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StreetFighter Tutorial.swf

This is the info page for
Flash #76813

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Text
Welcome to my Streetfighter tutorial. I got this idea from Dylan Jones who'd
made a SF tutorial himself. It was a good tutorial but I saw a lot of things that
could have been better. That's why I made this tutorial. So special thanks to
Dylan Jones!
In this tutorial you will learn:
1. How to make a movieclip(MC) with sprites
2. How to make the MC walk left and right
3. How to make the MC bend down
4. How to make the MC jump in various directions
5. How to make the MC punch/kick while standing
I'll try to make a new version later, with much better scripting, until then, I
hope you'll enjoy this tutorial!
Ricardo Vermaat

WELCOME

LET'S BEGIN

Chapter 1 - How to make a MC with sprites
Chapter 2 - How to make the MC walk left and right
Chapter 3 - How to make the MC bend down
Chapter 4 - How to make the MC jump in various directions
Chapter 5 - How to make the MC punch/kick while standing

Menu

step 1.1 - preparation
First get yourself a sprite sheet (I got mine (Ryu) from
http://www.panelmonkey.org). You could also create your own sprites.
For this tutorial you will need sprites for:
intro
standing
walking forward & backward
bending down
jumping straight up
jumping forward & backward
3 animations for punching
3 animations for kicking
(14 animations in total).

Chapter 1 - How to make a MC with sprites

NEXT

BACK

MENU

step 1.2 - take the sprites you need
Open your sprites in an image editor (I used Photoshop) and select all the sprites for
one animation. (let's begin with the intro)

step 1.3 - paste the sprites into Flash
Copy your selection, go to flash and paste them on the stage and you will probably
end up with this:

step 1.4 - trace the bitmap
Select the image you've pasted onto the stage. When the selection border is blue, press
ctrl+b, when it is grey with white dots, go to: modify/bitmap/trace bitmap and use the
following settings:

step 1.5 - remove the background
Now you can select the background and press delete to remove it.

before:

after:

step 1.6 - make groups
Select all sprites individually and press: ctrl+g to create groups

step 1.7 - create the "intro movieclip"
Select all the sprites and press F8 to create a new movieclip and call it something
like:"intro". Doubleclick the movieclip to get inside it and count the number of
sprites (in this case there's 9). Create 9 keyframes in the timeline and put 1 sprite in
each frame (use align (ctrl+k) to align them all in the same way). Doubleclick
somewhere on the screen to get back to the main timeline. When you preview now
(ctrl+enter). You will have this:
Now you can create all 14 animations in this way

step 1.8 - create the "character movieclip"
Now that you have all the animations let's create a character movieclip. Press ctrl+F8
to create a new movieclip. Inside this movieclip you're going to place each of the 24
animation on it's own frame (see next step). You can do this by draging the
animations from the library (ctrl+l) onto the stage (again, use align (ctrl+k) to align
them the same way as before). Give every frame inside the character MC the
following action:
stop();
When you're done, get back to the main timeline and remove everything you see on
the stage. Drag an instance of the character MC on the stage and give it the instance
name "character".

step 1.9 - where to put which animations in the character MC
intro, frame 1
standing, frame 2
walking forward, frame 3
walking backward, frame 4
bending down, frame 5
jumping straight up, frame 6
jumping forward, frame 7
jumping backward, frame 8
standing soft punch, frame 9
standing medium punch, frame 10
standing hard punch, frame 11
standing soft kick, frame 12
standing medium kick, frame 13
standing hard kick, frame 14

step 2.1 - intro and stance
Since we want the intro to play only once we have to prevent it from looping. We
can do that by going into the intro animation and putting the following action into
the last frame:
_root.character.gotoAndStop(2);
Since we gave our character movieclip on the stage the instance name "character" we
can call that movieclip in our actions. This action says to go to the 2nd frame of the
character MC (that's the frame with the standing animation) and stop there. So it
plays the intro once and then it will loop the standing animation.

Chapter 2 - How to make the MC walk left and right

step 2.2 - Creating some variables
Now we are going to make some variables for walking left and right. Open up the
actions panel for the character MC and put in this action:

onClipEvent (load) {
speed = 7;
inair=false}

What it does:
When the movieclip has loaded, it will make a new variable called speed. We set the
speed to 7. I'll explain the inair variable later.

step 2.3 - When we aren't moving, show the standing animation
When we aren't pressing any key we want the MC to show the standing animation. If
we don't write this action, the animations will loop.

onClipEvent (enterFrame){
if (!Key.isDown(Key.LEFT) and !Key.isDown(Key.RIGHT) and !Key.isDown(Key.DOWN) and inair == false and this._currentframe>1) {
this.gotoAndStop(2);
down = false;}}

What it does:
When the keys LEFT, RIGHT, DOWN aren't down (! stands for not) and we are not
in air (we'll get to the inair variable later) and when the currentframe of the character
is bigger then 1 (so basically all frames except for the intro, because we don't want to
see the standing animation before the intro animation has ended). If all these things
are true, then this (the character MC) goes to and stops on frame 2 (standing) and
down is false (we'll get to that variable later too).

step 2.4.1 - Let's move
This is the script for moving right and left. This should be placed inside the
onClipEvent handler (so right before the last } of the previous page). First to the
right:

if (Key.isDown(Key.RIGHT) and !Key.isDown(Key.UP) and inair == false and this._currentframe>1) {
this.gotoAndStop(3);
this._x += speed;}

What it does:
Same as before only this time a key is down. It sais: when the RIGHT key is down,
but the UP key is not and inair = false (comes later) and this current frame is bigger
then 1, this goes to and stops on 3 (walking forward) and this _x (horizontal position
on the screen) + (to the right) = 7. So it will move to the right by 7 pixels  (speed=7
remember?)

step 2.4.2 - Let's move
Same for left, just paste this code right below the previous one (remember to keep
only 1 } at the end):

else if (Key.isDown(Key.LEFT) and !Key.isDown(Key.UP) and inair == false and this._currentframe>1) {
this.gotoAndStop(4);
this._x -= speed;}

What it does:
Same as before only this time the LEFT key is down. It sais: when the LEFT key is
down, but the UP key is not and inair = false (comes later) and this current frame is
bigger then 1, this goes to and stops on 4 (walking backward) and this _x (horizontal
position on the screen) - (to the left) = 7. So it will move to the left by 7 pixels .

What we have so far:
LEFT and RIGHT to walk

step 3.1 - bending down
The bending down animation should not be a loop. So go to the bending down MC
timeline and put a stop(); action in the last frame. After this, adding the bending
down button should not be to hard, since it's about the same as moving right and left.
First the action, put it right where we left of (right above the last }):

Chapter 3 - How to make the MC bend down

else if (Key.isDown(Key.DOWN) and inair == false and this._currentframe>1) {
this.gotoAndStop(5);}

What it does
I don't think I'd have to explain this one again. It's just the same except for one thing:
we set the variable "down" to true (i'll explain why later). To be able to do this we
should have a variable called down. Go to the first clipEvent (with the speed variable
declaration) and add this line before the }:

What we have so far:
LEFT and RIGHT to walk
DOWN to bend down

step 4.1 - some new variables
To make jumping possible, we need to set some more variables. The first ClipEvent
(load) should look like this now:

Chapter 4 - How to make the MC jump

onClipEvent (load) {
speed = 7;
up = false;
inair = false;
upright = false;
upleft = false;
starty = 325;
maxy = 75;
movey = 25;}

What it does
These things will be set later (when we start jumping):
Up=false means that we're not moving upward
inair=false means that we're not of the ground
upright=false means we're not jumping forward
upleft=false means we're not jumping backward
starty will be our starting y position,
maxy our maximum y position when jumping,
movey our speed when moving up.

step 4.2 - to make sure we don't fall to far
We wouldn't want to fall to far down when we've jumped, so put this script at the
bottom of the script (below the last })

onClipEvent (enterFrame) {
if (this._y>=starty) {
this._y = starty;}}

What it does
This piece of script makes sure that we will always get back at the same y position
after jumping up. It sais: when this' (character MC's) y position is bigger then/equal
to  the starty (375) (when moving down the y value grows), then the y position will
be starty again

step 4.3 - what way do we jump?
Before we can jump we need a function to see what way we're jumping (up,
forward(upright) or backward (upleft)). Place this script under the previous one.

onClipEvent (enterFrame) {
if (up == true) {
_root.updir = "up";
} else if (upright == true) {
_root.updir = "upright";
} else if (upleft == true) {
_root.updir = "upleft";}}

What it does
When we start jumping we'll set one of the directions (up, upright or upleft) to true.
In this ClipEvent, we create a variable named updir, to check wich of the directions
is used last.

step 4.4 - the last thing before we can start jumping
Before we actually start jumping, we need to check if we are in the air or not. Here
we'll use the inair variable. Place this script under the previous one.

onClipEvent (enterFrame) {
if (this._y<starty) {
inair = true;
} else if (this._y>=starty) {
inair = false;}}

What it does
If this' y position is smaller then the starting y position (375) that means that we are
in the air, if this' y position is equal to or larger then the starting y position that
means we are not in the air.

step 4.5.1 - lets start the jump script
Now we can start on the script for jumping. First is the straight up jump. Again place
this script at the bottom.

onClipEvent (enterFrame) {
if (up == true and this._y>=maxy) {
this._y -= movey;}
if (this._y == maxy) {
up = false;}
if (upleft == false and up == false and upright == false and (_root.updir == "up") and this._y<starty) {
this._y += movey;}}

What it does
If "up" is set to true and this' y is equal to or bigger then maxy (75), this y position -
(moving up) is set to 25 (movey). Then if this' y position equals maxy, "up" is
automatically set to false. Finally if  up, upleft and upright are false and _root.updir
(which we called at the 2 pages back) = up and this y position is smaller then
starty(375) then this y position + (moving down) is movey.

step 4.5.2 - jump forward
Next is the jump forward (upright). Again place this script at the bottom.

onClipEvent (enterFrame) {
if (upright == true and this._y>=maxy) {
this._y -= movey;
this._x += speed;}
if (this._y == maxy) {
upright = false;}
if (upleft == false and upright == false and up == false and (_root.updir == "upright") and this._y<starty) {
this._y += movey;
this._x += speed;}}

What it does
Pretty much same as before, only this time there's an x+ movement, meaning that
there's movement to the right.

step 4.5.3 - and jump backward
Last is the jump backward (upleft). Again place this script at the bottom.

onClipEvent (enterFrame) {
if (upleft == true and this._y>=maxy) {
this._y -= movey;
this._x -= speed;}
if (this._y == maxy) {
upleft = false;}
if (upleft == false and up == false and upright == false and (_root.updir == "upleft") and this._y<starty) {
this._y += movey;
this._x -= speed;}}

What it does
Again the same as before, only this time there's an x- movement, meaning that
there's movement to the left.

step 4.6.1 - Now let's actually jump
Now we're going to give the UP key the jump action. Place it right below this action:

else if (Key.isDown(Key.DOWN) and inair == false and this._currentframe>1) {
this.gotoAndStop(5);}

What it does
When Up is down and LEFT, RIGHT and DOWN aren't and when we aren't already
jumping (inair = false), then up is set to true and the character MC will play frame 6.

the action to place:

else if (Key.isDown(Key.UP) and inair == false and !Key.isDown(Key.LEFT) and !Key.isDown(Key.RIGHT) and !Key.isDown(Key.DOWN) and this._currentframe>1) {
up = true;
this.gotoAndStop(6);}

step 4.6.2 - Jumping forward
to jump forward place this action after the previous one:

else if (Key.isDown(Key.UP) and Key.isDown(Key.RIGHT) and inair == false and this._currentframe>1) {
upright = true;
this.gotoAndStop(7);}

What it does
When Up and RIGHT are down and when we aren't already jumping (inair = false),
then upright is set to true and the character MC will play frame 7.

step 4.6.3 - Jumping backward
to jump backward place this action after the previous one:

else if (Key.isDown(Key.UP) and Key.isDown(Key.LEFT) and inair == false and this._currentframe>1) {
upleft = true;
this.gotoAndStop(8);}

What it does
When Up and LEFT are down and when we aren't already jumping (inair = false),
then upright is set to true and the character MC will play frame 8.

What we have so far:
LEFT and RIGHT to walk
DOWN to bend down
UP to jump
UP+RIGHT to jump forward
UP+LEFT to jump backward

5.1 Let's decide on the keys
We should think about what buttons we want to use first. I've decided on:
q (Key.81) = hard punch
a (Key.65) = medium punch
z (Key.90) = soft punch
w (Key.87) = hard kick
s (Key.83) = medium kick
x (Key.88) = soft kick

Chapter 5 - How to punch/kick while standing

5.2 We need to change some stuff
At the variables we have to add these lines (before the }):

_root.punch = false;
_root.kick = false;

We also need to change some stuff inside the MC's. In the last frame of all the
punching animations we have to add:

_root.punch = false;

And in the last frame of all the kicking animations we have to add:

_root.kick = false;

What it does
It makes sure the complete punch/kick animation is shown, even if we don't hold the
key down for that long.

5.3 another change
Find this:

if (!Key.isDown(Key.LEFT) and !Key.isDown(Key.RIGHT) and !Key.isDown(Key.DOWN) and inair == false and this._currentframe>1) {
this.gotoAndStop(2);
down = false;}

and replace it by this:

if (!Key.isDown(Key.LEFT) and !Key.isDown(Key.RIGHT) and !Key.isDown(Key.DOWN) and inair == false and this._currentframe>1 and _root.punch == false and _root.kick == false) {
this.gotoAndStop(2);
down = false;}

5.4 punching on keydown
We've done this so many times already... Just place this code after the one for
jumping backward

else if (Key.isDown(90) and inair == false and this._currentframe>1) {
_root.punch = true;
this.gotoAndStop(9);
} else if (Key.isDown(65) and inair == false and this._currentframe>1) {
_root.punch = true;
this.gotoAndStop(10);
} else if (Key.isDown(81) and inair == false and this._currentframe>1) {
_root.punch = true;
this.gotoAndStop(11);}

5.5 kicking on keydown
And yet again we have an "else if" for a keydown action. Just place this code after
the one for punching

else if (Key.isDown(88) and inair == false and this._currentframe>1) {
_root.kick = true;
this.gotoAndStop(12);
} else if (Key.isDown(83) and inair == false and this._currentframe>1) {
_root.kick = true;
this.gotoAndStop(13);
} else if (Key.isDown(87) and inair == false and this._currentframe>1) {
_root.kick = true;
this.gotoAndStop(14);}

What we have so far:
LEFT and RIGHT to walk
DOWN to bend down
UP to jump
UP+RIGHT to jump forward
UP+LEFT to jump backward
Q,A,Z to punch
W,S,X to kick

I hope you enjoyed this tutorial and that you've learned something from it.
Note:
The scripts in this tutorial are very basic and far from optimal, don't expect to build a
compete streetfighter game with it. Use it to practice making games.
For the ones who really want to make real SF games, I'll try to make a more
advanced version of this tutorial later

The end... for now

ActionScript [AS1/AS2]

Frame 2
stop();
Frame 3
stop();
Frame 4
stop();
Frame 5
stop();
Frame 6
stop();
Frame 7
stop();
Frame 8
stop();
Frame 9
stop();
Frame 10
stop();
Frame 11
stop();
Frame 12
stop();
Frame 13
stop();
Frame 14
stop();
Frame 15
stop();
Frame 16
stop();
Frame 17
stop();
Frame 18
stop();
Instance of Symbol 247 MovieClip "character_walk" in Frame 18
onClipEvent (load) { speed = 7; inair = false; } onClipEvent (enterFrame) { if (((((!Key.isDown(37)) and (!Key.isDown(39))) and (!Key.isDown(40))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(2); down = false; } if (((Key.isDown(39) and (!Key.isDown(38))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(3); this._x = this._x + speed; } else if (((Key.isDown(37) and (!Key.isDown(38))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(4); this._x = this._x - speed; } }
Frame 19
stop();
Frame 20
stop();
Instance of Symbol 319 MovieClip "character_bending" in Frame 20
onClipEvent (load) { speed = 7; inair = false; } onClipEvent (enterFrame) { if (((((!Key.isDown(37)) and (!Key.isDown(39))) and (!Key.isDown(40))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(2); } if (((Key.isDown(39) and (!Key.isDown(38))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(3); this._x = this._x + speed; } else if (((Key.isDown(37) and (!Key.isDown(38))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(4); this._x = this._x - speed; } else if ((Key.isDown(40) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(5); down = true; } }
Frame 21
stop();
Frame 22
stop();
Frame 23
stop();
Frame 24
stop();
Frame 25
stop();
Frame 26
stop();
Frame 27
stop();
Frame 28
stop();
Frame 29
stop();
Frame 30
stop();
Frame 31
stop();
Instance of Symbol 319 MovieClip "character_bending" in Frame 31
onClipEvent (load) { speed = 7; up = false; down = false; inair = false; upright = false; upleft = false; } onClipEvent (enterFrame) { if (((((!Key.isDown(37)) and (!Key.isDown(39))) and (!Key.isDown(40))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(2); down = false; } if (((Key.isDown(39) and (!Key.isDown(38))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(3); this._x = this._x + speed; } else if (((Key.isDown(37) and (!Key.isDown(38))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(4); this._x = this._x - speed; } else if ((Key.isDown(40) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(5); down = true; } else if (((((Key.isDown(38) and (inair == false)) and (!Key.isDown(37))) and (!Key.isDown(39))) and (!Key.isDown(40))) and (this._currentframe > 1)) { up = true; this.gotoAndStop(6); } else if (((Key.isDown(38) and Key.isDown(39)) and (inair == false)) and (this._currentframe > 1)) { upright = true; this.gotoAndStop(7); } else if (((Key.isDown(38) and Key.isDown(37)) and (inair == false)) and (this._currentframe > 1)) { upleft = true; this.gotoAndStop(8); } } onClipEvent (enterFrame) { if (this._y >= 325) { this._y = 325; } } onClipEvent (enterFrame) { if (up == true) { _root.updir = "up"; } else if (upright == true) { _root.updir = "upright"; } else if (upleft == true) { _root.updir = "upleft"; } } onClipEvent (enterFrame) { if ((up == true) and (this._y >= 75)) { this._y = this._y - 25; } if (this._y == 75) { up = false; } if (((((upleft == false) and (up == false)) and (upright == false)) and (_root.updir == "up")) and (this._y < 325)) { this._y = this._y + 25; } } onClipEvent (enterFrame) { if ((upright == true) and (this._y >= 75)) { this._y = this._y - 25; this._x = this._x + speed; } if (this._y == 75) { upright = false; } if (((((upleft == false) and (upright == false)) and (up == false)) and (_root.updir == "upright")) and (this._y < 325)) { this._y = this._y + 25; this._x = this._x + speed; } } onClipEvent (enterFrame) { if ((upleft == true) and (this._y >= 75)) { this._y = this._y - 25; this._x = this._x - speed; } if (this._y == 75) { upleft = false; } if (((((upleft == false) and (up == false)) and (upright == false)) and (_root.updir == "upleft")) and (this._y < 325)) { this._y = this._y + 25; this._x = this._x - speed; } } onClipEvent (enterFrame) { if (this._y < 325) { inair = true; } else if (this._y >= 325) { inair = false; } } onClipEvent (enterFrame) { _root.yyy = this._y; _root.xxx = this._x; _root.grav = this.gravity; _root.velo = this.velocity; if (up == true) { _root.jumper = "true"; } else if (up == false) { _root.jumper = "false"; } if (down == true) { _root.downer = "true"; } else if (down == false) { _root.downer = "false"; } if (inair == true) { _root.air = "true"; } else if (inair == false) { _root.air = "false"; } if (upright == true) { _root.ur = "true"; } else if (upright == false) { _root.ur = "false"; } if (upleft == true) { _root.ul = "true"; } else if (upleft == false) { _root.ul = "false"; } }
Frame 32
stop();
Frame 33
stop();
Frame 34
stop();
Frame 35
stop();
Frame 36
stop();
Frame 37
stop();
Instance of Symbol 319 MovieClip "character_bending" in Frame 37
onClipEvent (load) { speed = 7; up = false; down = false; inair = false; upright = false; upleft = false; _root.punch = false; _root.kick = false; } onClipEvent (enterFrame) { if (((((((!Key.isDown(37)) and (!Key.isDown(39))) and (!Key.isDown(40))) and (inair == false)) and (this._currentframe > 1)) and (_root.punch == false)) and (_root.kick == false)) { this.gotoAndStop(2); down = false; } if (((Key.isDown(39) and (!Key.isDown(38))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(3); this._x = this._x + speed; } else if (((Key.isDown(37) and (!Key.isDown(38))) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(4); this._x = this._x - speed; } else if ((Key.isDown(40) and (inair == false)) and (this._currentframe > 1)) { this.gotoAndStop(5); down = true; } else if (((((Key.isDown(38) and (inair == false)) and (!Key.isDown(37))) and (!Key.isDown(39))) and (!Key.isDown(40))) and (this._currentframe > 1)) { up = true; this.gotoAndStop(6); } else if (((Key.isDown(38) and Key.isDown(39)) and (inair == false)) and (this._currentframe > 1)) { upright = true; this.gotoAndStop(7); } else if (((Key.isDown(38) and Key.isDown(37)) and (inair == false)) and (this._currentframe > 1)) { upleft = true; this.gotoAndStop(8); } else if (((Key.isDown(90) and (inair == false)) and (down == false)) and (this._currentframe > 1)) { _root.punch = true; this.gotoAndStop(9); } else if (((Key.isDown(65) and (inair == false)) and (down == false)) and (this._currentframe > 1)) { _root.punch = true; this.gotoAndStop(10); } else if (((Key.isDown(81) and (inair == false)) and (down == false)) and (this._currentframe > 1)) { _root.punch = true; this.gotoAndStop(11); } else if (((Key.isDown(88) and (inair == false)) and (down == false)) and (this._currentframe > 1)) { _root.kick = true; this.gotoAndStop(12); } else if (((Key.isDown(83) and (inair == false)) and (down == false)) and (this._currentframe > 1)) { _root.kick = true; this.gotoAndStop(13); } else if (((Key.isDown(87) and (inair == false)) and (down == false)) and (this._currentframe > 1)) { _root.kick = true; this.gotoAndStop(14); } } onClipEvent (enterFrame) { if (this._y >= 325) { this._y = 325; } } onClipEvent (enterFrame) { if (up == true) { _root.updir = "up"; } else if (upright == true) { _root.updir = "upright"; } else if (upleft == true) { _root.updir = "upleft"; } } onClipEvent (enterFrame) { if ((up == true) and (this._y >= 75)) { this._y = this._y - 25; } if (this._y == 75) { up = false; } if (((((upleft == false) and (up == false)) and (upright == false)) and (_root.updir == "up")) and (this._y < 325)) { this._y = this._y + 25; } } onClipEvent (enterFrame) { if ((upright == true) and (this._y >= 75)) { this._y = this._y - 25; this._x = this._x + speed; } if (this._y == 75) { upright = false; } if (((((upleft == false) and (upright == false)) and (up == false)) and (_root.updir == "upright")) and (this._y < 325)) { this._y = this._y + 25; this._x = this._x + speed; } } onClipEvent (enterFrame) { if ((upleft == true) and (this._y >= 75)) { this._y = this._y - 25; this._x = this._x - speed; } if (this._y == 75) { upleft = false; } if (((((upleft == false) and (up == false)) and (upright == false)) and (_root.updir == "upleft")) and (this._y < 325)) { this._y = this._y + 25; this._x = this._x - speed; } } onClipEvent (enterFrame) { if (this._y < 325) { inair = true; } else if (this._y >= 325) { inair = false; } } onClipEvent (enterFrame) { _root.yyy = this._y; _root.xxx = this._x; _root.grav = this.gravity; _root.velo = this.velocity; if (up == true) { _root.jumper = "true"; } else if (up == false) { _root.jumper = "false"; } if (down == true) { _root.downer = "true"; } else if (down == false) { _root.downer = "false"; } if (inair == true) { _root.air = "true"; } else if (inair == false) { _root.air = "false"; } if (upright == true) { _root.ur = "true"; } else if (upright == false) { _root.ur = "false"; } if (upleft == true) { _root.ul = "true"; } else if (upleft == false) { _root.ul = "false"; } }
Frame 38
stop();
Symbol 14 Button
on (release) { _root.play(); }
Symbol 15 MovieClip Frame 1
_root.stop(); PercentLoaded = (_root.getBytesLoaded() / _root.getBytesTotal()) * 100; if (PercentLoaded != 100) { setProperty(bar, _xscale , PercentLoaded); } else { gotoAndStop ("loaded"); }
Symbol 15 MovieClip Frame 2
gotoAndPlay (1);
Symbol 31 Button
on (release) { nextFrame(); }
Symbol 33 Button
on (release) { _root.music.play(); }
Symbol 36 Button
on (release) { _root.music.stop(); }
Symbol 47 Button
on (release) { gotoAndStop (4); }
Symbol 48 Button
on (release) { gotoAndStop (13); }
Symbol 49 Button
on (release) { gotoAndStop (19); }
Symbol 50 Button
on (release) { gotoAndStop (21); }
Symbol 51 Button
on (release) { gotoAndStop (32); }
Symbol 62 Button
on (release) { prevFrame(); }
Symbol 63 Button
on (release) { gotoAndStop (3); }
Symbol 142 MovieClip Frame 20
_root.character.gotoAndStop(2);
Symbol 171 MovieClip Frame 20
_root.character_standing_intro.gotoAndStop(2);
Symbol 178 MovieClip Frame 1
stop();
Symbol 178 MovieClip Frame 2
stop();
Symbol 232 MovieClip Frame 20
_root.character_walk.gotoAndStop(2);
Symbol 247 MovieClip Frame 1
stop();
Symbol 247 MovieClip Frame 2
stop();
Symbol 247 MovieClip Frame 3
stop();
Symbol 247 MovieClip Frame 4
stop();
Symbol 269 MovieClip Frame 20
_root.character_bending.gotoAndStop(2);
Symbol 272 MovieClip Frame 2
stop();
Symbol 295 MovieClip Frame 8
_root.punch = false;
Symbol 298 MovieClip Frame 6
_root.punch = false;
Symbol 303 MovieClip Frame 8
_root.punch = false;
Symbol 309 MovieClip Frame 10
_root.kick = false;
Symbol 312 MovieClip Frame 6
_root.kick = false;
Symbol 318 MovieClip Frame 10
_root.kick = false;
Symbol 319 MovieClip Frame 1
stop();
Symbol 319 MovieClip Frame 2
stop();
Symbol 319 MovieClip Frame 3
stop();
Symbol 319 MovieClip Frame 4
stop();
Symbol 319 MovieClip Frame 5
stop();
Symbol 319 MovieClip Frame 6
stop();
Symbol 319 MovieClip Frame 7
stop();
Symbol 319 MovieClip Frame 8
stop();
Symbol 319 MovieClip Frame 9
stop();
Symbol 319 MovieClip Frame 10
stop();
Symbol 319 MovieClip Frame 11
stop();
Symbol 319 MovieClip Frame 12
stop();
Symbol 319 MovieClip Frame 13
stop();
Symbol 319 MovieClip Frame 14
stop();

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Streaming Sound 1Used by:Symbol 34 MovieClip

Instance Names

"music"Frame 2Symbol 34 MovieClip
"character_standing_intro"Frame 13Symbol 178 MovieClip
"character_walk"Frame 18Symbol 247 MovieClip
"character_bending"Frame 20Symbol 319 MovieClip
"character_bending"Frame 31Symbol 319 MovieClip
"character_bending"Frame 37Symbol 319 MovieClip
"bar"Symbol 15 MovieClip Frame 1Symbol 6 MovieClip
"welcoming"Symbol 178 MovieClip Frame 1Symbol 171 MovieClip
"standing_right"Symbol 178 MovieClip Frame 2Symbol 177 MovieClip
"welcoming"Symbol 247 MovieClip Frame 1Symbol 232 MovieClip
"standing_right"Symbol 247 MovieClip Frame 2Symbol 177 MovieClip
"walking_f_r"Symbol 247 MovieClip Frame 3Symbol 239 MovieClip
"walking_b_r"Symbol 247 MovieClip Frame 4Symbol 246 MovieClip
"welcoming"Symbol 319 MovieClip Frame 1Symbol 269 MovieClip
"standing_right"Symbol 319 MovieClip Frame 2Symbol 177 MovieClip
"walking_f_r"Symbol 319 MovieClip Frame 3Symbol 239 MovieClip
"walking_b_r"Symbol 319 MovieClip Frame 4Symbol 246 MovieClip

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Protect (24)Timeline Frame 10 bytes ""

Labels

"loaded"Symbol 15 MovieClip Frame 3

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http://swfchan.com/16/76813/info.shtml
Created: 4/4 -2019 13:15:09 Last modified: 4/4 -2019 13:15:09 Server time: 16/05 -2024 03:24:27