstance.removeChild(_local1); }; letters = null; setLetters(); } public function checkArea(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):Boolean{ return ((((((((_arg3 >= (_arg1 - playerBounds[0]))) && ((_arg3 <= (_arg1 + (playerBounds[2] - playerBounds[0])))))) && ((_arg4 >= (_arg2 - playerBounds[1]))))) && ((_arg4 <= (_arg2 + (playerBounds[3] - playerBounds[1])))))); } public function onEnterBlock():void{ shadowMc.visible = true; } public function removeCoins():void{ var e:Object; var ee:*; for each (e in coins) { this.pathInstance.removeChild(e["obj"]); }; coins = null; if (cat){ this.pathInstance.removeChild(cat); cat = null; }; for each (ee in letters) { this.pathInstance.removeChild(ee); }; letters = null; if (checkPoint){ try { checkPoint.removeEventListener(Event.ENTER_FRAME, moveCheckPoint); } catch(er:Error) { }; this.pathInstance.removeChild(checkPoint); checkPoint = null; }; } public function setCoins():void{ var _local1:*; var _local2:Object; var _local3:MovieClip; var _local4:Object; if ((((((model.coins == null)) || (!((coins == null))))) || (!((cCheckPoint == null))))){ return; }; if (!model.showCoins){ if (model.coins["checkPoint"].t == mapId){ cCheckPoint = new Cat("checkPoint"); pathInstance.addChild(cCheckPoint); cCheckPoint.x = model.coins["checkPoint"].x; cCheckPoint.y = model.coins["checkPoint"].y; }; return; }; coins = new Array(); _local1 = getDefinitionByName("Star"); for each (_local2 in model.coins["coins"][mapId]) { if (model.AtedCoins.indexOf(_local2) >= 0){ } else { _local3 = (new (_local1) as MovieClip); _local3.x = _local2["x"]; _local3.y = _local2["y"]; _local4 = {obj:_local3, pos:_local2}; coins.push(_local4); this.pathInstance.addChild(_local3); if (hideWall){ this.pathInstance.swapChildren(hideWall, _local3); }; }; }; } } }//package game
Section 24
//MaskTween (game.MaskTween) package game { import flash.display.*; import flash.net.*; public class MaskTween extends MovieClip { private var toShow:MovieClip; private var type:String; private var toRemove:MovieClip; public function MaskTween(_arg1:MovieClip, _arg2:String="out", _arg3:MovieClip=null):void{ addFrameScript(10, frame11, 20, frame21); toShow = _arg1; type = _arg2; toRemove = _arg3; if (_arg2 == "out"){ this.gotoAndPlay("out"); toShow.parent.addChild(this); toShow.mask = this; } else { this.gotoAndPlay("in"); _arg1.parent.addChild(this); _arg1.mask = this; }; } public function hideMask():void{ if (type == "out"){ toShow.mask = null; toShow.parent.removeChild(this); toShow.parent.removeChild(toShow); toShow = null; } else { if (toRemove){ toRemove.parent.removeChild(toRemove); toRemove = null; }; toShow.mask = null; toShow.parent.removeChild(this); toShow = null; }; try { new LocalConnection().connect("justforfun"); new LocalConnection().connect("justforfun"); } catch(e:Error) { }; } function frame21(){ stop(); hideMask(); } function frame11(){ stop(); hideMask(); } } }//package game
Section 25
//MissionComplete (game.MissionComplete) package game { import flash.display.*; import flash.events.*; public class MissionComplete extends MovieClip { private var buttons:Array; public var _m_movie:MovieClip; public function MissionComplete():void{ addFrameScript(63, frame64); } function frame64(){ setMission(); } private function removePage(_arg1:MouseEvent=null):void{ KeyManager.getInstance().clearPageFocus(); BroadCaster.getInstance().run("onCheckNextMission"); parent.removeChild(this); } public function setMission():void{ stop(); this["_m_movie"]["_t_timeb"].text = String(Math.round((ToolBar.timeLeft / 10))); Model.addScore(Math.round((ToolBar.timeLeft / 10))); this["_m_movie"]["_t_missionb"].text = String(Model.getInstance().cMission["score"]); this["_m_movie"]["_t_totalb"].text = String(Model.gameScore); this["_m_movie"]["_b_close"].addEventListener(MouseEvent.CLICK, removePage, false, 0, true); buttons = [[this["_m_movie"]["_b_close"]]]; KeyManager.getInstance().setPageFocus(buttons, 0, 0, removePage); } } }//package game
Section 26
//MissionDialog (game.MissionDialog) package game { import flash.display.*; import flash.events.*; public class MissionDialog extends MovieClip { private var b_menu:Button; private var m_note:MovieClip; private var buttons:Array; public var _m_note:MovieClip; private var temp:Boolean; private var b_close:Button; public function MissionDialog(_arg1:Boolean=false):void{ addFrameScript(12, frame13); temp = _arg1; m_note = (getChildByName("_m_note") as MovieClip); b_close = (m_note.getChildByName("_b_back") as Button); b_menu = m_note["_b_menu"]; if (Model.gameType == "mission"){ if (Model.mapId < 4){ m_note.gotoAndStop((((((Model.mapId - 1) * 9) + ((Model.missionHard - 1) * 3)) + Model.cMissionId) + 1)); } else { m_note.gotoAndStop(28); }; } else { m_note.gotoAndStop(29); }; buttons = [[]]; b_close.addEventListener(MouseEvent.CLICK, closePage, false, 0, true); b_menu.addEventListener(MouseEvent.CLICK, backToMain, false, 0, true); } function frame13(){ setMission(); } private function closePage(_arg1:MouseEvent=null):void{ if (temp){ KeyManager.getInstance().clearPageFocus(); BroadCaster.getInstance().run("onResumeGame"); } else { Model.getInstance().onAcceptMission(); KeyManager.getInstance().clearPageFocus(); BroadCaster.getInstance().run("onAcceptMission"); }; } private function backToMain(_arg1:MouseEvent):void{ KeyManager.getInstance().clearPageFocus(); BroadCaster.getInstance().run("showMainMenu"); } public function setMission():void{ stop(); KeyManager.getInstance().setPageFocus(buttons, 0, 0, closePage, closePage); } } }//package game
Section 27
//Model (game.Model) package game { import LetheEnginee.*; public class Model { public var coins:Object; public var showCoins:Boolean;// = true public var maualGoal:Object; public var letters:Object; public var maps:Array; public var flipGoal:Object; public var touched:int;// = 0 public var cMission:Object; public var timeUsed:int;// = -1 public var rotationGoal:Object; public var comboGoal:Object; public var AtedCat:Boolean;// = false public var scoreGoal:Object; public var cat:Object; public var player:Character; public var checkPoint:Object; public var AtedCoins:Array; private var cMap:Object; public var AtedLetters:Array; public var grabGoal:Object; public static const MAN_ON_BAR:int = 2; public static const M_NULL:int = 7; public static const MAN_ON_LAND:int = -1; public static const M_SP_UP:int = 2; public static const M_SP_DOWN:int = 3; public static const M_SKATE:int = 4; public static const M_DIED:int = 6; public static const M_STOPPED:int = 0; public static const MAN_IN_AIR:int = 1; public static const maxFlipSpeed:Number = 15; public static const M_SUPER:int = 5; public static var hitAngle:Number; public static var KeyIsDown:Object = new Object(); public static var speedLength:Number = 0; private static var _MovingState:int = 0; public static var minSpeed:Number = 3; public static var progress:Object = 1; public static var targetRotation:Number = 0; public static var strA:Number = 0; public static var maxSkySpeed:Number = 15; public static var timeOut:Boolean = false; public static var maxSpeed:Number = 12; public static var KeyTimer:Object = new Object(); public static var Making:Boolean = false; public static var gameType:String = "mission"; public static var currentSpeed:LetheVector; public static var stageWidth:Number = 550; public static var bBlockY:Number = 0; public static var currentMapInfo:Object; public static var showBalanceBar:Boolean = false; public static var minJumpSpeed:Number = 7; public static var maxBSpeed:Number = 8; public static var combCount:int = 0; public static var moveA:Number = 0.1; public static var flipped:Number = 0; public static var missionHard:int = 1; public static var mapId:int; public static var physicalPlayer:LetheBall; public static var MAN_PLACE:int = -1; public static var cMissionId:int = -1; public static var moveV:Number = 0; private static var _playerName:Array = ["Player", "Player", "Player", "Player", "Speler", "Joueur", "Spieler", "Jugador", "Jogador", "Jogador", "Giocatore", "Spelare", "Gracz", "Игрок", "Oyuncu", "Pemain", "Pemain", "プレイヤー", "玩家1"]; public static var maxJumpSpeed:Number = 10; public static var totalRotate:Number = 0; public static var gameScore = 0; public static var stageHeight:Number = 400; public static var speedDir:int = 1; public static var mapWidth:Number; public static var flipSpeed:Number = 0; public static var currentMapBlockId:int = 1; public static var gameRecord:int = 0; public static var KeyDownTime:Object = new Object(); public static var topSpeed:Number = 12; public static var _instance:Model; public static var combId:int = 0; public function Model():void{ touched = 0; timeUsed = -1; showCoins = true; AtedCat = false; super(); maps = new Array(); setMapInfo(); } private function addCoins(_arg1:Object):void{ _arg1["i"] = false; if (_arg1["checkPoint"] != null){ showCoins = false; }; timeUsed = -1; AtedCoins = new Array(); coins = _arg1; } public function resetPlayer():void{ flipSpeed = 0; speedLength = 0.5; _MovingState = M_NULL; } public function getCurrentInfo(_arg1:int):Object{ var _local2:*; mapId = _arg1; mapWidth = 0; currentMapInfo = maps[(_arg1 - 1)]; for each (_local2 in currentMapInfo["parts"]) { mapWidth = (mapWidth + _local2["width"]); }; return (currentMapInfo); } public function getMapTime():int{ return ((currentMapInfo["time"] * 1000)); } public function clearData():void{ currentSpeed = null; player = null; physicalPlayer = null; currentMapInfo = null; } public function resetData():void{ _MovingState = 0; cMissionId = -1; showBalanceBar = false; targetRotation = 0; hitAngle = 0; MAN_PLACE = -1; flipSpeed = 0; speedDir = 1; speedLength = 0; timeOut = false; flipGoal = null; maualGoal = null; rotationGoal = null; grabGoal = null; showCoins = true; comboGoal = null; scoreGoal = null; coins = null; checkPoint = null; cat = null; touched = 0; AtedCoins = null; AtedCat = false; letters = null; timeUsed = -1; AtedLetters = null; gameScore = 0; KeyTimer = new Object(); KeyIsDown = new Object(); currentMapBlockId = 1; } public function createPart(_arg1:Number, _arg2:Object):void{ cMap["parts"].push({width:_arg1, data:_arg2}); } private function setCheckManual(_arg1:Object):void{ maualGoal = _arg1; } private function setCheckGrab(_arg1:Object):void{ grabGoal = _arg1; } private function setCheckKickFlip(_arg1:Object):void{ flipGoal = _arg1; } public function onAcceptMission():void{ if (cMission["callback"] != null){ var _local1 = cMission; _local1["callback"](cMission["argus"]); }; } public function createMap(_arg1:String, _arg2:Number=370, _arg3:Number=361):void{ var _local4:Array; var _local5:Array; var _local6:Array; var _local7:Array; _local4 = new Array(); _local5 = new Array(); _local6 = new Array(); _local7 = new Array(); cMap = {sign:_arg1, parts:_local4, mission1:_local5, mission2:_local6, mission3:_local7, manPosition:{x:_arg2, y:_arg3}}; maps.push(cMap); } public function clearItemData():void{ AtedCoins = null; flipGoal = null; maualGoal = null; rotationGoal = null; grabGoal = null; showCoins = true; comboGoal = null; scoreGoal = null; checkPoint = null; timeOut = false; coins = null; cat = null; AtedCat = false; letters = null; } public function setMission(_arg1:int, _arg2:Number, _arg3:int, _arg4:Function=null, _arg5=null):void{ cMap[("mission" + _arg1)].push({score:_arg2, id:_arg3, callback:_arg4, argus:_arg5}); } public function getMissions():Array{ return (currentMapInfo[("mission" + missionHard)]); } public function setGetScore(_arg1:Object):void{ _arg1["got"] = 0; scoreGoal = _arg1; } public function getNextMission():Boolean{ var _local1:Object; if (gameType == "mission"){ cMissionId++; for each (_local1 in currentMapInfo[("mission" + missionHard)]) { if (_local1["id"] == cMissionId){ cMission = _local1; return (true); }; }; } else { comboGoal = {goal:900, time:300}; cMission = new Object(); return (true); }; return (false); } private function setCheckRotation(_arg1:Object):void{ rotationGoal = _arg1; } public function checkLetters():Boolean{ var _local1:int; if (this.letters["letters"][(currentMapBlockId - 1)] == null){ return (false); }; if (this.AtedLetters.length == this.letters["letters"][(currentMapBlockId - 1)].length){ _local1 = 0; while (_local1 < AtedLetters.length) { if (AtedLetters[_local1] != this.letters["letters"][(currentMapBlockId - 1)][_local1].letter){ return (false); }; _local1++; }; return (true); }; return (false); } public function setMapInfo():void{ createMap("City"); createPart(2350, {nPoint:[{startX:58.5, startY:-300, endX:58.5, endY:232}, {startX:192, startY:361, endX:1727.5, endY:361}, {startX:1698, startY:361, endX:1872, endY:294}, {startX:1872, startY:294, endX:1969, endY:294}, {startX:1969, startY:294, endX:2151, endY:361}, {startX:2104, startY:361, endX:2450, endY:361}], bPoint:[{startX:540.5, startY:307.5, endX:1076.5, endY:307.5}, {startX:1152.5, startY:270, endX:1552.5, endY:270}, {startX:809.5, startY:180, endX:1650, endY:180}], uPoint:[{startX:58.5, startY:217, endX:203.5, endY:217}], bra:[], cPoint:[{x:58.5, y:211.5}], buPoint:[]}); createPart(1900, {nPoint:[{startX:-205, startY:361, endX:179.5, endY:361}, {startX:810.5, startY:361, endX:2200, endY:361}], bPoint:[{startX:147.5, startY:202.5, endX:858.5, endY:202.5}], bra:[{startX:132, startY:361, endX:498.5, endY:361, highX:312.5, highY:296}, {startX:489.5, startY:361, endX:856.5, endY:361, highX:675.5, highY:296}], buPoint:[]}); createPart(1864.8, {nPoint:[{startX:-66.5, startY:361, endX:646, endY:361}, {startX:606, startY:361, endX:780, endY:294}, {startX:780, startY:294, endX:879, endY:294}, {startX:879, startY:294, endX:1053.5, endY:361}, {startX:1009.5, startY:361, endX:1708.5, endY:361}, {startX:1814, startY:241, endX:1814, endY:-300}], bPoint:[{startX:745, startY:232, endX:1002, endY:232}, {startX:1002, startY:232, endX:1152.5, endY:289}, {startX:1152.5, startY:289, endX:1502.5, endY:289}, {startX:123, startY:305.5, endX:470.5, endY:305.5}, {startX:122.5, startY:160, endX:606.5, endY:160}], uPoint:[{startX:1814, startY:219, endX:1672, endY:219}], bra:[], cPoint:[{x:1814, y:212}], buPoint:[]}); setMission(1, 1500, 0, addCheckPoint, {goal:2, time:120, place:[{x:1400, y:300, t:2}, {x:500, y:300, t:0}]}); setMission(1, 1500, 1, addCheckPoint, {goal:1, time:120, place:[{x:2080, y:90, t:0}]}); setMission(1, 5000, 2, addCoins, {goal:5, time:120, coins:[[{x:580, y:240}, {x:750, y:240}, {x:950, y:240}], [{x:308, y:245}, {x:665, y:245}], []]}); setMission(1, 5000, 3, addCoins, {goal:10, time:120, coins:[[{x:1300, y:200}, {x:1400, y:200}], [{x:350, y:120}, {x:550, y:120}, {x:750, y:120}], [{x:200, y:80}, {x:350, y:80}, {x:500, y:80}, {x:1100, y:190}, {x:1400, y:220}]]}); setMission(1, 2000, 4, setCheckKickFlip, {goal:3, time:120}); setMission(1, 5000, 5, setCheckManual, {goal:3, time:120, goalTime:0}); setMission(1, 5000, 6, setCheckRotation, {goal:3, time:120, round:1}); setMission(1, 5000, 7, setCheckGrab, {goal:1, time:120, goalTime:5}); setMission(1, 5000, 8, addCat, {time:120, place:[{x:830, y:160}]}); createMap("Test", 370, 364.5); createPart(2350, {nPoint:[{startX:7, startY:-220, endX:7, endY:-20}, {startX:7, startY:-20, endX:207, endY:-20}, {startX:207, startY:-20, endX:207, endY:235.5}, {startX:328, startY:364.5, endX:2507, endY:364.5}, {startX:-12, startY:-39, endX:62.5, endY:-11}], bPoint:[{startX:777, startY:310, endX:1277, endY:310}, {startX:1477, startY:280, endX:1704, endY:280}, {startX:1677, startY:280, endX:1998.5, endY:152}, {startX:1998.5, startY:152, endX:2200.5, endY:152}, {startX:1162.5, startY:48.5, endX:1312, endY:106}, {startX:1287.5, startY:106, endX:1814.5, endY:106}, {startX:389, startY:18, endX:890.5, endY:18}], uPoint:[{startX:207, startY:220.5, endX:352, endY:220.5}], bra:[], cPoint:[{x:207, y:215}], buPoint:[]}); createPart(2100, {nPoint:[{startX:-197.5, startY:364.5, endX:2200, endY:364.5}, {startX:1402.5, startY:236.5, endX:1402.5, endY:149.5}, {startX:1402.5, startY:149.5, endX:1802.5, endY:149.5}, {startX:1802.5, startY:149.5, endX:1802.5, endY:235.5}], bPoint:[{startX:837.5, startY:100, endX:1247.5, endY:100}, {startX:153.5, startY:78, endX:563.5, endY:78}], uPoint:[{startX:1402.5, startY:220, endX:1258, endY:220}, {startX:1802.5, startY:220.5, endX:1947, endY:220.5}], bra:[], cPoint:[{x:1402.5, y:211.5}, {x:1802.5, y:211}], buPoint:[]}); createPart(2500, {nPoint:[{startX:-200, startY:364.5, endX:500, endY:364.5}, {startX:500, startY:364.5, endX:500, endY:312.5}, {startX:500, startY:312.5, endX:750, endY:312.5}, {startX:750, startY:312.5, endX:750, endY:260.5}, {startX:750, startY:260.5, endX:1000, endY:260.5}, {startX:1000, startY:260.5, endX:1000, endY:208.5}, {startX:1000, startY:208.5, endX:1500, endY:208.5}, {startX:1500, startY:208.5, endX:1500, endY:260.5}, {startX:1500, startY:260.5, endX:1750, endY:260.5}, {startX:1750, startY:260.5, endX:1750, endY:312.5}, {startX:1750, startY:312.5, endX:2000, endY:312.5}, {startX:2000, startY:312.5, endX:2000, endY:364.5}, {startX:2000, startY:364.5, endX:2600, endY:364.5}, {startX:431, startY:375, endX:542, endY:341}, {startX:676.5, startY:322.5, endX:787.5, endY:289}, {startX:937, startY:269, endX:1048, endY:235}, {startX:1464.5, startY:238.5, endX:1584.5, endY:277.5}, {startX:1717, startY:289.5, endX:1828.5, endY:328.5}, {startX:1960.5, startY:346, endX:2073.5, endY:376.5}], bPoint:[{startX:78, startY:270, endX:297, endY:270}, {startX:248, startY:270, endX:1000, endY:115}, {startX:1500, startY:115, endX:2252, endY:270}, {startX:2203, startY:270, endX:2422, endY:270}], uPoint:[], bra:[], cPoint:[], buPoint:[]}); createPart(1750, {nPoint:[{startX:-200, startY:364.5, endX:1594, endY:364.5}, {startX:294.5, startY:364.5, endX:481.5, endY:293.5}, {startX:481.5, startY:293.5, endX:603.5, endY:293.5}, {startX:603.5, startY:293.5, endX:785.5, endY:364.5}, {startX:1086, startY:243.5, endX:1086, endY:213.5}, {startX:1086, startY:213.5, endX:1158.5, endY:213.5}, {startX:1158.5, startY:213.5, endX:1158.5, endY:243.5}, {startX:1680, startY:243.5, endX:1680, endY:9.5}], bPoint:[{startX:167.5, startY:200, endX:481.5, endY:200}, {startX:603.5, startY:200, endX:913.5, endY:200}], uPoint:[{startX:1086, startY:222, endX:943.5, endY:222}, {startX:1158.5, startY:222, endX:1301, endY:222}, {startX:1680, startY:222, endX:1538, endY:222}], bra:[], cPoint:[{x:1086, y:213.5}, {x:1158.5, y:213.5}, {x:1680, y:214}], buPoint:[]}); setMission(1, 1500, 0, addCheckPoint, {goal:1, time:180, place:[{x:1600, y:90, t:1}]}); setMission(1, 1500, 1, addCheckPoint, {goal:2, time:180, place:[{x:1620, y:80, t:3}, {x:250, y:110, t:0}]}); setMission(1, 5000, 2, addCoins, {goal:5, time:180, coins:[[{x:1400, y:180}, {x:1800, y:170}, {x:2300, y:70}], [{x:320, y:10}, {x:950, y:30}], []]}); setMission(1, 2000, 3, setCheckRotation, {goal:3, time:180, round:2}); setMission(1, 2000, 4, setCheckCombo, {goal:6, time:180}); setMission(1, 1500, 5, addCoins, {checkPoint:{x:1250, y:50, t:2}, i:false, cTime:30, goal:10, time:180, coins:[[], [], [{x:625, y:130}, {x:875, y:80}, {x:625, y:270}, {x:875, y:220}, {x:1625, y:80}, {x:1875, y:130}, {x:1625, y:220}, {x:1875, y:270}, {x:1125, y:10}, {x:1375, y:10}]]}); setMission(1, 2000, 6, setCheckCombo, {goal:8, time:180}); setMission(1, 5000, 7, addCat, {time:180, place:[{x:100, y:-30}]}); setMission(1, 5000, 8, setGetScore, {time:180, goal:20000, got:0}); createMap("What", 300, -190); createPart(3000, {nPoint:[{startX:52.5, startY:-551, endX:52.5, endY:-318.5}, {startX:171.5, startY:-190, endX:639, endY:-190}, {startX:521.5, startY:-190, endX:752, endY:-290}, {startX:752, startY:-290, endX:1052.5, endY:-290}, {startX:1052.5, startY:-290, endX:1622.5, endY:-70}, {startX:1576, startY:-70, endX:1822.5, endY:-70}, {startX:1822.5, startY:-70, endX:2762, endY:300}, {startX:2688, startY:300, endX:3100, endY:300}], bPoint:[{startX:852.5, startY:-350, endX:1052.5, endY:-350}, {startX:1052.5, startY:-350, endX:1622.5, endY:-130}, {startX:1622.5, startY:-130, endX:1822.5, endY:-129.5}, {startX:1822.5, startY:-129.5, endX:1921.5, endY:-172.5}, {startX:1921.5, startY:-172.5, endX:2057.5, endY:-37}, {startX:2057.5, startY:-37, endX:2156.5, endY:-80}, {startX:2156.5, startY:-80, endX:2292, endY:56}, {startX:2292, startY:56, endX:2391.5, endY:13}, {startX:2391.5, startY:13, endX:2527, endY:148.5}, {startX:2527, startY:148.5, endX:2626, endY:105.5}, {startX:2626, startY:105.5, endX:2762, endY:240}, {startX:2762, startY:240, endX:2900, endY:240}, {startX:2149, startY:-250, endX:2900, endY:-250}, {startX:2900, startY:-250, endX:2999, endY:-293}], uPoint:[{startX:52.5, startY:-334, endX:197.5, endY:-334}], bra:[], cPoint:[{x:52.5, y:-339}], buPoint:[]}); createPart(1900, {nPoint:[{startX:-124, startY:300, endX:1976, endY:300}], bPoint:[{startX:76, startY:-370, endX:416, endY:-370}, {startX:778, startY:-508, endX:1218, endY:-508}, {startX:778, startY:-348, endX:1218, endY:-348}, {startX:1426, startY:-508, endX:1866, endY:-508}, {startX:1426, startY:-348, endX:1866, endY:-348}, {startX:436, startY:-170, endX:639, endY:-170}, {startX:741.5, startY:-292.5, endX:741.5, endY:-330}, {startX:345, startY:214, endX:611, endY:214}, {startX:611, startY:214, endX:710, endY:171}, {startX:875.5, startY:90, endX:1154.5, endY:90}, {startX:1301.5, startY:164.5, endX:1426.5, endY:214}, {startX:1426.5, startY:214, endX:1692, endY:214}], uPoint:[], bra:[], cPoint:[{x:741.5, y:-323}], buPoint:[{startX:741.5, startY:-314.5, endX:597, endY:-314.5}]}); createPart(1500, {nPoint:[{startX:-100, startY:300, endX:238.5, endY:300}, {startX:200, startY:300, endX:576, endY:60}, {startX:576, startY:60, endX:798.5, endY:60}, {startX:760, startY:60, endX:1136, endY:-180}, {startX:1136, startY:-180, endX:1550, endY:-180}], bPoint:[{startX:57, startY:220, endX:200, endY:220}, {startX:200, startY:220, endX:578, endY:-20}, {startX:578, startY:-20, endX:760, endY:-20}, {startX:578, startY:-100, endX:760, endY:-100}, {startX:760, startY:-100, endX:1136, endY:-340}], uPoint:[], bra:[], cPoint:[], buPoint:[]}); createPart(2450, {nPoint:[{startX:-100, startY:-180, endX:327, endY:-180}, {startX:327, startY:-180, endX:890, endY:160}, {startX:845.5, startY:160, endX:1490, endY:160}, {startX:1595.5, startY:40, endX:1595.5, endY:-40}, {startX:1595.5, startY:-40, endX:1935, endY:-40}, {startX:1935, startY:-40, endX:2115, endY:60}, {startX:2080.5, startY:60, endX:2515, endY:60}], bPoint:[{startX:1574.5, startY:-130, endX:1935, endY:-130}, {startX:1452, startY:-287.5, endX:1452, endY:-259}, {startX:620, startY:-330, endX:1430, endY:-330}, {startX:1430, startY:-330, endX:629.5, endY:-97.5}, {startX:629.5, startY:-97.5, endX:890, endY:60}, {startX:890, startY:60, endX:1100, endY:60}], uPoint:[{startX:1595.5, startY:18, endX:1453.5, endY:18}], bra:[], cPoint:[{x:1595.5, y:11}, {x:1452, y:-281.5}], buPoint:[{startX:1452, startY:-274, endX:1596.5, endY:-274}]}); createPart(1900, {nPoint:[{startX:-100, startY:60, endX:201, endY:60}, {startX:306.5, startY:-60, endX:306.5, endY:-100}, {startX:306.5, startY:-100, endX:450, endY:-100}, {startX:450, startY:-100, endX:450, endY:-26}, {startX:450, startY:-60, endX:1047.5, endY:-60}, {startX:1678.5, startY:-60, endX:2000, endY:-60}, {startX:439, startY:-77, endX:490.5, endY:-46.5}], bPoint:[{startX:470.5, startY:-218.5, endX:1068.5, endY:-218.5}], uPoint:[{startX:306.5, startY:-82, endX:164.5, endY:-82}], bra:[{startX:1000, startY:-60, endX:1366.5, endY:-60, highX:1175.5, highY:-108.5}, {startX:1357.5, startY:-60, endX:1724.5, endY:-60, highX:1541.5, highY:-113.5}], cPoint:[{x:306.5, y:-89}], ccPoint:[{startX:790, startY:-218.5, endX:790, endY:-466}], buPoint:[]}); createPart(2200, {nPoint:[{startX:-100, startY:-60, endX:360, endY:-60}, {startX:360, startY:-60, endX:360, endY:31.5}, {startX:493.5, startY:160.5, endX:894.5, endY:160.5}, {startX:1000, startY:38, endX:1000, endY:-60}, {startX:1000, startY:-60, endX:1200, endY:-60}, {startX:1200, startY:-60, endX:1611, endY:160.5}, {startX:1575.5, startY:160.5, endX:1900, endY:160.5}, {startX:2016, startY:38, endX:2016, endY:-239.5}], bPoint:[{startX:1000, startY:-160, endX:1198.5, endY:-160}, {startX:1198.5, startY:-160, endX:1361.5, endY:-71.5}, {startX:1470.5, startY:-13.5, endX:1609, endY:60.5}, {startX:1609, startY:60.5, endX:1693.5, endY:60.5}], uPoint:[{startX:360, startY:16, endX:505, endY:16}, {startX:1000, startY:16, endX:855.5, endY:16}, {startX:2016, startY:16, endX:1871.5, endY:16}], bra:[], cPoint:[{x:360, y:11}, {x:1000, y:9}, {x:2016, y:9}], buPoint:[]}); setMission(1, 1500, 0, addCoins, {goal:7, time:300, coins:[[{x:2087, y:-118}, {x:2322, y:-25}, {x:2513, y:96}], [{x:950, y:30}, {x:1080, y:30}], [{x:670, y:-160}, {x:1250, y:-450}]]}); setMission(1, 2000, 1, setCheckCombo, {goal:12, time:300}); setMission(1, 5000, 2, setGetScore, {time:300, goal:80000, got:0}); setMission(1, 5500, 3, addCoins, {goal:8, time:300, coins:[[{x:2020, y:-370}, {x:2400, y:-305}, {x:2700, y:-305}], [], [], [{x:1205, y:-60}], [{x:1360, y:-300}], [{x:1100, y:-200}, {x:1450, y:-150}, {x:710, y:-100}]]}); setMission(1, 5000, 4, addCat, {time:300, place:[null, null, null, {x:980, y:-345}]}); setMission(1, 1500, 5, addCheckPoint, {goal:3, time:300, place:[{x:800, y:-360, t:4, xoff:0, yoff:200, xs:0, ys:3}, {x:1015, y:-50, t:1, xoff:0, yoff:150, xs:0, ys:3}, {x:1200, y:-400, t:2, xoff:200, yoff:0, xs:3, ys:0}]}); setMission(1, 5500, 6, addCoins, {goal:4, time:300, coins:[[], [{x:280, y:-430}, {x:455, y:-225}, {x:1313, y:-480}, {x:780, y:-410}]]}); setMission(1, 2000, 7, setCheckCombo, {goal:20, time:300}); setMission(1, 5000, 8, setGetScore, {time:300, goal:160000, got:0}); createMap("Secret", 1435, -130); createPart(2450, {nPoint:[{startX:52.5, startY:-361, endX:52.5, endY:-129}, {startX:186, startY:0, endX:402.5, endY:0}, {startX:402.5, startY:0, endX:452.5, endY:8}, {startX:452.5, startY:8, endX:502.5, endY:20}, {startX:502.5, startY:20, endX:752.5, endY:150}, {startX:752.5, startY:150, endX:802.5, endY:165}, {startX:802.5, startY:165, endX:852.5, endY:170}, {startX:852.5, startY:170, endX:2322.5, endY:170}, {startX:2322.5, startY:170, endX:2322.5, endY:60}, {startX:2322.5, startY:60, endX:2522.5, endY:60}, {startX:1207.5, startY:-440, endX:1207.5, endY:-259}, {startX:1341, startY:-130, endX:1617.5, endY:-130}, {startX:1617.5, startY:-130, endX:1618, endY:-37.5}, {startX:1618, startY:-37.5, endX:1121, endY:-37}, {startX:1121, startY:-37, endX:1121, endY:-440}, {startX:1121, startY:-440, endX:1207.5, endY:-440}, {startX:2266.5, startY:179.5, endX:2344.5, endY:151}], bPoint:[{startX:327.5, startY:-55, endX:502.5, endY:-55}, {startX:502.5, startY:-55, endX:1019.5, endY:-348.5}, {startX:1582.5, startY:-200, endX:2264.5, endY:-200}, {startX:1323, startY:-510, endX:2352.5, endY:-510}], uPoint:[{startX:52.5, startY:-144, endX:197.5, endY:-144}, {startX:1207.5, startY:-274, endX:1352.5, endY:-274}], bra:[], cPoint:[{x:52.5, y:-149.5}, {x:1207.5, y:-279.5}], buPoint:[]}); createPart(2325, {nPoint:[{startX:-100, startY:60, endX:1834.5, endY:60}, {startX:1940, startY:-60, endX:1940, endY:-210}, {startX:1940, startY:-210, endX:2520, endY:-210}], bPoint:[{startX:160, startY:-10, endX:350, endY:-10}, {startX:350, startY:-10, endX:598, endY:-94}, {startX:790, startY:-155, endX:1070, endY:-155}, {startX:1070, startY:-155, endX:1335, endY:-245}, {startX:1480, startY:-300, endX:1630, endY:-300}, {startX:1630, startY:-300, endX:1814, endY:-385}, {startX:90, startY:-510, endX:460, endY:-510}, {startX:620, startY:-410, endX:1218, endY:-410}, {startX:1218, startY:-410, endX:1440, endY:-500}, {startX:1440, startY:-500, endX:1740, endY:-500}, {startX:1980, startY:-435, endX:2180, endY:-435}, {startX:2285.5, startY:-544, endX:2285.5, endY:-600}], uPoint:[{startX:1940, startY:-82, endX:1798, endY:-82}], bra:[], cPoint:[{x:1940, y:-89}, {x:2285.5, y:-584}], buPoint:[{startX:2285.5, startY:-577, endX:2143.5, endY:-577}]}); createPart(2000, {nPoint:[{startX:1120, startY:-360, endX:1120, endY:-470}, {startX:1120, startY:-470, endX:1170, endY:-470}, {startX:1170, startY:-470, endX:1814.5, endY:-470}, {startX:1920, startY:-590, endX:1920, endY:-1110}, {startX:1120, startY:-870, endX:1442, endY:-870}, {startX:1547.5, startY:-990, endX:1547.5, endY:-1220}, {startX:1547.5, startY:-870, endX:1628.5, endY:-669.5}, {startX:1628.5, startY:-669.5, endX:1120, endY:-670}, {startX:1120, startY:-670, endX:1120, endY:-870}, {startX:-250, startY:-210, endX:970, endY:-210}], bPoint:[{startX:588, startY:-654, endX:1011, endY:-771}, {startX:50, startY:-481, endX:285, endY:-481}, {startX:285, startY:-481, endX:496, endY:-542}], uPoint:[{startX:1547.5, startY:-1012, endX:1405.5, endY:-1012}, {startX:1920, startY:-612, endX:1778, endY:-612}, {startX:1120, startY:-397, endX:933, endY:-397}], bra:[], cPoint:[{x:1547.5, y:-1019}], buPoint:[]}); setMission(1, 1500, 0, addCoins, {goal:6, time:300, coins:[[{x:1800, y:-650}, {x:1200, y:-500}, {x:75, y:-250}], [{x:900, y:-450}], [{x:1900, y:-700}, {x:1300, y:-900}]]}); } private function addCheckPoint(_arg1:Object):void{ touched = 0; timeUsed = -1; checkPoint = _arg1; } private function addCat(_arg1:Object):void{ AtedCat = false; timeUsed = -1; cat = _arg1; } private function setCheckCombo(_arg1:Object):void{ comboGoal = _arg1; } public static function get playerName():String{ return (_playerName[(Language.getInstance().language_nr - 1)]); } public static function clearRotate():void{ flipSpeed = 0; } public static function set playerName(_arg1:String):void{ _playerName[(Language.getInstance().language_nr - 1)] = _arg1; } public static function getInstance():Model{ if (_instance == null){ _instance = new (Model); }; return (_instance); } public static function resetBar():void{ moveA = 0.1; moveV = 0; strA = 0; bBlockY = 0; } public static function getPwidth(_arg1:int):Number{ var _local2:int; var _local3:Number; _local2 = _arg1; _local3 = 0; while (_local2 > 0) { _local3 = (_local3 + currentMapInfo["parts"][(_local2 - 1)]["width"]); _local2--; }; return (_local3); } public static function finishCMission():void{ _instance.clearItemData(); BroadCaster.getInstance().run("onFinishMission", getInstance().cMission["score"]); addScore(getInstance().cMission["score"]); } public static function addScore(_arg1:int):void{ if (_arg1 == 0){ return; }; if (gameType == "mission"){ gameScore = (gameScore + _arg1); if (_instance.scoreGoal != null){ _instance.scoreGoal["got"] = (_instance.scoreGoal["got"] + _arg1); if (_instance.scoreGoal["got"] <= _instance.scoreGoal["goal"]){ BroadCaster.getInstance().run("onSetdeCount", ((_instance.scoreGoal["got"] + "/") + _instance.scoreGoal["goal"])); } else { BroadCaster.getInstance().run("onFinishCoinMission"); }; }; } else { if (_arg1 > gameScore){ gameScore = _arg1; }; }; if (gameRecord <= gameScore){ gameRecord = gameScore; }; } public static function clearMission():void{ timeOut = false; gameScore = 0; cMissionId--; } public static function finishMission(_arg1:int, _arg2:int=1):void{ if ((((cMissionId == _arg1)) && ((_arg2 == mapId)))){ BroadCaster.getInstance().run("onFinishMission", getInstance().cMission["score"]); addScore(getInstance().cMission["score"]); }; } public static function set MovingState(_arg1:int):void{ if ((((((((_MovingState == M_SUPER)) && (!((_arg1 == M_NULL))))) && (!((_arg1 == M_DIED))))) || ((((_MovingState == M_DIED)) && (!((_arg1 == M_STOPPED))))))){ } else { _MovingState = _arg1; }; } public static function get MovingState():int{ return (_MovingState); } public static function setMissionHard(_arg1:int):void{ missionHard = _arg1; } public static function clearKey():void{ KeyTimer = new Object(); KeyIsDown = new Object(); KeyDownTime = new Object(); } } }//package game
Section 28
//MyLogo (game.MyLogo) package game { import flash.display.*; import flash.events.*; import flash.net.*; public class MyLogo extends MovieClip { public function MyLogo():void{ this.buttonMode = true; this.addEventListener(MouseEvent.CLICK, linkToURL, false, 0, true); this.addEventListener(Event.ADDED_TO_STAGE, jumpFrame); } public function linkToURL(_arg1:MouseEvent=null):void{ var _local2:*; var _local3:String; var _local4:*; if (Language.getInstance().languageV != 2){ _local2 = this.parent; _local3 = ""; if ((_local2 is Button)){ _local4 = this.parent.parent; if ((_local4 is MainMenu)){ _local3 = "button_mainscreen_moregames"; } else { if ((_local4 is GameOver)){ _local3 = "button_gameover_moregames"; } else { if ((_local4 is HighScore)){ _local3 = "button_highscore_moregames"; }; }; }; } else { if ((_local2 is Loading)){ _local3 = "logo_perloader"; } else { if ((_local2 is MainMenu)){ _local3 = "logo_mainscreen"; } else { if ((_local2 is GameOver)){ _local3 = "logo_gameover"; } else { if ((_local2 is GameWin)){ _local3 = "logo_levelcomplete"; } else { if ((_local2 is HighScore)){ _local3 = "logo_highscore"; } else { if ((_local2 is Trick)){ _local3 = "logo_help"; } else { if ((_local2 is PlayInstruct)){ _local3 = "logo_help"; } else { if ((_local2 is MapBlock)){ _local3 = ("logo_level" + Model.mapId); } else { if ((_local2 is ToolBar)){ _local3 = ("logo_level" + Model.mapId); } else { _local3 = ("logo_level" + Model.mapId); }; }; }; }; }; }; }; }; }; }; navigateToURL(new URLRequest(((Language.getInstance().url1 + "&utm_content=") + _local3)), "_blank"); } else { navigateToURL(new URLRequest(Language.getInstance().url1), "_blank"); }; } private function jumpFrame(_arg1:Event):void{ this.gotoAndStop(Language.getInstance().branding_nr); } } }//package game
Section 29
//MyNumber (game.MyNumber) package game { import flash.display.*; import flash.events.*; import flash.text.*; public class MyNumber extends MovieClip { var t_num2:TextField; var t_num1:TextField; private var t_num3:TextField; public var _t_num1:TextField; public var _t_num2:TextField; private var tNum:Number; public function MyNumber():void{ t_num1 = (getChildByName("_t_num1") as TextField); t_num2 = (getChildByName("_t_num2") as TextField); } private function moveDown(_arg1:Event):void{ t_num1.y = (t_num1.y + 5); t_num2.y = (t_num2.y + 5); if (t_num1.y >= 0){ if (Number(t_num2.text) == tNum){ this.removeEventListener(Event.ENTER_FRAME, moveDown); t_num2.y = -25; t_num1.y = -50; } else { t_num1.y = (t_num1.y - 50); }; t_num1.text = String(((Number(t_num2.text) + 1) % 10)); t_num3 = t_num1; t_num1 = t_num2; t_num2 = t_num3; }; } public function setColor(_arg1:Number):void{ t_num1.textColor = _arg1; t_num2.textColor = _arg1; } public function jumpTo(_arg1:Number):void{ if (isNaN(_arg1)){ tNum = 0; } else { tNum = _arg1; }; if (Number(t_num1.text) != tNum){ this.addEventListener(Event.ENTER_FRAME, moveDown, false, 0, true); }; } } }//package game
Section 30
//MyText (game.MyText) package game { import flash.display.*; public class MyText extends MovieClip { public function MyText():void{ this.gotoAndStop(Language.getInstance().language_nr); } } }//package game
Section 31
//NameEffect (game.NameEffect) package game { import flash.display.*; public class NameEffect extends MovieClip { public var _m_text:MovieClip; public function NameEffect(_arg1:String):void{ addFrameScript(77, frame78); this["_m_text"]["_txt"].text = _arg1; } function frame78(){ remove(); } public function remove():void{ stop(); if (loaderInfo){ parent.removeChild(this); }; } } }//package game
Section 32
//PhysicalPath (game.PhysicalPath) package game { import LetheEnginee.*; public class PhysicalPath { private var deCount:Number; private var world:LetheWorld; public var hitAngle:Number; public var parts:Array; public var player:LetheBall; public var cPoints:Array; public var road:Number;// = 0 public var testBall:TestBall; private var jumpSpeed:Number; public var catchPoints:Array; public function PhysicalPath():void{ road = 0; super(); } public function cancelHand():void{ if (Model.showBalanceBar){ BroadCaster.getInstance().run("onHideBalanceBar"); }; } private function createPhysicPath(_arg1:Object, _arg2:Number):void{ var _local3:*; world.addBlock(); cPoints = new Array(); for each (_local3 in _arg1["nPoint"]) { world.addLine((_local3["startX"] + _arg2), _local3["startY"], (_local3["endX"] + _arg2), _local3["endY"]); }; for each (_local3 in _arg1["bPoint"]) { world.addActiveLine((_local3["startX"] + _arg2), _local3["startY"], (_local3["endX"] + _arg2), _local3["endY"]); }; for each (_local3 in _arg1["uPoint"]) { world.addArcs((_local3["endX"] + _arg2), _local3["endY"], ((_local3["startX"] + _arg2) - (_local3["endX"] + _arg2))); }; for each (_local3 in _arg1["buPoint"]) { world.addActiveArcs((_local3["endX"] + _arg2), _local3["endY"], ((_local3["startX"] + _arg2) - (_local3["endX"] + _arg2))); }; for each (_local3 in _arg1["cPoint"]) { cPoints.push(_local3); }; catchPoints.push(cPoints); for each (_local3 in _arg1["bra"]) { world.addBows((_local3["startX"] + _arg2), _local3["startY"], (_local3["endX"] + _arg2), _local3["endY"], _local3["highX"], _local3["highY"]); }; for each (_local3 in _arg1["ccPoint"]) { world.addCircle((_local3["startX"] + _arg2), _local3["startY"], (_local3["endX"] + _arg2), _local3["endY"]); }; } public function update():void{ world.update(); Model.currentSpeed = player.speed; hitAngle = getHitAngle(); Model.hitAngle = hitAngle; if (Model.MovingState != Model.M_DIED){ testBall.setPosition(player.position); }; } public function getSpeed():LetheVector{ return (player.speed); } public function reset():void{ setPlayerSpeed(); } public function handstand():void{ var _local1:Object; if ((((Model.currentSpeed.y > 0)) || ((Model.MovingState == Model.M_SUPER)))){ return; }; for each (_local1 in catchPoints[(Model.currentMapBlockId - 1)]) { if ((((Math.abs((getPlayerPosition().x - (_local1["x"] + road))) < 2)) && ((Math.abs((getPlayerPosition().y - _local1["y"])) < 6)))){ BroadCaster.getInstance().run("onHandStand"); player.speed.setZero(); player.position.x = (_local1["x"] + road); player.position.y = _local1["y"]; return; }; }; } public function getXSpeed():Number{ return (player.speed.x); } public function setPlayerSpeed():void{ player.set0Speed(); } public function jump(_arg1:Number):void{ jumpSpeed = _arg1; deCount = Math.pow(Math.cos(hitAngle), 2); if (deCount < 0.4){ deCount = 0.4; }; if (jumpSpeed >= Model.maxJumpSpeed){ jumpSpeed = Model.maxJumpSpeed; }; if (jumpSpeed <= Model.minJumpSpeed){ jumpSpeed = Model.minJumpSpeed; }; player.speed.y = ((player.speed.y * deCount) - jumpSpeed); if (Math.abs(hitAngle) > (Math.PI / 3)){ player.speed.x = 0; }; } public function getPlayerPosition():LetheVector{ return (player.position); } public function catchBar():void{ var _local1:Object; if ((((Model.currentSpeed.y > 0)) || ((Model.MovingState == Model.M_SUPER)))){ return; }; for each (_local1 in catchPoints[(Model.currentMapBlockId - 1)]) { if ((((Math.abs((getPlayerPosition().x - (_local1["x"] + road))) < 3)) && ((Math.abs((getPlayerPosition().y - _local1["y"])) < 8)))){ BroadCaster.getInstance().run("onCatchBar"); player.speed.setZero(); player.position.x = (_local1["x"] + road); player.position.y = _local1["y"]; return; }; }; } private function getHitAngle():Number{ if (player.hitObj != null){ return (player.hitObj.rotation); }; return (0); } public function createWorld(_arg1):void{ var _local2:int; var _local3:Number; var _local4:int; parts = new Array(); catchPoints = new Array(); world = new LetheWorld(0, 0, 0, 0); _local2 = 0; _local3 = 0; _local4 = 0; while (_local4 < _arg1["parts"].length) { _local2 = _local4; _local3 = 0; while ((_local2 - 1) >= 0) { _local3 = (_local3 + _arg1["parts"][(_local2 - 1)].width); _local2--; }; createPhysicPath(_arg1["parts"][_local4].data, _local3); _local4++; }; player = world.addPoint(_arg1["manPosition"].x, _arg1["manPosition"].y); testBall = world.addTestBall(); } } }//package game
Section 33
//Player (game.Player) package game { import flash.display.*; import flash.events.*; import flash.utils.*; public class Player extends MovieClip { private var shown:Boolean;// = false private var m_fire:MovieClip; private var fireDef; public function Player():void{ shown = false; super(); addFrameScript(31, frame32, 62, frame63, 97, frame98, 117, frame118, 122, frame123, 165, frame166, 203, frame204, 242, frame243, 251, frame252, 330, frame331, 382, frame383, 427, frame428, 433, frame434, 468, frame469, 482, frame483, 510, frame511, 522, frame523, 543, frame544, 581, frame582, 636, frame637, 652, frame653, 697, frame698, 760, frame761, 789, frame790, 812, frame813, 815, frame816, 848, frame849); fireDef = getDefinitionByName("Fire"); m_fire = new fireDef(); } function frame790(){ dispatch("inSky"); } function frame434(){ dispatch("getBar"); } function frame166(){ dispatch("land"); } function frame204(){ dispatch("standU"); } function frame849(){ dispatch("balanceG2"); } function frame331(){ dispatch("doHStand"); } function frame698(){ dispatch("squatStand"); } function frame98(){ dispatch("jumpSquat"); } function frame582(){ dispatch("flip2"); } function frame469(){ dispatch("balanceBar"); } function frame511(){ dispatch("balanceG"); } function frame118(){ dispatch("jump"); } public function dispatch(_arg1:String):void{ this.dispatchEvent(new DataEvent("actionDone", false, false, _arg1)); } function frame483(){ dispatch("gBalance"); } function frame123(){ dispatch("inSky"); } function frame637(){ dispatch("start"); } function frame523(){ dispatch("gDown"); } function frame243(){ dispatch("balanceU"); } function frame32(){ dispatch("skate"); } function frame761(){ dispatch("fFall"); } function frame252(){ dispatch("downU"); } function frame813(){ dispatch("climbUp"); } function frame653(){ dispatch("pullBoard"); } function frame816(){ dispatch("gBalance2"); } public function showFire(_arg1:Boolean):void{ if (shown == _arg1){ return; }; shown = _arg1; if (_arg1){ addChild(m_fire); } else { removeChild(m_fire); }; } function frame383(){ dispatch("hBalance"); } function frame544(){ dispatch("flip"); } function frame428(){ dispatch("hDown"); } function frame63(){ dispatch("speedUp"); } } }//package game
Section 34
//PlayInstruct (game.PlayInstruct) package game { import flash.display.*; import flash.events.*; import flash.net.*; public class PlayInstruct extends MovieClip { private var B_trick:Button; public var _btn_trick:tick; private var B_more:Button; public var _btn_back:btn_back; public var _m_logo:MyLogo; public var buttons:Array; private var trickPage:Trick; public var _btn_more:btn_morer; private var B_back:Button; public function PlayInstruct():void{ B_back = (getChildByName("_btn_back") as Button); B_more = (getChildByName("_btn_more") as Button); B_trick = (getChildByName("_btn_trick") as Button); B_back.addEventListener(MouseEvent.CLICK, backToMain, false, 0, true); B_more.addEventListener(MouseEvent.CLICK, getMoreGame, false, 0, true); B_trick.addEventListener(MouseEvent.CLICK, showTrick, false, 0, true); buttons = [[]]; KeyManager.getInstance().setPageFocus(buttons, 0, 0, backToMain, showTrick); } private function removeTrick(_arg1:Event):void{ if (trickPage){ trickPage.removeEventListener("onRemoveTrick", removeTrick); new MaskTween(trickPage); trickPage = null; KeyManager.getInstance().setPageFocus(buttons, 0, 0, backToMain, showTrick); }; } private function showTrick(_arg1:MouseEvent=null):void{ if (!trickPage){ trickPage = new Trick(); addChild(trickPage); new MaskTween(trickPage, "in"); trickPage.addEventListener("onRemoveTrick", removeTrick, false, 0, true); }; } private function getMoreGame(_arg1:MouseEvent):void{ if (Language.getInstance().languageV != 2){ navigateToURL(new URLRequest((Language.getInstance().url1 + "&utm_content=button_help_3000games")), "_blank"); } else { navigateToURL(new URLRequest(Language.getInstance().url1), "_blank"); }; } private function backToMain(_arg1:MouseEvent=null):void{ BroadCaster.getInstance().run("showMainMenu"); } } }//package game
Section 35
//RotateDone (game.RotateDone) package game { import flash.display.*; import flash.events.*; import flash.text.*; public class RotateDone extends MovieClip { public var _m_score:MovieClip; private var T_scoreTxt:TextField; public function RotateDone():void{ var _local1:MovieClip; super(); addFrameScript(22, frame23); _local1 = (getChildByName("_m_score") as MovieClip); T_scoreTxt = (_local1.getChildByName("_t_score") as TextField); this.addEventListener(Event.ENTER_FRAME, moveTxt, false, 0, true); } public function setScore(_arg1:String):void{ T_scoreTxt.text = _arg1; } function frame23(){ stop(); } public function remove():void{ if (loaderInfo){ parent.removeChild(this); }; } private function moveTxt(_arg1:Event):void{ if (this.currentFrame >= this.totalFrames){ this.removeEventListener(Event.ENTER_FRAME, moveTxt); if (loaderInfo){ parent.removeChild(this); }; }; } } }//package game
Section 36
//Scores (game.Scores) package game { import flash.display.*; public class Scores extends MovieClip { public var numHeight:Number; private var maskMc:Sprite; private var nums:Array; public var numAmount:Number; public var numWidth:Number; public function Scores(_arg1:Number=6, _arg2:Number=9, _arg3:Number=20):void{ nums = new Array(); numAmount = _arg1; numWidth = _arg2; numHeight = _arg3; maskMc = new Sprite(); maskMc.graphics.beginFill(3368601); maskMc.graphics.drawRect((-(numWidth) * 15), (-(numHeight) - 2), (numWidth * 15), numHeight); addChild(maskMc); this.mask = maskMc; } public function setTextColor(_arg1:Number):void{ var _local2:MyNumber; for each (_local2 in nums) { _local2.setColor(_arg1); }; } public function set text(_arg1:String):void{ var _local2:String; var _local3:Array; var _local4:int; var _local5:int; var _local6:MyNumber; _local2 = _arg1; _local3 = _local2.split(""); _local4 = 0; while (_local4 < _local3.length) { if (nums[_local4] == null){ _local6 = new MyNumber(); addChild(_local6); _local6.x = (-(_local4) * numWidth); nums[_local4] = _local6; }; nums[_local4].jumpTo(Number(_local3[((_local3.length - _local4) - 1)])); _local4++; }; _local5 = (nums.length - 1); while (_local5 >= _local3.length) { removeChild(nums[_local5]); nums.pop(); _local5--; }; } } }//package game
Section 37
//SoundItem (game.SoundItem) package game { import flash.events.*; import flash.media.*; import flash.utils.*; public class SoundItem { private var maxSound:Number; private var loops:int; private var cSound:Number; private var sound:Sound; private var tm:Timer; private var type:String; private var soundChannel:SoundChannel; private var sign:String; public function SoundItem(_arg1:Sound, _arg2:String, _arg3:String, _arg4:Number=1):void{ maxSound = _arg4; type = _arg3; sound = _arg1; sign = _arg2; } public function stop(_arg1:Boolean=false):void{ var fadeOut = _arg1; if (soundChannel == null){ return; }; try { tm.stop(); tm.removeEventListener(TimerEvent.TIMER, soundIn); tm = null; } catch(e:Error) { }; if (!fadeOut){ soundChannel.stop(); soundChannel.removeEventListener(Event.COMPLETE, onSoundDone); soundChannel = null; } else { if (tm == null){ tm = new Timer(100, 0); tm.addEventListener(TimerEvent.TIMER, soundOut); tm.start(); }; }; } private function onSoundDone(_arg1:Event):void{ soundChannel.removeEventListener(Event.COMPLETE, onSoundDone); soundChannel.stop(); soundChannel = null; } private function soundIn(_arg1:TimerEvent):void{ cSound = (cSound + 0.05); if (cSound <= maxSound){ soundChannel.soundTransform = new SoundTransform(cSound); } else { cSound = maxSound; soundChannel.soundTransform = new SoundTransform(cSound); tm.removeEventListener(TimerEvent.TIMER, soundIn); tm.stop(); tm = null; }; } public function resume():void{ play(loops, true, cSound); } public function play(_arg1:int, _arg2:Boolean=false, _arg3:int=0):void{ if (soundChannel != null){ return; }; loops = _arg1; if (_arg2){ cSound = _arg3; tm = new Timer(100, 0); tm.addEventListener(TimerEvent.TIMER, soundIn); tm.start(); } else { cSound = maxSound; }; soundChannel = sound.play(0, loops, new SoundTransform(cSound)); soundChannel.addEventListener(Event.COMPLETE, onSoundDone, false, 0, true); } public function pause():void{ stop(); } private function soundOut(_arg1:TimerEvent):void{ cSound = (cSound - 0.1); if (cSound >= 0){ soundChannel.soundTransform = new SoundTransform(cSound); } else { cSound = 0; tm.removeEventListener(TimerEvent.TIMER, soundOut); tm.stop(); tm = null; stop(false); }; } } }//package game
Section 38
//SoundManager (game.SoundManager) package game { import flash.media.*; import flash.utils.*; public class SoundManager { private const TYPE_ITEM:String = "item"; private const TYPE_LITEM:String = "item2"; private const TYPE_BG:String = "bg"; private var soundTable:Object; private var bgSound:SoundItem; private var soundOn:Boolean; private var seSoundOn:Boolean; private var preparedBg:String; private var preparedManSound:Array; private var playTable:Object; private var quality:int;// = 2 private static var _instance:SoundManager; public function SoundManager():void{ var _local1:*; var _local2:*; var _local3:*; quality = 2; super(); _local1 = Cookie.getInstance().getData("bgSoundOn"); _local2 = Cookie.getInstance().getData("seSoundOn"); _local3 = Cookie.getInstance().getData("quality"); quality = ((_local3 == null)) ? 0 : _local3; soundOn = ((_local1 == null)) ? true : _local1; seSoundOn = ((_local2 == null)) ? true : _local2; preparedManSound = new Array(); playTable = new Object(); soundTable = new Object(); } public function get bgOn():Boolean{ return (soundOn); } public function stopManSound(_arg1:String):void{ var _sign = _arg1; try { preparedManSound.splice(preparedManSound.indexOf(_sign), 1); } catch(e:Error) { }; if (playTable[_sign] != null){ playTable[_sign].stop(false); playTable[_sign] = null; }; } public function turnBgSound(_arg1:Boolean):void{ soundOn = _arg1; Cookie.getInstance().saveData("bgSoundOn", _arg1); if (!_arg1){ stopBgSound(); } else { playBgSound(preparedBg); }; } private function addNewSound(_arg1:String, _arg2:String):void{ var _local3:*; var _local4:Sound; _local3 = getDefinitionByName(_arg2); _local4 = new (_local3); soundTable[_arg1] = _local4; } public function get seOn():Boolean{ return (seSoundOn); } public function playManSound(_arg1:String):void{ var _local2:SoundItem; if (((!((playTable[_arg1] == null))) || ((soundTable[_arg1] == null)))){ return; }; if (!seSoundOn){ if (preparedManSound.indexOf(_arg1) < 0){ preparedManSound.push(_arg1); }; return; }; _local2 = new SoundItem(soundTable[_arg1], _arg1, TYPE_LITEM); _local2.play(int.MAX_VALUE, true, 0.95); playTable[_arg1] = _local2; } public function loadSounds():void{ addNewSound("level1", "sd_level1"); addNewSound("level2", "sd_level2"); addNewSound("level3", "sd_level3"); addNewSound("level4", "sd_level4"); addNewSound("menu", "sd_menu"); addNewSound("road", "sd_road"); addNewSound("getBar", "sd_getBar"); addNewSound("fall", "sd_fall"); addNewSound("bar", "sd_bar"); addNewSound("stop", "sd_stop"); addNewSound("down", "sd_down"); addNewSound("start", "sd_start"); addNewSound("jump", "sd_jump"); addNewSound("over", "sd_touch"); addNewSound("press", "sd_mdown"); addNewSound("out", "sd_out"); addNewSound("lose", "sd_lose"); addNewSound("win", "sd_win"); addNewSound("coin", "sd_coin"); addNewSound("combo", "sd_combo"); } public function turnSeSound(_arg1:Boolean):void{ var _local2:SoundItem; var _local3:String; seSoundOn = _arg1; Cookie.getInstance().saveData("seSoundOn", _arg1); if (_arg1){ for each (_local3 in preparedManSound) { playManSound(_local3); }; preparedManSound = new Array(); return; }; for each (_local2 in playTable) { if (_local2 != null){ _local2.stop(false); }; }; playTable = new Object(); } public function resumeManSound():void{ var _local1:SoundItem; for each (_local1 in playTable) { if (_local1 != null){ _local1.resume(); }; }; } public function stopBgSound():void{ if (bgSound != null){ bgSound.stop(true); bgSound = null; }; } public function pauseManSound():void{ var _local1:SoundItem; for each (_local1 in playTable) { if (_local1 != null){ _local1.pause(); }; }; } public function get qualityN():int{ return (quality); } public function playBgSound(_arg1:String=""):void{ if (_arg1 != ""){ preparedBg = _arg1; if (((soundOn) && (!((soundTable[_arg1] == null))))){ stopBgSound(); bgSound = new SoundItem(soundTable[_arg1], _arg1, TYPE_BG, 0.7); bgSound.play(int.MAX_VALUE, true); }; } else { playBgSound(preparedBg); }; } public function playItemSound(_arg1:String, _arg2:Number=1):void{ var _local3:SoundItem; if (((seSoundOn) && (!((soundTable[_arg1] == null))))){ _local3 = new SoundItem(soundTable[_arg1], _arg1, TYPE_ITEM, _arg2); _local3.play(1); }; } public function setQuality(_arg1:int):void{ quality = _arg1; Cookie.getInstance().saveData("quality", _arg1); } public static function getInstance():SoundManager{ if (_instance == null){ _instance = new (SoundManager); }; return (_instance); } } }//package game
Section 39
//ToolBar (game.ToolBar) package game { import flash.display.*; import flash.events.*; import flash.utils.*; import flash.text.*; public class ToolBar extends MovieClip { private var freezeStart:Number;// = 0 private var T_scoreTxt:Scores; private var T_recordTxt:Scores; private var firstBreak:Boolean;// = true public var _t_count:TextField; private var min:int; private var cTimeAmount:Number;// = 0 private var sec:int; private var hou:int; private var clorCount:int;// = 0 private var T_countTxt:TextField; public var _b_tick:bt_tick; private var M_record:MovieClip; private var combPlace:int;// = 0 private var B_mission:Button; public var _m_music:MovieClip; private var cRecord:int; private var cTimeStart:Number;// = 0 private var m_sound:MovieClip; public var _recordTxt:Scores; private var keyRecords:Array; public var _progress_bar:MovieClip; private var M_explode:MovieClip; private var M_manIcon:MovieClip; private var M_trickPage:Trick; public var _arrow:MovieClip; private var icons:Array; public var _timeTxt:TextField; public var _b_mission:bt_mission; private var m_deCount:MovieClip; public var _m_logo:MyLogo; private var T_timeTxt:TextField; private var B_tick:Button; private var timeAmount:Number; public var _m_explode:MovieClip; private var dTimeStart:Number; private var M_arrow:MovieClip; private var keyRecord:Number; public var _m_sound:MovieClip; public var _txt:TextField; public var _m_record:MovieClip; private var cfreezeStart:Number;// = 0 private var cTime:Number;// = 0 private var m_music:MovieClip; public var _scoreTxt:Scores; private var M_progress:MovieClip; private var cScore:int; public static var timeLeft:Number; public function ToolBar():void{ combPlace = 0; cTimeStart = 0; cTime = 0; cTimeAmount = 0; freezeStart = 0; cfreezeStart = 0; firstBreak = true; clorCount = 0; super(); T_countTxt = (getChildByName("_t_count") as TextField); B_mission = (getChildByName("_b_mission") as Button); B_tick = (getChildByName("_b_tick") as Button); M_progress = (getChildByName("_progress_bar") as MovieClip); M_manIcon = (M_progress.getChildByName("_man_icon") as MovieClip); T_timeTxt = (getChildByName("_timeTxt") as TextField); T_scoreTxt = (getChildByName("_scoreTxt") as Scores); T_recordTxt = (getChildByName("_recordTxt") as Scores); M_arrow = (getChildByName("_arrow") as MovieClip); M_explode = (getChildByName("_m_explode") as MovieClip); M_record = (getChildByName("_m_record") as MovieClip); m_sound = this["_m_sound"]; m_music = this["_m_music"]; m_sound.buttonMode = true; m_music.buttonMode = true; m_sound.gotoAndStop(((SoundManager.getInstance().seOn == true)) ? 1 : 2); m_music.gotoAndStop(((SoundManager.getInstance().bgOn == true)) ? 1 : 2); m_sound.addEventListener(MouseEvent.CLICK, turnSound, false, 0, true); m_music.addEventListener(MouseEvent.CLICK, trunMusic, false, 0, true); M_record.gotoAndStop("empty"); M_explode.visible = false; M_explode.stop(); B_mission.addEventListener(MouseEvent.CLICK, showMissionPage, false, 0, true); B_tick.addEventListener(MouseEvent.CLICK, onShowTickPage, false, 0, true); keyRecords = [50000, 100000, 250000, 500000, 1000000, 2500000, 5000000, 10000000, 30000000, 50000000, 100000000, 500000000, 1000000000, 5000000000, 10000000000, int.MAX_VALUE]; icons = new Array(); cScore = Model.gameScore; cRecord = Model.gameRecord; keyRecord = keyRecords.shift(); while (keyRecord < cRecord) { keyRecord = keyRecords.shift(); }; T_scoreTxt.text = String(cScore); T_recordTxt.text = String(cRecord); } public function freezeTime():void{ if (timeLeft > 0){ freezeStart = getTimer(); }; if (cTime > 0){ cfreezeStart = getTimer(); }; } public function setIcon(_arg1:Number):void{ if (timeLeft > 0){ timeLeft = (timeAmount - (getTimer() - dTimeStart)); if (timeLeft <= 0){ timeLeft = 0; Model.timeOut = true; } else { hou = Math.floor((timeLeft / 3600000)); min = (Math.floor((timeLeft / 60000)) % 60); sec = (Math.floor((timeLeft / 1000)) % 60); T_timeTxt.text = ((((String(((hou > 9)) ? hou : (0 + String(hou))) + ":") + String(((min > 9)) ? min : (0 + String(min)))) + ":") + String(((sec > 9)) ? sec : (0 + String(sec)))); if (timeLeft < 30000){ if ((clorCount % 30) == 0){ T_timeTxt.textColor = 0xFF0000; } else { if ((clorCount % 15) == 0){ T_timeTxt.textColor = 16760619; }; }; clorCount++; }; }; }; if (cTime > 0){ cTime = (cTimeAmount - (getTimer() - cTimeStart)); if (cTime <= 0){ cTime = 0; BroadCaster.getInstance().run("onCoinTimeOut"); if (m_deCount){ removeChild(m_deCount); m_deCount = null; }; } else { if (m_deCount != null){ min = (Math.floor((cTime / 60000)) % 60); sec = (Math.floor((cTime / 1000)) % 60); if (m_deCount["_t_decount"] != null){ m_deCount["_t_decount"].text = ((min > 9)) ? String(min) : ((("0" + String(min)) + ":") + String(((sec > 9)) ? sec : (0 + String(sec)))); }; if (cTime < 10000){ if ((clorCount % 30) == 0){ m_deCount["_t_decount"].textColor = 0xFF0000; } else { if ((clorCount % 15) == 0){ m_deCount["_t_decount"].textColor = 16760619; }; }; clorCount++; }; }; }; }; M_arrow.rotation = (sec * 6); if (cScore != Model.gameScore){ cScore = Model.gameScore; T_scoreTxt.text = String(cScore); }; if (cRecord != Model.gameRecord){ if ((((cRecord < keyRecord)) && ((Model.gameRecord >= keyRecord)))){ keyRecord = keyRecords.shift(); M_record.gotoAndPlay(1); firstBreak = false; } else { if (firstBreak){ M_record.gotoAndPlay(1); firstBreak = false; }; }; cRecord = Model.gameRecord; T_recordTxt.text = String(cRecord); }; M_manIcon.x = ((_arg1 / Model.mapWidth) * 212); } public function setDTime(_arg1:Number):void{ freezeStart = 0; cfreezeStart = 0; T_timeTxt.textColor = 16760619; timeLeft = _arg1; timeAmount = (_arg1 * 1000); dTimeStart = getTimer(); } public function setCTime(_arg1:Number):void{ var _local2:*; cfreezeStart = 0; if (_arg1 != 0){ cTimeStart = getTimer(); if (m_deCount == null){ _local2 = getDefinitionByName("Decounter"); m_deCount = new (_local2); addChild(m_deCount); this.setChildIndex(m_deCount, 0); }; } else { if (m_deCount){ removeChild(m_deCount); m_deCount = null; }; }; cTimeAmount = (_arg1 * 1000); cTime = _arg1; } private function turnSound(_arg1:MouseEvent):void{ SoundManager.getInstance().turnSeSound(!(SoundManager.getInstance().seOn)); m_sound.gotoAndStop(((SoundManager.getInstance().seOn == true)) ? 1 : 2); } public function resumeTime():void{ var _local1:Number; _local1 = getTimer(); if (freezeStart > 0){ dTimeStart = (dTimeStart + (_local1 - freezeStart)); freezeStart = 0; }; if (cfreezeStart > 0){ cTimeStart = (cTimeStart + (_local1 - freezeStart)); cfreezeStart = 0; }; } public function removeAllIcons():void{ var _local1:Object; for each (_local1 in icons) { _local1["obj"].remove(); }; icons = new Array(); } public function addIcon(_arg1:Object, _arg2:String, _arg3:int):void{ var _local4:CatIcon; _local4 = new CatIcon(_arg2); M_progress.addChild(_local4); _local4.x = (((Model.getPwidth(_arg3) + _arg1["x"]) / Model.mapWidth) * 212); icons.push({obj:_local4, data:_arg1}); } private function trunMusic(_arg1:MouseEvent):void{ SoundManager.getInstance().turnBgSound(!(SoundManager.getInstance().bgOn)); m_music.gotoAndStop(((SoundManager.getInstance().bgOn == true)) ? 1 : 2); } private function showMissionPage(_arg1:MouseEvent):void{ BroadCaster.getInstance().run("onShowMissionPage", "haha"); } public function removeIcon(_arg1:Object):void{ var _local2:Object; for each (_local2 in icons) { if (_local2["data"] == _arg1){ _local2["obj"].remove(); icons.splice(icons.indexOf(_local2), 1); }; }; } private function removeTrick(_arg1:Event):void{ if (M_trickPage){ M_trickPage.removeEventListener("onRemoveTrick", removeTrick); removeChild(M_trickPage); M_trickPage = null; BroadCaster.getInstance().run("onResumeGame"); }; } public function showCombName(_arg1:String):void{ var _local2:NameEffect; _local2 = new NameEffect(_arg1); _local2.y = (110 + (20 * combPlace)); combPlace = ((combPlace + 1) % 3); addChild(_local2); } public function onShowTickPage(_arg1:MouseEvent=null):void{ BroadCaster.getInstance().run("onShowTrick"); } public function setCount(_arg1:String):void{ var _local2:String; var _local3:Array; if (Model.gameType != "mission"){ return; }; _local2 = _arg1.split("")[0]; if (((!((_local2 == "0"))) && (!((_local2 == ""))))){ M_explode.visible = true; M_explode.gotoAndPlay(1); } else { _local3 = _arg1.split("\n"); if (_local3.length >= 2){ _local2 = _local3[1].split("")[0]; if (((!((_local2 == "0"))) && (!((_local2 == ""))))){ M_explode.visible = true; M_explode.gotoAndPlay(1); }; }; }; T_countTxt.text = _arg1; } public function showTickPage():void{ if (M_trickPage == null){ M_trickPage = new Trick(); M_trickPage.addEventListener("onRemoveTrick", removeTrick, false, 0, true); addChild(M_trickPage); }; } } }//package game
Section 40
//Trick (game.Trick) package game { import flash.display.*; import flash.events.*; public class Trick extends MovieClip { private var buttons:Array; public var _b_back:btn_back; public var _b_next:nextpage; private var B_next:Button; private var B_back:Button; public function Trick():void{ B_back = (getChildByName("_b_back") as Button); B_next = (getChildByName("_b_next") as Button); this.stop(); buttons = [[]]; KeyManager.getInstance().setPageFocus(buttons, 0, 1, onClickBack, onClickNext); B_back.addEventListener(MouseEvent.CLICK, onClickBack, false, 0, true); B_next.addEventListener(MouseEvent.CLICK, onClickNext, false, 0, true); } private function onClickBack(_arg1:MouseEvent=null):void{ KeyManager.getInstance().clearPageFocus(); this.dispatchEvent(new Event("onRemoveTrick")); } private function onClickNext(_arg1:MouseEvent=null):void{ if (this.currentFrame >= this.totalFrames){ this.gotoAndStop(1); } else { this.nextFrame(); }; } } }//package game
Section 41
//View (game.View) package game { import flash.display.*; import flash.events.*; import LetheEnginee.*; import flash.utils.*; public class View extends MovieClip { public const KEY_LEFT:int = 37; public const KEY_X:int = 88; public const KEY_Z:int = 90; public const KEY_UP:int = 38; public const KEY_DOWN:int = 40; public const KEY_SPACE:int = 32; public const KEY_RIGHT:int = 39; private var ctm:int; private var bBar:BalanceBar; private var m_LevelOK:LevelOK; private var rotateCount:int;// = 0 private var combMc:Combo; private var mapContainer:MovieClip; public var dir:int; public var pathWidth:Number; public var nextMapBlock:MapBlock; private var bgDef1:Object; private var bgDef2:Object; var combTimer:int; private var shadowSign:String; private var FMidBg2:MovieClip; private var FMidBg1:MovieClip; private var road:Number;// = 0 private var model:Model; public var currentMapBlock:MapBlock; public var cPlayer:Character; private var paused:Boolean;// = false private var nMidBg1:MovieClip; private var nMidBg2:MovieClip; private var mapSign:String; private var toolBar:ToolBar; private var jumpCount:int;// = 0 private var m_MissionDialog:MissionDialog; private var bgDef:Object; private var physicalPath:PhysicalPath; private var frameCount:int;// = 0 private var scoreMc:Effect; private var mainBg:MovieClip; public var prevMapBlock:MapBlock; private var effectContainer:MovieClip; private var bgContainer1:MovieClip; private var cMap:Object; private var bgContainer2:MovieClip; public function View(_arg1:int):void{ var _local2:MapBlock; frameCount = 0; rotateCount = 0; paused = false; jumpCount = 0; road = 0; super(); mapContainer = new MovieClip(); bgContainer1 = new MovieClip(); bgContainer2 = new MovieClip(); effectContainer = new MovieClip(); model = Model.getInstance(); physicalPath = new PhysicalPath(); _local2 = new MapBlock(); switch (_arg1){ case 1: mapSign = "City_Part"; shadowSign = "City_S"; break; case 2: mapSign = "Test_Part"; shadowSign = "Test_S"; break; case 3: mapSign = "What_Part"; shadowSign = "What_S"; break; case 4: mapSign = "Secret_Part"; shadowSign = "Secret_S"; }; SoundManager.getInstance().playBgSound(("level" + _arg1)); pathWidth = 0; cMap = model.getCurrentInfo(_arg1); _local2.mapId = 0; _local2.setMap((mapSign + 1), cMap["parts"][0], (shadowSign + 1)); currentMapBlock = _local2; currentMapBlock.onEnterBlock(); mapContainer.addChild(_local2); physicalPath.createWorld(cMap); Model.physicalPlayer = physicalPath.player; cPlayer = new Character(); model.player = cPlayer; toolBar = new ToolBar(); bgDef = getDefinitionByName(("BG_" + _arg1)); bgDef1 = getDefinitionByName(("BG_M_" + _arg1)); bgDef2 = getDefinitionByName(("BG_MM_" + _arg1)); nMidBg1 = (new bgDef1() as MovieClip); nMidBg2 = (new bgDef1() as MovieClip); mainBg = (new bgDef() as MovieClip); nMidBg2.x = -1100; bgContainer1.addChild(nMidBg1); bgContainer1.addChild(nMidBg2); FMidBg1 = (new bgDef2() as MovieClip); FMidBg2 = (new bgDef2() as MovieClip); FMidBg2.x = -1100; bgContainer2.addChild(FMidBg1); bgContainer2.addChild(FMidBg2); addChild(mainBg); addChild(bgContainer2); addChild(bgContainer1); addChild(mapContainer); addChild(cPlayer); addChild(effectContainer); addChild(toolBar); this.addEventListener(Event.ADDED_TO_STAGE, setFocus); this.addEventListener(Event.ENTER_FRAME, setFirstMission); } public function onFall():void{ cPlayer.onFall(); } public function onCoinTimeOut():void{ removeCoins(); model.AtedCoins = new Array(); model.showCoins = false; onAcceptMission(); } public function onRotate(_arg1:Object):void{ cPlayer.onComb((cPlayer.SC_ROLL * Math.abs(Number(_arg1))), 0, cPlayer.N_ROLL); switch ((Number(_arg1) * Model.speedDir)){ case 0: break; case 1: showScorePage("FrontFlip"); break; case 2: showScorePage("Double FrontFlip!"); break; case 3: showScorePage("Triple FrontFlip!"); break; case -1: showScorePage("BackFlip"); break; case -2: showScorePage("Double BackFlip!"); break; case -3: showScorePage("Triple BackFlip!"); break; default: showScorePage("God Flip!!!"); break; }; if (((!((model.rotationGoal == null))) && ((model.rotationGoal["round"] <= Math.abs(Number(_arg1)))))){ rotateCount++; if (rotateCount >= model.rotationGoal["goal"]){ rotateCount = 0; BroadCaster.getInstance().run("onFinishCoinMission"); } else { BroadCaster.getInstance().run("onSetdeCount", ((rotateCount + "/") + model.rotationGoal["goal"])); }; }; } private function flipLeft():void{ Model.flipSpeed = (Model.flipSpeed - 0.5); if (Model.flipSpeed <= -(Model.maxFlipSpeed)){ Model.flipSpeed = -(Model.maxFlipSpeed); }; flip(); if (Model.speedDir < 0){ Model.currentSpeed.x = (Model.currentSpeed.x - 0.1); } else { Model.currentSpeed.x = (Model.currentSpeed.x - 0.01); }; } public function showMissionComplete():void{ var _local1:MissionComplete; pauseGame(); _local1 = new MissionComplete(); effectContainer.addChild(_local1); } public function onGetCoin(_arg1:Object):void{ toolBar.removeIcon(_arg1); toolBar.setCount(((model.AtedCoins.length + "/") + model.coins["goal"])); } private function setFirstMission(_arg1:Event):void{ if (frameCount >= 2){ this.removeEventListener(Event.ENTER_FRAME, setFirstMission); pauseGame(); getNextMission(); }; frameCount++; } private function slowDown():void{ if (((Model.speedLength) && (cPlayer.checkSlow()))){ Model.speedLength = (Model.speedLength - 0.5); Model.MovingState = Model.M_SP_DOWN; if (Model.speedLength <= 0){ Model.MovingState = Model.M_STOPPED; Model.speedLength = 0; }; }; } public function onResetLetters():void{ model.AtedLetters = new Array(); currentMapBlock.resetLetters(); if (nextMapBlock){ nextMapBlock.resetLetters(); }; if (prevMapBlock){ prevMapBlock.resetLetters(); }; } public function onTimeOut():void{ pauseGame(); } public function onBreak(_arg1:Object):void{ if (model.comboGoal != null){ toolBar.setCount(("0/" + model.comboGoal["goal"])); }; onGetTempScore(0); combTimer = setTimeout(removeCombPage, 1500); if (scoreMc){ if (Number(_arg1) == 0){ scoreMc.getScore(); } else { scoreMc.loseScore(); }; scoreMc = null; }; } private function removeBlock(_arg1:MapBlock):void{ if (_arg1 != null){ _arg1.remove(); }; } public function onShowTrickPage():void{ if (!paused){ pauseGame(); toolBar.showTickPage(); }; } public function showBalanceBar():void{ if (bBar != null){ return; }; Model.showBalanceBar = true; bBar = new BalanceBar(); effectContainer.addChild(bBar); } private function flip():void{ Model.targetRotation = (Model.targetRotation + Model.flipSpeed); Model.totalRotate = (Model.totalRotate + Model.flipSpeed); } public function hidealanceBar():void{ Model.showBalanceBar = false; if (bBar != null){ try { clearTimeout(ctm); } catch(e:Error) { }; effectContainer.removeChild(bBar); bBar = null; }; } public function update():void{ if (!paused){ if (currentMapBlock != null){ handleKeyEvent(); if (Model.MovingState != Model.M_SUPER){ physicalPath.update(); if (((cPlayer.checkGameOver()) && ((Math.abs(Model.targetRotation) <= 60)))){ Model.speedLength = (Model.speedLength * 0.95); if ((((Model.speedLength <= 2)) && (cPlayer.fallOk))){ cPlayer.climbUp(); }; }; }; if (Model.MovingState == Model.M_STOPPED){ Model.speedLength = 0; }; cPlayer.update(); setBlockPosition(physicalPath.getPlayerPosition()); }; }; } public function moveRight():void{ if (((!(Model.speedLength)) && (cPlayer.checkStartMove()))){ Model.MovingState = Model.M_NULL; Model.speedLength = (Model.speedLength + 0.5); Model.speedDir = 1; }; } public function showTempScorePage(_arg1:Object):void{ scoreMc = (effectContainer.getChildByName(("score" + Model.combId)) as Effect); if (scoreMc == null){ scoreMc = new Effect(); scoreMc.setScore(String(_arg1)); scoreMc.name = ("score" + Model.combId); effectContainer.addChild(scoreMc); } else { scoreMc.setScore(String(_arg1)); }; } public function setSpeed():void{ physicalPath.setPlayerSpeed(); } public function pauseGame():void{ if (paused){ return; }; SoundManager.getInstance().pauseManSound(); paused = true; toolBar.freezeTime(); cPlayer.freezePlayer(); } public function onBalanceBreak():void{ cPlayer.breakBalance(); hidealanceBar(); } public function skipMission():void{ if (!paused){ cPlayer.clearMission(); BroadCaster.getInstance().run("onFinishCoinMission"); removeCoins(); }; } public function onFinishCoinMission():void{ Model.finishCMission(); removeCoins(); toolBar.removeAllIcons(); toolBar.setCTime(0); toolBar.setCount(""); } public function onShowMissionPage(_arg1=null):void{ if (m_MissionDialog == null){ if (((!(paused)) || ((_arg1 == null)))){ pauseGame(); m_MissionDialog = new MissionDialog(((_arg1 == null)) ? false : true); effectContainer.addChild(m_MissionDialog); }; } else { if (_arg1 == 0){ resumeGame(); }; }; } private function skate():void{ if (Model.speedLength > 0){ Model.speedLength = (Model.speedLength + 0.2); Model.MovingState = Model.M_SP_UP; }; if (Model.speedLength >= Model.maxSpeed){ Model.MovingState = Model.M_SKATE; Model.speedLength = Model.maxSpeed; }; } public function removeBalanceBar():void{ hidealanceBar(); } public function handBar():void{ cPlayer.doHeadStand(); } public function showCombPage(_arg1):void{ var type = _arg1; toolBar.showCombName(type); if (Model.combCount < 2){ return; }; try { clearTimeout(combTimer); } catch(e:Error) { }; if (combMc == null){ combMc = new Combo(); effectContainer.addChild(combMc); } else { combMc.shake(); }; if (model.comboGoal != null){ toolBar.setCount(((Model.combCount + "/") + model.comboGoal["goal"])); }; } public function reset():void{ model.resetPlayer(); cPlayer.reset(); physicalPath.reset(); } public function catchBar():void{ cPlayer.doHang(); } public function continueGame():void{ removeCoins(); SoundManager.getInstance().playBgSound(); Model.clearMission(); cPlayer.clearMission(); this.getNextMission(); } public function moveLeft():void{ if (((!(Model.speedLength)) && (cPlayer.checkStartMove()))){ Model.MovingState = Model.M_NULL; Model.speedLength = (Model.speedLength + 0.5); Model.speedDir = -1; }; } private function setFocus(_arg1:Event):void{ this.removeEventListener(Event.ADDED_TO_STAGE, setFocus); stage.focus = this; } private function setBlockPosition(_arg1:LetheVector):void{ var _local2:Number; var _local3:Number; var _local4:Number; toolBar.setIcon(_arg1.x); cPlayer.moveTo(((currentMapBlock.x + _arg1.x) - road), (currentMapBlock.y + _arg1.y)); currentMapBlock.setPlayerShdow(cPlayer, _arg1, road); currentMapBlock.checkItems((_arg1.x - road), _arg1.y); if (bBar != null){ bBar.shake(); if (bBar != null){ bBar.x = ((_arg1.x + currentMapBlock.x) - road); bBar.y = (_arg1.y + currentMapBlock.y); }; }; _local2 = Math.round(((((Model.stageWidth / 2) - (_arg1.x + cPlayer.getXoff())) - currentMapBlock.x) + road)); if ((currentMapBlock.x + _local2) < (Model.stageWidth - currentMapBlock.pathWidth)){ if (nextMapBlock == null){ if (Model.currentMapBlockId < cMap["parts"].length){ nextMapBlock = new MapBlock(); nextMapBlock.mapId = Model.currentMapBlockId; nextMapBlock.setMap((mapSign + (Model.currentMapBlockId + 1)), cMap["parts"][Model.currentMapBlockId], (shadowSign + (Model.currentMapBlockId + 1))); nextMapBlock.x = (currentMapBlock.x + currentMapBlock.pathWidth); nextMapBlock.y = currentMapBlock.y; mapContainer.addChild(nextMapBlock); mapContainer.swapChildren(nextMapBlock, currentMapBlock); } else { _local2 = Math.round(((Model.stageWidth - currentMapBlock.pathWidth) - currentMapBlock.x)); }; }; } else { if ((currentMapBlock.x + _local2) > 0){ if (prevMapBlock == null){ if (Model.currentMapBlockId > 1){ prevMapBlock = new MapBlock(); prevMapBlock.mapId = (Model.currentMapBlockId - 2); prevMapBlock.setMap((mapSign + (Model.currentMapBlockId - 1)), cMap["parts"][(Model.currentMapBlockId - 2)], (shadowSign + (Model.currentMapBlockId - 1))); prevMapBlock.x = (currentMapBlock.x - prevMapBlock.pathWidth); prevMapBlock.y = currentMapBlock.y; mapContainer.addChild(prevMapBlock); mapContainer.swapChildren(prevMapBlock, currentMapBlock); } else { _local2 = Math.round(-(currentMapBlock.x)); }; }; }; }; if (((((((currentMapBlock.x + _local2) < ((Model.stageWidth / 2) - currentMapBlock.pathWidth))) && ((currentMapBlock.x >= ((Model.stageWidth / 2) - currentMapBlock.pathWidth))))) && (!((nextMapBlock == null))))){ removeBlock(prevMapBlock); Model.currentMapBlockId++; currentMapBlock.onLeaveBlock(); nextMapBlock.onEnterBlock(); prevMapBlock = currentMapBlock; currentMapBlock = nextMapBlock; road = (road + prevMapBlock.pathWidth); physicalPath.road = road; mapContainer.swapChildren(prevMapBlock, currentMapBlock); nextMapBlock = null; } else { if (((((((currentMapBlock.x + _local2) > (Model.stageWidth / 2))) && ((currentMapBlock.x <= (Model.stageWidth / 2))))) && (!((prevMapBlock == null))))){ removeBlock(nextMapBlock); Model.currentMapBlockId--; currentMapBlock.onLeaveBlock(); prevMapBlock.onEnterBlock(); nextMapBlock = currentMapBlock; currentMapBlock = prevMapBlock; road = (road - prevMapBlock.pathWidth); physicalPath.road = road; mapContainer.swapChildren(nextMapBlock, currentMapBlock); prevMapBlock = null; }; }; currentMapBlock.x = (currentMapBlock.x + _local2); _local3 = Math.round((((Model.stageHeight * 2) / 3) - (_arg1.y + cPlayer.getYoff()))); if (_local3 <= 0){ _local3 = 0; }; _local4 = (_local3 - currentMapBlock.y); currentMapBlock.y = _local3; nMidBg1.x = (nMidBg1.x + (_local2 / 5)); nMidBg1.y = (nMidBg1.y + (_local4 * 0.8)); nMidBg2.x = (nMidBg2.x + (_local2 / 5)); nMidBg2.y = (nMidBg2.y + (_local4 * 0.8)); FMidBg1.x = (FMidBg1.x + (_local2 / 10)); FMidBg1.y = (FMidBg1.y + (_local4 * 0.6)); FMidBg2.x = (FMidBg2.x + (_local2 / 10)); FMidBg2.y = (FMidBg2.y + (_local4 * 0.6)); if (nMidBg2.x > 950){ nMidBg2.x = (nMidBg2.x - 2200); } else { if (nMidBg2.x < -1500){ nMidBg2.x = (nMidBg2.x + 2200); }; }; if (nMidBg1.x > 950){ nMidBg1.x = (nMidBg1.x - 2200); } else { if (nMidBg1.x < -1500){ nMidBg1.x = (nMidBg1.x + 2200); }; }; if (FMidBg1.x > 950){ FMidBg1.x = (FMidBg1.x - 2200); } else { if (FMidBg1.x < -1500){ FMidBg1.x = (FMidBg1.x + 2200); }; }; if (FMidBg2.x > 950){ FMidBg2.x = (FMidBg2.x - 2200); } else { if (FMidBg2.x < -1500){ FMidBg2.x = (FMidBg2.x + 2200); }; }; if (nextMapBlock != null){ nextMapBlock.x = (nextMapBlock.x + _local2); nextMapBlock.y = _local3; }; if (prevMapBlock != null){ prevMapBlock.x = (prevMapBlock.x + _local2); prevMapBlock.y = _local3; }; if (Model.speedDir < 0){ cPlayer.showLeft(); } else { cPlayer.showRight(); }; } public function onPlayerDied():void{ reset(); } private function flipRight():void{ Model.flipSpeed = (Model.flipSpeed + 0.5); if (Model.flipSpeed >= Model.maxFlipSpeed){ Model.flipSpeed = Model.maxFlipSpeed; }; flip(); if (Model.speedDir < 0){ Model.currentSpeed.x = (Model.currentSpeed.x + 0.01); } else { Model.currentSpeed.x = (Model.currentSpeed.x + 0.1); }; } public function onSetdeCount(_arg1:Object):void{ toolBar.setCount(String(_arg1)); } private function clearJumpCount():void{ jumpCount = 0; } private function handleKeyEvent():void{ var _local1:Number; if (Model.MovingState == Model.M_DIED){ return; }; if (Model.showBalanceBar){ if (((Model.KeyIsDown[KEY_UP]) && (!(Model.KeyIsDown[KEY_DOWN])))){ bBar.moveUp(); } else { if (((!(Model.KeyIsDown[KEY_UP])) && (!(Model.KeyIsDown[KEY_DOWN])))){ bBar.clearStrength(); } else { if (((Model.KeyIsDown[KEY_DOWN]) && (!(Model.KeyIsDown[KEY_UP])))){ bBar.moveDown(); }; }; }; }; _local1 = getTimer(); if (((Model.KeyIsDown[KEY_Z]) && ((Model.KeyIsDown[KEY_Z] < 20)))){ if ((_local1 - Model.KeyTimer[KEY_DOWN]) <= 200){ physicalPath.handstand(); } else { physicalPath.catchBar(); }; }; if (((!(Model.KeyIsDown[KEY_SPACE])) && (((_local1 - Model.KeyTimer[KEY_SPACE]) <= 200)))){ cPlayer.cancelHang(); cPlayer.cancelHStand(); }; if (Model.MAN_PLACE == Model.MAN_IN_AIR){ if (((cPlayer.checkFlip()) && (Model.physicalPlayer.checkFlip()))){ if (((Model.KeyIsDown[KEY_LEFT]) && (!(Model.KeyIsDown[KEY_RIGHT])))){ flipLeft(); } else { if (((Model.KeyIsDown[KEY_RIGHT]) && (!(Model.KeyIsDown[KEY_LEFT])))){ flipRight(); } else { Model.flipSpeed = (Model.flipSpeed * 0.8); flip(); }; }; }; if (Model.MovingState != Model.M_SUPER){ if ((((((Model.KeyIsDown[KEY_Z] == 2)) && (((_local1 - Model.KeyDownTime[KEY_UP]) <= 200)))) || ((((Model.KeyIsDown[KEY_UP] == 2)) && (((_local1 - Model.KeyDownTime[KEY_Z]) <= 200)))))){ cPlayer.setFlip1(); } else { if ((((((Model.KeyIsDown[KEY_Z] == 2)) && (((_local1 - Model.KeyDownTime[KEY_DOWN]) <= 200)))) || ((((Model.KeyIsDown[KEY_DOWN] == 2)) && (((_local1 - Model.KeyDownTime[KEY_Z]) <= 200)))))){ cPlayer.setFlip2(); }; }; }; clearJumpCount(); } else { if (((Model.KeyIsDown[KEY_LEFT]) && (!(Model.KeyIsDown[KEY_RIGHT])))){ if (Model.KeyIsDown[KEY_LEFT] < 5){ moveLeft(); }; } else { if (((Model.KeyIsDown[KEY_RIGHT]) && (!(Model.KeyIsDown[KEY_LEFT])))){ if (Model.KeyIsDown[KEY_RIGHT] < 5){ moveRight(); }; }; }; if (Model.MovingState != Model.M_SUPER){ if (cPlayer.checkJump()){ if (Model.KeyIsDown[KEY_SPACE]){ cPlayer.doSquat(); if (cPlayer.checkSquat()){ jumpCount++; }; } else { if ((_local1 - Model.KeyTimer[KEY_SPACE]) <= 150){ physicalPath.jump(jumpCount); cPlayer.doJump(); clearJumpCount(); } else { clearJumpCount(); }; }; } else { clearJumpCount(); }; if ((((((Model.KeyIsDown[KEY_DOWN] > 5)) && (!(cPlayer.checkSlip())))) && ((Model.targetRotation == 0)))){ slowDown(); } else { if (Model.MovingState != Model.M_STOPPED){ skate(); }; }; }; }; if (((((((!(Model.KeyIsDown[KEY_DOWN])) && (!(Model.KeyIsDown[KEY_UP])))) && (((_local1 - Model.KeyTimer[KEY_DOWN]) <= 300)))) && (((_local1 - Model.KeyTimer[KEY_UP]) <= 300)))){ if (Model.KeyTimer[KEY_DOWN] < Model.KeyTimer[KEY_UP]){ cPlayer.setSlip(); } else { cPlayer.setSlip2(); }; }; } public function onAcceptMission():void{ var _local1:int; var _local2:Object; var _local3:int; if (m_MissionDialog){ effectContainer.removeChild(m_MissionDialog); m_MissionDialog = null; setFocus(null); resumeGame(); }; if (model.checkPoint != null){ model.timeUsed = getTimer(); currentMapBlock.setCheckPoint(); if (nextMapBlock){ nextMapBlock.setCheckPoint(); }; if (prevMapBlock){ prevMapBlock.setCheckPoint(); }; toolBar.setDTime(model.checkPoint["time"]); toolBar.setCount(("0/" + model.checkPoint["goal"])); onGetCheckPoint(); }; if (model.coins != null){ if (model.coins["i"] != true){ model.timeUsed = getTimer(); toolBar.setDTime(model.coins["time"]); model.coins["i"] = true; }; currentMapBlock.setCoins(); if (nextMapBlock){ nextMapBlock.setCoins(); }; if (prevMapBlock){ prevMapBlock.setCoins(); }; if (model.showCoins){ if (model.coins["cTime"] != null){ toolBar.setCTime(model.coins["cTime"]); }; toolBar.removeAllIcons(); _local1 = 0; while (_local1 < model.coins["coins"].length) { for each (_local2 in model.coins["coins"][_local1]) { toolBar.addIcon(_local2, "star", _local1); }; _local1++; }; toolBar.setCount(("0/" + model.coins["goal"])); } else { toolBar.setCount("0/1"); toolBar.removeAllIcons(); toolBar.addIcon(model.coins["checkPoint"], "checkPoint", model.coins["checkPoint"]["t"]); }; }; if (model.cat != null){ model.timeUsed = getTimer(); currentMapBlock.setCat(); if (nextMapBlock){ nextMapBlock.setCat(); }; if (prevMapBlock){ prevMapBlock.setCat(); }; toolBar.setDTime(model.cat["time"]); toolBar.setCount("0/1"); _local3 = 0; while (_local3 < model.cat["place"].length) { if (model.cat["place"][_local3] != null){ toolBar.addIcon(model.cat["place"][_local3], "cat", _local3); }; _local3++; }; }; if (model.letters != null){ model.timeUsed = getTimer(); currentMapBlock.setLetters(); if (nextMapBlock){ nextMapBlock.setLetters(); }; if (prevMapBlock){ prevMapBlock.setLetters(); }; toolBar.setDTime(model.letters["time"]); }; if (model.flipGoal != null){ model.timeUsed = getTimer(); toolBar.setDTime(model.flipGoal["time"]); toolBar.setCount(("0/" + model.flipGoal["goal"])); }; if (model.maualGoal != null){ model.timeUsed = getTimer(); toolBar.setDTime(model.maualGoal["time"]); toolBar.setCount(((("0/" + model.maualGoal["goal"]) + "\n0/") + model.maualGoal["goal"])); }; if (model.rotationGoal != null){ model.timeUsed = getTimer(); toolBar.setDTime(model.rotationGoal["time"]); toolBar.setCount(("0/" + model.rotationGoal["goal"])); }; if (model.grabGoal != null){ model.timeUsed = getTimer(); toolBar.setDTime(model.grabGoal["time"]); toolBar.setCount(((("0/" + model.grabGoal["goal"]) + "\n0/") + model.grabGoal["goal"])); }; if (model.comboGoal != null){ model.timeUsed = getTimer(); toolBar.setDTime(model.comboGoal["time"]); toolBar.setCount(("0/" + model.comboGoal["goal"])); }; if (model.scoreGoal != null){ model.timeUsed = getTimer(); toolBar.setDTime(model.scoreGoal["time"]); toolBar.setCount(("0/" + model.scoreGoal["goal"])); }; } public function resumeGame():void{ if (m_MissionDialog){ effectContainer.removeChild(m_MissionDialog); m_MissionDialog = null; setFocus(null); }; if (!paused){ return; }; SoundManager.getInstance().resumeManSound(); Model.clearKey(); paused = false; toolBar.resumeTime(); cPlayer.unFreezePlayer(); } public function showScorePage(_arg1:String):void{ var _local2:RotateDone; SoundManager.getInstance().playItemSound("combo", 0.6); _local2 = new RotateDone(); _local2.setScore(_arg1); effectContainer.addChild(_local2); } private function removeCombPage():void{ if (combMc){ effectContainer.removeChild(combMc); combMc = null; }; } public function onGetCheckPoint():void{ toolBar.removeAllIcons(); toolBar.setCount(((model.touched + "/") + model.checkPoint["goal"])); currentMapBlock.setCheckPoint(); if (nextMapBlock){ nextMapBlock.setCheckPoint(); }; if (prevMapBlock){ prevMapBlock.setCheckPoint(); }; try { toolBar.addIcon(model.checkPoint["place"][model.touched], "checkPoint", model.checkPoint["place"][model.touched].t); } catch(e:Error) { }; } function getNextMission():void{ if (model.getNextMission()){ onShowMissionPage(); } else { cPlayer.clearComb(0); m_LevelOK = new LevelOK(); effectContainer.addChild(m_LevelOK); }; } private function removeCoins():void{ currentMapBlock.removeCoins(); if (nextMapBlock){ nextMapBlock.removeCoins(); }; if (prevMapBlock){ prevMapBlock.removeCoins(); }; } public function onGetTempScore(_arg1:Object):void{ if (Number(_arg1) > 0){ showTempScorePage(_arg1); }; } } }//package game
Section 42
//LetheArc (LetheEnginee.LetheArc) package LetheEnginee { public class LetheArc extends Shape { public var dir:String;// = "abc" public var radius:Number; public var center:LetheVector; public var borderHeight:Number; public function LetheArc(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number, _arg5:int=0):void{ dir = "abc"; super(); type = _arg5; center = new LetheVector(_arg1, _arg2); borderHeight = _arg4; if (_arg3 > 0){ radius = _arg3; dir = "right"; } else { radius = -(_arg3); dir = "left"; }; } private function checkRect(_arg1:Number, _arg2:Number):Boolean{ if ((((((((((((dir == "left")) && ((_arg1 > ((center.x - radius) - borderHeight))))) && ((_arg1 < center.x)))) && ((_arg2 < ((center.y + radius) + borderHeight))))) && ((_arg2 > center.y)))) || ((((((((((dir == "right")) && ((_arg1 < ((center.x + radius) + borderHeight))))) && ((_arg1 > center.x)))) && ((_arg2 < ((center.y + radius) + borderHeight))))) && ((_arg2 > center.y)))))){ return (true); }; return (false); } private function getPosition(_arg1:Number, _arg2:Number):LetheVector{ var _local3:Number; _local3 = Math.atan2((_arg2 - center.y), (_arg1 - center.x)); rotation = (_local3 - (Math.PI / 2)); return (new LetheVector((center.x + (radius * Math.cos(_local3))), (center.y + (radius * Math.sin(_local3))))); } override public function checkInside(_arg1:Number, _arg2:Number):Boolean{ if (((checkArc(_arg1, _arg2)) && (checkRect(_arg1, _arg2)))){ return (true); }; return (false); } override public function checkPoint(_arg1:Number, _arg2:Number):LetheVector{ if (((checkArc(_arg1, _arg2)) && (checkRect(_arg1, _arg2)))){ return (getPosition(_arg1, _arg2)); }; return (null); } private function checkArc(_arg1:Number, _arg2:Number):Boolean{ return (((((center.x - _arg1) * (center.x - _arg1)) + ((center.y - _arg2) * (center.y - _arg2))) > (radius * radius))); } } }//package LetheEnginee
Section 43
//LetheBall (LetheEnginee.LetheBall) package LetheEnginee { import game.*; public class LetheBall { private var atKeyPoint:Boolean;// = false public var stopped:Boolean;// = false private var hit:Number; public var speed:LetheVector; public var world:LetheWorld; private var currentBar; private var hitResults:Array; public var aSpeed:LetheVector; public var position:LetheVector; public var hitObj:Shape; private var tAngle:Number; public function LetheBall(_arg1:Number, _arg2:Number, _arg3:LetheWorld):void{ stopped = false; hitResults = new Array(); atKeyPoint = false; super(); position = new LetheVector(_arg1, _arg2); world = _arg3; aSpeed = new LetheVector(0, 0.5); speed = new LetheVector(1, 0); } public function stop():void{ stopped = true; setSpeed(0, 0); } public function setSpeed(_arg1:Number, _arg2:Number):void{ speed.x = _arg1; speed.y = _arg2; } private function getNum(_arg1:Number):Number{ return ((Math.round((_arg1 * 10)) / 10)); } public function move(_arg1:Number, _arg2:Number):void{ position.x = (position.x + _arg1); position.y = (position.y + _arg2); } public function hitTest():void{ var _local1:Shape; var _local2:*; var _local3:LetheVector; var _local4:LetheVector; var _local5:LetheVector; var _local6:LetheVector; var _local7:LetheVector; var _local8:LetheVector; if (stopped){ return; }; speed.add(aSpeed); if (speed.y > 12){ speed.y = 12; }; hitResults = new Array(); _local2 = world.getMapInfo(); for each (_local1 in _local2["lines"]) { _local3 = _local1.checkPoint((position.x + speed.x), (position.y + speed.y)); if (_local3 != null){ hitResults.push(new CheckResult(_local3, _local1)); }; }; for each (_local1 in _local2["arcs"]) { _local4 = _local1.checkPoint((position.x + speed.x), (position.y + speed.y)); if (_local4 != null){ hitResults.push(new CheckResult(_local4, _local1)); }; }; for each (_local1 in _local2["bows"]) { _local5 = _local1.checkPoint((position.x + speed.x), (position.y + speed.y)); if (_local5 != null){ hitResults.push(new CheckResult(_local5, _local1)); }; }; if (((!((Model.MovingState == Model.M_DIED))) && (Model.getInstance().player.checkAction()))){ if (((Model.KeyIsDown[90]) || (currentBar))){ for each (_local1 in _local2["aLines"]) { _local6 = _local1.checkPoint((position.x + speed.x), (position.y + speed.y)); if (((!((_local6 == null))) && ((Math.cos((_local1.rotation - ((Model.targetRotation / 180) * Math.PI))) > Math.SQRT1_2)))){ hitResults.push(new CheckResult(_local6, _local1)); }; }; for each (_local1 in _local2["aArcs"]) { _local7 = _local1.checkPoint((position.x + speed.x), (position.y + speed.y)); if (((!((_local7 == null))) && ((Math.cos((_local1.rotation - ((Model.targetRotation / 180) * Math.PI))) > Math.SQRT1_2)))){ hitResults.push(new CheckResult(_local7, _local1)); }; }; for each (_local1 in _local2["circles"]) { if (_local1.checkInside(world.testBall._x, world.testBall._y)){ _local1.disabled = false; _local8 = _local1.checkPoint((position.x + speed.x), (position.y + speed.y)); if (_local8 != null){ hitResults.push(new CheckResult(_local8, _local1)); }; } else { _local1.disabled = true; }; }; }; }; checkResults(); } public function checkFlip():Boolean{ if (hitObj != null){ return (false); }; return (true); } private function checkResults():void{ var _local1:LetheVector; var _local2:Number; var _local3:CheckResult; var _local4:Number; var _local5:Number; _local1 = position.getAdded(speed); hitObj = null; _local2 = -1; for each (_local3 in hitResults) { _local4 = _local3.result.getReduced(position).getLength(); if ((((_local4 < _local2)) || ((_local2 < 0)))){ _local2 = _local4; _local1 = _local3.result; hitObj = _local3.obj; }; }; if (hitObj != null){ hit = ((hitObj.rotation * 180) / Math.PI); _local5 = (Math.atan2(speed.y, speed.x) - hitObj.rotation); if (Math.abs(((hitObj.rotation * 180) / Math.PI)) == 90){ if (Math.sin(_local5) >= Math.SQRT1_2){ if (Model.MAN_PLACE == Model.MAN_ON_BAR){ BroadCaster.getInstance().run("onHideBalanceBar"); speed.x = (speed.x * -0.2); } else { if (Model.getInstance().player.checkSlip()){ speed.x = (speed.x * -0.5); BroadCaster.getInstance().run("onHideBalanceBar"); BroadCaster.getInstance().run("onFall"); } else { if (Model.MovingState == Model.M_DIED){ Model.speedDir = (Model.speedDir * -1); speed.x = (speed.x * -1); } else { speed.x = (speed.x * -0.2); }; }; }; Model.MAN_PLACE = Model.MAN_IN_AIR; } else { if ((((Model.MAN_PLACE == Model.MAN_ON_BAR)) || ((Model.MAN_PLACE == Model.MAN_ON_LAND)))){ speed.x = getNum(((Model.speedLength * Model.speedDir) * Math.cos(hitObj.rotation))); if (Model.MAN_PLACE == Model.MAN_ON_BAR){ BroadCaster.getInstance().run("onHideBalanceBar"); }; if (Model.MAN_PLACE != Model.MAN_IN_AIR){ Model.clearRotate(); Model.MAN_PLACE = Model.MAN_IN_AIR; }; }; }; } else { if (hitObj.type == 3){ if (((((!(atKeyPoint)) && ((Math.abs((hitObj.x - _local1.x)) < 20)))) && ((Math.abs((hitObj.ty - _local1.y)) < 20)))){ atKeyPoint = true; hitObj.changeDir(); } else { if ((((Math.abs((hitObj.x - position.x)) >= 20)) || ((Math.abs((hitObj.ty - position.y)) >= 20)))){ atKeyPoint = false; }; }; } else { Model.maxSpeed = (Model.topSpeed * Math.cos(hitObj.rotation)); }; if (Model.maxSpeed < 8){ Model.maxSpeed = 8; }; if (Model.MAN_PLACE == Model.MAN_IN_AIR){ hit = ((hitObj.rotation * 180) / Math.PI); if (Math.abs(hit) != 90){ if (((((Math.abs((Model.targetRotation - hit)) % 360) >= 45)) && (((Math.abs((Model.targetRotation - hit)) % 360) <= 315)))){ BroadCaster.getInstance().run("onFall"); } else { if ((((Math.abs(Model.totalRotate) >= 180)) && (Model.getInstance().player.checkAction()))){ BroadCaster.getInstance().run("onRotate", Math.round((Model.totalRotate / 360))); }; }; }; Model.totalRotate = 0; Model.speedLength = (Model.speedLength * Math.abs(Math.cos((speed.getAngle() - hitObj.rotation)))); if (Model.speedLength < Model.minSpeed){ Model.speedLength = Model.minSpeed; }; }; if (hitObj.type == 1){ Model.MAN_PLACE = Model.MAN_ON_BAR; Model.speedLength = Model.maxBSpeed; currentBar = hitObj; } else { if (hitObj.type == 3){ Model.MAN_PLACE = Model.MAN_ON_BAR; Model.speedLength = Model.maxSpeed; currentBar = hitObj; } else { currentBar = null; Model.MAN_PLACE = Model.MAN_ON_LAND; }; }; if (((!((hitObj.type == 3))) || ((Model.MovingState == Model.M_DIED)))){ if (((!((Model.MovingState == Model.M_DIED))) || ((((Model.MovingState == Model.M_DIED)) && ((Math.abs(Model.targetRotation) >= 60)))))){ if (Math.abs(_local5) < (Math.PI / 2)){ Model.speedDir = 1; } else { if (Math.abs(_local5) > (Math.PI / 2)){ Model.speedDir = -1; }; }; }; }; speed.x = getNum(((Model.speedLength * Model.speedDir) * Math.cos(hitObj.rotation))); speed.y = getNum(((Model.speedLength * Model.speedDir) * Math.sin(hitObj.rotation))); }; if (Math.abs(hit) != 90){ Model.targetRotation = hit; }; } else { if ((((Model.MAN_PLACE == Model.MAN_ON_BAR)) || (Model.getInstance().player.checkSlip()))){ BroadCaster.getInstance().run("onHideBalanceBar"); }; currentBar = null; if (Model.MAN_PLACE != Model.MAN_IN_AIR){ Model.clearRotate(); Model.MAN_PLACE = Model.MAN_IN_AIR; }; }; position.copy(_local1); } public function set0Speed():void{ if (((((!((hitObj == null))) && (!((hitObj.type == 1))))) && (!((hitObj.type == 3))))){ tAngle = ((hitObj.rotation * 180) / Math.PI); if (tAngle < -55){ setSpeed(0, 0); Model.speedDir = -1; } else { if (tAngle > 55){ setSpeed(0, 0); Model.speedDir = 1; }; }; }; } public function setPosition(_arg1:Number, _arg2:Number):void{ position.x = _arg1; position.y = _arg2; } public function setPositionUp():void{ position.y = (position.y - 400); } } }//package LetheEnginee class CheckResult { public var obj; public var result:LetheVector; private function CheckResult(_arg1:LetheVector, _arg2:Shape):void{ result = _arg1; obj = _arg2; } }
Section 44
//LetheBow (LetheEnginee.LetheBow) package LetheEnginee { public class LetheBow extends Shape { private var hitAngle:Number; private var locateX:Number; private var width:Number; public var locateY:Number; private var minX:Number; private var minY:Number; private var height:Number; private var ry:Number; private var maxY:Number; private var maxX:Number; public function LetheBow(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number, _arg5:Number, _arg6:Number):void{ locateX = _arg1; locateY = _arg2; type = -1; tx = _arg5; ry = _arg4; width = (_arg3 - _arg1); height = (_arg2 - _arg6); minX = _arg1; maxX = _arg3; minY = _arg2; maxY = _arg6; } override public function checkInside(_arg1:Number, _arg2:Number):Boolean{ var _local3:Number; if ((((_arg1 < minX)) || ((_arg1 > maxX)))){ return (false); }; hitAngle = ((((_arg1 - minX) / width) * Math.PI) * 2); _local3 = (minY + (((height / 2) * Math.sin((hitAngle + (Math.PI / 2)))) - (height / 2))); if (_arg2 >= _local3){ return (true); }; return (false); } override public function checkPoint(_arg1:Number, _arg2:Number):LetheVector{ var _local3:Number; if ((((_arg1 < minX)) || ((_arg1 > maxX)))){ return (null); }; hitAngle = ((((_arg1 - minX) / width) * Math.PI) * 2); _local3 = (minY + (((height / 2) * Math.sin((hitAngle + (Math.PI / 2)))) - (height / 2))); if (_arg2 >= _local3){ this.rotation = Math.atan((((Math.cos((hitAngle + (Math.PI / 2))) * height) / width) * Math.PI)); return (new LetheVector(_arg1, _local3)); }; return (null); } } }//package LetheEnginee
Section 45
//LetheCircle (LetheEnginee.LetheCircle) package LetheEnginee { import game.*; public class LetheCircle extends Shape { public var radius:Number; private var _disabled:Boolean;// = true public var centerX:Number; public var centerY:Number; public var activeLeft:Boolean;// = false public function LetheCircle(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):void{ activeLeft = false; _disabled = true; super(); type = 3; x = _arg1; tx = _arg3; by = _arg2; ty = _arg4; centerX = _arg1; centerY = ((_arg2 + _arg4) / 2); radius = ((_arg2 - _arg4) / 2); } private function getPosition(_arg1:Number, _arg2:Number):LetheVector{ var _local3:Number; _local3 = Math.atan2((_arg2 - centerY), (_arg1 - centerX)); rotation = (_local3 - (Math.PI / 2)); return (new LetheVector((centerX + (radius * Math.cos(_local3))), (centerY + (radius * Math.sin(_local3))))); } override public function checkInside(_arg1:Number, _arg2:Number):Boolean{ return (!(checkArc(_arg1, _arg2))); } override public function checkPoint(_arg1:Number, _arg2:Number):LetheVector{ if (activeLeft){ return (checkLeft(_arg1, _arg2)); }; return (checkRight(_arg1, _arg2)); } private function checkArc(_arg1:Number, _arg2:Number):Boolean{ return (((((centerX - _arg1) * (centerX - _arg1)) + ((centerY - _arg2) * (centerY - _arg2))) > (radius * radius))); } private function checkLeft(_arg1:Number, _arg2:Number):LetheVector{ if ((((_arg1 > x)) || (!(checkArc(_arg1, _arg2))))){ return (null); }; return (getPosition(_arg1, _arg2)); } private function checkRight(_arg1:Number, _arg2:Number):LetheVector{ if ((((_arg1 < x)) || (!(checkArc(_arg1, _arg2))))){ return (null); }; return (getPosition(_arg1, _arg2)); } override public function changeDir():void{ activeLeft = !(activeLeft); } override public function set disabled(_arg1:Boolean):void{ if (((_disabled) && (!(_arg1)))){ activeLeft = ((Model.speedDir > 0)) ? false : true; }; _disabled = _arg1; } } }//package LetheEnginee
Section 46
//LetheRect (LetheEnginee.LetheRect) package LetheEnginee { public class LetheRect extends Shape { public var point1:LetheVector; public var point2:LetheVector; public var point3:LetheVector; public var point4:LetheVector; public var bounds:Object; public function LetheRect(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number, _arg5:Number, _arg6:Number, _arg7:Number, _arg8:Number, _arg9:int=0):void{ point1 = new LetheVector(_arg1, _arg2); point2 = new LetheVector(_arg3, _arg4); point3 = new LetheVector(_arg5, _arg6); point4 = new LetheVector(_arg7, _arg8); type = _arg9; rotation = Math.atan2((point2.y - point1.y), (point2.x - point1.x)); } override public function checkInside(_arg1:Number, _arg2:Number):Boolean{ if (Math.abs(rotation) == (Math.PI / 2)){ return (false); }; if (((((((checkUnder(point1, point2, _arg1, _arg2)) && (checkUnder(point2, point3, _arg1, _arg2)))) && (checkUnder(point3, point4, _arg1, _arg2)))) && (checkUnder(point4, point1, _arg1, _arg2)))){ return (true); }; return (false); } override public function checkPoint(_arg1:Number, _arg2:Number):LetheVector{ if (((((((checkUnder(point1, point2, _arg1, _arg2)) && (checkUnder(point2, point3, _arg1, _arg2)))) && (checkUnder(point3, point4, _arg1, _arg2)))) && (checkUnder(point4, point1, _arg1, _arg2)))){ return (LetheVector.getShadow(point1, point2, _arg1, _arg2)); }; return (null); } public function checkUnder(_arg1:LetheVector, _arg2:LetheVector, _arg3:Number, _arg4:Number):Boolean{ var _local5:Number; var _local6:Number; _local5 = Math.atan2((_arg2.y - _arg1.y), (_arg2.x - _arg1.x)); _local6 = Math.atan2((_arg2.y - _arg4), (_arg2.x - _arg3)); return ((Math.sin((_local5 - _local6)) > 0)); } } }//package LetheEnginee
Section 47
//LetheVector (LetheEnginee.LetheVector) package LetheEnginee { public class LetheVector { public var x:Number; public var y:Number; public function LetheVector(_arg1:Number=0, _arg2:Number=0):void{ x = getNum(_arg1); y = getNum(_arg2); } public function getDSpeed(_arg1:Number):void{ var _local2:Number; var _local3:Number; var _local4:Number; var _local5:Number; var _local6:Number; var _local7:Number; _local2 = getLength(); _local3 = getAngle(); _local4 = (_local3 - _arg1); _local5 = (_local2 * Math.cos(_local4)); _local6 = (_local5 * Math.cos(_arg1)); _local7 = (_local5 * Math.sin(_arg1)); x = _local6; y = _local7; } public function muplitiply(_arg1:Number):void{ x = (x * _arg1); y = (y * _arg1); } public function getMirror(_arg1:Number):LetheVector{ var _local2:Number; var _local3:Number; var _local4:Number; var _local5:Number; var _local6:Number; _local2 = getLength(); _local3 = getAngle(); _local4 = (_local3 - (2 * _arg1)); _local5 = getNum((Math.cos(_local4) * _local2)); _local6 = getNum((-(Math.sin(_local4)) * _local2)); return (new LetheVector(_local5, _local6)); } public function reduce(_arg1:LetheVector):LetheVector{ this.x = getNum((x - _arg1.x)); this.y = getNum((y - _arg1.y)); return (this); } public function add(_arg1:LetheVector):LetheVector{ this.x = getNum((x + _arg1.x)); this.y = getNum((y + _arg1.y)); return (this); } public function getAdded(_arg1:LetheVector):LetheVector{ return (new LetheVector((x + _arg1.x), (y + _arg1.y))); } public function getCopy():LetheVector{ var _local1:LetheVector; _local1 = new LetheVector(x, y); return (_local1); } public function addN(_arg1:Number, _arg2:Number):void{ this.x = (this.x + _arg1); this.y = (this.y + _arg2); } public function setZero():void{ this.x = 0; this.y = 0; } public function division(_arg1:Number):void{ this.x = getNum((x / _arg1)); this.y = getNum((y / _arg1)); } public function copy(_arg1:LetheVector):LetheVector{ this.x = getNum(_arg1.x); this.y = getNum(_arg1.y); return (this); } public function getReduced(_arg1:LetheVector):LetheVector{ return (new LetheVector((x - _arg1.x), (y - _arg1.y))); } public function getLength():Number{ return (getNum(Math.sqrt((Math.pow(x, 2) + Math.pow(y, 2))))); } public function getAngle():Number{ return (Math.atan2(y, x)); } public function setY(_arg1:Number):void{ this.y = _arg1; } public function minus(_arg1:LetheVector):LetheVector{ this.x = getNum((x - _arg1.x)); this.y = getNum((y - _arg1.y)); return (this); } public static function getNum(_arg1:Number):Number{ return (_arg1); } public static function getShadow(_arg1:LetheVector, _arg2:LetheVector, _arg3:Number, _arg4:Number):LetheVector{ var _local5:Number; var _local6:Number; var _local7:Number; var _local8:Number; _local5 = Math.atan2((_arg4 - _arg1.y), (_arg3 - _arg1.x)); _local6 = Math.atan2((_arg2.y - _arg1.y), (_arg2.x - _arg1.x)); _local7 = (_local5 - _local6); _local8 = (Math.sqrt((Math.pow((_arg4 - _arg1.y), 2) + Math.pow((_arg3 - _arg1.x), 2))) * Math.cos(_local7)); return (new LetheVector((_arg1.x + (_local8 * Math.cos(_local6))), (_arg1.y + (_local8 * Math.sin(_local6))))); } } }//package LetheEnginee
Section 48
//LetheWorld (LetheEnginee.LetheWorld) package LetheEnginee { import game.*; public class LetheWorld { public var aRectHeight:Number;// = 30 public var minX:Number; public var minY:Number; private var cObj:mapInfo; public var blocks:Array; private var arcHeight:Number;// = 32 public var points:Array; public var rectHeight:Number;// = 50 public var testBall:TestBall; public var maxX:Number; public var maxY:Number; public function LetheWorld(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):void{ arcHeight = 32; rectHeight = 50; aRectHeight = 30; super(); minX = _arg1; minY = _arg2; maxX = _arg3; maxY = _arg4; blocks = new Array(); points = new Array(); } public function addActiveArcs(_arg1:Number, _arg2:Number, _arg3:Number):void{ cObj.aArcs.push(new LetheArc(_arg1, _arg2, _arg3, arcHeight, 1)); } public function update():void{ var _local1:LetheBall; for each (_local1 in points) { _local1.hitTest(); }; } public function addTestBall():TestBall{ testBall = new TestBall(this); return (testBall); } public function addCircle(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):void{ cObj.circles.push(new LetheCircle(_arg1, _arg2, _arg3, _arg4)); } public function addActiveLine(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):void{ var _local5:Number; _local5 = Math.atan2((_arg4 - _arg2), (_arg3 - _arg1)); cObj.aLines.push(new LetheRect(_arg1, _arg2, _arg3, _arg4, (_arg3 - (aRectHeight * Math.sin(_local5))), (_arg4 + (aRectHeight * Math.cos(_local5))), (_arg1 - (aRectHeight * Math.sin(_local5))), (_arg2 + (aRectHeight * Math.cos(_local5))), 1)); } public function addArcs(_arg1:Number, _arg2:Number, _arg3:Number):void{ cObj.arcs.push(new LetheArc(_arg1, _arg2, _arg3, arcHeight)); } public function addBlock():void{ cObj = new mapInfo(); blocks.push(cObj); } public function addPoint(_arg1:Number, _arg2:Number):LetheBall{ var _local3:LetheBall; _local3 = new LetheBall(_arg1, _arg2, this); points.push(_local3); return (_local3); } public function addBows(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number, _arg5:Number, _arg6:Number):void{ cObj.bows.push(new LetheBow(_arg1, _arg2, _arg3, _arg4, _arg5, _arg6)); } public function getMapInfo():mapInfo{ return (blocks[(Model.currentMapBlockId - 1)]); } public function addLine(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):void{ var _local5:Number; _local5 = Math.atan2((_arg4 - _arg2), (_arg3 - _arg1)); cObj.lines.push(new LetheRect(_arg1, _arg2, _arg3, _arg4, (_arg3 - (rectHeight * Math.sin(_local5))), (_arg4 + (rectHeight * Math.cos(_local5))), (_arg1 - (rectHeight * Math.sin(_local5))), (_arg2 + (rectHeight * Math.cos(_local5))), 0)); } } }//package LetheEnginee class mapInfo { public var circles:Array; public var aLines:Array; public var arcs:Array; public var bows:Array; public var aArcs:Array; public var lines:Array; private function mapInfo():void{ aLines = new Array(); lines = new Array(); arcs = new Array(); bows = new Array(); aArcs = new Array(); circles = new Array(); super(); aLines = new Array(); lines = new Array(); arcs = new Array(); bows = new Array(); aArcs = new Array(); circles = new Array(); } }
Section 49
//Shape (LetheEnginee.Shape) package LetheEnginee { public class Shape { public var tx:Number;// = 0 public var ty:Number;// = 0 public var by:Number;// = 0 public var x:Number;// = 0 public var type:int; public var rotation:Number; public function Shape(){ x = 0; tx = 0; by = 0; ty = 0; super(); } public function checkPoint(_arg1:Number, _arg2:Number):LetheVector{ return (null); } public function checkInside(_arg1:Number, _arg2:Number):Boolean{ return (false); } public function changeDir():void{ } public function set disabled(_arg1:Boolean):void{ } } }//package LetheEnginee
Section 50
//TestBall (LetheEnginee.TestBall) package LetheEnginee { import game.*; public class TestBall { private var testHeight:Number;// = 60 public var world:LetheWorld; public var _x:Number; public var _y:Number; var worldData; private var tAngle:Number; public function TestBall(_arg1:LetheWorld):void{ testHeight = 60; super(); world = _arg1; } public function setPosition(_arg1:LetheVector):void{ var _local2:Shape; worldData = world.getMapInfo(); tAngle = ((Model.targetRotation / 180) * Math.PI); _x = (_arg1.x + (Math.sin(tAngle) * testHeight)); _y = (_arg1.y - (Math.cos(tAngle) * testHeight)); for each (_local2 in worldData["lines"]) { if (_local2.checkInside(_x, _y)){ onDied(); return; }; }; for each (_local2 in worldData["arcs"]) { if (_local2.checkInside(_x, _y)){ onDied(); return; }; }; for each (_local2 in worldData["bows"]) { if (_local2.checkInside(_x, _y)){ onDied(); return; }; }; } private function onDied():void{ BroadCaster.getInstance().run("onFall"); } } }//package LetheEnginee
Section 51
//combo_num_9 (SKATE_fla.combo_num_9) package SKATE_fla { import flash.display.*; public dynamic class combo_num_9 extends MovieClip { public var _m_combNumber:MovieClip; } }//package SKATE_fla
Section 52
//loading_369 (SKATE_fla.loading_369) package SKATE_fla { import flash.display.*; public dynamic class loading_369 extends MovieClip { public var _m_progress:MovieClip; public var _m_man:MovieClip; } }//package SKATE_fla
Section 53
//map1_action_138 (SKATE_fla.map1_action_138) package SKATE_fla { import flash.display.*; public dynamic class map1_action_138 extends MovieClip { public function map1_action_138(){ addFrameScript(5, frame6); } function frame6(){ stop(); } } }//package SKATE_fla
Section 54
//map2_action_128 (SKATE_fla.map2_action_128) package SKATE_fla { import flash.display.*; public dynamic class map2_action_128 extends MovieClip { public function map2_action_128(){ addFrameScript(5, frame6); } function frame6(){ stop(); } } }//package SKATE_fla
Section 55
//map3_action_131 (SKATE_fla.map3_action_131) package SKATE_fla { import flash.display.*; public dynamic class map3_action_131 extends MovieClip { public function map3_action_131(){ addFrameScript(5, frame6); } function frame6(){ stop(); } } }//package SKATE_fla
Section 56
//map4_action_134 (SKATE_fla.map4_action_134) package SKATE_fla { import flash.display.*; public dynamic class map4_action_134 extends MovieClip { public function map4_action_134(){ addFrameScript(5, frame6); } function frame6(){ stop(); } } }//package SKATE_fla
Section 57
//mission_text_box_319 (SKATE_fla.mission_text_box_319) package SKATE_fla { import flash.display.*; public dynamic class mission_text_box_319 extends MovieClip { public var _b_menu:b_menu; public var _b_back:b_ok; } }//package SKATE_fla
Section 58
//score_317 (SKATE_fla.score_317) package SKATE_fla { import game.*; import flash.display.*; public dynamic class score_317 extends MovieClip { public var _t_score:Scores; } }//package SKATE_fla
Section 59
//Symbol1_10 (SKATE_fla.Symbol1_10) package SKATE_fla { import flash.display.*; import flash.text.*; public dynamic class Symbol1_10 extends MovieClip { public var _txt:TextField; } }//package SKATE_fla
Section 60
//Symbol1_18 (SKATE_fla.Symbol1_18) package SKATE_fla { import flash.display.*; import flash.text.*; public dynamic class Symbol1_18 extends MovieClip { public var _t_score:TextField; } }//package SKATE_fla
Section 61
//Symbol84_13 (SKATE_fla.Symbol84_13) package SKATE_fla { import flash.display.*; public dynamic class Symbol84_13 extends MovieClip { public function Symbol84_13(){ addFrameScript(16, frame17); } function frame17(){ stop(); this.visible = false; } } }//package SKATE_fla
Section 62
//Timeline_164 (SKATE_fla.Timeline_164) package SKATE_fla { import flash.display.*; public dynamic class Timeline_164 extends MovieClip { public var _m_explode:MovieClip; public function Timeline_164(){ addFrameScript(55, frame56); } function frame56(){ stop(); } } }//package SKATE_fla
Section 63
//Timeline_310 (SKATE_fla.Timeline_310) package SKATE_fla { import flash.display.*; import flash.text.*; public dynamic class Timeline_310 extends MovieClip { public var _txt:TextField; } }//package SKATE_fla
Section 64
//UI__290 (SKATE_fla.UI__290) package SKATE_fla { import game.*; import flash.display.*; public dynamic class UI__290 extends MovieClip { public var _t_timeb:Scores; public var _m_space:MovieClip; public var _t_totalb:Scores; public var _t_missionb:Scores; public var _b_close:b_close; } }//package SKATE_fla
Section 65
//v_progress_151 (SKATE_fla.v_progress_151) package SKATE_fla { import flash.display.*; public dynamic class v_progress_151 extends MovieClip { public var _man_icon:MovieClip; } }//package SKATE_fla
Section 66
//v_wing_73 (SKATE_fla.v_wing_73) package SKATE_fla { import flash.display.*; public dynamic class v_wing_73 extends MovieClip { public function v_wing_73(){ addFrameScript(15, frame16); } function frame16(){ stop(); } } }//package SKATE_fla
Section 67
//wing_22 (SKATE_fla.wing_22) package SKATE_fla { import flash.display.*; public dynamic class wing_22 extends MovieClip { public function wing_22(){ addFrameScript(15, frame16); } function frame16(){ stop(); } } }//package SKATE_fla
Section 68
//b_choose_level1_gray (b_choose_level1_gray) package { import game.*; public dynamic class b_choose_level1_gray extends Button { } }//package
Section 69
//b_close (b_close) package { import game.*; public dynamic class b_close extends Button { } }//package
Section 70
//b_continuee (b_continuee) package { import game.*; public dynamic class b_continuee extends Button { } }//package
Section 71
//b_FREE (b_FREE) package { import game.*; public dynamic class b_FREE extends Button { } }//package
Section 72
//b_free_h (b_free_h) package { import game.*; public dynamic class b_free_h extends Button { } }//package
Section 73
//b_menu (b_menu) package { import game.*; public dynamic class b_menu extends Button { } }//package
Section 74
//b_mission (b_mission) package { import game.*; public dynamic class b_mission extends Button { } }//package
Section 75
//b_ok (b_ok) package { import game.*; public dynamic class b_ok extends Button { } }//package
Section 76
//b_select_level2 (b_select_level2) package { import game.*; public dynamic class b_select_level2 extends Button { } }//package
Section 77
//b_select_level4 (b_select_level4) package { import game.*; public dynamic class b_select_level4 extends Button { } }//package
Section 78
//b_slelect_level3 (b_slelect_level3) package { import game.*; public dynamic class b_slelect_level3 extends Button { } }//package
Section 79
//b_slelect_level3_gray (b_slelect_level3_gray) package { import game.*; public dynamic class b_slelect_level3_gray extends Button { } }//package
Section 80
//BG_1 (BG_1) package { import flash.display.*; public dynamic class BG_1 extends MovieClip { } }//package
Section 81
//BG_2 (BG_2) package { import flash.display.*; public dynamic class BG_2 extends MovieClip { } }//package
Section 82
//BG_3 (BG_3) package { import flash.display.*; public dynamic class BG_3 extends MovieClip { } }//package
Section 83
//BG_4 (BG_4) package { import flash.display.*; public dynamic class BG_4 extends MovieClip { } }//package
Section 84
//BG_M_1 (BG_M_1) package { import flash.display.*; public dynamic class BG_M_1 extends MovieClip { } }//package
Section 85
//BG_M_2 (BG_M_2) package { import flash.display.*; public dynamic class BG_M_2 extends MovieClip { } }//package
Section 86
//BG_M_3 (BG_M_3) package { import flash.display.*; public dynamic class BG_M_3 extends MovieClip { } }//package
Section 87
//BG_M_4 (BG_M_4) package { import flash.display.*; public dynamic class BG_M_4 extends MovieClip { } }//package
Section 88
//BG_MM_1 (BG_MM_1) package { import flash.display.*; public dynamic class BG_MM_1 extends MovieClip { } }//package
Section 89
//BG_MM_2 (BG_MM_2) package { import flash.display.*; public dynamic class BG_MM_2 extends MovieClip { } }//package
Section 90
//BG_MM_3 (BG_MM_3) package { import flash.display.*; public dynamic class BG_MM_3 extends MovieClip { } }//package
Section 91
//BG_MM_4 (BG_MM_4) package { import flash.display.*; public dynamic class BG_MM_4 extends MovieClip { } }//package
Section 92
//bMainMenu (bMainMenu) package { import game.*; public dynamic class bMainMenu extends Button { } }//package
Section 93
//bnextworld (bnextworld) package { import game.*; public dynamic class bnextworld extends Button { } }//package
Section 94
//bt_mission (bt_mission) package { import game.*; public dynamic class bt_mission extends Button { } }//package
Section 95
//bt_tick (bt_tick) package { import game.*; public dynamic class bt_tick extends Button { } }//package
Section 96
//btn_back (btn_back) package { import game.*; public dynamic class btn_back extends Button { } }//package
Section 97
//btn_choose_map_park (btn_choose_map_park) package { import game.*; public dynamic class btn_choose_map_park extends Button { } }//package
Section 98
//btn_easy (btn_easy) package { import game.*; public dynamic class btn_easy extends Button { } }//package
Section 99
//btn_hard (btn_hard) package { import game.*; public dynamic class btn_hard extends Button { } }//package
Section 100
//btn_Highscores (btn_Highscores) package { import game.*; public dynamic class btn_Highscores extends Button { } }//package
Section 101
//btn_howtoplay (btn_howtoplay) package { import game.*; public dynamic class btn_howtoplay extends Button { } }//package
Section 102
//btn_MoreGames (btn_MoreGames) package { import game.*; public dynamic class btn_MoreGames extends Button { } }//package
Section 103
//btn_morer (btn_morer) package { import game.*; public dynamic class btn_morer extends Button { } }//package
Section 104
//btn_normal (btn_normal) package { import game.*; public dynamic class btn_normal extends Button { } }//package
Section 105
//btn_play (btn_play) package { import game.*; public dynamic class btn_play extends Button { } }//package
Section 106
//btn_start (btn_start) package { import game.*; public dynamic class btn_start extends Button { } }//package
Section 107
//City_Part1 (City_Part1) package { import flash.display.*; public dynamic class City_Part1 extends MovieClip { } }//package
Section 108
//City_Part2 (City_Part2) package { import game.*; import flash.display.*; public dynamic class City_Part2 extends MovieClip { public var _m_logo:MyLogo; } }//package
Section 109
//City_Part3 (City_Part3) package { import flash.display.*; public dynamic class City_Part3 extends MovieClip { } }//package
Section 110
//City_S1 (City_S1) package { import flash.display.*; public dynamic class City_S1 extends MovieClip { } }//package
Section 111
//City_S2 (City_S2) package { import flash.display.*; public dynamic class City_S2 extends MovieClip { } }//package
Section 112
//City_S3 (City_S3) package { import flash.display.*; public dynamic class City_S3 extends MovieClip { } }//package
Section 113
//credits (credits) package { import game.*; public dynamic class credits extends Button { } }//package
Section 114
//Decounter (Decounter) package { import flash.display.*; import flash.text.*; public dynamic class Decounter extends MovieClip { public var _t_decount:TextField; public function Decounter(){ addFrameScript(39, frame40); } function frame40(){ stop(); } } }//package
Section 115
//fanyi_biaoti (fanyi_biaoti) package { import game.*; public dynamic class fanyi_biaoti extends MyText { } }//package
Section 116
//fanyi_bouns (fanyi_bouns) package { import game.*; public dynamic class fanyi_bouns extends MyText { } }//package
Section 117
//fanyi_brake_stop (fanyi_brake_stop) package { import game.*; public dynamic class fanyi_brake_stop extends MyText { } }//package
Section 118
//fanyi_choose_back (fanyi_choose_back) package { import game.*; public dynamic class fanyi_choose_back extends MyText { } }//package
Section 119
//fanyi_choose_menu (fanyi_choose_menu) package { import game.*; public dynamic class fanyi_choose_menu extends MyText { } }//package
Section 120
//fanyi_choose_play (fanyi_choose_play) package { import game.*; public dynamic class fanyi_choose_play extends MyText { } }//package
Section 121
//fanyi_congratuations (fanyi_congratuations) package { import game.*; public dynamic class fanyi_congratuations extends MyText { } }//package
Section 122
//fanyi_congratulations (fanyi_congratulations) package { import game.*; public dynamic class fanyi_congratulations extends MyText { } }//package
Section 123
//fanyi_congratulations_credits (fanyi_congratulations_credits) package { import game.*; public dynamic class fanyi_congratulations_credits extends MyText { } }//package
Section 124
//fanyi_credits (fanyi_credits) package { import game.*; public dynamic class fanyi_credits extends MyText { } }//package
Section 125
//fanyi_freemode (fanyi_freemode) package { import game.*; public dynamic class fanyi_freemode extends MyText { } }//package
Section 126
//fanyi_gameover (fanyi_gameover) package { import game.*; public dynamic class fanyi_gameover extends MyText { } }//package
Section 127
//fanyi_gameover_continue (fanyi_gameover_continue) package { import game.*; public dynamic class fanyi_gameover_continue extends MyText { } }//package
Section 128
//fanyi_gameover_MainMenu (fanyi_gameover_MainMenu) package { import game.*; public dynamic class fanyi_gameover_MainMenu extends MyText { } }//package
Section 129
//fanyi_gameover_nextworld (fanyi_gameover_nextworld) package { import game.*; public dynamic class fanyi_gameover_nextworld extends MyText { } }//package
Section 130
//fanyi_gameover_submit (fanyi_gameover_submit) package { import game.*; public dynamic class fanyi_gameover_submit extends MyText { } }//package
Section 131
//fanyi_highscore (fanyi_highscore) package { import game.*; public dynamic class fanyi_highscore extends MyText { } }//package
Section 132
//fanyi_howtoplay (fanyi_howtoplay) package { import game.*; public dynamic class fanyi_howtoplay extends MyText { } }//package
Section 133
//fanyi_howtoplay_3000 (fanyi_howtoplay_3000) package { import game.*; public dynamic class fanyi_howtoplay_3000 extends MyText { } }//package
Section 134
//fanyi_howtoplay_trick (fanyi_howtoplay_trick) package { import game.*; public dynamic class fanyi_howtoplay_trick extends MyText { } }//package
Section 135
//fanyi_jump (fanyi_jump) package { import game.*; public dynamic class fanyi_jump extends MyText { } }//package
Section 136
//fanyi_left (fanyi_left) package { import game.*; public dynamic class fanyi_left extends MyText { } }//package
Section 137
//fanyi_main_freemode (fanyi_main_freemode) package { import game.*; public dynamic class fanyi_main_freemode extends MyText { } }//package
Section 138
//fanyi_main_highscores (fanyi_main_highscores) package { import game.*; public dynamic class fanyi_main_highscores extends MyText { } }//package
Section 139
//fanyi_main_missionmode (fanyi_main_missionmode) package { import game.*; public dynamic class fanyi_main_missionmode extends MyText { } }//package
Section 140
//fanyi_main_moregames (fanyi_main_moregames) package { import game.*; public dynamic class fanyi_main_moregames extends MyText { } }//package
Section 141
//fanyi_minssioncomplate (fanyi_minssioncomplate) package { import game.*; public dynamic class fanyi_minssioncomplate extends MyText { } }//package
Section 142
//fanyi_name (fanyi_name) package { import game.*; public dynamic class fanyi_name extends MyText { } }//package
Section 143
//fanyi_next (fanyi_next) package { import game.*; public dynamic class fanyi_next extends MyText { } }//package
Section 144
//fanyi_ok (fanyi_ok) package { import game.*; public dynamic class fanyi_ok extends MyText { } }//package
Section 145
//fanyi_rank (fanyi_rank) package { import game.*; public dynamic class fanyi_rank extends MyText { } }//package
Section 146
//fanyi_renwu1 (fanyi_renwu1) package { import game.*; public dynamic class fanyi_renwu1 extends MyText { } }//package
Section 147
//fanyi_renwu10 (fanyi_renwu10) package { import game.*; public dynamic class fanyi_renwu10 extends MyText { } }//package
Section 148
//fanyi_renwu11 (fanyi_renwu11) package { import game.*; public dynamic class fanyi_renwu11 extends MyText { } }//package
Section 149
//fanyi_renwu13 (fanyi_renwu13) package { import game.*; public dynamic class fanyi_renwu13 extends MyText { } }//package
Section 150
//fanyi_renwu14 (fanyi_renwu14) package { import game.*; public dynamic class fanyi_renwu14 extends MyText { } }//package
Section 151
//fanyi_renwu15 (fanyi_renwu15) package { import game.*; public dynamic class fanyi_renwu15 extends MyText { } }//package
Section 152
//fanyi_renwu16 (fanyi_renwu16) package { import game.*; public dynamic class fanyi_renwu16 extends MyText { } }//package
Section 153
//fanyi_renwu17 (fanyi_renwu17) package { import game.*; public dynamic class fanyi_renwu17 extends MyText { } }//package
Section 154
//fanyi_renwu18 (fanyi_renwu18) package { import game.*; public dynamic class fanyi_renwu18 extends MyText { } }//package
Section 155
//fanyi_renwu19 (fanyi_renwu19) package { import game.*; public dynamic class fanyi_renwu19 extends MyText { } }//package
Section 156
//fanyi_renwu2 (fanyi_renwu2) package { import game.*; public dynamic class fanyi_renwu2 extends MyText { } }//package
Section 157
//fanyi_renwu20 (fanyi_renwu20) package { import game.*; public dynamic class fanyi_renwu20 extends MyText { } }//package
Section 158
//fanyi_renwu21 (fanyi_renwu21) package { import game.*; public dynamic class fanyi_renwu21 extends MyText { } }//package
Section 159
//fanyi_renwu22 (fanyi_renwu22) package { import game.*; public dynamic class fanyi_renwu22 extends MyText { } }//package
Section 160
//fanyi_renwu23 (fanyi_renwu23) package { import game.*; public dynamic class fanyi_renwu23 extends MyText { } }//package
Section 161
//fanyi_renwu24 (fanyi_renwu24) package { import game.*; public dynamic class fanyi_renwu24 extends MyText { } }//package
Section 162
//fanyi_renwu25 (fanyi_renwu25) package { import game.*; public dynamic class fanyi_renwu25 extends MyText { } }//package
Section 163
//fanyi_renwu26 (fanyi_renwu26) package { import game.*; public dynamic class fanyi_renwu26 extends MyText { } }//package
Section 164
//fanyi_renwu27 (fanyi_renwu27) package { import game.*; public dynamic class fanyi_renwu27 extends MyText { } }//package
Section 165
//fanyi_renwu28 (fanyi_renwu28) package { import game.*; public dynamic class fanyi_renwu28 extends MyText { } }//package
Section 166
//fanyi_renwu29 (fanyi_renwu29) package { import game.*; public dynamic class fanyi_renwu29 extends MyText { } }//package
Section 167
//fanyi_renwu3 (fanyi_renwu3) package { import game.*; public dynamic class fanyi_renwu3 extends MyText { } }//package
Section 168
//fanyi_renwu30 (fanyi_renwu30) package { import game.*; public dynamic class fanyi_renwu30 extends MyText { } }//package
Section 169
//fanyi_renwu4 (fanyi_renwu4) package { import game.*; public dynamic class fanyi_renwu4 extends MyText { } }//package
Section 170
//fanyi_renwu5 (fanyi_renwu5) package { import game.*; public dynamic class fanyi_renwu5 extends MyText { } }//package
Section 171
//fanyi_renwu6 (fanyi_renwu6) package { import game.*; public dynamic class fanyi_renwu6 extends MyText { } }//package
Section 172
//fanyi_renwu7 (fanyi_renwu7) package { import game.*; public dynamic class fanyi_renwu7 extends MyText { } }//package
Section 173
//fanyi_renwu8 (fanyi_renwu8) package { import game.*; public dynamic class fanyi_renwu8 extends MyText { } }//package
Section 174
//fanyi_renwu9 (fanyi_renwu9) package { import game.*; public dynamic class fanyi_renwu9 extends MyText { } }//package
Section 175
//fanyi_right (fanyi_right) package { import game.*; public dynamic class fanyi_right extends MyText { } }//package
Section 176
//fanyi_score (fanyi_score) package { import game.*; public dynamic class fanyi_score extends MyText { } }//package
Section 177
//fanyi_spaceto (fanyi_spaceto) package { import game.*; public dynamic class fanyi_spaceto extends MyText { } }//package
Section 178
//fanyi_storymode (fanyi_storymode) package { import game.*; public dynamic class fanyi_storymode extends MyText { } }//package
Section 179
//fanyi_text1 (fanyi_text1) package { import game.*; public dynamic class fanyi_text1 extends MyText { } }//package
Section 180
//fanyi_text10 (fanyi_text10) package { import game.*; public dynamic class fanyi_text10 extends MyText { } }//package
Section 181
//fanyi_text11 (fanyi_text11) package { import game.*; public dynamic class fanyi_text11 extends MyText { } }//package
Section 182
//fanyi_text12 (fanyi_text12) package { import game.*; public dynamic class fanyi_text12 extends MyText { } }//package
Section 183
//fanyi_text13 (fanyi_text13) package { import game.*; public dynamic class fanyi_text13 extends MyText { } }//package
Section 184
//fanyi_text14 (fanyi_text14) package { import game.*; public dynamic class fanyi_text14 extends MyText { } }//package
Section 185
//fanyi_text15 (fanyi_text15) package { import game.*; public dynamic class fanyi_text15 extends MyText { } }//package
Section 186
//fanyi_text16 (fanyi_text16) package { import game.*; public dynamic class fanyi_text16 extends MyText { } }//package
Section 187
//fanyi_text17 (fanyi_text17) package { import game.*; public dynamic class fanyi_text17 extends MyText { } }//package
Section 188
//fanyi_text18 (fanyi_text18) package { import game.*; public dynamic class fanyi_text18 extends MyText { } }//package
Section 189
//fanyi_text3 (fanyi_text3) package { import game.*; public dynamic class fanyi_text3 extends MyText { } }//package
Section 190
//fanyi_text4 (fanyi_text4) package { import game.*; public dynamic class fanyi_text4 extends MyText { } }//package
Section 191
//fanyi_text5 (fanyi_text5) package { import game.*; public dynamic class fanyi_text5 extends MyText { } }//package
Section 192
//fanyi_text6 (fanyi_text6) package { import game.*; public dynamic class fanyi_text6 extends MyText { } }//package
Section 193
//fanyi_text7 (fanyi_text7) package { import game.*; public dynamic class fanyi_text7 extends MyText { } }//package
Section 194
//fanyi_text8 (fanyi_text8) package { import game.*; public dynamic class fanyi_text8 extends MyText { } }//package
Section 195
//fanyi_text9 (fanyi_text9) package { import game.*; public dynamic class fanyi_text9 extends MyText { } }//package
Section 196
//fanyi_trick (fanyi_trick) package { import game.*; public dynamic class fanyi_trick extends MyText { } }//package
Section 197
//fanyi_UI_bad (fanyi_UI_bad) package { import game.*; public dynamic class fanyi_UI_bad extends MyText { } }//package
Section 198
//fanyi_UI_best (fanyi_UI_best) package { import game.*; public dynamic class fanyi_UI_best extends MyText { } }//package
Section 199
//fanyi_UI_combo (fanyi_UI_combo) package { import game.*; public dynamic class fanyi_UI_combo extends MyText { } }//package
Section 200
//fanyi_UI_mission (fanyi_UI_mission) package { import game.*; public dynamic class fanyi_UI_mission extends MyText { } }//package
Section 201
//fanyi_UI_normal (fanyi_UI_normal) package { import game.*; public dynamic class fanyi_UI_normal extends MyText { } }//package
Section 202
//fanyi_UI_quality (fanyi_UI_quality) package { import game.*; public dynamic class fanyi_UI_quality extends MyText { } }//package
Section 203
//fanyi_UI_record (fanyi_UI_record) package { import game.*; public dynamic class fanyi_UI_record extends MyText { } }//package
Section 204
//fanyi_UI_score (fanyi_UI_score) package { import game.*; public dynamic class fanyi_UI_score extends MyText { } }//package
Section 205
//fanyi_UI_text2 (fanyi_UI_text2) package { import game.*; public dynamic class fanyi_UI_text2 extends MyText { } }//package
Section 206
//fanyi_UI_trick (fanyi_UI_trick) package { import game.*; public dynamic class fanyi_UI_trick extends MyText { } }//package
Section 207
//fanyi_UI_trick1 (fanyi_UI_trick1) package { import game.*; public dynamic class fanyi_UI_trick1 extends MyText { } }//package
Section 208
//fanyi_world1 (fanyi_world1) package { import game.*; public dynamic class fanyi_world1 extends MyText { } }//package
Section 209
//fanyi_world2 (fanyi_world2) package { import game.*; public dynamic class fanyi_world2 extends MyText { } }//package
Section 210
//fanyi_world3 (fanyi_world3) package { import game.*; public dynamic class fanyi_world3 extends MyText { } }//package
Section 211
//fanyi_world4 (fanyi_world4) package { import game.*; public dynamic class fanyi_world4 extends MyText { } }//package
Section 212
//fanyi_worldcomplete (fanyi_worldcomplete) package { import game.*; public dynamic class fanyi_worldcomplete extends MyText { } }//package
Section 213
//fanyi_worldmap (fanyi_worldmap) package { import game.*; public dynamic class fanyi_worldmap extends MyText { } }//package
Section 214
//fanyi_yourname (fanyi_yourname) package { import game.*; public dynamic class fanyi_yourname extends MyText { } }//package
Section 215
//fanyi_yourscore (fanyi_yourscore) package { import game.*; public dynamic class fanyi_yourscore extends MyText { } }//package
Section 216
//Fire (Fire) package { import flash.display.*; public dynamic class Fire extends MovieClip { } }//package
Section 217
//freemode (freemode) package { import game.*; public dynamic class freemode extends Button { } }//package
Section 218
//hottoPalay (hottoPalay) package { import game.*; public dynamic class hottoPalay extends MyText { } }//package
Section 219
//level2Gray (level2Gray) package { import game.*; public dynamic class level2Gray extends Button { } }//package
Section 220
//newfayi (newfayi) package { import game.*; public dynamic class newfayi extends MyText { } }//package
Section 221
//nextpage (nextpage) package { import game.*; public dynamic class nextpage extends Button { } }//package
Section 222
//Point (Point) package { import flash.display.*; public dynamic class Point extends MovieClip { } }//package
Section 223
//RightArc (RightArc) package { import flash.display.*; public dynamic class RightArc extends MovieClip { } }//package
Section 224
//sd_bar (sd_bar) package { import flash.media.*; public dynamic class sd_bar extends Sound { } }//package
Section 225
//sd_coin (sd_coin) package { import flash.media.*; public dynamic class sd_coin extends Sound { } }//package
Section 226
//sd_combo (sd_combo) package { import flash.media.*; public dynamic class sd_combo extends Sound { } }//package
Section 227
//sd_down (sd_down) package { import flash.media.*; public dynamic class sd_down extends Sound { } }//package
Section 228
//sd_fall (sd_fall) package { import flash.media.*; public dynamic class sd_fall extends Sound { } }//package
Section 229
//sd_getBar (sd_getBar) package { import flash.media.*; public dynamic class sd_getBar extends Sound { } }//package
Section 230
//sd_jump (sd_jump) package { import flash.media.*; public dynamic class sd_jump extends Sound { } }//package
Section 231
//sd_level1 (sd_level1) package { import flash.media.*; public dynamic class sd_level1 extends Sound { } }//package
Section 232
//sd_level2 (sd_level2) package { import flash.media.*; public dynamic class sd_level2 extends Sound { } }//package
Section 233
//sd_level3 (sd_level3) package { import flash.media.*; public dynamic class sd_level3 extends Sound { } }//package
Section 234
//sd_level4 (sd_level4) package { import flash.media.*; public dynamic class sd_level4 extends Sound { } }//package
Section 235
//sd_lose (sd_lose) package { import flash.media.*; public dynamic class sd_lose extends Sound { } }//package
Section 236
//sd_mdown (sd_mdown) package { import flash.media.*; public dynamic class sd_mdown extends Sound { } }//package
Section 237
//sd_menu (sd_menu) package { import flash.media.*; public dynamic class sd_menu extends Sound { } }//package
Section 238
//sd_out (sd_out) package { import flash.media.*; public dynamic class sd_out extends Sound { } }//package
Section 239
//sd_road (sd_road) package { import flash.media.*; public dynamic class sd_road extends Sound { } }//package
Section 240
//sd_start (sd_start) package { import flash.media.*; public dynamic class sd_start extends Sound { } }//package
Section 241
//sd_stop (sd_stop) package { import flash.media.*; public dynamic class sd_stop extends Sound { } }//package
Section 242
//sd_touch (sd_touch) package { import flash.media.*; public dynamic class sd_touch extends Sound { } }//package
Section 243
//sd_win (sd_win) package { import flash.media.*; public dynamic class sd_win extends Sound { } }//package
Section 244
//Secret_Part1 (Secret_Part1) package { import flash.display.*; public dynamic class Secret_Part1 extends MovieClip { } }//package
Section 245
//Secret_Part2 (Secret_Part2) package { import flash.display.*; public dynamic class Secret_Part2 extends MovieClip { } }//package
Section 246
//Secret_Part3 (Secret_Part3) package { import flash.display.*; public dynamic class Secret_Part3 extends MovieClip { public var _m_hideWall:MovieClip; } }//package
Section 247
//Secret_S1 (Secret_S1) package { import flash.display.*; public dynamic class Secret_S1 extends MovieClip { } }//package
Section 248
//Secret_S2 (Secret_S2) package { import flash.display.*; public dynamic class Secret_S2 extends MovieClip { } }//package
Section 249
//Secret_S3 (Secret_S3) package { import flash.display.*; public dynamic class Secret_S3 extends MovieClip { } }//package
Section 250
//ShadowMask (ShadowMask) package { import flash.display.*; public dynamic class ShadowMask extends MovieClip { } }//package
Section 251
//spill_group (spill_group) package { import game.*; public dynamic class spill_group extends Button { } }//package
Section 252
//Star (Star) package { import flash.display.*; public dynamic class Star extends MovieClip { } }//package
Section 253
//submit (submit) package { import game.*; public dynamic class submit extends Button { } }//package
Section 254
//Test_Part1 (Test_Part1) package { import game.*; import flash.display.*; public dynamic class Test_Part1 extends MovieClip { public var _m_logo:MyLogo; } }//package
Section 255
//Test_Part2 (Test_Part2) package { import game.*; import flash.display.*; public dynamic class Test_Part2 extends MovieClip { public var _m_logo:MyLogo; } }//package
Section 256
//Test_Part3 (Test_Part3) package { import flash.display.*; public dynamic class Test_Part3 extends MovieClip { } }//package
Section 257
//Test_Part4 (Test_Part4) package { import flash.display.*; public dynamic class Test_Part4 extends MovieClip { } }//package
Section 258
//Test_S1 (Test_S1) package { import flash.display.*; public dynamic class Test_S1 extends MovieClip { } }//package
Section 259
//Test_S2 (Test_S2) package { import flash.display.*; public dynamic class Test_S2 extends MovieClip { } }//package
Section 260
//Test_S3 (Test_S3) package { import flash.display.*; public dynamic class Test_S3 extends MovieClip { } }//package
Section 261
//Test_S4 (Test_S4) package { import flash.display.*; public dynamic class Test_S4 extends MovieClip { } }//package
Section 262
//tick (tick) package { import game.*; public dynamic class tick extends Button { } }//package
Section 263
//What_Part1 (What_Part1) package { import flash.display.*; public dynamic class What_Part1 extends MovieClip { } }//package
Section 264
//What_Part2 (What_Part2) package { import flash.display.*; public dynamic class What_Part2 extends MovieClip { } }//package
Section 265
//What_Part3 (What_Part3) package { import flash.display.*; public dynamic class What_Part3 extends MovieClip { } }//package
Section 266
//What_Part4 (What_Part4) package { import game.*; import flash.display.*; public dynamic class What_Part4 extends MovieClip { public var _m_logo:MyLogo; } }//package
Section 267
//What_Part5 (What_Part5) package { import flash.display.*; public dynamic class What_Part5 extends MovieClip { } }//package
Section 268
//What_Part6 (What_Part6) package { import flash.display.*; public dynamic class What_Part6 extends MovieClip { } }//package
Section 269
//What_S1 (What_S1) package { import flash.display.*; public dynamic class What_S1 extends MovieClip { } }//package
Section 270
//What_S2 (What_S2) package { import flash.display.*; public dynamic class What_S2 extends MovieClip { } }//package
Section 271
//What_S3 (What_S3) package { import flash.display.*; public dynamic class What_S3 extends MovieClip { } }//package
Section 272
//What_S4 (What_S4) package { import flash.display.*; public dynamic class What_S4 extends MovieClip { } }//package
Section 273
//What_S5 (What_S5) package { import flash.display.*; public dynamic class What_S5 extends MovieClip { } }//package
Section 274
//What_S6 (What_S6) package { import flash.display.*; public dynamic class What_S6 extends MovieClip { } }//package

Library Items

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Symbol 2 MovieClip {Point}Uses:1
Symbol 3 GraphicUsed by:8
Symbol 4 GraphicUsed by:8
Symbol 5 GraphicUsed by:8
Symbol 6 GraphicUsed by:8
Symbol 7 GraphicUsed by:8
Symbol 8 MovieClip {game.MaskTween}Uses:3 4 5 6 7
Symbol 9 GraphicUsed by:126
Symbol 10 GraphicUsed by:91
Symbol 11 GraphicUsed by:12
Symbol 12 MovieClipUses:11Used by:91
Symbol 13 GraphicUsed by:24
Symbol 14 GraphicUsed by:24
Symbol 15 GraphicUsed by:24
Symbol 16 GraphicUsed by:24
Symbol 17 GraphicUsed by:24
Symbol 18 GraphicUsed by:24
Symbol 19 GraphicUsed by:24
Symbol 20 GraphicUsed by:24
Symbol 21 GraphicUsed by:24
Symbol 22 GraphicUsed by:23
Symbol 23 MovieClipUses:22Used by:24
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Symbol 25 GraphicUsed by:26
Symbol 26 MovieClipUses:25Used by:91
Symbol 27 GraphicUsed by:28
Symbol 28 MovieClipUses:27Used by:91
Symbol 29 GraphicUsed by:30
Symbol 30 MovieClipUses:29Used by:91
Symbol 31 GraphicUsed by:32
Symbol 32 MovieClipUses:31Used by:91
Symbol 33 GraphicUsed by:34
Symbol 34 MovieClipUses:33Used by:91
Symbol 35 GraphicUsed by:36
Symbol 36 MovieClipUses:35Used by:91
Symbol 37 GraphicUsed by:38
Symbol 38 MovieClipUses:37Used by:91
Symbol 39 GraphicUsed by:40
Symbol 40 MovieClipUses:39Used by:91
Symbol 41 GraphicUsed by:42
Symbol 42 MovieClipUses:41Used by:91
Symbol 43 GraphicUsed by:44
Symbol 44 MovieClipUses:43Used by:91
Symbol 45 GraphicUsed by:46
Symbol 46 MovieClipUses:45Used by:91
Symbol 47 GraphicUsed by:48
Symbol 48 MovieClipUses:47Used by:91
Symbol 49 GraphicUsed by:50
Symbol 50 MovieClipUses:49Used by:91
Symbol 51 GraphicUsed by:52
Symbol 52 MovieClipUses:51Used by:91
Symbol 53 GraphicUsed by:56
Symbol 54 GraphicUsed by:55
Symbol 55 MovieClipUses:54Used by:56 70
Symbol 56 MovieClipUses:53 55Used by:91
Symbol 57 GraphicUsed by:58
Symbol 58 MovieClipUses:57Used by:91
Symbol 59 GraphicUsed by:60
Symbol 60 MovieClipUses:59Used by:91
Symbol 61 GraphicUsed by:62
Symbol 62 MovieClipUses:61Used by:91
Symbol 63 GraphicUsed by:64
Symbol 64 MovieClipUses:63Used by:91
Symbol 65 GraphicUsed by:66
Symbol 66 MovieClipUses:65Used by:91
Symbol 67 GraphicUsed by:68
Symbol 68 MovieClipUses:67Used by:91
Symbol 69 GraphicUsed by:70
Symbol 70 MovieClipUses:69 55Used by:91
Symbol 71 GraphicUsed by:72
Symbol 72 MovieClipUses:71Used by:91
Symbol 73 GraphicUsed by:74
Symbol 74 MovieClipUses:73Used by:91
Symbol 75 GraphicUsed by:76
Symbol 76 MovieClipUses:75Used by:91
Symbol 77 GraphicUsed by:78
Symbol 78 MovieClipUses:77Used by:91
Symbol 79 GraphicUsed by:80
Symbol 80 MovieClipUses:79Used by:91
Symbol 81 GraphicUsed by:82
Symbol 82 MovieClipUses:81Used by:91
Symbol 83 GraphicUsed by:84
Symbol 84 MovieClipUses:83Used by:91
Symbol 85 GraphicUsed by:86
Symbol 86 MovieClipUses:85Used by:91
Symbol 87 GraphicUsed by:88
Symbol 88 MovieClipUses:87Used by:91
Symbol 89 GraphicUsed by:90
Symbol 90 MovieClipUses:89Used by:91
Symbol 91 MovieClip {game.MyLogo}Uses:10 12 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52 56 58 60 62 64 66 68 70 72 74 76 78 80 82 84 86 88 90Used by:126 296 490 616 702 1906 2000 2035 2044 2132 2299
Symbol 92 FontUsed by:93 94 95 96 97 98 99 100 101 106 107 108 155 183 184 186 187 188 189 190 191 192 193 196 197 198 215 216 217 218 219 220 221 224 225 226 235 236 237 238 241 242 243 247 248 249 250 251 252 253 254 255 258 259 263 264 265 266 267 268 269 270 271 274 275 280 281 282 283 284 285 286 289 290 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 319 320 321 325 326 327 328 329 330 333 334 337 338 339 340 341 342 345 348 349 350 351 352 353 354 355 356 359 360 377 378 379 380 381 382 383 384 385 388 389 390 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 427 428 434 435 436 437 438 439 440 441 442 445 446 447 454 455 456 457 458 459 460 461 462 465 466 467 474 475 476 477 478 479 480 483 484 485 507 508 509 510 511 514 515 516 523 524 525 526 527 528 529 532 533 534 538 539 540 541 542 543 544 547 548 552 553 554 555 556 557 558 559 560 563 564 565 569 570 571 572 573 574 575 576 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Symbol 3792 TextUses:92Used by:3821
Symbol 3793 TextUses:92Used by:3821
Symbol 3794 TextUses:92Used by:3821
Symbol 3795 TextUses:92Used by:3821
Symbol 3796 TextUses:92Used by:3821
Symbol 3797 TextUses:92Used by:3821
Symbol 3798 TextUses:92Used by:3821
Symbol 3799 TextUses:92Used by:3821
Symbol 3800 TextUses:92Used by:3821
Symbol 3801 TextUses:92Used by:3821
Symbol 3802 TextUses:92Used by:3821
Symbol 3803 TextUses:92Used by:3821
Symbol 3804 TextUses:92Used by:3821
Symbol 3805 TextUses:92Used by:3821
Symbol 3806 TextUses:92Used by:3821
Symbol 3807 TextUses:92Used by:3821
Symbol 3808 TextUses:92Used by:3821
Symbol 3809 TextUses:92Used by:3821
Symbol 3810 TextUses:102Used by:3821
Symbol 3811 TextUses:102Used by:3821
Symbol 3812 TextUses:102Used by:3821
Symbol 3813 TextUses:102Used by:3821
Symbol 3814 TextUses:92 1736Used by:3821
Symbol 3815 TextUses:92Used by:3821
Symbol 3816 TextUses:92Used by:3821
Symbol 3817 TextUses:109Used by:3821
Symbol 3818 TextUses:109Used by:3821
Symbol 3819 TextUses:111Used by:3821
Symbol 3820 TextUses:111Used by:3821
Symbol 3821 MovieClip {fanyi_renwu29}Uses:3792 3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820Used by:3856
Symbol 3822 TextUses:92Used by:3855
Symbol 3823 TextUses:92Used by:3855
Symbol 3824 TextUses:92Used by:3855
Symbol 3825 TextUses:92Used by:3855
Symbol 3826 TextUses:92Used by:3855
Symbol 3827 TextUses:92Used by:3855
Symbol 3828 TextUses:92Used by:3855
Symbol 3829 TextUses:92Used by:3855
Symbol 3830 TextUses:92Used by:3855
Symbol 3831 TextUses:92Used by:3855
Symbol 3832 TextUses:92Used by:3855
Symbol 3833 TextUses:92Used by:3855
Symbol 3834 TextUses:92Used by:3855
Symbol 3835 TextUses:92Used by:3855
Symbol 3836 TextUses:92Used by:3855
Symbol 3837 TextUses:92Used by:3855
Symbol 3838 TextUses:92Used by:3855
Symbol 3839 TextUses:92Used by:3855
Symbol 3840 TextUses:92Used by:3855
Symbol 3841 TextUses:102Used by:3855
Symbol 3842 TextUses:102Used by:3855
Symbol 3843 TextUses:102Used by:3855
Symbol 3844 TextUses:102Used by:3855
Symbol 3845 TextUses:92 1736Used by:3855
Symbol 3846 TextUses:92Used by:3855
Symbol 3847 TextUses:92Used by:3855
Symbol 3848 TextUses:92Used by:3855
Symbol 3849 TextUses:92Used by:3855
Symbol 3850 TextUses:92Used by:3855
Symbol 3851 TextUses:109Used by:3855
Symbol 3852 TextUses:109Used by:3855
Symbol 3853 TextUses:111Used by:3855
Symbol 3854 TextUses:111Used by:3855
Symbol 3855 MovieClip {fanyi_renwu30}Uses:3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832 3833 3834 3835 3836 3837 3838 3839 3840 3841 3842 3843 3844 3845 3846 3847 3848 3849 3850 3851 3852 3853 3854Used by:3856
Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319}Uses:2761 2769 2780 2826 2872 2915 2962 3005 3047 3091 3135 3182 3226 3260 3291 3315 3349 3382 3416 3451 3486 3520 3554 3588 3621 3656 3691 3723 3756 3791 3821 3855Used by:3857
Symbol 3857 MovieClip {game.MissionDialog}Uses:364 3856Used by:Timeline
Symbol 3858 GraphicUsed by:3875
Symbol 3859 TextUses:153Used by:3874
Symbol 3860 TextUses:92Used by:3874
Symbol 3861 TextUses:92Used by:3874
Symbol 3862 TextUses:92Used by:3874
Symbol 3863 TextUses:92Used by:3874
Symbol 3864 TextUses:92Used by:3874
Symbol 3865 TextUses:92Used by:3874
Symbol 3866 TextUses:92Used by:3874
Symbol 3867 TextUses:92Used by:3874
Symbol 3868 TextUses:102Used by:3874
Symbol 3869 TextUses:102Used by:3874
Symbol 3870 TextUses:92Used by:3874
Symbol 3871 TextUses:92Used by:3874
Symbol 3872 TextUses:109Used by:3874
Symbol 3873 TextUses:111Used by:3874
Symbol 3874 MovieClip {fanyi_worldcomplete}Uses:3859 3860 3861 3862 3863 3864 3865 3866 3867 3868 3869 3870 3871 3872 3873Used by:3875
Symbol 3875 MovieClipUses:3858 3874Used by:3876
Symbol 3876 MovieClip {game.LevelOK}Uses:3875Used by:Timeline
Symbol 3877 GraphicUsed by:3878
Symbol 3878 MovieClip {What_S1}Uses:3877Used by:Timeline
Symbol 3879 GraphicUsed by:3880
Symbol 3880 MovieClip {What_S2}Uses:3879Used by:Timeline
Symbol 3881 GraphicUsed by:3882
Symbol 3882 MovieClip {What_S3}Uses:3881Used by:Timeline
Symbol 3883 GraphicUsed by:3884
Symbol 3884 MovieClip {What_S4}Uses:3883Used by:Timeline
Symbol 3885 GraphicUsed by:3886
Symbol 3886 MovieClip {What_S5}Uses:3885Used by:Timeline
Symbol 3887 GraphicUsed by:3888
Symbol 3888 MovieClip {What_S6}Uses:3887Used by:Timeline
Symbol 3889 GraphicUsed by:3890
Symbol 3890 MovieClip {Test_S3}Uses:3889Used by:Timeline
Symbol 3891 GraphicUsed by:3892
Symbol 3892 MovieClip {Test_S4}Uses:3891Used by:Timeline
Symbol 3893 GraphicUsed by:3898
Symbol 3894 GraphicUsed by:3898
Symbol 3895 GraphicUsed by:3898
Symbol 3896 GraphicUses:130Used by:3898
Symbol 3897 EditableTextUses:132Used by:3898
Symbol 3898 MovieClipUses:3893 3894 3895 3896 3897Used by:3899
Symbol 3899 MovieClip {game.CatIcon}Uses:3898Used by:Timeline

Instance Names

"_m_mask"Frame 1Symbol 128 MovieClip
"_m_progress"Symbol 125 MovieClip {SKATE_fla.loading_369} Frame 1Symbol 121 MovieClip
"_m_man"Symbol 125 MovieClip {SKATE_fla.loading_369} Frame 1Symbol 124 MovieClip
"_m_logo"Symbol 126 MovieClip {game.Loading} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_m_bar"Symbol 126 MovieClip {game.Loading} Frame 1Symbol 125 MovieClip {SKATE_fla.loading_369}
"barBlock"Symbol 151 MovieClip {game.BalanceBar} Frame 1Symbol 150 MovieClip
"_txt"Symbol 164 MovieClip {SKATE_fla.Symbol1_10} Frame 1Symbol 163 EditableText
"_m_combNumber"Symbol 165 MovieClip {SKATE_fla.combo_num_9} Frame 1Symbol 164 MovieClip {SKATE_fla.Symbol1_10}
"_m_num"Symbol 166 MovieClip {game.Combo} Frame 1Symbol 165 MovieClip {SKATE_fla.combo_num_9}
"_t_score"Symbol 179 MovieClip {SKATE_fla.Symbol1_18} Frame 1Symbol 178 EditableText
"_m_score"Symbol 180 MovieClip {game.RotateDone} Frame 1Symbol 179 MovieClip {SKATE_fla.Symbol1_18}
"_t_name"Symbol 296 MovieClip {game.GameOver} Frame 1Symbol 183 EditableText
"_t_score"Symbol 296 MovieClip {game.GameOver} Frame 1Symbol 184 EditableText
"_b_continue"Symbol 296 MovieClip {game.GameOver} Frame 1Symbol 214 MovieClip {b_continuee}
"_b_sub"Symbol 296 MovieClip {game.GameOver} Frame 1Symbol 233 MovieClip {submit}
"_m_logo"Symbol 296 MovieClip {game.GameOver} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_b_main"Symbol 296 MovieClip {game.GameOver} Frame 1Symbol 295 MovieClip {bMainMenu}
"_btn_more"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 376 MovieClip {btn_morer}
"_btn_back"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 395 MovieClip {btn_back}
"_m_logo"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 91 MovieClip {game.MyLogo}
"n1"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 396 EditableText
"s1"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 397 EditableText
"n2"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 398 EditableText
"s2"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 399 EditableText
"n3"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 400 EditableText
"s3"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 401 EditableText
"n4"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 402 EditableText
"s4"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 403 EditableText
"n5"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 404 EditableText
"s5"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 405 EditableText
"n6"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 406 EditableText
"s6"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 407 EditableText
"n7"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 408 EditableText
"s7"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 409 EditableText
"n8"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 410 EditableText
"s8"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 411 EditableText
"n9"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 412 EditableText
"s9"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 413 EditableText
"n10"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 414 EditableText
"s10"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 415 EditableText
"e1"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e2"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e3"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e4"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e5"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e6"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e7"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e8"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e9"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"e10"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 432 MovieClip
"_b_free"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 452 MovieClip {b_free_h}
"_b_story"Symbol 490 MovieClip {game.HighScore} Frame 1Symbol 472 MovieClip {b_mission}
"_btn_more"Symbol 616 MovieClip {game.PlayInstruct} Frame 1Symbol 376 MovieClip {btn_morer}
"_btn_back"Symbol 616 MovieClip {game.PlayInstruct} Frame 1Symbol 395 MovieClip {btn_back}
"_btn_trick"Symbol 616 MovieClip {game.PlayInstruct} Frame 1Symbol 521 MovieClip {tick}
"_m_logo"Symbol 616 MovieClip {game.PlayInstruct} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_m_logo"Symbol 702 MovieClip {btn_MoreGames} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_m_spilGames"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 622 MovieClip {spill_group}
"_btn_start"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 648 MovieClip {btn_start}
"_btn_how"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 666 MovieClip {btn_howtoplay}
"_btn_high"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 684 MovieClip {btn_Highscores}
"_btn_more"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 702 MovieClip {btn_MoreGames}
"_btn_free"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 722 MovieClip {freemode}
"_m_quality"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 785 MovieClip
"_m_sound"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 789 MovieClip
"_m_music"Symbol 794 MovieClip {game.MainMenu} Frame 1Symbol 793 MovieClip
"playerRight"Symbol 1640 MovieClip {game.Character} Frame 1Symbol 1639 MovieClip {game.Player}
"playerLeft"Symbol 1640 MovieClip {game.Character} Frame 1Symbol 1639 MovieClip {game.Player}
"_m_note"Symbol 1780 MovieClip {b_slelect_level3} Frame 1Symbol 1778 MovieClip
"_m_note"Symbol 1814 MovieClip {b_select_level2} Frame 1Symbol 1812 MovieClip
"_btn_back"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 395 MovieClip {btn_back}
"_btn_play"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1659 MovieClip {btn_play}
"_btn_easy"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1665 MovieClip {btn_easy}
"_btn_normal"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1671 MovieClip {btn_normal}
"_btn_hard"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1677 MovieClip {btn_hard}
"_btn_level2"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1683 MovieClip {level2Gray}
"_btn_level3"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1689 MovieClip {b_slelect_level3_gray}
"_btn_level4"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1695 MovieClip {b_select_level4}
"_btn_level1"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1706 MovieClip {btn_choose_map_park}
"_m_vlevel4"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1692 MovieClip
"_m_free"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 719 MovieClip {fanyi_main_freemode}
"_m_mission"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 646 MovieClip {fanyi_main_missionmode}
"_b_level1_gray"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1743 MovieClip {b_choose_level1_gray}
"_b_level3_gray"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1780 MovieClip {b_slelect_level3}
"_b_level2_gray"Symbol 1815 MovieClip {game.LevelChoose} Frame 1Symbol 1814 MovieClip {b_select_level2}
"_man_icon"Symbol 1823 MovieClip {SKATE_fla.v_progress_151} Frame 1Symbol 1822 MovieClip
"_m_explode"Symbol 1905 MovieClip {SKATE_fla.Timeline_164} Frame 10Symbol 1901 MovieClip
"_m_explode"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 177 MovieClip {SKATE_fla.Symbol84_13}
"_timeTxt"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1817 EditableText
"_progress_bar"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1823 MovieClip {SKATE_fla.v_progress_151}
"_arrow"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1825 MovieClip
"_b_mission"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1842 MovieClip {bt_mission}
"_b_tick"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1858 MovieClip {bt_tick}
"_txt"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1862 EditableText
"_recordTxt"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1863 MovieClip {game.Scores}
"_scoreTxt"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1863 MovieClip {game.Scores}
"_t_count"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1864 EditableText
"_m_logo"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_m_music"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1867 MovieClip
"_m_sound"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1870 MovieClip
"_m_record"Symbol 1906 MovieClip {game.ToolBar} Frame 1Symbol 1905 MovieClip {SKATE_fla.Timeline_164}
"_t_num1"Symbol 1909 MovieClip {game.MyNumber} Frame 1Symbol 1907 EditableText
"_t_num2"Symbol 1909 MovieClip {game.MyNumber} Frame 1Symbol 1908 EditableText
"_m_logo"Symbol 2000 MovieClip {City_Part2} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_m_logo"Symbol 2035 MovieClip {Test_Part1} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_m_logo"Symbol 2044 MovieClip {Test_Part2} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_m_logo"Symbol 2132 MovieClip {What_Part4} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_t_name"Symbol 2299 MovieClip {game.GameWin} Frame 1Symbol 2177 EditableText
"_t_score"Symbol 2299 MovieClip {game.GameWin} Frame 1Symbol 2178 EditableText
"_b_sub"Symbol 2299 MovieClip {game.GameWin} Frame 1Symbol 233 MovieClip {submit}
"_b_credits"Symbol 2299 MovieClip {game.GameWin} Frame 1Symbol 2193 MovieClip {credits}
"_m_logo"Symbol 2299 MovieClip {game.GameWin} Frame 1Symbol 91 MovieClip {game.MyLogo}
"_m_goal"Symbol 2299 MovieClip {game.GameWin} Frame 1Symbol 2262 MovieClip
"_b_next"Symbol 2299 MovieClip {game.GameWin} Frame 1Symbol 2298 MovieClip {bnextworld}
"_b_main"Symbol 2299 MovieClip {game.GameWin} Frame 1Symbol 295 MovieClip {bMainMenu}
"_b_next"Symbol 2517 MovieClip {game.Trick} Frame 1Symbol 2318 MovieClip {nextpage}
"_b_back"Symbol 2517 MovieClip {game.Trick} Frame 1Symbol 395 MovieClip {btn_back}
"_m_space"Symbol 2578 MovieClip {SKATE_fla.UI__290} Frame 1Symbol 2537 MovieClip
"_t_totalb"Symbol 2578 MovieClip {SKATE_fla.UI__290} Frame 1Symbol 1863 MovieClip {game.Scores}
"_t_timeb"Symbol 2578 MovieClip {SKATE_fla.UI__290} Frame 1Symbol 1863 MovieClip {game.Scores}
"_t_missionb"Symbol 2578 MovieClip {SKATE_fla.UI__290} Frame 1Symbol 1863 MovieClip {game.Scores}
"_b_close"Symbol 2578 MovieClip {SKATE_fla.UI__290} Frame 1Symbol 2577 MovieClip {b_close}
"_m_movie"Symbol 2596 MovieClip {game.MissionComplete} Frame 1Symbol 2578 MovieClip {SKATE_fla.UI__290}
"_m_hideWall"Symbol 2610 MovieClip {Secret_Part3} Frame 1Symbol 2608 MovieClip
"_t_decount"Symbol 2630 MovieClip {Decounter} Frame 1Symbol 2616 EditableText
"_t_decount"Symbol 2630 MovieClip {Decounter} Frame 28Symbol 2626 EditableText
"_txt"Symbol 2632 MovieClip {SKATE_fla.Timeline_310} Frame 1Symbol 2631 EditableText
"_m_text"Symbol 2633 MovieClip {game.NameEffect} Frame 1Symbol 2632 MovieClip {SKATE_fla.Timeline_310}
"_b_back"Symbol 2733 MovieClip {game.Credits} Frame 1Symbol 395 MovieClip {btn_back}
"_t_score"Symbol 2758 MovieClip {SKATE_fla.score_317} Frame 1Symbol 1863 MovieClip {game.Scores}
"_m_score"Symbol 2759 MovieClip {game.Effect} Frame 1Symbol 2758 MovieClip {SKATE_fla.score_317}
"_b_back"Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319} Frame 1Symbol 2769 MovieClip {b_ok}
"_b_menu"Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319} Frame 1Symbol 2780 MovieClip {b_menu}
"_m_note"Symbol 3857 MovieClip {game.MissionDialog} Frame 1Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319}
"_m_instance"Symbol 3899 MovieClip {game.CatIcon} Frame 1Symbol 3898 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access network only, Metadata not present, AS3.
Protect (24)Timeline Frame 131 bytes "..$1$c0$73w6t4x9wz3XGvXAvHSAl.."

Labels

"in"Symbol 8 MovieClip {game.MaskTween} Frame 1
"out"Symbol 8 MovieClip {game.MaskTween} Frame 12
"cat"Symbol 146 MovieClip {game.Cat} Frame 1
"S"Symbol 146 MovieClip {game.Cat} Frame 6
"K"Symbol 146 MovieClip {game.Cat} Frame 7
"A"Symbol 146 MovieClip {game.Cat} Frame 8
"T"Symbol 146 MovieClip {game.Cat} Frame 9
"E"Symbol 146 MovieClip {game.Cat} Frame 10
"checkPoint"Symbol 146 MovieClip {game.Cat} Frame 11
"shake"Symbol 166 MovieClip {game.Combo} Frame 6
"skate"Symbol 1639 MovieClip {game.Player} Frame 1
"speedUp"Symbol 1639 MovieClip {game.Player} Frame 33
"jumpSquat"Symbol 1639 MovieClip {game.Player} Frame 95
"jump"Symbol 1639 MovieClip {game.Player} Frame 112
"inSky"Symbol 1639 MovieClip {game.Player} Frame 119
"sky1"Symbol 1639 MovieClip {game.Player} Frame 123
"sky2"Symbol 1639 MovieClip {game.Player} Frame 143
"land"Symbol 1639 MovieClip {game.Player} Frame 159
"standU"Symbol 1639 MovieClip {game.Player} Frame 197
"balanceU"Symbol 1639 MovieClip {game.Player} Frame 212
"downU"Symbol 1639 MovieClip {game.Player} Frame 244
"downud"Symbol 1639 MovieClip {game.Player} Frame 256
"uu"Symbol 1639 MovieClip {game.Player} Frame 264
"dd"Symbol 1639 MovieClip {game.Player} Frame 292
"doHStand"Symbol 1639 MovieClip {game.Player} Frame 300
"hBalance"Symbol 1639 MovieClip {game.Player} Frame 332
"hDown"Symbol 1639 MovieClip {game.Player} Frame 384
"getBar"Symbol 1639 MovieClip {game.Player} Frame 432
"downhd"Symbol 1639 MovieClip {game.Player} Frame 437
"balanceBar"Symbol 1639 MovieClip {game.Player} Frame 442
"gBalance"Symbol 1639 MovieClip {game.Player} Frame 481
"balanceG"Symbol 1639 MovieClip {game.Player} Frame 484
"gDown"Symbol 1639 MovieClip {game.Player} Frame 512
"flip"Symbol 1639 MovieClip {game.Player} Frame 524
"flip2"Symbol 1639 MovieClip {game.Player} Frame 565
"start"Symbol 1639 MovieClip {game.Player} Frame 604
"pullBoard"Symbol 1639 MovieClip {game.Player} Frame 638
"squatStand"Symbol 1639 MovieClip {game.Player} Frame 694
"fFall"Symbol 1639 MovieClip {game.Player} Frame 711
"sky3"Symbol 1639 MovieClip {game.Player} Frame 786
"climbUp"Symbol 1639 MovieClip {game.Player} Frame 791
"gBalance2"Symbol 1639 MovieClip {game.Player} Frame 814
"balanceG2"Symbol 1639 MovieClip {game.Player} Frame 817
"empty"Symbol 1905 MovieClip {SKATE_fla.Timeline_164} Frame 56
"getScore"Symbol 2759 MovieClip {game.Effect} Frame 24
"loseScore"Symbol 2759 MovieClip {game.Effect} Frame 79
"1-1"Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319} Frame 1
"1-2"Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319} Frame 4
"1-3"Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319} Frame 7
"2-1"Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319} Frame 10
"2-2"Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319} Frame 13
"2-3"Symbol 3856 MovieClip {SKATE_fla.mission_text_box_319} Frame 16
"star"Symbol 3898 MovieClip Frame 1
"checkPoint"Symbol 3898 MovieClip Frame 2
"cat"Symbol 3898 MovieClip Frame 3
"letter"Symbol 3898 MovieClip Frame 4
"remove"Symbol 3899 MovieClip {game.CatIcon} Frame 9




http://swfchan.com/14/69695/info.shtml
Created: 10/4 -2019 07:18:24 Last modified: 10/4 -2019 07:18:24 Server time: 17/05 -2024 20:52:41