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GUNROX - Zombie Encounter.swf

This is the info page for
Flash #71746

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


Text
Sound

Music

Gunrox is free multiplayer
online game where you
control squad of soldiers and
battle with other players
from around the world in
turn-based combat.

Congratulations...

All Zombies Killed!

Level Failed...

You dead

All Civilians Killed!

Back to game

Back to game

Back to game

Back to game

exit game

exit game

exit game

exit game

You have

You have

PM - Makarov

Python

Beretta92

Glock17

Desert eagle

Shotgun

Benelli m3

Benelli m4

Neostead

Jackhammer

AKSU

AK47

Upgraded AK47

Upgraded M16

AUG

Scout

SVD Dragunov

AWM

Vintorez

Barret M90

Thumper

Milkor

RPG

AT4

M202

Leatherr Armor

Improved leather Armor

Improved meta Armor

Improved military Armor

Improved power Armor

Enter your name:

Your score:

Enter your name:

Your score:

Game over

Game over

Congratulations!

Congratulations!

Kill all zombies to beat each level. Protect
your civilians and don't
let the zombies get them otherwise they die
and are turned to zombies. If
all civilians die you must restart the level.
Be careful not
to hurt your civilians with friendly fire!
Collect cash and use it to purchase upgrades
in the upgrade store.

Use the arrow or WASD keys to walk
around each level.

Use the mouse to aim and shoot.

Pistol: Press "1" key to activate. Stock
weapon that inflicts moderate
damage.

Shotgun: Press "2" key to activate, when
available.  Upgraded weapon with a
good spread shot. Does more damage at
close range. Purchase in the upgrade
store to make it available.

Machine Gun: Press "3" key to activate, when
available. Upgraded weapon
with a fast rate of fire. Purchase in the
upgrade store to make it
available.

Sniper Rifle: Press "4" key to activate, when
available. Upgraded weapon which allows you
to hit several targets at straight line.

Grenade: Press "5" key to activate, when
available. Upgraded weapon that you
throw to inflict a wide range of damage. Be
careful as the grenade can also
hurt you and your civilians very easily.

Select your weapon, when available, by pressing
the appropriate number key:
1: Pistol
2: Shotgun
3: Machine gun
4: Sniper
5: Granade launcher

Joe Zombie: Your basic run of the mill slow
zombie who's sole purpose in
death is to make a breakfast with you or with
civilians. For some odd reason
they love to call themselves Joe.

Faster zombie that runs at the first sight of
you. Be careful as
these guys can slip by you really fast to get at
the civilians.

Hulk: Super zombie that takes a lot of
damage.

Spits zombie juice from a distance to hurt you
and infect civilians.

Super Hulk: Your ultimate enemy, heavy as
tank

Protect them from being turned into
zombies.

Collect cash to use and purchase upgrades in
the upgrade store.

ActionScript [AS1/AS2]

Frame 1
function round2(num) { return(Math.round(num * 100) / 100); } copyright = "Copyright (c) 2009 by Enkord"; System.security.allowDomain("www.enkord.com"); if (bannerURL == undefined) { bannerURL = "http://www.enkord.com/games/clashnslash/banner.swf"; } lang = "en"; stop(); _focusrect = false; Stage.showMenu = false; Stage.width = 480; Stage.height = 360; Stage.scaleMode = "noScale"; percent_mc._xscale = 0; var to = _root.getBytesTotal(); var prevLo = 0; total_txt.text = round2(to / 1024).toString() + " KB"; var loadListener = new Object(); loadListener.onLoadError = function (target_mc, errorCode) { preload_logo_mc._visible = true; loaded_txt._visible = true; total_txt._visible = true; percent_mc._visible = true; percent_txt._visible = true; frame_mc._visible = true; preload_logo_mc.onPress = function () { getURL ("http://www.enkord.com/", "_blank"); }; }; if (downloadURL == undefined) { preload_logo_mc._visible = false; loaded_txt._visible = false; total_txt._visible = false; percent_mc._visible = false; percent_txt._visible = false; frame_mc._visible = false; var mcLoader = new MovieClipLoader(); mcLoader.addListener(loadListener); var mc = this.createEmptyMovieClip("bannerstub", this.getNextHighestDepth()); mcLoader.loadClip(bannerURL, mc); } ii = setInterval(function () { var _local2 = _root.getBytesLoaded(); var _local4 = round2((_local2 - prevLo) / 64); speed_txt.text = _local4.toString() + " Kb/s"; loaded_txt.text = Math.round(_local2 / 1024).toString() + " KB"; var _local3 = Math.round((_local2 / to) * 100); percent_txt.text = _local3 + " %"; percent_mc._xscale = _local3; prevLo = _local2; if ((_local2 == to) && (preload_logo_mc._visible)) { clearInterval(ii); gotoAndPlay ("load"); } }, 500);
Frame 3
function playSound(snd) { if (_root.soundEnabled) { _root.sound.gotoAndPlay(snd); } } function playMusic(snd) { if (_root.musicEnabled) { stopAllSounds(); _root.sound.gotoAndPlay(snd); } } function updateMouse() { var _local3 = _root._xmouse; var _local2 = _root._ymouse; var _local4 = (((_local3 > 0) && (_local3 < 480)) && (_local2 > 0)) && (_local2 < 360); if (_local4 != mouseInRect) { if ((mouseInRect = _local4)) { Mouse.hide(); cursor._visible = true; } else { Mouse.show(); cursor._visible = false; } } cursor._x = _local3; cursor._y = _local2; } function getEncodedValue(v, key) { var _local1 = (v ^ key).toString(); var _local4 = new Array(); _local4.push(key); var _local2 = new Array(); i = 0; while (i < _local1.length) { _local2.push(_local1.charCodeAt(i) ^ key); i++; } _local4.push(_local2.length ^ key); _local4 = _local4.concat(_local2); return(_local4.join(",")); } function getScoreEncoded() { var _local5 = random(16777215); var _local4 = random(16777215); while (_local4 == _local5) { _local4 = random(16777215); } var _local3 = random(16777215); while ((_local3 == _local5) || (_local3 == _local4)) { _local3 = random(16777215); } var _local2 = random(16777215); while (((_local2 == _local5) || (_local2 == _local4)) || (_local2 == _local3)) { _local2 = random(16777215); } var _local6 = _root.numberofLevel; return(new Array(getEncodedValue(_root.score, _local5), getEncodedValue(_local6, _local4), getEncodedValue(_root.score, _local3), getEncodedValue(_local6, _local2))); } var rootURL = "http://www.enkord.com/"; if (moreGamesURL == undefined) { moreGamesURL = "http://www.enkord.com/?from=gunroxzombieweb"; } if (downloadURL == undefined) { downloadURL = "http://www.gunrox.com/?ref=yy_fl_gxze"; } else { greatgames._visible = false; greatgames_btn.enabled = false; enkordgames._visible = false; enkordgames_btn.enabled = false; not_our_site = true; } if (hiscoreURL == undefined) { hiscoreURL = rootURL + (not_our_site ? "games/gunrox/online/hiscore-nolinks.php" : "games/gunrox/online/hiscore.php"); } hero0 = new Object(); hero0.damage = 100; hero0.moneyLevel = 0; hero0.speed = 4; hero0.armorLevel = 1; hero0.armor = [0, 1, 2, 3, 4, 5]; hero0.weaponNumber = 1; hero0.weaponLevel1 = 1; hero0.weaponLevel2 = 0; hero0.weaponLevel3 = 0; hero0.weaponLevel4 = 0; hero0.weaponLevel5 = 0; weaponLevelmax1 = 5; weaponLevelmax2 = 5; weaponLevelmax3 = 5; weaponLevelmax4 = 5; weaponLevelmax5 = 5; armorLevelmax = 5; bullet1power = 5; bullet2power = 5; bullet3power = 5; bullet4power = 15; bullet5power = 50; shop = new Object(); shop.weapon1 = [0, 50, 100, 150, 200, 250]; shop.weapon2 = [0, 200, 300, 400, 500, 600]; shop.weapon3 = [0, 500, 750, 1000, 1250, 1500]; shop.weapon4 = [0, 700, 1050, 1400, 1750, 2100]; shop.weapon5 = [0, 1000, 1500, 2000, 2500, 3000]; shop.armor = [0, 300, 450, 600, 750, 900]; numberofLevels = 18; levels = new Array(); i = 0; while (i <= numberofLevels) { levels[i] = new Array(); i++; } levels[0].Xelement = 184; levels[0].Yelement = 184; levels[0].damageofEnemies1 = 15; levels[0].armorofEnemies1 = 1; levels[0].hitpowerofEnemies1 = 4; levels[0].speedofEnemies1 = 2; levels[0].transKofEnemies1 = 0.2; levels[0].maxMoneyofEnemies1 = 20; levels[0].damageofEnemies2 = 20; levels[0].armorofEnemies2 = 1; levels[0].hitpowerofEnemies2 = 4; levels[0].speedofEnemies2 = 2; levels[0].distanceofEnemies2 = 160; levels[0].transKofEnemies2 = 0.2; levels[0].maxMoneyofEnemies2 = 40; levels[0].damageofEnemies3 = 30; levels[0].armorofEnemies3 = 2; levels[0].hitpowerofEnemies3 = 10; levels[0].speedofEnemies3 = 2; levels[0].transKofEnemies3 = 0.2; levels[0].maxMoneyofEnemies3 = 40; levels[0].damageofEnemies4 = 40; levels[0].armorofEnemies4 = 3; levels[0].hitpowerofEnemies4 = 10; levels[0].powerofEnemies4 = 40; levels[0].speedofEnemies4 = 2; levels[0].transKofEnemies4 = 0.3; levels[0].maxMoneyofEnemies4 = 50; levels[0].damageofEnemies5 = 50; levels[0].armorofEnemies5 = 5; levels[0].hitpowerofEnemies5 = 20; levels[0].speedofEnemies5 = 2; levels[0].transKofEnemies5 = 0.4; levels[0].maxMoneyofEnemies5 = 100; levels[0].damageofCitizens1 = 15; levels[0].armorofCitizens1 = 1; levels[0].speedofCitizens1 = 1; levels[0].damageofCitizens2 = 15; levels[0].armorofCitizens2 = 1; levels[0].speedofCitizens2 = 1; levels[0].maxMoneyofTreasures1 = 20; levels[0].bonusforSavedSoules = 20; levels[0].bonusTime = 1; levels[0].bonusforSavedTime = 1; levels[0].bonusforSavedLives = 1; levels[0].numberofXField = 10; levels[0].numberofYField = 10; var k = 0; while (k <= (levels[0].numberofXField - 1)) { levels[0][k] = new Array(); var l = 0; while (l <= (levels[0].numberofYField - 1)) { levels[0][k][l] = new Array(); l++; } k++; } levels[0].bg = new Array(); Line1 = "bbbbbbbbbb "; Line2 = "bchhththcb "; Line3 = "bvbbvbvbvb "; Line4 = "bvbbvbvbvb "; Line5 = "bthhxhxhtb "; Line6 = "bvbbvbvbvb "; Line7 = "bthhxhxhtb "; Line8 = "bvbbvbvbvb "; Line9 = "bchhththcb "; Line10 = "bbbbbbbbbb "; levels[0].bg = ((((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9) + Line10; levels[0][2][1] = [["Treasure1", 3, 5]]; levels[0][1][2] = [["Enemy4", 10], ["Enemy1", 20]]; levels[0][3][8] = [["Treasure1", 1, 50], ["Citizen1", 1]]; levels[0][4][2] = [["Enemy2", 10], ["Enemy3", 10]]; levels[0][4][3] = [["Enemy3", 5], ["Enemy4", 5]]; levels[0][6][5] = [["Treasure1", 1, 10]]; levels[0][6][7] = [["Enemy2", 10], ["Citizen2", 20]]; levels[0][8][5] = [["Citizen1", 20], ["Citizen1", 1]]; levels[0][5][4] = [["hero"]]; for (name in levels[0]) { levels[1][name] = levels[0][name]; } levels[1].numberofXField = 5; levels[1].numberofYField = 4; levels[1].btype = 1; var k = 0; while (k <= (levels[1].numberofXField - 1)) { levels[1][k] = new Array(); var l = 0; while (l <= (levels[1].numberofYField - 1)) { levels[1][k][l] = new Array(); l++; } k++; } levels[1].bg = new Array(); Line1 = "bbbbb "; Line2 = "bfbbb "; Line3 = "bfffb "; Line4 = "bbbbb "; levels[1].bg = ((Line1 + Line2) + Line3) + Line4; levels[1][1][1] = [["hero"], ["Citizen1", 3]]; levels[1][3][2] = [["Treasure1", 3, 10], ["Enemy1", 2]]; for (name in levels[0]) { levels[2][name] = levels[0][name]; } levels[2].btype = 1; levels[2].numberofXField = 5; levels[2].numberofYField = 4; var k = 0; while (k <= (levels[2].numberofXField - 1)) { levels[2][k] = new Array(); var l = 0; while (l <= (levels[2].numberofYField - 1)) { levels[2][k][l] = new Array(); l++; } k++; } levels[2].bg = new Array(); Line1 = "bbbbb "; Line2 = "bfffb "; Line3 = "bfbfb "; Line4 = "bbbbb "; levels[2].bg = ((Line1 + Line2) + Line3) + Line4; levels[2][1][1] = [["hero"], ["Citizen1", 2]]; levels[2][1][2] = [["Citizen1", 3]]; levels[2][2][1] = [["Citizen1", 1]]; levels[2][3][1] = [["Treasure1", 3, 5], ["Enemy1", 3]]; levels[2][3][2] = [["Enemy1", 3]]; for (name in levels[0]) { levels[3][name] = levels[0][name]; } levels[3].btype = 1; levels[3].numberofXField = 6; levels[3].numberofYField = 6; var k = 0; while (k <= (levels[3].numberofXField - 1)) { levels[3][k] = new Array(); var l = 0; while (l <= (levels[3].numberofYField - 1)) { levels[3][k][l] = new Array(); l++; } k++; } levels[3].bg = new Array(); Line1 = "bbbbbb "; Line2 = "bchhcb "; Line3 = "bvfbvb "; Line4 = "bvbbvb "; Line5 = "bchhcb "; Line6 = "bbbbbb "; levels[3].bg = ((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6; levels[3][1][1] = [["hero", 5]]; levels[3][1][2] = [["Citizen1", 3]]; levels[3][2][1] = [["Citizen1", 3]]; levels[3][2][2] = [["Citizen2", 1]]; levels[3][3][4] = [["Enemy1", 4], ["Treasure1", 2, 10]]; levels[3][4][3] = [["Enemy1", 4]]; levels[3][4][4] = [["Enemy2", 2], ["Treasure1", 2, 10]]; for (name in levels[0]) { levels[4][name] = levels[0][name]; } levels[4].btype = 2; levels[4].numberofXField = 7; levels[4].numberofYField = 7; var k = 0; while (k <= (levels[4].numberofXField - 1)) { levels[4][k] = new Array(); var l = 0; while (l <= (levels[4].numberofYField - 1)) { levels[4][k][l] = new Array(); l++; } k++; } levels[4].bg = new Array(); Line1 = "bbbbbbb "; Line2 = "bchhhcb "; Line3 = "bvbbbvb "; Line4 = "bvbbbvb "; Line5 = "bvbbbvb "; Line6 = "bchhhcb "; Line7 = "bbbbbbb "; levels[4].bg = (((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7; levels[4][1][1] = [["Enemy1", 5]]; levels[4][1][2] = [["Enemy1", 3]]; levels[4][1][3] = [["Enemy2", 2]]; levels[4][2][5] = [["Enemy1", 3]]; levels[4][3][5] = [["Enemy1", 2]]; levels[4][4][1] = [["hero"], ["Citizen1", 3]]; levels[4][5][1] = [["Citizen2", 4]]; levels[4][5][2] = [["Citizen1", 3]]; for (name in levels[0]) { levels[5][name] = levels[0][name]; } levels[5].btype = 2; levels[5].numberofXField = 7; levels[5].numberofYField = 7; var k = 0; while (k <= (levels[5].numberofXField - 1)) { levels[5][k] = new Array(); var l = 0; while (l <= (levels[5].numberofYField - 1)) { levels[5][k][l] = new Array(); l++; } k++; } levels[5].bg = new Array(); Line1 = "bbbbbbb "; Line2 = "bchthcb "; Line3 = "bvbvbvb "; Line4 = "bthcbvb "; Line5 = "bvbbbvb "; Line6 = "bchhhcb "; Line7 = "bbbbbbb "; levels[5].bg = (((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7; levels[5][1][1] = [["Citizen2", 5]]; levels[5][1][2] = [["Citizen2", 5]]; levels[5][1][5] = [["Treasure1", 2, 50]]; levels[5][2][1] = [["Citizen1", 5]]; levels[5][3][1] = [["hero"]]; levels[5][4][1] = [["Enemy1", 5], ["Treasure1", 4, 50]]; levels[5][5][1] = [["Enemy2", 2]]; levels[5][5][2] = [["Enemy1", 3], ["Treasure1", 2, 20]]; levels[5][5][3] = [["Enemy1", 3], ["Enemy1", 2], ["Treasure1", 2, 20]]; levels[5][5][4] = [["Enemy1", 3], ["Treasure1", 2, 20]]; levels[5][5][5] = [["Enemy1", 2]]; for (name in levels[0]) { levels[6][name] = levels[0][name]; } levels[6].bonusforSavedSoules = 50; levels[6].btype = 2; levels[6].numberofXField = 7; levels[6].numberofYField = 7; var k = 0; while (k <= (levels[6].numberofXField - 1)) { levels[6][k] = new Array(); var l = 0; while (l <= (levels[6].numberofYField - 1)) { levels[6][k][l] = new Array(); l++; } k++; } levels[6].bg = new Array(); Line1 = "bbbbbbb "; Line2 = "bchthcb "; Line3 = "bvbvbvb "; Line4 = "bthxhtb "; Line5 = "bvbvbvb "; Line6 = "bchthcb "; Line7 = "bbbbbbb "; levels[6].bg = (((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7; levels[6][1][1] = [["Enemy1", 2]]; levels[6][1][2] = [["Enemy1", 3]]; levels[6][1][4] = [["Enemy1", 5]]; levels[6][1][5] = [["Enemy2", 4], ["Enemy1", 2]]; levels[6][2][5] = [["Enemy1", 5]]; levels[6][3][3] = [["hero"]]; levels[6][4][1] = [["Citizen2", 2], ["Treasure1", 3, 30]]; levels[6][4][5] = [["Enemy1", 4], ["Treasure1", 3, 30]]; levels[6][5][1] = [["Citizen1", 1], ["Treasure1", 2, 50]]; levels[6][5][2] = [["Citizen2", 2], ["Treasure1", 2, 50]]; levels[6][5][5] = [["Enemy1", 1]]; for (name in levels[0]) { levels[7][name] = levels[0][name]; } levels[7].btype = 1; levels[7].bonusforSavedSoules = 20; levels[7].numberofXField = 7; levels[7].numberofYField = 9; var k = 0; while (k <= (levels[7].numberofXField - 1)) { levels[7][k] = new Array(); var l = 0; while (l <= (levels[7].numberofYField - 1)) { levels[7][k][l] = new Array(); l++; } k++; } levels[7].bg = new Array(); Line1 = "bbbbbbb "; Line2 = "bchthcb "; Line3 = "bvbvbvb "; Line4 = "bchxhtb "; Line5 = "bbbvbvb "; Line6 = "bchxhtb "; Line7 = "bvbvbvb "; Line8 = "bchthcb "; Line9 = "bbbbbbb "; levels[7].bg = (((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9; alevels[7][1][3] = [["Treasure1", 2, 40], ["Treasure1", 1, 80]]; levels[7][1][5] = [["Enemy1", 5]]; levels[7][1][6] = [["Enemy3", 5]]; levels[7][1][7] = [["Enemy2", 4]]; levels[7][2][1] = [["Citizen2", 5]]; levels[7][2][3] = [["hero"]]; levels[7][2][7] = [["Enemy3", 4]]; levels[7][3][1] = [["Citizen1", 5]]; levels[7][3][7] = [["Enemy1", 4], ["Treasure1", 1, 80]]; levels[7][4][7] = [["Enemy2", 4]]; levels[7][5][7] = [["Enemy1", 4], ["Treasure1", 1, 80]]; for (name in levels[0]) { levels[8][name] = levels[0][name]; } levels[8].btype = 1; levels[8].numberofXField = 9; levels[8].numberofYField = 7; var k = 0; while (k <= (levels[8].numberofXField - 1)) { levels[8][k] = new Array(); var l = 0; while (l <= (levels[8].numberofYField - 1)) { levels[8][k][l] = new Array(); l++; } k++; } levels[8].bg = new Array(); Line1 = "bbbbbbbbb "; Line2 = "bchcffffb "; Line3 = "bvbvbfbfb "; Line4 = "bvbvffbfb "; Line5 = "bvbvbfbfb "; Line6 = "bchcbfffb "; Line7 = "bbbbbbbbb "; levels[8].bg = (((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7; levels[8][1][3] = [["Enemy1", 7], ["Treasure1", 2, 40]]; levels[8][1][4] = [["Enemy1", 7]]; levels[8][1][5] = [["Enemy3", 7], ["Treasure1", 2, 40]]; levels[8][2][5] = [["Enemy1", 7]]; levels[8][3][5] = [["Enemy1", 7]]; levels[8][5][3] = [["hero"]]; levels[8][5][5] = [["Citizen1", 6]]; levels[8][6][5] = [["Citizen1", 6]]; levels[8][7][3] = [["Citizen2", 6], ["Treasure1", 2, 40]]; levels[8][7][4] = [["Citizen2", 6]]; levels[8][7][5] = [["Citizen1", 6]]; levels[8][7][1] = [["Treasure1", 2, 40]]; levels[8][7][2] = [["Treasure1", 2, 40]]; for (name in levels[0]) { levels[9][name] = levels[0][name]; } levels[9].bonusforSavedSoules = 40; levels[9].btype = 1; levels[9].numberofXField = 8; levels[9].numberofYField = 8; var k = 0; while (k <= (levels[9].numberofXField - 1)) { levels[9][k] = new Array(); var l = 0; while (l <= (levels[9].numberofYField - 1)) { levels[9][k][l] = new Array(); l++; } k++; } levels[9].bg = new Array(); Line1 = "bbbbbbbb "; Line2 = "bfffbhcb "; Line3 = "bfffbbvb "; Line4 = "bffchhtb "; Line5 = "bbbvbbvb "; Line6 = "bvbvbbvb "; Line7 = "bchthhcb "; Line8 = "bbbbbbbb "; levels[9].bg = ((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8; levels[9][1][1] = [["Enemy2", 5]]; levels[9][1][5] = [["Enemy1", 10]]; levels[9][1][6] = [["Enemy1", 10]]; levels[9][2][2] = [["hero"]]; levels[9][2][3] = [["Citizen1", 3], ["Treasure1", 6, 30]]; levels[9][3][2] = [["Citizen2", 3], ["Treasure1", 6, 30]]; levels[9][3][3] = [["Citizen2", 3], ["Treasure1", 6, 30]]; levels[9][5][1] = [["Treasure1", 3, 50], ["Treasure1", 1, 80], ["Enemy3", 5]]; levels[9][6][1] = [["Enemy1", 10]]; for (name in levels[0]) { levels[10][name] = levels[0][name]; } levels[10].bonusforSavedSoules = 60; levels[10].btype = 2; levels[10].numberofXField = 9; levels[10].numberofYField = 9; var k = 0; while (k <= (levels[10].numberofXField - 1)) { levels[10][k] = new Array(); var l = 0; while (l <= (levels[10].numberofYField - 1)) { levels[10][k][l] = new Array(); l++; } k++; } levels[10].bg = new Array(); Line1 = "bbbbbbbbb "; Line2 = "bchhthhcb "; Line3 = "bvfbvbfvb "; Line4 = "bvbbvbbvb "; Line5 = "bthhxhhtb "; Line6 = "bvbbvbbvb "; Line7 = "bvfbvbfvb "; Line8 = "bchhthhcb "; Line9 = "bbbbbbbbb "; levels[10].bg = (((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9; levels[10][1][1] = [["Enemy1", 3], ["Treasure1", 5, 20], ["Treasure1", 1, 100]]; levels[10][1][2] = [["Enemy1", 3]]; levels[10][1][6] = [["Enemy2", 7], ["Treasure1", 3, 40]]; levels[10][1][7] = [["Enemy3", 7]]; levels[10][2][1] = [["Enemy1", 2], ["Treasure1", 3, 40]]; levels[10][2][2] = [["Enemy1", 2], ["Treasure1", 2, 80]]; levels[10][2][6] = [["Enemy2", 5]]; levels[10][2][7] = [["Enemy3", 6], ["Treasure1", 2, 80]]; levels[10][4][1] = [["Citizen1", 5]]; levels[10][5][1] = [["Citizen2", 5]]; levels[10][6][1] = [["hero"], ["Citizen1", 8]]; levels[10][6][2] = [["Citizen2", 8]]; levels[10][6][6] = [["Enemy1", 3]]; levels[10][6][7] = [["Enemy1", 3]]; levels[10][7][2] = [["Citizen1", 7]]; levels[10][7][2] = [["Citizen2", 7]]; levels[10][7][6] = [["Enemy1", 2]]; levels[10][7][7] = [["Enemy1", 2]]; for (name in levels[0]) { levels[11][name] = levels[0][name]; } levels[11].bonusforSavedSoules = 20; levels[11].btype = 2; levels[11].numberofXField = 9; levels[11].numberofYField = 9; var k = 0; while (k <= (levels[11].numberofXField - 1)) { levels[11][k] = new Array(); var l = 0; while (l <= (levels[11].numberofYField - 1)) { levels[11][k][l] = new Array(); l++; } k++; } levels[11].bg = new Array(); Line1 = "bbbbbbbbb "; Line2 = "bchhhcbbb "; Line3 = "bvbbbvbbb "; Line4 = "bvbchxhcb "; Line5 = "bvbvbvbvb "; Line6 = "bchxhcbvb "; Line7 = "bbbvbbbvb "; Line8 = "bbbchhhcb "; Line9 = "bbbbbbbbb "; levels[11].bg = (((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9; levels[11][1][1] = [["Citizen2", 8]]; levels[11][1][2] = [["Treasure1", 1, 150], ["Citizen1", 8]]; levels[11][1][3] = [["Citizen2", 8]]; levels[11][2][1] = [["Citizen1", 8]]; levels[11][3][1] = [["Citizen2", 8]]; levels[11][4][7] = [["Enemy4", 10]]; levels[11][5][7] = [["Enemy3", 10]]; levels[11][6][7] = [["Enemy1", 5]]; levels[11][7][4] = [["Enemy4", 5], ["Treasure1", 4, 50]]; levels[11][7][5] = [["Enemy1", 10], ["Treasure1", 4, 50]]; levels[11][7][6] = [["Enemy2", 10], ["Enemy2", 5]]; levels[11][7][7] = [["hero"]]; for (name in levels[0]) { levels[12][name] = levels[0][name]; } levels[12].btype = 2; levels[12].bonusforSavedSoules = 100; levels[12].numberofXField = 10; levels[12].numberofYField = 10; var k = 0; while (k <= (levels[12].numberofXField - 1)) { levels[12][k] = new Array(); var l = 0; while (l <= (levels[12].numberofYField - 1)) { levels[12][k][l] = new Array(); l++; } k++; } levels[12].bg = new Array(); Line1 = "bbbbbbbbbb "; Line2 = "bchhhhhhcb "; Line3 = "bvbbbbbbvb "; Line4 = "bvbchhhhtb "; Line5 = "bvbvbbbbvb "; Line6 = "bvbvbchhtb "; Line7 = "bvbvbvbbvb "; Line8 = "bvbvbvbfvb "; Line9 = "bchththhcb "; Line10 = "bbbbbbbbbb "; levels[12].bg = ((((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9) + Line10; levels[12][1][1] = [["Enemy1", 6], ["Treasure1", 3, 150]]; levels[12][1][2] = [["Enemy1", 6]]; levels[12][1][3] = [["Enemy4", 6], ["Treasure1", 1, 500]]; levels[12][2][1] = [["Enemy1", 6], ["Treasure1", 1, 10]]; levels[12][3][1] = [["Enemy1", 6], ["Treasure1", 1, 10]]; levels[12][3][3] = [["Enemy2", 5]]; levels[12][3][4] = [["Enemy2", 5], ["Treasure1", 3, 100]]; levels[12][4][3] = [["Enemy2", 5]]; levels[12][5][5] = [["Enemy1", 4]]; levels[12][5][6] = [["Enemy3", 2]]; levels[12][6][5] = [["Enemy1", 4]]; levels[12][7][7] = [["hero"], ["Citizen2", 8]]; levels[12][7][8] = [["Citizen2", 8]]; levels[12][8][7] = [["Citizen2", 8]]; levels[12][8][8] = [["Citizen2", 8]]; for (name in levels[0]) { levels[13][name] = levels[0][name]; } levels[13].btype = 1; levels[13].bonusforSavedSoules = 20; levels[13].numberofXField = 12; levels[13].numberofYField = 12; var k = 0; while (k <= (levels[13].numberofXField - 1)) { levels[13][k] = new Array(); var l = 0; while (l <= (levels[13].numberofYField - 1)) { levels[13][k][l] = new Array(); l++; } k++; } levels[13].bg = new Array(); Line1 = "bbbbbbbbbbbb "; Line2 = "bchhthhthhcb "; Line3 = "bvbbvbbvbbvb "; Line4 = "bccbthtthhtb "; Line5 = "bbchtbvbbbvb "; Line6 = "bbbbvbththcb "; Line7 = "bvbcttcbvbbb "; Line8 = "bvbvbvbbvbvb "; Line9 = "bthtbcththtb "; Line10 = "bvbvbbvbbbvb "; Line11 = "bchthhthhhcb "; Line12 = "bbbbbbbbbbbb "; levels[13].bg = ((((((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9) + Line10) + Line11) + Line12; levels[13][1][1] = [["Enemy1", 5]]; levels[13][1][2] = [["Enemy1", 5]]; levels[13][1][3] = [["Enemy1", 5]]; levels[13][1][6] = [["Citizen2", 10]]; levels[13][1][7] = [["Citizen1", 10]]; levels[13][1][10] = [["Treasure1", 2, 100]]; levels[13][2][1] = [["Enemy1", 5]]; levels[13][3][1] = [["Enemy2", 5]]; levels[13][4][1] = [["Enemy2", 5]]; levels[13][5][8] = [["Treasure1", 2, 100]]; levels[13][6][6] = [["hero"]]; levels[13][7][1] = [["Enemy1", 5]]; levels[13][8][1] = [["Enemy1", 5]]; levels[13][9][1] = [["Enemy2", 5]]; levels[13][9][3] = [["Enemy2", 5]]; levels[13][9][8] = [["Citizen2", 10]]; levels[13][10][1] = [["Enemy1", 5], ["Treasure1", 2, 100]]; levels[13][10][2] = [["Enemy1", 5]]; levels[13][10][3] = [["Enemy1", 5]]; levels[13][10][5] = [["Treasure1", 2, 100]]; levels[13][10][7] = [["Citizen2", 10]]; levels[13][10][8] = [["Citizen1", 10]]; levels[13][10][9] = [["Citizen1", 10]]; for (name in levels[0]) { levels[14][name] = levels[0][name]; } levels[14].bonusforSavedSoules = 100; levels[14].btype = 1; levels[14].numberofXField = 11; levels[14].numberofYField = 11; var k = 0; while (k <= (levels[14].numberofXField - 1)) { levels[14][k] = new Array(); var l = 0; while (l <= (levels[14].numberofYField - 1)) { levels[14][k][l] = new Array(); l++; } k++; } levels[14].bg = new Array(); Line1 = "bbbbbbbbbbb "; Line2 = "bchthththcb "; Line3 = "bvbvbvbvbvb "; Line4 = "bthxhxhxhtb "; Line5 = "bvbvbvbvbvb "; Line6 = "bthxhxhxhtb "; Line7 = "bvbvbvbvbvb "; Line8 = "bthxhxhxhtb "; Line9 = "bvbvbvbvbvb "; Line10 = "bchthththcb "; Line11 = "bbbbbbbbbbb "; levels[14].bg = (((((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9) + Line10) + Line12; levels[14][1][1] = [["Enemy1", 4]]; levels[14][1][2] = [["Enemy1", 4]]; levels[14][1][8] = [["Enemy1", 4], ["Treasure1", 1, 100]]; levels[14][1][9] = [["Enemy1", 4]]; levels[14][2][1] = [["Enemy1", 2], ["Treasure1", 1, 100]]; levels[14][2][3] = [["Citizen1", 4]]; levels[14][2][7] = [["Citizen1", 4]]; levels[14][2][9] = [["Enemy1", 2]]; levels[14][3][2] = [["Citizen1", 4]]; levels[14][3][3] = [["Citizen1", 4], ["Treasure1", 1, 50]]; levels[14][3][4] = [["Citizen1", 4]]; levels[14][3][6] = [["Citizen1", 4], ["Treasure1", 1, 50]]; levels[14][3][7] = [["Citizen1", 4]]; levels[14][3][8] = [["Citizen1", 4]]; levels[14][4][3] = [["Citizen1", 4], ["Treasure1", 1, 50]]; levels[14][4][7] = [["Citizen1", 4]]; levels[14][6][3] = [["Citizen1", 4]]; levels[14][6][7] = [["Citizen1", 2]]; levels[14][7][2] = [["Citizen1", 4], ["Treasure1", 1, 20]]; levels[14][7][3] = [["Citizen1", 4]]; levels[14][7][4] = [["Citizen1", 4]]; levels[14][7][6] = [["Citizen1", 2], ["Treasure1", 3, 50]]; levels[14][7][7] = [["Citizen1", 2]]; levels[14][7][8] = [["Citizen1", 2]]; levels[14][8][1] = [["Enemy1", 4], ["Treasure1", 3, 50]]; levels[14][8][3] = [["Citizen1", 4]]; levels[14][8][7] = [["Citizen1", 2]]; levels[14][8][9] = [["Citizen1", 2]]; levels[14][9][1] = [["Enemy1", 4]]; levels[14][9][2] = [["Enemy1", 2]]; levels[14][9][8] = [["Citizen1", 5], ["hero"]]; levels[14][9][9] = [["Citizen1", 5]]; for (name in levels[0]) { levels[15][name] = levels[0][name]; } levels[15].bonusforSavedSoules = 20; levels[15].btype = 1; levels[15].numberofXField = 10; levels[15].numberofYField = 14; var k = 0; while (k <= (levels[15].numberofXField - 1)) { levels[15][k] = new Array(); var l = 0; while (l <= (levels[15].numberofYField - 1)) { levels[15][k][l] = new Array(); l++; } k++; } levels[15].bg = new Array(); Line1 = "bbbbbbbbbb "; Line2 = "bfbcthtcbb "; Line3 = "bchxcbctcb "; Line4 = "bvbvbbbbvb "; Line5 = "bthtthhtcb "; Line6 = "bvbbvbbvbb "; Line7 = "bthhtthtcb "; Line8 = "bvbbbvbbvb "; Line9 = "bcthhthtcb "; Line10 = "bbvbbbbvbb "; Line11 = "bccbffbccb "; Line12 = "bvbbffbbvb "; Line13 = "bchhhhhhcb "; Line14 = "bbbbbbbbbb "; levels[15].bg = ((((((((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9) + Line10) + Line11) + Line12) + Line13) + Line14; levels[15][1][1] = [["Enemy2", 5]]; levels[15][1][2] = [["Enemy2", 5]]; levels[15][1][3] = [["Enemy2", 5]]; levels[15][1][6] = [["Treasure1", 3, 200]]; levels[15][2][2] = [["Enemy2", 5]]; levels[15][3][1] = [["Enemy2", 3]]; levels[15][3][2] = [["Enemy2", 3]]; levels[15][3][4] = [["Treasure1", 2, 50]]; levels[15][4][5] = [["Enemy5", 5]]; levels[15][4][6] = [["Enemy5", 5]]; levels[15][4][8] = [["Treasure1", 5, 30]]; levels[15][4][10] = [["Citizen2", 5]]; levels[15][4][11] = [["Citizen2", 5]]; levels[15][4][4] = [["Treasure1", 2, 50]]; levels[15][5][4] = [["Treasure1", 2, 50]]; levels[15][5][6] = [["Enemy5", 5]]; levels[15][5][8] = [["Treasure1", 1, 100]]; levels[15][5][10] = [["Citizen2", 5]]; levels[15][5][11] = [["Citizen2", 5]]; levels[15][5][12] = [["hero"]]; levels[15][7][1] = [["Enemy3", 5]]; levels[15][7][2] = [["Enemy3", 5]]; levels[15][8][2] = [["Enemy4", 5]]; levels[15][8][3] = [["Enemy4", 5]]; levels[15][8][4] = [["Treasure1", 3, 100]]; levels[15][8][6] = [["Treasure1", 1, 100]]; levels[15][8][8] = [["Treasure1", 1, 100]]; for (name in levels[0]) { levels[16][name] = levels[0][name]; } levels[16].btype = 2; levels[16].numberofXField = 10; levels[16].numberofYField = 17; var k = 0; while (k <= (levels[16].numberofXField - 1)) { levels[16][k] = new Array(); var l = 0; while (l <= (levels[16].numberofYField - 1)) { levels[16][k][l] = new Array(); l++; } k++; } levels[16].bg = new Array(); Line1 = "bbbbbbbbbb "; Line2 = "bffchhthcb "; Line3 = "bffvbbvbvb "; Line4 = "bffvbcthtb "; Line5 = "bffvbvbbvb "; Line6 = "bbbthxhffb "; Line7 = "bchtbvbffb "; Line8 = "bvbvbvbffb "; Line9 = "bvbvbvbffb "; Line10 = "bththxhffb "; Line11 = "bvffbvbbbb "; Line12 = "bvffbvbffb "; Line13 = "bvbbbvbffb "; Line14 = "bththxhffb "; Line15 = "bvbvbvbffb "; Line16 = "bchththffb "; Line17 = "bbbbbbbbbb "; levels[16].bg = (((((((((((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9) + Line10) + Line11) + Line12) + Line13) + Line14) + Line15) + Line16) + Line17; levels[16][1][1] = [["Enemy1", 10]]; levels[16][1][2] = [["Enemy4", 10]]; levels[16][2][1] = [["Enemy2", 10]]; levels[16][2][2] = [["Enemy5", 10]]; levels[16][1][3] = [["Treasure1", 3, 100]]; levels[16][1][4] = [["Treasure1", 3, 100]]; levels[16][1][6] = [["Treasure1", 2, 50]]; levels[16][1][7] = [["Treasure1", 2, 50]]; levels[16][1][8] = [["Treasure1", 2, 50]]; levels[16][1][9] = [["Treasure1", 2, 50]]; levels[16][1][10] = [["Treasure1", 2, 50]]; levels[16][1][11] = [["Treasure1", 2, 50]]; levels[16][1][12] = [["Treasure1", 2, 50]]; levels[16][1][13] = [["Treasure1", 2, 50]]; levels[16][1][14] = [["Treasure1", 2, 50]]; levels[16][1][15] = [["Treasure1", 2, 50]]; levels[16][2][3] = [["Treasure1", 3, 100]]; levels[16][2][4] = [["Treasure1", 3, 100]]; levels[16][2][10] = [["Citizen2", 8]]; levels[16][2][11] = [["Citizen1", 8]]; levels[16][3][10] = [["Citizen2", 8]]; levels[16][3][11] = [["Citizen2", 6]]; levels[16][5][12] = [["hero"]]; levels[16][7][5] = [["Enemy1", 10]]; levels[16][7][6] = [["Enemy2", 10]]; levels[16][8][5] = [["Enemy3", 10]]; levels[16][8][6] = [["Enemy4", 10]]; levels[16][7][7] = [["Treasure1", 3, 100]]; levels[16][7][8] = [["Treasure1", 3, 100]]; levels[16][8][7] = [["Treasure1", 3, 100]]; levels[16][8][8] = [["Treasure1", 3, 100]]; levels[16][7][12] = [["Citizen2", 10]]; levels[16][7][13] = [["Citizen1", 10]]; levels[16][8][12] = [["Citizen2", 10]]; levels[16][8][13] = [["Citizen2", 10]]; for (name in levels[0]) { levels[17][name] = levels[0][name]; } levels[17].btype = 2; levels[17].numberofXField = 11; levels[17].numberofYField = 14; var k = 0; while (k <= (levels[17].numberofXField - 1)) { levels[17][k] = new Array(); var l = 0; while (l <= (levels[17].numberofYField - 1)) { levels[17][k][l] = new Array(); l++; } k++; } levels[17].bg = new Array(); Line1 = "bbbbbbbbbbb "; Line2 = "bchhhththcb "; Line3 = "bvbbbvbvbvb "; Line4 = "bchhttbvbvb "; Line5 = "bbbbtcbchtb "; Line6 = "bffbvbbbbvb "; Line7 = "bffbvbchhtb "; Line8 = "bvbbvbvbbvb "; Line9 = "bchhcbthhcb "; Line10 = "bbbbbbvbbbb "; Line11 = "bchthhcbbbb "; Line12 = "bvbvbbbbffb "; Line13 = "bchthhhhffb "; Line14 = "bbbbbbbbbbb "; levels[17].bg = ((((((((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9) + Line10) + Line11) + Line12) + Line13) + Line14; levels[17][1][5] = [["Enemy5", 20], ["Enemy4", 20]]; levels[17][1][6] = [["Enemy2", 15], ["Enemy3", 15]]; levels[17][2][6] = [["Enemy3", 15], ["Enemy2", 15]]; levels[17][4][3] = [["Treasure1", 3, 100]]; levels[17][4][4] = [["Treasure1", 3, 100]]; levels[17][5][3] = [["Treasure1", 3, 100]]; levels[17][5][4] = [["Treasure1", 3, 100]]; levels[17][8][12] = [["hero"]]; levels[17][9][1] = [["Treasure1", 1, 100]]; levels[17][9][2] = [["Treasure1", 1, 100]]; levels[17][9][3] = [["Treasure1", 1, 100]]; levels[17][9][4] = [["Treasure1", 1, 100]]; levels[17][9][5] = [["Treasure1", 1, 100]]; levels[17][9][6] = [["Treasure1", 1, 100]]; levels[17][9][7] = [["Treasure1", 1, 100]]; levels[17][9][8] = [["Treasure1", 1, 100]]; levels[17][9][11] = [["Citizen2", 5]]; for (name in levels[0]) { levels[18][name] = levels[0][name]; } levels[18].btype = 2; levels[18].bonusforSavedSoules = 60; levels[18].numberofXField = 11; levels[18].numberofYField = 17; var k = 0; while (k <= (levels[18].numberofXField - 1)) { levels[18][k] = new Array(); var l = 0; while (l <= (levels[18].numberofYField - 1)) { levels[18][k][l] = new Array(); l++; } k++; } levels[18].bg = new Array(); Line1 = "bbbbbbbbbbb "; Line2 = "bchhhhcbffb "; Line3 = "bvbffbvbffb "; Line4 = "bvbffbvbbfb "; Line5 = "bvbbbbvfffb "; Line6 = "bvbffbvbbbb "; Line7 = "bvbffbthhcb "; Line8 = "bthhhhtbbvb "; Line9 = "bvbbbbvbccb "; Line10 = "bthcfbthtbb "; Line11 = "bvbchhtbccb "; Line12 = "bvbbbbvbbvb "; Line13 = "bvbvbccbfvb "; Line14 = "bthxhtbbbvb "; Line15 = "bvbvbthcbvb "; Line16 = "bchthcbchcb "; Line17 = "bbbbbbbbbbb "; levels[18].bg = (((((((((((((((Line1 + Line2) + Line3) + Line4) + Line5) + Line6) + Line7) + Line8) + Line9) + Line10) + Line11) + Line12) + Line13) + Line14) + Line15) + Line16) + Line17; levels[18][1][13] = [["Enemy4", 5]]; levels[18][1][14] = [["Enemy3", 5]]; levels[18][1][15] = [["Enemy3", 5]]; levels[18][2][15] = [["Enemy2", 5]]; levels[18][3][15] = [["Enemy2", 5]]; levels[18][3][2] = [["Citizen1", 5], ["Treasure1", 2, 150]]; levels[18][3][3] = [["Citizen2", 5], ["Treasure1", 2, 150]]; levels[18][4][2] = [["Citizen2", 5], ["Treasure1", 2, 150]]; levels[18][4][3] = [["Citizen1", 5], ["Treasure1", 2, 150]]; levels[18][3][5] = [["Citizen1", 6], ["Treasure1", 2, 150]]; levels[18][3][6] = [["Citizen2", 6], ["Treasure1", 2, 150]]; levels[18][4][5] = [["Citizen2", 6], ["Treasure1", 2, 150]]; levels[18][4][6] = [["Citizen1", 6], ["Treasure1", 2, 150]]; levels[18][3][9] = [["Citizen1", 5], ["Treasure1", 2, 150]]; levels[18][3][10] = [["Citizen2", 5], ["Treasure1", 2, 150]]; levels[18][4][9] = [["Citizen2", 5], ["Treasure1", 2, 150]]; levels[18][4][10] = [["Citizen1", 5], ["Treasure1", 2, 150]]; levels[18][6][9] = [["hero"]]; levels[18][8][1] = [["Enemy4", 8]]; levels[18][8][2] = [["Enemy5", 8]]; levels[18][8][12] = [["Enemy5", 7]]; levels[18][9][1] = [["Enemy4", 7]]; levels[18][9][2] = [["Enemy5", 7]]; levels[18][9][11] = [["Enemy5", 7]]; levels[18][9][12] = [["Enemy5", 8]]; levels[18][9][13] = [["Enemy5", 8]]; aimsrc.duplicateMovieClip("cursor", 15000); cursor.gotoAndStop("arrow"); var musicEnabled = ((music_trig != undefined) ? false : true); var soundEnabled = ((sound_trig != undefined) ? false : true); _root.submited = false; playgame = function () { score = 0; oldScore = 0; Hero = new Object(); for (name in hero0) { Hero[name] = hero0[name]; } numberofLevel = 1; changeFrame = true; gotoAndPlay ("game"); }; nextLevel = function (MH) { numberofLevel++; _root.score = _root.score + MH.score; Hero.moneyLevel = MH.moneyLevel; Hero.weaponLevel1 = MH.weaponLevel1; Hero.weaponLevel2 = MH.weaponLevel2; Hero.weaponLevel3 = MH.weaponLevel3; Hero.weaponLevel4 = MH.weaponLevel4; Hero.weaponLevel5 = MH.weaponLevel5; Hero.armorLevel = MH.armorLevel; Hero.speed = MH.speed; Hero.weaponNumber = MH.weaponNumber; HeroLast = new Object(); HeroLast.moneyLevel = MH.moneyLevel; HeroLast.weaponLevel1 = MH.weaponLevel1; HeroLast.weaponLevel2 = MH.weaponLevel2; HeroLast.weaponLevel3 = MH.weaponLevel3; HeroLast.weaponLevel4 = MH.weaponLevel4; HeroLast.weaponLevel5 = MH.weaponLevel5; HeroLast.armorLevel = MH.armorLevel; HeroLast.speed = MH.speed; HeroLast.weaponNumber = MH.weaponNumber; oldScore = score; changeFrame = true; if (numberofLevel <= numberofLevels) { if ((numberofLevel % 3) == 0) { gotoAndPlay ("advertscreen"); } else { gotoAndPlay ("shop"); } } else { gotoAndPlay ("win"); } }; restartLevel = function () { changeFrame = true; if (numberofLevel > 1) { Hero.moneyLevel = HeroLast.moneyLevel; Hero.weaponLevel1 = HeroLast.weaponLevel1; Hero.weaponLevel2 = HeroLast.weaponLevel2; Hero.weaponLevel3 = HeroLast.weaponLevel3; Hero.weaponLevel4 = HeroLast.weaponLevel4; Hero.weaponLevel5 = HeroLast.weaponLevel5; Hero.speed = HeroLast.speed; Hero.weaponNumber = HeroLast.weaponNumber; Hero.armorLevel = HeroLast.armorLevel; score = oldScore; gotoAndPlay ("shop"); } else { playgame(); } }; gameOver = function () { changeFrame = true; _root.gotoAndPlay("over"); };
Frame 4
changeFrame = false; playMusic("menu");
Frame 5
play();
Frame 6
updateMouse(); if (!changeFrame) { gotoAndStop ("mainmenuplay"); }
Frame 7
_quality = "LOW"; changeFrame = false; cursor.gotoAndStop("aim"); onEnterFrame = function () { main.begin(); delete onEnterFrame; }; win._visible = false; loose1._visible = false; loose2._visible = false; paused._visible = false; ico.gotoAndStop(Hero.weaponNumber); playMusic("game");
Frame 8
updateMouse(); play();
Frame 9
if (!changeFrame) { gotoAndStop ("play"); }
Frame 11
changeFrame = false; _quality = "HIGH"; cursor.gotoAndStop("arrow"); prise = ""; var i = 1; while (i <= 5) { if (Hero["weaponLevel" + i] == this["weaponLevelmax" + i]) { this["bw" + i].enabled = false; this["weaponbut" + i].gotoAndStop("disable"); this["weaponicon" + i].gotoAndStop("disable"); } else { this["bw" + i].enabled = true; this["weaponbut" + i].gotoAndStop("simple"); this["weaponicon" + i].gotoAndStop("simple"); } this["weaponicon" + i].weaponmc.gotoAndStop(i); this["weaponname" + i].gotoAndStop(i); i++; } if (Hero.armorLevel == this.armorLevelmax) { this.ba.enabled = false; this.armorbut.gotoAndStop("disable"); this.armoricon.gotoAndStop("simple"); } else { this.ba.enabled = true; this.armorbut.gotoAndStop("simple"); this.armoricon.gotoAndStop("simple"); } this.armoricon.weaponmc.gotoAndStop("armor"); this.armorname.gotoAndStop(i); playMusic("menu"); var i = 1; while (i < 19) { this["l" + i].n.text = i; i++; }
Frame 12
m = Hero.moneyLevel; mNumber.setNum(m); mNumber.setBG("yellow"); updateMouse(); var i = 1; while (i <= 5) { if (Hero["weaponLevel" + i] < this["weaponLevelmax" + i]) { this["weaponicon" + i].priceNumber.setNum(shop["weapon" + i][Hero["weaponLevel" + i] + 1]); this["weaponicon" + i].weaponmc.ico.gotoAndStop("upgrade" + (Hero["weaponLevel" + i] + 1)); } else { this["weaponicon" + i].priceNumber.setNum(""); this["weaponicon" + i].weaponmc.ico.gotoAndStop("upgrade" + Hero["weaponLevel" + i]); } this["weaponname" + i].txt.gotoAndStop("upgrade" + (Hero["weaponLevel" + i] + 1)); if ((Hero["weaponLevel" + i] == this["weaponLevelmax" + i]) || (Hero.moneyLevel < shop["weapon" + i][Hero["weaponLevel" + i] + 1])) { this["bw" + i].enabled = false; this["weaponbut" + i].gotoAndStop("disable"); this["weaponicon" + i].priceNumber.setBG("black"); this["weaponicon" + i].gotoAndStop("disable"); } else { this["weaponicon" + i].priceNumber.setBG("yellow"); } i++; } if (Hero.armorLevel < this.armorLevelmax) { this.armoricon.priceNumber.setNum(shop.armor[Hero.armorLevel + 1]); this.armoricon.weaponmc.ico.gotoAndStop("upgrade" + (Hero.armorLevel + 1)); } else { this.armoricon.priceNumber.setNum(""); this.armoricon.weaponmc.ico.gotoAndStop("upgrade" + Hero.armorLevel); } this.armorname.txt.gotoAndStop("upgrade" + (Hero.armorLevel + 1)); if ((Hero.armorLevel == this.armorLevelmax) || (Hero.moneyLevel < shop.armor[Hero.armorLevel + 1])) { this.ba.enabled = false; this.armorbut.gotoAndStop("disable"); this.armoricon.priceNumber.setBG("black"); this.armoricon.gotoAndStop("disable"); } else { this.armoricon.priceNumber.setBG("yellow"); } weaponbut1.setLevel(Hero.weaponLevel1, _root.weaponLevelmax1); weaponbut2.setLevel(Hero.weaponLevel2, _root.weaponLevelmax2); weaponbut3.setLevel(Hero.weaponLevel3, _root.weaponLevelmax3); weaponbut4.setLevel(Hero.weaponLevel4, _root.weaponLevelmax4); weaponbut5.setLevel(Hero.weaponLevel5, _root.weaponLevelmax5); armorbut.setLevel(Hero.armorLevel, _root.armorLevelmax); play();
Frame 13
gotoAndStop ("shopping");
Frame 14
changeFrame = false; _quality = "HIGH"; cursor.gotoAndStop("arrow"); submit.valScore = _root.score; submit._visible = !submited; submit.sub.enabled = false; Selection.setFocus(submit.playerName);
Frame 15
updateMouse(); play();
Frame 16
gotoAndStop ("overplay");
Frame 17
changeFrame = false; _quality = "HIGH"; cursor.gotoAndStop("arrow"); submit.valScore = score; submit._visible = !submited; submit.sub.enabled = false; Selection.setFocus(submit.playerName);
Frame 18
updateMouse(); play();
Frame 19
gotoAndStop ("winplay");
Frame 20
changeFrame = false; _quality = "HIGH"; backB.enabled = false; i = 1; cursor.gotoAndStop("arrow");
Instance of Symbol 588 MovieClip "zombieKiller" in Frame 20
onClipEvent (keyDown) { if (!_parent.paused) { switch (Key.getCode()) { case 37 : _parent.myHero.letItMove(true, "left"); break; case 39 : _parent.myHero.letItMove(true, "right"); break; case 38 : _parent.myHero.letItMove(true, "up"); break; case 40 : _parent.myHero.letItMove(true, "down"); break; case 65 : _parent.myHero.letItMove(true, "left"); break; case 68 : _parent.myHero.letItMove(true, "right"); break; case 87 : _parent.myHero.letItMove(true, "up"); break; case 83 : _parent.myHero.letItMove(true, "down"); break; case 49 : if (_parent.myHero.weaponLevel1) { _parent.myHero.changeWeapon(1); _root.ico.gotoAndStop("gun"); } break; case 50 : if (_parent.myHero.weaponLevel2) { _parent.myHero.changeWeapon(2); _root.ico.gotoAndStop("shotgun"); } break; case 51 : if (_parent.myHero.weaponLevel3) { _parent.myHero.changeWeapon(3); _root.ico.gotoAndStop("machinegun"); } break; case 52 : if (_parent.myHero.weaponLevel4) { _parent.myHero.changeWeapon(4); _root.ico.gotoAndStop("grenade"); } break; case 80 : if (_parent.finished) { break; } _parent.setPause(true); } } } onClipEvent (keyUp) { switch (Key.getCode()) { case 37 : _parent.myHero.letItMove(false, "left"); break; case 39 : _parent.myHero.letItMove(false, "right"); break; case 38 : _parent.myHero.letItMove(false, "up"); break; case 40 : _parent.myHero.letItMove(false, "down"); break; case 65 : _parent.myHero.letItMove(false, "left"); break; case 68 : _parent.myHero.letItMove(false, "right"); break; case 87 : _parent.myHero.letItMove(false, "up"); break; case 83 : _parent.myHero.letItMove(false, "down"); } }
Frame 21
updateMouse(); play();
Frame 22
gotoAndStop ("instructions1");
Frame 23
updateMouse(); backB.enabled = true; play();
Frame 24
gotoAndStop ("instructions2");
Frame 25
updateMouse(); play();
Frame 26
gotoAndStop ("instructions3");
Frame 27
updateMouse(); play();
Frame 28
gotoAndStop ("instructions4");
Frame 29
updateMouse(); play();
Frame 30
gotoAndStop ("instructions5");
Frame 31
updateMouse(); play();
Frame 32
gotoAndStop ("instructions6");
Frame 33
updateMouse(); play();
Frame 34
gotoAndStop ("instructions7");
Frame 35
updateMouse(); nextB.enabled = true; play();
Frame 36
gotoAndStop ("instructions8");
Frame 37
updateMouse(); play();
Frame 38
gotoAndStop ("instructions9");
Frame 39
updateMouse(); play();
Frame 40
gotoAndStop ("instructions10");
Frame 41
updateMouse(); play();
Frame 42
gotoAndStop ("instructions11");
Frame 43
updateMouse(); nextB.enabled = false; play();
Frame 44
gotoAndStop ("instructions12");
Frame 45
updateMouse(); play();
Frame 46
gotoAndStop ("advertscreen");
Symbol 1009 MovieClip [__Packages.hero] Frame 0
class hero { var itstarget, parentTarget, damage, moneyLevel, speed, armor, weaponNumber, weaponLevel1, weaponLevel2, weaponLevel3, weaponLevel4, weaponLevel5, bulletNumber, times, motionStart, dead, idIntervalmg, idIntervalshoot, changed, loadbulletnames, Bullets, ritem, soundFlag, soundCounter, score, shootenable, myBullet, alpha; function hero (myTarget, myParentTarget, myDamage, myMoneyLevel, mySpeed, myArmor, myWeaponNumber, myWeaponLevel1, myWeaponLevel2, myWeaponLevel3, myWeaponLevel4, myWeaponLevel5, myArmorLevel) { itstarget = myTarget; parentTarget = myParentTarget; damage = myDamage; moneyLevel = myMoneyLevel; speed = mySpeed; armor = myArmor; weaponNumber = myWeaponNumber; weaponLevel1 = myWeaponLevel1; weaponLevel2 = myWeaponLevel2; weaponLevel3 = myWeaponLevel3; weaponLevel4 = myWeaponLevel4; weaponLevel5 = myWeaponLevel5; armorLevel = myArmorLevel; bulletNumber = 0; var _local3 = 2000 - (weaponLevel5 * 200); var _local4 = 1000 - (weaponLevel4 * 100); var _local2 = 400 - (weaponLevel3 * 50); var _local6 = 1300 - (weaponLevel2 * 150); var _local5 = 1000 - (weaponLevel1 * 100); times = [0, _local5, _local6, _local2, _local4, _local3]; motionStart = false; dead = false; idIntervalmg = 0; idIntervalshoot = 0; changed = false; loadbulletnames = [0, "bullet1", "bullet2", "bullet3", "bullet4", "bullet5"]; Bullets = new Array(); ritem = itstarget.radar.setHero(itstarget._x, itstarget._y); soundFlag = false; soundCounter = 0; letItMove(); score = 0; } function update(flag, dir) { if (soundFlag) { soundCounter++; if (soundCounter == 30) { soundCounter = 0; soundFlag = false; } } } function letItMove() { var thisObj = this; var directionsN = 0; thisObj.itstarget.onEnterFrame = function () { if (thisObj.dead) { return(undefined); } if (Key.isDown(37) || (Key.isDown(65))) { var _local4 = true; } else { var _local4 = false; } if (Key.isDown(39) || (Key.isDown(68))) { var _local3 = true; } else { var _local3 = false; } if (Key.isDown(38) || (Key.isDown(87))) { var _local1 = true; } else { var _local1 = false; } if (Key.isDown(40) || (Key.isDown(83))) { var _local2 = true; } else { var _local2 = false; } if ((!thisObj.motionStart) && (((_local4 or _local3) or _local1) or _local2)) { thisObj.motionStart = true; thisObj.itstarget.motion(true); } else { thisObj.motionStart = false; thisObj.itstarget.motion(false); } thisObj.itstarget.legs._rotation = 0; directionsN = 0; if (_local4) { directionsN++; thisObj.itstarget.legs._rotation = (thisObj.itstarget.legs._rotation - 90) / directionsN; thisObj.motion("left"); } if (_local3) { directionsN++; thisObj.itstarget.legs._rotation = (thisObj.itstarget.legs._rotation + 90) / directionsN; thisObj.motion("right"); } if (_local1) { directionsN++; thisObj.itstarget.legs._rotation = thisObj.itstarget.legs._rotation / directionsN; thisObj.motion("up"); } if (_local2) { directionsN++; thisObj.itstarget.legs._rotation = (thisObj.itstarget.legs._rotation + 180) / directionsN; thisObj.motion("down"); } }; } function motion(dir) { var _local5; var _local4; _local5 = itstarget._x; _local4 = itstarget._y; if (dead) { return(undefined); } switch (dir) { case "left" : itstarget._x = itstarget._x - speed; break; case "right" : itstarget._x = itstarget._x + speed; break; case "up" : itstarget._y = itstarget._y - speed; break; case "down" : itstarget._y = itstarget._y + speed; } if (parentTarget.testOnBuilding(itstarget._x, itstarget._y)) { itstarget._x = _local5; itstarget._y = _local4; if (!soundFlag) { var _local3 = 1; _root.playSound("hero_meet_wall_0" + _local3); soundFlag = true; } } ritem.setX(itstarget._x); ritem.setY(itstarget._y); } function stopShoot() { if (shootenable != undefined) { shootenable = false; } } function shoot() { function shootgun(d) { if (thisObj.shootenable) { var X; var Y; _root.playSound("hero_shoot_0" + thisObj.weaponNumber); thisObj.itstarget.man.fire.play(); X = thisObj.parentTarget._xmouse; Y = thisObj.parentTarget._ymouse; thisObj.bulletNumber = thisObj.bulletNumber + 1; thisObj.parentTarget.attachMovie(thisObj.loadbulletnames[thisObj.weaponNumber], "bullet" + thisObj.bulletNumber, thisObj.parentTarget.getNextHighestDepth()); thisObj.alpha = -Math.atan((X - thisObj.itstarget._x) / (Y - thisObj.itstarget._y)); if ((Y - thisObj.itstarget._y) >= 0) { thisObj.alpha = thisObj.alpha + Math.PI; } var s; s = thisObj.parentTarget._name; thisObj.myBullet = eval ((s + "/bullet") + thisObj.bulletNumber); thisObj.myBullet._x = thisObj.itstarget._x - (thisObj.itstarget.man.gun._y * Math.sin((thisObj.itstarget.man._rotation * Math.PI) / 180)); thisObj.myBullet._y = thisObj.itstarget._y + (thisObj.itstarget.man.gun._y * Math.cos((thisObj.itstarget.man._rotation * Math.PI) / 180)); thisObj.myBullet._rotation = thisObj.itstarget.man._rotation + d; } if (!thisObj.shootenable) { clearInterval(thisObj.idIntervalmg); thisObj.idIntervalmg = 0; thisObj.shootenable = true; } } function shotgun() { if (thisObj.shootenable) { shootgun(0); this.Bullets.push(this.myBullet); shootgun(15); this.Bullets.push(this.myBullet); shootgun(-15); this.Bullets.push(this.myBullet); } else { clearInterval(thisObj.idIntervalmg); thisObj.idIntervalmg = 0; thisObj.shootenable = true; } } var thisObj; thisObj = this; if (!idIntervalshoot) { shootenable = true; } var s; s = parentTarget._name; var n; n = thisObj.bulletNumber; myBullet = eval ((s + "/bullet") + n); switch (weaponNumber) { case 1 : if (!idIntervalmg) { shootgun(0); var idInterval = setInterval(shootgun, times[1], 0); idIntervalmg = idInterval; } return; case 2 : if (!idIntervalmg) { shotgun(0); var idInterval = setInterval(shotgun, times[2]); idIntervalmg = idInterval; } return; case 3 : if (!idIntervalmg) { shootgun(0); var idInterval = setInterval(shootgun, times[3], 0); idIntervalmg = idInterval; } return; case 4 : if (!idIntervalmg) { shootgun(0); var idInterval = setInterval(shootgun, times[4], 0); idIntervalmg = idInterval; } return; case 5 : if (idIntervalmg) { break; } shootgun(0); var idInterval = setInterval(shootgun, times[5], 0); idIntervalmg = idInterval; } } function changeBulletNumber(changeNumber) { bulletNumber = bulletNumber + changeNumber; Bullets.splice(Bullets.length - 1, 1); } function changeWeapon(myWeaponNumber) { function shootEnabled() { thisObj.shootenable = true; clearInterval(thisObj.idIntervalshoot); thisObj.idIntervalshoot = 0; } var thisObj = this; var _local2 = weaponNumber; weaponNumber = myWeaponNumber; itstarget.changeWeapon(myWeaponNumber); if (idIntervalmg && (_local2 != weaponNumber)) { clearInterval(idIntervalmg); idIntervalmg = 0; if ((!idIntervalshoot) && (shootenable)) { var _local3 = setInterval(shootEnabled, times[weaponNumber] - 100); } idIntervalshoot = _local3; shootenable = false; shoot(); } } function setRotation(X, Y) { alpha = -Math.atan((X - itstarget._x) / (Y - itstarget._y)); if ((Y - itstarget._y) >= 0) { alpha = alpha + Math.PI; } itstarget.man._rotation = (alpha * 180) / Math.PI; } function setMoneyLevel(changeNumber) { moneyLevel = moneyLevel + changeNumber; score = score + changeNumber; } function setSpeed(newSpeed) { speed = newSpeed; } function hit(power) { _root.damage.play(); damage = damage - (power / armor[armorLevel]); if (damage <= 0) { die(); parentTarget.finish(); } if (!soundFlag) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("hero_receive_damage_0" + _local3); soundFlag = true; } } function die() { dead = true; if (idIntervalmg) { clearInterval(idIntervalmg); } itstarget.die(); ritem.die(); } var armorLevel = 1; }
Symbol 19 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); _root.submited = false; playgame(); }
Symbol 24 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); gotoAndPlay ("instructions"); }
Symbol 29 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); getURL (moreGamesURL, "_blank"); }
Symbol 33 MovieClip Frame 1
stop();
Symbol 33 MovieClip Frame 2
stop();
Symbol 38 Button
on (rollOver) { cursor.gotoAndPlay("hand"); } on (rollOut) { cursor.gotoAndPlay("arrow"); } on (release) { if ((_root.soundEnabled = !_root.soundEnabled)) { signsound.gotoAndPlay("on"); } else { signsound.gotoAndPlay("off"); } }
Symbol 41 Button
on (rollOver) { cursor.gotoAndPlay("hand"); } on (rollOut) { cursor.gotoAndPlay("arrow"); } on (release) { if ((_root.musicEnabled = !_root.musicEnabled)) { signmusic.gotoAndPlay("on"); playMusic("menu"); } else { signmusic.gotoAndPlay("off"); stopAllSounds(); } }
Symbol 44 Button
on (rollOver) { cursor.gotoAndPlay("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndPlay("arrow"); } on (release) { getURL (moreGamesURL, "_blank"); }
Symbol 53 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); getURL (downloadURL, "_blank"); }
Symbol 75 MovieClip Frame 12
gotoAndPlay (1);
Symbol 75 MovieClip Frame 20
_parent.transformation();
Symbol 75 MovieClip Frame 23
stop(); _parent.removeMovieClip();
Symbol 140 MovieClip Frame 33
stop(); this._visible = false; if (!_parent.dead) { _parent.play(); }
Symbol 141 MovieClip [enemy1] Frame 1
stop(); R0 = 400; Wmax = 45; distance = 10000; distanceOff = 22500; begin = function (transFlag) { i = 0; speed0 = _parent.levelConstruktor.speedofEnemies1; damage = _parent.levelConstruktor.damageofEnemies1; armor = _parent.levelConstruktor.armorofEnemies1; hitpower = _parent.levelConstruktor.hitpowerofEnemies1; TransK = _parent.levelConstruktor.transKofEnemies1; maxMoney = _parent.levelConstruktor.maxMoneyofEnemies1; changeTime = 100; speed = speed0; setRoration(Math.random() * 360); viz = true; X = _x; Y = _y; Mode = "simular"; toHeroOn = false; changeDir(); if (!transFlag) { morph._visible = false; } ritem = _parent.zombieKiller.radar.setEnemy(_x, _y); }; changeDir = function () { dir = Math.random(); if ((dir > 0) && (dir <= 0.5)) { dirS = "Left"; } if ((dir > 0.5) && (dir <= 1)) { dirS = "Right"; } var _local1 = _rotation; switch (dirS) { case "Left" : _local1 = _local1 - (Math.random() * Wmax); break; case "Right" : _local1 = _local1 + (Math.random() * Wmax); } setRotation(_local1); }; hit = function (power) { toHeroOn = true; damage = Math.round(damage - (power / armor)); this.swapDepths(_parent.getNextHighestDepth() - 1); _parent.attachMovie("damager", ("damage" + this._name) + damage, _parent.getNextHighestDepth()); var dammc = eval (("_parent.damage" + this._name) + damage); dammc.val = Math.round(power / armor); dammc._x = this._x; dammc._y = this._y - 20; if ((damage <= 0) && (!dead)) { dead = true; die(); } else if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("zombie_receive_damage_0" + nSound); } play(); }; die = function () { dead = true; ritem.die(); _parent.killEnemie(); temp = Math.random(); i = 0; figure.gotoAndStop(1); onEnterFrame = function () { figure.gotoAndPlay("die"); delete onEnterFrame; }; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_die_0" + _local3); } }; transformation = function () { if (temp <= TransK) { _parent.numberofTreasures++; _parent.bonus.attachMovie("treasure1", "treasure" + _parent.numberofTreasures, _parent.getNextHighestDepth()); newTreasure = eval ("_parent.bonus.treasure" + _parent.numberofTreasures); money = Math.random() * maxMoney; money = Math.round(money); onEnterFrame = function () { newTreasure.setMoney(money); delete onEnterFrame; }; _parent.Treasures[_parent.numberofTreasures] = newTreasures; newTreasure._x = _x; newTreasure._y = _y; } }; simular = function () { i++; Mode = "simular"; speed = speed0; if (i == changeTime) { i = 0; changeDir(); } }; toCitizen = function (citizens) { var _local6 = distance; clength = citizens.length; if (clength != undefined) { k = 0; while (k <= (clength - 1)) { var _local5 = citizens[k]; var _local2 = _local5._x; var _local1 = _local5._y; var _local4 = ((_local2 - X) * (_local2 - X)) + ((_local1 - Y) * (_local1 - Y)); if (_local4 <= _local6) { _local6 = _local4; var _local3 = -Math.atan((_local2 - X) / (_local1 - Y)); if ((_local1 - Y) >= 0) { _local3 = _local3 + Math.PI; } var _local7 = ((_local3 * 180) / Math.PI) - 180; setRotation(_local7); Mode = "complete"; globalXp = _local2; globalYp = _local1; } speed = speed0; if (_local6 <= R0) { speed = 0; } k++; } } }; toHero = function () { var _local6 = _parent.myHero.itstarget; var _local4 = _local6._x; var _local3 = _local6._y; var _local2 = ((_local4 - X) * (_local4 - X)) + ((_local3 - Y) * (_local3 - Y)); if (((_local2 <= distance) or toHeroOn) && (_local2 <= distanceOff)) { Mode = "complete"; Rmin = _local2; globalXp = _local4; globalYp = _local3; var _local5 = -Math.atan((_local4 - X) / (_local3 - Y)); if ((_local3 - Y) >= 0) { _local5 = _local5 + Math.PI; } var _local7 = ((_local5 * 180) / Math.PI) - 180; setRotation(_local7); } if (_local2 <= R0) { _parent.myHero.hit(hitpower); speed = 0; } else { speed = speed0; } if (_local2 > distanceOff) { toHeroOn = false; } }; setRotation = function (myRot) { Msin = Math.sin((myRot * Math.PI) / 180); Mcos = Math.cos((myRot * Math.PI) / 180); _rotation = myRot; }; updateXY = function (bool) { if (!bool) { if (viz) { viz = false; _visible = false; } X = X - (speed * Msin); Y = Y + (speed * Mcos); if (!soundFlag) { if (Mode != "simular") { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local6 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_attack_0" + _local6); soundFlag = true; } } } else if (Mode == "simular") { soundFlag = false; } var _local7 = Math.random() * Math.random(); if ((_local7 < 0.0003) && (Mode == "simular")) { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local6 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_talk_0" + _local6); soundFlag = true; } } if (_parent.testOnBuilding(X, Y)) { var _local4 = X; var _local3 = Y; X = X + (speed * Msin); Y = Y - (speed * Mcos); if (Mode == "simular") { var _local5 = ((1 - Math.random()) * 2) * Wmax; setRotation((_rotation - 180) + _local5); } else { nearWall(_local4, _local3); } } } else { if (!viz) { viz = true; _visible = true; } _x = X; _y = Y; } }; nearWall = function (X1, Y1) { var _local2; if ((_parent.testOnBuilding(X, Y1) and (Y1 < Y)) and ((globalXp - X) < 0)) { _local2 = 90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 < Y)) and ((globalXp - X) >= 0)) { _local2 = -90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 > Y)) and ((globalXp - X) < 0)) { _local2 = 90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 > Y)) and ((globalXp - X) >= 0)) { _local2 = -90; } if ((_parent.testOnBuilding(X1, Y) and (X1 < X)) and ((globalYp - Y) < 0)) { _local2 = 180; } if ((_parent.testOnBuilding(X1, Y) and (X1 < X)) and ((globalYp - Y) >= 0)) { _local2 = 0; } if ((_parent.testOnBuilding(X1, Y) and (X1 > X)) and ((globalYp - Y) < 0)) { _local2 = 180; } if ((_parent.testOnBuilding(X1, Y) and (X1 > X)) and ((globalYp - Y) >= 0)) { _local2 = 0; } setRotation(_local2); };
Symbol 141 MovieClip [enemy1] Frame 2
stop();
Symbol 141 MovieClip [enemy1] Frame 10
gotoAndStop (2);
Symbol 162 MovieClip [blood] Frame 19
this.removeMovieClip();
Symbol 178 MovieClip Frame 12
gotoAndPlay (1);
Symbol 178 MovieClip Frame 21
stop(); _parent.removeMovieClip();
Symbol 179 MovieClip [citizen1] Frame 1
R0 = 2500; Wmax = 45; distance = 22500; begin = function () { speed = _parent.levelConstruktor.speedofCitizens2; damage = _parent.levelConstruktor.damageofCitizens2; armor = _parent.levelConstruktor.armorofCitizens2; setRotation(Math.random() * 360); viz = true; i = 0; Mode = "simular"; itranstimer = 0; thisObj = this; changeTime = 100; transTime = 30; changeDir(); play(); ritem = _parent.zombieKiller.radar.setCitizen(_x, _y); X = _x; Y = _y; }; changeDir = function () { dir = Math.random(); if ((dir > 0) && (dir <= 0.5)) { dirS = "Left"; } if ((dir > 0.5) && (dir <= 1)) { dirS = "Right"; } var _local1 = _rotation; switch (dirS) { case "Left" : _local1 = _local1 - (Math.random() * Wmax); break; case "Right" : _local1 = _local1 + (Math.random() * Wmax); } setRotation(_local1); }; hit = function (power) { damage = damage - (power / armor); trace("hit"); trace(damage); trace(power); trace(armor); if (damage <= 0) { if (!dead) { die(); } } else if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("civilian_receive_damage_0" + _local3); } }; die = function () { dead = true; ritem.die(); _parent.killCitizen(); i = 0; R0 = 80; onEnterFrame = function () { figure.gotoAndStop(1); figure.gotoAndPlay("die"); delete onEnterFrame; }; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("civilian_die_0" + _local3); } gotoAndStop (1); }; simular = function () { Mode = "simular"; i++; if (i == changeTime) { i = 0; changeDir(); } }; toEnemy = function (zombies) { zlength = zombies.length; Rmin = distance; zombieisnear = false; if (zlength != undefined) { var _local1 = 0; while (_local1 <= (zlength - 1)) { item = zombies[_local1]; Xp = item.X; Yp = item.Y; R12 = ((Xp - X) * (Xp - X)) + ((Yp - Y) * (Yp - Y)); if ((R12 <= R0) && (!item.dead)) { zombieisnear = true; } if (R12 <= Rmin) { i = 0; Rmin = R12; alpha = -Math.atan((Xp - X) / (Yp - Y)); if ((Yp - Y) >= 0) { alpha = alpha + Math.PI; } var _local2 = (alpha * 180) / Math.PI; setRotation(_local2); Mode = "complete"; } _local1++; } } }; setRotation = function (myRot) { Msin = Math.sin((myRot * Math.PI) / 180); Mcos = Math.cos((myRot * Math.PI) / 180); _rotation = myRot; }; transformation = function () { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 1) + 1); _root.playSound("civilian_become_zombie_0" + nSound); } _parent.numberofEnemies++; _parent.attachMovie("enemy1", "enemy" + _parent.numberofEnemies, _parent.getNextHighestDepth()); newEnemy = eval ("_parent.enemy" + _parent.numberofEnemies); _parent.Enemies.push(newEnemy); newEnemy._x = X; newEnemy._y = Y; var k = _parent.getK(X); var l = _parent.getL(Y); onEnterFrame = function () { newEnemy.begin(true); _parent.EnemyLocations[k][l].push(newEnemy); delete onEnterFrame; dead = true; ritem.die(); _parent.killCitizen(); this.removeMovieClip(); }; }; updateXY = function (bool) { if (!bool) { if (viz) { viz = false; _visible = false; } X = X - (speed * Msin); Y = Y + (speed * Mcos); if (!soundFlag) { if (Mode != "simular") { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 2) + 1; _root.playSound("civilian_runaway_0" + _local4); soundFlag = true; } } } else if (Mode == "simular") { soundFlag = false; } var _local5 = Math.random() * Math.random(); if ((_local5 < 0.0005) && (Mode == "simular")) { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 3) + 1; _root.playSound("civilian_talking_0" + _local4); soundFlag = true; } } if (_parent.testOnBuilding(X, Y)) { X = X + (speed * Msin); Y = Y - (speed * Mcos); if (Mode == "simular") { var _local3 = ((1 - Math.random()) * 2) * Wmax; setRotation((_rotation - 180) + _local3); } } } else { if (!viz) { viz = true; _visible = true; } _x = X; _y = Y; } if (!zombieisnear) { itranstimer = 0; } else { itranstimer++; if (itranstimer >= transTime) { if (!dead) { transformation(); itranstimer = 0; } } } }; stop();
Symbol 192 MovieClip Frame 12
gotoAndPlay (1);
Symbol 192 MovieClip Frame 21
_parent.transformation();
Symbol 192 MovieClip Frame 23
stop(); _parent.removeMovieClip();
Symbol 193 MovieClip [enemy2] Frame 1
R0 = 400; Wmax = 45; begin = function (transFlag) { i = 0; speed0 = _parent.levelConstruktor.speedofEnemies2; damage = _parent.levelConstruktor.damageofEnemies2; distance = _parent.levelConstruktor.distanceofEnemies2; distance = distance * distance; armor = _parent.levelConstruktor.armorofEnemies2; hitpower = _parent.levelConstruktor.hitpowerofEnemies2; TransK = _parent.levelConstruktor.transKofEnemies2; maxMoney = _parent.levelConstruktor.maxMoneyofEnemies2; _rotation = (Math.random() * 360); changeTime = 100; speed = speed0; setRoration(Math.random() * 360); viz = true; X = _x; Y = _y; Mode = "simular"; changeDir(); ritem = _parent.zombieKiller.radar.setEnemy(X, Y); }; changeDir = function () { dir = Math.random(); if ((dir > 0) && (dir <= 0.5)) { dirS = "Left"; } if ((dir > 0.5) && (dir <= 1)) { dirS = "Right"; } var _local1 = _rotation; switch (dirS) { case "Left" : _local1 = _local1 - (Math.random() * Wmax); break; case "Right" : _local1 = _local1 + (Math.random() * Wmax); } setRotation(_local1); }; hit = function (power) { blood.play(); damage = Math.round(damage - (power / armor)); this.swapDepths(_parent.getNextHighestDepth() - 1); _parent.attachMovie("damager", ("damage" + this._name) + damage, _parent.getNextHighestDepth()); var dammc = eval (("_parent.damage" + this._name) + damage); dammc.val = Math.round(power / armor); dammc._x = this._x; dammc._y = this._y - 20; if ((damage <= 0) && (!dead)) { dead = true; die(); } else if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("zombie_receive_damage_0" + nSound); } play(); }; die = function () { dead = true; ritem.die(); _parent.killEnemie(); temp = Math.random(); i = 0; figure.gotoAndStop(1); onEnterFrame = function () { figure.gotoAndPlay("die"); delete onEnterFrame; }; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 3) + 1; _root.playSound("zombie_die_0" + _local3); } }; transformation = function () { if (temp <= TransK) { _parent.numberofTreasures++; _parent.bonus.attachMovie("treasure1", "treasure" + _parent.numberofTreasures, _parent.getNextHighestDepth()); newTreasure = eval ("_parent.bonus.treasure" + _parent.numberofTreasures); money = Math.random() * maxMoney; money = Math.round(money); onEnterFrame = function () { newTreasure.setMoney(money); delete onEnterFrame; }; _parent.Treasures[_parent.numberofTreasures] = newTreasures; newTreasure._x = _x; newTreasure._y = _y; } }; simular = function () { i++; Mode = "simular"; speed = speed0; if (i == changeTime) { i = 0; changeDir(); } }; toCitizen = function (citizens) { var _local6 = distance; clength = citizens.length; if (clength != undefined) { k = 0; while (k <= (clength - 1)) { var _local5 = citizens[k]; var _local2 = _local5._x; var _local1 = _local5._y; var _local4 = ((_local2 - X) * (_local2 - X)) + ((_local1 - Y) * (_local1 - Y)); if (_local4 <= _local6) { _local6 = _local4; var _local3 = -Math.atan((_local2 - X) / (_local1 - Y)); if ((_local1 - Y) >= 0) { _local3 = _local3 + Math.PI; } var _local7 = ((_local3 * 180) / Math.PI) - 180; setRotation(_local7); Mode = "complete1"; } speed = speed0; if (_local6 <= R0) { speed = 0; } k++; } } }; toHero = function () { var _local2 = _parent.myHero.itstarget; var _local5 = _local2._x; var _local4 = _local2._y; var _local7 = ((_local5 - X) * (_local5 - X)) + ((_local4 - Y) * (_local4 - Y)); speed = speed0; if (_local7 < distance) { speed = 2 * speed0; var _local6 = -Math.atan((_local5 - X) / (_local4 - Y)); if ((_local4 - Y) >= 0) { _local6 = _local6 + Math.PI; } var _local3 = (_local6 * 180) / Math.PI; Mode = "complete2"; if (_parent.testOnBuilding(X, Y - speed) and ((_local2.X - X) < 0)) { _local3 = -90; } if (_parent.testOnBuilding(X, Y - speed) and ((_local2.X - X) >= 0)) { _local3 = 90; } if (_parent.testOnBuilding(X, Y + speed) and ((_local2.X - X) < 0)) { _local3 = -90; } if (_parent.testOnBuilding(X, Y + speed) and ((_local2.X - X) >= 0)) { _local3 = 90; } if (_parent.testOnBuilding(X - speed, Y) and ((_local2.Y - Y) < 0)) { _local3 = 0; } if (_parent.testOnBuilding(X - speed, Y) and ((_local2.Y - Y) >= 0)) { _local3 = 180; } if (_parent.testOnBuilding(X + speed, Y) and ((_local2.Y - Y) < 0)) { _local3 = 0; } if (_parent.testOnBuilding(X + speed, Y) and ((_local2.Y - Y) >= 0)) { _local3 = 180; } setRotation(_local3); if (_local7 <= R0) { speed = 0; _parent.myHero.hit(hitpower); } } }; setRotation = function (myRot) { Msin = Math.sin((myRot * Math.PI) / 180); Mcos = Math.cos((myRot * Math.PI) / 180); _rotation = myRot; }; updateXY = function (bool) { if (!bool) { if (viz) { viz = false; _visible = false; } X = X - (speed * Msin); Y = Y + (speed * Mcos); if (!soundFlag) { if (Mode == "complete1") { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_attack_0" + _local4); soundFlag = true; } } if (Mode == "complete2") { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_runaway_0" + _local4); soundFlag = true; } } } else if (Mode == "simular") { soundFlag = false; } var _local5 = Math.random() * Math.random(); if ((_local5 < 0.0003) && (Mode == "simular")) { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_talk_0" + _local4); soundFlag = true; } } if (_parent.testOnBuilding(X, Y)) { X = X + (speed * Msin); Y = Y - (speed * Mcos); if (Mode == "simular") { var _local3 = ((1 - Math.random()) * 2) * Wmax; setRotation((_rotation - 180) + _local3); } } } else { if (!viz) { viz = true; _visible = true; } _x = X; _y = Y; } };
Symbol 193 MovieClip [enemy2] Frame 2
stop();
Symbol 193 MovieClip [enemy2] Frame 10
gotoAndStop (2);
Symbol 208 MovieClip Frame 12
gotoAndPlay (1);
Symbol 208 MovieClip Frame 23
_parent.transformation();
Symbol 208 MovieClip Frame 25
stop(); _parent.removeMovieClip();
Symbol 209 MovieClip [enemy4] Frame 1
R0 = 400; Wmax = 45; distance = 10000; distanceOff = 40000; begin = function () { speed0 = _parent.levelConstruktor.speedofEnemies4; damage = _parent.levelConstruktor.damageofEnemies4; armor = _parent.levelConstruktor.armorofEnemies4; hitpower = _parent.levelConstruktor.hitpowerofEnemies4; TransK = _parent.levelConstruktor.transKofEnemies4; maxMoney = _parent.levelConstruktor.maxMoneyofEnemies4; speed = speed0; i = 0; ishoot = 0; loadbulletname = "ebullet1"; changeTime = 50; shootTime = 10; ritem = _parent.zombieKiller.radar.setEnemy(_x, _y); setRoration(Math.random() * 360); viz = true; X = _x; Y = _y; Mode = "simular"; toHeroOn = false; changeDir(); }; changeDir = function () { dir = Math.random(); if ((dir > 0) && (dir <= 0.5)) { dirS = "Left"; } if ((dir > 0.5) && (dir <= 1)) { dirS = "Right"; } var _local1 = _rotation; switch (dirS) { case "Left" : _local1 = _local1 - (Math.random() * Wmax); break; case "Right" : _local1 = _local1 + (Math.random() * Wmax); } setRotation(_local1); }; hit = function (power) { toHeroOn = true; damage = Math.round(damage - (power / armor)); this.swapDepths(_parent.getNextHighestDepth() - 1); _parent.attachMovie("damager", ("damage" + this._name) + damage, _parent.getNextHighestDepth()); var dammc = eval (("_parent.damage" + this._name) + damage); dammc.val = Math.round(power / armor); dammc._x = this._x; dammc._y = this._y - 20; if ((damage <= 0) && (!dead)) { dead = true; die(); } else if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("zombie_receive_damage_0" + nSound); } play(); }; tryShoot = function () { dir = Math.random(); if ((dir > 0) && (dir <= 0.5)) { shoot(); } }; shoot = function () { trace("shoot"); if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { _root.playSound("hitzombie"); } _parent.ebulletNumber = _parent.ebulletNumber + 1; _parent.attachMovie(loadbulletname, "ebullet" + _parent.ebulletNumber, _parent.getNextHighestDepth()); myBullet = eval ("_parent.ebullet" + _parent.ebulletNumber); myBullet._x = _x - (gun._y * Math.sin((_rotation * Math.PI) / 180)); myBullet._y = _y + (gun._y * Math.cos((_rotation * Math.PI) / 180)); myBullet._rotation = _rotation - 180; trace(myBullet); }; die = function () { dead = true; ritem.die(); _parent.killEnemie(); temp = Math.random(); i = 0; figure.gotoAndStop(1); onEnterFrame = function () { figure.gotoAndPlay("die"); delete onEnterFrame; }; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_die_0" + _local3); } }; transformation = function () { if (temp <= TransK) { _parent.numberofTreasures++; _parent.bonus.attachMovie("treasure1", "treasure" + _parent.numberofTreasures, _parent.getNextHighestDepth()); newTreasure = eval ("_parent.bonus.treasure" + _parent.numberofTreasures); money = Math.random() * maxMoney; money = Math.round(money); onEnterFrame = function () { newTreasure.setMoney(money); delete onEnterFrame; }; _parent.Treasures[_parent.numberofTreasures] = newTreasures; newTreasure._x = _x; newTreasure._y = _y; } }; simular = function () { i++; Mode = "simular"; speed = speed0; if (i == changeTime) { i = 0; changeDir(); } ishoot++; if (ishoot == shootTime) { ishoot = 0; tryShoot(); } }; toCitizen = function (citizens) { var _local6 = distance; var _local8 = citizens.length; if (_local8 != undefined) { k = 0; while (k <= (_local8 - 1)) { var _local5 = citizens[k]; var _local2 = _local5._x; var _local1 = _local5._y; var _local4 = ((_local2 - X) * (_local2 - X)) + ((_local1 - Y) * (_local1 - Y)); if (_local4 <= _local6) { _local6 = _local4; var _local3 = -Math.atan((_local2 - X) / (_local1 - Y)); if ((_local1 - Y) >= 0) { _local3 = _local3 + Math.PI; } var _local7 = ((_local3 * 180) / Math.PI) - 180; setRotation(_local7); Mode = "complete"; } speed = speed0; if (_local6 <= (distance / 2)) { speed = 0; } k++; } } }; toHero = function () { var _local6 = _parent.myHero.itstarget; var _local4 = _local6._x; var _local3 = _local6._y; var _local2 = ((_local4 - X) * (_local4 - X)) + ((_local3 - Y) * (_local3 - Y)); if (((_local2 <= distance) or toHeroOn) && (_local2 <= distanceOff)) { Mode = "complete"; Rmin = _local2; var _local5 = -Math.atan((_local4 - X) / (_local3 - Y)); if ((_local3 - Y) >= 0) { _local5 = _local5 + Math.PI; } var _local7 = ((_local5 * 180) / Math.PI) - 180; setRotation(_local7); } if (_local2 <= (distance / 2)) { speed = 0; if (_local2 <= R0) { _parent.myHero.hit(hitpower); } } else { speed = speed0; } if (_local2 > distanceOff) { toHeroOn = false; } }; setRotation = function (myRot) { Msin = Math.sin((myRot * Math.PI) / 180); Mcos = Math.cos((myRot * Math.PI) / 180); _rotation = myRot; }; updateXY = function (bool) { if (!bool) { if (viz) { viz = false; _visible = false; } X = X - (speed * Msin); Y = Y + (speed * Mcos); if (!soundFlag) { if (Mode != "simular") { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_attack_0" + _local4); soundFlag = true; } } } else if (Mode == "simular") { soundFlag = false; } var _local5 = Math.random() * Math.random(); if ((_local5 < 0.0003) && (Mode == "simular")) { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_talk_0" + _local4); soundFlag = true; } } if (_parent.testOnBuilding(X, Y)) { X = X + (speed * Msin); Y = Y - (speed * Mcos); if (Mode == "simular") { var _local3 = ((1 - Math.random()) * 2) * Wmax; setRotation((_rotation - 180) + _local3); } } } else { if (!viz) { viz = true; _visible = true; } _x = X; _y = Y; } };
Symbol 209 MovieClip [enemy4] Frame 2
stop();
Symbol 209 MovieClip [enemy4] Frame 10
gotoAndStop (2);
Symbol 222 MovieClip Frame 12
gotoAndPlay (1);
Symbol 222 MovieClip Frame 13
Symbol 222 MovieClip Frame 23
_parent.transformation();
Symbol 222 MovieClip Frame 25
stop(); _parent.removeMovieClip();
Symbol 223 MovieClip [enemy3] Frame 1
R0 = 400; Wmax = 45; distance = 10000; distanceOff = 22500; begin = function () { i = 0; speed0 = _parent.levelConstruktor.speedofEnemies3; damage = _parent.levelConstruktor.damageofEnemies3; armor = _parent.levelConstruktor.armorofEnemies3; hitpower = _parent.levelConstruktor.hitpowerofEnemies3; TransK = _parent.levelConstruktor.transKofEnemies3; maxMoney = _parent.levelConstruktor.maxMoneyofEnemies3; setRoration(Math.random() * 360); viz = true; changeTime = 100; speed = speed0; changeDir(); X = _x; Y = _y; Mode = "simular"; toHeroOn = false; ritem = _parent.zombieKiller.radar.setEnemy(_x, _y); }; changeDir = function () { dir = Math.random(); if ((dir > 0) && (dir <= 0.5)) { dirS = "Left"; } if ((dir > 0.5) && (dir <= 1)) { dirS = "Right"; } var _local1 = _rotation; switch (dirS) { case "Left" : _local1 = _local1 - (Math.random() * Wmax); break; case "Right" : _local1 = _local1 + (Math.random() * Wmax); } setRotation(_local1); }; hit = function (power) { toHeroOn = true; blood.play(); damage = Math.round(damage - (power / armor)); this.swapDepths(_parent.getNextHighestDepth() - 1); _parent.attachMovie("damager", ("damage" + this._name) + damage, _parent.getNextHighestDepth()); var dammc = eval (("_parent.damage" + this._name) + damage); dammc.val = Math.round(power / armor); dammc._x = this._x; dammc._y = this._y - 20; if ((damage <= 0) && (!dead)) { dead = true; die(); } else if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("zombie_receive_damage_0" + nSound); } play(); }; die = function () { dead = true; ritem.die(); _parent.killEnemie(); temp = Math.random(); i = 0; figure.gotoAndStop(1); onEnterFrame = function () { figure.gotoAndPlay("die"); delete onEnterFrame; }; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_die_0" + _local3); } }; transformation = function () { if (temp <= TransK) { _parent.numberofTreasures++; _parent.bonus.attachMovie("treasure1", "treasure" + _parent.numberofTreasures, _parent.getNextHighestDepth()); newTreasure = eval ("_parent.bonus.treasure" + _parent.numberofTreasures); money = Math.random() * maxMoney; money = Math.round(money); onEnterFrame = function () { newTreasure.setMoney(money); delete onEnterFrame; }; _parent.Treasures[_parent.numberofTreasures] = newTreasures; newTreasure._x = _x; newTreasure._y = _y; } }; simular = function () { i++; Mode = "simular"; speed = speed0; if (i == changeTime) { i = 0; changeDir(); } }; toCitizen = function (citizens) { var _local6 = distance; clength = citizens.length; if (clength != undefined) { k = 0; while (k <= (clength - 1)) { var _local5 = citizens[k]; var _local2 = _local5._x; var _local1 = _local5._y; var _local4 = ((_local2 - X) * (_local2 - X)) + ((_local1 - Y) * (_local1 - Y)); speed = speed0; if (_local4 <= _local6) { speed = speed0; _local6 = _local4; var _local3 = -Math.atan((_local2 - X) / (_local1 - Y)); if ((_local1 - Y) >= 0) { _local3 = _local3 + Math.PI; } var _local7 = ((_local3 * 180) / Math.PI) - 180; setRotation(_local7); Mode = "complete"; globalXp = _local2; globalYp = _local1; } if (_local6 <= R0) { speed = 0; } k++; } } }; toHero = function () { var _local6 = _parent.myHero.itstarget; var _local4 = _local6._x; var _local3 = _local6._y; var _local2 = ((_local4 - X) * (_local4 - X)) + ((_local3 - Y) * (_local3 - Y)); speed = speed0; if (((_local2 <= distance) or toHeroOn) && (_local2 <= distanceOff)) { speed = 1.5 * speed0; Mode = "complete"; Rmin = _local2; globalXp = _local4; globalYp = _local3; var _local5 = -Math.atan((_local4 - X) / (_local3 - Y)); if ((_local3 - Y) >= 0) { _local5 = _local5 + Math.PI; } var _local7 = ((_local5 * 180) / Math.PI) - 180; setRotation(_local7); } if (_local2 <= R0) { _parent.myHero.hit(hitpower); speed = 0; } else { speed = 1.5 * speed0; } if (_local2 > distanceOff) { toHeroOn = false; speed = speed0; } }; setRotation = function (myRot) { Msin = Math.sin((myRot * Math.PI) / 180); Mcos = Math.cos((myRot * Math.PI) / 180); _rotation = myRot; }; updateXY = function (bool) { if (!bool) { if (viz) { viz = false; _visible = false; } X = X - (speed * Msin); Y = Y + (speed * Mcos); if (!soundFlag) { if (Mode != "simular") { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local6 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_attack_0" + _local6); soundFlag = true; } } } else if (Mode == "simular") { soundFlag = false; } var _local7 = Math.random() * Math.random(); if ((_local7 < 0.0003) && (Mode == "simular")) { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local6 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_talk_0" + _local6); soundFlag = true; } } if (_parent.testOnBuilding(X, Y)) { var _local4 = X; var _local3 = Y; X = X + (speed * Msin); Y = Y - (speed * Mcos); if (Mode == "simular") { var _local5 = ((1 - Math.random()) * 2) * Wmax; setRotation((_rotation - 180) + _local5); } else { nearWall(_local4, _local3); } } } else { if (!viz) { viz = true; _visible = true; } _x = X; _y = Y; } }; nearWall = function (X1, Y1) { var _local2; if ((_parent.testOnBuilding(X, Y1) and (Y1 < Y)) and ((globalXp - X) < 0)) { _local2 = 90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 < Y)) and ((globalXp - X) >= 0)) { _local2 = -90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 > Y)) and ((globalXp - X) < 0)) { _local2 = 90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 > Y)) and ((globalXp - X) >= 0)) { _local2 = -90; } if ((_parent.testOnBuilding(X1, Y) and (X1 < X)) and ((globalYp - Y) < 0)) { _local2 = 180; } if ((_parent.testOnBuilding(X1, Y) and (X1 < X)) and ((globalYp - Y) >= 0)) { _local2 = 0; } if ((_parent.testOnBuilding(X1, Y) and (X1 > X)) and ((globalYp - Y) < 0)) { _local2 = 180; } if ((_parent.testOnBuilding(X1, Y) and (X1 > X)) and ((globalYp - Y) >= 0)) { _local2 = 0; } setRotation(_local2); };
Symbol 223 MovieClip [enemy3] Frame 2
stop();
Symbol 223 MovieClip [enemy3] Frame 10
gotoAndStop (2);
Symbol 224 MovieClip [gblood] Frame 19
this.removeMovieClip();
Symbol 239 MovieClip Frame 12
gotoAndPlay (1);
Symbol 239 MovieClip Frame 22
stop(); _parent.removeMovieClip();
Symbol 240 MovieClip [citizen2] Frame 1
R0 = 2500; Wmax = 45; distance = 22500; begin = function () { speed = _parent.levelConstruktor.speedofCitizens2; damage = _parent.levelConstruktor.damageofCitizens2; armor = _parent.levelConstruktor.armorofCitizens2; setRotation(Math.random() * 360); viz = true; i = 0; Mode = "simular"; itranstimer = 0; thisObj = this; changeTime = 100; transTime = 30; changeDir(); play(); ritem = _parent.zombieKiller.radar.setCitizen(_x, _y); X = _x; Y = _y; }; changeDir = function () { dir = Math.random(); if ((dir > 0) && (dir <= 0.5)) { dirS = "Left"; } if ((dir > 0.5) && (dir <= 1)) { dirS = "Right"; } var _local1 = _rotation; switch (dirS) { case "Left" : _local1 = _local1 - (Math.random() * Wmax); break; case "Right" : _local1 = _local1 + (Math.random() * Wmax); } setRotation(_local1); }; hit = function (power) { damage = damage - (power / armor); if (damage <= 0) { if (!dead) { die(); } } else if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("civilian_receive_damage_0" + _local3); } }; die = function () { dead = true; ritem.die(); _parent.killCitizen(); i = 0; R0 = 80; onEnterFrame = function () { figure.gotoAndStop(1); figure.gotoAndPlay("die"); delete onEnterFrame; }; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("civilian_die_0" + _local3); } gotoAndStop (1); }; simular = function () { Mode = "simular"; i++; if (i == changeTime) { i = 0; changeDir(); } }; toEnemy = function (zombies) { zlength = zombies.length; Rmin = distance; zombieisnear = false; if (zlength != undefined) { var _local1 = 0; while (_local1 <= (zlength - 1)) { item = zombies[_local1]; Xp = item.X; Yp = item.Y; R12 = ((Xp - X) * (Xp - X)) + ((Yp - Y) * (Yp - Y)); if ((R12 <= R0) && (!item.dead)) { zombieisnear = true; } if (R12 <= Rmin) { i = 0; Rmin = R12; alpha = -Math.atan((Xp - X) / (Yp - Y)); if ((Yp - Y) >= 0) { alpha = alpha + Math.PI; } var _local2 = (alpha * 180) / Math.PI; setRotation(_local2); Mode = "complete"; } _local1++; } } }; setRotation = function (myRot) { Msin = Math.sin((myRot * Math.PI) / 180); Mcos = Math.cos((myRot * Math.PI) / 180); _rotation = myRot; }; transformation = function () { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 1) + 1); _root.playSound("civilian_become_zombie_0" + nSound); } _parent.numberofEnemies++; _parent.attachMovie("enemy1", "enemy" + _parent.numberofEnemies, _parent.getNextHighestDepth()); newEnemy = eval ("_parent.enemy" + _parent.numberofEnemies); _parent.Enemies.push(newEnemy); newEnemy._x = X; newEnemy._y = Y; var k = _parent.getK(X); var l = _parent.getL(Y); onEnterFrame = function () { newEnemy.begin(true); _parent.EnemyLocations[k][l].push(newEnemy); delete onEnterFrame; dead = true; ritem.die(); _parent.killCitizen(); this.removeMovieClip(); }; }; updateXY = function (bool) { if (!bool) { if (viz) { viz = false; _visible = false; } X = X - (speed * Msin); Y = Y + (speed * Mcos); if (!soundFlag) { if (Mode != "simular") { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 2) + 1; _root.playSound("civilian_runaway_0" + _local4); soundFlag = true; } } } else if (Mode == "simular") { soundFlag = false; } var _local5 = Math.random() * Math.random(); if ((_local5 < 0.0005) && (Mode == "simular")) { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local4 = Math.round(Math.random() * 3) + 1; _root.playSound("civilian_talking_0" + _local4); soundFlag = true; } } if (_parent.testOnBuilding(X, Y)) { X = X + (speed * Msin); Y = Y - (speed * Mcos); if (Mode == "simular") { var _local3 = ((1 - Math.random()) * 2) * Wmax; setRotation((_rotation - 180) + _local3); } } } else { if (!viz) { viz = true; _visible = true; } _x = X; _y = Y; } if (!zombieisnear) { itranstimer = 0; } else { itranstimer++; if (itranstimer >= transTime) { if (!dead) { transformation(); itranstimer = 0; } } } }; stop();
Symbol 243 MovieClip Frame 20
stop();
Symbol 244 MovieClip [treasure1] Frame 1
R0 = 400; temp = Math.round(Math.random() * _parent._parent.levelConstruktor.maxMoneyofTreasures1); money = temp; begin = function (max) { temp = Math.round(Math.random() * max); setMoney(temp); }; die = function () { _root.playSound("bonus"); _parent._parent.takeTreasure(); removeMovieClip(this); }; setMoney = function (ml) { X = _x; Y = _y; money = ml; };
Symbol 244 MovieClip [treasure1] Frame 2
item = _parent._parent.myHero.itstarget; Xp = item._x; Yp = item._y; R12 = ((Xp - X) * (Xp - X)) + ((Yp - Y) * (Yp - Y)); if ((R12 <= R0) && (!isNaN(R12))) { _parent._parent.myHero.setMoneyLevel(money); this.die(); }
Symbol 244 MovieClip [treasure1] Frame 3
gotoAndPlay (2);
Symbol 253 MovieClip Frame 1
var reload = 60; var reloadupgraded = 30; var respawn = 120; stop();
Symbol 253 MovieClip Frame 2
stop();
Symbol 253 MovieClip Frame 3
stop();
Symbol 253 MovieClip Frame 4
play();
Symbol 253 MovieClip Frame 63
gotoAndStop ("aim");
Symbol 253 MovieClip Frame 64
play();
Symbol 253 MovieClip Frame 183
gotoAndStop ("aim");
Symbol 253 MovieClip Frame 184
play();
Symbol 253 MovieClip Frame 216
gotoAndStop ("aim");
Symbol 253 MovieClip Frame 217
play();
Symbol 253 MovieClip Frame 306
gotoAndStop ("aim");
Symbol 253 MovieClip Frame 307
play();
Symbol 253 MovieClip Frame 366
gotoAndStop ("aim");
Symbol 253 MovieClip Frame 367
stop();
Symbol 256 MovieClip [bullet1] Frame 1
speed = 20; R0 = 400; power0 = _parent.bullet1power; level = 1; power = power0 * _parent.myHero.weaponLevel1; i = 0; lifetime = 10; del = false; thisObj = this; X = _x; Y = _y;
Symbol 256 MovieClip [bullet1] Frame 2
X = X + (speed * Math.sin((_rotation * Math.PI) / 180)); Y = Y - (speed * Math.cos((_rotation * Math.PI) / 180)); changeflag = false; if (_parent.testOnBuilding(X, Y)) { del = true; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("bullet_hits_wall_0" + nSound); } } else { _x = X; _y = Y; }
Symbol 256 MovieClip [bullet1] Frame 3
i++; if (i <= lifetime) { gotoAndPlay (2); } else { del = true; } zombieisnear = false; var K = _parent.getK(X); var L = _parent.getL(Y); zombies = _parent.enemyNear(K, L); elength = zombies.length; if (elength == undefined) { elength = 0; } if (elength) { zombieisnear = true; } if (zombieisnear) { k = 0; while (k <= (elength - 1)) { item = zombies[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if (((R12 <= R0) && (!item.dead)) && (!del)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("shot_hits_body_0" + nSound); item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("gblood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; del = true; } k++; } } citizens = _parent.citizenNear(K, L); clength = citizens.length; citizennear = false; if (clength == undefined) { clength = 0; } if (clength) { citizennear = true; } if (citizennear) { k = 0; while (k <= (clength - 1)) { item = citizens[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if (((R12 <= R0) && (!del)) && (!isNaN(R12))) { _root.damage.play(); var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("shot_hits_body_0" + nSound); item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("blood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; del = true; } k++; } } if (del) { _parent.bulletout(false); _parent.myHero.changeBulletNumber(1); thisObj.removeMovieClip(); }
Symbol 257 MovieClip [bullet2] Frame 1
speed = 15; R0 = 400; power0 = _parent.bullet2power; power = power0 * _parent.myHero.weaponLevel2; i = 0; lifetime = 20; del = false; thisObj = this; X = _x; Y = _y;
Symbol 257 MovieClip [bullet2] Frame 2
X = X + (speed * Math.sin((_rotation * Math.PI) / 180)); Y = Y - (speed * Math.cos((_rotation * Math.PI) / 180)); changeflag = false; if (_parent.testOnBuilding(X, Y)) { del = true; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("bullet_hits_wall_0" + nSound); } } else { _x = X; _y = Y; }
Symbol 257 MovieClip [bullet2] Frame 3
i++; if (i <= lifetime) { gotoAndPlay (2); } else { del = true; } zombieisnear = false; var K = _parent.getK(X); var L = _parent.getL(Y); zombies = _parent.enemyNear(K, L); elength = zombies.length; if (elength == undefined) { elength = 0; } if (elength) { zombieisnear = true; } if (zombieisnear) { k = 0; while (k <= (elength - 1)) { item = zombies[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if (((R12 <= R0) && (!item.dead)) && (!del)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("shot_hits_body_0" + nSound); item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("gblood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; del = true; } k++; } } citizens = _parent.citizenNear(K, L); clength = citizens.length; citizennear = false; if (clength == undefined) { clength = 0; } if (clength) { citizennear = true; } if (citizennear) { k = 0; while (k <= (clength - 1)) { item = citizens[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if (((R12 <= R0) && (!del)) && (!isNaN(R12))) { _root.damage.play(); _root.playSound("hitbullet"); item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("blood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; del = true; } k++; } } if (del) { _parent.bulletout(false); _parent.myHero.changeBulletNumber(1); thisObj.removeMovieClip(); }
Symbol 258 MovieClip [bullet3] Frame 1
speed = 15; R0 = 400; power0 = _parent.bullet3power; power = power0 * _parent.myHero.weaponLevel3; i = 0; lifetime = 20; thisObj = this; X = _x; Y = _y; rot = _rotation; var getK = _parent.getK; var getL = _parent.getL;
Symbol 258 MovieClip [bullet3] Frame 2
X = X + (speed * _global.Math.sin(rot * (_global.Math.PI / 180))); Y = Y - (speed * _global.Math.cos(rot * (_global.Math.PI / 180))); changeflag = false; if (_parent.testOnBuilding(X, Y)) { del = true; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (_global.Math.round(_global.Math.random() * 2) + 1); _root.playSound("bullet_hits_wall_0" + nSound); } } else { _x = X; _y = Y; }
Symbol 258 MovieClip [bullet3] Frame 3
i++; if (i <= lifetime) { gotoAndPlay (2); } else { del = true; } zombieisnear = false; var K = getK(X); var L = getL(Y); zombies = _parent.enemyNear(K, L); elength = zombies.length; if (elength == undefined) { elength = 0; } if (elength) { zombieisnear = true; } if (zombieisnear) { k = 0; while (k <= (elength - 1)) { item = zombies[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if (((R12 <= R0) && (!item.dead)) && (!del)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("shot_hits_body_0" + nSound); item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("gblood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; del = true; } k++; } } citizens = _parent.citizenNear(K, L); clength = citizens.length; citizennear = false; if (clength == undefined) { clength = 0; } if (clength) { citizennear = true; } if (citizennear) { k = 0; while (k <= (clength - 1)) { item = citizens[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if (((R12 <= R0) && (!del)) && (!isNaN(R12))) { _root.damage.play(); _root.playSound("hitbullet"); item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("blood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; del = true; } k++; } } if (del) { delete zombies; delete citizens; _parent.bulletout(false); _parent.myHero.changeBulletNumber(1); thisObj.removeMovieClip(); }
Symbol 306 MovieClip Frame 1
stop();
Symbol 306 MovieClip Frame 2
stop();
Symbol 306 MovieClip Frame 3
stop();
Symbol 306 MovieClip Frame 4
stop();
Symbol 306 MovieClip Frame 5
stop();
Symbol 306 MovieClip Frame 6
stop();
Symbol 306 MovieClip Frame 7
stop();
Symbol 306 MovieClip Frame 8
stop();
Symbol 306 MovieClip Frame 9
stop();
Symbol 306 MovieClip Frame 10
stop();
Symbol 306 MovieClip Frame 11
stop();
Symbol 306 MovieClip Frame 12
stop();
Symbol 306 MovieClip Frame 13
stop();
Symbol 306 MovieClip Frame 14
stop();
Symbol 306 MovieClip Frame 15
stop();
Symbol 306 MovieClip Frame 16
stop();
Symbol 306 MovieClip Frame 17
stop();
Symbol 306 MovieClip Frame 18
stop();
Symbol 306 MovieClip Frame 19
stop();
Symbol 306 MovieClip Frame 20
stop();
Symbol 306 MovieClip Frame 21
stop();
Symbol 306 MovieClip Frame 38
stop(); _parent.removeMovieClip();
Symbol 307 MovieClip [bullet5] Frame 1
lifetime = 20; dR = 10; maxdistance = 300; X = _parent._xmouse; Y = _parent._ymouse; distance = Math.sqrt(((X - _x) * (X - _x)) + ((Y - _y) * (Y - _y))); if (distance < maxdistance) { speed = distance / lifetime; } else { speed = maxdistance / lifetime; } power = 50 * _parent.myHero.weaponLevel5; R0 = 60 + (dR * _parent.myHero.weaponLevel5); R0 = R0 * R0; i = 1;
Symbol 307 MovieClip [bullet5] Frame 2
_x = (_x + (speed * Math.sin((_rotation * Math.PI) / 180))); _y = (_y - (speed * Math.cos((_rotation * Math.PI) / 180))); bullet.gotoAndStop(i + 1);
Symbol 307 MovieClip [bullet5] Frame 3
i++; if (i <= lifetime) { gotoAndPlay (2); } else { gotoAndPlay (4); }
Symbol 307 MovieClip [bullet5] Frame 4
zombieisnear = false; var K = _parent.getK(X); var L = _parent.getL(Y); zombies = _parent.enemyNear(K, L); elength = zombies.length; if (elength == undefined) { elength = 0; } if (elength) { zombieisnear = true; } if (zombieisnear) { k = 0; while (k <= (elength - 1)) { item = zombies[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if ((R12 <= R0) && (!_parent.Enemies[k].dead)) { item.hit(power); del = true; } k++; } } citizens = _parent.citizenNear(K, L); clength = _parent.Citizens.length; citizennear = false; if (clength == undefined) { clength = 0; } if (clength) { citizennear = true; } if (citizennear) { k = 0; while (k <= (citizens.length - 1)) { item = citizens[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if (R12 <= R0) { _root.damage.play(); item.hit(power); del = true; } k++; } } _parent.myHero.changeBulletNumber(1); _parent.bulletout(false); this._name = "explosed"; _root.playSound("explosionbomb"); bullet.gotoAndPlay("del"); stop();
Symbol 310 MovieClip [ebullet1] Frame 1
speed = 15; R0 = 400; power = _parent.ebullet1power; i = 0; lifetime = 20; X = _x; Y = _y;
Symbol 310 MovieClip [ebullet1] Frame 2
X = X + (speed * Math.sin((_rotation * Math.PI) / 180)); Y = Y - (speed * Math.cos((_rotation * Math.PI) / 180)); changeflag = false; if (_parent.testOnBuilding(X, Y)) { _parent.myHero.changeBulletNumber(1); if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("bullet_hits_wall_0" + nSound); } this.removeMovieClip(); } else { _x = X; _y = Y; }
Symbol 310 MovieClip [ebullet1] Frame 3
i++; if (i <= lifetime) { gotoAndPlay (2); } else { _parent.myHero.changeBulletNumber(1); this.removeMovieClip(); } item = _parent.myHero.itstarget; R12 = ((item._x - X) * (item._x - X)) + ((item._y - Y) * (item._y - Y)); if ((R12 <= R0) && (item != undefined)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("shot_hits_body_0" + nSound); _parent.myHero.hit(power); this.removeMovieClip(); } var K = _parent.getK(X); var L = _parent.getL(Y); citizens = _parent.citizenNear(K, L); clength = citizens.length; citizennear = false; if (clength == undefined) { clength = 0; } if (clength) { citizennear = true; } if (citizennear) { k = 0; while (k <= (clength - 1)) { item = citizens[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if (((R12 <= R0) && (!del)) && (!isNaN(R12))) { _root.damage.play(); if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("shot_hits_body_0" + nSound); } item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("blood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; del = true; } k++; } } if (del) { _parent.ebulletNumber = _parent.ebulletNumber - 1; this.removeMovieClip(); }
Symbol 315 MovieClip [enemyr] Frame 1
stop();
Symbol 315 MovieClip [enemyr] Frame 2
stop();
Symbol 317 MovieClip [citizenr] Frame 1
stop();
Symbol 317 MovieClip [citizenr] Frame 2
stop(); trace("scaled");
Symbol 322 MovieClip [heror] Frame 1
stop();
Symbol 322 MovieClip [heror] Frame 2
stop();
Symbol 335 MovieClip Frame 12
gotoAndPlay (1);
Symbol 335 MovieClip Frame 20
_parent.transformation();
Symbol 335 MovieClip Frame 23
stop(); _parent.removeMovieClip();
Symbol 336 MovieClip [enemy5] Frame 1
R0 = 400; Wmax = 45; distance = 10000; distanceOff = 22500; begin = function (transFlag) { i = 0; speed0 = _parent.levelConstruktor.speedofEnemies5; damage = _parent.levelConstruktor.damageofEnemies5; armor = _parent.levelConstruktor.armorofEnemies5; hitpower = _parent.levelConstruktor.hitpowerofEnemies5; TransK = _parent.levelConstruktor.transKofEnemies5; maxMoney = _parent.levelConstruktor.maxMoneyofEnemies5; changeTime = 100; speed = speed0; setRoration(Math.random() * 360); viz = true; X = _x; Y = _y; Mode = "simular"; toHeroOn = false; changeDir(); if (!transFlag) { morph._visible = false; } ritem = _parent.zombieKiller.radar.setEnemy(_x, _y); }; changeDir = function () { dir = Math.random(); if ((dir > 0) && (dir <= 0.5)) { dirS = "Left"; } if ((dir > 0.5) && (dir <= 1)) { dirS = "Right"; } var _local1 = _rotation; switch (dirS) { case "Left" : _local1 = _local1 - (Math.random() * Wmax); break; case "Right" : _local1 = _local1 + (Math.random() * Wmax); } setRotation(_local1); }; hit = function (power) { toHeroOn = true; damage = Math.round(damage - (power / armor)); this.swapDepths(_parent.getNextHighestDepth() - 1); _parent.attachMovie("damager", ("damage" + this._name) + damage, _parent.getNextHighestDepth()); var dammc = eval (("_parent.damage" + this._name) + damage); dammc.val = Math.round(power / armor); dammc._x = this._x; dammc._y = this._y - 20; if ((damage <= 0) && (!dead)) { dead = true; die(); } else if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("zombie_receive_damage_0" + nSound); } play(); }; die = function () { dead = true; ritem.die(); _parent.killEnemie(); temp = Math.random(); i = 0; figure.gotoAndStop(1); onEnterFrame = function () { figure.gotoAndPlay("die"); delete onEnterFrame; }; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local3 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_die_0" + _local3); } }; transformation = function () { if (temp <= TransK) { _parent.numberofTreasures++; _parent.bonus.attachMovie("treasure1", "treasure" + _parent.numberofTreasures, _parent.getNextHighestDepth()); newTreasure = eval ("_parent.bonus.treasure" + _parent.numberofTreasures); money = Math.random() * maxMoney; money = Math.round(money); onEnterFrame = function () { newTreasure.setMoney(money); delete onEnterFrame; }; _parent.Treasures[_parent.numberofTreasures] = newTreasures; newTreasure._x = _x; newTreasure._y = _y; } }; simular = function () { i++; Mode = "simular"; speed = speed0; if (i == changeTime) { i = 0; changeDir(); } }; toCitizen = function (citizens) { var _local6 = distance; clength = citizens.length; if (clength != undefined) { k = 0; while (k <= (clength - 1)) { var _local5 = citizens[k]; var _local2 = _local5._x; var _local1 = _local5._y; var _local4 = ((_local2 - X) * (_local2 - X)) + ((_local1 - Y) * (_local1 - Y)); if (_local4 <= _local6) { _local6 = _local4; var _local3 = -Math.atan((_local2 - X) / (_local1 - Y)); if ((_local1 - Y) >= 0) { _local3 = _local3 + Math.PI; } var _local7 = ((_local3 * 180) / Math.PI) - 180; setRotation(_local7); Mode = "complete"; globalXp = _local2; globalYp = _local1; } speed = speed0; if (_local6 <= R0) { speed = 0; } k++; } } }; toHero = function () { var _local6 = _parent.myHero.itstarget; var _local4 = _local6._x; var _local3 = _local6._y; var _local2 = ((_local4 - X) * (_local4 - X)) + ((_local3 - Y) * (_local3 - Y)); if (((_local2 <= distance) or toHeroOn) && (_local2 <= distanceOff)) { Mode = "complete"; Rmin = _local2; globalXp = _local4; globalYp = _local3; var _local5 = -Math.atan((_local4 - X) / (_local3 - Y)); if ((_local3 - Y) >= 0) { _local5 = _local5 + Math.PI; } var _local7 = ((_local5 * 180) / Math.PI) - 180; setRotation(_local7); } if (_local2 <= R0) { _parent.myHero.hit(hitpower); speed = 0; } else { speed = speed0; } if (_local2 > distanceOff) { toHeroOn = false; } }; setRotation = function (myRot) { Msin = Math.sin((myRot * Math.PI) / 180); Mcos = Math.cos((myRot * Math.PI) / 180); _rotation = myRot; }; updateXY = function (bool) { if (!bool) { if (viz) { viz = false; _visible = false; } X = X - (speed * Msin); Y = Y + (speed * Mcos); if (!soundFlag) { if (Mode != "simular") { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local6 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_attack_0" + _local6); soundFlag = true; } } } else if (Mode == "simular") { soundFlag = false; } var _local7 = Math.random() * Math.random(); if ((_local7 < 0.0003) && (Mode == "simular")) { if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var _local6 = Math.round(Math.random() * 2) + 1; _root.playSound("zombie_talk_0" + _local6); soundFlag = true; } } if (_parent.testOnBuilding(X, Y)) { var _local4 = X; var _local3 = Y; X = X + (speed * Msin); Y = Y - (speed * Mcos); if (Mode == "simular") { var _local5 = ((1 - Math.random()) * 2) * Wmax; setRotation((_rotation - 180) + _local5); } else { nearWall(_local4, _local3); } } } else { if (!viz) { viz = true; _visible = true; } _x = X; _y = Y; } }; nearWall = function (X1, Y1) { var _local2; if ((_parent.testOnBuilding(X, Y1) and (Y1 < Y)) and ((globalXp - X) < 0)) { _local2 = 90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 < Y)) and ((globalXp - X) >= 0)) { _local2 = -90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 > Y)) and ((globalXp - X) < 0)) { _local2 = 90; } if ((_parent.testOnBuilding(X, Y1) and (Y1 > Y)) and ((globalXp - X) >= 0)) { _local2 = -90; } if ((_parent.testOnBuilding(X1, Y) and (X1 < X)) and ((globalYp - Y) < 0)) { _local2 = 180; } if ((_parent.testOnBuilding(X1, Y) and (X1 < X)) and ((globalYp - Y) >= 0)) { _local2 = 0; } if ((_parent.testOnBuilding(X1, Y) and (X1 > X)) and ((globalYp - Y) < 0)) { _local2 = 180; } if ((_parent.testOnBuilding(X1, Y) and (X1 > X)) and ((globalYp - Y) >= 0)) { _local2 = 0; } setRotation(_local2); };
Symbol 336 MovieClip [enemy5] Frame 2
stop();
Symbol 336 MovieClip [enemy5] Frame 10
gotoAndStop (2);
Symbol 354 MovieClip Frame 10
stop();
Symbol 355 MovieClip [bullet4] Frame 1
speed = 25; R0 = 400; power0 = _parent.bullet4power; power = power0 * _parent.myHero.weaponLevel4; i = 0; lifetime = 20; thisObj = this; X = _x; Y = _y; rot = _rotation; var getK = _parent.getK; var getL = _parent.getL;
Symbol 355 MovieClip [bullet4] Frame 2
X = X + (speed * _global.Math.sin(rot * (_global.Math.PI / 180))); Y = Y - (speed * _global.Math.cos(rot * (_global.Math.PI / 180))); changeflag = false; if (_parent.testOnBuilding(X, Y)) { del = true; if (((((X + _parent._x) < _parent.windowRightBorder) && ((X + _parent._x) > _parent.windowLeftBorder)) && ((Y + _parent._y) > _parent.windowUpBorder)) && ((Y + _parent._y) < _parent.windowDownBorder)) { var nSound = (_global.Math.round(_global.Math.random() * 2) + 1); _root.playSound("bullet_hits_wall_0" + nSound); } } else { _x = X; _y = Y; }
Symbol 355 MovieClip [bullet4] Frame 3
i++; if (i <= lifetime) { gotoAndPlay (2); } else { del = true; } zombieisnear = false; var K = getK(X); var L = getL(Y); zombies = _parent.enemyNear(K, L); elength = zombies.length; if (elength == undefined) { elength = 0; } if (elength) { zombieisnear = true; } if (zombieisnear) { k = 0; while (k <= (elength - 1)) { item = zombies[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if ((R12 <= R0) && (!item.dead)) { var nSound = (Math.round(Math.random() * 2) + 1); _root.playSound("shot_hits_body_0" + nSound); item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("gblood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; } k++; } } citizens = _parent.citizenNear(K, L); clength = citizens.length; citizennear = false; if (clength == undefined) { clength = 0; } if (clength) { citizennear = true; } if (citizennear) { k = 0; while (k <= (clength - 1)) { item = citizens[k]; R12 = ((item.X - X) * (item.X - X)) + ((item.Y - Y) * (item.Y - Y)); if ((R12 <= R0) && (!isNaN(R12))) { _root.damage.play(); _root.playSound("hitbullet"); item.hit(power); n = 0; blength = _parent.Blood.length; if (blength) { var i = 0; while (i <= blength) { if ((_parent.Blood[i] == undefined) && (!n)) { n = i; } i++; } } _parent.attachMovie("blood", "blood" + n, _parent.getNextHighestDepth()); myitem = eval ("_parent.blood" + n); _parent.Blood[n] = myitem; myitem._x = X; myitem._y = Y; myitem._rotation = this._rotation; } k++; } } if (del) { delete zombies; delete citizens; _parent.bulletout(false); _parent.myHero.changeBulletNumber(1); thisObj.removeMovieClip(); }
Symbol 378 MovieClip Frame 1
stop();
Symbol 378 MovieClip Frame 2
stop();
Symbol 378 MovieClip Frame 3
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Symbol 378 MovieClip Frame 4
stop();
Symbol 378 MovieClip Frame 5
stop();
Symbol 378 MovieClip Frame 6
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Symbol 378 MovieClip Frame 8
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Symbol 378 MovieClip Frame 9
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Symbol 378 MovieClip Frame 10
stop();
Symbol 378 MovieClip Frame 11
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Symbol 379 MovieClip Frame 1
numberOfCiphers = 4; setBG = function (col) { var _local2 = 0; while (_local2 < numberOfCiphers) { this["c" + _local2].colormc.gotoAndStop(col); _local2++; } }; setNum = function (str) { var _local4; str = String(str); var _local2 = 0; while (_local2 <= (str.length - 1)) { _local4 = str.substr(_local2, 1); this["c" + _local2].gotoAndStop("c" + _local4); _local2++; } _local2 = str.length; while (_local2 < numberOfCiphers) { this["c" + _local2].gotoAndStop("empty"); _local2++; } };
Symbol 400 MovieClip Frame 1
stop();
Symbol 400 MovieClip Frame 2
stop();
Symbol 400 MovieClip Frame 3
stop();
Symbol 400 MovieClip Frame 4
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Symbol 400 MovieClip Frame 5
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Symbol 400 MovieClip Frame 6
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Symbol 400 MovieClip Frame 10
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Symbol 400 MovieClip Frame 11
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Symbol 401 MovieClip Frame 1
numberOfCiphers = 4; setBG = function (col) { var _local2 = 0; while (_local2 < numberOfCiphers) { this["c" + _local2].colormc.gotoAndStop(col); _local2++; } }; setNum = function (str) { var _local4; str = String(str); var _local2 = 0; while (_local2 <= (str.length - 1)) { _local4 = str.substr(_local2, 1); this["c" + _local2].gotoAndStop("c" + _local4); _local2++; } _local2 = str.length; while (_local2 < numberOfCiphers) { this["c" + _local2].gotoAndStop("empty"); _local2++; } };
Symbol 402 MovieClip [damager] Frame 1
velocity = 5; this.num._alpha = 0; this.numred._alpha = 0;
Symbol 402 MovieClip [damager] Frame 2
ampl = Math.round(val / 5); o = random(ampl + 1); if (random(2)) { o = -o; } if (o == ampl) { this.num._visible = false; this.numred._visible = true; } else { this.num._visible = true; this.numred._visible = false; } this.num.setNum(val + o); this.num.setBG(bgcolor); this.numred.setNum(val + o); this.numred.setBG(bgcolor); this.num._alpha = 100; this.numred._alpha = 100; i = 0;
Symbol 402 MovieClip [damager] Frame 3
_y = (_y - velocity); i++;
Symbol 402 MovieClip [damager] Frame 4
if (i == 10) { this.removeMovieClip(); } else { this.gotoAndPlay(3); }
Symbol 423 MovieClip Frame 1
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Symbol 423 MovieClip Frame 2
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Symbol 423 MovieClip Frame 3
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Symbol 423 MovieClip Frame 4
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Symbol 423 MovieClip Frame 10
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Symbol 423 MovieClip Frame 11
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Symbol 424 MovieClip Frame 1
numberOfCiphers = 4; setBG = function (col) { var _local2 = 0; while (_local2 < numberOfCiphers) { this["c" + _local2].colormc.gotoAndStop(col); _local2++; } }; setNum = function (str) { var _local4; str = String(str); var _local2 = 0; while (_local2 <= (str.length - 1)) { _local4 = str.substr(_local2, 1); this["c" + _local2].gotoAndStop("c" + _local4); _local2++; } _local2 = str.length; while (_local2 < numberOfCiphers) { this["c" + _local2].gotoAndStop("empty"); _local2++; } };
Symbol 445 MovieClip Frame 1
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Symbol 445 MovieClip Frame 2
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Symbol 445 MovieClip Frame 3
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Symbol 445 MovieClip Frame 4
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Symbol 445 MovieClip Frame 11
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Symbol 446 MovieClip Frame 1
numberOfCiphers = 4; setBG = function (col) { if (col == "black") { var _local2 = 0; while (_local2 < numberOfCiphers) { this[("c" + _local2) + "b"]._visible = true; this["c" + _local2]._visible = false; _local2++; } } else { var _local2 = 0; while (_local2 < numberOfCiphers) { this[("c" + _local2) + "b"]._visible = false; this["c" + _local2]._visible = true; _local2++; } } }; setNum = function (str) { var _local4; str = String(str); var _local2 = 0; while (_local2 <= (str.length - 1)) { _local4 = str.substr(_local2, 1); this["c" + _local2].gotoAndStop("c" + _local4); this[("c" + _local2) + "b"].gotoAndStop("c" + _local4); _local2++; } _local2 = str.length; while (_local2 < numberOfCiphers) { this[("c" + _local2) + "b"].gotoAndStop("empty"); this["c" + _local2].gotoAndStop("empty"); _local2++; } };
Symbol 502 MovieClip Frame 1
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stop();
Symbol 506 MovieClip Frame 1
numberofEnemies = 0; numberofCitizens = 0; numberofGrounds = 0; scale = false; x0 = 7; y0 = 7; maxforscale1 = 50; maxforscale2 = 80; setKX = function (X0) { KX = x0 / X0; }; setKY = function (Y0) { KY = y0 / Y0; }; setWidth = function (itsWidth) { Width = itsWidth * KX; }; setHeight = function (itsHeight) { Height = itsHeight * KY; }; setEnemy = function (x, y) { numberofEnemies++; attachMovie("enemyr", "enemy" + numberofEnemies, this.getNextHighestDepth()); var myenemy = eval ("enemy" + numberofEnemies); if (scale) { myenemy.gotoAndStop("scale"); } myenemy.setX = function (x) { this._x = ((x * KX) - (Width / 2)) - (2 * x0); }; myenemy.setY = function (y) { this._y = ((y * KY) + (Height / 2)) - (y0 / 2); }; myenemy.die = function () { this.removeMovieClip(); }; myenemy.setX(x); myenemy.setY(y); return(myenemy); }; setCitizen = function (x, y) { numberofCitizens++; attachMovie("citizenr", "citizen" + numberofCitizens, this.getNextHighestDepth()); mycitizen = eval ("citizen" + numberofCitizens); if (scale) { mycitizen.gotoAndStop("scale"); } mycitizen.setX = function (x) { this._x = ((x * KX) - (Width / 2)) - (2 * x0); }; mycitizen.setY = function (y) { this._y = ((y * KY) + (Height / 2)) - (y0 / 2); }; mycitizen.die = function () { this.removeMovieClip(); }; mycitizen.setX(x); mycitizen.setY(y); return(mycitizen); }; setHero = function (x, y) { attachMovie("heror", "item", this.getNextHighestDepth()); if (scale) { item.gotoAndStop("scale"); } item.setX = function (x) { this._x = ((x * KX) - (Width / 2)) - (2 * x0); }; item.setY = function (y) { this._y = ((y * KY) + (Height / 2)) - (y0 / 2); }; item.die = function () { this.removeMovieClip(); }; item.setX(x); item.setY(y); return(item); }; setGround = function (x, y, build) { var level; numberofGrounds++; if (build) { sourceName = "buildr"; if (numberofGrounds == 1) { level = 1; } else { level = this.getNextHighestDepth(); } attachMovie(sourceName, "ground" + numberofGrounds, level); myground = eval ("ground" + numberofGrounds); myground._x = ((x * KX) - (Width / 2)) - (2 * x0); myground._y = ((y * KY) + (Height / 2)) - (y0 / 2); } }; completed = function () { sourceName = "freer"; attachMovie(sourceName, "bg", 0); myground = bg; myground._width = Width - x0; myground._height = Height; myground._x = ((-Width) / 2) - (x0 / 2); myground._y = (Height / 2) + (y0 / 2); if ((Width < maxforscale1) && (Height < maxforscale1)) { _width = (_width * 2); _height = (_height * 2); scale = true; } if ((Width < maxforscale2) && (Height < maxforscale2)) { _width = (_width * 1.5); _height = (_height * 1.5); } };
Symbol 574 MovieClip Frame 1
stop();
Symbol 585 MovieClip Frame 1
stop();
Symbol 585 MovieClip Frame 25
stop();
Symbol 588 MovieClip Frame 1
stop(); motion = function (flag) { if (flag) { legs.play(); } else { legs.gotoAndStop(1); } }; die = function () { man.gotoAndPlay("die"); };
Symbol 589 MovieClip Frame 1
distanceX = 240; distanceY = 180;
Symbol 589 MovieClip Frame 2
del = (_parent.myHero.itstarget._x + _parent._x) - _parent.windowLeftBorder; if (del < distanceX) { _parent._x = (_parent._x + distanceX) - del; } del = ((-_parent.myHero.itstarget._x) - _parent._x) + _parent.windowRightBorder; if (del < distanceX) { _parent._x = (_parent._x - distanceX) + del; } del = (_parent.myHero.itstarget._y + _parent._y) - _parent.windowUpBorder; if (del < distanceY) { _parent._y = (_parent._y + distanceY) - del; } del = ((-_parent.myHero.itstarget._y) - _parent._y) + _parent.windowDownBorder; if (del < distanceY) { _parent._y = (_parent._y - distanceY) + del; } if (_parent.myHero.damage != undefined) { _parent._parent.tNumber.setNum(Math.round(_parent.myHero.damage)); } else { _parent._parent.tNumber.setNum(0); } _parent._parent.kNumber.setNum(_parent.numberofCitizens - _parent.killedCitizensNumber); _parent._parent.eNumber.setNum(_parent.numberofEnemies - _parent.killedEnemiesNumber); if (_parent.myHero.moneyLevel != undefined) { _parent._parent.mNumber.setNum(_parent.myHero.moneyLevel); } else { _parent._parent.mNumber.setNum(0); } var i = 1; while (i <= 5) { if (_parent.myHero["weaponLevel" + i]) { _parent._parent["weaponicon" + i].gotoAndStop("upgrade" + _parent.myHero["weaponLevel" + i]); _parent._parent["weaponicon" + i].bg.gotoAndStop("enabled"); } else { _parent._parent["weaponicon" + i].gotoAndStop("disabled"); _parent._parent["weaponicon" + i].bg.gotoAndStop("disabled"); } i++; } _parent._parent.tNumber.setBG("red"); _parent._parent.mNumber.setBG("yellow"); _parent._parent["weaponicon" + _parent.myHero.weaponNumber].bg.gotoAndStop("active"); _parent._parent.ico.gotoAndStop(_parent.myHero.weaponNumber); _parent._parent.ico.ico.gotoAndStop("upgrade" + _parent.myHero["weaponLevel" + _parent.myHero.weaponNumber]);
Symbol 589 MovieClip Frame 3
gotoAndPlay (2);
Symbol 590 MovieClip Frame 1
windowLeftBorder = 0; windowRightBorder = 480; windowUpBorder = 0; windowDownBorder = 360; windowWidth = windowRightBorder - windowLeftBorder; windowHeight = windowDownBorder - windowUpBorder; buildingsType = 3; Rtransform = 230; counter = 0; kcounter = 0; paused = 0; finished = false; thisObj = this; translator = function (S) { var _local3 = new Array(); _local3[0] = new Array(); var _local2 = 0; var _local5 = 0; var _local1 = 0; do { s0 = S.substr(_local1, 1); if (s0 == " ") { _local2 = 0; _local5++; _local1++; s0 = S.substr(_local1, 1); } if (_local3[_local2] == undefined) { _local3[_local2] = new Array(); } _local3[_local2][_local5] = s0; _local2++; _local1++; } while (_local1 < S.length); return(_local3); }; begin = function () { levelConstruktor = new Array(); levelConstruktor = _parent.levels[_parent.numberofLevel]; numberofXField = levelConstruktor.numberofXField; numberofYField = levelConstruktor.numberofYField; Xelement = levelConstruktor.Xelement; Yelement = levelConstruktor.Yelement; myWidth = Xelement * numberofXField; myHeight = Yelement * numberofYField; btype = levelConstruktor.btype; leftBorder = (-(myWidth - windowWidth)) / 2; _x = leftBorder; rightBorder = leftBorder + myWidth; upBorder = (-(myHeight - windowHeight)) / 2; _y = upBorder; downBorder = upBorder + myHeight; zombieKiller.radar.setKX(Xelement); zombieKiller.radar.setKY(Yelement); zombieKiller.radar.setWidth(myWidth); zombieKiller.radar.setHeight(myHeight); numberofBuildings = 0; numberofEnemies = 0; numberofCitizens = 0; numberofTreasures = 0; Buildings = new Array(); Enemies = new Array(); Enemies[0] = 0; Citizens = new Array(); Citizens[0] = 0; Treasures = new Array(); Treasures[0] = 0; TreasuresM = new Array(); TreasuresM[0] = 0; Blood = new Array(); killedEnemiesNumber = 0; killedCitizensNumber = 0; tookTreasuresNumber = 0; ebulletNumber = 0; bgArray = translator(levelConstruktor.bg); numberofBGItems = 0; NumberofItems = 0; shootEnabled = true; EnemyLocations = new Array(); ilocationlength = Math.floor((rightBorder - leftBorder) / Rtransform); jlocationlength = Math.floor((downBorder - upBorder) / Rtransform); var _local4 = 0; while (_local4 <= ilocationlength) { EnemyLocations[_local4] = new Array(); var _local5 = 0; while (_local5 <= jlocationlength) { EnemyLocations[_local4][_local5] = false; _local5++; } _local4++; } CitizenLocations = new Array(); _local4 = 0; while (_local4 <= ilocationlength) { CitizenLocations[_local4] = new Array(); var _local5 = 0; while (_local5 <= jlocationlength) { CitizenLocations[_local4][_local5] = false; _local5++; } _local4++; } var _local6 = 0; while (_local6 <= (numberofXField - 1)) { Buildings[_local6] = new Array(); var _local3 = 0; while (_local3 <= (numberofYField - 1)) { Buildings[_local6][_local3] = false; fillBGWith(_local6, _local3, bgArray[_local6][_local3]); _local3++; } _local6++; } _local6 = 0; while (_local6 <= (numberofXField - 1)) { var _local3 = 0; while (_local3 <= (numberofYField - 1)) { _local4 = 0; while (_local4 <= levelConstruktor[_local6][_local3].length) { setItems(_local6, _local3); switch (levelConstruktor[_local6][_local3][_local4][0]) { case "Enemy1" : setEnemy1(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1]); break; case "Enemy2" : setEnemy2(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1]); break; case "Enemy3" : setEnemy3(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1]); break; case "Enemy4" : setEnemy4(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1]); break; case "Enemy5" : setEnemy5(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1]); break; case "Citizen1" : setCitizen1(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1]); break; case "Citizen2" : setCitizen2(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1]); break; case "Citizen3" : setCitizen3(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1]); break; case "Treasure1" : setTreasure1(_local6, _local3, levelConstruktor[_local6][_local3][_local4][1], levelConstruktor[_local6][_local3][_local4][2]); break; case "hero" : setHero(_local6, _local3); } _local4++; } _local3++; } _local6++; } bullet1power = _parent.bullet1power; bullet2power = _parent.bullet2power; bullet3power = _parent.bullet3power; bullet4power = _parent.bullet4power; ebullet1power = levelConstruktor.powerofEnemies4; onEnterFrame = function () { var _local1 = 1; while (_local1 <= numberofEnemies) { Enemies[_local1].begin(false); _local1++; } _local1 = 1; while (_local1 <= numberofCitizens) { Citizens[_local1].begin(); _local1++; } _local1 = 1; while (_local1 <= numberofTreasures) { Treasures[_local1].begin(TreasuresM[_local1]); _local1++; } delete onEnterFrame; }; thisObj.onMouseDown = function () { if (!thisObj.paused) { myHero.shoot(); } }; thisObj.onMouseUp = function () { myHero.stopShoot(); }; thisObj.onMouseMove = function () { if (!thisObj.paused) { myHero.setRotation(_xmouse, _ymouse); } }; my_cm = new ContextMenu(); menuHandler = function (obj, menu) { myHero.shoot(false); _root.mouseInRect = false; }; my_cm.onSelect = menuHandler; _root.menu = my_cm; zombieKiller.radar.completed(); play(); }; testOnBuilding = function (X, Y) { var _local1 = false; if (X <= leftBorder) { _local1 = true; } if (X >= rightBorder) { _local1 = true; } if (Y <= upBorder) { _local1 = true; } if (Y >= downBorder) { _local1 = true; } var _local5 = Math.floor((X - leftBorder) / Xelement); var _local3 = Math.floor((Y - upBorder) / Yelement); if (Buildings[_local5][_local3]) { _local1 = true; } if (_local1) { return(true); } return(false); }; freeCell = function (i, j) { var _local1 = false; if (bgArray[i][j] == "h") { _local1 = true; } if (bgArray[i][j] == "v") { _local1 = true; } if (bgArray[i][j] == "c") { _local1 = true; } if (bgArray[i][j] == "t") { _local1 = true; } if (bgArray[i][j] == "x") { _local1 = true; } return(_local1); }; fillBGWith = function (i, j, item) { var bonus = ""; var Rotation = 0; numberofBGItems++; switch (item) { case "c" : if (freeCell(i + 1, j) && (freeCell(i, j + 1))) { Rotation = 0; } if (freeCell(i - 1, j) && (freeCell(i, j + 1))) { Rotation = 90; } if (freeCell(i - 1, j) && (freeCell(i, j - 1))) { Rotation = 180; } if (freeCell(i + 1, j) && (freeCell(i, j - 1))) { Rotation = 270; } break; case "t" : if ((freeCell(i + 1, j) && (freeCell(i, j + 1))) && (freeCell(i, j - 1))) { Rotation = 0; } if ((freeCell(i - 1, j) && (freeCell(i + 1, j))) && (freeCell(i, j + 1))) { Rotation = 90; } if ((freeCell(i - 1, j) && (freeCell(i, j + 1))) && (freeCell(i, j - 1))) { Rotation = 180; } if ((freeCell(i - 1, j) && (freeCell(i + 1, j))) && (freeCell(i, j - 1))) { Rotation = 270; } break; case "b" : setBuilding(i, j); bonus = String(Math.round(Math.random() * (buildingsType - 1)) + 1) + String(btype); break; case "[" : setBuilding(i, j); bonus = 1 + String(btype); item = "b"; break; case "]" : setBuilding(i, j); bonus = 2 + String(btype); item = "b"; break; case "{" : setBuilding(i, j); bonus = 3 + String(btype); item = "b"; break; case "}" : setBuilding(i, j); item = "b"; bonus = 4 + String(btype); } bg.attachMovie(("bg" + item) + bonus, "bg" + numberofBGItems, bg.getNextHighestDepth()); var bgItem = eval ("bg.bg" + numberofBGItems); bgItem._x = leftBorder + ((i + 0.5) * Xelement); bgItem._y = upBorder + ((j + 0.5) * Yelement); zombieKiller.radar.setGround(bgItem._x, bgItem._y, Buildings[i][j]); bgItem._rotation = Rotation; }; setBuilding = function (i, j) { zombieKiller.radar.setBuild(i, j); numberofBuildings++; Buildings[i][j] = true; }; setEnemy1 = function (i, j, n) { var k = 1; while (k <= n) { numberofEnemies++; attachMovie("enemy1", "enemy" + numberofEnemies, this.getNextHighestDepth()); myenemy = eval ("enemy" + numberofEnemies); myenemy._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); myenemy._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); Enemies.push(myenemy); k++; } }; setEnemy2 = function (i, j, n) { var k = 1; while (k <= n) { numberofEnemies++; attachMovie("enemy2", "enemy" + numberofEnemies, this.getNextHighestDepth()); myenemy = eval ("enemy" + numberofEnemies); myenemy._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); myenemy._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); Enemies.push(myenemy); k++; } }; setEnemy3 = function (i, j, n) { var k = 1; while (k <= n) { numberofEnemies++; attachMovie("enemy3", "enemy" + numberofEnemies, this.getNextHighestDepth()); myenemy = eval ("enemy" + numberofEnemies); myenemy._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); myenemy._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); Enemies.push(myenemy); k++; } }; setEnemy4 = function (i, j, n) { var k = 1; while (k <= n) { numberofEnemies++; attachMovie("enemy4", "enemy" + numberofEnemies, this.getNextHighestDepth()); myenemy = eval ("enemy" + numberofEnemies); myenemy._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); myenemy._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); Enemies.push(myenemy); k++; } }; setEnemy5 = function (i, j, n) { var k = 1; while (k <= n) { numberofEnemies++; attachMovie("enemy5", "enemy" + numberofEnemies, this.getNextHighestDepth()); myenemy = eval ("enemy" + numberofEnemies); myenemy._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); myenemy._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); Enemies.push(myenemy); k++; } }; setCitizen1 = function (i, j, n) { var k = 1; while (k <= n) { numberofCitizens++; attachMovie("citizen1", "citizen" + numberofCitizens, this.getNextHighestDepth()); mycitizen = eval ("citizen" + numberofCitizens); mycitizen._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); mycitizen._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); Citizens.push(mycitizen); k++; } }; setCitizen2 = function (i, j, n) { var k = 1; while (k <= n) { numberofCitizens++; attachMovie("citizen2", "citizen" + numberofCitizens, this.getNextHighestDepth()); mycitizen = eval ("citizen" + numberofCitizens); mycitizen._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); mycitizen._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); Citizens.push(mycitizen); k++; } }; setCitizen3 = function (i, j, n) { var k = 1; while (k <= n) { numberofCitizens++; attachMovie("citizen3", "citizen" + numberofCitizens, this.getNextHighestDepth()); mycitizen = eval ("citizen" + numberofCitizens); mycitizen._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); mycitizen._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); Citizens.push(mycitizen); k++; } }; setTreasure1 = function (i, j, n, s) { var k = 1; while (k <= n) { numberofTreasures++; bonus.attachMovie("treasure1", "treasure" + numberofTreasures, bonus.getNextHighestDepth()); mytreasure = eval ("bonus.treasure" + numberofTreasures); mytreasure._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); mytreasure._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); mytreasure.money = new Number(); Treasures.push(mytreasure); TreasuresM.push(s); k++; } }; setHero = function (i, j) { zombieKiller._x = (leftBorder + (i * Xelement)) + (Math.random() * Xelement); zombieKiller._y = (upBorder + (j * Yelement)) + (Math.random() * Yelement); myHero = new hero(zombieKiller, this, _parent.Hero.damage, _parent.Hero.moneyLevel, _parent.Hero.speed, _parent.Hero.armor, _parent.Hero.weaponNumber, _parent.Hero.weaponLevel1, _parent.Hero.weaponLevel2, _parent.Hero.weaponLevel3, _parent.Hero.weaponLevel4, _parent.Hero.weaponLevel5, _parent.Hero.armorLevel); myHero.itstarget.motion(false); }; setItems = function (i, j) { var item = "firest"; var n = 1; if (!Buildings[i][j]) { var k = 1; while (k <= n) { NumberofItems++; if (Math.random() > 0.85) { bg.attachMovie(item, "item" + NumberofItems, bg.getNextHighestDepth()); myitem = eval ("bg.item" + NumberofItems); myitem._x = (leftBorder + (i * Xelement)) + (Math.random() * (Xelement / 4)); myitem._y = (upBorder + (j * Yelement)) + (Math.random() * (Yelement / 4)); } k++; } } }; killEnemie = function () { killedEnemiesNumber++; var _local1 = 1; while (_local1 <= (Enemies.length - 1)) { if (Enemies[_local1].dead) { Enemies.splice(_local1, 1); } _local1++; } if (killedEnemiesNumber == numberofEnemies) { finish(true); } }; killCitizen = function () { killedCitizensNumber++; var _local1 = 1; while (_local1 <= (Citizens.length - 1)) { if (Citizens[_local1].dead) { Citizens.splice(_local1, 1); } _local1++; } if (killedCitizensNumber == numberofCitizens) { finish(false); } }; tookTreasures = function () { tookTreasuresNumber++; }; UpdateXY = function () { var _local4 = Citizens.length; var _local5 = Enemies.length; var _local2 = Enemies; var _local3 = Citizens; var _local1 = 0; while (_local1 <= (_local4 - 1)) { _local3[_local1].updateXY(false); _local1++; } _local1 = 0; while (_local1 <= (_local5 - 1)) { _local2[_local1].updateXY(false); _local1++; } }; UpdateRadar = function () { var _local1; var _local5 = Citizens.length; var _local6 = Enemies.length; var _local4 = Citizens; var _local3 = Enemies; var _local2 = 0; while (_local2 <= (_local5 - 1)) { _local1 = _local4[_local2]; _local1.ritem.setX(_local1.X); _local1.ritem.setY(_local1.Y); _local2++; } _local2 = 0; while (_local2 <= (_local6 - 1)) { _local1 = _local3[_local2]; _local1.ritem.setX(_local1.X); _local1.ritem.setY(_local1.Y); _local2++; } }; transformation = function () { var _local7 = Array(); var _local5 = Array(); var _local4; var _local3; var _local9; var _local6; var _local10 = EnemyLocations; var _local8 = CitizenLocations; var _local2 = 0; while (_local2 <= ilocationlength) { var _local1 = 0; while (_local1 <= jlocationlength) { _local7 = _local10[_local2][_local1]; _local5 = _local8[_local2][_local1]; _local4 = _local7.length; _local3 = _local5.length; if (((((_local4 != undefined) && (_local4)) && (_local3 != undefined)) && (_local3)) && ((Math.abs(_local2 - HeroK) > 1) or (Math.abs(_local1 - HeroL) > 1))) { _local9 = (Math.random() * Math.random()) / _local4; if (_local9 < 0.02) { _local6 = Math.round(Math.random() * (_local3 - 2)) + 1; _local5[_local6].transformation(); _local8[_local2][_local1].splice(_local6, 1); } } _local1++; } _local2++; } }; setDirections = function (k, l, exact) { if (exact) { var _local2 = enemyNear(k, l); var _local5 = citizenNear(k, l); } else { var _local2 = EnemyLocations[k][l]; var _local5 = CitizenLocations[k][l]; } var _local4 = _local2.length; var _local3 = _local5.length; if (_local3 && (_local3 != undefined)) { var _local1 = 0; while (_local1 <= (_local3 - 1)) { _local5[_local1].simular(); if (_local4 && (_local4 != undefined)) { _local5[_local1].toEnemy(_local2); } _local1++; } } if (_local4 && (_local4 != undefined)) { var _local1 = 0; while (_local1 <= (_local4 - 1)) { _local2[_local1].simular(); if (_local3 && (_local3 != undefined)) { _local2[_local1].toCitizen(_local5); } _local2[_local1].toHero(); _local1++; } } }; toHero = function (k, l) { var _local2 = enemyNear(k, l); var _local5 = _local2.length; if (_local5) { var _local1 = 0; while (_local1 <= (_local5 - 1)) { _local2[_local1].updateXY(true); _local1++; } } var _local3 = citizenNear(k, l); var _local4 = _local3.length; if (_local4) { var _local1 = 0; while (_local1 <= (_local4 - 1)) { _local3[_local1].updateXY(true); _local1++; } } }; formateEnemyLocations = function () { var _local3; var _local8; var _local2; var _local1; var _local4; var _local5 = EnemyLocations; var _local7 = Enemies.length; var _local6 = Enemies; _local2 = 0; while (_local2 <= ilocationlength) { _local1 = 0; while (_local1 <= jlocationlength) { _local5[_local2][_local1] = new Array(); _local1++; } _local2++; } _local3 = 1; while (_local3 <= (_local7 - 1)) { _local4 = _local6[_local3]; _local2 = getK(_local4.X); _local1 = getL(_local4.Y); _local5[_local2][_local1].push(_local4); _local3++; } }; formateCitizenLocations = function () { var _local3; var _local8; var _local2; var _local1; var _local4; var _local5 = CitizenLocations; var _local7 = Citizens.length; var _local6 = Citizens; _local2 = 0; while (_local2 <= ilocationlength) { _local1 = 0; while (_local1 <= jlocationlength) { _local5[_local2][_local1] = new Array(); _local1++; } _local2++; } _local3 = 1; while (_local3 <= (Citizens.length - 1)) { _local4 = _local6[_local3]; _local2 = getK(_local4.X); _local1 = getL(_local4.Y); _local5[_local2][_local1].push(_local4); _local3++; } }; getK = function (x) { return(_global.Math.floor((x - leftBorder) / Rtransform)); }; getL = function (y) { return(_global.Math.floor((y - upBorder) / Rtransform)); }; plusArray = function (array, plus) { var _local2 = array; var _local3 = plus.length; if (_local3 && (_local3 != undefined)) { var _local1 = 0; while (_local1 <= (_local3 - 1)) { _local2[_local2.length] = plus[_local1]; _local1++; } } return(_local2); }; enemyNear = function (k, l) { var _local1 = []; var _local2 = EnemyLocations; var _local3 = plusArray; _local1 = _local3(_local1, _local2[k][l]); _local1 = _local3(_local1, _local2[k - 1][l]); _local1 = _local3(_local1, _local2[k + 1][l]); _local1 = _local3(_local1, _local2[k][l - 1]); _local1 = _local3(_local1, _local2[k][l + 1]); _local1 = _local3(_local1, _local2[k - 1][l - 1]); _local1 = _local3(_local1, _local2[k - 1][l + 1]); _local1 = _local3(_local1, _local2[k + 1][l - 1]); _local1 = _local3(_local1, _local2[k + 1][l + 1]); return(_local1); }; citizenNear = function (k, l) { var _local1 = []; var _local2 = CitizenLocations; var _local3 = plusArray; _local1 = _local3(_local1, _local2[k][l]); _local1 = _local3(_local1, _local2[k - 1][l]); _local1 = _local3(_local1, _local2[k + 1][l]); _local1 = _local3(_local1, _local2[k][l - 1]); _local1 = _local3(_local1, _local2[k][l + 1]); _local1 = _local3(_local1, _local2[k - 1][l - 1]); _local1 = _local3(_local1, _local2[k - 1][l + 1]); _local1 = _local3(_local1, _local2[k + 1][l - 1]); _local1 = _local3(_local1, _local2[k + 1][l + 1]); return(_local1); }; bulletout = function (flag) { shootEnabled = !flag; }; finish = function (rez) { toFinish = function () { clearInterval(myFinishInterval); var _local2 = 1; while (_local2 <= numberofEnemies) { Enemies[_local2].removeMovieClip(); _local2++; } _local2 = 1; while (_local2 <= numberofCitizens) { Citizens[_local2].removeMovieClip(); _local2++; } _local2 = 1; while (_local2 <= numberofTreasures) { Treasures[_local2].removeMovieClip(); _local2++; } if (!rez) { if (myHero != undefined) { myHero.die(); delete myHero; } _parent.gameOver(); } else { myHero.die(); bonus = levelConstruktor.bonusforSavedSoules * (numberofCitizens - killedCitizensNumber); myHero.setMoneyLevel(bonus); _parent.nextLevel(myHero); } }; if (!finished) { var myFinishInterval = setInterval(toFinish, 5000); if (!rez) { myHero.itstarget.speed = 0; myHero.itstarget.gotoAndStop(1); if (myHero.dead) { _root.loose2._visible = true; var _local4 = Math.round(Math.random() * 2) + 1; _root.playSound("hero_die_0" + _local4); delete myHero; } else { _root.loose1._visible = true; _root.playSound("level_fail_all_civilians_killed"); } } else { _root.win._visible = true; _root.playSound("win"); } finished = true; } }; mouseOutScreen = function () { myHero.stopShoot(); }; setPause = function () { if (!paused) { _root.cursor.gotoAndStop("arrow"); thisObj.stop(); myHero.letItMove(false, "left"); myHero.letItMove(false, "right"); myHero.letItMove(false, "up"); myHero.letItMove(false, "down"); myHero.stopShoot(); } else { _root.cursor.gotoAndStop("aim"); thisObj.play(); } paused = !paused; _root.paused._visible = paused; _root.paused.dali.enabled = paused; }; stop();
Instance of Symbol 588 MovieClip "zombieKiller" in Symbol 590 MovieClip Frame 1
onClipEvent (keyDown) { trace(Key.getCode()); if (!_parent.paused) { switch (Key.getCode()) { case 49 : if (_parent.myHero.weaponLevel1) { _parent.myHero.changeWeapon(1); _root.ico.gotoAndStop("gun"); } break; case 50 : if (_parent.myHero.weaponLevel2) { _parent.myHero.changeWeapon(2); _root.ico.gotoAndStop("shotgun"); } break; case 51 : if (_parent.myHero.weaponLevel3) { _parent.myHero.changeWeapon(3); _root.ico.gotoAndStop("machinegun"); } break; case 52 : if (_parent.myHero.weaponLevel4) { _parent.myHero.changeWeapon(4); _root.ico.gotoAndStop("sniper"); } break; case 53 : if (_parent.myHero.weaponLevel5) { _parent.myHero.changeWeapon(5); _root.ico.gotoAndStop("grenade"); } break; case 80 : if (_parent.finished) { break; } _parent.setPause(true); } } } onClipEvent (keyUp) { }
Symbol 590 MovieClip Frame 2
HeroK = getK(myHero.itstarget._x); HeroL = getL(myHero.itstarget._y); if (counter == ilocationlength) { counter = 0; kcounter++; if (kcounter == jlocationlength) { kcounter = 0; } formateEnemyLocations(); formateCitizenLocations(); setDirections(HeroK, HeroL, true); UpdateRadar(); transformation(); } UpdateXY(); toHero(HeroK, HeroL); myHero.update(); counter++;
Symbol 590 MovieClip Frame 3
gotoAndPlay (2);
Symbol 592 MovieClip Frame 1
stop();
Symbol 610 Button
on (rollOver) { _root.cursor.gotoAndStop("hand"); _root.playSound("shop_mouse_over"); } on (rollOut) { _root.cursor.gotoAndStop("arrow"); } on (release) { _root.playSound("shop_simple_click"); _root.main.setPause(); }
Symbol 616 Button
on (rollOver) { _root.cursor.gotoAndStop("hand"); _root.playSound("shop_mouse_over"); } on (rollOut) { _root.cursor.gotoAndStop("arrow"); } on (release) { _root.playSound("shop_simple_click"); _root.main.myHero.die(); _root.gameOver(); }
Symbol 630 MovieClip Frame 1
stop();
Symbol 630 MovieClip Frame 2
stop();
Symbol 630 MovieClip Frame 3
stop();
Symbol 643 MovieClip Frame 1
stop();
Symbol 643 MovieClip Frame 2
stop();
Symbol 643 MovieClip Frame 3
stop();
Symbol 643 MovieClip Frame 4
stop();
Symbol 643 MovieClip Frame 5
stop();
Symbol 661 MovieClip Frame 1
stop();
Symbol 661 MovieClip Frame 2
stop();
Symbol 661 MovieClip Frame 3
stop();
Symbol 661 MovieClip Frame 4
stop();
Symbol 661 MovieClip Frame 5
stop();
Symbol 661 MovieClip Frame 6
stop();
Symbol 676 MovieClip Frame 1
stop();
Symbol 676 MovieClip Frame 2
stop();
Symbol 676 MovieClip Frame 3
stop();
Symbol 676 MovieClip Frame 4
stop();
Symbol 676 MovieClip Frame 5
stop();
Symbol 676 MovieClip Frame 6
stop();
Symbol 691 MovieClip Frame 1
stop();
Symbol 691 MovieClip Frame 2
stop();
Symbol 691 MovieClip Frame 3
stop();
Symbol 691 MovieClip Frame 4
stop();
Symbol 691 MovieClip Frame 5
stop();
Symbol 691 MovieClip Frame 6
stop();
Symbol 706 MovieClip Frame 1
stop();
Symbol 706 MovieClip Frame 2
stop();
Symbol 706 MovieClip Frame 3
stop();
Symbol 706 MovieClip Frame 4
stop();
Symbol 706 MovieClip Frame 5
stop();
Symbol 706 MovieClip Frame 6
stop();
Symbol 717 MovieClip Frame 1
stop();
Symbol 717 MovieClip Frame 2
stop();
Symbol 717 MovieClip Frame 3
stop();
Symbol 717 MovieClip Frame 4
stop();
Symbol 717 MovieClip Frame 5
stop();
Symbol 728 MovieClip Frame 1
stop();
Symbol 728 MovieClip Frame 2
stop();
Symbol 728 MovieClip Frame 3
stop();
Symbol 728 MovieClip Frame 4
stop();
Symbol 728 MovieClip Frame 5
stop();
Symbol 739 MovieClip Frame 1
stop();
Symbol 739 MovieClip Frame 2
stop();
Symbol 739 MovieClip Frame 3
stop();
Symbol 739 MovieClip Frame 4
stop();
Symbol 739 MovieClip Frame 5
stop();
Symbol 750 MovieClip Frame 1
stop();
Symbol 750 MovieClip Frame 2
stop();
Symbol 750 MovieClip Frame 3
stop();
Symbol 750 MovieClip Frame 4
stop();
Symbol 750 MovieClip Frame 5
stop();
Symbol 761 MovieClip Frame 1
stop();
Symbol 761 MovieClip Frame 2
stop();
Symbol 761 MovieClip Frame 3
stop();
Symbol 761 MovieClip Frame 4
stop();
Symbol 761 MovieClip Frame 5
stop();
Symbol 772 MovieClip Frame 1
stop();
Symbol 772 MovieClip Frame 2
stop();
Symbol 772 MovieClip Frame 3
stop();
Symbol 772 MovieClip Frame 4
stop();
Symbol 772 MovieClip Frame 5
stop();
Symbol 773 MovieClip Frame 1
stop();
Symbol 773 MovieClip Frame 2
stop();
Symbol 773 MovieClip Frame 3
stop();
Symbol 773 MovieClip Frame 4
stop();
Symbol 773 MovieClip Frame 5
stop();
Symbol 773 MovieClip Frame 6
stop();
Symbol 787 MovieClip Frame 1
stop();
Symbol 787 MovieClip Frame 2
stop();
Symbol 787 MovieClip Frame 3
stop();
Symbol 787 MovieClip Frame 4
stop();
Symbol 787 MovieClip Frame 5
stop();
Symbol 787 MovieClip Frame 6
stop();
Symbol 787 MovieClip Frame 7
stop();
Symbol 787 MovieClip Frame 8
stop();
Symbol 787 MovieClip Frame 9
stop();
Symbol 787 MovieClip Frame 10
stop();
Symbol 787 MovieClip Frame 11
stop();
Symbol 788 MovieClip Frame 1
numberOfCiphers = 4; setBG = function (col) { var _local2 = 0; while (_local2 < numberOfCiphers) { this["c" + _local2].colormc.gotoAndStop(col); _local2++; } }; setNum = function (str) { var _local4; str = String(str); var _local2 = 0; while (_local2 <= (str.length - 1)) { _local4 = str.substr(_local2, 1); this["c" + _local2].gotoAndStop("c" + _local4); _local2++; } _local2 = str.length; while (_local2 < numberOfCiphers) { this["c" + _local2].gotoAndStop("empty"); _local2++; } };
Symbol 809 MovieClip Frame 1
stop();
Symbol 809 MovieClip Frame 2
stop();
Symbol 809 MovieClip Frame 3
stop();
Symbol 809 MovieClip Frame 4
stop();
Symbol 809 MovieClip Frame 5
stop();
Symbol 809 MovieClip Frame 6
stop();
Symbol 809 MovieClip Frame 7
stop();
Symbol 809 MovieClip Frame 8
stop();
Symbol 809 MovieClip Frame 9
stop();
Symbol 809 MovieClip Frame 10
stop();
Symbol 809 MovieClip Frame 11
stop();
Symbol 810 MovieClip Frame 1
numberOfCiphers = 4; setBG = function (col) { var _local2 = 0; while (_local2 < numberOfCiphers) { this["c" + _local2].colormc.gotoAndStop(col); _local2++; } }; setNum = function (str) { var _local4; str = String(str); var _local2 = 0; while (_local2 <= (str.length - 1)) { _local4 = str.substr(_local2, 1); this["c" + _local2].gotoAndStop("c" + _local4); _local2++; } _local2 = str.length; while (_local2 < numberOfCiphers) { this["c" + _local2].gotoAndStop("empty"); _local2++; } };
Symbol 831 MovieClip Frame 1
stop();
Symbol 831 MovieClip Frame 2
stop();
Symbol 831 MovieClip Frame 3
stop();
Symbol 831 MovieClip Frame 4
stop();
Symbol 831 MovieClip Frame 5
stop();
Symbol 831 MovieClip Frame 6
stop();
Symbol 831 MovieClip Frame 7
stop();
Symbol 831 MovieClip Frame 8
stop();
Symbol 831 MovieClip Frame 9
stop();
Symbol 831 MovieClip Frame 10
stop();
Symbol 831 MovieClip Frame 11
stop();
Symbol 832 MovieClip Frame 1
numberOfCiphers = 4; setBG = function (col) { var _local2 = 0; while (_local2 < numberOfCiphers) { this["c" + _local2].colormc.gotoAndStop(col); _local2++; } }; setNum = function (str) { var _local4; str = String(str); var _local2 = 0; while (_local2 <= (str.length - 1)) { _local4 = str.substr(_local2, 1); this["c" + _local2].gotoAndStop("c" + _local4); _local2++; } _local2 = str.length; while (_local2 < numberOfCiphers) { this["c" + _local2].gotoAndStop("empty"); _local2++; } };
Symbol 843 MovieClip Frame 1
stop();
Symbol 843 MovieClip Frame 2
stop();
Symbol 843 MovieClip Frame 3
stop();
Symbol 856 MovieClip Frame 1
function setLevel(c, m) { fillmc.maskmc._x = (-fillmc.maskmc._width) + ((c * fillmc.maskmc._width) / m); } stop();
Symbol 856 MovieClip Frame 2
stop();
Symbol 856 MovieClip Frame 3
stop();
Symbol 867 MovieClip Frame 1
stop();
Symbol 867 MovieClip Frame 2
stop();
Symbol 867 MovieClip Frame 3
stop();
Symbol 871 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); weaponbut4.gotoAndStop("active"); prise = shop.weapon4[Hero.weaponLevel4 + 1]; this.weaponicon4.gotoAndStop("active"); } on (rollOut) { cursor.gotoAndStop("arrow"); weaponbut4.gotoAndStop("simple"); prise = ""; this.weaponicon4.gotoAndStop("simple"); } on (press) { playSound("shop_simple_click"); } on (release) { if (Hero.moneyLevel >= shop.weapon4[Hero.weaponLevel4 + 1]) { Hero.weaponLevel4 = Hero.weaponLevel4 + 1; Hero.weaponNumber = 4; Hero.moneyLevel = Hero.moneyLevel - shop.weapon4[Hero.weaponLevel4]; prise = shop.weapon4[Hero.weaponLevel4 + 1]; if (Hero.moneyLevel < shop.weapon4[Hero.weaponLevel4 + 1]) { cursor.gotoAndStop("arrow"); } if (Hero.weaponLevel4 == weaponLevelmax4) { bw4.enabled = false; prise = ""; cursor.gotoAndStop("arrow"); weaponbut4.gotoAndStop("disable"); } uw4.blick.gotoAndStop("play"); _root.playSound("shop_click_buy"); } else { _root.playSound("shop_buy_failed"); } }
Symbol 872 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); weaponbut2.gotoAndStop("active"); prise = shop.weapon2[Hero.weaponLevel2 + 1]; this.weaponicon2.gotoAndStop("active"); } on (rollOut) { cursor.gotoAndStop("arrow"); weaponbut2.gotoAndStop("simple"); prise = ""; this.weaponicon2.gotoAndStop("simple"); } on (press) { playSound("shop_simple_click"); } on (release) { if (Hero.moneyLevel >= shop.weapon2[Hero.weaponLevel2 + 1]) { Hero.weaponLevel2 = Hero.weaponLevel2 + 1; Hero.weaponNumber = 2; Hero.moneyLevel = Hero.moneyLevel - shop.weapon2[Hero.weaponLevel2]; prise = shop.weapon2[Hero.weaponLevel2 + 1]; if (Hero.moneyLevel < shop.weapon2[Hero.weaponLevel2 + 1]) { cursor.gotoAndStop("arrow"); } if (Hero.weaponLevel2 == weaponLevelmax2) { bw2.enabled = false; prise = ""; cursor.gotoAndStop("arrow"); weaponbut2.gotoAndStop("disable"); } uw2.blick.gotoAndStop("play"); _root.playSound("shop_click_buy"); } else { _root.playSound("shop_buy_failed"); } }
Symbol 873 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); weaponbut3.gotoAndStop("active"); prise = shop.weapon3[Hero.weaponLevel3 + 1]; this.weaponicon3.gotoAndStop("active"); } on (rollOut) { cursor.gotoAndStop("arrow"); weaponbut3.gotoAndStop("simple"); prise = ""; this.weaponicon3.gotoAndStop("simple"); } on (press) { playSound("shop_simple_click"); } on (release) { if (Hero.moneyLevel >= shop.weapon3[Hero.weaponLevel3 + 1]) { Hero.weaponLevel3 = Hero.weaponLevel3 + 1; Hero.weaponNumber = 3; Hero.moneyLevel = Hero.moneyLevel - shop.weapon3[Hero.weaponLevel3]; prise = shop.weapon3[Hero.weaponLevel3 + 1]; if (Hero.moneyLevel < shop.weapon3[Hero.weaponLevel3 + 1]) { cursor.gotoAndStop("arrow"); } if (Hero.weaponLevel3 == weaponLevelmax3) { bw3.enabled = false; prise = ""; cursor.gotoAndStop("arrow"); weaponbut3.gotoAndStop("disable"); } uw3.blick.gotoAndStop("play"); _root.playSound("shop_click_buy"); } else { _root.playSound("shop_buy_failed"); } }
Symbol 874 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); armorbut.gotoAndStop("active"); prise = shop.armor[Hero.armorLevel + 1]; this.armoricon.gotoAndStop("active"); } on (rollOut) { cursor.gotoAndStop("arrow"); armorbut.gotoAndStop("simple"); prise = ""; this.armoricon.gotoAndStop("simple"); } on (press) { playSound("shop_simple_click"); } on (release) { if (Hero.moneyLevel >= shop.armor[Hero.armorLevel + 1]) { Hero.armorLevel = Hero.armorLevel + 1; Hero.moneyLevel = Hero.moneyLevel - shop.armor[Hero.armorLevel]; prise = shop.armor[Hero.armorLevel + 1]; if (Hero.moneyLevel < shop.armor[Hero.armorLevel + 1]) { cursor.gotoAndStop("arrow"); } if (Hero.armorLevel == armorLevelmax) { ba.enabled = false; prise = ""; cursor.gotoAndStop("arrow"); armorbut.gotoAndStop("disable"); } ua.blick.gotoAndStop("play"); _root.playSound("shop_click_buy"); } else { _root.playSound("shop_buy_failed"); } }
Symbol 875 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); exitmc.gotoAndStop(2); } on (rollOut) { cursor.gotoAndStop("arrow"); exitmc.gotoAndStop(1); prise = ""; } on (release) { playSound("shop_simple_click"); gotoAndPlay ("game"); }
Symbol 876 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); weaponbut5.gotoAndStop("active"); prise = shop.weapon5[Hero.weaponLevel5 + 1]; this.weaponicon5.gotoAndStop("active"); } on (rollOut) { cursor.gotoAndStop("arrow"); weaponbut5.gotoAndStop("simple"); prise = ""; this.weaponicon5.gotoAndStop("simple"); } on (press) { playSound("shop_simple_click"); } on (release) { if (Hero.moneyLevel >= shop.weapon5[Hero.weaponLevel5 + 1]) { Hero.weaponLevel5 = Hero.weaponLevel5 + 1; Hero.weaponNumber = 5; Hero.moneyLevel = Hero.moneyLevel - shop.weapon5[Hero.weaponLevel5]; prise = shop.weapon5[Hero.weaponLevel5 + 1]; if (Hero.moneyLevel < shop.weapon5[Hero.weaponLevel5 + 1]) { cursor.gotoAndStop("arrow"); } if (Hero.weaponLevel5 == weaponLevelmax5) { bw5.enabled = false; prise = ""; cursor.gotoAndStop("arrow"); weaponbut5.gotoAndStop("disable"); } uw5.blick.gotoAndStop("play"); _root.playSound("shop_click_buy"); } else { _root.playSound("shop_buy_failed"); } }
Symbol 883 MovieClip Frame 1
stop();
Symbol 883 MovieClip Frame 2
stop();
Symbol 883 MovieClip Frame 3
stop();
Symbol 883 MovieClip Frame 4
stop();
Symbol 883 MovieClip Frame 5
stop();
Symbol 889 MovieClip Frame 1
stop();
Symbol 889 MovieClip Frame 2
stop();
Symbol 889 MovieClip Frame 3
stop();
Symbol 889 MovieClip Frame 4
stop();
Symbol 889 MovieClip Frame 5
stop();
Symbol 895 MovieClip Frame 1
stop();
Symbol 895 MovieClip Frame 2
stop();
Symbol 895 MovieClip Frame 3
stop();
Symbol 895 MovieClip Frame 4
stop();
Symbol 895 MovieClip Frame 5
stop();
Symbol 901 MovieClip Frame 1
stop();
Symbol 901 MovieClip Frame 2
stop();
Symbol 901 MovieClip Frame 3
stop();
Symbol 901 MovieClip Frame 4
stop();
Symbol 901 MovieClip Frame 5
stop();
Symbol 907 MovieClip Frame 1
stop();
Symbol 907 MovieClip Frame 2
stop();
Symbol 907 MovieClip Frame 3
stop();
Symbol 907 MovieClip Frame 4
stop();
Symbol 907 MovieClip Frame 5
stop();
Symbol 913 MovieClip Frame 1
stop();
Symbol 913 MovieClip Frame 2
stop();
Symbol 913 MovieClip Frame 3
stop();
Symbol 913 MovieClip Frame 4
stop();
Symbol 913 MovieClip Frame 5
stop();
Symbol 914 MovieClip Frame 1
stop();
Symbol 914 MovieClip Frame 2
stop();
Symbol 914 MovieClip Frame 3
stop();
Symbol 914 MovieClip Frame 4
stop();
Symbol 914 MovieClip Frame 5
stop();
Symbol 914 MovieClip Frame 6
stop();
Symbol 915 Button
on (rollOver) { trace("over"); cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); weaponbut1.gotoAndStop("active"); prise = shop.weapon1[Hero.weaponLevel1 + 1]; this.weaponicon1.gotoAndStop("active"); } on (rollOut) { cursor.gotoAndStop("arrow"); weaponbut1.gotoAndStop("simple"); prise = ""; this.weaponicon1.gotoAndStop("simple"); } on (press) { playSound("shop_simple_click"); } on (release) { if (Hero.moneyLevel >= shop.weapon1[Hero.weaponLevel1 + 1]) { Hero.weaponLevel1 = Hero.weaponLevel1 + 1; Hero.weaponNumber = 1; Hero.moneyLevel = Hero.moneyLevel - shop.weapon1[Hero.weaponLevel1]; prise = shop.weapon1[Hero.weaponLevel1 + 1]; if (Hero.moneyLevel < shop.weapon1[Hero.weaponLevel1 + 1]) { cursor.gotoAndStop("arrow"); } if (Hero.weaponLevel1 == weaponLevelmax1) { bw1.enabled = false; prise = ""; cursor.gotoAndStop("arrow"); weaponbut1.gotoAndStop("disable"); } uw1.blick.gotoAndStop("play"); _root.playSound("shop_click_buy"); } else { _root.playSound("shop_buy_failed"); } }
Symbol 921 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); restartLevel(); }
Symbol 926 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); gotoAndPlay ("mainmenuplay"); }
Symbol 931 Button
on (rollOver) { _root.cursor.gotoAndStop("hand"); _root.playSound("shop_mouse_over"); } on (rollOut) { _root.cursor.gotoAndStop("arrow"); } on (release) { _root.playSound("shop_simple_click"); _parent.submit._visible = false; _root.submited = true; if (_root.numberofLevel > 18) { _root.numberofLevel = 18; } _root._r = _root.getScoreEncoded(); var name = _root.playername; var d1; var d2; var d3; var d4; d1 = _root._r[0].toString(); d2 = _root._r[1].toString(); d3 = _root._r[2].toString(); d4 = _root._r[3].toString(); getURL (_root.hiscoreURL, "_blank", "POST"); }
Symbol 942 MovieClip Frame 1
if ((!flag) && (playerName.text.length)) { sub.enabled = true; flag = true; }
Symbol 949 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); gotoAndPlay ("mainmenuplay"); }
Symbol 950 Button
on (rollOver) { _root.cursor.gotoAndStop("hand"); _root.playSound("shop_mouse_over"); } on (rollOut) { _root.cursor.gotoAndStop("arrow"); } on (release) { _root.playSound("shop_simple_click"); _parent.submit._visible = false; _root.submited = true; if (_root.numberofLevel > 18) { _root.numberofLevel = 18; } _root._r = _root.getScoreEncoded(); var name = _root.playername; var d1; var d2; var d3; var d4; d1 = _root._r[0].toString(); d2 = _root._r[1].toString(); d3 = _root._r[2].toString(); d4 = _root._r[3].toString(); getURL (_root.hiscoreURL, "_blank", "POST"); }
Symbol 953 MovieClip Frame 1
if ((!flag) && (playerName.text.length)) { sub.enabled = true; flag = true; }
Symbol 965 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); i++; gotoAndPlay("instructions" + i); }
Symbol 968 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (release) { playSound("shop_simple_click"); i--; gotoAndPlay("instructions" + i); }
Symbol 1008 Button
on (rollOver) { cursor.gotoAndStop("hand"); playSound("shop_mouse_over"); } on (rollOut) { cursor.gotoAndStop("arrow"); } on (press) { playSound("shop_simple_click"); _root.gotoAndPlay("shop"); }

Library Items

Symbol 1 GraphicUsed by:Timeline
Symbol 2 FontUsed by:3 4 5
Symbol 3 EditableTextUses:2Used by:Timeline
Symbol 4 EditableTextUses:2Used by:Timeline
Symbol 5 EditableTextUses:2Used by:Timeline
Symbol 6 GraphicUsed by:7
Symbol 7 MovieClipUses:6Used by:Timeline
Symbol 8 BitmapUsed by:9
Symbol 9 GraphicUses:8Used by:10
Symbol 10 MovieClipUses:9Used by:Timeline
Symbol 11 GraphicUsed by:12
Symbol 12 MovieClipUses:11Used by:Timeline
Symbol 1009 MovieClip [__Packages.hero]
Symbol 13 BitmapUsed by:14
Symbol 14 GraphicUses:13Used by:Timeline
Symbol 15 BitmapUsed by:16
Symbol 16 GraphicUses:15Used by:19
Symbol 17 BitmapUsed by:18
Symbol 18 GraphicUses:17Used by:19
Symbol 19 ButtonUses:16 18Used by:Timeline
Symbol 20 BitmapUsed by:21
Symbol 21 GraphicUses:20Used by:24
Symbol 22 BitmapUsed by:23
Symbol 23 GraphicUses:22Used by:24
Symbol 24 ButtonUses:21 23Used by:Timeline
Symbol 25 BitmapUsed by:26
Symbol 26 GraphicUses:25Used by:29
Symbol 27 BitmapUsed by:28
Symbol 28 GraphicUses:27Used by:29
Symbol 29 ButtonUses:26 28Used by:Timeline
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Instance Names

"loaded_txt"Frame 1Symbol 3 EditableText
"percent_txt"Frame 1Symbol 4 EditableText
"total_txt"Frame 1Symbol 5 EditableText
"percent_mc"Frame 1Symbol 7 MovieClip
"preload_logo_mc"Frame 1Symbol 10 MovieClip
"frame_mc"Frame 1Symbol 12 MovieClip
"greatgames"Frame 3Symbol 29 Button
"signsound"Frame 3Symbol 33 MovieClip
"signmusic"Frame 3Symbol 33 MovieClip
"enkordgames_btn"Frame 3Symbol 44 Button
"blood"Frame 3Symbol 162 MovieClip [blood]
"aimsrc"Frame 3Symbol 253 MovieClip
"num"Frame 3Symbol 424 MovieClip
"num"Frame 3Symbol 446 MovieClip
"sound"Frame 3Symbol 502 MovieClip
"main"Frame 7Symbol 590 MovieClip
"damage"Frame 7Symbol 592 MovieClip
"win"Frame 7Symbol 599 MovieClip
"loose2"Frame 7Symbol 602 MovieClip
"loose1"Frame 7Symbol 604 MovieClip
"paused"Frame 7Symbol 617 MovieClip
"weaponicon1"Frame 7Symbol 643 MovieClip
"weaponicon2"Frame 7Symbol 661 MovieClip
"weaponicon3"Frame 7Symbol 676 MovieClip
"weaponicon4"Frame 7Symbol 691 MovieClip
"weaponicon5"Frame 7Symbol 706 MovieClip
"ico"Frame 7Symbol 773 MovieClip
"mNumber"Frame 7Symbol 788 MovieClip
"tNumber"Frame 7Symbol 810 MovieClip
"kNumber"Frame 7Symbol 832 MovieClip
"eNumber"Frame 7Symbol 832 MovieClip
"exitmc"Frame 10Symbol 843 MovieClip
"weaponbut4"Frame 10Symbol 856 MovieClip
"weaponbut1"Frame 10Symbol 856 MovieClip
"weaponbut2"Frame 10Symbol 856 MovieClip
"weaponbut3"Frame 10Symbol 856 MovieClip
"armorbut"Frame 10Symbol 856 MovieClip
"weaponicon1"Frame 10Symbol 867 MovieClip
"weaponicon4"Frame 10Symbol 867 MovieClip
"weaponicon2"Frame 10Symbol 867 MovieClip
"weaponicon3"Frame 10Symbol 867 MovieClip
"armoricon"Frame 10Symbol 867 MovieClip
"bw4"Frame 10Symbol 871 Button
"bw2"Frame 10Symbol 872 Button
"bw3"Frame 10Symbol 873 Button
"ba"Frame 10Symbol 874 Button
"exit"Frame 10Symbol 875 Button
"mNumber"Frame 10Symbol 424 MovieClip
"weaponbut5"Frame 10Symbol 856 MovieClip
"weaponicon5"Frame 10Symbol 867 MovieClip
"bw5"Frame 10Symbol 876 Button
"weaponname1"Frame 10Symbol 914 MovieClip
"weaponname2"Frame 10Symbol 914 MovieClip
"weaponname3"Frame 10Symbol 914 MovieClip
"weaponname4"Frame 10Symbol 914 MovieClip
"weaponname5"Frame 10Symbol 914 MovieClip
"armorname"Frame 10Symbol 914 MovieClip
"bw1"Frame 10Symbol 915 Button
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"submit"Frame 17Symbol 953 MovieClip
"backB"Frame 20Symbol 960 Button
"nextB"Frame 20Symbol 965 Button
"zombieKiller"Frame 20Symbol 588 MovieClip
"backB"Frame 23Symbol 968 Button
"figure"Symbol 141 MovieClip [enemy1] Frame 1Symbol 75 MovieClip
"morph"Symbol 141 MovieClip [enemy1] Frame 1Symbol 140 MovieClip
"figure"Symbol 179 MovieClip [citizen1] Frame 1Symbol 178 MovieClip
"figure"Symbol 193 MovieClip [enemy2] Frame 1Symbol 192 MovieClip
"gun"Symbol 209 MovieClip [enemy4] Frame 1Symbol 195 MovieClip
"figure"Symbol 209 MovieClip [enemy4] Frame 1Symbol 208 MovieClip
"figure"Symbol 223 MovieClip [enemy3] Frame 1Symbol 222 MovieClip
"feel"Symbol 240 MovieClip [citizen2] Frame 1Symbol 226 MovieClip
"figure"Symbol 240 MovieClip [citizen2] Frame 1Symbol 239 MovieClip
"feel"Symbol 244 MovieClip [treasure1] Frame 1Symbol 226 MovieClip
"bullet"Symbol 307 MovieClip [bullet5] Frame 1Symbol 306 MovieClip
"figure"Symbol 336 MovieClip [enemy5] Frame 1Symbol 335 MovieClip
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"numred"Symbol 402 MovieClip [damager] Frame 1Symbol 379 MovieClip
"num"Symbol 402 MovieClip [damager] Frame 1Symbol 401 MovieClip
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"cp"Symbol 590 MovieClip Frame 1Symbol 589 MovieClip
"bonus"Symbol 590 MovieClip Frame 1Symbol 506 MovieClip
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"bg"Symbol 691 MovieClip Frame 1Symbol 630 MovieClip
"bg"Symbol 706 MovieClip Frame 1Symbol 630 MovieClip
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"sub"Symbol 942 MovieClip Frame 1Symbol 931 Button
"playerName"Symbol 942 MovieClip Frame 1Symbol 941 EditableText
"sub"Symbol 953 MovieClip Frame 1Symbol 950 Button
"playerName"Symbol 953 MovieClip Frame 1Symbol 952 EditableText

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
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ExportAssets (56)Timeline Frame 3Symbol 161 as "bgb42"
ExportAssets (56)Timeline Frame 3Symbol 162 as "blood"
ExportAssets (56)Timeline Frame 3Symbol 165 as "firest"
ExportAssets (56)Timeline Frame 3Symbol 179 as "citizen1"
ExportAssets (56)Timeline Frame 3Symbol 193 as "enemy2"
ExportAssets (56)Timeline Frame 3Symbol 209 as "enemy4"
ExportAssets (56)Timeline Frame 3Symbol 223 as "enemy3"
ExportAssets (56)Timeline Frame 3Symbol 224 as "gblood"
ExportAssets (56)Timeline Frame 3Symbol 240 as "citizen2"
ExportAssets (56)Timeline Frame 3Symbol 244 as "treasure1"
ExportAssets (56)Timeline Frame 3Symbol 256 as "bullet1"
ExportAssets (56)Timeline Frame 3Symbol 257 as "bullet2"
ExportAssets (56)Timeline Frame 3Symbol 258 as "bullet3"
ExportAssets (56)Timeline Frame 3Symbol 307 as "bullet5"
ExportAssets (56)Timeline Frame 3Symbol 310 as "ebullet1"
ExportAssets (56)Timeline Frame 3Symbol 312 as "freer"
ExportAssets (56)Timeline Frame 3Symbol 313 as "buildr"
ExportAssets (56)Timeline Frame 3Symbol 315 as "enemyr"
ExportAssets (56)Timeline Frame 3Symbol 317 as "citizenr"
ExportAssets (56)Timeline Frame 3Symbol 322 as "heror"
ExportAssets (56)Timeline Frame 3Symbol 336 as "enemy5"
ExportAssets (56)Timeline Frame 3Symbol 339 as "bgb32"
ExportAssets (56)Timeline Frame 3Symbol 342 as "bgb31"
ExportAssets (56)Timeline Frame 3Symbol 345 as "bgb41"
ExportAssets (56)Timeline Frame 3Symbol 348 as "bgb21"
ExportAssets (56)Timeline Frame 3Symbol 351 as "bgb11"
ExportAssets (56)Timeline Frame 3Symbol 352 as "luke"
ExportAssets (56)Timeline Frame 3Symbol 355 as "bullet4"
ExportAssets (56)Timeline Frame 3Symbol 402 as "damager"

Labels

"load"Frame 1
"mainmenu"Frame 4
"mainmenuplay"Frame 5
"game"Frame 7
"play"Frame 8
"shop"Frame 10
"shopping"Frame 12
"over"Frame 14
"overplay"Frame 15
"win"Frame 17
"winplay"Frame 18
"instructions"Frame 20
"instructions1"Frame 21
"instructions2"Frame 23
"instructions3"Frame 25
"instructions4"Frame 27
"instructions5"Frame 29
"instructions6"Frame 31
"instructions7"Frame 33
"instructions8"Frame 35
"instructions9"Frame 37
"instructions10"Frame 39
"instructions11"Frame 41
"instructions12"Frame 43
"advertscreen"Frame 45
"on"Symbol 33 MovieClip Frame 1
"off"Symbol 33 MovieClip Frame 2
"die"Symbol 75 MovieClip Frame 13
"transform"Symbol 140 MovieClip Frame 1
"die"Symbol 178 MovieClip Frame 13
"die"Symbol 192 MovieClip Frame 13
"die"Symbol 208 MovieClip Frame 13
"die"Symbol 222 MovieClip Frame 13
"die"Symbol 239 MovieClip Frame 13
"aim"Symbol 253 MovieClip Frame 1
"arrow"Symbol 253 MovieClip Frame 2
"hand"Symbol 253 MovieClip Frame 3
"reload"Symbol 253 MovieClip Frame 4
"respawn"Symbol 253 MovieClip Frame 64
"reloadupgraded"Symbol 253 MovieClip Frame 184
"respawn1"Symbol 253 MovieClip Frame 217
"respawn2"Symbol 253 MovieClip Frame 307
"dead"Symbol 253 MovieClip Frame 367
"del"Symbol 306 MovieClip Frame 24
"scale"Symbol 315 MovieClip [enemyr] Frame 2
"scale"Symbol 317 MovieClip [citizenr] Frame 2
"scale"Symbol 322 MovieClip [heror] Frame 2
"die"Symbol 335 MovieClip Frame 13
"c1"Symbol 378 MovieClip Frame 1
"c2"Symbol 378 MovieClip Frame 2
"c3"Symbol 378 MovieClip Frame 3
"c4"Symbol 378 MovieClip Frame 4
"c5"Symbol 378 MovieClip Frame 5
"c6"Symbol 378 MovieClip Frame 6
"c7"Symbol 378 MovieClip Frame 7
"c8"Symbol 378 MovieClip Frame 8
"c9"Symbol 378 MovieClip Frame 9
"c0"Symbol 378 MovieClip Frame 10
"empty"Symbol 378 MovieClip Frame 11
"c1"Symbol 400 MovieClip Frame 1
"c2"Symbol 400 MovieClip Frame 2
"c3"Symbol 400 MovieClip Frame 3
"c4"Symbol 400 MovieClip Frame 4
"c5"Symbol 400 MovieClip Frame 5
"c6"Symbol 400 MovieClip Frame 6
"c7"Symbol 400 MovieClip Frame 7
"c8"Symbol 400 MovieClip Frame 8
"c9"Symbol 400 MovieClip Frame 9
"c0"Symbol 400 MovieClip Frame 10
"empty"Symbol 400 MovieClip Frame 11
"c1"Symbol 423 MovieClip Frame 1
"c2"Symbol 423 MovieClip Frame 2
"c3"Symbol 423 MovieClip Frame 3
"c4"Symbol 423 MovieClip Frame 4
"c5"Symbol 423 MovieClip Frame 5
"c6"Symbol 423 MovieClip Frame 6
"c7"Symbol 423 MovieClip Frame 7
"c8"Symbol 423 MovieClip Frame 8
"c9"Symbol 423 MovieClip Frame 9
"c0"Symbol 423 MovieClip Frame 10
"empty"Symbol 423 MovieClip Frame 11
"c1"Symbol 445 MovieClip Frame 1
"c2"Symbol 445 MovieClip Frame 2
"c3"Symbol 445 MovieClip Frame 3
"c4"Symbol 445 MovieClip Frame 4
"c5"Symbol 445 MovieClip Frame 5
"c6"Symbol 445 MovieClip Frame 6
"c7"Symbol 445 MovieClip Frame 7
"c8"Symbol 445 MovieClip Frame 8
"c9"Symbol 445 MovieClip Frame 9
"c0"Symbol 445 MovieClip Frame 10
"empty"Symbol 445 MovieClip Frame 11
"bonus"Symbol 502 MovieClip Frame 5
"explosionbomb"Symbol 502 MovieClip Frame 7
"explosionbig"Symbol 502 MovieClip Frame 9
"hitzombie"Symbol 502 MovieClip Frame 13
"mouseclick"Symbol 502 MovieClip Frame 21
"mouseover"Symbol 502 MovieClip Frame 23
"levelup"Symbol 502 MovieClip Frame 29
"explosionbigshort"Symbol 502 MovieClip Frame 31
"bullet_hits_wall_01"Symbol 502 MovieClip Frame 35
"bullet_hits_wall_02"Symbol 502 MovieClip Frame 37
"bullet_hits_wall_03"Symbol 502 MovieClip Frame 39
"civilian_become_zombie_01"Symbol 502 MovieClip Frame 41
"civilian_become_zombie_02"Symbol 502 MovieClip Frame 43
"civilian_die_01"Symbol 502 MovieClip Frame 51
"civilian_die_02"Symbol 502 MovieClip Frame 53
"civilian_die_03"Symbol 502 MovieClip Frame 55
"civilian_receive_damage_01"Symbol 502 MovieClip Frame 59
"civilian_receive_damage_02"Symbol 502 MovieClip Frame 61
"civilian_receive_damage_03"Symbol 502 MovieClip Frame 63
"civilian_runaway_01"Symbol 502 MovieClip Frame 69
"civilian_runaway_02"Symbol 502 MovieClip Frame 71
"civilian_runaway_03"Symbol 502 MovieClip Frame 73
"civilian_talking_01"Symbol 502 MovieClip Frame 77
"civilian_talking_02"Symbol 502 MovieClip Frame 79
"civilian_talking_03"Symbol 502 MovieClip Frame 81
"civilian_talking_04"Symbol 502 MovieClip Frame 83
"hero_die_01"Symbol 502 MovieClip Frame 85
"hero_meet_wall_01"Symbol 502 MovieClip Frame 91
"hero_receive_damage_01"Symbol 502 MovieClip Frame 93
"hero_receive_damage_02"Symbol 502 MovieClip Frame 95
"hero_receive_damage_03"Symbol 502 MovieClip Frame 97
"hero_shoot_01"Symbol 502 MovieClip Frame 99
"hero_shoot_02"Symbol 502 MovieClip Frame 101
"hero_shoot_03"Symbol 502 MovieClip Frame 103
"hero_shoot_04"Symbol 502 MovieClip Frame 105
"hero_shoot_05"Symbol 502 MovieClip Frame 107
"level_fail_all_civilians_killed(alternative 2)"Symbol 502 MovieClip Frame 109
"shop_buy_failed"Symbol 502 MovieClip Frame 111
"shop_click_buy"Symbol 502 MovieClip Frame 113
"shop_mouse_over"Symbol 502 MovieClip Frame 117
"shop_simple_click"Symbol 502 MovieClip Frame 119
"shot_hits_body_01"Symbol 502 MovieClip Frame 121
"shot_hits_body_02"Symbol 502 MovieClip Frame 123
"shot_hits_body_03"Symbol 502 MovieClip Frame 125
"win (alternative)"Symbol 502 MovieClip Frame 127
"zombie_attack_02"Symbol 502 MovieClip Frame 133
"zombie_attack_03"Symbol 502 MovieClip Frame 135
"zombie_attack_04"Symbol 502 MovieClip Frame 137
"zombie_die_01"Symbol 502 MovieClip Frame 139
"zombie_die_02"Symbol 502 MovieClip Frame 141
"zombie_die_03"Symbol 502 MovieClip Frame 143
"zombie_receive_damage_01"Symbol 502 MovieClip Frame 147
"zombie_receive_damage_02"Symbol 502 MovieClip Frame 149
"zombie_receive_damage_03"Symbol 502 MovieClip Frame 151
"zombie_runaway_01"Symbol 502 MovieClip Frame 155
"zombie_runaway_02"Symbol 502 MovieClip Frame 157
"zombie_runaway_03"Symbol 502 MovieClip Frame 159
"zombie_talk_01"Symbol 502 MovieClip Frame 161
"zombie_talk_02"Symbol 502 MovieClip Frame 163
"zombie_talk_03"Symbol 502 MovieClip Frame 165
"game"Symbol 502 MovieClip Frame 177
"menu"Symbol 502 MovieClip Frame 181
"die"Symbol 585 MovieClip Frame 15
"enabled"Symbol 630 MovieClip Frame 1
"active"Symbol 630 MovieClip Frame 2
"disabled"Symbol 630 MovieClip Frame 3
"upgrade1"Symbol 643 MovieClip Frame 1
"upgrade2"Symbol 643 MovieClip Frame 2
"upgrade3"Symbol 643 MovieClip Frame 3
"upgrade4"Symbol 643 MovieClip Frame 4
"upgrade5"Symbol 643 MovieClip Frame 5
"disabled"Symbol 661 MovieClip Frame 1
"upgrade1"Symbol 661 MovieClip Frame 2
"upgrade2"Symbol 661 MovieClip Frame 3
"upgrade3"Symbol 661 MovieClip Frame 4
"upgrade4"Symbol 661 MovieClip Frame 5
"upgrade5"Symbol 661 MovieClip Frame 6
"disabled"Symbol 676 MovieClip Frame 1
"upgrade1"Symbol 676 MovieClip Frame 2
"upgrade2"Symbol 676 MovieClip Frame 3
"upgrade3"Symbol 676 MovieClip Frame 4
"upgrade4"Symbol 676 MovieClip Frame 5
"upgrade5"Symbol 676 MovieClip Frame 6
"disabled"Symbol 691 MovieClip Frame 1
"upgrade1"Symbol 691 MovieClip Frame 2
"upgrade2"Symbol 691 MovieClip Frame 3
"upgrade3"Symbol 691 MovieClip Frame 4
"upgrade4"Symbol 691 MovieClip Frame 5
"upgrade5"Symbol 691 MovieClip Frame 6
"disabled"Symbol 706 MovieClip Frame 1
"upgrade1"Symbol 706 MovieClip Frame 2
"upgrade2"Symbol 706 MovieClip Frame 3
"upgrade3"Symbol 706 MovieClip Frame 4
"upgrade4"Symbol 706 MovieClip Frame 5
"upgrade5"Symbol 706 MovieClip Frame 6
"upgrade1"Symbol 717 MovieClip Frame 1
"upgrade2"Symbol 717 MovieClip Frame 2
"upgrade3"Symbol 717 MovieClip Frame 3
"upgrade4"Symbol 717 MovieClip Frame 4
"upgrade5"Symbol 717 MovieClip Frame 5
"upgrade1"Symbol 728 MovieClip Frame 1
"upgrade2"Symbol 728 MovieClip Frame 2
"upgrade3"Symbol 728 MovieClip Frame 3
"upgrade4"Symbol 728 MovieClip Frame 4
"upgrade5"Symbol 728 MovieClip Frame 5
"upgrade1"Symbol 739 MovieClip Frame 1
"upgrade2"Symbol 739 MovieClip Frame 2
"upgrade3"Symbol 739 MovieClip Frame 3
"upgrade4"Symbol 739 MovieClip Frame 4
"upgrade5"Symbol 739 MovieClip Frame 5
"upgrade1"Symbol 750 MovieClip Frame 1
"upgrade2"Symbol 750 MovieClip Frame 2
"upgrade3"Symbol 750 MovieClip Frame 3
"upgrade4"Symbol 750 MovieClip Frame 4
"upgrade5"Symbol 750 MovieClip Frame 5
"upgrade1"Symbol 761 MovieClip Frame 1
"upgrade2"Symbol 761 MovieClip Frame 2
"upgrade3"Symbol 761 MovieClip Frame 3
"upgrade4"Symbol 761 MovieClip Frame 4
"upgrade5"Symbol 761 MovieClip Frame 5
"upgrade1"Symbol 772 MovieClip Frame 1
"upgrade2"Symbol 772 MovieClip Frame 2
"upgrade3"Symbol 772 MovieClip Frame 3
"upgrade4"Symbol 772 MovieClip Frame 4
"upgrade5"Symbol 772 MovieClip Frame 5
"weapon1"Symbol 773 MovieClip Frame 1
"weapon2"Symbol 773 MovieClip Frame 2
"weapon3"Symbol 773 MovieClip Frame 3
"weapon4"Symbol 773 MovieClip Frame 4
"weapon5"Symbol 773 MovieClip Frame 5
"armor"Symbol 773 MovieClip Frame 6
"c1"Symbol 787 MovieClip Frame 1
"c2"Symbol 787 MovieClip Frame 2
"c3"Symbol 787 MovieClip Frame 3
"c4"Symbol 787 MovieClip Frame 4
"c5"Symbol 787 MovieClip Frame 5
"c6"Symbol 787 MovieClip Frame 6
"c7"Symbol 787 MovieClip Frame 7
"c8"Symbol 787 MovieClip Frame 8
"c9"Symbol 787 MovieClip Frame 9
"c0"Symbol 787 MovieClip Frame 10
"empty"Symbol 787 MovieClip Frame 11
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"upgrade3"Symbol 883 MovieClip Frame 3
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"upgrade1"Symbol 889 MovieClip Frame 1
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"upgrade4"Symbol 889 MovieClip Frame 4
"upgrade5"Symbol 889 MovieClip Frame 5
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"upgrade4"Symbol 901 MovieClip Frame 4
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"upgrade1"Symbol 907 MovieClip Frame 1
"upgrade2"Symbol 907 MovieClip Frame 2
"upgrade3"Symbol 907 MovieClip Frame 3
"upgrade4"Symbol 907 MovieClip Frame 4
"upgrade5"Symbol 907 MovieClip Frame 5
"upgrade1"Symbol 913 MovieClip Frame 1
"upgrade2"Symbol 913 MovieClip Frame 2
"upgrade3"Symbol 913 MovieClip Frame 3
"upgrade4"Symbol 913 MovieClip Frame 4
"upgrade5"Symbol 913 MovieClip Frame 5
"weapon1"Symbol 914 MovieClip Frame 1
"weapon2"Symbol 914 MovieClip Frame 2
"weapon3"Symbol 914 MovieClip Frame 3
"weapon4"Symbol 914 MovieClip Frame 4
"weapon5"Symbol 914 MovieClip Frame 5
"armor"Symbol 914 MovieClip Frame 6

Dynamic Text Variables

valScoreSymbol 940 EditableText""
_root.playernameSymbol 941 EditableText""
valScoreSymbol 951 EditableText""
_root.playernameSymbol 952 EditableText""




http://swfchan.com/15/71746/info.shtml
Created: 9/4 -2019 04:01:26 Last modified: 9/4 -2019 04:01:26 Server time: 17/05 -2024 01:54:09