STORY   LOOP   FURRY   PORN   GAMES
• C •   SERVICES [?] [R] RND   POPULAR
Archived flashes:
228072
/disc/ · /res/     /show/ · /fap/ · /gg/ · /swf/P0001 · P2560 · P5120

<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/51395599?noj=FRM51395599-29DC" width="1" height="1"></div>

City Invasion - train army to destroy an enemy headquarters.swf

This is the info page for
Flash #90178

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


Text
<p align="center"></p>

<p align="center"></p>

<p align="left"><font face="OCR A Extended" size="14" color="#ffffff" letterSpacing="0.000000" kerning="1">P</font></p>

<p align="left"><font face="_sans" size="12" color="#99cc00" letterSpacing="0.000000" kerning="1">Cop with shield</font></p>

<p align="left"><font face="_sans" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1">1 Orz...</font></p><p align="left"><font face="_sans" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1">2</font></p><p align="left"><font face="_sans" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1">3</font></p><p align="left"><font face="_sans" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1">4</font></p><p align="left"><font face="_sans" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1">5</font></p>

Credits

<p align="center"><font face="Microsoft YaHei" size="12" color="#cc0000" letterSpacing="0.000000" kerning="1">1000</font></p>

9

<p align="left"><font face="Arial Black" size="13" color="#cccccc" letterSpacing="0.000000" kerning="1">my Btn</font></p>

<p align="center"><font face="Arial Black" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"> </font></p>

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

<p align="left"></p>

<p align="center"><font face="Arial" size="11" color="#fefefe" letterSpacing="0.000000" kerning="1"><b>Enemy Headquarters</b></font></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="center"><font face="Distress" size="18" color="#ffffff" letterSpacing="0.000000" kerning="1">Misssion Complete</font></p>

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

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

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

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

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

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

<p align="left"><font face="OCR A Extended" size="14" color="#ff0000" letterSpacing="0.000000" kerning="1">100000</font></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="left"></p>

<p align="center"><font face="Arial Black" size="18" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>Options</b></font></p>

<p align="center"><font face="Arial Black" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">SOUND EFFECTS</font></p>

<p align="center"><font face="Arial Black" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">MUSIC</font></p>

<p align="center"><font face="Arial Black" size="12" color="#ffffff" letterSpacing="0.000000" kerning="1">VISUAL QUALITY</font></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"><font face="OCR A Extended" size="14" color="#ffffff" letterSpacing="3.000000" kerning="1">Congratulations</font></p><p align="center"><font face="OCR A Extended" size="14" color="#ffffff" letterSpacing="3.000000" kerning="1">You saved the city of Yokimado</font></p><p align="center"><font face="OCR A Extended" size="14" color="#ffffff" letterSpacing="3.000000" kerning="1">Thanks to your exceptional commanding capabilities </font></p><p align="center"><font face="OCR A Extended" size="14" color="#ffffff" letterSpacing="3.000000" kerning="1">The city is starting to show life once again</font></p>

<p align="center"><font face="Arial Black" size="13" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>Score:10000000000</b></font></p>

<p align="center"><font face="Arial Black" size="13" color="#000000" letterSpacing="0.000000" kerning="1">Input name</font></p>

<p align="center"></p>

<p align="center"></p>

<p align="center"></p>

Koen Bekkering

Thijs Bosma

Jiang Ping

Dongxue Xie

<p align="center"></p>

Hugo Dechesne

<p align="left"></p>

© www.spilgames.com

© www.spilgames.com

V0.03

《He's a
Pirate》

Klaus Badelt

Music from :

10

<p align="center"><font face="Microsoft YaHei" size="12" color="#ffffff" letterSpacing="0.000000" kerning="0">欢迎来到CityInvasion,年轻的指挥官!</font></p><p align="center"><font face="Microsoft YaHei" size="12" color="#ffffff" letterSpacing="0.000000" kerning="0">在真正进入战场之前您将在这里接受训练,我们的课程将使您了解如何指挥自己的部队和敌人作战。</font></p>

NO RECORD HERE
YOU MUST FINISH ALL THE LEVELS BEFORE YOU CAN SUBMIT YOUR SCORE

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

<p align="left"><font face="Arial" size="12" color="#0033cc" letterSpacing="0.000000" kerning="1">Score:1584</font></p>

<p align="left"><font face="Arial" size="11" color="#666666" letterSpacing="0.000000" kerning="1">2009-2-11 &nbsp;&nbsp;11:00:59 AM</font></p>

<p align="center"><font face="Arial" size="15" color="#cc3333" letterSpacing="0.000000" kerning="1">10</font></p>

<p align="left"><font face="Arial" size="12" color="#000000" letterSpacing="0.000000" kerning="1">Leon.xie</font></p>

ActionScript [AS3]

Section 1
//a10_2_107 (CityInvasion_fla.a10_2_107) package CityInvasion_fla { import flash.display.*; import flash.events.*; import flash.net.*; public dynamic class a10_2_107 extends MovieClip { public var logo:MovieClip; public var request:URLRequest; public function a10_2_107(){ addFrameScript(0, frame1); } function frame1(){ logo.gotoAndStop(language.branding_nr); this.addEventListener(MouseEvent.CLICK, onCLick3); } public function onCLick3(_arg1:Event){ if (language.language_nr == 2){ request = new URLRequest(language.url1); } else { request = new URLRequest(((language.url1 + "&utm_content=") + Main.utmContent)); }; navigateToURL(request, "_blank"); } } }//package CityInvasion_fla
Section 2
//a10_52 (CityInvasion_fla.a10_52) package CityInvasion_fla { import flash.display.*; import flash.events.*; import flash.text.*; import flash.net.*; public dynamic class a10_52 extends MovieClip { public var txt:TextField; public var logo:MovieClip; public var request:URLRequest; public function a10_52(){ addFrameScript(0, frame1); } function frame1(){ stop(); logo.gotoAndStop(language.branding_nr); this.addEventListener(MouseEvent.CLICK, onCLick3); addEventListener(Event.ENTER_FRAME, enterFrameHandler); } public function enterFrameHandler(_arg1):void{ txt.autoSize = "left"; logo.x = (txt.width + 10); } public function onCLick3(_arg1:Event){ if (language.language_nr == 2){ request = new URLRequest(language.url1); } else { request = new URLRequest(((language.url1 + "&utm_content=") + Main.utmContent)); }; navigateToURL(request, "_blank"); } } }//package CityInvasion_fla
Section 3
//branding_aligned_left_108 (CityInvasion_fla.branding_aligned_left_108) package CityInvasion_fla { import flash.display.*; public dynamic class branding_aligned_left_108 extends MovieClip { public function branding_aligned_left_108(){ addFrameScript(0, frame1); } function frame1(){ stop(); } } }//package CityInvasion_fla
Section 4
//frame_tween_77 (CityInvasion_fla.frame_tween_77) package CityInvasion_fla { import flash.display.*; public dynamic class frame_tween_77 extends MovieClip { public function frame_tween_77(){ addFrameScript(37, frame38); } function frame38(){ stop(); } } }//package CityInvasion_fla
Section 5
//introBg_102 (CityInvasion_fla.introBg_102) package CityInvasion_fla { import flash.display.*; import flash.text.*; public dynamic class introBg_102 extends MovieClip { public var ue1_1:TextField; public var ue3_1:TextField; public var ue5_1:TextField; public var ue7_1:TextField; public var ue1:TextField; public var ue2:TextField; public var ue3:TextField; public var ue4:TextField; public var ue5:TextField; public var ue6:TextField; public var ue7:TextField; public var un2:TextField; public var un4:TextField; public var un5:TextField; public var un6:TextField; public var un7:TextField; public var un1:TextField; public var un3:TextField; public var bu:TextField; public var ue2_1:TextField; public var ue4_1:TextField; public var ue6_1:TextField; public var pe1:TextField; public var pe2:TextField; public var pe3:TextField; public var pe4:TextField; public var pe5:TextField; public var sp:TextField; public var pn1:TextField; public var pn3:TextField; public var pn4:TextField; public var pn5:TextField; public var pn2:TextField; public function introBg_102(){ addFrameScript(0, frame1); } function frame1(){ stop(); } } }//package CityInvasion_fla
Section 6
//LogoMc_62 (CityInvasion_fla.LogoMc_62) package CityInvasion_fla { import flash.display.*; import flash.events.*; import flash.text.*; import flash.net.*; public dynamic class LogoMc_62 extends MovieClip { public var txt:TextField; public var logo:MovieClip; public var request:URLRequest; public function LogoMc_62(){ addFrameScript(0, frame1); } function frame1(){ stop(); logo.gotoAndStop(language.branding_nr); this.addEventListener(MouseEvent.CLICK, onCLick3); addEventListener(Event.ENTER_FRAME, enterFrameHandler); } public function enterFrameHandler(_arg1):void{ txt.autoSize = "left"; logo.x = ((txt.x + txt.width) + 10); } public function onCLick3(_arg1:Event){ if (language.language_nr == 2){ request = new URLRequest(language.url1); } else { request = new URLRequest(((language.url1 + "&utm_content=") + Main.utmContent)); }; navigateToURL(request, "_blank"); } } }//package CityInvasion_fla
Section 7
//MainTimeline (CityInvasion_fla.MainTimeline) package CityInvasion_fla { import flash.events.*; import flash.media.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import flash.utils.*; import flash.net.*; import flash.geom.*; import flash.errors.*; import flash.system.*; import flash.filters.*; import adobe.utils.*; import flash.accessibility.*; import flash.external.*; import flash.printing.*; import flash.profiler.*; import flash.sampler.*; import flash.ui.*; import flash.xml.*; public dynamic class MainTimeline extends MovieClip { public var OUR_SITE; public var SHOOTING; public var DEAD; public var pb:MovieClip; public var infor_txt:TextField; public var main; public var logo:LogoMc2; public var SHOOTED; public function MainTimeline(){ addFrameScript(0, frame1, 1, frame2, 2, frame3); } function frame2(){ SHOOTING = "shooting"; SHOOTED = "shooted"; DEAD = "dead"; OUR_SITE = "http://www.gameportal.net"; } function frame3(){ stop(); main = new Main(); addChild(main); main.start(); } function frame1(){ stop(); LanguageManager.loadLanguageXML("us2"); logo.txt.text = LanguageManager.getStr("startpage", "playMore"); this.addEventListener(Event.ENTER_FRAME, tick); } public function tick(_arg1){ var _local2:* = int(((this.loaderInfo.bytesLoaded / this.loaderInfo.bytesTotal) * 100)); infor_txt.text = (("" + _local2) + "%"); pb.scaleX = (_local2 / 100); if (_local2 >= 100){ this.removeEventListener(Event.ENTER_FRAME, tick); this.play(); }; } } }//package CityInvasion_fla
Section 8
//map_104 (CityInvasion_fla.map_104) package CityInvasion_fla { import flash.display.*; public dynamic class map_104 extends MovieClip { public function map_104(){ addFrameScript(0, frame1); } function frame1(){ stop(); } } }//package CityInvasion_fla
Section 9
//MapPage_106 (CityInvasion_fla.MapPage_106) package CityInvasion_fla { import flash.display.*; public dynamic class MapPage_106 extends MovieClip { public function MapPage_106(){ addFrameScript(0, frame1); } function frame1(){ stop(); } } }//package CityInvasion_fla
Section 10
//menuBar_115 (CityInvasion_fla.menuBar_115) package CityInvasion_fla { import fl.controls.*; import flash.display.*; import flash.events.*; import flash.utils.*; import flash.media.*; import com.veltive.cityinvasion.ui.*; import flash.text.*; import flash.net.*; import flash.ui.*; import flash.system.*; import adobe.utils.*; import flash.accessibility.*; import flash.errors.*; import flash.external.*; import flash.filters.*; import flash.geom.*; import flash.printing.*; import flash.profiler.*; import flash.sampler.*; import flash.xml.*; public dynamic class menuBar_115 extends MovieClip { public var s_txt:TextField; public var a10:MovieClip; public var menuBtn:MyButton; public var spdSlider:Slider; public function menuBar_115(){ __setProp_spdSlider_menuBar_Layer2_0(); } function __setProp_spdSlider_menuBar_Layer2_0(){ try { spdSlider["componentInspectorSetting"] = true; } catch(e:Error) { }; spdSlider.direction = "horizontal"; spdSlider.enabled = true; spdSlider.liveDragging = false; spdSlider.maximum = 1.5; spdSlider.minimum = 0.5; spdSlider.snapInterval = 0.1; spdSlider.tickInterval = 0; spdSlider.value = 1; spdSlider.visible = true; try { spdSlider["componentInspectorSetting"] = false; } catch(e:Error) { }; } } }//package CityInvasion_fla
Section 11
//RobotDie_161 (CityInvasion_fla.RobotDie_161) package CityInvasion_fla { import flash.display.*; public dynamic class RobotDie_161 extends MovieClip { public function RobotDie_161(){ addFrameScript(74, frame75); } function frame75(){ stop(); } } }//package CityInvasion_fla
Section 12
//spilgame_logo_95 (CityInvasion_fla.spilgame_logo_95) package CityInvasion_fla { import flash.display.*; import flash.events.*; import flash.net.*; public dynamic class spilgame_logo_95 extends MovieClip { public function spilgame_logo_95(){ addFrameScript(0, frame1); } function frame1(){ this.addEventListener(MouseEvent.CLICK, gotoURL); this.buttonMode = true; } public function gotoURL(_arg1){ navigateToURL(new URLRequest("http://www.spilgames.com/")); } } }//package CityInvasion_fla
Section 13
//stasticMcMask_91 (CityInvasion_fla.stasticMcMask_91) package CityInvasion_fla { import flash.display.*; public dynamic class stasticMcMask_91 extends MovieClip { public function stasticMcMask_91(){ addFrameScript(47, frame48); } function frame48(){ stop(); } } }//package CityInvasion_fla
Section 14
//Stastics_90 (CityInvasion_fla.Stastics_90) package CityInvasion_fla { import flash.display.*; import flash.text.*; public dynamic class Stastics_90 extends MovieClip { public var txt0:TextField; public var txt1:TextField; public var txt3:TextField; public var txt5:TextField; public var txt6:TextField; public var txt2:TextField; public var txt4:TextField; public var maskMc:MovieClip; public var txt1_1:TextField; public var txt2_1:TextField; public var txt3_1:TextField; public var txt4_1:TextField; public var txt5_1:TextField; public var txt6_1:TextField; public function Stastics_90(){ addFrameScript(0, frame1); } function frame1(){ this.mask = maskMc; } } }//package CityInvasion_fla
Section 15
//Timeline_138 (CityInvasion_fla.Timeline_138) package CityInvasion_fla { import flash.display.*; public dynamic class Timeline_138 extends MovieClip { public function Timeline_138(){ addFrameScript(21, frame22); } function frame22(){ stop(); } } }//package CityInvasion_fla
Section 16
//Timeline_139 (CityInvasion_fla.Timeline_139) package CityInvasion_fla { import flash.display.*; public dynamic class Timeline_139 extends MovieClip { public function Timeline_139(){ addFrameScript(36, frame37); } function frame37(){ stop(); } } }//package CityInvasion_fla
Section 17
//Timeline_140 (CityInvasion_fla.Timeline_140) package CityInvasion_fla { import flash.display.*; public dynamic class Timeline_140 extends MovieClip { public function Timeline_140(){ addFrameScript(21, frame22); } function frame22(){ stop(); } } }//package CityInvasion_fla
Section 18
//Timeline_141 (CityInvasion_fla.Timeline_141) package CityInvasion_fla { import flash.display.*; public dynamic class Timeline_141 extends MovieClip { public function Timeline_141(){ addFrameScript(27, frame28); } function frame28(){ stop(); } } }//package CityInvasion_fla
Section 19
//tribeplay_logo_96 (CityInvasion_fla.tribeplay_logo_96) package CityInvasion_fla { import flash.display.*; import flash.events.*; import flash.net.*; public dynamic class tribeplay_logo_96 extends MovieClip { public function tribeplay_logo_96(){ addFrameScript(0, frame1); } function frame1(){ this.addEventListener(MouseEvent.CLICK, gotoURL); this.buttonMode = true; } public function gotoURL(_arg1){ navigateToURL(new URLRequest("http://www.tribeplay.com")); } } }//package CityInvasion_fla
Section 20
//urlMC_83 (CityInvasion_fla.urlMC_83) package CityInvasion_fla { import flash.display.*; import flash.events.*; import flash.net.*; public dynamic class urlMC_83 extends MovieClip { public function urlMC_83(){ addFrameScript(0, frame1); } function frame1(){ this.addEventListener(MouseEvent.CLICK, gotoURL); this.buttonMode = true; } public function gotoURL(_arg1){ navigateToURL(new URLRequest("http://www.gameportal.net")); } } }//package CityInvasion_fla
Section 21
//AbstractMoveMode (com.veltive.cityinvasion.ammos.movemode.AbstractMoveMode) package com.veltive.cityinvasion.ammos.movemode { import flash.events.*; public class AbstractMoveMode extends EventDispatcher { public function move():void{ } } }//package com.veltive.cityinvasion.ammos.movemode
Section 22
//Beeline (com.veltive.cityinvasion.ammos.movemode.Beeline) package com.veltive.cityinvasion.ammos.movemode { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.*; public class Beeline extends AbstractMoveMode { private var _run;// = 0 private var _ammo:AbstractAmmo; private var _dir;// = 1 private var _spd; private var _distance; public function Beeline(_arg1:AbstractAmmo){ _ammo = _arg1; _distance = Math.abs((_arg1.endX - _arg1.startX)); if ((_arg1.endX - _arg1.startX) < 0){ _dir = -1; }; } override public function move():void{ var _local1:* = ((_ammo.spd * _dir) * GameVariables.GAME_SPD); _ammo.x = (_ammo.x + _local1); if (Math.abs((_ammo.x - _ammo.startX)) >= (_distance - _local1)){ _ammo.x = _ammo.endX; dispatchEvent(new Event(Event.COMPLETE)); }; } } }//package com.veltive.cityinvasion.ammos.movemode
Section 23
//Infighting (com.veltive.cityinvasion.ammos.movemode.Infighting) package com.veltive.cityinvasion.ammos.movemode { import flash.events.*; import com.veltive.cityinvasion.ammos.*; public class Infighting extends AbstractMoveMode { public function Infighting(_arg1:AbstractAmmo){ } override public function move():void{ dispatchEvent(new Event(Event.COMPLETE)); } } }//package com.veltive.cityinvasion.ammos.movemode
Section 24
//InfightingDelay (com.veltive.cityinvasion.ammos.movemode.InfightingDelay) package com.veltive.cityinvasion.ammos.movemode { import com.veltive.cityinvasion.ammos.*; public class InfightingDelay extends AbstractMoveMode { public function InfightingDelay(_arg1:AbstractAmmo){ } override public function move():void{ } } }//package com.veltive.cityinvasion.ammos.movemode
Section 25
//Missile (com.veltive.cityinvasion.ammos.movemode.Missile) package com.veltive.cityinvasion.ammos.movemode { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.*; public class Missile extends AbstractMoveMode { private var _run;// = 0 private var _ammo:AbstractAmmo; private var _dir;// = 1 private var _spd; private var _distance; public function Missile(_arg1:AbstractAmmo){ _ammo = _arg1; _distance = Math.abs((_arg1.endX - _arg1.startX)); if ((_arg1.endX - _arg1.startX) < 0){ _dir = -1; }; _spd = ((_ammo.spd * _dir) * GameVariables.GAME_SPD); } override public function move():void{ _spd = (_spd + (_dir * 0.6)); _ammo.y = (_ammo.y + (Math.sin((_spd / 2)) * 2)); _ammo.x = (_ammo.x + _spd); _distance = Math.abs((_ammo.endX - _ammo.startX)); if (Math.abs((_ammo.x - _ammo.startX)) >= (_distance - _spd)){ _ammo.x = _ammo.endX; _ammo.y = (_ammo.y + 5); dispatchEvent(new Event(Event.COMPLETE)); }; } } }//package com.veltive.cityinvasion.ammos.movemode
Section 26
//Parabola (com.veltive.cityinvasion.ammos.movemode.Parabola) package com.veltive.cityinvasion.ammos.movemode { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.*; public class Parabola extends AbstractMoveMode { private var _r; private var _h; private var _ammo:AbstractAmmo; private var _dir;// = 1 private var _spd; private var _duration; private var _distance; private var _y0; public function Parabola(_arg1:AbstractAmmo){ _r = 0; _ammo = _arg1; if (isNaN(_arg1.startX)){ throw (new Error("the ammo has no startX and startY")); }; _distance = Math.abs((_arg1.endX - _arg1.startX)); _duration = (_distance / _arg1.spd); _y0 = _arg1.y; _spd = (Math.PI / _duration); if ((_arg1.endX - _arg1.startX) < 0){ _dir = -1; }; _h = ((Math.random() * 2) + 6); } override public function move():void{ _ammo.x = (_ammo.x + ((_ammo.spd * _dir) * GameVariables.GAME_SPD)); _ammo.rotation = (_ammo.rotation + (_dir * 50)); var _local1:* = ((Math.PI * Math.abs((_ammo.x - _ammo.startX))) / ((_distance - 0.1) * 0.85)); _ammo.y = ((-(Math.sin(_local1)) * (_distance / _h)) + _y0); if (Math.abs((_ammo.x - _ammo.startX)) >= _distance){ dispatchEvent(new Event(Event.COMPLETE)); }; } } }//package com.veltive.cityinvasion.ammos.movemode
Section 27
//AbstractAmmo (com.veltive.cityinvasion.ammos.AbstractAmmo) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.effects.*; import flash.display.*; import com.veltive.cityinvasion.*; import com.veltive.cityinvasion.ammos.movemode.*; public class AbstractAmmo extends MovieClip implements IGameObject { protected var _damage:Number;// = 20 protected var _needScaleX:Boolean;// = true protected var _hurtFriend;// = false protected var _target:AbstractUnit;// = null protected var _initiator:AbstractUnit;// = null protected var _moveModeL:AbstractMoveMode; private var _endX:Number;// = 0 protected var _initX:Number;// = 0 protected var _initY:Number;// = 0 private var _lane:Lane; protected var _sparateWithUnit:Boolean;// = true private var _startX:Number;// = 0 protected var _damageRange:Number;// = 0 protected var _stunProbability:Number;// = 0 protected var _dieEffectName:String; protected var _ammoName:String; protected var _moveModeLName:String;// = "parabola" private var _startY:Number;// = 0 protected var _spd:Number;// = 8 public function AbstractAmmo(_arg1:AbstractAmmo=null){ if (_arg1 != this){ throw (new Error("this is a abstract class")); }; this.mouseEnabled = false; this.mouseChildren = false; this.addEventListener(Event.ADDED_TO_STAGE, added); } protected function added(_arg1):void{ if ((((_target == null)) || ((_initiator == null)))){ clear(); return; }; var _local2 = 1; if (_initiator.group == UnitGroup.GROUP_ENEMY){ _local2 = -1; }; if (_needScaleX){ this.scaleX = _local2; }; this.x = (_startX = (_initiator.x + _initiator.initAmmoX)); this.y = (_startY = (_initiator.y + initiator.initAmmoY)); _endX = (_target.x + _target.endAmmoX); _moveModeL = MoveModeFactory.getMoveMode(_moveModeLName, this); this._moveModeL.addEventListener(Event.COMPLETE, hurt); } protected function hurt(_arg1){ var _local2:AbstractEffect = EffectFactory.getEffect(_dieEffectName, this.x, (this.y + 10), 1, 1); _lane.addEffect(_local2); this._moveModeL.removeEventListener(Event.COMPLETE, hurt); this._moveModeL = null; clear(); if (this._target){ faint(this._target); _target.changeLife((-1 * this._damage), this.ammoName); }; if (_damageRange > 0){ hurtUnitsInRange(); }; } public function get target():AbstractUnit{ return (_target); } public function get sparateWithUnit():Boolean{ return (_sparateWithUnit); } protected function getUnitsNearby():Array{ var _local2:Number; var _local1:Array = []; if ((this._target == null)){ _local2 = this.x; } else { _local2 = this._target.x; }; var _local3:Array = _lane.getEnemyArr(this.initiator); var _local4:* = 0; while (_local4 < _local3.length) { if (Math.abs((_local3[_local4].x - _local2)) <= _damageRange){ if (((_target) && ((_target == _local3[_local4])))){ } else { _local1.push(_local3[_local4]); }; }; _local4++; }; if (_hurtFriend == false){ return (_local1); }; var _local5:Array = _lane.getFriendArr(this.initiator); _local4 = 0; while (_local4 < _local5.length) { if (Math.abs((_local5[_local4].x - _local2)) <= _damageRange){ if (_local5[_local4] != this.initiator){ _local1.push(_local5[_local4]); }; }; _local4++; }; return (_local1); } protected function subFuc():void{ } protected function enterframeHandle(_arg1:Event):void{ if (_moveModeL){ _moveModeL.move(); }; subFuc(); } private function setUnitLife(_arg1:AbstractUnit):void{ var _local2:Number; faint(_arg1); if ((this._target == null)){ _local2 = this.x; } else { _local2 = this._target.x; }; var _local3:Number = (((_damageRange - Math.abs((_arg1.x - _local2))) / _damageRange) / 2); _arg1.changeLife(((-1 * this._damage) * _local3), this.ammoName); } public function get spd():Number{ return (_spd); } public function resume():void{ this.play(); this.addEventListener(Event.ENTER_FRAME, enterframeHandle); } public function get initiator():AbstractUnit{ return (_initiator); } public function get startX():Number{ return (_startX); } public function get startY():Number{ return (_startY); } public function clear():void{ pause(); this.stop(); if (this.root){ this.parent.removeChild(this); //unresolved jump }; } private function faint(_arg1:AbstractUnit){ if (Math.random() < _stunProbability){ _arg1.state = UnitStateFactory.FAINT; }; } public function get endX():Number{ if (_target){ _endX = (_target.x + _target.endAmmoX); }; return (_endX); } public function set lane(_arg1:Lane){ this._lane = _arg1; } public function get lane():Lane{ return (this._lane); } public function pause():void{ this.stop(); this.removeEventListener(Event.ENTER_FRAME, enterframeHandle); } public function get ammoName():String{ return (_ammoName); } private function hurtUnitsInRange():void{ var _local1:Array = getUnitsNearby(); var _local2:* = 0; while (_local2 < _local1.length) { setUnitLife(_local1[_local2]); _local2++; }; } } }//package com.veltive.cityinvasion.ammos
Section 28
//AmmoFactory (com.veltive.cityinvasion.ammos.AmmoFactory) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.units.*; public class AmmoFactory { public static const EXPLODE = "explode"; public static const BULLET = "bullet"; public static const STONE = "stone"; public static const SHORT_LASER = "short_laser"; public static const MIND = "mind"; public static const EXTEND_AMMO = "extend_ammo"; public static const ROCKET = "rocket"; public static const BOLT = "bolt"; public static const TIME_BOMB = "time_bomb"; public static const EXPLODE_SUICIDE_CAR = "explode suicide car"; public static const SHOTGUN = "shot_gun"; public static const LASER = "laser"; public static const CLOSEWEAPON = "closeweapon"; public static const MOLOTOV = "molotov"; public static const RIFLE = "rifle"; public static function getAmmo(_arg1:String, _arg2:AbstractUnit, _arg3:AbstractUnit){ switch (_arg1){ case BULLET: return (new Bullet(_arg2, _arg3)); case SHOTGUN: return (new RIFLE(_arg2, _arg3)); case STONE: return (new Stone(_arg2, _arg3)); case CLOSEWEAPON: return (new CloseWeapon(_arg2, _arg3)); case MIND: return (new Mind(_arg2, _arg3)); case EXPLODE: return (new Explode(_arg2, _arg3)); case LASER: return (new Laser(_arg2, _arg3)); case SHORT_LASER: return (new ShortLaser(_arg2, _arg3)); case BOLT: return (new Bolt(_arg2, _arg3)); case ROCKET: return (new Rocket(_arg2, _arg3)); case EXTEND_AMMO: return (new ExtendAmmo(_arg2, _arg3)); case MOLOTOV: return (new Molotov(_arg2, _arg3)); case RIFLE: return (new Rifle(_arg2, _arg3)); case TIME_BOMB: return (new TimeBomb(_arg2, _arg3)); case EXPLODE_SUICIDE_CAR: return (new ExplodeSuicideCar(_arg2, _arg3)); }; return (null); } } }//package com.veltive.cityinvasion.ammos
Section 29
//Bolt (com.veltive.cityinvasion.ammos.Bolt) package com.veltive.cityinvasion.ammos { import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; import flash.filters.*; public class Bolt extends AbstractAmmo { private var _ammoDuration:Number;// = 8 private var _time;// = 0 private var _glowSpd:Number;// = 0 public function Bolt(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.BOLT; this._initiator = _arg1; this._target = _arg2; _initX = 20; _initY = -25; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.INFIGHTING_DELAY; _sparateWithUnit = false; _needScaleX = false; resume(); drawLine(_arg1, _arg2, this); } private function resetLine(){ this.graphics.clear(); this.graphics.clear(); this.graphics.lineStyle(0.1, 0xFFFFFF, 0.2); this.x = 0; this.y = 0; } private function drawLeg(_arg1, _arg2, _arg3, _arg4, _arg5){ var _local6:Graphics = _arg5.graphics; var _local7:* = int((Math.sqrt((((_arg1 - _arg3) * (_arg1 - _arg3)) + ((_arg2 - _arg4) * (_arg2 - _arg4)))) / 25)); var _local8:* = ((_arg3 - _arg1) / _local7); var _local9:* = _local8; var _local10:* = ((_arg4 - _arg2) / _local7); var _local11:* = _local10; _local6.moveTo(_arg1, _arg2); var _local12:* = (_local7 - 1); while (_local12 > 0) { _local6.lineTo((_arg1 + _local9), (((_arg2 + _local11) + (Math.random() * 30)) - 15)); _local12--; _local9 = (_local9 + _local8); _local11 = (_local11 + _local10); }; _local6.lineTo(((_arg3 + (Math.random() * 10)) - 5), ((_arg4 + (Math.random() * 10)) - 5)); } private function glow():void{ var _local1:GlowFilter = new GlowFilter(); _local1.color = 26367; _local1.blurX = ((Math.random() * 5) + 5); _local1.blurY = ((Math.random() * 5) + 5); _local1.strength = ((Math.random() * 5) + 5); _local1.quality = BitmapFilterQuality.HIGH; this.filters = [_local1]; } override protected function subFuc():void{ if ((((((((((this._target == null)) || (this._target.dead))) || ((this._initiator == null)))) || (this._initiator.dead))) || ((this._target.group == this._initiator.group)))){ clear(); return; }; resetLine(); drawLine(_initiator, _target, this); scatter(); _time = (_time + (1 * GameVariables.GAME_SPD)); if (_time >= _ammoDuration){ this.graphics.clear(); hurt(null); }; } private function scatter():void{ var _local1:Array = getUnitsNearby(); if (_local1.length <= 0){ return; }; drawLine(target, _local1[0], this); var _local2:* = 1; while (_local2 < (_local1.length - 1)) { drawLine(_local1[_local2], _local1[(_local2 + 1)], this); _local2++; }; } private function drawLine(_arg1, _arg2, _arg3){ var _local5:Graphics; var _local6:*; var _local7:*; var _local8:*; var _local9:*; var _local4:* = 0; while (_local4 < 5) { _local5 = _arg3.graphics; _local6 = (_arg1.x + _arg1.initAmmoX); _local7 = (_arg1.y + _arg1.initAmmoY); if (_arg1 != this._initiator){ _local6 = (_arg1.x + _arg1.endAmmoX); _local7 = (_arg1.y + _arg1.endAmmoY); }; _local8 = (_arg2.x + _arg2.endAmmoX); _local9 = (_arg2.y + _arg2.endAmmoY); drawLeg(_local6, _local7, _local8, _local9, _arg3); glow(); _local4++; }; } } }//package com.veltive.cityinvasion.ammos
Section 30
//Bullet (com.veltive.cityinvasion.ammos.Bullet) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.utils.*; import flash.display.*; public class Bullet extends AbstractAmmo { public function Bullet(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.BULLET; this._initiator = _arg1; this._target = _arg2; _initX = 25; _initY = -10; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; if (int((Math.random() * 10)) <= 1){ _damage = 0; }; if (int((Math.random() * 10)) >= 8){ _damage = (_damage * 2); }; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.BEELINE; resume(); } } }//package com.veltive.cityinvasion.ammos
Section 31
//CloseWeapon (com.veltive.cityinvasion.ammos.CloseWeapon) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.utils.*; import flash.display.*; public class CloseWeapon extends AbstractAmmo { public function CloseWeapon(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.CLOSEWEAPON; this._initiator = _arg1; this._target = _arg2; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _initX = 5; _initY = -20; _moveModeLName = MoveModeFactory.INFIGHTING; resume(); } } }//package com.veltive.cityinvasion.ammos
Section 32
//Explode (com.veltive.cityinvasion.ammos.Explode) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class Explode extends AbstractAmmo { public function Explode(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.EXPLODE; this._initiator = _arg1; this._target = _arg2; _initX = 0; _initY = 0; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.INFIGHTING; _dieEffectName = EffectFactory.EXPLODE; resume(); } } }//package com.veltive.cityinvasion.ammos
Section 33
//ExplodeSuicideCar (com.veltive.cityinvasion.ammos.ExplodeSuicideCar) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.utils.*; import flash.display.*; public class ExplodeSuicideCar extends AbstractAmmo { public function ExplodeSuicideCar(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.EXPLODE_SUICIDE_CAR; this._initiator = _arg1; this._target = _arg2; _initX = 0; _initY = 0; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.INFIGHTING; resume(); } } }//package com.veltive.cityinvasion.ammos
Section 34
//ExtendAmmo (com.veltive.cityinvasion.ammos.ExtendAmmo) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.utils.*; import com.veltive.cityinvasion.*; public class ExtendAmmo extends AbstractAmmo { private var _group:int; private var _time;// = 42 private var _timeLeft; public function ExtendAmmo(_arg1, _arg2){ var _local3:Object; _timeLeft = _time; super(this); _ammoName = AmmoFactory.EXTEND_AMMO; _initX = 0; _initY = 0; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.INFIGHTING_DELAY; _sparateWithUnit = true; _dieEffectName = EffectFactory.EXPLODE; resume(); } public function get direction():int{ if (this._group == UnitGroup.GROUP_FRIEND){ return (1); }; return (-1); } override protected function added(_arg1):void{ var _local2 = 1; if (_group == UnitGroup.GROUP_ENEMY){ _local2 = -1; }; this.y = (Lane.LANE_H / 2); _moveModeL = MoveModeFactory.getMoveMode(_moveModeLName, this); this._moveModeL.addEventListener(Event.COMPLETE, hurt); } override protected function subFuc():void{ _timeLeft--; if (_timeLeft <= 0){ Command.shack(); this._moveModeL.dispatchEvent(new Event(Event.COMPLETE)); }; } public function set group(_arg1):void{ this._group = _arg1; } override protected function getUnitsNearby():Array{ var _local1:Array = []; var _local2:Array = lane.getEnemyArr(this._group); var _local3:* = 0; while (_local3 < _local2.length) { if (Math.abs((_local2[_local3].x - this.x)) <= _damageRange){ _local1.push(_local2[_local3]); }; _local3++; }; if (_hurtFriend == false){ return (_local1); }; var _local4:Array = lane.getFriendArr(this._group); _local3 = 0; while (_local3 < _local4.length) { if (Math.abs((_local4[_local3].x - this.x)) <= _damageRange){ _local1.push(_local4[_local3]); }; _local3++; }; return (_local1); } } }//package com.veltive.cityinvasion.ammos
Section 35
//Laser (com.veltive.cityinvasion.ammos.Laser) package com.veltive.cityinvasion.ammos { import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; import flash.filters.*; public class Laser extends AbstractAmmo { protected var _ammoDuration:Number;// = 600 protected var _color:uint;// = 0xFFFF private var _laserLen;// = 0 private var _glowSpd:Number;// = 0 private var _time;// = 0 private var fireing:Boolean;// = false private var _yt; private var _xt; public function Laser(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.LASER; this._initiator = _arg1; this._target = _arg2; _initX = 20; _initY = -25; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.INFIGHTING_DELAY; _sparateWithUnit = false; _needScaleX = false; _ammoName = AmmoFactory.LASER; resume(); refire(); drawLine(); } override protected function subFuc():void{ if ((((((((((((this._target == null)) || (this._target.dead))) || ((this._initiator == null)))) || (this._initiator.dead))) || ((this._target.group == this._initiator.group)))) || (!((this._target == this._initiator.target))))){ if (this._initiator){ this._initiator.coolingModulus = 1; }; clear(); refire(); return; }; drawLine(); hurt(null); _time = (_time + (1 * GameVariables.GAME_SPD)); if (_time >= _ammoDuration){ this.graphics.clear(); refire(); this._initiator.coolingModulus = 1; }; } private function drawLine(){ var _local1:Graphics = this.graphics; _local1.clear(); _local1.lineStyle(0.1, 0xFFFFFF, 0.5); var _local2:* = 0; var _local3:* = 0; var _local4:* = (((_target.x + _target.endAmmoX) - _initiator.x) - _initiator.initAmmoX); var _local5:* = (((_target.y + _target.endAmmoY) - _initiator.y) - initiator.initAmmoY); var _local6:* = Math.sqrt(((_local4 * _local4) + (_local5 * _local5))); var _local7:* = Math.atan2(_local5, _local4); _local1.moveTo(_local2, _local3); if (_local6 > (_laserLen + spd)){ _xt = (_xt + (spd * Math.cos(_local7))); _yt = (_yt + (spd * Math.sin(_local7))); _local1.lineTo(_xt, _yt); _laserLen = Math.sqrt(((_xt * _xt) + (_yt * _yt))); fireing = false; } else { _local1.lineTo(_local4, _local5); fireing = true; }; glow(); this._initiator.coolingModulus = 0; } private function glow():void{ var _local1:GlowFilter = new GlowFilter(); _local1.color = _color; _local1.blurX = 5; _local1.blurY = 5; _local1.strength = (2 + Math.abs((Math.sin((_glowSpd = (_glowSpd + (Math.PI / 30)))) * 2))); _local1.quality = BitmapFilterQuality.LOW; this.filters = [_local1]; } override protected function hurt(_arg1){ if (!fireing){ return; }; _target.changeLife((-1 * this._damage), this.ammoName); } private function refire(){ _xt = 0; _yt = 0; _laserLen = 0; } } }//package com.veltive.cityinvasion.ammos
Section 36
//Mind (com.veltive.cityinvasion.ammos.Mind) package com.veltive.cityinvasion.ammos { import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; import flash.filters.*; public class Mind extends AbstractAmmo { private var _mind:Number;// = 0 private var _controlSpd:Number;// = 1.5 private var _glowSpd:Number;// = 0 public function Mind(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.MIND; this._initiator = _arg1; this._target = _arg2; _initX = 5; _initY = -20; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.INFIGHTING_DELAY; _sparateWithUnit = false; _needScaleX = false; this._initiator.coolingModulus = 0; resume(); } private function glow():void{ var _local1:GlowFilter = new GlowFilter(); _local1.color = 0xFFFFFF; _local1.blurX = 5; _local1.blurY = 5; _local1.strength = (Math.sin((_glowSpd = (_glowSpd + (Math.PI / 30)))) * 5); _local1.quality = BitmapFilterQuality.LOW; this.filters = [_local1]; } private function drawLine(){ var _local1:Graphics = this.graphics; _local1.clear(); _local1.lineStyle(0.1, 0xFFFF, 0.3); var _local2:* = 0; var _local3:* = 0; var _local4:* = (((_target.x + _target.endAmmoX) - _initiator.x) - _initiator.initAmmoX); var _local5:* = (((_target.y + _target.endAmmoY) - _initiator.y) - _initiator.initAmmoY); var _local6:* = (_local4 / 2); var _local7:* = (-(Math.abs(_local4)) / 4); var _local8:* = ((_local6 * 2) - ((_local2 + _local4) / 2)); var _local9:* = ((_local7 * 2) - ((_local3 + _local5) / 2)); _local1.moveTo(_local2, _local3); _local1.curveTo(_local8, _local9, _local4, _local5); glow(); } override protected function subFuc():void{ _mind = (_mind + ((_controlSpd * GameVariables.GAME_SPD) * Restriction.HurtRate(this._target.unitName, _ammoName))); if (_mind > _target.life){ hurt(null); _mind = 0; }; } override protected function enterframeHandle(_arg1:Event):void{ if ((((((((((((this._target == null)) || (this._target.dead))) || ((this._initiator == null)))) || (this._initiator.dead))) || ((this._target.group == this._initiator.group)))) || (!((this._target == this._initiator.target))))){ super.clear(); if (this._initiator){ this._initiator.coolingModulus = 1; }; return; }; super.enterframeHandle(_arg1); drawLine(); } override protected function hurt(_arg1){ super.hurt(_arg1); this.graphics.clear(); if (this._target){ _target.betray(); }; if (this._initiator){ this._initiator.coolingModulus = 1; }; } } }//package com.veltive.cityinvasion.ammos
Section 37
//Molotov (com.veltive.cityinvasion.ammos.Molotov) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class Molotov extends AbstractAmmo { public function Molotov(_arg1, _arg2){ var _local3:Object; super(this); this._initiator = _arg1; this._target = _arg2; _ammoName = AmmoFactory.MOLOTOV; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _initX = 20; _initY = -25; _moveModeLName = MoveModeFactory.PARABOLA; _dieEffectName = EffectFactory.MOLOTOV; resume(); } } }//package com.veltive.cityinvasion.ammos
Section 38
//MoveModeFactory (com.veltive.cityinvasion.ammos.MoveModeFactory) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.ammos.movemode.*; public class MoveModeFactory { public static const PARABOLA = "parabola"; public static const MISSILE = "missile"; public static const BEELINE = "beeline"; public static const INFIGHTING = "infighting"; public static const INFIGHTING_DELAY = "infightDelay"; public static const THOUGHT_CONTROL = "thoughtControl"; public static function getMoveMode(_arg1:String, _arg2:AbstractAmmo){ switch (_arg1){ case PARABOLA: return (new Parabola(_arg2)); case BEELINE: return (new Beeline(_arg2)); case INFIGHTING: return (new Infighting(_arg2)); case INFIGHTING_DELAY: return (new InfightingDelay(_arg2)); case MISSILE: return (new Missile(_arg2)); }; return (null); } } }//package com.veltive.cityinvasion.ammos
Section 39
//Rifle (com.veltive.cityinvasion.ammos.Rifle) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.utils.*; import flash.display.*; public class Rifle extends AbstractAmmo { public function Rifle(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.RIFLE; this._initiator = _arg1; this._target = _arg2; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _initX = 5; _initY = -20; _moveModeLName = MoveModeFactory.BEELINE; resume(); } } }//package com.veltive.cityinvasion.ammos
Section 40
//Rocket (com.veltive.cityinvasion.ammos.Rocket) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; public class Rocket extends AbstractAmmo { public function Rocket(_arg1, _arg2){ var _local3:Object; super(this); _ammoName = AmmoFactory.ROCKET; this._initiator = _arg1; this._target = _arg2; _initX = 15; _initY = -20; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.MISSILE; _dieEffectName = EffectFactory.EXPLODE; resume(); } override public function clear():void{ super.clear(); Command.shack(); } } }//package com.veltive.cityinvasion.ammos
Section 41
//ShortLaser (com.veltive.cityinvasion.ammos.ShortLaser) package com.veltive.cityinvasion.ammos { import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class ShortLaser extends Bullet { private var _glowSpd:Number;// = 0 private var _time;// = 0 public function ShortLaser(_arg1, _arg2){ var _local3:Object; super(_arg1, _arg2); _ammoName = AmmoFactory.SHORT_LASER; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; } } }//package com.veltive.cityinvasion.ammos
Section 42
//Stone (com.veltive.cityinvasion.ammos.Stone) package com.veltive.cityinvasion.ammos { public class Stone extends AbstractAmmo { public function Stone(_arg1, _arg2){ super(this); this._initiator = _arg1; this._target = _arg2; _damage = 50; _spd = 20; _initX = 20; _initY = -25; _stunProbability = 0.1; _moveModeLName = MoveModeFactory.PARABOLA; _ammoName = AmmoFactory.STONE; resume(); } } }//package com.veltive.cityinvasion.ammos
Section 43
//TimeBomb (com.veltive.cityinvasion.ammos.TimeBomb) package com.veltive.cityinvasion.ammos { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.utils.*; import flash.text.*; import com.veltive.cityinvasion.*; public class TimeBomb extends AbstractAmmo { private var _time;// = 96.7741935483871 private var _group:int; public var txt:TextField; private var _timeLeft; public function TimeBomb(_arg1, _arg2){ var _local3:Object; _timeLeft = _time; super(this); _ammoName = AmmoFactory.TIME_BOMB; _initX = 0; _initY = 0; _local3 = Attribute.getAmmoAttribute(_ammoName); _damage = _local3._damage; _spd = _local3._spd; _damageRange = _local3._damageRange; _hurtFriend = _local3._hurtFriend; _stunProbability = _local3._stunProbability; _moveModeLName = MoveModeFactory.INFIGHTING_DELAY; _sparateWithUnit = true; _dieEffectName = EffectFactory.EXPLODE; this.txt.selectable = false; resume(); } override protected function added(_arg1):void{ var _local2 = 1; if (_group == UnitGroup.GROUP_ENEMY){ _local2 = -1; }; this.y = (Lane.LANE_H / 2); _moveModeL = MoveModeFactory.getMoveMode(_moveModeLName, this); this._moveModeL.addEventListener(Event.COMPLETE, hurt); } public function get direction():int{ if (this._group == UnitGroup.GROUP_FRIEND){ return (1); }; return (-1); } override protected function subFuc():void{ var _local1:*; _timeLeft = (_timeLeft - (1 * GameVariables.GAME_SPD)); this.txt.text = (int(((_timeLeft / _time) * 10)) + 1).toString(); if (_timeLeft <= 0){ Command.shack(); _local1 = new Crater(); this.lane.addEffect(_local1, true); _local1.x = this.x; _local1.y = ((this.y + (Math.random() * 2)) - 1); _local1.scaleX = ((Math.random() / 2) + 0.5); _local1.scaleY = ((Math.random() / 2) + 0.5); this._moveModeL.dispatchEvent(new Event(Event.COMPLETE)); }; } override protected function getUnitsNearby():Array{ var _local1:Array = []; var _local2:Array = lane.getEnemyArr(this._group); var _local3:* = 0; while (_local3 < _local2.length) { if (Math.abs((_local2[_local3].x - this.x)) <= _damageRange){ _local1.push(_local2[_local3]); }; _local3++; }; if (_hurtFriend == false){ return (_local1); }; var _local4:Array = lane.getFriendArr(this._group); _local3 = 0; while (_local3 < _local4.length) { if (Math.abs((_local4[_local3].x - this.x)) <= _damageRange){ _local1.push(_local4[_local3]); }; _local3++; }; return (_local1); } public function set group(_arg1):void{ this._group = _arg1; } } }//package com.veltive.cityinvasion.ammos
Section 44
//Base (com.veltive.cityinvasion.battlefield.Base) package com.veltive.cityinvasion.battlefield { import com.veltive.cityinvasion.player.*; import flash.events.*; import flash.display.*; public class Base extends MovieClip { private var _playerData:PlayerData; public function Base(_arg1:PlayerData){ addFrameScript(0, frame1); _playerData = _arg1; _playerData.addEventListener(Event.CHANGE, changed); } function frame1(){ stop(); } private function changed(_arg1){ var _local2:* = (_playerData.life / PlayerData.PLAYER_LIFE); if (_local2 <= 0){ gotoAndStop(4); } else { if (_local2 <= 0.4){ gotoAndStop(3); } else { if (_local2 <= 0.8){ gotoAndStop(2); } else { gotoAndStop(1); }; }; }; } } }//package com.veltive.cityinvasion.battlefield
Section 45
//BattleField (com.veltive.cityinvasion.battlefield.BattleField) package com.veltive.cityinvasion.battlefield { import com.veltive.cityinvasion.units.*; import gs.*; import flash.events.*; import flash.display.*; import com.veltive.cityinvasion.*; import gs.easing.*; public class BattleField extends Sprite implements IGameObject { private var _laneEnabled:Boolean;// = true private var _arrow; private var _paused:Boolean; private var _farView:MovieClip; private var _ground:MovieClip; private var _baseFriend:Base; private var _baseEnemy:Base; private var _lanesArr:Array; public static const LANE_CHANGE = "lane changed"; public static const BATTLE_FIELD_WIDTH = 700; public static const BATTLE_FIELD_X = 0; public static const BATTLE_FIELD_Y = 0; public static const BATTLE_FIELD_HEIGHT = 480; public static const CONTROLER_HEIGHT = 80; public static const LANE_INIT_Y = 205; private static var _battleField:BattleField; public function BattleField(){ var _local2:Lane; super(); this.x = 0; this.y = 0; _paused = false; _lanesArr = new Array(); var _local1:* = 0; while (_local1 < GameVariables.LANES_NUM) { _local2 = Lane(addChild(new Lane(_local1))); this.addEventListener(MouseEvent.MOUSE_DOWN, checkLane); _lanesArr[_local1] = _local2; _local1++; }; _arrow = new Arrow(); setLaneDex(null); _ground = new Ground(); _farView = new FarView(); addChildAt(_ground, 0); addChildAt(_farView, 0); _baseFriend = new Base(GameVariables.PLAYER_FRIEND); addChildAt(_baseFriend, 1); addChild(_baseFriend); _baseFriend.x = 0; _baseFriend.y = LANE_INIT_Y; _baseEnemy = new Base(GameVariables.PLAYER_ENEMY); addChildAt(_baseEnemy, 1); addChild(_baseEnemy); _baseEnemy.scaleX = -1; _baseEnemy.x = BATTLE_FIELD_WIDTH; _baseEnemy.y = LANE_INIT_Y; resume(); } public function get lanes():Array{ return (_lanesArr); } public function get arrow():MovieClip{ return (_arrow); } public function clear():void{ var _local1:* = 0; while (_local1 < _lanesArr.length) { _lanesArr[_local1].clear(); _local1++; }; } public function set ground(_arg1:int){ var onFinishTween:Function; var dex = _arg1; onFinishTween = function (){ TweenLite.to(_farView, 10, {alpha:1, ease:Back.easeOut}); }; _ground.gotoAndStop(dex); _ground.y = BATTLE_FIELD_Y; _ground.width = BATTLE_FIELD_WIDTH; _ground.height = BATTLE_FIELD_HEIGHT; _farView.gotoAndStop(dex); _farView.x = 0; _farView.width = BATTLE_FIELD_WIDTH; _farView.height = LANE_INIT_Y; _farView.alpha = 0; TweenLite.to(_farView, 0, {alpha:0, ease:Back.easeOut, onComplete:onFinishTween}); } public function enableLane(_arg1:Boolean){ _laneEnabled = _arg1; } public function setLaneDex(_arg1){ if (_laneEnabled == false){ return; }; if ((_arg1 is Number)){ GameVariables.LANE_DEX = _arg1; } else { if (_arg1 != null){ GameVariables.LANE_DEX = Lane(_arg1.currentTarget.parent).dex; } else { GameVariables.LANE_DEX = 0; }; }; _lanesArr[GameVariables.LANE_DEX].addChildAt(_arrow, 1); _arrow.x = (BATTLE_FIELD_WIDTH / 2); _arrow.y = ((((BATTLE_FIELD_HEIGHT - LANE_INIT_Y) - CONTROLER_HEIGHT) / GameVariables.LANES_NUM) / 2); if (GameVariables.HUMAN_GROUP == UnitGroup.GROUP_ENEMY){ _arrow.scaleX = -1; } else { _arrow.scaleX = 1; }; dispatchEvent(new Event(BattleField.LANE_CHANGE)); } private function checkLane(_arg1){ var _local3:*; var _local2:* = 0; while (_local2 < _lanesArr.length) { _local3 = Lane(_lanesArr[_local2]).bg; if (_local3.hitTestPoint(this.mouseX, this.mouseY)){ setLaneDex(_local2); break; }; _local2++; }; } public function resume():void{ var _local1:* = 0; while (_local1 < _lanesArr.length) { _lanesArr[_local1].resume(); _local1++; }; _arrow.alpha = 1; this.addEventListener(Event.ENTER_FRAME, goWithMouse); } public function pause():void{ var _local1:* = 0; while (_local1 < _lanesArr.length) { _lanesArr[_local1].pause(); _local1++; }; this.removeEventListener(Event.ENTER_FRAME, goWithMouse); _arrow.alpha = 0; } private function goWithMouse(_arg1){ if (!this.stage){ return; }; if ((((stage.mouseY < 40)) || ((stage.mouseY > (480 - 80))))){ return; }; var _local2:* = 10; if (this.stage.mouseX > (0.75 * GameVariables.STAGE_WIDTH)){ this.x = (this.x - _local2); if (this.x < (-(BATTLE_FIELD_WIDTH) + GameVariables.STAGE_WIDTH)){ this.x = (-(BATTLE_FIELD_WIDTH) + GameVariables.STAGE_WIDTH); } else { _farView.x = (_farView.x + (_local2 / 3)); }; } else { if (this.stage.mouseX < (0.25 * GameVariables.STAGE_WIDTH)){ this.x = (this.x + _local2); if (this.x > 0){ this.x = 0; } else { _farView.x = (_farView.x - (_local2 / 3)); }; }; }; } public static function getInstance():BattleField{ if (_battleField == null){ _battleField = new (BattleField); }; return (_battleField); } } }//package com.veltive.cityinvasion.battlefield
Section 46
//Lane (com.veltive.cityinvasion.battlefield.Lane) package com.veltive.cityinvasion.battlefield { import com.veltive.cityinvasion.units.*; import flash.events.*; import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.ammos.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; public class Lane extends Sprite implements IGameObject { private var _targetFreind:AbstractUnit; private var _unitsArrFreind:Array; private var _dex:int; private var _laneH:Number; private var _laneShape:Sprite; private var _lineY:Number; private var _targetEnemy:AbstractUnit; private var _unitsArrEnemy:Array; public static const START_POINT = 80; public static var LANE_H:Number; public function Lane(_arg1:int){ this._dex = _arg1; drawShape(); resume(); reset(); } private function setDepth(_arg1:AbstractUnit){ var _local3:*; var _local2:* = 0; while (_local2 < this.numChildren) { _local3 = this.getChildAt(_local2); if ((((_local3 is AbstractUnit)) && ((_local3.y > _arg1.y)))){ this.setChildIndex(_arg1, _local2); break; }; _local2++; }; } private function setTargetEnemy(){ var _local4:*; var _local1:* = 888888; var _local2:* = null; var _local3:* = 0; while (_local3 < _unitsArrEnemy.length) { _local4 = AbstractUnit(_unitsArrEnemy[_local3]); if (_local4.x < _local1){ _local1 = _local4.x; _local2 = _local4; }; _local3++; }; _targetEnemy = _local2; } public function addUnit(_arg1:AbstractUnit):void{ var _local2:Array; Command.getPlayerData(_arg1.group).produceNum++; if (_arg1.group == UnitGroup.GROUP_FRIEND){ _local2 = _unitsArrFreind; } else { if (_arg1.group == UnitGroup.GROUP_ENEMY){ _local2 = _unitsArrEnemy; }; }; _local2.push(_arg1); this.addChild(_arg1); _arg1.lane = this; _arg1.y = (((laneH / 2) + (Math.random() * 10)) - 5); _arg1.y = (laneH / 2); _arg1.addEventListener(AbstractUnit.DIE, unitDie); setDepth(_arg1); addChild(_laneShape); } public function get targetEnemy():AbstractUnit{ return (_targetEnemy); } public function get lineY():Number{ return (_lineY); } public function clear():void{ var _local2:IGameObject; var _local1:* = 0; while (_local1 < this.numChildren) { if ((this.getChildAt(_local1) is IGameObject)){ _local2 = IGameObject(this.getChildAt(_local1)); _local2.clear(); _local1--; }; _local1++; }; reset(); } private function reset(){ _unitsArrFreind = []; _unitsArrEnemy = []; addUnit(new Headquarters(1)); addUnit(new Headquarters(2)); } private function setTargetFriend(){ var _local4:*; var _local1:* = -88888; var _local2:* = null; var _local3:* = 0; while (_local3 < _unitsArrFreind.length) { _local4 = _unitsArrFreind[_local3]; if (_local4.x > _local1){ _local1 = _local4.x; _local2 = _local4; }; _local3++; }; _targetFreind = _local2; } public function addEffect(_arg1:AbstractEffect, _arg2:Boolean=false):void{ if (_arg1 == null){ return; }; if (_arg2){ this.addChildAt(_arg1, 0); } else { this.addChild(_arg1); }; addChild(_laneShape); } private function drawShape():void{ _laneShape = new Sprite(); addChild(_laneShape); var _local1:* = _laneShape.graphics; _local1.lineStyle(0.1, 0, 0); _local1.beginFill(13158, 0); _local1.drawRect(0, 0, BattleField.BATTLE_FIELD_WIDTH, (((BattleField.BATTLE_FIELD_HEIGHT - BattleField.LANE_INIT_Y) - BattleField.CONTROLER_HEIGHT) / GameVariables.LANES_NUM)); _local1.endFill(); this.y = ((this.height * _dex) + BattleField.LANE_INIT_Y); _lineY = (this.y + (this.height / 2)); LANE_H = (_laneH = this.height); } public function addAmmo(_arg1:AbstractAmmo):void{ this.addChild(_arg1); _arg1.lane = this; addChild(_laneShape); } public function get laneH():Number{ return (_laneH); } public function get targetFriend():AbstractUnit{ return (_targetFreind); } private function unitDie(_arg1:Event){ var _local2:AbstractUnit = AbstractUnit(_arg1.currentTarget); _local2.removeEventListener(AbstractUnit.DIE, unitDie); removeUnit(_local2); } private function enterframeHandle(_arg1):void{ setTargetFriend(); setTargetEnemy(); } public function get bg():Sprite{ return (_laneShape); } public function removeUnit(_arg1:AbstractUnit):void{ var _local2:int; var _local3:Array; Command.getPlayerData(_arg1.group).killedNum++; if (_arg1.group == UnitGroup.GROUP_FRIEND){ _local3 = _unitsArrFreind; } else { if (_arg1.group == UnitGroup.GROUP_ENEMY){ _local3 = _unitsArrEnemy; }; }; _local2 = _local3.indexOf(_arg1); if (_local2 != -1){ _local3.splice(_local2, 1); } else { trace("unit not in the list?"); }; } public function resume():void{ var _local2:IGameObject; this.addEventListener(Event.ENTER_FRAME, enterframeHandle); var _local1:* = 0; while (_local1 < this.numChildren) { if ((this.getChildAt(_local1) is IGameObject)){ _local2 = IGameObject(this.getChildAt(_local1)); _local2.resume(); }; _local1++; }; } public function getEnemyArr(_arg1):Array{ var _local2:Array; var _local3:*; if ((_arg1 is AbstractUnit)){ _local3 = _arg1.group; } else { _local3 = _arg1; }; if (_local3 == UnitGroup.GROUP_FRIEND){ _local2 = _unitsArrEnemy; } else { _local2 = _unitsArrFreind; }; return (_local2); } public function get dex():int{ return (this._dex); } public function getFriendArr(_arg1):Array{ var _local2:Array; var _local3:*; if ((_arg1 is AbstractUnit)){ _local3 = _arg1.group; } else { _local3 = _arg1; }; if (_local3 == UnitGroup.GROUP_FRIEND){ _local2 = _unitsArrFreind; } else { _local2 = _unitsArrEnemy; }; return (_local2); } public function pause():void{ var _local2:IGameObject; this.removeEventListener(Event.ENTER_FRAME, enterframeHandle); var _local1:* = 0; while (_local1 < this.numChildren) { if ((this.getChildAt(_local1) is IGameObject)){ _local2 = IGameObject(this.getChildAt(_local1)); _local2.pause(); }; _local1++; }; } } }//package com.veltive.cityinvasion.battlefield
Section 47
//Appoint (com.veltive.cityinvasion.commands.Appoint) package com.veltive.cityinvasion.commands { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.*; import flash.utils.*; public class Appoint extends EventDispatcher implements IGameObject { private var _timer; public function Appoint(){ _timer = new Timer(50); super(); _timer.addEventListener(TimerEvent.TIMER, tick); } protected function tick(_arg1):void{ } public function resume():void{ _timer.start(); } public function clear():void{ pause(); _timer.removeEventListener(TimerEvent.TIMER, tick); dispatchEvent(new Event(Event.REMOVED)); } public function pause():void{ _timer.stop(); } } }//package com.veltive.cityinvasion.commands
Section 48
//BombRain (com.veltive.cityinvasion.commands.BombRain) package com.veltive.cityinvasion.commands { import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import com.veltive.cityinvasion.*; public class BombRain extends Appoint implements IGameObject { private var _posX;// = 0 private var _interval;// = 6 private var _bombNum;// = 10 private var _group; private var _lane; private var _time;// = 0 private var _num; private var _currentNum;// = 0 private var _sound:GameSound; private var _ammoName; public function BombRain(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1){ _ammoName = _arg1; _group = _arg2; _lane = _arg3; _num = _arg4; _sound = new GameSound(new AirStrike()); _sound.resume(); } private function addAmmoRan(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1){ var _local7:ExtendAmmo; if ((_arg4 < 0)){ _arg4 = 0; //unresolved jump }; var _local5:Lane = Command.getLane(int((Math.random() * GameVariables.LANES_NUM))); var _local6:* = 0; while (_local6 < _arg4) { _local7 = AmmoFactory.getAmmo(_arg1, null, null); _local7.group = _arg2; _posX = (BattleField.BATTLE_FIELD_WIDTH * Math.random()); _local7.x = _posX; _local7.scaleX = _local7.direction; _local5.addAmmo(_local7); _local6++; }; } override protected function tick(_arg1):void{ _time++; if ((_time % _interval) == 0){ addAmmoRan(_ammoName, _group, _lane, _num); _currentNum++; if (_currentNum >= _bombNum){ clear(); }; }; } private function addAmmo(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1){ var _local7:ExtendAmmo; if ((_arg4 < 0)){ _arg4 = 0; //unresolved jump }; var _local5:Lane = Command.getLane(_arg3); var _local6:* = 0; while (_local6 < _arg4) { _local7 = AmmoFactory.getAmmo(_arg1, null, null); _local7.group = _arg2; _posX = (_posX + 100); _local7.x = (_local7.direction * _posX); _local5.addAmmo(_local7); _local6++; }; } } }//package com.veltive.cityinvasion.commands
Section 49
//Mobilisation (com.veltive.cityinvasion.commands.Mobilisation) package com.veltive.cityinvasion.commands { import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.utils.*; import com.veltive.cityinvasion.*; public class Mobilisation extends Appoint implements IGameObject { private var _group; private var _interval;// = 140 private var _controler:Controler; private var _time;// = 0 private var _s:GameSound; private var _produceBtn:ProduceBtn; public function Mobilisation(_arg1:ProduceBtn){ _produceBtn = _arg1; _produceBtn.timeTxt.visible = true; _produceBtn.addChild(_produceBtn.timeTxt); _controler = Controler(_arg1.parent); _controler.playerData.buildModulus = 2.5; _produceBtn.timeTxt.text = String((_interval / 20)); } override public function pause():void{ super.pause(); } override public function resume():void{ super.resume(); } override public function clear():void{ super.clear(); _controler.playerData.buildModulus = 1; _produceBtn.timeTxt.visible = false; } override protected function tick(_arg1):void{ if (_time++ >= (_interval - 1)){ clear(); return; }; _controler.playerData.buildModulus = 2.5; _produceBtn.timeTxt.text = String((10 - int(((_time / _interval) * 10)))); } } }//package com.veltive.cityinvasion.commands
Section 50
//PutAmmo (com.veltive.cityinvasion.commands.PutAmmo) package com.veltive.cityinvasion.commands { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import com.veltive.cityinvasion.*; import com.veltive.cityinvasion.pages.*; public class PutAmmo extends Appoint implements IGameObject { private var _group; private var _lane; private var _sound:GameSound; private var _iconMc; protected var _icon; private var _ammoName; private var _posX;// = 0 private var _btn:ProduceBtn; private var _num; public function PutAmmo(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1, _arg5:ProduceBtn=null){ _ammoName = _arg1; _group = _arg2; _lane = _arg3; _num = _arg4; _btn = _arg5; _btn.buildModulus = 0; _iconMc = new Coords(); if (this._group == GameVariables.AI_GROUP){ isAl(); } else { BattleField.getInstance().addEventListener(MouseEvent.MOUSE_MOVE, mouseMove); BattleField.getInstance().addEventListener(MouseEvent.MOUSE_DOWN, mouseClick); }; } override public function clear():void{ super.clear(); if (_iconMc.parent){ _iconMc.stop(); _iconMc.parent.removeChild(_iconMc); }; _btn.buildModulus = 1; var _local1:* = 0; while (_local1 < BattleField.getInstance().lanes.length) { BattleField.getInstance().removeEventListener(MouseEvent.MOUSE_MOVE, mouseMove); BattleField.getInstance().removeEventListener(MouseEvent.MOUSE_DOWN, mouseClick); _local1++; }; } private function addAmmo(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1){ var _local7:TimeBomb; if ((_arg4 < 0)){ _arg4 = 0; //unresolved jump }; var _local5:Lane = Command.getLane(_arg3); var _local6:* = 0; while (_local6 < _arg4) { _local7 = AmmoFactory.getAmmo(_arg1, null, null); _local7.group = _arg2; _local7.x = BattleField.getInstance().mouseX; _local5.addAmmo(_local7); _local6++; }; } private function mouseMove(_arg1){ var l:Lane; var e = _arg1; var i:* = 0; while (i < BattleField.getInstance().lanes.length) { l = BattleField.getInstance().lanes[i]; try { l.removeChild(_iconMc); } catch(e) { }; i = (i + 1); }; if (getLane(e) != null){ getLane(e).addChild(_iconMc); _lane = getLane(e).dex; }; } private function mouseOver(_arg1){ _lane = Lane(_arg1.currentTarget.parent).dex; Lane(_arg1.currentTarget.parent).addChild(_iconMc); } private function getLane(_arg1:MouseEvent):Lane{ var _local3:Lane; var _local2:* = 0; while (_local2 < BattleField.getInstance().lanes.length) { _local3 = BattleField.getInstance().lanes[_local2]; if (_local3.bg.hitTestPoint(_arg1.stageX, _arg1.stageY)){ return (_local3); }; _local2++; }; return (null); } private function mouseOut(_arg1){ var e = _arg1; var _lane:Lane = Command.getLane(_lane); try { Lane(e.currentTarget.parent).removeChild(_iconMc); } catch(e) { }; } private function mouseClick(_arg1){ mouseMove(_arg1); addAmmo(_ammoName, _group, _lane, _num); clear(); } override protected function tick(_arg1):void{ var _local2:Lane = Command.getLane(_lane); _iconMc.x = BattleField.getInstance().mouseX; _iconMc.y = (Lane.LANE_H / 2); } override public function resume():void{ super.resume(); } private function isAl(){ addAmmoAI(_ammoName, _group, _lane, _num); clear(); } override public function pause():void{ super.pause(); } private function addAmmoAI(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1){ var _local7:TimeBomb; _arg3 = int((Math.random() * GameVariables.LANES_NUM)); var _local5:Lane = Command.getLane(_arg3); var _local6:* = 0; while (_local6 < _arg4) { _local7 = AmmoFactory.getAmmo(_arg1, null, null); _local7.group = _arg2; if (GameVariables.AI_GROUP == UnitGroup.GROUP_ENEMY){ _local7.x = Lane.START_POINT; } else { _local7.x = (BattleField.BATTLE_FIELD_WIDTH - Lane.START_POINT); }; _local5.addAmmo(_local7); _local6++; }; } } }//package com.veltive.cityinvasion.commands
Section 51
//Rush (com.veltive.cityinvasion.commands.Rush) package com.veltive.cityinvasion.commands { import com.veltive.cityinvasion.*; public class Rush extends Appoint implements IGameObject { private var _group; private var _interval;// = 15 private var _num; private var _lane; private var _time;// = 0 private var _unitName; private var _currentNum;// = 0 public function Rush(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1){ _unitName = _arg1; _group = _arg2; _lane = _arg3; _num = _arg4; } override protected function tick(_arg1):void{ if (_currentNum >= _num){ clear(); return; }; _time = (_time + (1 * GameVariables.GAME_SPD)); if ((_time % _interval) == 0){ Command.addUnit(_unitName, _group, _lane, 1); _currentNum++; }; } } }//package com.veltive.cityinvasion.commands
Section 52
//Shake (com.veltive.cityinvasion.commands.Shake) package com.veltive.cityinvasion.commands { import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.*; public class Shake extends Appoint implements IGameObject { private var _group; private var _interval;// = 10 private var _px; private var _lane; private var _time;// = 0 private var _py; private var _ammoName; private var _num; public function Shake(){ _px = BattleField.getInstance().x; _py = BattleField.getInstance().y; } private function toShake(){ var _local1:BattleField = BattleField.getInstance(); _local1.x = (((Math.random() * 1) - 0.5) + _px); _local1.y = (((Math.random() * 3) - 1.5) + _py); } override protected function tick(_arg1):void{ toShake(); _time++; if (_time >= _interval){ BattleField.getInstance().x = 0; BattleField.getInstance().y = 0; clear(); }; } } }//package com.veltive.cityinvasion.commands
Section 53
//AbstractEffect (com.veltive.cityinvasion.effects.AbstractEffect) package com.veltive.cityinvasion.effects { import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; public class AbstractEffect extends MovieClip implements IGameObject { protected var _sound:GameSound; public function AbstractEffect(_arg1=0, _arg2=0, _arg3=1, _arg4=1){ this.x = _arg1; this.y = _arg2; this.scaleX = _arg3; this.scaleY = _arg4; this.mouseEnabled = false; this.mouseChildren = false; this.addEventListener(Event.COMPLETE, disappear); this.addEventListener(Event.REMOVED_FROM_STAGE, removed); if (_sound){ _sound.resume(); //unresolved jump }; } public function pause():void{ this.stop(); } private function removed(_arg1){ clear(); } private function disappear(_arg1){ clear(); } public function resume():void{ this.play(); } public function clear():void{ this.removeEventListener(Event.COMPLETE, disappear); this.removeEventListener(Event.REMOVED_FROM_STAGE, removed); pause(); if (_sound != null){ _sound.clear(); _sound = null; }; try { this.parent.removeChild(this); } catch(e) { }; } } }//package com.veltive.cityinvasion.effects
Section 54
//EffectFactory (com.veltive.cityinvasion.effects.EffectFactory) package com.veltive.cityinvasion.effects { public class EffectFactory { public static const EXPLODE = "explodeEffect"; public static const FAINT = "faintEffect"; public static const MOLOTOV = "molotovEffect"; public static const ROCKET_EXPLODE_EFFECT = "RocketExplodeEffect"; public static function getEffect(_arg1:String, _arg2=0, _arg3=0, _arg4=1, _arg5=1):AbstractEffect{ switch (_arg1){ case EXPLODE: return (new ExplodeEffect(_arg2, _arg3, _arg4, _arg5)); case MOLOTOV: return (new MolotovEffect(_arg2, 10, 1, 0.5)); case FAINT: return (new FaintEffect(_arg2, _arg3, _arg4, _arg5)); case ROCKET_EXPLODE_EFFECT: return (new RocketExplodeEffect(_arg2, _arg3, _arg4, _arg5)); }; return (null); } } }//package com.veltive.cityinvasion.effects
Section 55
//ExplodeEffect (com.veltive.cityinvasion.effects.ExplodeEffect) package com.veltive.cityinvasion.effects { import flash.events.*; import com.veltive.cityinvasion.utils.*; public class ExplodeEffect extends AbstractEffect { public function ExplodeEffect(_arg1=0, _arg2=0, _arg3=1, _arg4=1){ addFrameScript(28, frame29); _sound = new GameSound(new ExplodeSound1()); super(_arg1, _arg2, _arg3, _arg4); } function frame29(){ stop(); dispatchEvent(new Event(Event.COMPLETE)); } } }//package com.veltive.cityinvasion.effects
Section 56
//FaintEffect (com.veltive.cityinvasion.effects.FaintEffect) package com.veltive.cityinvasion.effects { public class FaintEffect extends AbstractEffect { public function FaintEffect(_arg1=0, _arg2=0, _arg3=1, _arg4=1){ super(_arg1, _arg2, _arg3, _arg4); } } }//package com.veltive.cityinvasion.effects
Section 57
//MolotovEffect (com.veltive.cityinvasion.effects.MolotovEffect) package com.veltive.cityinvasion.effects { import flash.events.*; import com.veltive.cityinvasion.utils.*; public class MolotovEffect extends AbstractEffect { public function MolotovEffect(_arg1=0, _arg2=40, _arg3=1, _arg4=1){ addFrameScript(25, frame26); _sound = new GameSound(new GlassSound()); super(_arg1, _arg2, _arg3, _arg4); } function frame26(){ stop(); dispatchEvent(new Event(Event.COMPLETE)); } } }//package com.veltive.cityinvasion.effects
Section 58
//RocketExplodeEffect (com.veltive.cityinvasion.effects.RocketExplodeEffect) package com.veltive.cityinvasion.effects { import flash.events.*; import com.veltive.cityinvasion.utils.*; public class RocketExplodeEffect extends AbstractEffect { public function RocketExplodeEffect(_arg1=0, _arg2=0, _arg3=1, _arg4=1){ addFrameScript(21, frame22); _sound = new GameSound(new ExplodeSound1()); super(_arg1, _arg2, _arg3, _arg4); } function frame22(){ stop(); dispatchEvent(new Event(Event.COMPLETE)); } } }//package com.veltive.cityinvasion.effects
Section 59
//AbstractPage (com.veltive.cityinvasion.pages.AbstractPage) package com.veltive.cityinvasion.pages { import gs.*; import flash.events.*; import flash.display.*; import com.veltive.cityinvasion.*; import gs.easing.*; public class AbstractPage extends MovieClip { private var _enable;// = false public var UTM:String;// = "more_games_cityinvasion" private var oldPage:AbstractPage; public function onFinishTween2(){ } public function disappear(_arg1:Number=2){ this.alpha = 1; TweenLite.to(this, _arg1, {alpha:0, ease:null, onComplete:onFinishTween}); disable(); stopMove(); if (oldPage != null){ GameVariables.CURRENT_PAGE = oldPage; }; } public function get isEnable():Boolean{ return (_enable); } public function disable(){ _enable = (this.mouseChildren = false); } public function enable(){ _enable = (this.mouseChildren = true); } public function appear(_arg1:Number=2){ this.alpha = 0; TweenLite.to(this, _arg1, {alpha:1, ease:Back.easeOut, onComplete:onFinishTween2}); enable(); oldPage = GameVariables.CURRENT_PAGE; GameVariables.CURRENT_PAGE = this; GameVariables.STAGE = this.stage; } protected function stopMove():void{ this.removeEventListener(Event.ENTER_FRAME, subFuc); } protected function subFuc(_arg1):void{ } public function onFinishTween(){ if (this.parent){ this.parent.removeChild(this); }; } protected function startMove():void{ this.addEventListener(Event.ENTER_FRAME, subFuc); } } }//package com.veltive.cityinvasion.pages
Section 60
//ChoosePage (com.veltive.cityinvasion.pages.ChoosePage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.text.*; import com.veltive.cityinvasion.*; public class ChoosePage extends AbstractPage { public var txt:TextField; public var yBtn:MyButton; public var nBtn:MyButton; public static const NO = "no"; public static const YES = "yes"; public static const PAGE_NAME = "choosepage"; private static var _choosePage:ChoosePage; public function ChoosePage(){ txt.text = LanguageManager.getStr(PAGE_NAME, "txt"); yBtn.addEventListener(MouseEvent.CLICK, yes); yBtn.label = LanguageManager.getStr(PAGE_NAME, "yes"); yBtn.type = 2; nBtn.addEventListener(MouseEvent.CLICK, no); nBtn.label = LanguageManager.getStr(PAGE_NAME, "no"); nBtn.type = 2; } function no(_arg1){ setEnable(); disappear(0.5); dispatchEvent(new Event(NO)); } public function setEnable(){ GamePage.getInstance().resume(null); } override public function appear(_arg1:Number=2){ super.appear(_arg1); GamePage.getInstance().pause(null); } function yes(_arg1){ setEnable(); disappear(0.5); dispatchEvent(new Event(YES)); } public static function getInstance(){ if (_choosePage == null){ _choosePage = new (ChoosePage); }; return (_choosePage); } } }//package com.veltive.cityinvasion.pages
Section 61
//FinalPage (com.veltive.cityinvasion.pages.FinalPage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import gs.easing.*; public class FinalPage extends AbstractPage { public var a10:MovieClip; public var tBtn:MyButton; public var cBtn:MyButton; public var creditsMc:MovieClip; private var _finalSound:GameSound; public var submit_box:SubmitBox; private var _typeWriter:TypeWriter; public var txt:TextField; public static const CONTINUE = "continue"; public static const PAGE_NAME = "finalpage"; public static const TO_HIGHSCORE = "to high score"; public static const TO_HIGHSCORE_WITHOUT_NEW = "high score with out new "; public static var _finalPage:FinalPage; public function FinalPage(){ super(); addFrameScript(591, frame592); UTM = "more_games_final"; txt.htmlText = LanguageManager.getStr(PAGE_NAME, "cong"); cBtn.addEventListener(MouseEvent.CLICK, continueHandle); cBtn.label = LanguageManager.getStr(LosePage.PAGE_NAME, "mm"); cBtn.type = 2; tBtn.addEventListener(MouseEvent.CLICK, displayCredits); tBtn.label = LanguageManager.getStr(PAGE_NAME, "cr"); tBtn.type = 3; var _local2 = creditsMc; with (_local2) { cBtn.addEventListener(MouseEvent.CLICK, displayCredits); cBtn.label = LanguageManager.getStr(PAGE_NAME, "close"); cBtn.type = 2; cBtn.addEventListener(MouseEvent.MOUSE_DOWN, displayCredits); cr.text = LanguageManager.getStr(PAGE_NAME, "cr"); gd.text = LanguageManager.getStr(PAGE_NAME, "gd"); aw.text = LanguageManager.getStr(PAGE_NAME, "aw"); pg.text = LanguageManager.getStr(PAGE_NAME, "pg"); }; submit_box.addEventListener(Event.CLOSE, closeHandle); a10.txt.text = LanguageManager.getStr(ScorePage.PAGE_NAME, "a10"); } function closeHandle2(_arg1){ var _local2:* = this; _local2.disappear(); _local2.clearTyperWriter(null); _local2._typeWriter.clear(); _local2.dispatchEvent(new Event(TO_HIGHSCORE_WITHOUT_NEW)); } override public function appear(_arg1:Number=2){ super.appear(); _finalSound = new GameSound(new FinalSound(), 0); _finalSound.resume(); this.gotoAndPlay(1); submit_box.visible = true; submit_box.appear(); creditsMc.visible = false; } function frame592(){ stop(); } public function get finalSound():GameSound{ return (_finalSound); } function closeHandle(_arg1){ var _local2:* = this; _local2.disappear(); var _local3:Boolean = LocalFile.CHECK_SCORE(); if (_local3){ _local2.dispatchEvent(new Event(TO_HIGHSCORE)); } else { _local2.dispatchEvent(new Event(TO_HIGHSCORE_WITHOUT_NEW)); }; } override public function disappear(_arg1:Number=2){ super.disappear(_arg1); _finalSound.fadeOut(); } private function submitHandle(_arg1){ var _local2:* = this; var _local3:SubmitBox = new SubmitBox(); this.addChild(_local3); _local3.addEventListener(Event.CLOSE, closeHandle); } private function continueHandle(_arg1){ disappear(); dispatchEvent(new Event(CONTINUE)); } private function displayCredits(_arg1){ creditsMc.visible = !(creditsMc.visible); submit_box.visible = !(creditsMc.visible); } override public function onFinishTween(){ super.onFinishTween(); } private function clearTyperWriter(_arg1){ _typeWriter.removeEventListener(Event.COMPLETE, continueHandle); cBtn.visible = true; } public static function getInstance(){ if (_finalPage == null){ _finalPage = new (FinalPage); }; return (_finalPage); } } }//package com.veltive.cityinvasion.pages
Section 62
//GamePage (com.veltive.cityinvasion.pages.GamePage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.player.*; import gs.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import gs.easing.*; import flash.system.*; public class GamePage extends AbstractPage { public var bfMc:MovieClip; private var _backgroundSound:GameSound; public var ControlerMc:Controler; private var ai; public var lifeEnemy:LifeBar; public var menuBar:MovieClip; public var lifeFriend:LifeBar; private var _timeKeeper:TimeKeeper; public static const SHOW_HELP = "show help"; public static const RETRY = "retry"; public static const WIN = "win"; public static const TO_OPT_PAGE = "to option page"; public static const RETRY_TUTO = "retry tuto"; public static const TUTO_FINISHED = "tuto finished"; public static const LOSE = "lose"; public static const EXIT = "exit"; public static const SHOW_MENU = "show menu"; public static const PAGE_NAME = "gamepage"; public static const SKIP = "skip"; public static var _gamePage:GamePage; public static var duration:Number; public function GamePage(){ var show:Function; super(); show = function (_arg1){ menuBar.menuBtn.label = LanguageManager.getStr(PAGE_NAME, "menu"); menuBar.menuBtn.autoSize = true; lifeEnemy.txt3.text = LanguageManager.getStr(PAGE_NAME, "eh"); lifeFriend.txt3.text = LanguageManager.getStr(PAGE_NAME, "yh"); menuBar.a10.txt.text = LanguageManager.getStr(ScorePage.PAGE_NAME, "a10"); }; UTM = "more_games_battlefield"; var bb:BattleField = BattleField.getInstance(); bfMc.addChildAt(bb, 0); menuBar.spdSlider.visible = false; menuBar.spdSlider.addEventListener(Event.CHANGE, spdChange); menuBar.menuBtn.addEventListener(MouseEvent.CLICK, showMenu); menuBar.s_txt.visible = false; lifeEnemy.playerData = GameVariables.PLAYER_ENEMY; lifeFriend.playerData = GameVariables.PLAYER_FRIEND; var timer:TextTimer = new TextTimer(100, show); removeControler(); } private function reduceLevel(_arg1){ if (GameVariables.LEVEL <= 1){ return; }; GameVariables.LEVEL--; Controler(GamePage.getInstance().ControlerMc).level = GameVariables.LEVEL; Controler(ai.controler).level = GameVariables.LEVEL; } public function get backgroundSound(){ return (_backgroundSound); } public function retry(_arg1){ dispatchEvent(new Event(RETRY)); clear(null); removeControler(); disappear(1); GameVariables.IN_BATTLE = false; } public function clear(_arg1){ var _local2:* = BattleField.getInstance(); _local2.resume(); _local2.clear(); ControlerMc.clear(); ai.clear(); Command.clear(); disappear(1); } public function reset(){ if (GameVariables.LEVEL >= 1){ BattleField.getInstance().ground = GameVariables.LEVEL; } else { BattleField.getInstance().ground = 6; }; Controler(GamePage.getInstance().ControlerMc).reset(); Controler(ai.controler).reset(); GameVariables.PLAYER_ENEMY.reset(); GameVariables.PLAYER_FRIEND.reset(); GameVariables.PLAYER_ENEMY.addEventListener(PlayerData.PLAYER_LOSE, getResult); GameVariables.PLAYER_FRIEND.addEventListener(PlayerData.PLAYER_LOSE, getResult); _backgroundSound = new GameSound(new BackgroundSound(), 2); GameVariables.IN_BATTLE = true; } private function showHighScore(){ menuBar.s_txt.text = LocalFile.HIGH_SCORE; } public function showMenu(_arg1){ dispatchEvent(new Event(SHOW_MENU)); pause(_arg1); this.disable(); } override public function appear(_arg1:Number=3){ super.appear(_arg1); addControler(); showHighScore(); reset(); disable(); } private function controlerAdded(){ ai.start(); _timeKeeper = new TimeKeeper(); _timeKeeper.start(); ControlerMc.enable = true; if (GameVariables.MUSIC_VOLUME != 0){ _backgroundSound.pos = 0; _backgroundSound.resume(); }; GameVariables.IN_BATTLE = true; enable(); } private function fail(){ clear(null); dispatchEvent(new Event(LOSE)); } private function getResult(_arg1){ duration = _timeKeeper.duration; _timeKeeper.clear(); WinPage.getInstance().showData(); LosePage.getInstance().showData(); ControlerMc.pause(); ai.pause(); Command.pause(); removeControler(); GameVariables.IN_BATTLE = false; GameVariables.PLAYER_ENEMY.removeEventListener(PlayerData.PLAYER_LOSE, getResult); GameVariables.PLAYER_FRIEND.removeEventListener(PlayerData.PLAYER_LOSE, getResult); if (_arg1.currentTarget == GameVariables.PLAYER_FRIEND){ if (GameVariables.HUMAN_GROUP == UnitGroup.GROUP_ENEMY){ TweenLite.to(this, 5, {alpha:1, ease:null, onComplete:win}); new GameSound(new CheerSound()).resume(); Command.cheer(1); } else { TweenLite.to(this, 5, {alpha:1, ease:null, onComplete:fail}); Command.cheer(-1); }; } else { if (GameVariables.HUMAN_GROUP == UnitGroup.GROUP_ENEMY){ TweenLite.to(this, 5, {alpha:1, ease:null, onComplete:fail}); Command.cheer(-1); } else { TweenLite.to(this, 5, {alpha:1, ease:null, onComplete:win}); new GameSound(new CheerSound()).resume(); Command.cheer(1); }; }; } private function win(){ clear(null); if (GameVariables.LEVEL == 0){ dispatchEvent(new Event(TUTO_FINISHED)); } else { dispatchEvent(new Event(WIN)); }; } public function showHelp(_arg1){ dispatchEvent(new Event(SHOW_HELP)); } private function setMusic(_arg1){ if (_backgroundSound.paused == true){ _backgroundSound.resume(); } else { _backgroundSound.pause(); }; } public function exit(_arg1){ dispatchEvent(new Event(EXIT)); clear(null); removeControler(); disappear(1); GameVariables.IN_BATTLE = false; } public function removeControler(){ TweenLite.to(ControlerMc, 2, {y:GameVariables.STAGE_HEIGHT, ease:null}); TweenLite.to(menuBar, 2, {y:-(menuBar.height), ease:null}); TweenLite.to(lifeFriend, 1, {alpha:0, ease:null}); TweenLite.to(lifeEnemy, 1, {alpha:0, ease:null}); ControlerMc.enable = false; if (ai){ ai.clear(); }; GameVariables.IN_BATTLE = false; if (_backgroundSound){ _backgroundSound.clear(); _backgroundSound = null; }; } public function addControler(){ TweenLite.to(ControlerMc, 1, {y:(GameVariables.STAGE_HEIGHT - ControlerMc.height), ease:null, onComplete:controlerAdded}); TweenLite.to(menuBar, 1, {y:0, ease:null}); TweenLite.to(lifeFriend, 1, {alpha:1, ease:null}); TweenLite.to(lifeEnemy, 1, {alpha:1, ease:null}); if (GameVariables.LEVEL <= 0){ ai = AI_TUTO.getInstance(); } else { ai = AI.getInstance(); }; } private function addLevel(_arg1){ if (GameVariables.LEVEL > 1){ return; }; GameVariables.LEVEL++; Controler(GamePage.getInstance().ControlerMc).level = GameVariables.LEVEL; Controler(ai.controler).level = GameVariables.LEVEL; } public function resume(_arg1){ BattleField.getInstance().resume(); ControlerMc.resume(); ai.resume(); Command.resume(); } public function showOpt(_arg1){ dispatchEvent(new Event(TO_OPT_PAGE)); } private function spdChange(_arg1){ GameVariables.GAME_SPD = _arg1.currentTarget.value; } public function pause(_arg1){ BattleField.getInstance().pause(); ControlerMc.pause(); ai.pause(); Command.pause(); } public function skip(_arg1){ clear(null); removeControler(); disappear(1); GameVariables.IN_BATTLE = false; GameVariables.LEVEL = 1; dispatchEvent(new Event(SKIP)); } public static function getInstance(){ if (_gamePage == null){ _gamePage = new (GamePage); }; return (_gamePage); } } }//package com.veltive.cityinvasion.pages
Section 63
//IntroPage (com.veltive.cityinvasion.pages.IntroPage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import gs.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import gs.easing.*; public class IntroPage extends AbstractPage { public var mapBg:MovieClip; private var _typeWriter:TypeWriter; public var introBg:MovieClip; public var cBtn:MyButton; public var typeBg:MovieClip; public static const CONTINUE = "continue"; public static const PAGE_NAME = "intropage"; public static var _introPage:IntroPage; public function IntroPage(){ UTM = "more_games_mission_briefing"; cBtn.addEventListener(MouseEvent.CLICK, continueHandle); cBtn.label = LanguageManager.getStr(ScorePage.PAGE_NAME, "continue"); cBtn.visible = false; cBtn.type = 2; } override public function onFinishTween(){ super.onFinishTween(); } private function controlerRemoved(){ removeAll(); } private function disTween(){ TweenLite.to(introBg, 1, {x:(-(introBg.width) * 1.3), ease:null}); TweenLite.to(mapBg, 1, {x:(BattleField.BATTLE_FIELD_WIDTH + 10), ease:null}); TweenLite.to(typeBg, 1, {y:BattleField.BATTLE_FIELD_HEIGHT, ease:null, onComplete:controlerRemoved}); } private function controlerAdded(){ showIntro(GameVariables.LEVEL); cBtn.visible = true; } private function typeComplete(_arg1){ cBtn.visible = true; } private function showTween(){ introBg.x = (-(introBg.width) * 1.3); mapBg.x = BattleField.BATTLE_FIELD_WIDTH; typeBg.y = BattleField.BATTLE_FIELD_HEIGHT; TweenLite.to(introBg, 1, {x:11, ease:null}); TweenLite.to(mapBg, 1, {x:285, ease:null}); TweenLite.to(typeBg, 1, {y:357, ease:null, onComplete:controlerAdded}); } private function continueHandle(_arg1){ var e = _arg1; disTween(); cBtn.visible = false; try { _typeWriter.clear(); _typeWriter.removeEventListener(Event.COMPLETE, continueHandle); } catch(e) { }; GameVariables.GIVE_UP_RATE = (GameVariables.LEVEL * 0.2); } override public function appear(_arg1:Number=2){ var show:Function; var t = _arg1; show = function (_arg1){ switch (GameVariables.LEVEL){ case 1: introBg.bu.text = LanguageManager.getStr(PAGE_NAME, "bu"); introBg.sp.text = LanguageManager.getStr(PAGE_NAME, "sp"); introBg.un1.text = LanguageManager.getStr(PAGE_NAME, "un1"); introBg.ue1.text = LanguageManager.getStr(PAGE_NAME, "ue1"); introBg.ue1_1.text = LanguageManager.getStr(PAGE_NAME, "ue1_1"); introBg.un2.text = LanguageManager.getStr(PAGE_NAME, "un2"); introBg.ue2.text = LanguageManager.getStr(PAGE_NAME, "ue2"); introBg.ue2_1.text = LanguageManager.getStr(PAGE_NAME, "ue2_1"); introBg.un3.text = LanguageManager.getStr(PAGE_NAME, "un3"); introBg.ue3.text = LanguageManager.getStr(PAGE_NAME, "ue3"); introBg.ue3_1.text = LanguageManager.getStr(PAGE_NAME, "ue3_1"); introBg.pn1.text = LanguageManager.getStr(PAGE_NAME, "pn1"); introBg.pe1.text = LanguageManager.getStr(PAGE_NAME, "pe1"); break; case 2: introBg.bu.text = LanguageManager.getStr(PAGE_NAME, "bu"); introBg.sp.text = LanguageManager.getStr(PAGE_NAME, "sp"); introBg.un4.text = LanguageManager.getStr(PAGE_NAME, "un4"); introBg.ue4.text = LanguageManager.getStr(PAGE_NAME, "ue4"); introBg.ue4_1.text = LanguageManager.getStr(PAGE_NAME, "ue4_1"); introBg.pn2.text = LanguageManager.getStr(PAGE_NAME, "pn2"); introBg.pe2.text = LanguageManager.getStr(PAGE_NAME, "pe2"); break; case 3: introBg.bu.text = LanguageManager.getStr(PAGE_NAME, "bu"); introBg.sp.text = LanguageManager.getStr(PAGE_NAME, "sp"); introBg.un5.text = LanguageManager.getStr(PAGE_NAME, "un5"); introBg.ue5.text = LanguageManager.getStr(PAGE_NAME, "ue5"); introBg.ue5_1.text = LanguageManager.getStr(PAGE_NAME, "ue5_1"); introBg.pn3.text = LanguageManager.getStr(PAGE_NAME, "pn3"); introBg.pe3.text = LanguageManager.getStr(PAGE_NAME, "pe3"); break; case 4: introBg.bu.text = LanguageManager.getStr(PAGE_NAME, "bu"); introBg.sp.text = LanguageManager.getStr(PAGE_NAME, "sp"); introBg.un6.text = LanguageManager.getStr(PAGE_NAME, "un6"); introBg.ue6.text = LanguageManager.getStr(PAGE_NAME, "ue6"); introBg.ue6_1.text = LanguageManager.getStr(PAGE_NAME, "ue6_1"); introBg.pn4.text = LanguageManager.getStr(PAGE_NAME, "pn4"); introBg.pe4.text = LanguageManager.getStr(PAGE_NAME, "pe4"); break; case 5: introBg.bu.text = LanguageManager.getStr(PAGE_NAME, "bu"); introBg.sp.text = LanguageManager.getStr(PAGE_NAME, "sp"); introBg.un7.text = LanguageManager.getStr(PAGE_NAME, "un7"); introBg.ue7.text = LanguageManager.getStr(PAGE_NAME, "ue7"); introBg.ue7_1.text = LanguageManager.getStr(PAGE_NAME, "ue7_1"); introBg.pn5.text = LanguageManager.getStr(PAGE_NAME, "pn5"); introBg.pe5.text = LanguageManager.getStr(PAGE_NAME, "pe5"); break; }; }; super.appear(); showTween(); this.mapBg.gotoAndStop(GameVariables.LEVEL); this.introBg.gotoAndStop(GameVariables.LEVEL); var timer:TextTimer = new TextTimer(100, show); } private function showIntro(_arg1){ _typeWriter = new TypeWriter(); _typeWriter.y = 380; _typeWriter.x = (_typeWriter.x + (275 / 2)); _typeWriter.addEventListener(Event.COMPLETE, typeComplete); addChild(_typeWriter); switch (_arg1){ case 1: _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m1")); _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m1_1")); break; case 2: _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m2")); _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m2_1")); break; case 3: _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m3")); _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m3_1")); break; case 4: _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m4")); _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m4_1")); break; case 5: _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m5")); _typeWriter.addString(LanguageManager.getStr(PAGE_NAME, "m5_1")); break; default: _typeWriter.addString("Mission X "); _typeWriter.addString("Where is here "); break; }; _typeWriter.start(); } private function removeAll(){ disappear(); dispatchEvent(new Event(CONTINUE)); try { _typeWriter.clear(); _typeWriter.removeEventListener(Event.COMPLETE, continueHandle); } catch(e) { }; } public static function getInstance(){ if (_introPage == null){ _introPage = new (IntroPage); }; return (_introPage); } } }//package com.veltive.cityinvasion.pages
Section 64
//LearnPage (com.veltive.cityinvasion.pages.LearnPage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import gs.easing.*; public class LearnPage extends AbstractPage { public var a10:MovieClip; public var specialExp:TextField; public var lifeBarExp:TextField; public var showLifeExp:TextField; public var menuExp:TextField; public var yh:TextField; public var cBtn:MyButton; public var unitExp:TextField; public var topTxt:TextField; public var lanesExp:TextField; public var menu:TextField; public static const CONTINUE = "continue"; public static const PAGE_NAME = "learnpage"; public static var _learnPage:LearnPage; public function LearnPage(){ UTM = "more_games_howtoplay"; topTxt.htmlText = LanguageManager.getStr(PAGE_NAME, "topTxt"); unitExp.htmlText = LanguageManager.getStr(PAGE_NAME, "unitExp"); specialExp.htmlText = LanguageManager.getStr(PAGE_NAME, "specialExp"); lifeBarExp.htmlText = LanguageManager.getStr(PAGE_NAME, "lifeBarExp"); yh.text = LanguageManager.getStr(GamePage.PAGE_NAME, "yh"); menu.text = LanguageManager.getStr(GamePage.PAGE_NAME, "menu"); menuExp.htmlText = LanguageManager.getStr(PAGE_NAME, "menuExp"); lanesExp.htmlText = LanguageManager.getStr(PAGE_NAME, "lanesExp"); showLifeExp.htmlText = LanguageManager.getStr(PAGE_NAME, "showLifeExp"); cBtn.addEventListener(MouseEvent.CLICK, continueHandle); cBtn.label = LanguageManager.getStr(PAGE_NAME, "cBtn"); cBtn.type = 2; a10.txt.text = LanguageManager.getStr(ScorePage.PAGE_NAME, "a10"); } private function continueHandle(_arg1){ dispatchEvent(new Event(CONTINUE)); disappear(0.5); } public static function getInstance(){ if (_learnPage == null){ _learnPage = new (LearnPage); }; return (_learnPage); } } }//package com.veltive.cityinvasion.pages
Section 65
//LogoPage (com.veltive.cityinvasion.pages.LogoPage) package com.veltive.cityinvasion.pages { import flash.display.*; import flash.events.*; import com.veltive.cityinvasion.ui.*; import flash.text.*; import com.veltive.cityinvasion.*; import gs.easing.*; import flash.system.*; import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.utils.*; public class LogoPage extends AbstractPage { private var _logo:MovieClip; public var logo:MovieClip; private var _x0; private var _y0; private static var _logoPage:LogoPage; public function LogoPage(){ addFrameScript(149, frame150); this.addFrameScript(149, completeHandle); logo.txt.text = LanguageManager.getStr(StartPage.PAGE_NAME, "playMore"); } function completeHandle(){ this.dispatchEvent(new Event(Event.COMPLETE)); disappear(); this.stop(); } private function move(){ } function frame150(){ stop(); } public static function getInstance(){ if (_logoPage == null){ _logoPage = new (LogoPage); }; return (_logoPage); } } }//package com.veltive.cityinvasion.pages
Section 66
//LosePage (com.veltive.cityinvasion.pages.LosePage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.player.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; public class LosePage extends AbstractPage { public var a10:MovieClip; private var _killNum:Number; public var rBtn:MyButton; private var _score:Number; private var _skillNum:Number; private var _killedNum:Number; private var _life:Number; private var _produceNum:Number; private var _typeWriter:TypeWriter; public var stasticsMc:MovieClip; private var _time:Number; public var cBtn:MyButton; private var _loseSound:GameSound; public static const CONTINUE = "continue"; public static const RETRY = "retry"; public static const PAGE_NAME = "losepage"; public static var _losePage:LosePage; public function LosePage(){ UTM = "more_games_mission_failed"; cBtn.addEventListener(MouseEvent.CLICK, continueHandle); cBtn.label = LanguageManager.getStr(PAGE_NAME, "mm"); cBtn.type = 2; rBtn.addEventListener(MouseEvent.CLICK, retryHandle); rBtn.label = LanguageManager.getStr(PAGE_NAME, "re"); rBtn.type = 2; a10.txt.text = LanguageManager.getStr(ScorePage.PAGE_NAME, "a10"); } public function showData(){ _produceNum = Command.getPlayerData(GameVariables.HUMAN_GROUP).produceNum; _killedNum = Command.getPlayerData(GameVariables.HUMAN_GROUP).killedNum; _killNum = Command.getPlayerData(GameVariables.AI_GROUP).killedNum; _time = GamePage.duration; _life = (((Command.getPlayerData(GameVariables.HUMAN_GROUP).life / PlayerData.PLAYER_LIFE) * 100) / 100); _life = (int((_life * 100)) / 100); if ((_life < 0)){ _life = 0; //unresolved jump }; _score = ((_killNum - _killedNum) + ((_produceNum * 1000) * (_life + 0.5))); _score = (int((_score * 100)) / 100); } override public function appear(_arg1:Number=2){ var time = _arg1; super.appear(); _loseSound = new GameSound(new LoseSound(), 0); _loseSound.resume(); var _local3 = stasticsMc; with (_local3) { txt0.text = LanguageManager.getStr(PAGE_NAME, "mf"); txt1.text = (_time + "s"); txt2.text = _produceNum; txt3.text = _killNum; txt4.text = _killedNum; txt5.text = (int((_life * 100)) + "%"); txt6.text = _score; txt1_1.text = LanguageManager.getStr(PAGE_NAME, "du"); txt2_1.text = LanguageManager.getStr(PAGE_NAME, "cu"); txt3_1.text = LanguageManager.getStr(PAGE_NAME, "ku"); txt4_1.text = LanguageManager.getStr(PAGE_NAME, "lu"); txt5_1.text = LanguageManager.getStr(PAGE_NAME, "li"); txt6_1.text = LanguageManager.getStr(PAGE_NAME, "sc"); LocalFile.HIGH_SCORE = _score; maskMc.gotoAndPlay(1); }; } override public function disappear(_arg1:Number=2){ super.disappear(_arg1); _loseSound.fadeOut(); } private function continueHandle(_arg1){ disappear(); dispatchEvent(new Event(CONTINUE)); } private function retryHandle(_arg1){ disappear(); dispatchEvent(new Event(RETRY)); } public static function getInstance(){ if (_losePage == null){ _losePage = new (LosePage); }; return (_losePage); } } }//package com.veltive.cityinvasion.pages
Section 67
//OptPage (com.veltive.cityinvasion.pages.OptPage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; public class OptPage extends AbstractPage { public var a10:MovieClip; public var txt_se:TextField; public var cBtn:MyButton; public var musicOnBtn:MyButton; public var highBtn:MyButton; public var txt_m:TextField; public var soundOffBtn:MyButton; public var mediumBtn:MyButton; public var lowBtn:MyButton; public var txt_vq:TextField; public var txt_opt:TextField; public var soundOnBtn:MyButton; public var musicOffBtn:MyButton; public static const CONTINUE = "continue"; public static const PAGE_NAME = "optpage"; public static var _optPage:OptPage; public function OptPage(){ UTM = "more_games_option"; txt_opt.text = LanguageManager.getStr(PAGE_NAME, "options"); txt_vq.text = LanguageManager.getStr(PAGE_NAME, "vq"); txt_se.text = LanguageManager.getStr(PAGE_NAME, "se"); txt_m.text = LanguageManager.getStr(PAGE_NAME, "m"); cBtn.addEventListener(MouseEvent.CLICK, continueHandle); cBtn.label = LanguageManager.getStr(PAGE_NAME, "back"); cBtn.type = 2; musicOnBtn.addEventListener(MouseEvent.CLICK, musicOn); musicOnBtn.label = LanguageManager.getStr(PAGE_NAME, "on"); musicOnBtn.selected = true; musicOnBtn.autoSize = false; musicOffBtn.addEventListener(MouseEvent.CLICK, musicOff); musicOffBtn.label = LanguageManager.getStr(PAGE_NAME, "off"); musicOffBtn.autoSize = false; soundOnBtn.addEventListener(MouseEvent.CLICK, soundOn); soundOnBtn.label = LanguageManager.getStr(PAGE_NAME, "on"); soundOnBtn.autoSize = false; soundOnBtn.selected = true; soundOffBtn.addEventListener(MouseEvent.CLICK, soundOff); soundOffBtn.label = LanguageManager.getStr(PAGE_NAME, "off"); soundOffBtn.autoSize = false; highBtn.addEventListener(MouseEvent.CLICK, high); highBtn.selected = true; highBtn.label = LanguageManager.getStr(PAGE_NAME, "high"); highBtn.autoSize = false; mediumBtn.addEventListener(MouseEvent.CLICK, medium); mediumBtn.label = LanguageManager.getStr(PAGE_NAME, "medium"); mediumBtn.autoSize = false; lowBtn.addEventListener(MouseEvent.CLICK, low); lowBtn.label = LanguageManager.getStr(PAGE_NAME, "low"); lowBtn.autoSize = false; a10.txt.text = LanguageManager.getStr(ScorePage.PAGE_NAME, "a10"); } public function musicOn(_arg1){ GameVariables.MUSIC_VOLUME = 1; StartPage.getInstance().musicBtn.selected = false; if (GamePage.getInstance().backgroundSound != null){ GamePage.getInstance().backgroundSound.pos = 0; GamePage.getInstance().backgroundSound.resume(); }; if (StartPage.getInstance().startSound != null){ StartPage.getInstance().startSound.resume(); }; musicOffBtn.selected = false; musicOnBtn.selected = true; } public function musicOff(_arg1){ GameVariables.MUSIC_VOLUME = 0; StartPage.getInstance().musicBtn.selected = true; if (GamePage.getInstance().backgroundSound != null){ GamePage.getInstance().backgroundSound.pause(); }; if (StartPage.getInstance().startSound != null){ StartPage.getInstance().startSound.pause(); }; musicOffBtn.selected = true; musicOnBtn.selected = false; } public function soundOn(_arg1){ StartPage.getInstance().soundBtn.selected = false; GameVariables.SOUND_VOLUME = 1; soundOnBtn.selected = true; soundOffBtn.selected = false; } private function low(_arg1){ highBtn.selected = false; mediumBtn.selected = false; lowBtn.selected = false; stage.quality = "low"; _arg1.currentTarget.selected = true; } public function soundOff(_arg1){ StartPage.getInstance().soundBtn.selected = true; GameVariables.SOUND_VOLUME = 0; soundOffBtn.selected = true; soundOnBtn.selected = false; } private function high(_arg1){ highBtn.selected = false; mediumBtn.selected = false; lowBtn.selected = false; stage.quality = "high"; _arg1.currentTarget.selected = true; } private function continueHandle(_arg1){ disappear(0.5); } private function medium(_arg1){ highBtn.selected = false; mediumBtn.selected = false; lowBtn.selected = false; stage.quality = "medium"; _arg1.currentTarget.selected = true; } public static function getInstance(){ if (_optPage == null){ _optPage = new (OptPage); }; return (_optPage); } } }//package com.veltive.cityinvasion.pages
Section 68
//ScorePage (com.veltive.cityinvasion.pages.ScorePage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import gs.easing.*; public class ScorePage extends AbstractPage { public var no_record_txt:MovieClip; public var a10:MovieClip; public var newMc:MovieClip; public var dBtn:MyButton; public var cBtn:MyButton; public static const CONTINUE = "continue"; public static const PAGE_NAME = "scorepage"; public static var _scorePage:ScorePage; public function ScorePage(){ UTM = "more_games_score"; this.newMc.txt.text = LanguageManager.getStr(FinalPage.PAGE_NAME, "new"); cBtn.addEventListener(MouseEvent.CLICK, continueHandle); cBtn.label = LanguageManager.getStr(PAGE_NAME, "continue"); cBtn.type = 2; dBtn.addEventListener(MouseEvent.CLICK, clearHandle); dBtn.label = "Clear records"; dBtn.type = 2; dBtn.visible = false; a10.txt.text = LanguageManager.getStr(PAGE_NAME, "a10"); } override public function disappear(_arg1:Number=2){ super.disappear(0.5); } private function clearHandle(_arg1){ LocalFile.CLEAR_RECORDS(); showScore(); } override public function appear(_arg1:Number=2){ super.appear(_arg1); showScore(); } private function clearScoreMc(){ var _local1:* = 0; while (_local1 < this.numChildren) { if ((this.getChildAt(_local1) is ScoreMc)){ removeChild(this.getChildAt(_local1)); _local1--; }; _local1++; }; } private function showScore(){ var _local3:ScoreMc; clearScoreMc(); var _local1:Array = LocalFile.GET_HIGH_SCORE_ARR(); var _local2:* = 0; while (_local2 < _local1.length) { _local3 = new ScoreMc(); addChild(_local3); _local3.x = ((this.stage.stageWidth - _local3.width) / 2); _local3.y = ((40 * _local2) + 38); _local3.order = (_local2 + 1); _local3.score = _local1[_local2].score; _local3.date = _local1[_local2].date; _local3.user = _local1[_local2].user; if (_local2 == LocalFile.LATEST_RECORD){ newMc.y = _local3.y; }; _local2++; }; if (_local1.length <= 0){ no_record_txt.visible = true; } else { no_record_txt.visible = false; }; } private function continueHandle(_arg1){ disappear(); dispatchEvent(new Event(CONTINUE)); } public function set showNewIcon(_arg1:Boolean){ this.newMc.visible = _arg1; } public static function getInstance(){ if (_scorePage == null){ _scorePage = new (ScorePage); }; return (_scorePage); } } }//package com.veltive.cityinvasion.pages
Section 69
//StartPage (com.veltive.cityinvasion.pages.StartPage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; public class StartPage extends AbstractPage { public var soundBtn:IconBtnSound; public var tuBtn:MyButton; public var htpBtn:MyButton; public var ngBtn:MyButton; public var cgBtn:MyButton; public var optBtn:MyButton; public var scoreBtn:MyButton; public var logo:MovieClip; private var _startSound:GameSound; public var musicBtn:IconBtnMusic; public static const TO_INTRO_PAGE = "to intro page"; public static const TO_TUTO_PAGE_WITHOUT_SKIP = "to tuto page with out skip"; public static const TO_TUTO_PAGE = "to tuto page"; public static const TO_CHOOSE_PAGE = "to choose page"; public static const TO_LEARN_PAGE = "to learn page"; public static const SHOW_SOCRE = "show score"; public static const PAGE_NAME = "startpage"; public static const TO_OPT_PAGE = "to option page"; private static var _startPage:StartPage; public function StartPage(){ UTM = "more_games_main_menu"; tuBtn.addEventListener(MouseEvent.CLICK, toTuto_without_skip); tuBtn.label = LanguageManager.getStr(PAGE_NAME, "tuBtn"); ngBtn.addEventListener(MouseEvent.CLICK, newGame); ngBtn.label = LanguageManager.getStr(PAGE_NAME, "ngBtn"); cgBtn.addEventListener(MouseEvent.CLICK, continueGame); htpBtn.addEventListener(MouseEvent.CLICK, HowToPlay); cgBtn.label = LanguageManager.getStr(PAGE_NAME, "cgBtn"); htpBtn.label = LanguageManager.getStr(PAGE_NAME, "htpBtn"); optBtn.addEventListener(MouseEvent.CLICK, showOption); optBtn.label = LanguageManager.getStr(PAGE_NAME, "optBtn"); scoreBtn.addEventListener(MouseEvent.CLICK, showScore); scoreBtn.label = LanguageManager.getStr(PAGE_NAME, "scoreBtn"); musicBtn.addEventListener(MouseEvent.CLICK, changeMusic); soundBtn.addEventListener(MouseEvent.CLICK, changeSound); logo.txt.text = LanguageManager.getStr(PAGE_NAME, "playMore"); } private function continueGame(_arg1){ GameVariables.LEVEL = LocalFile.LEVEL; dispatchEvent(new Event(TO_INTRO_PAGE)); disappear(); } private function HowToPlay(_arg1){ dispatchEvent(new Event(TO_LEARN_PAGE)); } private function toTuto_without_skip(_arg1){ GameVariables.LEVEL = 0; dispatchEvent(new Event(TO_TUTO_PAGE_WITHOUT_SKIP)); disappear(); } private function changeMusic(_arg1){ if (_arg1.currentTarget.selected == false){ OptPage.getInstance().musicOff(_arg1); } else { OptPage.getInstance().musicOn(_arg1); }; } private function toTuto(_arg1){ GameVariables.LEVEL = 0; dispatchEvent(new Event(TO_TUTO_PAGE)); disappear(); } private function showOption(_arg1){ dispatchEvent(new Event(TO_OPT_PAGE)); } override public function appear(_arg1:Number=2){ super.appear(1); _startSound = new GameSound(new StartSound(), 2); _startSound.resume(); checkLocalFile(); disable(); } override public function onFinishTween2(){ enable(); } private function showScore(_arg1){ dispatchEvent(new Event(SHOW_SOCRE)); } public function get startSound():GameSound{ return (_startSound); } private function checkLocalFile():void{ if (((LocalFile.LEVEL) && ((LocalFile.LEVEL > 1)))){ cgBtn.enable = true; if ((LocalFile.LEVEL > GameVariables.MAX_LEVEL)){ LocalFile.CURRENT_LEVEL = GameVariables.MAX_LEVEL; //unresolved jump }; } else { cgBtn.enable = false; }; LocalFile.CREATE_DEFAULT_SCORES(); } override public function disappear(_arg1:Number=2){ super.disappear(_arg1); _startSound.fadeOut(); _startSound = null; } private function newGame(_arg1){ if (LocalFile.FIRST_PLAY == false){ GameVariables.LEVEL = 1; dispatchEvent(new Event(TO_INTRO_PAGE)); disappear(); LocalFile.CREATE_ACCOUNT(); } else { toTuto(_arg1); }; } private function changeSound(_arg1){ if (_arg1.currentTarget.selected == false){ OptPage.getInstance().soundOff(_arg1); } else { OptPage.getInstance().soundOn(_arg1); }; } public static function getInstance(){ if (_startPage == null){ _startPage = new (StartPage); }; return (_startPage); } } }//package com.veltive.cityinvasion.pages
Section 70
//WinPage (com.veltive.cityinvasion.pages.WinPage) package com.veltive.cityinvasion.pages { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.player.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; public class WinPage extends AbstractPage { public var a10:MovieClip; private var _killNum:Number; private var _killedNum:Number; private var _score:Number; private var _life:Number; private var _skillNum:Number; private var _produceNum:Number; private var _time:Number; public var stasticsMc:MovieClip; private var _winSound:GameSound; public var cBtn:MyButton; private var _typeWriter:TypeWriter; public static const BACK_MAIN = "back to main"; public static const CONTINUE = "continue"; public static const GAME_OVER = "game over"; public static var _winPage:WinPage; public function WinPage(){ UTM = "more_games_mission_completed"; a10.txt.text = LanguageManager.getStr(ScorePage.PAGE_NAME, "a10"); cBtn.addEventListener(MouseEvent.CLICK, continueHandle); cBtn.label = LanguageManager.getStr(ScorePage.PAGE_NAME, "continue"); cBtn.type = 2; } public function showData(){ _produceNum = Command.getPlayerData(GameVariables.HUMAN_GROUP).produceNum; _killedNum = Command.getPlayerData(GameVariables.HUMAN_GROUP).killedNum; _killNum = Command.getPlayerData(GameVariables.AI_GROUP).killedNum; _time = GamePage.duration; _life = (((Command.getPlayerData(GameVariables.HUMAN_GROUP).life / PlayerData.PLAYER_LIFE) * 100) / 100); _life = (int((_life * 100)) / 100); _score = ((_killNum - _killedNum) + ((_produceNum * 1000) * _life)); _score = (int((_score * 100)) / 100); } override public function appear(_arg1:Number=2){ var time = _arg1; super.appear(); _winSound = new GameSound(new WinSound(), 0); _winSound.resume(); var _local3 = stasticsMc; with (_local3) { txt0.text = LanguageManager.getStr(LosePage.PAGE_NAME, "mc"); txt1.text = (_time + "s"); txt2.text = _produceNum; txt3.text = _killNum; txt4.text = _killedNum; txt5.text = (int((_life * 100)) + "%"); txt6.text = _score; txt1_1.text = LanguageManager.getStr(LosePage.PAGE_NAME, "du"); txt2_1.text = LanguageManager.getStr(LosePage.PAGE_NAME, "cu"); txt3_1.text = LanguageManager.getStr(LosePage.PAGE_NAME, "ku"); txt4_1.text = LanguageManager.getStr(LosePage.PAGE_NAME, "lu"); txt5_1.text = LanguageManager.getStr(LosePage.PAGE_NAME, "li"); txt6_1.text = LanguageManager.getStr(LosePage.PAGE_NAME, "sc"); LocalFile.HIGH_SCORE = _score; maskMc.gotoAndPlay(1); }; } public function get winSound():GameSound{ return (_winSound); } override public function disappear(_arg1:Number=2){ super.disappear(_arg1); _winSound.fadeOut(); } private function continueHandle(_arg1){ disappear(); if (GameVariables.LEVEL == 0){ dispatchEvent(new Event(BACK_MAIN)); return; }; GameVariables.LEVEL++; if (GameVariables.LEVEL <= GameVariables.MAX_LEVEL){ LocalFile.LEVEL = GameVariables.LEVEL; dispatchEvent(new Event(CONTINUE)); } else { showData(); dispatchEvent(new Event(GAME_OVER)); }; } public static function getInstance(){ if (_winPage == null){ _winPage = new (WinPage); }; return (_winPage); } } }//package com.veltive.cityinvasion.pages
Section 71
//PlayerData (com.veltive.cityinvasion.player.PlayerData) package com.veltive.cityinvasion.player { import flash.events.*; public class PlayerData extends EventDispatcher { private var _group:int; public var produceNum:Number;// = 0 public var killNum:Number;// = 0 public var killedNum:Number;// = 0 public var time:Number;// = 0 private var _buildModulus:int; public var score:Number;// = 0 private var _credit:Number; private var _life:Number; public var invincible;// = false public var skillNum:Number;// = 0 public static const PLAYER_LIFE:Number = 5000; public static const PLAYER_LOSE:String = "player lose"; public function PlayerData(_arg1:int){ this._group = _arg1; reset(); } public function changeLife(_arg1):void{ if (invincible){ return; }; _life = (_life + _arg1); if ((_life > PLAYER_LIFE)){ _life = PLAYER_LIFE; //unresolved jump }; this.dispatchEvent(new Event(Event.CHANGE)); if (_life <= 0){ dispatchEvent(new Event(PLAYER_LOSE)); }; } public function reset(){ _credit = 500; _life = PLAYER_LIFE; _buildModulus = 1; score = 0; killNum = 0; killedNum = 0; time = 0; produceNum = 0; skillNum = 0; this.dispatchEvent(new Event(Event.CHANGE)); } public function changeCredit(_arg1):void{ _credit = (_credit + _arg1); this.dispatchEvent(new Event(Event.CHANGE)); } public function get buildModulus():Number{ return (_buildModulus); } public function set buildModulus(_arg1:Number):void{ _buildModulus = _arg1; } public function get credit():Number{ return (_credit); } public function get life():Number{ return (_life); } public function get group():int{ return (_group); } } }//package com.veltive.cityinvasion.player
Section 72
//ClockDrawer (com.veltive.cityinvasion.ui.ClockDrawer) package com.veltive.cityinvasion.ui { import flash.events.*; import flash.display.*; import com.veltive.cityinvasion.*; import flash.utils.*; public class ClockDrawer extends Sprite implements IGameObject { private var _timer:Timer; private var _unitName; private var _angle; private var _x0; private var _interval:Number; private var _spd:Number; private var _color:int;// = 0 private var _y0; private var _r; public function ClockDrawer(_arg1:Number){ _interval = 10; _r = 90; _x0 = (_y0 = _r); _angle = 360; _spd = (360 / (_arg1 / _interval)); _timer = new Timer(_interval); this.rotation = 90; this.scaleX = -1; this.mouseEnabled = false; } private function draw(_arg1){ var _local2:ProduceBtn = ProduceBtn(this.parent); var _local3:Controler = Controler(_local2.parent); _angle = (_angle - (((_spd * GameVariables.GAME_SPD) * _local3.playerData.buildModulus) * ProduceBtn(this.parent).buildModulus)); if (_angle > 0){ drawArcLine(this, _r, _angle); } else { finshed(); }; } public function pause():void{ _timer.stop(); } private function drawArcLine(_arg1:Sprite, _arg2:Number, _arg3:Number){ _arg1.graphics.clear(); _arg1.graphics.beginFill(_color, 0.6); var _local4:Number = (((_arg3 / 180) * Math.PI) / 0.01); _arg1.graphics.lineTo(_arg2, 0); var _local5:int; while (_local5 <= _local4) { _arg1.graphics.curveTo((Math.cos(((_local5 - 0.5) * 0.01)) * _arg2), (Math.sin(((_local5 - 0.5) * 0.01)) * _arg2), (Math.cos((_local5 * 0.01)) * _arg2), (Math.sin((_local5 * 0.01)) * _arg2)); _local5++; }; _arg1.graphics.endFill(); } public function clear():void{ _angle = 0; _timer.stop(); _timer.removeEventListener(TimerEvent.TIMER, draw); this.graphics.clear(); } public function start(_arg1:Boolean=false){ if (_arg1 == false){ _color = 0xFFFFFF; } else { _color = 0; }; _angle = 360; _timer.addEventListener(TimerEvent.TIMER, draw); resume(); } public function set radius(_arg1:Number){ _r = _arg1; } public function resume():void{ if (_timer.running == false){ _timer.start(); }; } private function finshed(){ dispatchEvent(new Event(Event.COMPLETE)); clear(); } } }//package com.veltive.cityinvasion.ui
Section 73
//Controler (com.veltive.cityinvasion.ui.Controler) package com.veltive.cityinvasion.ui { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.player.*; import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; import com.veltive.cityinvasion.pages.*; import flash.system.*; public class Controler extends Sprite implements IGameObject { protected var _group:int;// = 1 private var _btnArr:Array; private var _playerData:PlayerData; public var btn1:ProduceBtn; public var btn3:ProduceBtn; public var btn5:ProduceBtn; public var btn6:ProduceBtn; public var btn7:ProduceBtn; public var btn2:ProduceBtn; public var btn4:ProduceBtn; private var _allBtnArr:Array; public var sBtn1:ProduceBtn; public var sBtn2:ProduceBtn; public var sBtn4:ProduceBtn; public var sBtn5:ProduceBtn; public var sBtn3:ProduceBtn; private var _currentBtnDex:int; private var _sBtnArr:Array; public function Controler(){ init(); } public function set enable(_arg1:Boolean):void{ this.mouseEnabled = _arg1; this.mouseChildren = _arg1; if (_arg1){ if (this.stage){ this.stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown); //unresolved jump }; if (this.stage){ this.stage.addEventListener(KeyboardEvent.KEY_UP, keyUp); //unresolved jump }; } else { if (this.stage){ this.stage.removeEventListener(KeyboardEvent.KEY_DOWN, keyDown); //unresolved jump }; if (this.stage){ this.stage.removeEventListener(KeyboardEvent.KEY_UP, keyUp); //unresolved jump }; }; } private function unitProduceHandle(_arg1){ dispatchEvent(new Event(Event.COMPLETE)); var _local2:ProduceBtn = ProduceBtn(_arg1.currentTarget); var _local3:int; if (this._group == GameVariables.HUMAN_GROUP){ _local3 = GameVariables.LANE_DEX; } else { _local3 = -1; }; unitsStartCooling(_arg1); Command.addUnit(_local2.unitName, this._group, _local3); currentBtn = _allBtnArr.indexOf(_local2); } public function set level(_arg1:int){ var _local3:*; var _local2:* = 1; while (_local2 <= 7) { _local3 = this.getChildByName(("btn" + _local2)); _btnArr.push(_local3); _local3.addEventListener(ProduceBtn.PRODUCE, unitProduceHandle); _local3.addEventListener(ProduceBtn.PRODUCED, unitCoolTimeOut); if (_local3.level <= _arg1){ _local3.activated = true; } else { _local3.activated = false; }; _local2++; }; _local2 = 1; while (_local2 <= 5) { _local3 = this.getChildByName(("sBtn" + _local2)); _sBtnArr.push(_local3); _local3.addEventListener(ProduceBtn.PRODUCE, skillProduceHandle); _local3.addEventListener(ProduceBtn.PRODUCED, skillCoolTimeOut); if (_local3.level <= _arg1){ if (_local3.activated == false){ _local3.activated = true; _local3.start(); }; } else { _local3.activated = false; }; _local2++; }; _allBtnArr = _btnArr.concat(_sBtnArr); _currentBtnDex = 0; currentBtn = _currentBtnDex; } private function init(){ _btnArr = []; _sBtnArr = []; ProduceBtn(btn1).thumb = new t1(100, 100); ProduceBtn(btn1).duration = 800; ProduceBtn(btn1).credit = 50; ProduceBtn(btn1).unitName = UnitFactory.COP_WITH_SHOTGUN; ProduceBtn(btn1).enable = true; ProduceBtn(btn1).level = 0; ProduceBtn(btn2).thumb = new t4(100, 100); ProduceBtn(btn2).duration = 800; ProduceBtn(btn2).unitName = UnitFactory.CIVILIAN_WITH_ROCK; ProduceBtn(btn2).enable = true; ProduceBtn(btn2).credit = 50; ProduceBtn(btn2).level = 0; ProduceBtn(btn3).thumb = new t2(100, 100); ProduceBtn(btn3).duration = 1200; ProduceBtn(btn3).unitName = UnitFactory.COP_WITH_SHIELD; ProduceBtn(btn3).enable = true; ProduceBtn(btn3).credit = 50; ProduceBtn(btn3).level = 0; ProduceBtn(btn4).thumb = new t3(100, 100); ProduceBtn(btn4).duration = 1500; ProduceBtn(btn4).unitName = UnitFactory.SNIPER; ProduceBtn(btn4).enable = true; ProduceBtn(btn4).credit = 50; ProduceBtn(btn4).level = 2; ProduceBtn(btn5).thumb = new t5(100, 100); ProduceBtn(btn5).duration = 1800; ProduceBtn(btn5).unitName = UnitFactory.ROCKET_SOLIDER; ProduceBtn(btn5).enable = true; ProduceBtn(btn5).credit = 50; ProduceBtn(btn5).level = 3; ProduceBtn(btn6).thumb = new t6(100, 100); ProduceBtn(btn6).duration = 2200; ProduceBtn(btn6).unitName = UnitFactory.ROBOT; ProduceBtn(btn6).enable = true; ProduceBtn(btn6).credit = 50; ProduceBtn(btn6).level = 4; ProduceBtn(btn7).thumb = new t7(100, 100); ProduceBtn(btn7).duration = 2500; ProduceBtn(btn7).unitName = UnitFactory.TANK; ProduceBtn(btn7).enable = true; ProduceBtn(btn7).credit = 50; ProduceBtn(btn7).level = 5; ProduceBtn(sBtn1).thumb = new s2(100, 100); ProduceBtn(sBtn1).duration = 18000; ProduceBtn(sBtn1).unitName = "mobilization order"; ProduceBtn(sBtn1).enable = true; ProduceBtn(sBtn1).level = 0; ProduceBtn(sBtn4).thumb = new s1(100, 100); ProduceBtn(sBtn4).duration = 20000; ProduceBtn(sBtn4).unitName = AmmoFactory.EXTEND_AMMO; ProduceBtn(sBtn4).ammoName = AmmoFactory.EXTEND_AMMO; ProduceBtn(sBtn4).enable = true; ProduceBtn(sBtn4).credit = 50; ProduceBtn(sBtn4).level = 4; ProduceBtn(sBtn3).thumb = new s3(100, 100); ProduceBtn(sBtn3).duration = 12000; ProduceBtn(sBtn3).unitName = AmmoFactory.TIME_BOMB; ProduceBtn(sBtn3).ammoName = AmmoFactory.TIME_BOMB; ProduceBtn(sBtn3).enable = true; ProduceBtn(sBtn3).level = 3; ProduceBtn(sBtn2).thumb = new s4(100, 100); ProduceBtn(sBtn2).duration = 8000; ProduceBtn(sBtn2).unitName = UnitFactory.SUICIDE_CAR; ProduceBtn(sBtn2).enable = true; ProduceBtn(sBtn2).level = 2; ProduceBtn(sBtn5).thumb = new s5(100, 100); ProduceBtn(sBtn5).duration = 10000; ProduceBtn(sBtn5).unitName = UnitFactory.YURI; ProduceBtn(sBtn5).enable = true; ProduceBtn(sBtn5).level = 5; } private function unitCoolTimeOut(_arg1){ _arg1.currentTarget.enable = true; } private function keyDown(_arg1:KeyboardEvent){ var _local2:*; if (_arg1.keyCode == 37){ while (1) { _currentBtnDex--; if (_currentBtnDex < 0){ _currentBtnDex = int((_allBtnArr.length - 1)); }; _local2 = _allBtnArr[_currentBtnDex]; if (((!((_local2 == null))) && ((_local2.activated == true)))){ break; }; }; } else { if (_arg1.keyCode == 39){ while (1) { _currentBtnDex++; if (_currentBtnDex > int((_allBtnArr.length - 1))){ _currentBtnDex = 0; }; _local2 = _allBtnArr[_currentBtnDex]; if (((!((_local2 == null))) && ((_local2.activated == true)))){ break; }; }; }; }; if (_arg1.keyCode == 38){ if ((--GameVariables.LANE_DEX < 0)){ GameVariables.LANE_DEX = (GameVariables.LANES_NUM - 1); //unresolved jump }; } else { if (_arg1.keyCode == 40){ if ((++GameVariables.LANE_DEX > (GameVariables.LANES_NUM - 1))){ GameVariables.LANE_DEX = 0; //unresolved jump }; }; }; BattleField.getInstance().setLaneDex(GameVariables.LANE_DEX); currentBtn = _currentBtnDex; if ((((_arg1.keyCode == 68)) || ((_arg1.keyCode == 32)))){ _allBtnArr[_currentBtnDex].produceOrder(); }; if ((((_arg1.keyCode == 80)) && (GamePage.getInstance().isEnable))){ GamePage.getInstance().showMenu(null); }; if (_arg1.shiftKey){ Command.addBloodBar(); }; if (_arg1.ctrlKey){ }; } private function skillCoolTimeOut(_arg1){ _arg1.currentTarget.enable = true; } public function get playerData():PlayerData{ return (_playerData); } public function resume():void{ var _local1:* = 0; while (_local1 < _btnArr.length) { _btnArr[_local1].resume(); _local1++; }; _local1 = 0; while (_local1 < _sBtnArr.length) { _sBtnArr[_local1].resume(); _local1++; }; this.enable = true; } public function get sBtnArr():Array{ return (_sBtnArr); } private function set currentBtn(_arg1:int){ var _local2:* = 0; while (_local2 < _allBtnArr.length) { _allBtnArr[_local2].selected = false; _local2++; }; _allBtnArr[_arg1].selected = true; _currentBtnDex = _arg1; } public function clear():void{ var _local1:* = 0; while (_local1 < _btnArr.length) { _btnArr[_local1].clear(); _local1++; }; _local1 = 0; while (_local1 < _sBtnArr.length) { _sBtnArr[_local1].clear(); _local1++; }; } public function reset(){ _btnArr = []; _sBtnArr = []; _allBtnArr = []; level = GameVariables.LEVEL; ProduceBtn(sBtn5).start(); ProduceBtn(sBtn4).start(); ProduceBtn(sBtn3).start(); ProduceBtn(sBtn2).start(); ProduceBtn(sBtn1).start(); ProduceBtn(btn7).start(); ProduceBtn(btn6).start(); ProduceBtn(btn5).start(); ProduceBtn(btn4).start(); ProduceBtn(btn3).start(); ProduceBtn(btn2).start(); ProduceBtn(btn1).start(); if (this.stage){ this.stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown); stage.focus = stage; }; } private function unitsStartCooling(_arg1){ var _local2:* = 0; while (_local2 < _btnArr.length) { if (_arg1.currentTarget != _btnArr[_local2]){ _btnArr[_local2].start(true); } else { _btnArr[_local2].start(false); }; _local2++; }; } private function keyUp(_arg1:KeyboardEvent){ Command.clearBloodBar(); } public function get btnArr():Array{ return (_btnArr); } private function skillProduceHandle(_arg1){ var _local2:ProduceBtn = ProduceBtn(_arg1.currentTarget); var _local3:int; if (this._group == GameVariables.HUMAN_GROUP){ _local3 = GameVariables.LANE_DEX; } else { _local3 = GameVariables.LANE_DEX_AI; }; _local2.start(); if (_local2.unitName == AmmoFactory.EXTEND_AMMO){ Command.addBombRain(_local2.ammoName, this._group, _local3, 1); } else { if (_local2.unitName == "mobilization order"){ Command.AddMobilisation(_arg1.currentTarget); } else { if (_local2.unitName == AmmoFactory.TIME_BOMB){ Command.putAmmo(_local2.ammoName, this._group, _local3, 1, _arg1.currentTarget); } else { if (_local2.unitName == UnitFactory.SUICIDE_CAR){ Command.addUnit(_local2.unitName, this._group, _local3); } else { if (_local2.unitName == UnitFactory.YURI){ Command.addUnit(_local2.unitName, this._group, _local3); }; }; }; }; }; currentBtn = _allBtnArr.indexOf(_local2); } public function pause():void{ var _local1:* = 0; while (_local1 < _btnArr.length) { _btnArr[_local1].pause(); _local1++; }; _local1 = 0; while (_local1 < _sBtnArr.length) { _sBtnArr[_local1].pause(); _local1++; }; this.enable = false; } public function set group(_arg1:int){ this._group = _arg1; if (_arg1 == UnitGroup.GROUP_ENEMY){ this._playerData = GameVariables.PLAYER_ENEMY; } else { this._playerData = GameVariables.PLAYER_FRIEND; }; } public function get group():int{ return (_group); } } }//package com.veltive.cityinvasion.ui
Section 74
//CreditMc (com.veltive.cityinvasion.ui.CreditMc) package com.veltive.cityinvasion.ui { import flash.display.*; import flash.events.*; import flash.text.*; import com.veltive.cityinvasion.*; public class CreditMc extends Sprite { public var txt:TextField; var des:int;// = 0 var res:int;// = 0 var spd;// = 3 public function CreditMc(){ this.addEventListener(Event.ENTER_FRAME, go); Command.getPlayerData(GameVariables.HUMAN_GROUP).addEventListener(Event.CHANGE, changed); changed(null); } private function go(_arg1){ if (Math.abs((res - des)) <= spd){ res = des; this.txt.text = res.toString(); return; }; if (res > des){ res = (res - spd); } else { res = (res + spd); }; this.txt.text = res.toString(); } private function changed(_arg1){ des = Command.getPlayerData(GameVariables.HUMAN_GROUP).credit; } } }//package com.veltive.cityinvasion.ui
Section 75
//GameMenu (com.veltive.cityinvasion.ui.GameMenu) package com.veltive.cityinvasion.ui { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.text.*; import com.veltive.cityinvasion.*; import com.veltive.cityinvasion.pages.*; public class GameMenu extends AbstractPage { public var optBtn:MyButton; public var resumeBtn:MyButton; public var retryBtn:MyButton; public var learnBtn:MyButton; public var exitBtn:MyButton; public static const PAGE_NAME = "menupage"; private static var _gameMenu:GameMenu; public function GameMenu(){ optBtn.addEventListener(MouseEvent.CLICK, showOpt); optBtn.label = LanguageManager.getStr(PAGE_NAME, "options"); optBtn.type = 3; retryBtn.addEventListener(MouseEvent.CLICK, retry); retryBtn.label = LanguageManager.getStr(PAGE_NAME, "retry"); retryBtn.type = 3; exitBtn.addEventListener(MouseEvent.CLICK, exit); exitBtn.label = LanguageManager.getStr(PAGE_NAME, "exit"); exitBtn.type = 3; resumeBtn.addEventListener(MouseEvent.CLICK, resume); resumeBtn.label = LanguageManager.getStr(PAGE_NAME, "resume"); resumeBtn.type = 3; this.addEventListener(KeyboardEvent.KEY_DOWN, keyUp); learnBtn.label = LanguageManager.getStr(PAGE_NAME, "htp"); learnBtn.type = 3; learnBtn.addEventListener(MouseEvent.CLICK, HowToPlay); } private function keyUp(_arg1){ if ((((_arg1.keyCode == 80)) && (this.isEnable))){ resume(_arg1); }; } private function resume(_arg1){ this.disappear(0.5); GamePage.getInstance().resume(_arg1); } private function exit(_arg1){ GamePage.getInstance().exit(_arg1); this.disappear(0.5); } override public function appear(_arg1:Number=2){ super.appear(_arg1); stage.focus = this; } private function showOpt(_arg1){ GamePage.getInstance().showOpt(_arg1); } private function retry(_arg1){ GamePage.getInstance().retry(_arg1); this.disappear(0.5); } override public function onFinishTween(){ stage.focus = GamePage.getInstance(); GamePage.getInstance().enable(); super.onFinishTween(); } private function HowToPlay(_arg1){ GamePage.getInstance().showHelp(_arg1); } public static function getInstance():GameMenu{ if (_gameMenu == null){ _gameMenu = new (GameMenu); }; return (_gameMenu); } } }//package com.veltive.cityinvasion.ui
Section 76
//IconBtnMusic (com.veltive.cityinvasion.ui.IconBtnMusic) package com.veltive.cityinvasion.ui { public class IconBtnMusic extends IconBtnSound { } }//package com.veltive.cityinvasion.ui
Section 77
//IconBtnSound (com.veltive.cityinvasion.ui.IconBtnSound) package com.veltive.cityinvasion.ui { import gs.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class IconBtnSound extends MovieClip { protected var _selected;// = false public function IconBtnSound(){ addFrameScript(0, frame1); } public function set enable(_arg1:Boolean){ if (!_arg1){ TweenLite.to(this, 0, {tint:0x999999, ease:null}); this.mouseChildren = false; this.mouseEnabled = false; } else { TweenLite.to(this, 0, {tint:0xCCCCCC, ease:null}); this.mouseChildren = true; this.mouseEnabled = true; }; } public function set selected(_arg1:Boolean){ if (_arg1){ this.gotoAndStop(2); } else { this.gotoAndStop(1); }; this._selected = _arg1; } protected function down(_arg1){ } protected function over(_arg1){ TweenLite.to(this, 0.3, {scaleX:1.1, scaleY:1.1, blur:0, ease:null}); new GameSound(new BtnSound()).resume(); } function frame1(){ stop(); } public function get selected():Boolean{ return (_selected); } protected function out(_arg1){ TweenLite.to(this, 0.3, {scaleX:1, scaleY:1, blur:3, ease:null}); } } }//package com.veltive.cityinvasion.ui
Section 78
//LifeBar (com.veltive.cityinvasion.ui.LifeBar) package com.veltive.cityinvasion.ui { import com.veltive.cityinvasion.player.*; import gs.*; import flash.events.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import gs.easing.*; public class LifeBar extends Sprite { public var txt1:TextField; public var maskMc:MovieClip; public var txt3:TextField; public var barMc:MovieClip; private var _playerData; public var focusMc:MovieClip; protected var _txt; public var txt2:TextField; public function clear(){ var _local1:* = 0; _local1 = (maskMc.width * _local1); TweenLite.to(barMc, 1, {width:_local1, ease:Back.easeOut}); _txt.text = ""; } public function set playerData(_arg1:PlayerData){ _playerData = _arg1; _playerData.addEventListener(Event.CHANGE, changed); if (_arg1 == GameVariables.PLAYER_FRIEND){ _txt = txt1; } else { _txt = txt2; }; changed(null); _txt.selectable = false; txt3.selectable = false; } private function changed(_arg1){ var _local2:* = (_playerData.life / PlayerData.PLAYER_LIFE); focusMc.gotoAndPlay(1); _local2 = (maskMc.width * _local2); TweenLite.to(barMc, 1, {width:_local2, ease:Back.easeOut}); _txt.text = Math.floor(_playerData.life).toString(); if (Math.floor(_playerData.life) <= 0){ _txt.text = ""; }; } } }//package com.veltive.cityinvasion.ui
Section 79
//MusicMc (com.veltive.cityinvasion.ui.MusicMc) package com.veltive.cityinvasion.ui { import flash.display.*; import gs.*; import gs.easing.*; public class MusicMc extends Sprite { public function MusicMc(){ this.y = 50; this.x = -(this.width); this.cacheAsBitmap = true; TweenLite.to(this, 4, {x:5, ease:Back.easeOut, onComplete:appear}); } public function clear(){ this.parent.removeChild(this); } private function appear(){ TweenLite.to(this, 2, {x:-(this.width), ease:Back.easeOut, onComplete:clear}); } } }//package com.veltive.cityinvasion.ui
Section 80
//MyButton (com.veltive.cityinvasion.ui.MyButton) package com.veltive.cityinvasion.ui { import gs.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import flash.filters.*; public class MyButton extends MovieClip { public var bg:MovieClip; private var _blur;// = 3 public var arrow:MovieClip; private var _bg:Sprite; public var txt:TextField; private var _txt:TextField; public function MyButton(_arg1:String="Button"){ _bg = this.bg; _txt = this.txt; _txt.autoSize = "center"; _txt.selectable = false; this.addEventListener(MouseEvent.MOUSE_OVER, over); this.addEventListener(MouseEvent.MOUSE_OUT, out); this.addEventListener(MouseEvent.MOUSE_DOWN, down); label = _arg1; type = 1; } public function set enable(_arg1:Boolean){ if (!_arg1){ TweenLite.to(this._txt, 0, {tint:0x999999, ease:null}); this.mouseChildren = false; this.mouseEnabled = false; } else { TweenLite.to(this._txt, 0, {tint:0xCCCCCC, ease:null}); this.mouseChildren = true; this.mouseEnabled = true; }; } private function out(_arg1){ TweenLite.to(this, 0.3, {scaleX:1, scaleY:1, blur:3, ease:null}); arrow.play(); } private function over(_arg1){ TweenLite.to(this, 0.3, {scaleX:1.1, scaleY:1.01, blur:0, ease:null}); new GameSound(new BtnSound()).resume(); arrow.stop(); } public function set blur(_arg1){ _blur = _arg1; } public function set autoSize(_arg1:Boolean){ if (_arg1){ arrow.x = (_txt.width / 2); _bg.width = (_txt.width + 20); _bg.x = ((-(_txt.width) / 2) - 10); } else { arrow.x = (_txt.width / 2); _bg.width = (_txt.width + 16); _bg.x = (-(_bg.width) / 2); }; } public function set label(_arg1:String){ var _local2:* = 10; txt.text = _arg1; _bg.width = 180; arrow.x = (_txt.width / 2); _bg.x = (-(_bg.width) / 2); } private function down(_arg1){ this.gotoAndStop("down"); } public function get blur():Number{ return (_blur); } public function get label():String{ return (txt.text); } public function set selected(_arg1:Boolean){ if (_arg1){ this.filters = [new GlowFilter(0xFF0000, 1, 5, 5, 3)]; } else { this.filters = null; }; } public function set type(_arg1:int){ if (_arg1 == 2){ arrow.visible = true; bg.visible = false; } else { if (_arg1 == 1){ arrow.visible = false; bg.visible = true; } else { arrow.visible = false; bg.visible = false; }; }; } } }//package com.veltive.cityinvasion.ui
Section 81
//ProduceBtn (com.veltive.cityinvasion.ui.ProduceBtn) package com.veltive.cityinvasion.ui { import flash.events.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; public class ProduceBtn extends MovieClip implements IGameObject { private var _level:int;// = 10 private var _layerMc:Sprite; private var _unitName:String;// = "" private var _buildModulus:Number;// = 1 public var alphaMc:MovieClip; private var _credit:Number; public var clockMask:MovieClip; private var _clockMask:DisplayObject; private var _enable:Boolean;// = false public var maskMc:MovieClip; private var _txt:TextField; private var _unitInfo:UnitInfo; private var _maskMc:DisplayObject; public var layerMc:MovieClip; private var _activited:Boolean;// = false private var _bit:BitmapData; private var _order:int;// = 0 private var _alphaMc:DisplayObject; private var _ammoName:String;// = "" private var _bitmap:Bitmap; private var _clickable:Boolean;// = true private var _clockDrawer:ClockDrawer; public var txt:TextField; private var _duration:Number; public static const PRODUCED:String = "produced"; public static const PRODUCE:String = "produce"; public function ProduceBtn(){ addFrameScript(0, frame1); _layerMc = Sprite(Sprite(this).getChildByName("layerMc")); _maskMc = Sprite(this).getChildByName("maskMc"); _clockMask = Sprite(this).getChildByName("clockMask"); _alphaMc = Sprite(this).getChildByName("alphaMc"); _txt = TextField(Sprite(this).getChildByName("txt")); _txt.selectable = false; _txt.visible = false; selected = false; this.addEventListener(MouseEvent.MOUSE_OVER, overHandle); this.addEventListener(MouseEvent.MOUSE_OUT, outHandle); this.addEventListener(MouseEvent.MOUSE_MOVE, moveHandle); } public function set ammoName(_arg1:String){ _ammoName = _arg1; } public function get enable():Boolean{ return (_enable); } public function get level():int{ return (_level); } public function set enable(_arg1:Boolean):void{ if (_arg1 == true){ this.buttonMode = true; this.addEventListener(MouseEvent.CLICK, clickHandle); } else { this.buttonMode = false; this.removeEventListener(MouseEvent.CLICK, clickHandle); }; _enable = _arg1; } private function outHandle(_arg1){ var e = _arg1; try { gotoAndStop(1); _unitInfo.parent.removeChild(_unitInfo); _unitInfo = null; } catch(e) { }; } private function createClock(){ var _local1:* = (_clockDrawer = new ClockDrawer(_duration)); addChild(_local1); _local1.radius = 200; _local1.x = (_maskMc.width / 2); _local1.y = (_maskMc.height / 2); _local1.mask = _clockMask; _local1.addEventListener(Event.COMPLETE, completeHandle); } public function set level(_arg1:int){ _level = _arg1; } public function resume():void{ _clockDrawer.resume(); } public function set duration(_arg1:Number){ this._duration = _arg1; createClock(); } public function set thumb(_arg1:BitmapData){ if (((((_bitmap) && (_bit))) && (_bitmap.parent))){ _bit.dispose(); removeChild(_bitmap); }; if (_arg1 == null){ enable = false; return; }; _bit = _arg1; _bitmap = new Bitmap(_bit); _bitmap.width = _maskMc.width; _bitmap.height = _maskMc.height; _bitmap.x = _maskMc.x; _bitmap.y = _maskMc.y; addChildAt(_bitmap, 1); _bitmap.mask = _maskMc; } public function set selected(_arg1:Boolean){ if (_arg1){ _alphaMc.alpha = 1; } else { _alphaMc.alpha = 0; }; } public function get unitName(){ return (_unitName); } private function completeHandle(_arg1){ this.addEventListener(MouseEvent.CLICK, clickHandle); this.buttonMode = true; new glowMc(this); produce(); } private function overHandle(_arg1){ if ((((this.unitName == null)) || ((this.unitName == "")))){ return; }; if (_bitmap == null){ return; }; outHandle(_arg1); _unitInfo = new UnitInfo(this.unitName); this.parent.addChild(_unitInfo); _unitInfo.x = this.x; if ((this.x + this.parent.x) > (GameVariables.STAGE_WIDTH / 2)){ _unitInfo.x = ((this.x - _unitInfo.width) + this.width); }; if (((_enable) && (_bitmap))){ new glowMc(_bitmap); }; _unitInfo.y = (this.y - 10); } public function clear():void{ _clockDrawer.clear(); this.addEventListener(MouseEvent.CLICK, clickHandle); this.buttonMode = true; enable = true; } private function clickHandle(_arg1){ produceOrder(); } public function get activated():Boolean{ return (_activited); } public function set buildModulus(_arg1:Number){ _buildModulus = _arg1; } public function set clickable(_arg1:Boolean){ _clickable = _arg1; this.buttonMode = _arg1; } public function get buildModulus(){ return (_buildModulus); } private function moveHandle(_arg1){ if (_unitInfo){ if (_unitInfo.currentLabel == "over"){ outHandle(_arg1); } else { _unitInfo.gotoAndPlay(1); }; }; } public function set activated(_arg1:Boolean){ this.visible = _arg1; this._activited = _arg1; } public function set unitName(_arg1:String){ _unitName = _arg1; } function frame1(){ stop(); } public function get timeTxt():TextField{ return (_txt); } private function produce(){ if (_activited){ dispatchEvent(new Event(PRODUCED)); //unresolved jump }; } public function get clickable():Boolean{ return (_clickable); } public function set credit(_arg1){ _credit = _arg1; } public function pause():void{ _clockDrawer.pause(); } public function get ammoName(){ return (_ammoName); } public function start(_arg1:Boolean=false){ this.buttonMode = false; this.removeEventListener(MouseEvent.CLICK, clickHandle); _clockDrawer.start(_arg1); enable = false; } public function produceOrder():Boolean{ if (((((!(_enable)) || (!(_activited)))) || (!(_clickable)))){ return (false); }; dispatchEvent(new Event(PRODUCE)); return (true); } } }//package com.veltive.cityinvasion.ui import gs.*; import flash.display.*; import gs.easing.*; class glowMc extends Sprite { private var _mc; private function glowMc(_arg1){ _arg1.alpha = 0.3; TweenLite.to(_arg1, 1.5, {alpha:1, ease:Back.easeOut}); } }
Section 82
//ScoreMc (com.veltive.cityinvasion.ui.ScoreMc) package com.veltive.cityinvasion.ui { import flash.display.*; import flash.text.*; public class ScoreMc extends MovieClip { public var s_txt:TextField; public var t_txt:TextField; public var o_txt:TextField; public var n_txt:TextField; public function set order(_arg1:Number){ this.o_txt.text = _arg1.toString(); } public function set score(_arg1:Number){ this.s_txt.text = _arg1.toString(); } public function set user(_arg1:String){ this.n_txt.text = _arg1; } public function set date(_arg1:String){ this.t_txt.text = _arg1; } } }//package com.veltive.cityinvasion.ui
Section 83
//SubmitBox (com.veltive.cityinvasion.ui.SubmitBox) package com.veltive.cityinvasion.ui { import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.pages.*; public class SubmitBox extends Sprite { private var input_name:String; public var sBtn:MyButton; public var s_txt:TextField; private var score:String; public var input_txt:TextField; public function SubmitBox(){ input_name = LanguageManager.getStr(FinalPage.PAGE_NAME, "in"); score = LanguageManager.getStr(FinalPage.PAGE_NAME, "score"); sBtn.addEventListener(MouseEvent.CLICK, submit); sBtn.type = 1; sBtn.label = LanguageManager.getStr(FinalPage.PAGE_NAME, "ss"); sBtn.autoSize = false; appear(); } private function toInput(_arg1){ if (input_txt.text == input_name){ input_txt.text = ""; }; } public function appear(){ this.input_txt.text = input_name; input_txt.borderColor = 0; this.s_txt.text = ((score + ": ") + String(LocalFile.GET_CURRENT_SCORE())); this.input_txt.addEventListener(MouseEvent.CLICK, toInput); } private function submit(_arg1){ if (((!((input_txt.text == ""))) && (!((input_txt.text == input_name))))){ close(_arg1); LocalFile.SUBMIT_SCORE(input_txt.text); dispatchEvent(new Event(Event.CLOSE)); } else { input_txt.borderColor = 0xFF0000; this.input_txt.text = input_name; }; } private function close(_arg1){ sBtn.removeEventListener(MouseEvent.CLICK, close); } } }//package com.veltive.cityinvasion.ui
Section 84
//UnitInfo (com.veltive.cityinvasion.ui.UnitInfo) package com.veltive.cityinvasion.ui { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.pages.*; public class UnitInfo extends MovieClip { public var maskMc:MovieClip; public var nameTxt:TextField; public var infoTxt:TextField; public function UnitInfo(_arg1:String){ addFrameScript(17, frame18); var _local2:* = {}; switch (_arg1){ case UnitFactory.CIVILIAN_WITH_ROCK: _local2.life = 100; _local2.price = 200; _local2.damage = 36; _local2.speed = 4; _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "un2"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "ue2_2"); break; case UnitFactory.COP_WITH_SHIELD: _local2.life = 300; _local2.price = 300; _local2.damage = 50; _local2.speed = 3; _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "un3"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "ue3_2"); break; case AmmoFactory.EXTEND_AMMO: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "pn4"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "pe4"); break; case UnitFactory.SNIPER: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "un4"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "ue4_2"); break; case UnitFactory.COP_WITH_SHOTGUN: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "un1"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "ue1_2"); break; case UnitFactory.ROCKET_SOLIDER: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "un5"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "ue5_2"); break; case UnitFactory.ROBOT: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "un6"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "ue6_2"); break; case UnitFactory.TANK: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "un7"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "ue7_2"); break; case "mobilization order": _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "pn1"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "pe1"); break; case AmmoFactory.TIME_BOMB: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "pn3"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "pe3"); break; case UnitFactory.SUICIDE_CAR: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "pn2"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "pe2"); break; case UnitFactory.YURI: _local2.name = LanguageManager.getStr(IntroPage.PAGE_NAME, "pn5"); _local2.info = LanguageManager.getStr(IntroPage.PAGE_NAME, "pe5"); break; default: _local2.name = "Unknown"; _local2.info = "Secret weapon ?"; break; }; setValue(_local2); maskMc.cacheAsBitmap = true; this.mask = maskMc; } function frame18(){ stop(); } private function setValue(_arg1){ nameTxt.text = _arg1.name; infoTxt.text = _arg1.info; } } }//package com.veltive.cityinvasion.ui
Section 85
//AbstractUnit (com.veltive.cityinvasion.units.AbstractUnit) package com.veltive.cityinvasion.units { import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; import flash.geom.*; import flash.filters.*; public class AbstractUnit extends MovieClip implements IUnit { private var _direction:int;// = 1 private var _currentAction:Function; protected var _credit:Number;// = 100 private var _attacking:Boolean;// = false private var _bloodBar:BloodBar; protected var _rangeMin:Number;// = 0 protected var _faintInterval:Number;// = 55 private var _dead:Boolean;// = false protected var _unitH:Number;// = 35 protected var _rangeMax:Number;// = 200 protected var _unbeatable:Boolean;// = false protected var _attackInterval:Number;// = 45 private var _disappearing:Boolean;// = false protected var _originalLife:Number;// = 100 protected var _unitW:Number;// = 15 private var _faintEffect:FaintEffect; protected var _dieEffectName:String;// = null protected var _coolingModulus;// = 1 private var _group:Number; private var _damageAmmo:String; protected var _level:uint;// = 1 protected var _endAmmoX:Number;// = 0 protected var _endAmmoY:Number;// = 0 private var _state:Number; protected var _unitName:String; protected var _initAmmoX:Number;// = 0 protected var _initAmmoY:Number;// = 0 private var _coolingTime:Number;// = 0 private var _ammo:AbstractAmmo; private var _target:AbstractUnit; private var _faintTime:Number;// = 0 private var _lane:Lane; protected var _dieSound:GameSound; protected var _ammoName:String;// = "stone" protected var _life:Number;// = 50 protected var _spd:Number;// = 1 protected var _fireSound:GameSound; protected var _shootEffectName:String;// = null public static const DIE = "die"; public static const LIFE_CHANGE = "life changed"; public static const BETRAY = "I am the betrayer"; public function AbstractUnit(_arg1:AbstractUnit=null):void{ _dieSound = new GameSound(DieSoundFactory.getSound()); super(); if (_arg1 != this){ throw (new Error("this is a abstract class")); }; state = UnitStateFactory.MOVE; _endAmmoY = -(((this.height / 2) + ((Math.random() * this.height) / 3))); _coolingTime = 1000; this.mouseEnabled = false; this.mouseChildren = false; } public function get life():Number{ return (_life); } public function set group(_arg1:int):void{ this._group = _arg1; if (_arg1 == UnitGroup.GROUP_ENEMY){ _direction = -1; this.scaleX = -1; this.x = (BattleField.BATTLE_FIELD_WIDTH - Lane.START_POINT); this.filters = [new ColorMatrixFilter(ChangeColor.getSaturationArray(0.3))]; } else { _direction = 1; this.scaleX = 1; this.x = Lane.START_POINT; this.filters = [new ColorMatrixFilter(ChangeColor.getSaturationArray(1))]; }; } protected function shooted(_arg1):void{ this.removeEventListener(GameVariables.SHOOTED, shooted); _attacking = false; this.gotoAndStop("attack"); this.state = UnitStateFactory.ATTACK; } private function clearFaint(){ if (_faintEffect){ _faintEffect.clear(); _faintEffect = null; }; } protected function subFuc():void{ } private function changeFriendCredit():void{ if (this.group == UnitGroup.GROUP_ENEMY){ GameVariables.PLAYER_ENEMY.changeCredit(this._credit); } else { GameVariables.PLAYER_FRIEND.changeCredit(this._credit); }; } public function get initAmmoX():Number{ var _local1 = 1; if ((this._group == UnitGroup.GROUP_ENEMY)){ _local1 = -1; } else { _local1 = 1; }; return ((_initAmmoX * _local1)); } private function enterframeHandle(_arg1:Event):void{ _currentAction(); checkIsCollide(); subFuc(); } public function set state(_arg1:int):void{ if (this._state == _arg1){ return; }; this._state = _arg1; switch (this._state){ case UnitStateFactory.MOVE: _currentAction = move; this.gotoAndPlay("move"); _attacking = false; break; case UnitStateFactory.DIE: die(); _currentAction = stand; break; case UnitStateFactory.ATTACK: _attacking = false; _currentAction = startAttack; this.gotoAndStop("attack"); break; case UnitStateFactory.STAND: _currentAction = stand; break; case UnitStateFactory.FAINT: _faintTime = 0; if ((((_faintInterval <= 0)) || ((this._state == UnitStateFactory.DIE)))){ return; }; addFaintEffect(); _currentAction = faint; this.gotoAndStop("move"); if (((_ammo) && (!(_ammo.sparateWithUnit)))){ _ammo.clear(); }; break; case UnitStateFactory.FADEOUT: _currentAction = fadeOut; _disappearing = true; break; case UnitStateFactory.CHEER: clearFaint(); _currentAction = stand; this.gotoAndPlay("cheer"); break; case UnitStateFactory.SILENT_DIE: silentDie(); _currentAction = stand; break; }; } private function dispose(){ this.stop(); this.removeEventListener(GameVariables.SHOOTING, shoot); this.removeEventListener(GameVariables.SHOOTED, shooted); this.removeEventListener(GameVariables.DEAD, dieAnimationFinished); pause(); clearFaint(); clearBloodBar(); clearSound(); } public function get initAmmoY():Number{ return (_initAmmoY); } public function resume():void{ this.addEventListener(Event.ENTER_FRAME, enterframeHandle); if (this._disappearing == false){ this.play(); }; } protected function shoot(_arg1):void{ this.removeEventListener("shoot", shoot); if (_ammo){ }; var _local2:AbstractAmmo = (_ammo = AmmoFactory.getAmmo(_ammoName, this, _target)); _lane.addAmmo(_local2); if (_fireSound != null){ _fireSound.resume(); //unresolved jump }; this.state = UnitStateFactory.STAND; } public function get endAmmoX():Number{ var _local1 = 1; if ((this._group == UnitGroup.GROUP_ENEMY)){ _local1 = -1; } else { _local1 = 1; }; return ((_endAmmoX * _local1)); } public function set target(_arg1:AbstractUnit):void{ _target = _arg1; } private function fadeOut(){ if (GameVariables.LEAVE_BODY == false){ this.alpha = (this.alpha - 0.01); if ((this.alpha <= 0)){ clear(); //unresolved jump }; } else { dispose(); }; } public function clearBloodBar(_arg1=null){ if (_bloodBar){ _bloodBar.clear(); _bloodBar = null; }; } public function get unitName():String{ return (_unitName); } public function get endAmmoY():Number{ return (_endAmmoY); } public function get unitH():Number{ return (_unitH); } private function startAttack(){ if (((!(_attacking)) && (((_coolingTime = (_coolingTime + ((1 * _coolingModulus) * GameVariables.GAME_SPD))) >= _attackInterval)))){ attacking(); _coolingTime = 0; }; findTarget(); } private function faint():void{ if ((_faintTime = (_faintTime + (1 * GameVariables.GAME_SPD))) > _faintInterval){ state = UnitStateFactory.ATTACK; clearFaint(); }; } public function clear():void{ dispose(); if (this.parent.root){ this.parent.removeChild(this); //unresolved jump }; } public function get unitW():Number{ return (_unitW); } public function get dead():Boolean{ return (_dead); } public function get originalLife():Number{ return (_originalLife); } protected function dieAnimationFinished(_arg1):void{ this.removeEventListener(GameVariables.DEAD, dieAnimationFinished); state = UnitStateFactory.FADEOUT; } public function addBloodBar(_arg1=null):void{ clearBloodBar(); _bloodBar = new BloodBar(this); this.parent.addChild(_bloodBar); } public function get group():int{ return (_group); } protected function die():void{ var _local1:AbstractEffect = EffectFactory.getEffect(_dieEffectName, this.x, this.y); _lane.addEffect(_local1); if (_dieSound){ _dieSound.resume(); //unresolved jump }; dispatchEvent(new Event(DIE)); _currentAction = stand; clearFaint(); clearBloodBar(); this.mouseEnabled = false; this.mouseChildren = false; _dead = true; this.addEventListener(GameVariables.DEAD, dieAnimationFinished); this.gotoAndPlay(FallFactory.getFall(this._damageAmmo)); if (damageAmmo == AmmoFactory.MOLOTOV){ this.filters = [new ColorMatrixFilter(ChangeColor.getSaturationArray(1))]; }; } public function set coolingModulus(_arg1:Number){ _coolingModulus = _arg1; } public function get target():AbstractUnit{ return (_target); } public function get direction():int{ return (_direction); } private function attacking():void{ this.addEventListener(GameVariables.SHOOTING, shoot); this.addEventListener(GameVariables.SHOOTED, shooted); this.gotoAndPlay("attack"); _attacking = true; } public function addFaintEffect():void{ clearFaint(); _faintEffect = new FaintEffect(this.x, (this.y - this.height)); this.parent.addChild(_faintEffect); } private function findTarget(){ var _local1:* = TargetScaner.findTarget(this); _target = _local1; if (_target != null){ state = UnitStateFactory.ATTACK; } else { state = UnitStateFactory.MOVE; }; } private function checkIsOut(){ } protected function checkIsCollide():void{ if (((((this._target) && (!(_dead)))) && ((this._target._dead == false)))){ if (((((this.x - this._unitW) < this._target.x)) && ((_group == UnitGroup.GROUP_ENEMY)))){ if (this.x >= ((BattleField.BATTLE_FIELD_WIDTH - Lane.START_POINT) - this._spd)){ return; }; this.x = (this.x + (this._spd * GameVariables.GAME_SPD)); } else { if (((((this.x + this._unitW) > this._target.x)) && ((_group == UnitGroup.GROUP_FRIEND)))){ if (this.x <= (this._spd + Lane.START_POINT)){ return; }; this.x = (this.x - (this._spd * GameVariables.GAME_SPD)); }; }; }; } public function set damageAmmo(_arg1:String){ _damageAmmo = _arg1; } public function changeLife(_arg1:Number, _arg2:String):void{ var _local3:Number; if (dead == true){ return; }; if (_unbeatable){ return; }; dispatchEvent(new Event(LIFE_CHANGE)); _damageAmmo = _arg2; if (this.group == GameVariables.HUMAN_GROUP){ _local3 = GameVariables.GIVE_UP_RATE; } else { _local3 = (1 / GameVariables.GIVE_UP_RATE); }; this._life = (this._life + ((_arg1 * Restriction.HurtRate(this._unitName, _arg2)) * _local3)); if (this._life <= 0){ state = UnitStateFactory.DIE; }; } private function move():void{ this.x = (this.x + ((_direction * _spd) * GameVariables.GAME_SPD)); findTarget(); checkIsOut(); } public function get rangeMin():Number{ return (_rangeMin); } private function stand():void{ } private function clearSound(){ if (_dieSound != null){ _dieSound.clear(); _dieSound = null; }; if (_fireSound != null){ _fireSound.clear(); _fireSound = null; }; } public function get damageAmmo():String{ return (_damageAmmo); } public function set lane(_arg1:Lane):void{ this._lane = _arg1; } private function changeEnemyCredit():void{ if (this.group == UnitGroup.GROUP_FRIEND){ GameVariables.PLAYER_ENEMY.changeCredit(this._credit); } else { GameVariables.PLAYER_FRIEND.changeCredit(this._credit); }; } protected function get ammo():AbstractAmmo{ return (_ammo); } public function get rangeMax():Number{ return (_rangeMax); } protected function silentDie():void{ var _local1:AbstractEffect = EffectFactory.getEffect(_dieEffectName, this.x, this.y); _lane.addEffect(_local1); dispatchEvent(new Event(DIE)); _currentAction = stand; clearFaint(); clearBloodBar(); this.mouseEnabled = false; this.mouseChildren = false; _dead = true; this.addEventListener(GameVariables.DEAD, dieAnimationFinished); this.gotoAndPlay(FallFactory.getFall(this._damageAmmo)); if (damageAmmo == AmmoFactory.MOLOTOV){ this.filters = [new ColorMatrixFilter(ChangeColor.getSaturationArray(1))]; }; } public function get lane():Lane{ return (_lane); } public function pause():void{ this.removeEventListener(Event.ENTER_FRAME, enterframeHandle); this.stop(); } public function betray():void{ if (this.dead){ return; }; if (((_ammo) && (!(_ammo.sparateWithUnit)))){ _ammo.clear(); }; var _local1:Point = new Point(this.x, this.y); dispatchEvent(new Event(DIE)); if (this._group == UnitGroup.GROUP_ENEMY){ group = UnitGroup.GROUP_FRIEND; } else { group = UnitGroup.GROUP_ENEMY; }; this.lane.addUnit(this); this.x = _local1.x; this.y = _local1.y; _attacking = false; dispatchEvent(new Event(BETRAY)); } } }//package com.veltive.cityinvasion.units import flash.display.*; import flash.geom.*; class ChangeColor { private function ChangeColor(_arg1:DisplayObject, _arg2=0, _arg3=0, _arg4=0){ var _local5:ColorTransform = _arg1.transform.colorTransform; _local5.redOffset = _arg2; _local5.greenOffset = _arg3; _local5.blueOffset = _arg4; _arg1.transform.colorTransform = _local5; } public static function getSaturationArray(_arg1:Number):Array{ var _local2:Number = 0.3086; var _local3:Number = 0.6094; var _local4:Number = 0.082; var _local5:Number = (((1 - _arg1) * _local2) + _arg1); var _local6:Number = ((1 - _arg1) * _local3); var _local7:Number = ((1 - _arg1) * _local4); var _local8:Number = ((1 - _arg1) * _local2); var _local9:Number = (((1 - _arg1) * _local3) + _arg1); var _local10:Number = ((1 - _arg1) * _local4); var _local11:Number = ((1 - _arg1) * _local2); var _local12:Number = ((1 - _arg1) * _local3); var _local13:Number = (((1 - _arg1) * _local4) + _arg1); return ([_local5, _local6, _local7, 0, 0, _local8, _local9, _local10, 0, 0, _local11, _local12, _local13, 0, 0, 0, 0, 0, 1, 0]); } }
Section 86
//BloodBar (com.veltive.cityinvasion.units.BloodBar) package com.veltive.cityinvasion.units { import flash.events.*; import flash.display.*; import com.veltive.cityinvasion.*; public class BloodBar extends Sprite implements IGameObject { private var _unit:AbstractUnit; private var _bar:Sprite; public static const H = 3; public static const W = 15; public function BloodBar(_arg1:AbstractUnit):void{ _unit = _arg1; _unit.addEventListener(AbstractUnit.LIFE_CHANGE, showBlood); this.addEventListener(Event.ADDED_TO_STAGE, added); this.addEventListener(Event.ENTER_FRAME, enterframe); draw(); showBlood(null); } private function added(_arg1){ this.x = (((-(this.width) / 2) * this.scaleX) + _unit.x); this.y = ((-(_unit.unitH) - 8) + _unit.y); } private function draw(){ _bar = new Sprite(); addChild(_bar); _bar.graphics.lineStyle(1, 0, 0); _bar.graphics.beginFill(0x33CC00, 1); _bar.graphics.drawRect(0, 0, W, H); _bar.graphics.endFill(); var _local1:Shape = new Shape(); addChild(_local1); _local1.graphics.lineStyle(0.1, 0); _local1.graphics.drawRect(0, 0, W, H); } private function showBlood(_arg1){ var _local2:Number = (_unit.life / _unit.originalLife); if ((_local2 < 0)){ _local2 = 0; //unresolved jump }; _bar.scaleX = _local2; var _local3:* = ((1 - _local2) * 0xFF); } public function clear():void{ _unit.removeEventListener(AbstractUnit.LIFE_CHANGE, showBlood); this.removeEventListener(Event.ENTER_FRAME, enterframe); this.removeEventListener(Event.ADDED_TO_STAGE, added); _unit = null; if (this.parent){ this.parent.removeChild(this); }; } private function enterframe(_arg1){ added(_arg1); } public function resume():void{ } public function pause():void{ } } }//package com.veltive.cityinvasion.units
Section 87
//CivilianWithRock (com.veltive.cityinvasion.units.CivilianWithRock) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class CivilianWithRock extends AbstractUnit { public function CivilianWithRock(_arg1:int){ var _local2:Object; addFrameScript(17, frame18, 46, frame47, 55, frame56, 113, frame114, 155, frame156, 192, frame193, 226, frame227, 269, frame270, 317, frame318, 364, frame365, 408, frame409); super(this); group = _arg1; _unitName = UnitFactory.CIVILIAN_WITH_ROCK; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _ammoName = AmmoFactory.MOLOTOV; _initAmmoX = 15; _initAmmoY = -40; resume(); } function frame47(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame365(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame18(){ gotoAndPlay("move"); } function frame156(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame270(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame114(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame227(){ gotoAndPlay("cheer"); } function frame318(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame193(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame56(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } function frame409(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } } }//package com.veltive.cityinvasion.units
Section 88
//CopWithShield (com.veltive.cityinvasion.units.CopWithShield) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class CopWithShield extends AbstractUnit { public function CopWithShield(_arg1:int){ var _local2:Object; addFrameScript(21, frame22, 60, frame61, 74, frame75, 120, frame121, 166, frame167, 226, frame227, 251, frame252, 278, frame279, 330, frame331, 374, frame375, 421, frame422, 466, frame467); super(this); group = _arg1; _unitName = UnitFactory.COP_WITH_SHIELD; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (this._unitW + 2); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _ammoName = AmmoFactory.CLOSEWEAPON; _initAmmoX = 15; _initAmmoY = -40; _fireSound = new GameSound(new CloseWapeonSound(), 1); resume(); } function frame252(){ gotoAndPlay("surrender"); } function frame121(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame331(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame167(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame279(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame61(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame227(){ gotoAndPlay("cheer"); } function frame75(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } function frame22(){ gotoAndPlay("move"); } function frame422(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame467(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame375(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } } }//package com.veltive.cityinvasion.units
Section 89
//CopWithShotgun (com.veltive.cityinvasion.units.CopWithShotgun) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class CopWithShotgun extends AbstractUnit { public function CopWithShotgun(_arg1:int){ var _local2:Object; addFrameScript(17, frame18, 41, frame42, 70, frame71, 94, frame95, 132, frame133, 170, frame171, 198, frame199, 219, frame220, 263, frame264, 307, frame308, 351, frame352, 400, frame401, 448, frame449); super(this); group = _arg1; _unitName = UnitFactory.COP_WITH_SHOTGUN; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _ammoName = AmmoFactory.RIFLE; _initAmmoX = 15; _initAmmoY = -40; _fireSound = new GameSound(new RifleSound(), 1); resume(); } function frame352(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame199(){ gotoAndStop("wating"); } function frame71(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } function frame401(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame95(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame264(){ gotoAndPlay("surrender"); } function frame42(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame449(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame308(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame220(){ gotoAndPlay("cheer"); } function frame18(){ gotoAndPlay("move"); } function frame133(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame171(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } } }//package com.veltive.cityinvasion.units
Section 90
//FallFactory (com.veltive.cityinvasion.units.FallFactory) package com.veltive.cityinvasion.units { import com.veltive.cityinvasion.ammos.*; public class FallFactory { public static function getFall(_arg1:String):String{ switch (_arg1){ case AmmoFactory.CLOSEWEAPON: case AmmoFactory.STONE: case null: return ("die1"); case AmmoFactory.BULLET: return ("die2"); case AmmoFactory.RIFLE: return ("die3"); case AmmoFactory.MOLOTOV: return ("die5"); case AmmoFactory.EXTEND_AMMO: case AmmoFactory.TIME_BOMB: case AmmoFactory.ROCKET: case AmmoFactory.EXPLODE_SUICIDE_CAR: return ("die4"); case AmmoFactory.LASER: return ("die6"); case AmmoFactory.BOLT: return ("die7"); }; return ("die1"); } } }//package com.veltive.cityinvasion.units
Section 91
//FlyRobot (com.veltive.cityinvasion.units.FlyRobot) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; public class FlyRobot extends AbstractUnit { private var waitTime;// = 75 private var waitTimeLeft; public function FlyRobot(_arg1:int){ var _local2:Object; waitTimeLeft = waitTime; addFrameScript(14, frame15, 34, frame35, 38, frame39, 91, frame92, 119, frame120); super(this); group = _arg1; _unitName = UnitFactory.FLY_ROBOT; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _unitH = 45; _ammoName = AmmoFactory.SHORT_LASER; _initAmmoX = 10; _initAmmoY = -20; _fireSound = new GameSound(new ShortLaserSound(), 1); _dieSound = new GameSound(new ExplodeSound2()); _unbeatable = true; this.visible = false; resume(); } override protected function die():void{ super.die(); this.gotoAndPlay("die1"); } function frame92(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame35(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame15(){ gotoAndPlay("move"); } override protected function subFuc():void{ if (waitTimeLeft > 0){ waitTimeLeft--; state = UnitStateFactory.STAND; } else { if (waitTimeLeft == 0){ this.visible = true; waitTimeLeft = -10; _unbeatable = false; state = UnitStateFactory.MOVE; }; }; if (GameVariables.IN_BATTLE == false){ state = UnitStateFactory.DIE; }; } override protected function dieAnimationFinished(_arg1):void{ super.dieAnimationFinished(_arg1); this.visible = false; } function frame39(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } function frame120(){ gotoAndPlay("cheer"); } } }//package com.veltive.cityinvasion.units
Section 92
//Headquarters (com.veltive.cityinvasion.units.Headquarters) package com.veltive.cityinvasion.units { import com.veltive.cityinvasion.utils.*; import com.veltive.cityinvasion.*; public class Headquarters extends AbstractUnit { public function Headquarters(_arg1:int){ super(this); group = _arg1; _unitName = UnitFactory.HEADQUARTERS; _spd = 0; _rangeMax = 300; _rangeMax = (_rangeMax + ((_rangeMax / 6) * Math.random())); _rangeMin = 0; _attackInterval = 30; _faintInterval = 0; _originalLife = (_life = 500); _ammoName = null; _credit = 50; _initAmmoX = 15; _initAmmoY = -15; _endAmmoX = 0; _endAmmoY = 0; resume(); } override public function changeLife(_arg1:Number, _arg2:String):void{ var _local3:Number; damageAmmo = _arg2; if (this.group == GameVariables.HUMAN_GROUP){ _local3 = GameVariables.GIVE_UP_RATE; } else { _local3 = (1 / GameVariables.GIVE_UP_RATE); }; _arg1 = ((_arg1 * Restriction.HurtRate(this.unitName, _arg2)) * _local3); changePlayerLife(_arg1); } final private function changePlayerLife(_arg1):void{ if (this.group == UnitGroup.GROUP_ENEMY){ GameVariables.PLAYER_ENEMY.changeLife(_arg1); } else { GameVariables.PLAYER_FRIEND.changeLife(_arg1); }; } } }//package com.veltive.cityinvasion.units
Section 93
//IUnit (com.veltive.cityinvasion.units.IUnit) package com.veltive.cityinvasion.units { import com.veltive.cityinvasion.*; public interface IUnit extends IGameObject { function set state(_arg1:int):void; function changeLife(_arg1:Number, _arg2:String):void; function set group(_arg1:int):void; } }//package com.veltive.cityinvasion.units
Section 94
//Robot (com.veltive.cityinvasion.units.Robot) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; public class Robot extends AbstractUnit { public function Robot(_arg1:int){ var _local2:Object; addFrameScript(22, frame23, 60, frame61, 67, frame68, 154, frame155, 247, frame248); super(this); group = _arg1; _unitName = UnitFactory.ROBOT; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _unitH = 45; _ammoName = AmmoFactory.LASER; _initAmmoX = 10; _initAmmoY = -26; _fireSound = new GameSound(new LaserSound(), 1); _dieSound = new GameSound(new ExplodeSound2()); resume(); } override protected function die():void{ super.die(); this.gotoAndPlay("die1"); var _local1:AbstractUnit = Command.addUnit(UnitFactory.FLY_ROBOT, this.group, this.lane.dex); _local1.x = (this.x - 5); _local1.y = this.y; var _local2:AbstractUnit = Command.addUnit(UnitFactory.FLY_ROBOT, this.group, this.lane.dex); _local2.x = (_local1.x - (this.direction * 10)); _local2.y = this.y; } function frame155(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } override protected function dieAnimationFinished(_arg1):void{ super.dieAnimationFinished(_arg1); this.visible = false; } function frame61(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame248(){ gotoAndPlay("cheer"); } function frame23(){ gotoAndPlay("move"); } function frame68(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } } }//package com.veltive.cityinvasion.units
Section 95
//RocketSoldier (com.veltive.cityinvasion.units.RocketSoldier) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class RocketSoldier extends AbstractUnit { public function RocketSoldier(_arg1:int){ var _local2:Object; addFrameScript(17, frame18, 43, frame44, 67, frame68, 99, frame100, 132, frame133, 156, frame157, 189, frame190, 227, frame228, 273, frame274, 319, frame320, 364, frame365); super(this); group = _arg1; _unitName = UnitFactory.ROCKET_SOLIDER; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _ammoName = AmmoFactory.ROCKET; _initAmmoX = 15; _initAmmoY = -30; _fireSound = new GameSound(new RocketSound(), 1); resume(); } function frame320(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame190(){ gotoAndPlay("cheer"); } function frame133(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame365(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame157(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame274(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame228(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame18(){ gotoAndPlay("move"); } function frame100(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame44(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame68(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } } }//package com.veltive.cityinvasion.units
Section 96
//Sniper (com.veltive.cityinvasion.units.Sniper) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class Sniper extends AbstractUnit { public function Sniper(_arg1:int){ var _local2:Object; addFrameScript(17, frame18, 51, frame52, 77, frame78, 125, frame126, 165, frame166, 191, frame192, 230, frame231, 262, frame263, 304, frame305, 351, frame352, 409, frame410, 454, frame455); super(this); group = _arg1; _unitName = UnitFactory.SNIPER; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _ammoName = AmmoFactory.BULLET; _initAmmoX = 40; _initAmmoY = -23; _fireSound = new GameSound(new BulletSound(), 1); resume(); } function frame263(){ gotoAndPlay("cheer"); } function frame231(){ gotoAndPlay("wating"); } function frame166(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame410(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame455(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame126(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame352(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame305(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame78(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } function frame52(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame18(){ gotoAndPlay("move"); } function frame192(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } } }//package com.veltive.cityinvasion.units
Section 97
//SuicideCar (com.veltive.cityinvasion.units.SuicideCar) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; public class SuicideCar extends AbstractUnit { public function SuicideCar(_arg1:int){ var _local2:Object; addFrameScript(32, frame33, 94, frame95, 118, frame119); super(this); group = _arg1; _unitName = UnitFactory.SUICIDE_CAR; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _ammoName = AmmoFactory.EXPLODE_SUICIDE_CAR; _initAmmoX = 40; _initAmmoY = -23; _endAmmoX = 40; _dieSound = new GameSound(new ExplodeSound2()); resume(); } override protected function die():void{ super.die(); this.gotoAndPlay("die1"); target = this; shoot(null); Command.shack(); } override protected function subFuc():void{ var _local3:*; var _local1:Array = this.lane.getEnemyArr(this); var _local2:* = 0; while (_local2 < _local1.length) { _local3 = _local1[_local2]; if (dead == true){ return; }; if (this.group == UnitGroup.GROUP_FRIEND){ if ((this.x + this.initAmmoX) > (_local3.endAmmoX + _local3.x)){ collide(_local3); break; }; } else { if ((this.x + this.initAmmoX) < (_local3.endAmmoX + _local3.x)){ collide(_local3); break; }; }; _local2++; }; } private function dieHandle(_arg1){ this.removeEventListener(DIE, dieHandle); } function frame95(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame119(){ stop(); } function frame33(){ gotoAndPlay("move"); } private function collide(_arg1):void{ target = _arg1; shoot(null); changeLife(-1000000000, this.ammo.ammoName); } } }//package com.veltive.cityinvasion.units
Section 98
//Tank (com.veltive.cityinvasion.units.Tank) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import com.veltive.cityinvasion.*; public class Tank extends AbstractUnit { private var waitTime;// = 75 private var waitTimeLeft; public function Tank(_arg1:int){ var _local2:Object; waitTimeLeft = waitTime; addFrameScript(35, frame36, 73, frame74, 78, frame79, 132, frame133, 209, frame210); super(this); group = _arg1; _unitName = UnitFactory.TANK; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _unitH = 45; _ammoName = AmmoFactory.BOLT; _initAmmoX = 0; _initAmmoY = -35; _endAmmoX = 30; _endAmmoY = -10; _fireSound = new GameSound(new BoltSound(), 1); _dieSound = new GameSound(new ExplodeSound2()); resume(); this.mouseChildren = false; this.mouseEnabled = false; } override protected function die():void{ super.die(); this.gotoAndPlay("die1"); Command.shack(); } function frame36(){ gotoAndPlay("move"); } function frame74(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame133(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame210(){ gotoAndPlay("cheer1"); } function frame79(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } } }//package com.veltive.cityinvasion.units
Section 99
//UnitFactory (com.veltive.cityinvasion.units.UnitFactory) package com.veltive.cityinvasion.units { public class UnitFactory { public static const CIVILIAN_WITH_ROCK:String = "CivilianWithRock"; public static const SUICIDE_CAR = "suicide car"; public static const FLY_ROBOT = "fly robot"; public static const HEADQUARTERS = "headquarters"; public static const COP_WITH_SHOTGUN:String = "CivilianWithShotgun"; public static const ROBOT = "robot"; public static const ROCKET_SOLIDER = "rocket solider"; public static const COP_WITH_SHIELD:String = "CivilianWithShield"; public static const SNIPER:String = "sniper"; public static const TANK = "tank"; public static const YURI = "yuri"; public static function getUnit(_arg1:String, _arg2:int):AbstractUnit{ switch (_arg1){ case CIVILIAN_WITH_ROCK: return (new CivilianWithRock(_arg2)); case COP_WITH_SHIELD: return (new CopWithShield(_arg2)); case SNIPER: return (new Sniper(_arg2)); case HEADQUARTERS: return (new Headquarters(_arg2)); case COP_WITH_SHOTGUN: return (new CopWithShotgun(_arg2)); case ROCKET_SOLIDER: return (new RocketSoldier(_arg2)); case ROBOT: return (new Robot(_arg2)); case FLY_ROBOT: return (new FlyRobot(_arg2)); case TANK: return (new Tank(_arg2)); case SUICIDE_CAR: return (new SuicideCar(_arg2)); case YURI: return (new Yuri(_arg2)); }; return (null); } } }//package com.veltive.cityinvasion.units
Section 100
//UnitGroup (com.veltive.cityinvasion.units.UnitGroup) package com.veltive.cityinvasion.units { public class UnitGroup { public static const GROUP_ENEMY:int = 2; public static const GROUP_FRIEND:int = 1; } }//package com.veltive.cityinvasion.units
Section 101
//UnitStateFactory (com.veltive.cityinvasion.units.UnitStateFactory) package com.veltive.cityinvasion.units { public class UnitStateFactory { public static const DIE = 4; public static const ATTACK = 2; public static const CHEER = 8; public static const MOVE = 1; public static const FADEOUT = 7; public static const FAINT = 5; public static const STAND = 3; public static const OTHER = 6; public static const WATING = 9; public static const SILENT_DIE = 10; } }//package com.veltive.cityinvasion.units
Section 102
//Yuri (com.veltive.cityinvasion.units.Yuri) package com.veltive.cityinvasion.units { import flash.events.*; import com.veltive.cityinvasion.effects.*; import com.veltive.cityinvasion.ammos.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; public class Yuri extends AbstractUnit { public function Yuri(_arg1:int){ var _local2:Object; addFrameScript(16, frame17, 44, frame45, 50, frame51, 77, frame78, 103, frame104, 132, frame133, 164, frame165, 210, frame211, 254, frame255, 303, frame304, 351, frame352); super(this); group = _arg1; _unitName = UnitFactory.YURI; _local2 = Attribute.getUnitAttribute(_unitName); _spd = _local2._spd; _rangeMax = (_local2._rangeMax + ((_local2._rangeMax / 6) * Math.random())); _rangeMin = _local2._rangeMin; _attackInterval = _local2._attackInterval; _faintInterval = _local2._faintInterval; _originalLife = (_life = _local2._life); _credit = _local2._credit; _ammoName = AmmoFactory.MIND; _initAmmoX = 8; _initAmmoY = -30; _dieSound = new GameSound(new ExplodeSound2()); resume(); this.mouseChildren = false; this.mouseEnabled = false; } function frame304(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame165(){ gotoAndPlay("cheer"); } function frame17(){ gotoAndPlay("move"); } function frame133(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame45(){ if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTING)); }; } function frame104(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame51(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).SHOOTED)); }; } function frame352(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame211(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame255(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } function frame78(){ stop(); if (this.root){ dispatchEvent(new Event(MovieClip(this.root).DEAD)); }; } } }//package com.veltive.cityinvasion.units
Section 103
//AI (com.veltive.cityinvasion.utils.AI) package com.veltive.cityinvasion.utils { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.player.*; import flash.events.*; import flash.text.*; import com.veltive.cityinvasion.*; import flash.utils.*; public class AI implements IGameObject { private var _timer:Timer; private var _controler:Controler; private var _cheating;// = true private var _dex;// = 0 private var _cheatTimeLeft; private var _safeLaneNum:int;// = 0 private var _cheatInterval;// = 30 public static var _ai:AI; public function AI(){ _cheatTimeLeft = _cheatInterval; super(); _controler = new Controler(); _timer = new Timer(100); _timer.addEventListener(TimerEvent.TIMER, tick); } private function getTargetEnemy(_arg1){ if (this._controler.group != UnitGroup.GROUP_FRIEND){ return (_arg1.targetFriend); }; return (_arg1.targetEnemy); } private function getTargetFriend(_arg1){ if (this._controler.group == UnitGroup.GROUP_FRIEND){ return (_arg1.targetFriend); }; return (_arg1.targetEnemy); } public function get controler():Controler{ return (_controler); } public function clear():void{ pause(); _controler.clear(); } private function AICheat(_arg1){ var _local3:Lane; var _local4:AbstractUnit; var _local5:*; var _local6:int; if (GameVariables.LEVEL <= 3){ return; }; var _local2:* = 0; for (;_local2 < _arg1.length;Command.addRush(_local5, this._controler.group, _local3.dex, _local6), _local2++) { _local3 = _arg1[_local2]; _local4 = getTargetEnemy(_local3); _local5 = Restriction.getFavoured(_local4.unitName); if (_local5 == null){ _local5 = _controler.btnArr[int((Math.random() * _controler.btnArr.length))].unitName; }; //unresolved if _local6 = int(((GameVariables.LEVEL + 1) / 2)); if ((_safeLaneNum <= (5 - _local6))){ _local6 = 0; continue; }; }; } private function getHighRiskLane(_arg1:Array):int{ var _local5:Lane; if (_arg1.length < 1){ return (int((Math.random() * GameVariables.LANES_NUM))); }; var _local2:* = 0; var _local3:* = _arg1[int((Math.random() * _arg1.length))]; var _local4:* = 0; while (_local4 < _arg1.length) { _local5 = _arg1[_local4]; if (_local5.getFriendArr(GameVariables.HUMAN_GROUP).length > _local2){ _local3 = _local5; _local2 = _local5.getFriendArr(GameVariables.HUMAN_GROUP).length; }; _local4++; }; return (_local3.dex); } private function tick(_arg1){ var _local5:ProduceBtn; if (this._controler.playerData.life < PlayerData.PLAYER_LIFE){ _cheating = true; } else { _cheating = false; }; var _local2:Array = _controler.btnArr; var _local3:Boolean = ProduceBtn(_local2[_dex]).produceOrder(); if (_local3 == true){ _dex++; if ((((((_local2[_dex] == null)) || ((_dex > (_local2.length - 1))))) || ((_local2[_dex].activated == false)))){ _dex = 0; }; }; if (_cheatTimeLeft-- <= 0){ _cheatTimeLeft = _cheatInterval; produce(null); }; var _local4:* = 0; while (_local4 < _controler.sBtnArr.length) { _local5 = ProduceBtn(_controler.sBtnArr[_local4]); ProduceBtn(_local5).produceOrder(); _local4++; }; } private function produce(_arg1){ var _local7:Lane; var _local8:AbstractUnit; var _local9:AbstractUnit; var _local2:BattleField = BattleField.getInstance(); var _local3:Array = _local2.lanes; var _local4:* = []; var _local5:* = []; var _local6:* = 0; while (_local6 < _local3.length) { _local7 = _local3[_local6]; _local8 = getTargetFriend(_local7); _local9 = getTargetEnemy(_local7); if ((((_local8 is Headquarters)) && (!((_local9 is Headquarters))))){ _local4.push(_local7); } else { if ((_local9 is Headquarters)){ _local5.push(_local7); }; }; _local6++; }; if (_local4.length < 1){ GameVariables.LANE_DEX_AI = getHighRiskLane(_local3); } else { GameVariables.LANE_DEX_AI = getHighRiskLane(_local4); }; _safeLaneNum = _local5.length; if (_cheating){ AICheat(_local4); }; } public function start(){ _dex = 0; resume(); } public function resume():void{ _controler.resume(); _timer.start(); } public function pause():void{ _timer.stop(); _controler.pause(); } public static function getInstance():AI{ if (_ai == null){ _ai = new (AI); }; return (_ai); } } }//package com.veltive.cityinvasion.utils
Section 104
//AI_TUTO (com.veltive.cityinvasion.utils.AI_TUTO) package com.veltive.cityinvasion.utils { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import gs.*; import flash.events.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import flash.utils.*; import gs.easing.*; import com.veltive.cityinvasion.pages.*; import flash.system.*; import flash.filters.*; public class AI_TUTO implements IGameObject { private var _timer:Timer; private var _controler:Controler; private var _currentTween:TweenLite; private var _box; private var _dex;// = 0 private var _tweenGroup:TweenGroup; private var toMc:MovieClip; private var _skip_btn:MyButton; public static const PAGE_NAME = "tutopage"; public static var _ai:AI_TUTO; public static var showSkip:Boolean = false; public function AI_TUTO(){ _controler = new Controler(); _timer = new Timer(100); _timer.addEventListener(TimerEvent.TIMER, tick); } private function step5(_arg1){ var close:Function; var e = _arg1; close = function (_arg1){ step6(null); }; Controler(GamePage.getInstance().ControlerMc).enable = false; toMc.gotoAndStop(6); e.currentTarget.removeEventListener(AbstractUnit.DIE, step5); var box:* = new MsBox(); box.btn.label = LanguageManager.getStr(ScorePage.PAGE_NAME, "continue"); box.visible = false; _box = box; box.message = LanguageManager.getStr(PAGE_NAME, "step5"); GameVariables.STAGE.addChild(box); box.addEventListener(Event.CLOSE, close); ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[0]).clickable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[1]).clickable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[2]).clickable = true; } public function start(){ _dex = 0; resume(); begin(); GameVariables.GIVE_UP_RATE = 1; } private function skipHandle(_arg1){ var yesHandle:Function; var e = _arg1; yesHandle = function (_arg1){ GamePage.getInstance().skip(_arg1); _skip_btn.removeEventListener(MouseEvent.CLICK, skipHandle); }; var cPage:ChoosePage = ChoosePage.getInstance(); GameVariables.STAGE.addChild(cPage); cPage.appear(); cPage.addEventListener(ChoosePage.YES, yesHandle); } public function get controler():Controler{ return (_controler); } public function clear():void{ pause(); _controler.clear(); ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[0]).clickable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[1]).clickable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[2]).clickable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).sBtnArr[0]).clickable = true; try { GameVariables.STAGE.removeChild(toMc); toMc = null; } catch(e) { }; this.controler.playerData.invincible = false; Controler(GamePage.getInstance().ControlerMc).playerData.invincible = false; TweenLite.removeTween(_currentTween); GameMenu.getInstance().retryBtn.enable = true; if (((_box) && (_box.parent))){ _box.clear(null); }; BattleField.getInstance().enableLane(true); if (((_skip_btn) && (_skip_btn.parent))){ _skip_btn.parent.removeChild(_skip_btn); }; } private function fight(){ var _local1:Array = _controler.btnArr; var _local2:Boolean = ProduceBtn(_local1[_dex]).produceOrder(); if (_local2 == true){ _dex++; if ((((((_local1[_dex] == null)) || ((_dex > (_local1.length - 1))))) || ((_local1[_dex].activated == false)))){ _dex = 0; }; }; } private function step0_1(_arg1=null){ var close:Function; var e = _arg1; close = function (_arg1){ step1(); }; var box:* = new MsBox(); box.btn.label = LanguageManager.getStr(ScorePage.PAGE_NAME, "continue"); _box = box; box.visible = false; box.message = LanguageManager.getStr(PAGE_NAME, "step0_1"); GameVariables.STAGE.addChild(box); box.addEventListener(Event.CLOSE, close); } public function set nothing(_arg1:Number){ } public function get nothing():Number{ return (1); } private function tick(_arg1){ } private function step0(){ var me:*; var close:Function; var glow:GlowFilter; close = function (_arg1){ me.step0_1(); }; me = this; toMc = new ToMc(); toMc.mouseChildren = false; toMc.mouseEnabled = false; GameVariables.STAGE.addChild(toMc); if (showSkip){ _skip_btn = new MyButton(LanguageManager.getStr(PAGE_NAME, "st")); GameVariables.STAGE.addChild(_skip_btn); _skip_btn.type = 2; _skip_btn.x = (GameVariables.STAGE_WIDTH - 150); _skip_btn.y = 10; glow = new GlowFilter(); _skip_btn.filters = [glow]; _skip_btn.addEventListener(MouseEvent.CLICK, skipHandle); }; var box:* = new MsBox(); box.btn.label = LanguageManager.getStr(ScorePage.PAGE_NAME, "continue"); box.visible = false; _box = box; box.message = LanguageManager.getStr(PAGE_NAME, "step0"); GameVariables.STAGE.addChild(box); Controler(GamePage.getInstance().ControlerMc).enable = false; box.addEventListener(Event.CLOSE, close); this.controler.playerData.invincible = true; Controler(GamePage.getInstance().ControlerMc).playerData.invincible = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).sBtnArr[0]).clickable = false; } private function step1(_arg1=null){ var show:Function; var e = _arg1; show = function (_arg1){ toMc.txt1.htmlText = LanguageManager.getStr(PAGE_NAME, "step1"); }; var unit:AbstractUnit = Command.addUnit(UnitFactory.CIVILIAN_WITH_ROCK, 2, 0); unit.addEventListener(AbstractUnit.DIE, step2); toMc.gotoAndStop(2); var timer:TextTimer = new TextTimer(100, show); GameVariables.STAGE.focus = GamePage.getInstance().ControlerMc; BattleField.getInstance().setLaneDex(0); BattleField.getInstance().enableLane(false); Controler(GamePage.getInstance().ControlerMc).enable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[0]).clickable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[1]).clickable = false; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[2]).clickable = false; } private function step3(_arg1){ var show:Function; var e = _arg1; show = function (_arg1){ toMc.txt1.htmlText = LanguageManager.getStr(PAGE_NAME, "step3"); }; toMc.gotoAndStop(4); var timer:TextTimer = new TextTimer(100, show); Controler(GamePage.getInstance().ControlerMc).enable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[0]).clickable = false; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[1]).clickable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[2]).clickable = false; } private function step4(_arg1){ var show:Function; var e = _arg1; show = function (_arg1){ toMc.txt1.htmlText = LanguageManager.getStr(PAGE_NAME, "step4"); }; toMc.gotoAndStop(5); var timer:TextTimer = new TextTimer(100, show); e.currentTarget.removeEventListener(AbstractUnit.DIE, step4); var unit:AbstractUnit = Command.addUnit(UnitFactory.COP_WITH_SHOTGUN, 2, 1); unit.addEventListener(AbstractUnit.DIE, step5); ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[0]).clickable = false; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[1]).clickable = false; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[2]).clickable = true; } private function begin(){ _currentTween = TweenLite.to(this, 2, {nothing:1, ease:null, onComplete:step0}); _tweenGroup = new TweenGroup([_currentTween]); _tweenGroup.align = TweenGroup.ALIGN_START; GameMenu.getInstance().retryBtn.enable = false; } private function step6(_arg1){ var show:Function; var nextStep:Function; var e = _arg1; show = function (_arg1){ toMc.txt1.htmlText = LanguageManager.getStr(PAGE_NAME, "step6"); }; nextStep = function (_arg1){ ProduceBtn(Controler(GamePage.getInstance().ControlerMc).sBtnArr[0]).removeEventListener(ProduceBtn.PRODUCE, nextStep); step7(); }; GameVariables.STAGE.focus = GamePage.getInstance().ControlerMc; Controler(GamePage.getInstance().ControlerMc).enable = true; toMc.gotoAndStop(7); var timer:TextTimer = new TextTimer(100, show); ProduceBtn(Controler(GamePage.getInstance().ControlerMc).sBtnArr[0]).clickable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).sBtnArr[0]).addEventListener(ProduceBtn.PRODUCE, nextStep); } private function step7(){ var show:Function; show = function (_arg1){ toMc.txt1.htmlText = LanguageManager.getStr(PAGE_NAME, "step7"); }; toMc.gotoAndStop(8); var timer:TextTimer = new TextTimer(100, show); _currentTween = TweenLite.to(this, 8, {nothing:1, ease:null, onComplete:step8}); _tweenGroup = new TweenGroup([_currentTween]); } private function step8(){ var show:Function; show = function (_arg1){ toMc.txt1.htmlText = LanguageManager.getStr(PAGE_NAME, "step8"); toMc.txt2.htmlText = LanguageManager.getStr(PAGE_NAME, "step8_1"); }; Controler(GamePage.getInstance().ControlerMc).enable = false; toMc.gotoAndStop(9); var timer:TextTimer = new TextTimer(100, show); _currentTween = TweenLite.to(this, 15, {nothing:1, ease:null, onComplete:step9}); _tweenGroup = new TweenGroup([_currentTween]); } private function step2(_arg1){ var show:Function; var nextStep:Function; var e = _arg1; show = function (_arg1){ toMc.txt1.htmlText = LanguageManager.getStr(PAGE_NAME, "step2"); toMc.txt2.htmlText = LanguageManager.getStr(PAGE_NAME, "step2_1"); }; nextStep = function (_arg1){ if (GameVariables.LANE_DEX == 4){ step3(null); BattleField.getInstance().removeEventListener(BattleField.LANE_CHANGE, nextStep); }; }; e.currentTarget.removeEventListener(AbstractUnit.DIE, step4); var unit:AbstractUnit = Command.addUnit(UnitFactory.COP_WITH_SHIELD, 2, 4); unit.addEventListener(AbstractUnit.DIE, step4); toMc.gotoAndStop(3); var timer:TextTimer = new TextTimer(100, show); BattleField.getInstance().enableLane(true); Controler(GamePage.getInstance().ControlerMc).enable = true; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[0]).clickable = false; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[1]).clickable = false; ProduceBtn(Controler(GamePage.getInstance().ControlerMc).btnArr[2]).clickable = false; BattleField.getInstance().addEventListener(BattleField.LANE_CHANGE, nextStep); } private function step10(){ var close:Function; close = function (_arg1){ setp11(); }; toMc.gotoAndStop(11); var box:* = new MsBox(); box.btn.label = LanguageManager.getStr(ScorePage.PAGE_NAME, "continue"); box.visible = false; _box = box; box.message = LanguageManager.getStr(PAGE_NAME, "step10"); GameVariables.STAGE.addChild(box); box.addEventListener(Event.CLOSE, close); } private function step9(){ var show:Function; show = function (_arg1){ toMc.txt1.htmlText = LanguageManager.getStr(PAGE_NAME, "step9"); }; toMc.gotoAndStop(10); var timer:TextTimer = new TextTimer(100, show); _currentTween = TweenLite.to(this, 8, {nothing:1, ease:null, onComplete:step9_1}); _tweenGroup = new TweenGroup([_currentTween]); } private function setp11(){ Controler(GamePage.getInstance().ControlerMc).enable = true; this.controler.playerData.invincible = false; GamePage.getInstance().exit(null); } private function step9_1(){ var close:Function; close = function (_arg1){ step10(); }; toMc.gotoAndStop(11); var box:* = new MsBox(); box.btn.label = LanguageManager.getStr(ScorePage.PAGE_NAME, "continue"); box.visible = false; _box = box; box.message = LanguageManager.getStr(PAGE_NAME, "step9_1"); GameVariables.STAGE.addChild(box); box.addEventListener(Event.CLOSE, close); } public function resume():void{ _controler.resume(); if (_tweenGroup){ _tweenGroup.resume(); }; } public function pause():void{ _timer.stop(); _controler.pause(); if (_tweenGroup){ _tweenGroup.pause(); }; } public static function getInstance():AI_TUTO{ if (_ai == null){ _ai = new (AI_TUTO); }; return (_ai); } } }//package com.veltive.cityinvasion.utils
Section 105
//Attribute (com.veltive.cityinvasion.utils.Attribute) package com.veltive.cityinvasion.utils { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ammos.*; public class Attribute { public static function getAmmoAttribute(_arg1:String):Object{ var _local2:Object = {}; switch (_arg1){ case AmmoFactory.MOLOTOV: _local2._damage = 20; _local2._spd = 20; _local2._damageRange = 45; _local2._hurtFriend = true; _local2._stunProbability = 0; return (_local2); case AmmoFactory.CLOSEWEAPON: _local2._damage = 15; _local2._spd = 0; _local2._damageRange = 0; _local2._hurtFriend = false; _local2._stunProbability = 0.1; return (_local2); case AmmoFactory.RIFLE: _local2._damage = 25; _local2._spd = 120; _local2._damageRange = 45; _local2._hurtFriend = false; _local2._stunProbability = 0; return (_local2); case AmmoFactory.BULLET: _local2._damage = 100; _local2._spd = 120; _local2._damageRange = 0; _local2._hurtFriend = false; _local2._stunProbability = 0; return (_local2); case AmmoFactory.ROCKET: _local2._damage = 75; _local2._spd = 2; _local2._damageRange = 45; _local2._hurtFriend = false; _local2._stunProbability = 0; return (_local2); case AmmoFactory.EXPLODE: _local2._damage = 250; _local2._spd = 0; _local2._damageRange = 62; _local2._hurtFriend = true; _local2._stunProbability = 0; return (_local2); case AmmoFactory.EXTEND_AMMO: _local2._damage = 300; _local2._spd = 0; _local2._damageRange = 500; _local2._hurtFriend = false; _local2._stunProbability = 1; return (_local2); case AmmoFactory.MIND: _local2._damage = 0; _local2._spd = 0; _local2._damageRange = 0; _local2._hurtFriend = 0; _local2._stunProbability = 0; return (_local2); case AmmoFactory.TIME_BOMB: _local2._damage = 800; _local2._spd = 0; _local2._damageRange = 150; _local2._hurtFriend = true; _local2._stunProbability = 0; return (_local2); case AmmoFactory.LASER: _local2._damage = 2; _local2._spd = 65; _local2._damageRange = 0; _local2._hurtFriend = false; _local2._stunProbability = 0; return (_local2); case AmmoFactory.SHORT_LASER: _local2._damage = 8; _local2._spd = 30; _local2._damageRange = 0; _local2._hurtFriend = false; _local2._stunProbability = 0; return (_local2); case AmmoFactory.BOLT: _local2._damage = 100; _local2._spd = 0; _local2._damageRange = 100; _local2._hurtFriend = false; _local2._stunProbability = 0; return (_local2); case AmmoFactory.EXPLODE_SUICIDE_CAR: _local2._damage = 300; _local2._spd = 0; _local2._damageRange = 100; _local2._hurtFriend = true; _local2._stunProbability = 0; return (_local2); }; return (null); } public static function getUnitAttribute(_arg1:String):Object{ var _local2:* = {}; switch (_arg1){ case UnitFactory.CIVILIAN_WITH_ROCK: _local2._spd = 3; _local2._rangeMax = 250; _local2._rangeMin = 0; _local2._attackInterval = 5; _local2._faintInterval = 55; _local2._life = 100; _local2._credit = 50; return (_local2); case UnitFactory.COP_WITH_SHIELD: _local2._spd = 1.5; _local2._rangeMax = 15; _local2._rangeMin = 0; _local2._attackInterval = 0; _local2._faintInterval = 55; _local2._life = 300; _local2._credit = 50; return (_local2); case UnitFactory.COP_WITH_SHOTGUN: _local2._spd = 3; _local2._rangeMax = 150; _local2._rangeMin = 0; _local2._attackInterval = 5; _local2._faintInterval = 55; _local2._life = 100; _local2._credit = 50; return (_local2); case UnitFactory.SNIPER: _local2._spd = 2; _local2._rangeMax = 500; _local2._rangeMin = 0; _local2._attackInterval = 60; _local2._faintInterval = 30; _local2._life = 50; _local2._credit = 50; return (_local2); case UnitFactory.HEADQUARTERS: _local2._spd = 1.5; _local2._rangeMax = 15; _local2._rangeMin = 0; _local2._attackInterval = 10; _local2._faintInterval = 0; _local2._life = int.MAX_VALUE; _local2._credit = 50; return (_local2); case UnitFactory.ROCKET_SOLIDER: _local2._spd = 1.5; _local2._rangeMax = 400; _local2._rangeMin = 0; _local2._attackInterval = 30; _local2._faintInterval = 55; _local2._life = 100; _local2._credit = 50; return (_local2); case UnitFactory.ROBOT: _local2._spd = 1.5; _local2._rangeMax = 200; _local2._rangeMin = 0; _local2._attackInterval = 50; _local2._faintInterval = 0; _local2._life = 300; _local2._credit = 30; return (_local2); case UnitFactory.FLY_ROBOT: _local2._spd = 3; _local2._rangeMax = 150; _local2._rangeMin = 0; _local2._attackInterval = 0; _local2._faintInterval = 0; _local2._life = 150; _local2._credit = 50; return (_local2); case UnitFactory.TANK: _local2._spd = 1.5; _local2._rangeMax = 220; _local2._rangeMin = 0; _local2._attackInterval = 30; _local2._faintInterval = 0; _local2._life = 1000; _local2._credit = 50; return (_local2); case UnitFactory.SUICIDE_CAR: _local2._spd = 4; _local2._rangeMax = 0; _local2._rangeMin = 0; _local2._attackInterval = 30; _local2._faintInterval = 0; _local2._life = 300; _local2._credit = 50; return (_local2); case UnitFactory.YURI: _local2._spd = 2; _local2._rangeMax = 350; _local2._rangeMin = 0; _local2._attackInterval = 30; _local2._faintInterval = 0; _local2._life = 300; _local2._credit = 50; return (_local2); }; return (null); } } }//package com.veltive.cityinvasion.utils
Section 106
//DieSoundFactory (com.veltive.cityinvasion.utils.DieSoundFactory) package com.veltive.cityinvasion.utils { import flash.media.*; public class DieSoundFactory { public static function getSound(_arg1:int=-1):Sound{ if (_arg1 < 0){ _arg1 = (int((Math.random() * 4)) + 2); }; switch (_arg1){ case 1: break; case 2: return (new Die2()); case 3: return (new Die3()); case 4: return (new Die4()); case 5: return (new Die5()); case 6: break; }; return (null); } } }//package com.veltive.cityinvasion.utils
Section 107
//GameSound (com.veltive.cityinvasion.utils.GameSound) package com.veltive.cityinvasion.utils { import gs.*; import flash.events.*; import flash.media.*; import com.veltive.cityinvasion.*; import gs.easing.*; public class GameSound implements IGameObject { private var _loop:int; private var _channel:SoundChannel; private var _paused:Boolean; private var _pos:Number;// = 0 private var _maxVol:Number;// = 1 private var _s:Sound; public function GameSound(_arg1:Sound, _arg2:int=0){ if (_arg1 != null){ this._s = _arg1; _loop = _arg2; Volume.getInstance().addEventListener(Event.CHANGE, setVolume); }; } public function fadeIn(_arg1:int=10){ volume = 0; TweenLite.to(this, _arg1, {volume:_maxVol, ease:null}); } public function set volume(_arg1:Number){ var _local2:SoundTransform; if (_arg1 > 1){ _arg1 = 1; }; if (_channel){ _local2 = new SoundTransform(); _local2.volume = _arg1; _channel.soundTransform = _local2; }; } public function get volume():Number{ if (_channel){ return (_channel.soundTransform.volume); }; return (0); } private function setVolume(_arg1){ var _local2:* = 1; if ((_s is TypeSound)){ _local2 = (_local2 / 3); }; if ((_s is StartSound)){ }; if (((((((((((!((_s is BackgroundSound))) && (!((_s is FinalSound))))) && (!((_s is LoseSound))))) && (!((_s is StartSound))))) && (!((_s is WinSound))))) && (!((_s is BtnSound))))){ if ((_s is RifleSound)){ _local2 = (_local2 / 2); } else { _local2 = (_local2 * (2 / 3)); }; }; if ((((((_s is BackgroundSound)) || ((_s is StartSound)))) || ((_s is WinSound)))){ _maxVol = (volume = (GameVariables.MUSIC_VOLUME * _local2)); } else { volume = (GameVariables.SOUND_VOLUME * _local2); }; } public function clear():void{ if ((((_s == null)) || ((_channel == null)))){ return; }; pause(); try { _s.close(); } catch(e) { }; _s = null; } public function set pos(_arg1:Number){ _pos = _arg1; } public function fadeOut(_arg1:int=3){ TweenLite.to(this, _arg1, {volume:0, ease:null, onComplete:clear}); } public function resume():void{ try { _channel = _s.play(_pos); setVolume(null); _channel.addEventListener(Event.SOUND_COMPLETE, onComplete); _paused = false; } catch(e) { trace("sound error"); }; } public function get paused():Boolean{ return (_paused); } public function pause():void{ if (_channel){ _pos = _channel.position; _paused = true; _channel.removeEventListener(Event.SOUND_COMPLETE, onComplete); _channel.stop(); _channel = null; }; } private function onComplete(_arg1){ if (_channel == null){ return; }; _channel.removeEventListener(Event.SOUND_COMPLETE, onComplete); if (_loop == 0){ clear(); } else { if (_loop == 1){ } else { if (_loop == 2){ _pos = 0; resume(); }; }; }; } } }//package com.veltive.cityinvasion.utils
Section 108
//Language (com.veltive.cityinvasion.utils.Language) package com.veltive.cityinvasion.utils { import com.veltive.cityinvasion.*; public class Language { public static var language15:XML = <languages> <startpage> <txt id="ngBtn">开始新游戏</txt> <txt id="cgBtn">继续游戏</txt> <txt id="htpBtn">玩法说明</txt> <txt id="tuBtn">试玩教程</txt> <txt id="scoreBtn">排行榜</txt> <txt id="optBtn">选项</txt> <txt id="playMore">更多的战略游戏尽在</txt> </startpage> <learnpage> <txt id="topTxt"><![CDATA[欢迎来到City Invasion,争取在敌人击垮你的总部之前先击垮敌人的总部。]]></txt> <txt id="cBtn">后退</txt> <txt id="unitExp"><![CDATA[按<font color="#FFFFFF">Space</font>键或者点击某个道具以建造新道具。按<font color="#FFFFFF">左右</font>键来选择不同的道具(红色边框突出的为被选的道具)。]]></txt> <txt id="specialExp"><![CDATA[按<font color="#FFFFFF">Space</font>键或者点击某个道具以建造新道具。按<font color="#FFFFFF">左右</font>键来选择不同的道具(红色边框突出的为被选的道具)。]]></txt> <txt id="lifeBarExp">显示总部的生命值</txt> <txt id="menuExp">点击这个按钮或按P键进入菜单</txt> <txt id="lanesExp"><![CDATA[战场上有5条通道。箭头所示为你所在的通道。点击不同通道或使用<font color="#FFFFFF">上下</font>键来改变通道。]]></txt> <txt id="showLifeExp"><![CDATA[点击<font color="#FFFFFF">Shift</font>显示当前道具的生命值]]></txt> </learnpage> <scorepage> <txt id="continue">继续</txt> <txt id="a10">更多战略尽在</txt> </scorepage> <optpage> <txt id="options">选项</txt> <txt id="vq">视觉质量</txt> <txt id="se">音效</txt> <txt id="m">音乐</txt> <txt id="back">后退</txt> <txt id="high">高</txt> <txt id="medium">中</txt> <txt id="low">低</txt> <txt id="on">开</txt> <txt id="off">关</txt> </optpage> <choosepage> <txt id="txt">你确定要退出教程直接进入战斗么?</txt> <txt id="yes">是</txt> <txt id="no">不是</txt> </choosepage> <tutopage> <txt id="st">退出教程</txt> <txt id="step0"><![CDATA[欢迎来到City Invasion,指挥官!<br>首府Yokimado刚刚遭遇了地震的破坏。外敌想要趁机占领这座城市。你将代表这座城市的守卫者来抵御入侵。]]></txt> <txt id="step0_1"><![CDATA[<br><br>在进入正式战斗之前,这个教程会给你演示所有的基本功能!]]></txt> <txt id="step1"><![CDATA[敌人的总部送出一伙拿着<font color="#FFFF00">燃烧瓶的街霸</font>,我们需要防御。点击这个图标或者按<font color="#FFFF00">Space</font>键来创建带着<font color="#FFFF00">机关枪的士兵</font>。<font color="#FFFF00">机关枪士兵</font>是带着<font color="#FFFF00">燃烧瓶的街霸</font>的最好对手。]]></txt> <txt id="step2"><![CDATA[箭头指示你目前所在的通道。现在敌人出现在最下方的通道,所以我们也要换到那个通道。请用鼠标点击屏幕中最下方通道的位置或者使用<font color="#FFFF00">上下</font>键来选择通道。]]></txt> <txt id="step2_1">选择这个通道</txt> <txt id="step3"><![CDATA[很好!现在敌人派出了<font color="#FFFF00">有盾牌的士兵</font>。<font color="#FFFF00">带着燃烧瓶的街霸</font>是最好的选择。请点击这个图标(或者同时使用<font color="#FFFF00">左右键</font>和<font color="#FFFF00">Space</font>键)来创建他。]]></txt> <txt id="step4"><![CDATA[请选择新的敌人出现的通道。创建一个<font color="#FFFF00">带盾牌的士兵</font>去迎战<font color="#FFFF00">带机关枪的士兵</font>。]]></txt> <txt id="step5">相信你已可以看出,了解每个道具的强弱对赢取战斗至关重要!</txt> <txt id="step6"><![CDATA[这是一个特殊道具叫做-<font color="#FFFF00">总动员</font>。点击这个图标来创建它。在一小段时间内,它能提高你创建各种道具的能力。试试它!]]></txt> <txt id="step7">试着创建一些道具以看出创建速度有多快!</txt> <txt id="step8">这是你的总部的生命值。如果它降到0,这场战役你就输了。</txt> <txt id="step8_1">这是敌人总部的生命值。如果它降到0,你就赢得了这场战役。</txt> <txt id="step9"><![CDATA[你可以点击这个按钮或者按<font color="#FFFF00">P</font>键来暂停游戏并打开菜单。]]></txt> <txt id="step9_1">请注意每进一级就会增加一些新道具和特殊能量。</txt> <txt id="step10">好了,指挥官,我们已向你介绍完所有基本技巧。祝你幸运!</txt> </tutopage> <intropage> <txt id="bu">基本道具</txt> <txt id="sp">特殊能量/道具</txt> <txt id="un1">机关枪士兵</txt> <txt id="ue1">能有效打击带着燃烧瓶的街霸</txt> <txt id="ue1_1">不能对付带盾牌的士兵</txt> <txt id="ue1_2">对机关枪士兵有基础攻击性</txt> <txt id="un2">带着燃烧瓶的街霸</txt> <txt id="ue2">能有效打击带盾牌的士兵</txt> <txt id="ue2_1">不能对付机关枪士兵</txt> <txt id="ue2_2">四处飞溅的破坏,对周围所有事物都能有所破坏,很能对付敌人总部</txt> <txt id="un3">带盾牌的士兵</txt> <txt id="ue3">能有效打击机关枪士兵</txt> <txt id="ue3_1">不能对付带着燃烧瓶的街霸</txt> <txt id="ue3_2">反骚乱部队,拥有很强防御能力,近距离作用很大</txt> <txt id="un4">狙击兵</txt> <txt id="ue4">对付所有敌人都有效</txt> <txt id="ue4_1">对敌方总部攻击比较弱</txt> <txt id="ue4_2">擅长远距离重度破坏</txt> <txt id="un5">火箭兵</txt> <txt id="ue5">有效打击坦克和敌方总部</txt> <txt id="ue5_1">对狙击手攻击很弱</txt> <txt id="ue5_2">火箭兵能很好的对付集群的敌人</txt> <txt id="un6">机器人</txt> <txt id="ue6">对敌方机器人能造成有效伤害</txt> <txt id="ue6_1">对坦克作用不大</txt> <txt id="ue6_2">拥有激光枪,能随时间变化增强破坏性。如被破坏,会飞出两个小机器人</txt> <txt id="un7">闪亮坦克</txt> <txt id="ue7">对所有敌军都能有效攻击</txt> <txt id="ue7_1">对总部攻击性较弱</txt> <txt id="ue7_2">粗造的实验车拥有强有力的闪电枪</txt> <txt id="pn1">总动员</txt> <txt id="pe1">在一段短时间内降低创建道具所需时间</txt> <txt id="pn2">自杀袭击车</txt> <txt id="pe2">发怒的汽车在碰撞造成剧烈破坏</txt> <txt id="pn3">定时炸弹</txt> <txt id="pe3">在任何地方都可放置的强大的定时炸弹</txt> <txt id="pn4">空袭部队</txt> <txt id="pe4">大量倾泄具有高爆炸性的弹药,就算再有经验的士兵见了也双腿发软</txt> <txt id="pn5">精神控制</txt> <txt id="pe5">能对敌军洗脑</txt> <txt id="m1">使命 1/5</txt> <txt id="m1_1">Yokobushi 购物街 </txt> <txt id="m2">使命 2/5</txt> <txt id="m2_1">北部地铁站 </txt> <txt id="m3">使命 3/5</txt> <txt id="m3_1">金色中心公园 </txt> <txt id="m4">使命 4/5</txt> <txt id="m4_1">西部桥 </txt> <txt id="m5">使命 5/5</txt> <txt id="m5_1">边界 </txt> </intropage> <menupage> <txt id="options">选项</txt> <txt id="retry">重试</txt> <txt id="exit">退出</txt> <txt id="htp">玩法说明</txt> <txt id="resume">恢复</txt> </menupage> <gamepage> <txt id="menu">菜单</txt> <txt id="eh">敌人的总部</txt> <txt id="yh">你的总部</txt> </gamepage> <losepage> <txt id="mf">任务失败</txt> <txt id="du">时间段:</txt> <txt id="cu">创建的道具数:</txt> <txt id="ku">毁灭的道具数:</txt> <txt id="lu">失去的道具:</txt> <txt id="li">生命值:</txt> <txt id="sc">分数:</txt> <txt id="re">重试</txt> <txt id="mm">主菜单</txt> <txt id="mc">任务完成</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[恭喜!<br>你拯救了我们的城市Yokimado。谢谢你卓越的指挥。]]></txt> <txt id="score">分数</txt> <txt id="in">输入名字</txt> <txt id="ss">上传分数</txt> <txt id="cr">特别鸣谢</txt> <txt id="new">新分数</txt> <txt id="gd">游戏编剧</txt> <txt id="aw">美工</txt> <txt id="pg">程序员</txt> <txt id="close">关闭</txt> </finalpage> </languages> ; public static var language13:XML = <languages> <startpage> <txt id="ngBtn">Permainan Baru</txt> <txt id="cgBtn">Melanjutkan Permainan</txt> <txt id="htpBtn">Cara bermain</txt> <txt id="tuBtn">Ajaran tambahan</txt> <txt id="scoreBtn">Nilai tertinggi</txt> <txt id="optBtn">Pilihan</txt> <txt id="playMore">Mainkan permainan strategi lainnya di</txt> </startpage> <learnpage> <txt id="topTxt">Selamat datang di City Invasion! Kemenangan terletak pada kehancuran markas musuh sebelum markas anda dihancurkan.</txt> <txt id="cBtn">Kembali</txt> <txt id="unitExp">Tekan panah Kiri/Kanan untuk melihat pilihan-pilihan (ditandai dengan sebuah garis batas berwarna merah). Klik sebuah gambar atau tekan Spasi untuk membentuk sebuah unit atau menggunakan sebuah kekuatan khusus.</txt> <txt id="specialExp">Tekan panah Kiri/Kanan untuk melihat pilihan-pilihan (ditandai dengan sebuah garis batas berwarna merah). Klik sebuah gambar atau tekan Spasi untuk membentuk sebuah unit atau menggunakan sebuah kekuatan khusus.</txt> <txt id="lifeBarExp">Menunjukkan nyawa markas anda.</txt> <txt id="menuExp">Klik tombol ini atau tekan 'P' untuk masuk ke Menu Pilihan.</txt> <txt id="lanesExp">Terdapat lima jalur dalam medan peperangan. Tanda panah menunjukkan jalur dimana anda berada. Klik pada medan peperangan atau tekan panah Atas/Bawah untuk mengganti jalur.</txt> <txt id="showLifeExp">Tekan Shift untuk menunjukkan batangan nyawa daripada semua unit.</txt> </learnpage> <scorepage> <txt id="continue">Melanjutkan</txt> <txt id="a10">Strategi lainnya di </txt> </scorepage> <optpage> <txt id="options">Pilihan</txt> <txt id="vq">KUALITAS VISUIL</txt> <txt id="se">EFEK SUARA</txt> <txt id="m">MUSIK</txt> <txt id="back">Kembali</txt> <txt id="high">TERBAIK</txt> <txt id="medium">NORMAL</txt> <txt id="low">BURUK</txt> <txt id="on">HIDUPKAN</txt> <txt id="off">MATIKAN</txt> </optpage> <choosepage> <txt id="txt">Apakah anda yakin untuk melewatkan pelatihan dan menuju ke peperangan pertama?</txt> <txt id="yes">Ya</txt> <txt id="no">Tidak</txt> </choosepage> <tutopage> <txt id="st">Lewati pelatihan</txt> <txt id="step0">Selamat datang di City Invasion, Komandan! Ibukota Yokimado telah dihancurkan oleh gempa bumi. Orang luar sedang mencoba untuk mengambil ahli kota tersebut. Tergantung pada anda untuk memimpin pasukan dan mempertahankan kota!</txt> <txt id="step0_1"><![CDATA[<br><br>Pelatihan ini akan menuntun anda melewati fundamental-fundamental sebelum anda terjun ke medan perang!]]></txt> <txt id="step1">Markas musuh telah mengirim sekelompok pasukan dengan Mercusuar untuk menyerang kami. Untuk mempertahankan markas kami, klik pada Tentara yang bersenjata atau tekan Spasi untuk membentuk unit pertahanan. Tentara-tentara yang bersenjata sangatlah efektif melawan pasukan bermercusuar.</txt> <txt id="step2">Tanda panah ini mengindikasikan jalur keberadaan anda. Unit musuh telah muncul di jalur bawah. Cobalah untuk klik bagian bawah medan peperangan atau pergunakan tombol panah Atas/Bawah untuk memilih jalur itu.</txt> <txt id="step2_1">Pilih jalur ini</txt> <txt id="step3">Kerja yang bagus! Musuh mengirim Tentara Berperisai. Pasukan Mercusuar ialah unit pertahanan terbaik. Klik gambarnya (atau pergunakan kombinasi panah Kiri/Kanan dengan Spasi) untuk membentuknya.</txt> <txt id="step4">Pertama-tama, pilihlah jalur yang benar. Bentuklah Tentara Berperisai untuk berhadapan dengan Tentara bersenjata milik musuh. Tekan Shift untuk melihat nyawa semua unit.</txt> <txt id="step5">Seperti yang bisa anda lihat, sangatlah penting untuk mengerti kekuatan dan kelemahan setiap unit!</txt> <txt id="step6">Kekuatan khusus ini disebut sebagai Perintah Mobilisasi. Klik gambar ini untuk meningkatkan kecepatan pembentukan anda dalam jangka waktu yang singkat. Cobalah!</txt> <txt id="step7">Sekarang, bentuklah beberapa unit dan lihatlah kecepatannya!</txt> <txt id="step8">Ini ialah nyawa markas anda. Jika mencapai angka 0, maka anda akan kalah dalam peperangan.</txt> <txt id="step8_1">Ini ialah nyawa markas musuh. Jika mencapai angka 0, maka anda akan memenangkan peperangan.</txt> <txt id="step9">Klik tombol ini atau tekan P untuk memberhentikan permainannya sebentar dan membuka menu.</txt> <txt id="step9_1">Perhatikanlah bahwa unit-unit baru dan kekuatan khusus akan diperkenalkan dalam tiap level baru.</txt> <txt id="step10">Sekian, Komandan! Sekarang anda telah mengetahui dasar-dasarnya! Semoga beruntung!</txt> </tutopage> <intropage> <txt id="bu">Unit Dasar</txt> <txt id="sp">Kekuatan khusus</txt> <txt id="un1">Tentara Bersenjata</txt> <txt id="ue1">Efektif melawan Pasukan Mercusuar</txt> <txt id="ue1_1">Lemah melawan Tentara Berperisai</txt> <txt id="ue1_2">Serangan unit dasar dengan kekuatan senjata.</txt> <txt id="un2">Pasukan Mercusuar</txt> <txt id="ue2">Efektif melawan Tentara Berperisai</txt> <txt id="ue2_1">Lemah melawan Tentara Bersenjata</txt> <txt id="ue2_2">Kerusakan Ceburan--menyakiti semua orang yang berada di dekatnya, bagus untuk kerusakan Markas.</txt> <txt id="un3">Tentara Berperisai</txt> <txt id="ue3">Efektif melawan Tentara Bersenjata</txt> <txt id="ue3_1">Lemah melawan Pasukan Mercusuar</txt> <txt id="ue3_2">Anti-keributan dengan pertahanan yang kuat, berkekuatan penuh untuk jarak dekat.</txt> <txt id="un4">Penembak Tersembunyi</txt> <txt id="ue4">Efektif melawan semua tentara</txt> <txt id="ue4_1">Lemah melawan markas</txt> <txt id="ue4_2">Jarak jauh dan penderitaan kerusakan tinggi</txt> <txt id="un5">Tentara Panah Api</txt> <txt id="ue5">Efektif melawan markas & tangki api.</txt> <txt id="ue5_1">Lemah melawan Penembak Tersembunyi</txt> <txt id="ue5_2">Unit anti-kenderaan dengan kerusakan ceburan atau tumpukan musuh.</txt> <txt id="un6">Robot</txt> <txt id="ue6">Efektif melawan robot musuh</txt> <txt id="ue6_1">Lemah melawan tangki</txt> <txt id="ue6_2">Tiang laser yang menyebabkan banyak kerusakan. Saat dihancurkan, dua robot yang lebih kecil akan bergabung.</txt> <txt id="un7">Tangki Api</txt> <txt id="ue7">Efektif melawan semua unit</txt> <txt id="ue7_1">Lemah melawan markas</txt> <txt id="ue7_2">Kendaraan percobaan yang kasar dengan kekuatan senjata baut api.</txt> <txt id="pn1">Perintah Mobilisasi</txt> <txt id="pe1">Mengurangi waktu produksi untuk jangka waktu yang singkat.</txt> <txt id="pn2">Truk Bunuh Diri</txt> <txt id="pe2">Truk Amukan yang meledak dalam tubrukan.</txt> <txt id="pn3">Bom Waktu</txt> <txt id="pe3">Berkekuatan penuh yang meledak berdasarkan waktu yang diatur yang bisa ditempatkan dimana saja.</txt> <txt id="pn4">Pukulan Udara</txt> <txt id="pe4">Bahan peledak tempurung yang berjumlah besar, yang mampu melumpuhkan para prajurit yang paling berpengalaman sekalipun.</txt> <txt id="pn5">Jagoan Pikiran</txt> <txt id="pe5">Komandan elit yang mencuci otak unit-unit musuh.</txt> <txt id="m1">Misi 1/5</txt> <txt id="m1_1">Daerah Perbelanjaan Yokobushi</txt> <txt id="m2">Misi 2/5</txt> <txt id="m2_1">Kereta api bawah tanah bagian utara</txt> <txt id="m3">Misi 3/5</txt> <txt id="m3_1">Taman Pusat Golden</txt> <txt id="m4">Misi 4/5</txt> <txt id="m4_1">Jembatan Barat</txt> <txt id="m5">Misi 5/5</txt> <txt id="m5_1">Daerah pinggiran</txt> </intropage> <menupage> <txt id="options">Pilihan</txt> <txt id="retry">Coba lagi</txt> <txt id="exit">Keluar</txt> <txt id="htp">Cara bermain</txt> <txt id="resume">Mulai lagi</txt> </menupage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">Markas Musuh</txt> <txt id="yh">Markas Anda</txt> </gamepage> <losepage> <txt id="mf">Misi Gagal</txt> <txt id="du">Durasi</txt> <txt id="cu">Unit Terbentuk:</txt> <txt id="ku">Unit Terbunuh:</txt> <txt id="lu">Unit yang Hilang:</txt> <txt id="li">Nyawa:</txt> <txt id="sc">Skor:</txt> <txt id="re">Coba lagi</txt> <txt id="mm">Menu utama</txt> <txt id="mc">Misi Selesai</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Selamat!<br> Kota Yokimado telah diselamatkan, terima kasih atas kepemimpinan anda yang sangat luar biasa.]]></txt> <txt id="score">Skor</txt> <txt id="in">Masukkan nama anda</txt> <txt id="ss">Kumpulkan skor</txt> <txt id="cr">Kredit</txt> <txt id="new">Baru</txt> <txt id="gd">Desain Permainan</txt> <txt id="aw">Hasil Seni</txt> <txt id="pg">Program</txt> <txt id="close">Tutup</txt> </finalpage> </languages> ; public static var language14:XML = <languages> <startpage> <txt id="ngBtn">新ゲーム</txt> <txt id="cgBtn">ゲームを続ける</txt> <txt id="htpBtn">遊び方</txt> <txt id="tuBtn">チュートリアル</txt> <txt id="scoreBtn">ハイスコア</txt> <txt id="optBtn">オプション</txt> <txt id="playMore">で他の戦略ゲームをプレイする</txt> </startpage> <learnpage> <txt id="topTxt"><![CDATA[City Invasionへようこそ!自軍の司令部を守りながら、敵の司令部を破壊して勝利をつかみましょう!]]></txt> <txt id="cBtn">戻る</txt> <txt id="unitExp"><![CDATA[<font color="#FFFFFF">左/右</font>矢印キーを押して(赤い枠で囲まれた)オプションを選択します。アイコンをクリックするかスペースキーを押して部隊を配置したり、特殊パワーを使用したりしましょう。]]></txt> <txt id="specialExp"><![CDATA[<font color="#FFFFFF">左/右</font>矢印キーを押して(赤い枠で囲まれた)オプションを選択します。アイコンをクリックするかスペースキーを押して部隊を配置したり、特殊パワーを使用したりしましょう。]]></txt> <txt id="lifeBarExp">敵の司令部のライフゲージを表示します。</txt> <txt id="menuExp">このボタンをクリックまたはPキーを押すと、オプションメニューに移動します。</txt> <txt id="lanesExp"><![CDATA[戦場には5つのレーンがあります。戦場の矢印はあなたがどのレーンにいるかを示しています。戦場をクリックするか<font color="#FFFFFF">上/下</font>矢印キーを押してレーンを変更しましょう。]]></txt> <txt id="showLifeExp">シフトキーを押すと全ユニットのライフゲージが表示されます。</txt> </learnpage> <scorepage> <txt id="continue">次へ進む</txt> <txt id="a10">戦略ゲームなら</txt> </scorepage> <optpage> <txt id="options">オプション</txt> <txt id="vq">ヴィジュアルクオリティ</txt> <txt id="se">サウンド</txt> <txt id="m">ミュージック</txt> <txt id="back">戻る</txt> <txt id="high">高</txt> <txt id="medium">標準</txt> <txt id="low">低</txt> <txt id="on">オン</txt> <txt id="off">オフ</txt> </optpage> <choosepage> <txt id="txt">チュートリアルをスキップして最初の戦闘に挑みますか?</txt> <txt id="yes">はい</txt> <txt id="no">いいえ</txt> </choosepage> <tutopage> <txt id="st">チュートリアルをスキップ</txt> <txt id="step0">司令官閣下、City Invasionへようこそ!世界の主要都市ヨキマドが大地震により破壊されてしまいました。それに乗じて侵略者らがこの都市を支配しようと企んでいます。あなたの指揮のもと、軍隊を率いてこの都市を守りましょう!</txt> <txt id="step0_1"><![CDATA[<br><br>戦闘に入る前に、このチュートリアルで基本的な戦闘方法を学びましょう。]]></txt> <txt id="step1">敵の司令部が火炎瓶兵を送り込み、我々を攻撃しようとしています。我々の司令部を防衛するために、ショットガン兵のアイコンをクリックするかスペースキーを押して、防衛ユニットを配置しましょう。ショットガン兵は火炎瓶兵との戦闘を得意としています。</txt> <txt id="step2">この矢印はあなたがいるレーンを示しています。敵の部隊は一番下のレーンにいます。戦場の下側をクリックするか上/下矢印キーを使用して、レーンを選択して下さい。</txt> <txt id="step2_1">このレーンを選択する</txt> <txt id="step3">上出来です!さて、今度は敵がシールド兵を送り込んできました。この場合、火炎瓶兵で対抗するのがベストです。火炎瓶兵のアイコンをクリック(または左/右矢印キーとスペースキーを使用)して戦場に配置しましょう。</txt> <txt id="step4">まず始めに敵がいるレーンを選択します。次に自軍のシールド兵を敵のショットガン兵と戦うように配置します。シフトキーを押して全ユニットのライフゲージを表示しましょう。</txt> <txt id="step5">各ユニットの強みと弱点を知ることは非常に重要です!</txt> <txt id="step6">この特殊パワーは「動員令」といいます。このアイコンをクリックすると、短時間でユニットを配置することができます。試してみましょう!</txt> <txt id="step7">さぁ、どれだけ短時間でユニットが配置できるか見てみましょう!</txt> <txt id="step8">これは自軍の司令部のライフゲージです。ライフゲージが0になると、我々の敗北です。</txt> <txt id="step8_1">これは敵の司令部のライフゲージです。ライフゲージが0になると、我々の勝利です。</txt> <txt id="step9">このボタンをクリックするかPキーを押してゲームを一時停止し、メニュー画面を表示することができます。</txt> <txt id="step9_1">レベルが進むたびに、新たなユニットや特殊パワーが紹介されます。</txt> <txt id="step10">チュートリアルはこれで終了です。基本的な戦闘方法が身についたはずです。では司令官殿、健闘を祈ります!</txt> </tutopage> <intropage> <txt id="bu">基本ユニット</txt> <txt id="sp">特殊パワー</txt> <txt id="un1">ショットガン兵</txt> <txt id="ue1">火炎瓶兵に効果的</txt> <txt id="ue1_1">シールド兵に弱い</txt> <txt id="ue1_2">強力なショットガンを使う基本の攻撃ユニット</txt> <txt id="un2">火炎瓶兵</txt> <txt id="ue2">シールド兵に効果的</txt> <txt id="ue2_1">ショットガン兵に弱い</txt> <txt id="ue2_2">広範囲を攻撃し、近くにいる全ての敵にダメージを与えます。司令部を攻撃するのに効果的です。</txt> <txt id="un3">シールド兵</txt> <txt id="ue3">ショットガン兵に効果的</txt> <txt id="ue3_1">火炎瓶兵に弱い</txt> <txt id="ue3_2">強い防御力をもつ鎮圧ユニットで、近距離の敵に効果的です。</txt> <txt id="un4">狙撃手</txt> <txt id="ue4">全ての敵に効果的</txt> <txt id="ue4_1">司令部の攻撃に弱い</txt> <txt id="ue4_2">遠くにいる敵に大きなダメージを与える</txt> <txt id="un5">バズーカ兵</txt> <txt id="ue5">司令部と電撃タンクの攻撃に弱い</txt> <txt id="ue5_1">狙撃手に弱い</txt> <txt id="ue5_2">密集した敵に広範囲のダメージを与えるユニット</txt> <txt id="un6">ロボット</txt> <txt id="ue6">敵のロボットに効果的</txt> <txt id="ue6_1">タンクに弱い</txt> <txt id="ue6_2">より大きなダメージを与えるレーザービームを発する。破壊されると、小さなロボットが2体現れる。</txt> <txt id="un7">電撃タンク</txt> <txt id="ue7">全てのユニットに効果的</txt> <txt id="ue7_1">司令部の攻撃に弱い</txt> <txt id="ue7_2">強力な電撃銃を備えた頑丈なタンク</txt> <txt id="pn1">動員令</txt> <txt id="pe1">ユニット配置時間を短縮する</txt> <txt id="pn2">自爆特攻車</txt> <txt id="pe2">衝撃に反応して爆発する特攻車</txt> <txt id="pn3">時限爆弾</txt> <txt id="pe3">時限装置付きでどこにでも置ける強力な爆弾</txt> <txt id="pn4">空爆</txt> <txt id="pe4">破壊力の高い爆弾を複数落とす。最も経験を積んだ兵士でも太刀打ちできない。</txt> <txt id="pn5">ブレインマスター</txt> <txt id="pe5">敵のユニットを洗脳するエリート司令官</txt> <txt id="m1">任務1/5</txt> <txt id="m1_1">ヨコブシ商店街 </txt> <txt id="m2">任務2/5</txt> <txt id="m2_1">北部地下鉄 </txt> <txt id="m3">任務3/5</txt> <txt id="m3_1">ゴールデン中央広場 </txt> <txt id="m4">任務4/5</txt> <txt id="m4_1">ウェストブリッジ </txt> <txt id="m5">任務5/5</txt> <txt id="m5_1">郊外 </txt> </intropage> <menupage> <txt id="options">オプション</txt> <txt id="retry">もう1度トライしますか</txt> <txt id="exit">終了する</txt> <txt id="htp">遊び方</txt> <txt id="resume">再開する</txt> </menupage> <gamepage> <txt id="menu">メニュー</txt> <txt id="eh">敵の司令部</txt> <txt id="yh">自軍の司令部</txt> </gamepage> <losepage> <txt id="mf">任務失敗</txt> <txt id="du">戦闘時間</txt> <txt id="cu">配置したユニット:</txt> <txt id="ku">倒したユニット:</txt> <txt id="lu">失ったユニット:</txt> <txt id="li">ライフ:</txt> <txt id="sc">スコア:</txt> <txt id="re">もう1度トライしますか</txt> <txt id="mm">メインメニュー</txt> <txt id="mc">任務達成</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[おめでとうございます!<br>あなたの素晴らしい指揮のおかげでヨキマドの街は救われました!]]></txt> <txt id="score">スコア</txt> <txt id="in">あなたの名前を入力して下さい</txt> <txt id="ss">スコアを登録する</txt> <txt id="cr">クレジット</txt> <txt id="new">新</txt> <txt id="gd">ゲームデザイン</txt> <txt id="aw">アート制作</txt> <txt id="pg">プログラミング</txt> <txt id="close">閉じる</txt> </finalpage> </languages> ; public static var _languageBox:Array = new Array(); public static var language1:XML = <languages> <startpage> <txt id="ngBtn">New Game</txt> <txt id="cgBtn">Continue Game</txt> <txt id="htpBtn">How to play</txt> <txt id="tuBtn">Tutorial</txt> <txt id="scoreBtn">High Scores</txt> <txt id="optBtn">Options</txt> <txt id="playMore">Play more strategy games at</txt> </startpage> <learnpage> <txt id="topTxt"><![CDATA[Welcome to City Invasion! Victory will be yours if you destroy the<br> enemy Headquarters before they destroy yours.]]></txt> <txt id="cBtn">Back</txt> <txt id="unitExp"><![CDATA[Press <font color="#FFFFFF">Left/Right</font> to scroll through options (indicated with a red border line). Click an icon or press <font color="#FFFFFF">Space</font> to create a unit or use a special power.]]></txt> <txt id="specialExp"><![CDATA[Press <font color="#FFFFFF">Left/Right</font> to scroll through options (indicated with a red border line). Click an icon or press <font color="#FFFFFF">Space</font> to create a unit or use a special power.]]></txt> <txt id="lifeBarExp">Shows your headquarters' life bar.</txt> <txt id="menuExp">Click this button or press 'P' to enter the Options menu.</txt> <txt id="lanesExp"><![CDATA[There are five lanes in the battlefield. The arrows show in which lane you are. Click the battlefield or press <font color="#FFFFFF">Up/Down</font> to change lanes.]]></txt> <txt id="showLifeExp"><![CDATA[Press <font color="#FFFFFF">Shift</font> to show the lifebar of all units.]]></txt> </learnpage> <scorepage> <txt id="continue">Continue</txt> <txt id="a10">More strategy at </txt> </scorepage> <optpage> <txt id="options">Options</txt> <txt id="vq">VISUAL QUALITY</txt> <txt id="se">SOUND EFFECTS</txt> <txt id="m">MUSIC</txt> <txt id="back">Back</txt> <txt id="high">HIGH</txt> <txt id="medium">NORMAL</txt> <txt id="low">LOW</txt> <txt id="on">ON</txt> <txt id="off">OFF</txt> </optpage> <choosepage> <txt id="txt">Are you sure you want to skip the tutorial and move on to the first battle?</txt> <txt id="yes">Yes</txt> <txt id="no">No</txt> </choosepage> <tutopage> <txt id="st">Skip Tutorial</txt> <txt id="step0"><![CDATA[Welcome to City Invasion, Commander! <br>The global capital of Yokimado has been devastated by an earthquake. Outsiders are trying to take control over the city. It's up to you to lead the troops and defend the city!]]></txt> <txt id="step0_1"><![CDATA[<br><br>This tutorial will guide you through the basics before you go to battle!]]></txt> <txt id="step1"><![CDATA[The Enemy Headquarters have sent a <font color="#FFFF00">Molotov Cocktail Thrower</font> to attack us. To defend our headquarter, click the <font color="#FFFF00">Soldier-with-Shotgun</font>-icon or press <font color="#FFFF00">Space</font> to create a defense unit. <font color="#FFFF00">Soldiers with Shotguns</font> are very effective against <font color="#FFFF00">Molotov Cocktail Throwers</font>.]]></txt> <txt id="step2"><![CDATA[These arrows indicate in which lane you are. The enemy unit has appeared in the bottom lane. Try to click the bottom of the battlefield or use <font color="#FFFF00">Up/Down</font> to select that lane.]]></txt> <txt id="step2_1">Select this lane</txt> <txt id="step3"><![CDATA[Great job! <br>The enemy sent a <font color="#FFFF00">Soldier with Shield</font>. A <font color="#FFFF00">Molotov Cocktail Thrower</font> would be the best defense unit. Click his icon (or use <font color="#FFFF00">Left/Right</font> in combination with <font color="#FFFF00">Space</font>) to create it.]]></txt> <txt id="step4"><![CDATA[First, select the correct lane. Create a <font color="#FFFF00">Soldier with Shield</font> to meet the enemy <font color="#FFFF00">Soldier with Shotgun</font>. <br><br>Press <font color="#FFFF00">Shift</font> to see all units' life bars.]]></txt> <txt id="step5">As you can see, it's very important to understand every unit's strengths and weaknesses!</txt> <txt id="step6"><![CDATA[This special power is called <font color="#FFFF00">Mobilization Order</font>. <br>Click this icon to increase your building speed for a short amount of time. Try it!]]></txt> <txt id="step7">Now, create some units and see how fast it goes!</txt> <txt id="step8">This is your Headquarters' life bar. If it reaches 0, you will lose the battle.</txt> <txt id="step8_1">This is the Enemy Headquarters' life bar. If it reaches 0, you will win the battle.</txt> <txt id="step9"><![CDATA[Click this button or press <font color="#FFFF00">P</font> to pause the game and open the menu.]]></txt> <txt id="step9_1">Note that new units and special powers will be introduced in each new level.</txt> <txt id="step10">That's all, Commander! Now you know the basics. Good Luck!</txt> </tutopage> <intropage> <txt id="bu">Basic Unit</txt> <txt id="sp">Special Power</txt> <txt id="un1">Soldier with Shotgun</txt> <txt id="ue1">Effective against Molotov Cocktail Thrower</txt> <txt id="ue1_1">Weak against Soldier with Shield</txt> <txt id="ue1_2">Basic attack unit with a powerful shotgun</txt> <txt id="un2">Molotov Cocktail Thrower</txt> <txt id="ue2">Effective against Soldier with Shield</txt> <txt id="ue2_1">Weak against Soldier with Shotgun</txt> <txt id="ue2_2">Splash damage--hurts everyone nearby, good at damaging Headquarters</txt> <txt id="un3">Soldier with Shield</txt> <txt id="ue3">Effective against Soldier with Shotgun</txt> <txt id="ue3_1">Weak against Molotov Cocktail Thrower</txt> <txt id="ue3_2">Anti-riot unit with a strong defense, powerful at close range</txt> <txt id="un4">Sniper</txt> <txt id="ue4">Effective against all soldiers</txt> <txt id="ue4_1">Weak against Headquarters</txt> <txt id="ue4_2">Long range and high damage infliction</txt> <txt id="un5">Bazooka Soldier</txt> <txt id="ue5">Effective against Headquarters & Lightning Tank</txt> <txt id="ue5_1">Weak against Sniper</txt> <txt id="ue5_2">Anti-vehicle unit with splash damage on clustered enemies</txt> <txt id="un6">Robot</txt> <txt id="ue6">Effective against enemy Robot</txt> <txt id="ue6_1">Weak against Tank</txt> <txt id="ue6_2">Laser beam that causes more damage over time. When destroyed, two smaller robots emerge</txt> <txt id="un7">Lightning Tank</txt> <txt id="ue7">Effective against all units</txt> <txt id="ue7_1">Weak against Headquarters</txt> <txt id="ue7_2">Rugged experimental vehicle with powerful lightning-bolt gun</txt> <txt id="pn1">Mobilization Order</txt> <txt id="pe1">Reduces production time for a short period</txt> <txt id="pn2">Suicide Truck</txt> <txt id="pe2">Rampaging truck that detonates on impact</txt> <txt id="pn3">Time Bomb</txt> <txt id="pe3">Powerful timed explosive that can be placed anywhere</txt> <txt id="pn4">Air Strike</txt> <txt id="pe4">A large number of high-explosive shells, bringing even the most experienced soldiers to their knees</txt> <txt id="pn5">Mind Master</txt> <txt id="pe5">Elite commander that brainwashes enemy units</txt> <txt id="m1">Mission 1/5</txt> <txt id="m1_1">Yokobushi Shopping District</txt> <txt id="m2">Mission 2/5</txt> <txt id="m2_1">Northern Subway</txt> <txt id="m3">Mission 3/5</txt> <txt id="m3_1">Golden Center Park</txt> <txt id="m4">Mission 4/5</txt> <txt id="m4_1">West Bridge</txt> <txt id="m5">Mission 5/5</txt> <txt id="m5_1">Outskirts</txt> </intropage> <menupage> <txt id="options">Options</txt> <txt id="retry">Retry</txt> <txt id="exit">Exit</txt> <txt id="htp">How to play</txt> <txt id="resume">Resume</txt> </menupage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">Enemy Headquarters</txt> <txt id="yh">Your Headquarters</txt> </gamepage> <losepage> <txt id="mf">Mission Failed</txt> <txt id="du">Duration:</txt> <txt id="cu">Created Units:</txt> <txt id="ku">Killed Units:</txt> <txt id="lu">Lost Units:</txt> <txt id="li">Life:</txt> <txt id="sc">Score:</txt> <txt id="re">Retry</txt> <txt id="mm">Main Menu</txt> <txt id="mc">Mission Completed</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Congratulations! <br>The city of Yokimado was saved thanks to your exceptional leadership.]]></txt> <txt id="score">Score</txt> <txt id="in">Enter Your Name</txt> <txt id="ss">Submit Score</txt> <txt id="cr">Credits</txt> <txt id="new">New</txt> <txt id="gd">Game Design</txt> <txt id="aw">Artwork</txt> <txt id="pg">Programming </txt> <txt id="close">Close</txt> </finalpage> </languages> ; public static var language2:XML = <languages> <startpage> <txt id="ngBtn">New Game</txt> <txt id="cgBtn">Continue Game</txt> <txt id="htpBtn">How to play</txt> <txt id="tuBtn">Tutorial</txt> <txt id="scoreBtn">High Scores</txt> <txt id="optBtn">Options</txt> <txt id="playMore">Play more strategy games at</txt> </startpage> <learnpage> <txt id="topTxt"><![CDATA[Welcome to City Invasion! Victory will be yours if you destroy the<br> enemy Headquarters before they destroy yours.]]></txt> <txt id="cBtn">Back</txt> <txt id="unitExp"><![CDATA[Press <font color="#FFFFFF">Left/Right</font> to scroll through the options (shown by a red border). Click an icon or press the <font color="#FFFFFF">spacebar</font> to create a unit or use a special power.]]></txt> <txt id="specialExp"><![CDATA[Press <font color="#FFFFFF">Left/Right</font> to scroll through the options (shown by a red border). Click an icon or press the <font color="#FFFFFF">spacebar</font> to create a unit or use a special power.]]></txt> <txt id="lifeBarExp">Shows the life bar of your Headquarters.</txt> <txt id="menuExp">Click this button or press 'P' to enter the Options menu.</txt> <txt id="lanesExp"><![CDATA[There are five lanes in the battlefield. The arrows show in which lane you are. Click the battlefield or press <font color="#FFFFFF">Up/Down</font> to change lanes.]]></txt> <txt id="showLifeExp"><![CDATA[Press <font color="#FFFFFF">Shift</font> to show the life bar of all the units.]]></txt> </learnpage> <scorepage> <txt id="continue">Continue</txt> <txt id="a10">More strategy at </txt> </scorepage> <optpage> <txt id="options">Options</txt> <txt id="vq">VISUAL QUALITY</txt> <txt id="se">SFX</txt> <txt id="m">MUSIC</txt> <txt id="back">Back</txt> <txt id="high">HIGH</txt> <txt id="medium">NORMAL</txt> <txt id="low">LOW</txt> <txt id="on">ON</txt> <txt id="off">OFF</txt> </optpage> <choosepage> <txt id="txt">Are you sure you want to skip the tutorial and proceed to the first battle?</txt> <txt id="yes">Yes</txt> <txt id="no">No</txt> </choosepage> <tutopage> <txt id="st">Skip tutorial</txt> <txt id="step0"><![CDATA[Welcome to City Invasion, Commander! <br>The global capital of Yokimado has been devastated by an earthquake and outsiders are attempting to take control of the city. <br>You must command the troops and defend the city!]]></txt> <txt id="step0_1"><![CDATA[<br><br>This tutorial will guide you through the basics before you enter into battle!]]></txt> <txt id="step1"><![CDATA[The enemy Headquarters have sent a <font color="#FFFF00">Molotov Cocktail Thrower</font> to attack us. To defend our Headquarters, click the <font color="#FFFF00">Soldier with Shotgun</font> icon or press the spacebar to create a defence unit. <font color="#FFFF00">Soldiers with Shotguns</font> are very effective against <font color="#FFFF00">Molotov Cocktail Throwers</font>.]]></txt> <txt id="step2"><![CDATA[These arrows indicate which lane you are in. The enemy unit has appeared in the bottom lane. Try to click the bottom of the battlefield or use <font color="#FFFF00">Up/Down</font> to select that lane.]]></txt> <txt id="step2_1">Select this lane</txt> <txt id="step3"><![CDATA[Good work! The enemy sent a <font color="#FFFF00">Soldier with Shield</font>. A <font color="#FFFF00">Molotov Cocktail Thrower</font> would be the best defence unit. Click the icon (or use <font color="#FFFF00">Left/Right</font> in combination with the <font color="#FFFF00">spacebar</font>) to create it.]]></txt> <txt id="step4"><![CDATA[First, select the correct lane. Create a <font color="#FFFF00">Soldier with Shield</font> to confront the enemy <font color="#FFFF00">Soldier with Shotgun</font>. Press <font color="#FFFF00">Shift</font> to view the life bars of all the units.]]></txt> <txt id="step5">As you can see, it's very important to understand the strengths and weaknesses of every unit!</txt> <txt id="step6"><![CDATA[This special power is called a <font color="#FFFF00">Mobilisation Order</font>. Click this icon to increase your building speed for a short period of time. Try it!]]></txt> <txt id="step7">Now create some units and see how fast it is!</txt> <txt id="step8">This is the life bar of your Headquarters; you lose the battle if it drops to zero!</txt> <txt id="step8_1">This is the life bar of the enemy Headquarters; you win the battle if it drops to zero!</txt> <txt id="step9"><![CDATA[Click this button or press <font color="#FFFF00">P</font> to pause the game and open the menu.]]></txt> <txt id="step9_1">Note that new units and special powers will be introduced in each new level.</txt> <txt id="step10">That's all, Commander! Now you know the basics. Good Luck!</txt> </tutopage> <intropage> <txt id="bu">Basic Unit</txt> <txt id="sp">Special Power</txt> <txt id="un1">Soldier with Shotgun</txt> <txt id="ue1">Effective against Molotov Cocktail Thrower</txt> <txt id="ue1_1">Weak against Soldier with Shield</txt> <txt id="ue1_2">Basic attack unit with a powerful shotgun</txt> <txt id="un2">Molotov Cocktail Thrower</txt> <txt id="ue2">Effective against Soldier with Shield</txt> <txt id="ue2_1">Weak against Soldier with Shotgun</txt> <txt id="ue2_2">Splash damage; injures everyone in the vicinity, good at damaging Headquarters</txt> <txt id="un3">Soldier with Shield</txt> <txt id="ue3">Effective against Soldier with Shotgun</txt> <txt id="ue3_1">Weak against Molotov Cocktail Thrower</txt> <txt id="ue3_2">Anti-riot unit with a strong defensive capability; powerful at close range</txt> <txt id="un4">Sniper</txt> <txt id="ue4">Effective against all soldiers</txt> <txt id="ue4_1">Weak against Headquarters</txt> <txt id="ue4_2">Inflicts heavy damage at long range</txt> <txt id="un5">Bazooka Soldier</txt> <txt id="ue5">Effective against Headquarters and Lightning Tanks</txt> <txt id="ue5_1">Weak against Snipers</txt> <txt id="ue5_2">Anti-vehicle unit with splash damage on clustered enemies</txt> <txt id="un6">Robot</txt> <txt id="ue6">Effective against enemy Robots</txt> <txt id="ue6_1">Weak against Tanks</txt> <txt id="ue6_2">Laser beam that inflicts more damage over time. When destroyed, two smaller robots emerge from it</txt> <txt id="un7">Lightning Tank</txt> <txt id="ue7">Effective against all units</txt> <txt id="ue7_1">Weak against Headquarters</txt> <txt id="ue7_2">Rugged experimental vehicle with a powerful lightning bolt gun</txt> <txt id="pn1">Mobilization Order</txt> <txt id="pe1">Reduces production time for a short period</txt> <txt id="pn2">Suicide Truck</txt> <txt id="pe2">Rampaging truck that detonates on impact</txt> <txt id="pn3">Time Bomb</txt> <txt id="pe3">Powerful timed explosive that can be placed anywhere</txt> <txt id="pn4">Air Strike</txt> <txt id="pe4">A large number of high-explosive shells that bring even the most experienced soldiers to their knees</txt> <txt id="pn5">Mind Master</txt> <txt id="pe5">Elite commander that brainwashes enemy units</txt> <txt id="m1">Mission 1/5</txt> <txt id="m1_1">Yokobushi Shopping District</txt> <txt id="m2">Mission 2/5</txt> <txt id="m2_1">Northern Subway</txt> <txt id="m3">Mission 3/5</txt> <txt id="m3_1">Golden Center Park</txt> <txt id="m4">Mission 4/5</txt> <txt id="m4_1">West Bridge</txt> <txt id="m5">Mission 5/5</txt> <txt id="m5_1">Outskirts</txt> </intropage> <menupage> <txt id="options">Options</txt> <txt id="retry">Retry</txt> <txt id="exit">Exit</txt> <txt id="htp">How to play</txt> <txt id="resume">Resume</txt> </menupage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">Enemy Headquarters</txt> <txt id="yh">Your Headquarters</txt> </gamepage> <losepage> <txt id="mf">Mission Failed</txt> <txt id="du">Duration</txt> <txt id="cu">Units Created:</txt> <txt id="ku">Units Killed:</txt> <txt id="lu">Units Lost:</txt> <txt id="li">Life:</txt> <txt id="sc">Score:</txt> <txt id="re">Retry</txt> <txt id="mm">Main Menu</txt> <txt id="mc">Mission Completed</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Congratulations! <br>The city of Yokimado was saved thanks to your outstanding leadership.]]></txt> <txt id="score">Score</txt> <txt id="in">Enter Your Name</txt> <txt id="ss">Submit Score</txt> <txt id="cr">Credits</txt> <txt id="new">New</txt> <txt id="gd">Game Design</txt> <txt id="aw">Artwork</txt> <txt id="pg">Programming </txt> <txt id="close">Close</txt> </finalpage> </languages> ; public static var language3:XML = <languages> <startpage> <txt id="ngBtn">Nieuw spel</txt> <txt id="cgBtn">Doorspelen</txt> <txt id="htpBtn">Instructies</txt> <txt id="tuBtn">Tutorial</txt> <txt id="scoreBtn">Topscores</txt> <txt id="optBtn">Opties</txt> <txt id="playMore">Speel meer strategiespellen op</txt> </startpage> <learnpage> <txt id="topTxt">Welkom bij City Invasion! Alleen als je het hoofdkwartier van de vijand vernietigt voordat de vijand jouw hoofdkwartier vernietigt, zal je zegevieren.</txt> <txt id="cBtn">Terug</txt> <txt id="unitExp"><![CDATA[Druk op de pijltjes naar <font color="#FFFFFF">links/rechts</font> om de opties te zien (aangegeven met een rode rand). Klik op een icoontje of druk op de <font color="#FFFFFF">spatiebalk</font> om een eenheid aan te maken of een speciale kracht te gebruiken.]]></txt> <txt id="specialExp"><![CDATA[Druk op de pijltjes naar <font color="#FFFFFF">links/rechts</font> om de opties te zien (aangegeven met een rode rand). Klik op een icoontje of druk op de <font color="#FFFFFF">spatiebalk</font> om een eenheid aan te maken of een speciale kracht te gebruiken.]]></txt> <txt id="lifeBarExp">Toont de levensbalk van je hoofdkwartier.</txt> <txt id="menuExp">Klik op deze knop of druk op P om naar het optiemenu te gaan. </txt> <txt id="lanesExp"><![CDATA[Het strijdveld bestaat uit vijf paden. De pijlen geven aan op welk pad je staat. Klik op het strijdveld of druk op het pijltje <font color="#FFFFFF">omhoog/omlaag</font> om van pad te veranderen.]]></txt> <txt id="showLifeExp"><![CDATA[Druk op <font color="#FFFFFF">Shift</font> om de levensbalk van alle eenheden te tonen.]]></txt> </learnpage> <scorepage> <txt id="continue">Doorgaan</txt> <txt id="a10">Meer strategie bij </txt> </scorepage> <optpage> <txt id="options">Opties</txt> <txt id="vq">BEELDKWALITEIT</txt> <txt id="se">GELUIDSEFFECTEN</txt> <txt id="m">MUZIEK</txt> <txt id="back">Terug</txt> <txt id="high">HOOG</txt> <txt id="medium">NORMAAL</txt> <txt id="low">LAAG</txt> <txt id="on">AAN</txt> <txt id="off">UIT</txt> </optpage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">Vijandelijk hoofdkwartier</txt> <txt id="yh">Jouw hoofdkwartier</txt> </gamepage> <choosepage> <txt id="txt">De tutorial overslaan en doorgaan naar het eerste gevecht?</txt> <txt id="yes">Ja</txt> <txt id="no">Nee</txt> </choosepage> <tutopage> <txt id="st">Tutorial overslaan</txt> <txt id="step0"><![CDATA[Welkom bij City Invasion, commandant!<br>De wereldhoofdstad Yokimado is verwoest door een aardbeving. Vreemdelingen proberen de stad in handen te krijgen. De stad moet verdedigd worden!]]></txt> <txt id="step0_1"><![CDATA[<br><br>Hier worden de basisbeginselen van de strijd uitgelegd!]]></txt> <txt id="step1"><![CDATA[Het vijandelijke hoofdkwartier heeft een <font color="#FFFF00">molotovcocktailwerper</font> gestuurd om ons aan te vallen. Klik op het icoontje van een <font color="#FFFF00">soldaat met jachtgeweer</font> om ons hoofdkwartier te verdedigen, of druk je op de spatiebalk om een verdedigingseenheid aan te maken. <font color="#FFFF00">Soldaten met jachtgeweren</font> zijn bijzonder effectief tegen <font color="#FFFF00">molotovcocktailwerpers</font>.]]></txt> <txt id="step2"><![CDATA[Deze pijlen geven aan in welk pad je eenheden kunt inzetten. De vijandelijke eenheid is verschenen in het onderste pad. Klik onderin het strijdveld of gebruik de pijltjes <font color="#FFFF00">omhoog/omlaag</font> om het pad te selecteren.]]></txt> <txt id="step2_1">Selecteer dit pad</txt> <txt id="step3"><![CDATA[Goed gedaan! <br>De vijand heeft een <font color="#FFFF00">soldaat met schild</font> gestuurd. Een <font color="#FFFF00">molotovcocktailwerper</font> zou de beste verdedigingseenheid zijn. Klik op het symbool (of gebruik pijltjes naar <font color="#FFFF00">links/rechts</font> in combinatie met de <font color="#FFFF00">spatiebalk</font>) om die eenheid aan te maken.]]></txt> <txt id="step4"><![CDATA[Selecteer eerst het juiste pad. Maak een <font color="#FFFF00">soldaat met schild</font> aan om de confrontatie met de vijandelijke <font color="#FFFF00">soldaat met jachtgeweer</font> aan te gaan. <br>Druk op <font color="#FFFF00">Shift</font> om de levensbalken van alle eenheden te tonen.]]></txt> <txt id="step5">Het is bijzonder belangrijk om de sterke en zwakke punten van alle eenheden te kennen! </txt> <txt id="step6"><![CDATA[Deze speciale kracht heet <font color="#FFFF00">bevel tot mobilisatie</font>. Klik op dit icoontje om de bouwsnelheid tijdelijk te verhogen. Probeer het maar!]]></txt> <txt id="step7">Maak nu wat eenheden aan en kijk hoe snel het gaat!</txt> <txt id="step8">Dit is de levensbalk van het hoofdkwartier. Als deze de 0 bereikt, hebben we de strijd verloren!</txt> <txt id="step8_1">Dit is de levensbalk van het vijandelijke hoofdkwartier. Bereikt deze de 0, dan winnen we!</txt> <txt id="step9"><![CDATA[Klik op deze knop of druk op <font color="#FFFF00">P</font> om het spel te pauzeren en het menu te openen.]]></txt> <txt id="step9_1">In elk nieuw level worden er nieuwe eenheden en speciale krachten geintroduceerd.</txt> <txt id="step10">Dat is alles, commandant! De basisbeginselen zijn nu bekend. Veel succes!</txt> </tutopage> <intropage> <txt id="bu">Basiseenheid</txt> <txt id="sp">Speciale kracht</txt> <txt id="un1">soldaat met jachtgeweer</txt> <txt id="ue1">Effectief tegen molotovcocktailwerper</txt> <txt id="ue1_1">Zwak tegen soldaat met schild</txt> <txt id="ue1_2">Normale aanvalseenheid met krachtig jachtgeweer</txt> <txt id="un2">Molotovcocktailwerper </txt> <txt id="ue2">Effectief tegen soldaat met schild</txt> <txt id="ue2_1">Zwak tegen soldaat met jachtgeweer</txt> <txt id="ue2_2">Nevenschade--raakt iedereen in de buurt, goed voor het beschadigen van het hoofdkwartier</txt> <txt id="un3">Soldaat met schild</txt> <txt id="ue3">Effectief tegen soldaat met jachtgeweer</txt> <txt id="ue3_1">Zwak tegen molotovcocktailwerper</txt> <txt id="ue3_2">Mobiele eenheid met een sterke verdediging, sterk op korte afstand</txt> <txt id="un4">Sluipschutter</txt> <txt id="ue4">Effectief tegen alle soldaten</txt> <txt id="ue4_1">Zwak tegen hoofdkwartier</txt> <txt id="ue4_2">Lange afstand, brengt veel schade toe</txt> <txt id="un5">Bazookasoldaat</txt> <txt id="ue5">Effectief tegen hoofdkwartier en bliksemtank</txt> <txt id="ue5_1">Zwak tegen sluipschutter</txt> <txt id="ue5_2">Antivoertuigeenheid met nevenschade bij gegroepeerde vijanden</txt> <txt id="un6">Robot</txt> <txt id="ue6">Effectief tegen vijandelijke robot</txt> <txt id="ue6_1">Zwak tegen tank</txt> <txt id="ue6_2">Laserstraal die meer schade aanricht naarmate de tijd verstrijkt. Als de eenheid wordt vernietigd, verschijnen er twee kleinere robots. </txt> <txt id="un7">Bliksemtank</txt> <txt id="ue7">Effectief tegen alle eenheden</txt> <txt id="ue7_1">Zwak tegen hoofdkwartier</txt> <txt id="ue7_2">Robuust experimenteel voertuig met krachtig bliksemkanon</txt> <txt id="pn1">Bevel tot mobilisatie</txt> <txt id="pe1">Verkort tijdelijk de productietijd</txt> <txt id="pn2">Zelfmoordtruck</txt> <txt id="pe2">Op hol geslagen truck die bij contact ontploft</txt> <txt id="pn3">Tijdbom</txt> <txt id="pe3">Krachtige tijdbom die overal kan worden geplaatst</txt> <txt id="pn4">Luchtaanval</txt> <txt id="pe4">Een groot aantal bijzonder explosieve granaten die zelfs de meest ervaren soldaten op hun knieen krijgen</txt> <txt id="pn5">Manipulator</txt> <txt id="pe5">Elitecommandant die vijandelijke eenheden hersenspoelt</txt> <txt id="m1">Missie 1/5</txt> <txt id="m1_1">Winkelcentrum van Yokobushi</txt> <txt id="m2">Missie 2/5</txt> <txt id="m2_1">Noordelijke metro</txt> <txt id="m3">Missie 3/5</txt> <txt id="m3_1">Gulden Centrumpark</txt> <txt id="m4">Missie 4/5</txt> <txt id="m4_1">Westerbrug</txt> <txt id="m5">Missie 5/5</txt> <txt id="m5_1">Buitenwijken</txt> </intropage> <menupage> <txt id="options">Opties</txt> <txt id="retry">Opnieuw</txt> <txt id="exit">Afsluiten</txt> <txt id="htp">Het spel</txt> <txt id="resume">Doorspelen</txt> </menupage> <losepage> <txt id="mf">Missie mislukt</txt> <txt id="du">Duur</txt> <txt id="cu">Aangemaakte eenheden:</txt> <txt id="ku">Gedode eenheden:</txt> <txt id="lu">Verloren eenheden:</txt> <txt id="li">Leven:</txt> <txt id="sc">Score:</txt> <txt id="re">Opnieuw</txt> <txt id="mm">Hoofdmenu</txt> <txt id="mc">Missie volbracht</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Gefeliciteerd! <br>Yokimado is gered dankzij jouw uitzonderlijke leiderschap.]]></txt> <txt id="score">Score</txt> <txt id="in">Vul je naam in</txt> <txt id="ss">Score verzenden</txt> <txt id="cr">De makers</txt> <txt id="new">Nieuw</txt> <txt id="gd">Spelontwerp</txt> <txt id="aw">Vormgeving</txt> <txt id="pg">Programmeerwerk</txt> <txt id="close">Sluiten</txt> </finalpage> </languages> ; public static var language4:XML = <languages> <startpage> <txt id="ngBtn">Nouveau jeu</txt> <txt id="cgBtn">Continuer le jeu</txt> <txt id="htpBtn">Instructions</txt> <txt id="tuBtn">Cours d'instructions</txt> <txt id="scoreBtn">Meilleurs scores</txt> <txt id="optBtn">Options</txt> <txt id="playMore">Jouer à plus de jeux de stratégie sur</txt> </startpage> <learnpage> <txt id="topTxt">Bienvenue à City Invasion ! Pour gagner, il faut détruire le Quartier Général de l'ennemi avant qu'il ne détruise le vôtre.</txt> <txt id="cBtn">Retour</txt> <txt id="unitExp"><![CDATA[Appuyez sur les flèches de <font color="#FFFFFF">gauche/droite</font> pour faire défiler les options (indiquées par un cadre rouge). Cliquez sur une icône ou bien appuyez sur la <font color="#FFFFFF">barre d'espace</font> pour créer une unité ou pour utiliser des pouvoirs spéciaux.]]></txt> <txt id="specialExp"><![CDATA[Appuyez sur les flèches de <font color="#FFFFFF">gauche/droite</font> pour faire défiler les options (indiquées par un cadre rouge). Cliquez sur une icône ou bien appuyez sur la <font color="#FFFFFF">barre d'espace</font> pour créer une unité ou pour utiliser des pouvoirs spéciaux.]]></txt> <txt id="lifeBarExp">Indique les points de vie de votre QG.</txt> <txt id="menuExp">Cliquez sur ce bouton ou bien appuyez sur 'P' pour accéder au menu d'options.</txt> <txt id="lanesExp"><![CDATA[Le champ de bataille a cinq passages. Les flèches indiquent celui où vous vous trouvez. Cliquez sur le champ de bataille ou bien cliquez sur les flèches <font color="#FFFFFF">haut/bas</font> pour changer de passage.]]></txt> <txt id="showLifeExp"><![CDATA[Appuyez sur la touche <font color="#FFFFFF">maj</font> pour voir les points de vie des différentes unités.]]></txt> </learnpage> <scorepage> <txt id="continue">Continuer</txt> <txt id="a10">Plus de stratégie sur </txt> </scorepage> <optpage> <txt id="options">Options</txt> <txt id="vq">QUALITé VISUELLE</txt> <txt id="se">EFFETS SONORES</txt> <txt id="m">MUSIQUE</txt> <txt id="back">Retour</txt> <txt id="high">HAUTE</txt> <txt id="medium">NORMALE</txt> <txt id="low">BASSE</txt> <txt id="on">ACTIVé</txt> <txt id="off">DéSACTIVé</txt> </optpage> <choosepage> <txt id="txt">Êtes-vous sûr(e) de vouloir passer le cours d'instructions et engager la première bataille ?</txt> <txt id="yes">Oui</txt> <txt id="no">Non</txt> </choosepage> <tutopage> <txt id="st">Passer le cours d'instructions</txt> <txt id="step0">Bienvenue à City Invasion, mon Commandant ! La capitale mondiale Yokimado a été détruite par un tremblement de terre. Des intrus essayent de prendre le contrôle sur la ville. C'est à vous de prendre la direction des troupes et de défendre la ville !</txt> <txt id="step0_1">Ce cours d'instructions vous guidera à travers les notions fondamentales avant que vous vous engagiez dans la bataille !</txt> <txt id="step1"><![CDATA[Le QG des ennemis a envoyé un <font color="#FFFF00">lanceur de cocktails Molotov</font> pour nous attaquer. Pour défendre notre QG, cliquez sur l'icône du <font color="#FFFF00">soldat à fusil à pompe</font> ou bien appuyez sur la <font color="#FFFF00">barre d'espace</font> pour créer une unité de défense. <font color="#FFFF00">Les soldats à fusil à pompe</font> sont très efficaces contre <font color="#FFFF00">les lanceurs de cocktails Molotov</font>.]]></txt> <txt id="step2"><![CDATA[Ces flèches indiquent dans quel passage vous vous trouvez. L'unité ennemie est apparue sur le passage tout en bas. Essayez de cliquer sur le bas du champ de bataille ou bien utilisez les flèches du <font color="#FFFF00">bas/haut</font> pour sélectionner ce passage.]]></txt> <txt id="step2_1">Sélectionnez ce passage</txt> <txt id="step3"><![CDATA[Bien joué ! L'ennemi a envoyé un <font color="#FFFF00">soldat avec un bouclier</font>. Un <font color="#FFFF00">lanceur de cocktails Molotov</font> serait la meilleure unité de défense. Pour la créer, cliquez sur son icône (ou bien appuyez sur les flèches de <font color="#FFFF00">gauche/droite</font> en combinaison avec la <font color="#FFFF00">barre d'espace</font>)]]>.</txt> <txt id="step4"><![CDATA[Commencez par sélectionner le bon passage. Créez un soldat à bouclier pour affronter le <font color="#FFFF00">soldat ennemi à fusil à pompe</font>. Appuyez sur la touche <font color="#FFFF00">maj</font> pour voir tous les points de vie des unités ennemies.]]></txt> <txt id="step5">Comme vous voyez, il est très important de comprendre toutes les forces et les faiblesses de chaque unité !</txt> <txt id="step6"><![CDATA[Ce pouvoir spécial est appelé <font color="#FFFF00">Ordre de mobilisation</font>. Cliquez sur cette icône pour augmenter votre vitesse de création pour une courte période. Essayez donc !]]></txt> <txt id="step7">Maintenant, créez quelques unités pour voir comme ça va vite !</txt> <txt id="step8">Voici la barre de points de vie de votre QG. Si elle tombe à 0, vous avez perdu la bataille.</txt> <txt id="step8_1">Voici la barre de points de vie du QG de l'ennemi. Si elle tombe à 0, vous avez gagné la bataille.</txt> <txt id="step9"><![CDATA[Cliquez sur ce bouton ou bien appuyez sur <font color="#FFFF00">'P'</font> pour faire une pause et ouvrir le menu.]]></txt> <txt id="step9_1">Remarquez qu'il y aura de nouvelles unités et de nouveaux pouvoirs spéciaux à chaque nouveau niveau. </txt> <txt id="step10">Et voilà tout, mon Commandant ! Vous connaissez maintenant les principes de base. Bonne chance !</txt> </tutopage> <intropage> <txt id="bu">Unité de base</txt> <txt id="sp">Pouvoirs spéciaux</txt> <txt id="un1">Soldat à fusil à pompe</txt> <txt id="ue1">Efficace contre les lanceurs de cocktails Molotov</txt> <txt id="ue1_1">Peu efficace contre les soldats à bouclier</txt> <txt id="ue1_2">Attaque de base à l'aide d'un fusil à pompe puissant</txt> <txt id="un2">Lanceur de cocktails Molotov</txt> <txt id="ue2">Efficace contre les soldats à bouclier</txt> <txt id="ue2_1">Peu efficace contre les soldats à fusil à pompe</txt> <txt id="ue2_2">Dégats de zone--blesse tous ceux qui se trouvent dans les parages, bien pour causer des dégats au QG</txt> <txt id="un3">Soldat à bouclier</txt> <txt id="ue3">Efficace contre les soldats à fusil à pompe</txt> <txt id="ue3_1">Peu efficace contre les lanceurs de cocktails Molotov</txt> <txt id="ue3_2">Unité anti-émeute avec une forte défense, puissante à courte distance</txt> <txt id="un4">Tireur d'élite</txt> <txt id="ue4">Efficace contre tous les soldats</txt> <txt id="ue4_1">Peu efficace contre les QG</txt> <txt id="ue4_2">Inflige à long terme des dommages importants</txt> <txt id="un5">Soldat à bazooka</txt> <txt id="ue5">Efficace contre les QG et contre les tanks éclairs</txt> <txt id="ue5_1">Peu efficace contre les tireurs d'élite</txt> <txt id="ue5_2">Unité anti-véhicule avec dégat de zone sur les groupes d'ennemis</txt> <txt id="un6">Robot</txt> <txt id="ue6">Efficace contre les robots ennemis</txt> <txt id="ue6_1">Peu efficace contre les tanks</txt> <txt id="ue6_2">Rayon laser qui cause plus de dégats avec le temps. Lorsqu'il est détruit, deux petits robots apparaissent.</txt> <txt id="un7">Tank éclair</txt> <txt id="ue7">Efficace contre toutes les unités</txt> <txt id="ue7_1">Peu efficace contre les QG</txt> <txt id="ue7_2">Véhicule expérimental robuste avec un puissant canon à éclairs</txt> <txt id="pn1">Ordre de mobilisation</txt> <txt id="pe1">Réduit le temps de création pendant un court moment</txt> <txt id="pn2">Camion suicide</txt> <txt id="pe2">Camion saccageur qui explose sur impact</txt> <txt id="pn3">Bombe à retardement</txt> <txt id="pe3">Explosif à retardement puissant qui peut être placé n'importe où</txt> <txt id="pn4">Raid aérien</txt> <txt id="pe4">Un grand nombre d'obus hautement explosifs capables de faire tomber même les soldats les plus aguerris</txt> <txt id="pn5">Maître à penser</txt> <txt id="pe5">Commandant d'élite qui soumet les unités ennemies à un lavage de cerveau</txt> <txt id="m1">Mission 1/5</txt> <txt id="m1_1">Zone commerciale Yokobushi </txt> <txt id="m2">Mission 2/5</txt> <txt id="m2_1">Métro du Nord </txt> <txt id="m3">Mission 3/5</txt> <txt id="m3_1">Parc central doré </txt> <txt id="m4">Mission 4/5</txt> <txt id="m4_1">Pont occidental </txt> <txt id="m5">Mission 5/5</txt> <txt id="m5_1">Banlieue </txt> </intropage> <menupage> <txt id="options">Options</txt> <txt id="retry">Réessayer</txt> <txt id="exit">Sortir</txt> <txt id="htp">Instructions</txt> <txt id="resume">Reprendre</txt> </menupage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">QG de l'ennemi</txt> <txt id="yh">Votre QG</txt> </gamepage> <losepage> <txt id="mf">Mission échouée</txt> <txt id="du">Durée</txt> <txt id="cu">Unités créées:</txt> <txt id="ku">Unités détruites:</txt> <txt id="lu">Unités perdues:</txt> <txt id="li">Points de vie:</txt> <txt id="sc">Score:</txt> <txt id="re">Réessayer</txt> <txt id="mm">Menu principal</txt> <txt id="mc">Mission accomplie</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Félicitations ! <br>Vous avez sauvé la ville de Yokimado grâce à votre stratégie exceptionnelle.]]></txt> <txt id="score">Score</txt> <txt id="in">Entrez votre nom</txt> <txt id="ss">Enregistrer le score</txt> <txt id="cr">Crédits</txt> <txt id="new">Nouveau</txt> <txt id="gd">Conception du jeu</txt> <txt id="aw">Présentation graphique</txt> <txt id="pg">Programmation</txt> <txt id="close">Fermer</txt> </finalpage> </languages> ; public static var language5:XML = <languages> <startpage> <txt id="ngBtn">Neues Spiel</txt> <txt id="cgBtn">Spiel fortsetzen</txt> <txt id="htpBtn">Anleitung</txt> <txt id="tuBtn">Handbuch</txt> <txt id="scoreBtn">Highscores</txt> <txt id="optBtn">Optionen</txt> <txt id="playMore">Spiele mehr Strategiespiele auf</txt> </startpage> <learnpage> <txt id="topTxt">Willkommen bei City Invasion! Um zu gewinnen, musst du das feindliche Hauptquartier zerstören, bevor deins zerstört wird.</txt> <txt id="cBtn">Zurück</txt> <txt id="unitExp"><![CDATA[Drücke die Pfeiltasten <font color="#FFFFFF">links/rechts</font>, um durch die Optionen zu blättern (mit einem roten Rand hinterlegt). Klicke ein Symbol an oder drücke die <font color="#FFFFFF">Leertaste</font>, um eine Einheit zu bilden oder eine Spezialfähigkeit einzusetzen.]]></txt> <txt id="specialExp"><![CDATA[Drücke die Pfeiltasten <font color="#FFFFFF">links/rechts</font>, um durch die Optionen zu blättern (mit einem roten Rand hinterlegt). Klicke ein Symbol an oder drücke die <font color="#FFFFFF">Leertaste</font>, um eine Einheit zu bilden oder eine Spezialfähigkeit einzusetzen.]]></txt> <txt id="lifeBarExp">Zeigt den Zustand deines Hauptquartiers an.</txt> <txt id="menuExp">Klicke diesen Button oder drücke "P", um das Optionsmenü zu öffnen.</txt> <txt id="lanesExp"><![CDATA[Auf dem Schlachtfeld gibt es 5 Marschrouten. Die Pfeile zeigen an, auf welcher Route du dich gerade befindest. Klicke das Schlachtfeld an oder drücke die Pfeiltasten <font color="#FFFFFF">oben/unten</font>, um die Route zu ändern.]]></txt> <txt id="showLifeExp"><![CDATA[Drücke <font color="#FFFFFF">Shift</font>, um dir den Zustand aller Einheiten anzusehen.]]></txt> </learnpage> <scorepage> <txt id="continue">Weiter</txt> <txt id="a10">Mehr Strategiespiele auf</txt> </scorepage> <optpage> <txt id="options">Optionen</txt> <txt id="vq">GRAFIKQUALITÄT</txt> <txt id="se">SOUNDEFFEKTE</txt> <txt id="m">MUSIK</txt> <txt id="back">Zurück</txt> <txt id="high">HOCH</txt> <txt id="medium">NORMAL</txt> <txt id="low">NIEDRIG</txt> <txt id="on">AN</txt> <txt id="off">AUS</txt> </optpage> <choosepage> <txt id="txt">Sind Sie sicher, dass Sie das Tutorial überspringen und direkt zum Schlachtfeld gehen möchten?</txt> <txt id="yes">Ja</txt> <txt id="no">Nein</txt> </choosepage> <tutopage> <txt id="st">Tutorial überspringen</txt> <txt id="step0">Willkommen bei City Invasion, Commander! Die Welthauptstadt Yokimado wurde von einem Erdbeben zerstört. Aufständische versuchen, die Stadt unter ihre Kontrolle zu bringen. Sie müssen die Truppen anführen und die Stadt verteidigen!</txt> <txt id="step0_1"><![CDATA[<br><br>Dieses Tutorial erläutert Ihnen die Grundlagen, damit Sie gut vorbereitet in die Schlacht ziehen können!]]></txt> <txt id="step1"><![CDATA[Das feindliche Hauptquartier hat einen <font color="#FFFF00">Molotowcocktail-Werfer</font> geschickt, um uns anzugreifen. Um unser Hauptquartier zu verteidigen, müssen Sie das Symbol "<font color="#FFFF00">Soldat mit Gewehr</font>" anklicken oder die <font color="#FFFF00">Leertaste</font> drücken, um eine Verteidigungseinheit zu bilden. <font color="#FFFF00">Soldaten mit Gewehren</font> sind sehr effektiv gegen <font color="#FFFF00">Molotowcocktail-Werfer</font>.]]></txt> <txt id="step2"><![CDATA[Diese Pfeile zeigen die aktuelle Marschroute an. Die feindliche Einheit ist auf der unteren Marschroute erschienen. Klicken Sie das untere Ende des Bildschirms an oder wählen Sie die Marschroute über die Pfeiltasten <font color="#FFFF00">oben/unten</font> aus.]]></txt> <txt id="step2_1">Diese Marschroute auswählen</txt> <txt id="step3"><![CDATA[Gut gemacht! Der Feind hat einen <font color="#FFFF00">Soldaten mit Schutzschild</font> geschickt. Ein <font color="#FFFF00">Molotowcocktail-Werfer</font> wäre hierfür die beste Verteidigungseinheit. Klicken Sie das betreffende Symbol an (oder drücken Sie die Pfeiltasten <font color="#FFFF00">links/rechts</font> zusammen mit der <font color="#FFFF00">Leertaste</font>), um diese Einheit zu bilden.]]></txt> <txt id="step4"><![CDATA[Wählen Sie zuerst die korrekte Marschroute aus. Bilden Sie eine Einheit "<font color="#FFFF00">Soldat mit Schutzschild</font>" zur Verteidigung gegen den feindlichen <font color="#FFFF00">Soldaten mit Gewehr</font>. Drücken Sie <font color="#FFFF00">Shift</font>, um sich die Zustände aller Einheiten anzusehen.]]></txt> <txt id="step5">Wie Sie sehen, ist es sehr wichtig, die Stärken und Schwächen jeder Einheit zu kennen!</txt> <txt id="step6"><![CDATA[Diese Spezialfähigkeit nennt sich <font color="#FFFF00">"Mobilisierungsbefehl"</font>. Wenn Sie dieses Symbol anklicken, werden Einheiten für einen kurzen Zeitraum schneller gebildet. Probieren Sie es aus!]]></txt> <txt id="step7">Bilden Sie nun einige Einheiten und sehen Sie selbst, wie schnell es geht!</txt> <txt id="step8">Dies ist die Zustandsanzeige Ihres Hauptquartiers. Wenn sie auf 0 sinkt, haben Sie die Schlacht verloren.</txt> <txt id="step8_1">Dies ist die Zustandsanzeige des feindlichen Hauptquartiers. Wenn sie auf 0 sinkt, haben Sie die Schlacht gewonnen.</txt> <txt id="step9"><![CDATA[Klicken Sie diesen Button oder drücken Sie <font color="#FFFF00">P</font>, um das Spiel anzuhalten und das Menü zu öffnen.]]></txt> <txt id="step9_1">Hinweis: In jedem Level werden neue Einheiten und Spezialfähigkeiten vorgestellt.</txt> <txt id="step10">Das ist alles, Commander! Jetzt wissen Sie, was Sie wissen müssen. Viel Glück!</txt> </tutopage> <intropage> <txt id="bu">Einfache Einheit</txt> <txt id="sp">Spezialfähigkeit</txt> <txt id="un1">Soldat mit Gewehr</txt> <txt id="ue1">Effektiv gegen Molotowcocktail-Werfer</txt> <txt id="ue1_1">Schwach gegen Soldat mit Schutzschild</txt> <txt id="ue1_2">Einfache Angriffseinheit mit durchschlagskräftigem Gewehr</txt> <txt id="un2">Molotowcocktail-Werfer</txt> <txt id="ue2">Effektiv gegen Soldat mit Schutzschild</txt> <txt id="ue2_1">Schwach gegen Soldat mit Gewehr</txt> <txt id="ue2_2">Flächenschaden - verletzt alle, die in unmittelbarer Umgebung stehen, eignet sich gut für den Angriff auf das Hauptquartier</txt> <txt id="un3">Soldat mit Schutzschild</txt> <txt id="ue3">Effektiv gegen Soldat mit Gewehr</txt> <txt id="ue3_1">Schwach gegen Molotowcocktail-Werfer</txt> <txt id="ue3_2">Einheit zur Bekämpfung von Unruhen mit starkem Verteidigungswert, auf kurze Reichweite effektiv</txt> <txt id="un4">Scharfschütze</txt> <txt id="ue4">Effektiv gegen alle Soldaten</txt> <txt id="ue4_1">Schwach gegen Hauptquartiere</txt> <txt id="ue4_2">Große Reichweite und hoher Schaden</txt> <txt id="un5">Soldat mit Bazooka</txt> <txt id="ue5">Effektiv gegen Hauptquartiere und Blitzpanzer</txt> <txt id="ue5_1">Schwach gegen Scharfschützen</txt> <txt id="ue5_2">Einheit zur Bekämpfung von Fahrzeugen mit Flächenschaden bei Gruppen von Feinden</txt> <txt id="un6">Roboter</txt> <txt id="ue6">Effektiv gegen feindliche Roboter</txt> <txt id="ue6_1">Schwach gegen Panzer</txt> <txt id="ue6_2">Laserstrahl, der mit der Zeit immer mehr Schaden anrichtet. Wenn er zerstört wird, entstehen zwei kleinere Roboter</txt> <txt id="un7">Blitzpanzer</txt> <txt id="ue7">Effektiv gegen alle Einheiten</txt> <txt id="ue7_1">Schwach gegen Hauptquartiere</txt> <txt id="ue7_2">Robustes experimentelles Fahrzeug mit durchschlagskräftiger Blitzkanone</txt> <txt id="pn1">Mobilisierungsbefehl</txt> <txt id="pe1">Reduziert kurzfristig die Produktionszeit</txt> <txt id="pn2">Park am Goldzentrum</txt> <txt id="pe2">Lastwagen, der bei Kontakt detoniert</txt> <txt id="pn3">Zeitbombe</txt> <txt id="pe3">Durchschlagskräftige Zeitbombe, die überall platziert werden kann</txt> <txt id="pn4">Luftangriff</txt> <txt id="pe4">Eine große Anzahl hoch explosiver Granaten zwingt auch die erfahrensten Soldaten in die Knie</txt> <txt id="pn5">Gehirnwäscher</txt> <txt id="pe5">Elite-Commander, der bei feindlichen Einheiten eine Gehirnwäsche durchführt</txt> <txt id="m1">Mission 1/5</txt> <txt id="m1_1">Einkaufszentrum Yokobushi</txt> <txt id="m2">Mission 2/5</txt> <txt id="m2_1">Nördliche U-Bahn</txt> <txt id="m3">Mission 3/5</txt> <txt id="m3_1">Park am Goldzentrum</txt> <txt id="m4">Mission 4/5</txt> <txt id="m4_1">Westliche Brücke</txt> <txt id="m5">Mission 5/5</txt> <txt id="m5_1">Außenbezirke</txt> </intropage> <menupage> <txt id="options">Optionen</txt> <txt id="retry">Nochmal versuchen</txt> <txt id="exit">Exit</txt> <txt id="htp">Anleitung</txt> <txt id="resume">Weitermachen</txt> </menupage> <gamepage> <txt id="menu">Menü</txt> <txt id="eh">Feindliches Hauptquartier</txt> <txt id="yh">Dein Hauptquartier</txt> </gamepage> <losepage> <txt id="mf">Mission fehlgeschlagen</txt> <txt id="du">Dauer</txt> <txt id="cu">Gebildete Einheiten:</txt> <txt id="ku">Getötete Einheiten:</txt> <txt id="lu">Verlorene Einheiten:</txt> <txt id="li">Leben:</txt> <txt id="sc">Punkte:</txt> <txt id="re">Nochmal versuchen</txt> <txt id="mm">Hauptmenü</txt> <txt id="mc">Mission beendet</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Glückwunsch! <br>Die Stadt Yokimado konnte dank Ihrer großartigen strategischen Führung gerettet werden.]]></txt> <txt id="score">Punkte</txt> <txt id="in">Gib deinen Namen ein</txt> <txt id="ss">Punkte eintragen</txt> <txt id="cr">Credits</txt> <txt id="new">Neu</txt> <txt id="gd">Spieldesign</txt> <txt id="aw">Bildgestaltung</txt> <txt id="pg">Programmierung</txt> <txt id="close">Schließen</txt> </finalpage> </languages> ; public static var language6:XML = <languages> <startpage> <txt id="ngBtn">Nueva partida</txt> <txt id="cgBtn">Continuar partida</txt> <txt id="htpBtn">Cómo jugar</txt> <txt id="tuBtn">Tutorial</txt> <txt id="scoreBtn">Puntuaciones máximas</txt> <txt id="optBtn">Opciones</txt> <txt id="playMore">Juega a más juegos de estrategia en</txt> </startpage> <learnpage> <txt id="topTxt">¡Bienvenido a City Invasion! La victoria reside en destruir el cuartel enemigo antes de que destruyan el tuyo.</txt> <txt id="cBtn">Atrás</txt> <txt id="unitExp"><![CDATA[Pulsa <font color="#FFFFFF">izquierda/derecha</font> para ver las opciones (marcadas con un borde rojo). Haz clic en un icono o pulsa <font color="#FFFFFF">espacio</font> para crear una unidad o usar un poder especial.]]></txt> <txt id="specialExp"><![CDATA[Pulsa <font color="#FFFFFF">izquierda/derecha</font> para ver las opciones (marcadas con un borde rojo). Haz clic en un icono o pulsa <font color="#FFFFFF">espacio</font> para crear una unidad o usar un poder especial.]]></txt> <txt id="lifeBarExp">Muestra la barra de vida de tu cuartel.</txt> <txt id="menuExp">Haz clic en este botón o pulsa 'P' para ir al menú de opciones.</txt> <txt id="lanesExp"><![CDATA[En el campo de batalla hay cinco franjas. Las flechas muestran en qué franja estás. Haz clic en el campo de batalla o pulsa <font color="#FFFFFF">arriba/abajo</font> para cambiar de franja.]]></txt> <txt id="showLifeExp"><![CDATA[Pulsa <font color="#FFFFFF">Mayús</font> para ver la barra de vida de todas las unidades.]]></txt> </learnpage> <scorepage> <txt id="continue">Continuar</txt> <txt id="a10">Más estrategia en</txt> </scorepage> <optpage> <txt id="options">Opciones</txt> <txt id="vq">CALIDAD VISUAL</txt> <txt id="se">EFECTOS DE SONIDO</txt> <txt id="m">MÚSICA</txt> <txt id="back">Atrás</txt> <txt id="high">ALTA</txt> <txt id="medium">NORMAL</txt> <txt id="low">BAJA</txt> <txt id="on">SÍ</txt> <txt id="off">NO</txt> </optpage> <choosepage> <txt id="txt">¿Seguro que quieres saltar el tutorial e ir directamente a la primera batalla?</txt> <txt id="yes">Sí</txt> <txt id="no">No</txt> </choosepage> <tutopage> <txt id="st">Saltar tutorial</txt> <txt id="step0">¡Bienvenido a City Invasion, Comandante! Toda la ciudad de Yokimado ha sido devastada por un terremoto. Hay invasores intentando hacerse con el control de la ciudad. ¡Tu misión es dirigir las tropas y defender la ciudad!</txt> <txt id="step0_1">¡Este tutorial te enseñará lo básico antes de entrar en combate!</txt> <txt id="step1"><![CDATA[¡El cuartel enemigo ha enviado a un <font color="#FFFF00">lanzador de cóctel molotov</font> para atacarnos! Para defender nuestro cuartel, haz clic en el icono del <font color="#FFFF00">soldado con escopeta</font> o pulsa <font color="#FFFF00">espacio</font> para crear una unidad de defensa. <font color="#FFFF00">Los soldados con escopeta</font> son muy efectivos contra los <font color="#FFFF00">lanzadores de cóctel molotov</font>.]]></txt> <txt id="step2"><![CDATA[Estas flechas indican en qué franja te encuentras. La unidad enemiga ha aparecido en la franja inferior. Intenta hacer clic en la parte inferior del campo de batalla o usa <font color="#FFFF00">arriba/abajo</font> para seleccionar esa franja.]]></txt> <txt id="step2_1">Selecciona esta franja.</txt> <txt id="step3"><![CDATA[¡Buen trabajo! El enemigo ha enviado a un <font color="#FFFF00">soldado con escudo</font>. Un <font color="#FFFF00">lanzador de cóctel molotov</font> sería la mejor unidad de defensa. Haz clic en su icono (o usa <font color="#FFFF00">izquierda/derecha</font> junto con <font color="#FFFF00">espacio</font>) para crearla.]]></txt> <txt id="step4"><![CDATA[Primero selecciona la franja correcta. Crea un <font color="#FFFF00">soldado con escudo</font> para enfrentarse al <font color="#FFFF00">soldado con escopeta</font> enemigo. Pulsa <font color="#FFFF00">Mayús</font> para ver las barras de vida de todas las unidades.]]></txt> <txt id="step5">Como puedes ver, es muy importante conocer los puntos débiles y fuertes de cada unidad.</txt> <txt id="step6"><![CDATA[Este poder especial se llama <font color="#FFFF00">Orden de movilización</font>. Haz clic en este icono para aumentar la velocidad de creación durante un corto periodo. ¡Pruébalo!]]></txt> <txt id="step7">¡Ahora crea algunas unidades y mira lo rápido que van!</txt> <txt id="step8">Esta es la barra de vida de tu cuartel. Si llega a 0, perderás la batalla.</txt> <txt id="step8_1">Esta es la barra de vida del cuartel enemigo. Si llega a 0, ganarás la batalla.</txt> <txt id="step9"><![CDATA[Haz clic en este botón o pulsa <font color="#FFFF00">'P'</font> para pausar el juego y abrir el menú.]]></txt> <txt id="step9_1">Fíjate que en cada nivel aparecerán unidades y poderes especiales nuevos. </txt> <txt id="step10">¡Eso es todo, Comandante! Ya sabes lo básico. ¡Buena suerte!</txt> </tutopage> <intropage> <txt id="bu">Unidad básica</txt> <txt id="sp">Poder especial</txt> <txt id="un1">Soldado con escopeta</txt> <txt id="ue1">Efectivo contra lanzador de cóctel molotov</txt> <txt id="ue1_1">Débil contra soldado con escudo</txt> <txt id="ue1_2">Unidad de ataque básica con una poderosa escopeta</txt> <txt id="un2">Lanzador de cóctel molotov</txt> <txt id="ue2">Efectivo contra soldado con escudo</txt> <txt id="ue2_1">Débil contra soldado con escopeta</txt> <txt id="ue2_2">Daña a todo el que se encuentre en su área de alcance. Bueno para dañar cuarteles.</txt> <txt id="un3">Soldado con escudo</txt> <txt id="ue3">Efectivo contra soldado con escopeta</txt> <txt id="ue3_1">Débil contra lanzador de cóctel molotov</txt> <txt id="ue3_2">Unidad antidisturbios con una defensa fuerte, poderosa a corta distancia.</txt> <txt id="un4">Francotirador</txt> <txt id="ue4">Efectivo contra todos los soldados.</txt> <txt id="ue4_1">Débil contra cuarteles.</txt> <txt id="ue4_2">Gran alcance e inflige mucho daño.</txt> <txt id="un5">Soldado con bazuca</txt> <txt id="ue5">Efectivo contra cuarteles y tanques de rayos.</txt> <txt id="ue5_1">Débil contra francotiradores.</txt> <txt id="ue5_2">Unidad antivehículo que causa daño a grupos de enemigos.</txt> <txt id="un6">Robot</txt> <txt id="ue6">Efectivo contra cualquier robot enemigo.</txt> <txt id="ue6_1">Débil contra tanques.</txt> <txt id="ue6_2">Rayo láser que causa más daño con el tiempo. Cuando se destruye, emergen dos robots más pequeños.</txt> <txt id="un7">Tanque de rayos</txt> <txt id="ue7">Efectivo contra todas las unidades.</txt> <txt id="ue7_1">Débil contra cuarteles.</txt> <txt id="ue7_2">Vehículo experimental que dispara poderosos rayos.</txt> <txt id="pn1">Orden de movilización</txt> <txt id="pe1">Reduce el tiempo de producción durante un corto periodo</txt> <txt id="pn2">Camión suicida</txt> <txt id="pe2">Camión devastador que detona con el impacto.</txt> <txt id="pn3">Bomba de tiempo</txt> <txt id="pe3">Poderoso explosivo temporizado que puede colocarse en cualquier parte.</txt> <txt id="pn4">Ataque aéreo</txt> <txt id="pe4">Un gran número de proyectiles de alto poder explosivo que harán temblar hasta a los soldados más experimentados.</txt> <txt id="pn5">Mente maestra</txt> <txt id="pe5">Comandante de élite que lava el cerebro de las unidades enemigas.</txt> <txt id="m1">Misión 1/5</txt> <txt id="m1_1">Distrito comercial Yokobushi</txt> <txt id="m2">Misión 2/5</txt> <txt id="m2_1">Metro norte</txt> <txt id="m3">Misión 3/5</txt> <txt id="m3_1">Parque central dorado</txt> <txt id="m4">Misión 4/5</txt> <txt id="m4_1">Puente oeste</txt> <txt id="m5">Misión 5/5</txt> <txt id="m5_1">Afueras</txt> </intropage> <menupage> <txt id="options">Opciones</txt> <txt id="retry">Volver a intentar</txt> <txt id="exit">Salir</txt> <txt id="htp">Cómo jugar</txt> <txt id="resume">Reanudar</txt> </menupage> <gamepage> <txt id="menu">Menú</txt> <txt id="eh">Cuartel enemigo</txt> <txt id="yh">Tu cuartel</txt> </gamepage> <losepage> <txt id="mf">Misión fallida</txt> <txt id="du">Duración</txt> <txt id="cu">Unidades creadas:</txt> <txt id="ku">Unidades eliminadas:</txt> <txt id="lu">Unidades perdidas:</txt> <txt id="li">Vida:</txt> <txt id="sc">Puntuación:</txt> <txt id="re">Volver a intentar</txt> <txt id="mm">Menú principal</txt> <txt id="mc">Misión cumplida</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[¡Enhorabuena! <br>La ciudad de Yokimado se ha salvado gracias a tu excepcional liderazgo.]]></txt> <txt id="score">Puntuación</txt> <txt id="in">Escribe tu nombre</txt> <txt id="ss">Enviar puntuación</txt> <txt id="cr">Créditos</txt> <txt id="new">Nuevo</txt> <txt id="gd">Diseño del juego</txt> <txt id="aw">Diseño</txt> <txt id="pg">Programación</txt> <txt id="close">Cerrar</txt> </finalpage> </languages> ; public static var language7:XML = <languages> <startpage> <txt id="ngBtn">Novo jogo</txt> <txt id="cgBtn">Continuar jogo</txt> <txt id="htpBtn">Como jogar</txt> <txt id="tuBtn">Instruções</txt> <txt id="scoreBtn">Recordes</txt> <txt id="optBtn">Opções</txt> <txt id="playMore">Experimente mais jogos de estratégia em</txt> </startpage> <learnpage> <txt id="topTxt">Bem-vindo a City Invasion! Seja vitorioso destruindo o quartel-general dos inimigos antes que destruam o seu.</txt> <txt id="cBtn">Anterior</txt> <txt id="unitExp"><![CDATA[Pressione <font color="#FFFFFF">Esquerda/Direita</font> para navegar pelas opções (indicadas com um contorno vermelho). Clique em um ícone ou pressione a barra de <font color="#FFFFFF">espaço</font> para criar uma unidade ou usar um poder especial.]]></txt> <txt id="specialExp"><![CDATA[Pressione <font color="#FFFFFF">Esquerda/Direita</font> para navegar pelas opções (indicadas com um contorno vermelho). Clique em um ícone ou pressione a barra de <font color="#FFFFFF">espaço</font> para criar uma unidade ou usar um poder especial.]]></txt> <txt id="lifeBarExp">Mostra a barra de vida do seu quartel-general.</txt> <txt id="menuExp">Clique neste botão ou pressione "P" para entrar no menu de opções.</txt> <txt id="lanesExp"><![CDATA[Existem marcadores no campo de batalha. As setas mostram em que posição você está. Clique no campo de batalha ou pressione <font color="#FFFFFF">Para cima/Para baixo</font> para mudar de posição.]]></txt> <txt id="showLifeExp"><![CDATA[Pressione <font color="#FFFFFF">Shift</font> para mostrar a barra de vida de todas as unidades.]]></txt> </learnpage> <scorepage> <txt id="continue">Continuar</txt> <txt id="a10">Mais estratégia em</txt> </scorepage> <optpage> <txt id="options">Opções</txt> <txt id="vq">QUALIDADE</txt> <txt id="se">EFEITOS SONOROS</txt> <txt id="m">MÚSICA</txt> <txt id="back">Anterior</txt> <txt id="high">ÓTIMA</txt> <txt id="medium">NORMAL</txt> <txt id="low">POBRE</txt> <txt id="on">LIGADO</txt> <txt id="off">DESLIGADO</txt> </optpage> <choosepage> <txt id="txt">Tem certeza de que deseja pular o tutorial e seguir para a primeira batalha?</txt> <txt id="yes">Sim</txt> <txt id="no">Não</txt> </choosepage> <tutopage> <txt id="st">Pular tutorial</txt> <txt id="step0">Bem-vindo a City Invasion, comandante! A capital de Yokimado foi destruída por um terremoto. Forasteiros estão tentando tomar conta da cidade. Cabe a você liderar as tropas e defender a cidade!</txt> <txt id="step0_1">Este tutorial ensinará os comandos básicos antes de você iniciar a batalha!</txt> <txt id="step1"><![CDATA[O quartel-general inimigo enviou um atirador de <font color="#FFFF00">coquetel molotov</font> para nos atacar. Para defender nosso quartel-general, clique no ícone do <font color="#FFFF00">soldado com fuzil</font> ou pressione a <font color="#FFFF00">barra de espaço</font> para criar uma unidade de defesa. Os <font color="#FFFF00">soldados com fuzis</font> são muito úteis contra os atiradores de <font color="#FFFF00">coquetel molotov</font>.]]></txt> <txt id="step2"><![CDATA[Estas setas indicam em que posição você está. A unidade inimiga apareceu na parte inferior. Tente clicar na parte inferior do campo de batalha ou use <font color="#FFFF00">Para cima/Para baixo</font> para selecionar uma posição.]]></txt> <txt id="step2_1">Selecionar esta posição</txt> <txt id="step3"><![CDATA[Bom trabalho! O inimigo enviou um <font color="#FFFF00">soldado com escudo</font>. Um atirador de <font color="#FFFF00">coquetel molotov</font> seria a melhor defesa. Clique no ícone desse personagem (ou use <font color="#FFFF00">Esquerda/Direita</font> junto com a <font color="#FFFF00">barra de espaço</font>) para criá-lo.]]></txt> <txt id="step4"><![CDATA[Primeiro, selecione a posição correta. Crie um <font color="#FFFF00">soldado com escudo</font> para combater o <font color="#FFFF00">soldado com fuzil</font>. Pressione <font color="#FFFF00">Shift</font> para ver as barras de vida de todas as unidades.]]></txt> <txt id="step5">Como você pode ver, é muito importante compreender todos os pontos fortes e as fraquezas de cada unidade!</txt> <txt id="step6"><![CDATA[Este poder especial se chama <font color="#FFFF00">Ordem de Mobilização</font>. Clique no ícone para aumentar sua velocidade de construção por um breve período de tempo. Experimente!]]></txt> <txt id="step7">Agora, crie algumas unidades e veja como tudo acontece rápido!</txt> <txt id="step8">Esta é a barra de vida do seu quartel-general. Se chegar a 0, você perderá a batalha.</txt> <txt id="step8_1">Esta é a barra de vida do quartel-general inimigo. Se chegar a 0, você vencerá a batalha.</txt> <txt id="step9"><![CDATA[Clique neste botão ou pressione <font color="#FFFF00">P</font> para pausar o jogo e abrir o menu.]]></txt> <txt id="step9_1">Observe que novas unidades e poderes especiais serão introduzidos a cada nível.</txt> <txt id="step10">É isso, comandante! Agora você já conhece os comandos básicos. Boa sorte!</txt> </tutopage> <intropage> <txt id="bu">Unidade básica</txt> <txt id="sp">Poder especial</txt> <txt id="un1">Soldado com fuzil</txt> <txt id="ue1">Útil contra atiradores de coquetel molotov</txt> <txt id="ue1_1">Fraco contra soldados com escudo</txt> <txt id="ue1_2">Unidade básica de ataque com um fuzil potente</txt> <txt id="un2">Atirador de coquetel molotov</txt> <txt id="ue2">Útil contra soldados com escudo</txt> <txt id="ue2_1">Fraco contra soldados com fuzil</txt> <txt id="ue2_2">Dano por estilhaço. Pode ferir qualquer um que estiver por perto. Bom para destruir quartéis-generais.</txt> <txt id="un3">Soldado com escudo</txt> <txt id="ue3">Útil contra soldados com fuzil</txt> <txt id="ue3_1">Fraco contra atiradores de coquetel molotov</txt> <txt id="ue3_2">Unidade anti-invasão com uma boa defesa. Perfeita para combates de perto.</txt> <txt id="un4">Atirador de elite</txt> <txt id="ue4">Útil contra qualquer soldado</txt> <txt id="ue4_1">Fraco contra quartéis-generais</txt> <txt id="ue4_2">Longo alcance e dano elevado</txt> <txt id="un5">Soldado com bazuca</txt> <txt id="ue5">Útil contra quartéis-generais e tanques de raios</txt> <txt id="ue5_1">Fraco contra atiradores de elite</txt> <txt id="ue5_2">Unidade antiveículos com dano por estilhaço contra inimigos reunidos</txt> <txt id="un6">Robô</txt> <txt id="ue6">Útil contra os robôs inimigos</txt> <txt id="ue6_1">Fraco contra tanques</txt> <txt id="ue6_2">Laser que causa mais dano com o passar do tempo. Quando destruído, surgem dois robôs menores</txt> <txt id="un7">Tanque de raios</txt> <txt id="ue7">Útil contra todas as unidades</txt> <txt id="ue7_1">Fraco contra quartéis-generais</txt> <txt id="ue7_2">Veículo experimental resistente com uma poderosa arma que dispara raios</txt> <txt id="pn1">Ordem de Mobilização</txt> <txt id="pe1">Reduz o tempo de produção por um breve período</txt> <txt id="pn2">Caminhão Suicida</txt> <txt id="pe2">Caminhão de invasão que explode com o impacto</txt> <txt id="pn3">Bomba-relógio</txt> <txt id="pe3">Explosivo potente com contador de tempo que pode ser colocado em qualquer lugar</txt> <txt id="pn4">Ataque Aéreo</txt> <txt id="pe4">Um grande número de explosivos que deixa até mesmo o mais experiente entre os soldados de joelhos</txt> <txt id="pn5">Paranormal</txt> <txt id="pe5">Comandante de elite que faz uma lavagem cerebral nas unidades inimigas</txt> <txt id="m1">Missão 1/5</txt> <txt id="m1_1">Distrito de compras de Yokobushi</txt> <txt id="m2">Missão 2/5</txt> <txt id="m2_1">Metrô Norte</txt> <txt id="m3">Missão 3/5</txt> <txt id="m3_1">Parque Central</txt> <txt id="m4">Missão 4/5</txt> <txt id="m4_1">Ponte Oeste</txt> <txt id="m5">Missão 5/5</txt> <txt id="m5_1">Fronteira</txt> </intropage> <menupage> <txt id="options">Opções</txt> <txt id="retry">Tentar novamente</txt> <txt id="exit">Sair</txt> <txt id="htp">Como jogar</txt> <txt id="resume">Retornar</txt> </menupage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">Quartel-general inimigo</txt> <txt id="yh">Seu quartel-general</txt> </gamepage> <losepage> <txt id="mf">Missão fracassada</txt> <txt id="du">Duração</txt> <txt id="cu">Unidades criadas:</txt> <txt id="ku">Unidades mortas:</txt> <txt id="lu">Unidades perdidas:</txt> <txt id="li">Vida:</txt> <txt id="sc">Pontuação:</txt> <txt id="re">Tentar novamente</txt> <txt id="mm">Menu principal</txt> <txt id="mc">Missão cumprida</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Parabéns!<br> A cidade de Yokimado foi salva graças à sua excelente liderança.]]></txt> <txt id="score">Pontuação</txt> <txt id="in">Digite seu nome</txt> <txt id="ss">Enviar pontuação</txt> <txt id="cr">Créditos</txt> <txt id="new">Novo</txt> <txt id="gd">Projeto</txt> <txt id="aw">Arte</txt> <txt id="pg">Programação</txt> <txt id="close">Fechar</txt> </finalpage> </languages> ; public static var language8:XML = <languages> <startpage> <txt id="ngBtn">Novo jogo</txt> <txt id="cgBtn">Continuar jogo</txt> <txt id="htpBtn">Como jogar</txt> <txt id="tuBtn">Instruções</txt> <txt id="scoreBtn">Pontuações mais altas</txt> <txt id="optBtn">Opções</txt> <txt id="playMore">Jogue mais jogos de estratégia em</txt> </startpage> <learnpage> <txt id="topTxt">Bem-vindo(a) a City Invasion! Vence se conseguir destruir o Quartel General do Inimigo antes que este destrua o seu.</txt> <txt id="cBtn">Retroceder</txt> <txt id="unitExp"><![CDATA[Prima a <font color="#FFFFFF">Esquerda/Direita</font> para navegar pelas várias opções (assinaladas com uma linha vermelha). Clique num ícone ou prima a barra de <font color="#FFFFFF">espaços</font> para criar uma unidade ou usar um dos poderes especiais.]]></txt> <txt id="specialExp"><![CDATA[Prima a <font color="#FFFFFF">Esquerda/Direita</font> para navegar pelas várias opções (assinaladas com uma linha vermelha). Clique num ícone ou prima a barra de <font color="#FFFFFF">espaços</font> para criar uma unidade ou usar um dos poderes especiais.]]></txt> <txt id="lifeBarExp">Mostra a barra de vidas do seu quartel.</txt> <txt id="menuExp">Clique neste botão ou prima 'P' para aceder ao menu de opções.</txt> <txt id="lanesExp"><![CDATA[Existem várias avenidas no campo de batalha. As setas indicam aquela em que está. Clique no campo de batalha ou prima a <font color="#FFFFFF">Cima/Baixo</font> para mudar de rua.]]></txt> <txt id="showLifeExp"><![CDATA[Prima <font color="#FFFFFF">Shift</font> para mostrar a barra de vidas de todas as unidades.]]></txt> </learnpage> <scorepage> <txt id="continue">Continuar</txt> <txt id="a10">Mais estratégia em</txt> </scorepage> <optpage> <txt id="options">Opções</txt> <txt id="vq">QUALIDADE VISUAL</txt> <txt id="se">EFEITOS SONOROS</txt> <txt id="m">MÚSICA</txt> <txt id="back">Retroceder</txt> <txt id="high">ÓPTIMA</txt> <txt id="medium">NORMAL </txt> <txt id="low">BAIXA</txt> <txt id="on">LIGADO</txt> <txt id="off">DESLIGADO</txt> </optpage> <choosepage> <txt id="txt">Tem a certeza de que pretende mesmo passar o tutorial e iniciar directamente a sua primeira batalha?</txt> <txt id="yes">Sim</txt> <txt id="no">Não</txt> </choosepage> <tutopage> <txt id="st">Passar tutorial</txt> <txt id="step0">Bem-vindo(a) a City Invasion, Comandante! A capital global de Yokimado foi devastada por um tremor de terra. Um grupo de desconhecidos está a tentar controlar a cidade. Compete-lhe a si liderar as tropas e defendê-la!</txt> <txt id="step0_1">Este tutorial explicar-lhe-à o básico do jogo antes de iniciar a batalha!</txt> <txt id="step1"><![CDATA[O Quartel General inimigo enviou um Lançador de <font color="#FFFF00">Cocktails Molotov</font> para nos atacar. Para defender o nosso quartel general, clique no ícone do <font color="#FFFF00">Soldado com Espingarda</font> ou prima a <font color="#FFFF00">barra de espaços</font> para criar uma unidade de defesa. Os <font color="#FFFF00">Soldados com Espingarda</font> são muito eficientes contra os Lançadores de <font color="#FFFF00">Cocktails Molotov</font>.]]></txt> <txt id="step2"><![CDATA[Estas setas indicam em que avenida se encontra. A unidade inimiga surgiu no fundo dessa rua. Tente clicar na base do campo de batalha ou use <font color="#FFFF00">Cima/Baixo</font> para seleccionar essa rua.]]></txt> <txt id="step2_1">Seleccione esta rua</txt> <txt id="step3"><![CDATA[Bom trabalho! O inimigo enviou um <font color="#FFFF00">Soldado com Escudo</font> de Protecção. Um Lançador de <font color="#FFFF00">Cocktails Molotov</font> seria a melhor unidade de defesa. Clique no seu ícone (ou use Esquerda/Direita em combinação com a <font color="#FFFF00">barra de espaços</font>) para o criar.]]></txt> <txt id="step4"><![CDATA[Primeiro, seleccione a avenida correcta. Crie um <font color="#FFFF00">Soldado com Escudo</font> de Protecção para ir ao encontro do <font color="#FFFF00">Soldado com Espingarda</font>. Prima <font color="#FFFF00">Shift</font> para ver as barras de vida de todas as unidades.]]></txt> <txt id="step5">Como pode constatar, é muito importante conhecer as forças e as fraquezas de cada uma das unidades!</txt> <txt id="step6"><![CDATA[Este poder especial chama-se <font color="#FFFF00">Ordem de Mobilização</font>. Clique neste ícone para aumentar a sua velocidade de construção durante um curto espaço de tempo. Experimente!]]></txt> <txt id="step7">Agora, crie algumas unidades e veja a rapidez com que funciona!</txt> <txt id="step8">Esta é a barra da vida do seu quartel. Se chegar a 0, perderá a batalha.</txt> <txt id="step8_1">Esta é a barra da vida do quartel general inimigo. Se chegar a 0, você ganhará a batalha.</txt> <txt id="step9"><![CDATA[Clique neste botão ou prima <font color="#FFFF00">P</font> para fazer uma pausa no jogo e aceder ao menu de opções.]]></txt> <txt id="step9_1">Tenha em conta que serão introduzidas novas unidades e novos poderes especiais em cada novo nível. </txt> <txt id="step10">É tudo, Comandante! Agora já conhece as regras básicas. Boa sorte!</txt> </tutopage> <intropage> <txt id="bu">Unidade Básica</txt> <txt id="sp">Poder Especial</txt> <txt id="un1">Soldado com Espingarda</txt> <txt id="ue1">Eficiente contra o Lançador de Cocktails Molotov</txt> <txt id="ue1_1">Fraco contra Soldado com Escudo de Protecção</txt> <txt id="ue1_2">Unidade básica de ataque com uma poderosa arma</txt> <txt id="un2">Lançador de Cocktails Molotov</txt> <txt id="ue2">Eficiente contra o Soldado com Escudo de Protecção</txt> <txt id="ue2_1">Fraco contra o Soldado com Espingarda</txt> <txt id="ue2_2">Danos extensos. Magoa todos os que estiverem por perto. Bom para danificar quartéis.</txt> <txt id="un3">Soldado com Escudo de Protecção</txt> <txt id="ue3">Eficiente contra o Soldado com Espingarda</txt> <txt id="ue3_1">Fraco contra o Lançador de Cocktails Molotov</txt> <txt id="ue3_2">Unidade anti-motim com grande capacidade de defesa. Poderosa num raio de acção curto.</txt> <txt id="un4">Franco-atirador</txt> <txt id="ue4">Eficiente contra todos os soldados</txt> <txt id="ue4_1">Fraco contra os quartéis generais</txt> <txt id="ue4_2">Longo poder de alcance e grande capacidade de infligir dano.</txt> <txt id="un5">Soldado Bazuca</txt> <txt id="ue5">Eficiente contra os quartéis generais e o Tanque Relâmpago</txt> <txt id="ue5_1">Fraco contra os Franco-atirador</txt> <txt id="ue5_2">Unidade anti-veículo que causa danos variados em grupos inimigos</txt> <txt id="un6">Robô</txt> <txt id="ue6">Eficiente contra os inimigos robôs</txt> <txt id="ue6_1">Fraco contra os tanques</txt> <txt id="ue6_2">Feixe luminoso que vai causando mais danos à medida que o tempo vai passando. Quando é destruído, surgem dois robôs mais pequenos</txt> <txt id="un7">Tanque Relâmpago</txt> <txt id="ue7">Eficiente contra todas as unidades</txt> <txt id="ue7_1">Fraco contra os quartéis generais</txt> <txt id="ue7_2">Veículo experimental e rude com uma poderosa arma de feixes de luz</txt> <txt id="pn1">Ordem de Mobilização</txt> <txt id="pe1">Reduz o período de produção durante um curto período</txt> <txt id="pn2">Camião suicida</txt> <txt id="pe2">Veículo violento que explode com um impacto</txt> <txt id="pn3">Bomba do Tempo</txt> <txt id="pe3">Poderoso explosivo controlado que pode ser colocado em qualquer ponto</txt> <txt id="pn4">Ataque Aéreo</txt> <txt id="pe4">Um grande número de conchas altamente explosivas, que dão cabo até dos soldados mais experientes</txt> <txt id="pn5">Mestre da Mente</txt> <txt id="pe5">Comandante de elite que faz uma lavagem ao cérebro a todas as unidades inimigas</txt> <txt id="m1">Missão 1/5</txt> <txt id="m1_1">Yokobushi Shopping District</txt> <txt id="m2">Missão 2/5</txt> <txt id="m2_1">Metropolitano do Norte</txt> <txt id="m3">Missão 3/5</txt> <txt id="m3_1">Parque Central</txt> <txt id="m4">Missão 4/5</txt> <txt id="m4_1">Ponte Ocidental</txt> <txt id="m5">Missão 5/5</txt> <txt id="m5_1">Subúrbios</txt> </intropage> <menupage> <txt id="options">Opções</txt> <txt id="retry">Tentar novamente</txt> <txt id="exit">Sair</txt> <txt id="htp">Como jogar</txt> <txt id="resume">Retomar</txt> </menupage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">O Quartel General do Inimigo</txt> <txt id="yh">O seu Quartel General</txt> </gamepage> <losepage> <txt id="mf">Missão falhada</txt> <txt id="du">Duração</txt> <txt id="cu">Unidades criadas:</txt> <txt id="ku">Unidades mortas:</txt> <txt id="lu">Unidades perdidas:</txt> <txt id="li">Vida:</txt> <txt id="sc">Pontuação:</txt> <txt id="re">Tentar novamente</txt> <txt id="mm">Menu principal</txt> <txt id="mc">Missão concluída</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Parabéns! <br>A cidade de Yokimado foi salva graças à sua liderança excepcional.]]></txt> <txt id="score">Pontuação</txt> <txt id="in">Escreva o seu nome</txt> <txt id="ss">Enviar pontuação</txt> <txt id="cr">Créditos</txt> <txt id="new">Novo</txt> <txt id="gd">Design do jogo</txt> <txt id="aw">Arte(Produção)</txt> <txt id="pg">Programação</txt> <txt id="close">Fechar</txt> </finalpage> </languages> ; public static var language9:XML = <languages> <startpage> <txt id="ngBtn">Nuovo gioco</txt> <txt id="cgBtn">Continua il gioco</txt> <txt id="htpBtn">Come giocare</txt> <txt id="tuBtn">Tutorial</txt> <txt id="scoreBtn">Punteggi più alti</txt> <txt id="optBtn">Opzioni</txt> <txt id="playMore">Gioca più giochi di strategia su</txt> </startpage> <learnpage> <txt id="topTxt">Benvenuto su City Invasion! La vittoria consiste nel distruggere i quartieri generali nemici prima che loro distruggano i tuoi.</txt> <txt id="cBtn">Indietro</txt> <txt id="unitExp"><![CDATA[Premi i tasti freccia <font color="#FFFFFF">sinistra/destra</font> per far scorrere le opzioni (indicate con una linea di contorno rossa). Clicca su un'icona o premi la barra <font color="#FFFFFF">spaziatrice</font> per creare un'unità od usare un potere speciale.]]></txt> <txt id="specialExp"><![CDATA[Premi i tasti freccia <font color="#FFFFFF">sinistra/destra</font> per far scorrere le opzioni (indicate con una linea di contorno rossa). Clicca su un'icona o premi la barra <font color="#FFFFFF">spaziatrice</font> per creare un'unità od usare un potere speciale.]]></txt> <txt id="lifeBarExp">Mostra la barra della vita dei tuoi quartieri generali. </txt> <txt id="menuExp">Clicca su questo tasto o premi 'P' per entrare nel menu delle opzioni.</txt> <txt id="lanesExp"><![CDATA[Ci sono cinque corsie nel campo di battaglia. Le frecce ti mostrano su corsia che ti trovi. Clicca sul campo di battaglia o premi i tasti freccia <font color="#FFFFFF">su/giù</font> per cambiare corsia.]]></txt> <txt id="showLifeExp"><![CDATA[Premi il tasto delle <font color="#FFFFFF">maiuscole</font> per mostrare la barra della vita di tutte le unità.]]></txt> </learnpage> <scorepage> <txt id="continue">Continua</txt> <txt id="a10">Più strategia su</txt> </scorepage> <optpage> <txt id="options">Opzioni</txt> <txt id="vq">QUALITÀ VISIVA</txt> <txt id="se">EFFETTI SONORI</txt> <txt id="m">MUSICA</txt> <txt id="back">Indietro</txt> <txt id="high">MIGLIORE</txt> <txt id="medium">NORMALE</txt> <txt id="low">BASSA</txt> <txt id="on">ON</txt> <txt id="off">OFF</txt> </optpage> <choosepage> <txt id="txt">Sei sicuro di voler saltare il tutorial e passare alla prima battaglia?</txt> <txt id="yes">Sì</txt> <txt id="no">No</txt> </choosepage> <tutopage> <txt id="st">Salta il tutorial</txt> <txt id="step0">Benvenuto su City Invasion, Comandante! La capitale di Yokimado è stata devastata da un terremoto. Dei forestieri stanno cercando di esercitare il loro controllo sulla città. Tocca a te condurre le truppe e difendere la città!</txt> <txt id="step0_1"><![CDATA[<br><br>Questo tutorial ti guiderà attraverso le basi prima che tu vada in battaglia!]]></txt> <txt id="step1"><![CDATA[I quartieri generali nemici hanno mandato un <font color="#FFFF00">lanciatore di bottiglie Molotov</font> ad attaccarci. Per difendere i nostri quartieri generali, clicca sul <font color="#FFFF00">soldato con l'icona del fucile</font> da caccia o premi la <font color="#FFFF00">barra spaziatrice</font> per creare un'unità di difesa. I <font color="#FFFF00">soldati con il fucile</font> da caccia sono molto efficaci contro i <font color="#FFFF00">lanciatori di bottiglie Molotov</font>.]]></txt> <txt id="step2"><![CDATA[Queste frecce indicano in che corsia ti trovi. L'unità nemica è apparsa nella corsia in basso. Cerca di cliccare nella parte inferiore del campo di battaglia o usa i tasti freccia <font color="#FFFF00">su/giù</font> per selezionare quella corsia.]]></txt> <txt id="step2_1">Seleziona questa corsia</txt> <txt id="step3"><![CDATA[Ottimo lavoro! Il nemico ha inviato un <font color="#FFFF00">soldato con lo scudo</font>. Un <font color="#FFFF00">lanciatore di bottiglie Molotov</font> sarebbe la migliore unità difensiva. Per crearlo, clicca sulla sua icona (o usa i tasti freccia sinistra/destra in combinazione con la <font color="#FFFF00">barra spaziatrice</font>).]]></txt> <txt id="step4"><![CDATA[Per prima cosa, seleziona la corsia giusta. Crea un soldato con lo scudo per affrontare il <font color="#FFFF00">soldato nemico con il fucile</font> da caccia. Premi il tasto delle <font color="#FFFF00">maiuscole</font> per vedere le barre della vita di tutte le unità.]]></txt> <txt id="step5">Come puoi vedere, è molto importante riuscire ad individuare i lati forti e deboli di ogni unità!</txt> <txt id="step6"><![CDATA[Questo potere speciale viene chiamato <font color="#FFFF00">ordine di mobilitazione</font>. Clicca su quest'icona per aumentare la tua velocità di costruzione per un breve lasso di tempo. Provaci!]]></txt> <txt id="step7">Ora, crea alcune unità e guarda come si fa in fretta!</txt> <txt id="step8">Questa è la barra della vita dei tuoi quartieri generali. Se arriva a 0, perderai la battaglia.</txt> <txt id="step8_1">Questa è la barra della vita dei quartieri generali nemici. Se raggiunge 0, vincerai la battaglia.</txt> <txt id="step9"><![CDATA[Clicca su questo tasto o premi <font color="#FFFF00">P</font> per fermare il gioco ed aprire il menu.]]></txt> <txt id="step9_1">Nota che delle nuove unità e poteri speciali verranno introdotti ad ogni nuovo livello.</txt> <txt id="step10">Questo è tutto, Comandante! Ora conosci le basi. Buona fortuna!</txt> </tutopage> <intropage> <txt id="bu">Unità di base</txt> <txt id="sp">Potere speciale</txt> <txt id="un1">Soldato con il fucile da caccia</txt> <txt id="ue1">Efficace contro il lanciatore di bottiglie Molotov.</txt> <txt id="ue1_1">Debole contro il soldato con lo scudo.</txt> <txt id="ue1_2">Unità di attacco di base con un fucile da caccia potente.</txt> <txt id="un2">Lanciatore di bottiglie Molotov</txt> <txt id="ue2">Efficace contro il soldato con lo scudo.</txt> <txt id="ue2_1">Debole contro il soldato con il fucile da caccia.</txt> <txt id="ue2_2">Danno splash--ferisce tutti coloro che sono in prossimità, buono per danneggiare i quartieri generali.</txt> <txt id="un3">Soldato con lo scudo</txt> <txt id="ue3">Efficace contro il soldato con il fucile da caccia.</txt> <txt id="ue3_1">Debole contro il lanciatore di bottiglie Molotov.</txt> <txt id="ue3_2">Unità anti-rissa con una difesa forte, potente a distanza ravvicinata.</txt> <txt id="un4">Cecchino</txt> <txt id="ue4">Efficace contro tutti i soldati.</txt> <txt id="ue4_1">Debole contro i quartieri generali.</txt> <txt id="ue4_2">Spara a lungo raggio e provoca danni elevati.</txt> <txt id="un5">Soldato bazooka</txt> <txt id="ue5">Efficace contro i quartieri generali & il carro armato fulminante.</txt> <txt id="ue5_1">Debole contro il cecchino</txt> <txt id="ue5_2">Unità anti-veicolo con danno splash sui nemici raggruppati.</txt> <txt id="un6">Robot</txt> <txt id="ue6">Efficace contro i robot nemici.</txt> <txt id="ue6_1">Debole contro il carro armato.</txt> <txt id="ue6_2">Raggio laser che provoca più danni con il passare del tempo. Quando viene distrutto, compaiono due robot più piccoli.</txt> <txt id="un7">Carro armato fulminante</txt> <txt id="ue7">Efficace contro tutte le unità.</txt> <txt id="ue7_1">Debole contro i quartieri generali.</txt> <txt id="ue7_2">Un robusto veicolo sperimentale con una potente pistola fulminante.</txt> <txt id="pn1">Ordine di mobilitazione</txt> <txt id="pe1">Riduce il tempo di costruzione per un breve periodo di tempo.</txt> <txt id="pn2">Macchina suicida</txt> <txt id="pe2">Auto impazzita che esplode con l'impatto.</txt> <txt id="pn3">Bomba a tempo</txt> <txt id="pe3">Potente esplosivo a tempo che può essere messo dovunque.</txt> <txt id="pn4">Attacco aereo</txt> <txt id="pe4">Un grande numero di granate ad alto potenziale esplosivo che mettono in ginocchio persino i soldati più esperti.</txt> <txt id="pn5">Maestro di menti</txt> <txt id="pe5">Comandante scelto che fa il lavaggio del cervello alle unità nemiche.</txt> <txt id="m1">Missione 1/5</txt> <txt id="m1_1">Distretto commerciale di Yokobushi </txt> <txt id="m2">Missione 2/5</txt> <txt id="m2_1">Metropolitana settentrionale </txt> <txt id="m3">Missione 3/5</txt> <txt id="m3_1">Parco del Centro Dorato </txt> <txt id="m4">Missione 4/5</txt> <txt id="m4_1">Ponte occidentale </txt> <txt id="m5">Missione 5/5</txt> <txt id="m5_1">Periferia </txt> </intropage> <menupage> <txt id="options">Opzioni</txt> <txt id="retry">Riprova</txt> <txt id="exit">Esci</txt> <txt id="htp">Come giocare</txt> <txt id="resume">Riprendi</txt> </menupage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">I quartieri generali nemici</txt> <txt id="yh">I tuoi quartieri generali</txt> </gamepage> <losepage> <txt id="mf">Missione fallita</txt> <txt id="du">Durata</txt> <txt id="cu">Unità create:</txt> <txt id="ku">Unità uccise:</txt> <txt id="lu">Unità perse:</txt> <txt id="li">Vita:</txt> <txt id="sc">Punteggio:</txt> <txt id="re">Riprova</txt> <txt id="mm">Menu principale</txt> <txt id="mc">Missione completata</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Complimenti! <br>La città di Yokimado è stata salvata grazie alla tua straordinaria capacità di comando.]]></txt> <txt id="score">Punteggio</txt> <txt id="in">Digita il tuo nome</txt> <txt id="ss">Invia punteggio</txt> <txt id="cr">Crediti</txt> <txt id="new">Nuovo</txt> <txt id="gd">Progettazione</txt> <txt id="aw">Grafica</txt> <txt id="pg">Programmazione</txt> <txt id="close">Chiudi</txt> </finalpage> </languages> ; public static var language10:XML = <languages> <startpage> <txt id="ngBtn">Nytt spel</txt> <txt id="cgBtn">Fortsätta spel</txt> <txt id="htpBtn">Instruktioner</txt> <txt id="tuBtn">Lektion</txt> <txt id="scoreBtn">Toppoäng</txt> <txt id="optBtn">Alternativ</txt> <txt id="playMore">Spela fler strategispel på</txt> </startpage> <learnpage> <txt id="topTxt">Välkommen till City Invasion! Du segrar genom att förinta fiendens högkvarter innan de slår ut ditt.</txt> <txt id="cBtn">Bakåt</txt> <txt id="unitExp"><![CDATA[Tryck <font color="#FFFFFF">vänster/höger</font> för att bläddra bland alternativen (med röd ram). Klicka på en ikon eller tryck <font color="#FFFFFF">mellanslag</font> för att skapa en enhet eller använda en specialkraft.]]></txt> <txt id="specialExp"><![CDATA[Tryck <font color="#FFFFFF">vänster/höger</font> för att bläddra bland alternativen (med röd ram). Klicka på en ikon eller tryck <font color="#FFFFFF">mellanslag</font> för att skapa en enhet eller använda en specialkraft.]]></txt> <txt id="lifeBarExp">Visa ditt högkvarters livmätare.</txt> <txt id="menuExp">Klicka på denna knapp eller tryck P för att öppna alternativmenyn.</txt> <txt id="lanesExp"><![CDATA[Det finns fem filer på slagfältet. Pilarna visar i vilken fil du befinner dig. Klicka på slagfältet eller tryck <font color="#FFFFFF">upp/ned</font> för att byta fil.]]></txt> <txt id="showLifeExp"><![CDATA[Tryck <font color="#FFFFFF">skift</font> för att visa alla enheters livmätare.]]></txt> </learnpage> <scorepage> <txt id="continue">Fortsätt</txt> <txt id="a10">Mer strategi på</txt> </scorepage> <optpage> <txt id="options">Alternativ</txt> <txt id="vq">BILDKVALITET</txt> <txt id="se">LJUDEFFEKTER</txt> <txt id="m">MUSIK</txt> <txt id="back">Bakåt</txt> <txt id="high">HÖG</txt> <txt id="medium">NORMAL</txt> <txt id="low">LÅG</txt> <txt id="on">PÅ</txt> <txt id="off">AV</txt> </optpage> <choosepage> <txt id="txt">Vill du verkligen hoppa över lektionen och gå direkt till den första striden?</txt> <txt id="yes">Ja</txt> <txt id="no">Nej</txt> </choosepage> <tutopage> <txt id="st">Skippa lektion</txt> <txt id="step0">Välkommen till City Invasion, befälhavare! Huvudstaden Yokimado har skadats av en jordbävning. Främlingar utifrån försöker ta kontroll över staden. Det är upp till dig att leda trupperna och försvara staden!</txt> <txt id="step0_1"><![CDATA[<br><br>Den här lektionen visar dig grunderna innan du börjar strida!]]></txt> <txt id="step1"><![CDATA[Fienden har skickat en <font color="#FFFF00">molotovcocktail-kastare</font> mot oss. Försvara högkvarteret genom att klicka på ''<font color="#FFFF00">soldat med hagelgevär</font>''-ikonen eller tryck <font color="#FFFF00">mellanslag</font> för att skapa en försvarsenhet. <font color="#FFFF00">Soldater med hagelgevär</font> är mycket effektiva mot <font color="#FFFF00">molotovcocktail-kastare</font>.]]></txt> <txt id="step2"><![CDATA[Pilarna visar i vilken fil du befinner dig. Fiendens enhet befinner sig i filen längst ned. Pröva att klicka längst ned på slagfältet eller använd <font color="#FFFF00">upp/ned</font> för att välja den filen.]]></txt> <txt id="step2_1">Välj den här filen.</txt> <txt id="step3"><![CDATA[Bra jobbat! Fienden har skickat en <font color="#FFFF00">soldat med sköld</font>. En <font color="#FFFF00">molotovcocktail-kastare</font> är den bästa försvarsenheten. Klicka på ikonen (eller <font color="#FFFF00">vänster/höger</font> och <font color="#FFFF00">mellanslag</font>) för att skapa enheten.]]></txt> <txt id="step4"><![CDATA[Välj först rätt fil. Skapa en <font color="#FFFF00">soldat med sköld</font> för att anfalla <font color="#FFFF00">fiendesoldaten med hagelgevär</font>. Tryck ned <font color="#FFFF00">skift</font> för att se alla enheters livmätare.]]></txt> <txt id="step5">Som du förstår är det mycket viktigt att veta varje enhets styrkor och svagheter!</txt> <txt id="step6"><![CDATA[Den här specialkraften kallas <font color="#FFFF00">mobiliseringorder</font>. Klicka på den här ikonen för att öka din bygghastighet under en kort tid. Prova!]]></txt> <txt id="step7">Skapa nu några enheter och se så snabbt det går!</txt> <txt id="step8">Det här är ditt högkvarters livmätare. Om den når 0 förlorar du slaget.</txt> <txt id="step8_1">Det här är fiendens högkvarters livmätare. Om den når 0 vinner du slaget.</txt> <txt id="step9"><![CDATA[Klicka på den här knappen eller tryck <font color="#FFFF00">P</font> för att pausa spelet och öppna menyn.]]></txt> <txt id="step9_1">Observera att nya enheter och specialkrafter blir tillgängliga på varje ny nivå.</txt> <txt id="step10">Det var allt, befälhavare! Nu kan du grunderna. Lycka till!</txt> </tutopage> <intropage> <txt id="bu">Grundenheter</txt> <txt id="sp">Specialkrafter</txt> <txt id="un1">Soldat med hagelgevär</txt> <txt id="ue1">Effektiv mot molotovcocktail-kastare</txt> <txt id="ue1_1">Dålig mot soldat med sköld</txt> <txt id="ue1_2">Enkel attackenhet med kraftigt hagelgevär</txt> <txt id="un2">Molotovcocktail-kastare</txt> <txt id="ue2">Effektiv mot soldat med sköld</txt> <txt id="ue2_1">Dålig mot soldat med hagelgevär</txt> <txt id="ue2_2">Skvättskador - skadar alla i närheten. Skadar effektivt högkvarter.</txt> <txt id="un3">Soldat med sköld</txt> <txt id="ue3">Effektiv mot soldat med hagelgevär</txt> <txt id="ue3_1">Dålig mot molotovcocktail-kastare</txt> <txt id="ue3_2">Kravallenhet med starkt försvar. Effektiv på nära håll.</txt> <txt id="un4">Prickskytt</txt> <txt id="ue4">Effektiv mot alla soldater</txt> <txt id="ue4_1">Dålig mot högkvarter</txt> <txt id="ue4_2">Lång räckvidd och orsakar stor skada</txt> <txt id="un5">Bazookasoldat</txt> <txt id="ue5">Effektiv mot högkvarter & blixtbil</txt> <txt id="ue5_1">Dålig mot prickskyttar</txt> <txt id="ue5_2">Anti-fordon-enhet som orsakar splitterskador på fiender i grupp.</txt> <txt id="un6">Robot</txt> <txt id="ue6">Effektiv mot fiendens robotar</txt> <txt id="ue6_1">Dålig mot fordon</txt> <txt id="ue6_2">Laserstråle som orsakar större skada över tid. När den förstörts framträder två mindre robotar.</txt> <txt id="un7">Blixtbil</txt> <txt id="ue7">Effektiv mot alla enheter</txt> <txt id="ue7_1">Dålig mot högkvarter</txt> <txt id="ue7_2">Kraftigt experimentellt fordon med en mäktig blixtkanon.</txt> <txt id="pn1">Mobiliseringsorder</txt> <txt id="pe1">Ökar din bygghastighet under en kort tid</txt> <txt id="pn2">Självmordsbil</txt> <txt id="pe2">Bil som sprängs vid krock</txt> <txt id="pn3">Tidsbomb</txt> <txt id="pe3">Kraftfull tidsinställd bomb som kan placeras överallt.</txt> <txt id="pn4">Luftanfall</txt> <txt id="pe4">Ett stort antal högexplosiva granater får även de tuffaste soldaterna på knä.</txt> <txt id="pn5">Hjärnmästare</txt> <txt id="pe5">Elitsoldat som hjärntvättar fiendens enheter</txt> <txt id="m1">Uppdrag 1/5</txt> <txt id="m1_1">Yokobushis shoppingområde</txt> <txt id="m2">Uppdrag 2/5</txt> <txt id="m2_1">Norra tunnelbanan</txt> <txt id="m3">Uppdrag 3/5</txt> <txt id="m3_1">Guldparken</txt> <txt id="m4">Uppdrag 4/5</txt> <txt id="m4_1">Västra bron</txt> <txt id="m5">Uppdrag 5/5</txt> <txt id="m5_1">Yttre området</txt> </intropage> <menupage> <txt id="options">Alternativ</txt> <txt id="retry">Försök igen</txt> <txt id="exit">Avsluta</txt> <txt id="htp">Instruktioner</txt> <txt id="resume">Återgå</txt> </menupage> <gamepage> <txt id="menu">Meny</txt> <txt id="eh">Fiendens högkvarter</txt> <txt id="yh">Ditt högkvarter</txt> </gamepage> <losepage> <txt id="mf">Uppdrag misslyckat</txt> <txt id="du">Tid</txt> <txt id="cu">Skapade enheter:</txt> <txt id="ku">Dödade enheter:</txt> <txt id="lu">Förlorade enheter:</txt> <txt id="li">Liv:</txt> <txt id="sc">Poäng:</txt> <txt id="re">Försök igen</txt> <txt id="mm">Huvudmeny</txt> <txt id="mc">Uppdrag klarat</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Gratulerar! <br>Staden Yokimado är räddad tack vare ditt fantastiska ledarskap.]]></txt> <txt id="score">Poäng</txt> <txt id="in">Ange ditt namn</txt> <txt id="ss">Skicka poäng</txt> <txt id="cr">Tacklista</txt> <txt id="new">Ny</txt> <txt id="gd">Speldesign</txt> <txt id="aw">Form</txt> <txt id="pg">Programmering</txt> <txt id="close">Stäng</txt> </finalpage> </languages> ; public static var language11:XML = <languages> <startpage> <txt id="ngBtn">Nowa gra</txt> <txt id="cgBtn">Kontynuuj grę</txt> <txt id="htpBtn">Jak grać</txt> <txt id="tuBtn">Tutorial</txt> <txt id="scoreBtn">Ranking</txt> <txt id="optBtn">Opcje</txt> <txt id="playMore">Zagraj w więcej gier strategicznych na</txt> </startpage> <learnpage> <txt id="topTxt">Witamy w grze City Invasion! Aby zwyciężyć, należy zniszczyć kwaterę główną wroga, zanim on zrobi to samo z twoją.</txt> <txt id="cBtn">Powrót</txt> <txt id="unitExp"><![CDATA[Naciskaj strzałkę <font color="#FFFFFF">w lewo/w prawo</font>, aby przeglądać opcje (zaznaczone czerwoną otoczką). Kliknij na ikonkę lub naciśnij <font color="#FFFFFF">spację</font>, aby stworzyć jednostkę lub użyć broni specjalnej.]]></txt> <txt id="specialExp"><![CDATA[Naciskaj strzałkę <font color="#FFFFFF">w lewo/w prawo</font>, aby przeglądać opcje (zaznaczone czerwoną otoczką). Kliknij na ikonkę lub naciśnij <font color="#FFFFFF">spację</font>, aby stworzyć jednostkę lub użyć broni specjalnej.]]></txt> <txt id="lifeBarExp">Pokazuje wskaźnik energii twojej kwatery głównej.</txt> <txt id="menuExp">Kliknij na ten przycisk lub naciśnij 'P', aby wejść w menu opcji.</txt> <txt id="lanesExp"><![CDATA[Na polu bitwy jest pięć tras. Strzałki pokazują, na której trasie jesteś. Kliknij na pole bitwy lub naciśnij strzałkę <font color="#FFFFFF">w górę/w dół</font>, aby zmienić trasy.]]></txt> <txt id="showLifeExp"><![CDATA[Naciśnij <font color="#FFFFFF">Shift</font>, aby zobaczyć wskaźnik energii wszystkich jednostek.]]></txt> </learnpage> <scorepage> <txt id="continue">Kontynuuj</txt> <txt id="a10">Więcej strategii na</txt> </scorepage> <optpage> <txt id="options">Opcje</txt> <txt id="vq">JAKOŚĆ GRAFIKI</txt> <txt id="se">EFEKTY DŹWIĘKOWE</txt> <txt id="m">MUZYKA</txt> <txt id="back">Powrót</txt> <txt id="high">DOBRA</txt> <txt id="medium">ŚREDNIA</txt> <txt id="low">NISKA</txt> <txt id="on">WŁĄCZ</txt> <txt id="off">WYŁĄCZ</txt> </optpage> <choosepage> <txt id="txt">Jesteś pewny, że chcesz pominąć tutorial i przejść do pierwszej bitwy?</txt> <txt id="yes">Tak</txt> <txt id="no">Nie</txt> </choosepage> <tutopage> <txt id="st">Pomiń tutorial</txt> <txt id="step0">Witaj w grze City Invasion, dowódco! Światowa stolica, Yokimado, została spustoszona przez trzęsienie ziemi. Przybysze z zewnątrz próbują przejąć kontrolę nad miastem. Musisz przejąć dowództwo nad oddziałami i obronić stolicę!</txt> <txt id="step0_1"><![CDATA[<br><br>Ten tutorial przeprowadzi cię przez podstawy, zanim przystąpisz do bitwy!]]></txt> <txt id="step1"><![CDATA[Kwatera główna wroga wysłała <font color="#FFFF00">miotacz koktajli Mołotowa</font>, aby nas zaatakować. Aby obronić naszą kwaterę, kliknij na ikonkę <font color="#FFFF00">żołnierza z karabinem</font> albo naciśnij <font color="#FFFF00">spację</font>, aby stworzyć jednostkę obronną. <font color="#FFFF00">Żołnierze z karabinem</font> są bardzo skuteczni przeciwko <font color="#FFFF00">miotaczom koktajli Mołotowa</font>.]]></txt> <txt id="step2"><![CDATA[Te strzałki pokazują, na której trasie jesteś. Jednostka wroga pojawiła się na trasie dolnej. Aby wybrać tę trasę, kliknij u dołu pola bitwy albo użyj strzałek <font color="#FFFF00">w górę/w dół.</font>]]></txt> <txt id="step2_1">Wybierz tę trasę</txt> <txt id="step3"><![CDATA[Świetnie! Wróg wysłał <font color="#FFFF00">żołnierza z tarczą</font>. Najlepszą jednostką obronną będzie <font color="#FFFF00">miotacz koktajli Mołotowa</font>. Kliknij na jego ikonkę (lub użyj strzałki <font color="#FFFF00">w lewo/w prawo</font> razem ze <font color="#FFFF00">spacją</font>), aby stworzyć tę jednostkę.]]></txt> <txt id="step4"><![CDATA[Najpierw wybierz właściwą trasę. Stwórz <font color="#FFFF00">żółnierza z tarczą</font> i skonfrontuj go z <font color="#FFFF00">żołnierzem z karabinem</font>. Naciśnij <font color="#FFFF00">Shift</font>, aby zobaczyć wskaźniki energii wszystkich jednostek.]]></txt> <txt id="step5">Jak widzisz, to bardzo ważne, aby znać mocne i słabe punkty każdej jednostki!</txt> <txt id="step6"><![CDATA[Ta broń specjalna to <font color="#FFFF00">Rozkaz mobilizacji</font>. Kliknij na tę ikonkę, aby na krótki okres czasu zwiększyć prędkość produkcji. Spróbuj!]]></txt> <txt id="step7">Teraz stwórz kilka jednostek i przekonaj się, jak szybko się z tym uporasz!</txt> <txt id="step8">To jest wskaźnik energii twojej kwatery głównej. Jeśli osiągnie 0, przegrasz bitwę.</txt> <txt id="step8_1">To jest wskaźnik energii kwatery głównej wroga. Jeśli osiągnie 0, wygrasz bitwę.</txt> <txt id="step9"><![CDATA[Kliknij na ten przycisk lub naciśnij <font color="#FFFF00">P</font>, aby włączyć pauzę i otworzyć menu.]]></txt> <txt id="step9_1">Pamiętaj, że nowe jednostki i bronie specjalne będą wprowadzane na każdym nowym poziomie.</txt> <txt id="step10">To wszystko, dowódco! Teraz znasz podstawy. Powodzenia!</txt> </tutopage> <intropage> <txt id="bu">Jednostka podstawowa</txt> <txt id="sp">Broń specjalna</txt> <txt id="un1">Żołnierz z karabinem</txt> <txt id="ue1">Skuteczny przeciwko miotaczowi koktajli Mołotowa</txt> <txt id="ue1_1">Pokonywany przez żołnierza z tarczą</txt> <txt id="ue1_2">Podstawowa jednostka ataku z mocnym karabinem</txt> <txt id="un2">Miotacz koktajli Mołotowa</txt> <txt id="ue2">Skuteczny przeciwko żołnierzowi z tarczą</txt> <txt id="ue2_1">Pokonywany przez żołnierza z karabinem</txt> <txt id="ue2_2">Rozbryzgi powodują uszkodzenia u każdego obiektu, który znajdzie się w pobliżu, dobry do powodowania zniszczeń kwatery głównej</txt> <txt id="un3">Żołnierz z tarczą</txt> <txt id="ue3">Skuteczny przeciwko żołnierzowi z karabinem</txt> <txt id="ue3_1">Pokonywany przez miotacz koktajli Mołotowa</txt> <txt id="ue3_2">Jednostka prewencyjna zdolna do skutecznej obrony, bardzo efektywna przy bliskiej odległości</txt> <txt id="un4">Snajper</txt> <txt id="ue4">Skuteczny przeciwko wszystkim żołnierzom</txt> <txt id="ue4_1">Pokonywany przez kwaterę główną</txt> <txt id="ue4_2">Daleki zasięg, zadaje bardzo poważne uszkodzenia</txt> <txt id="un5">Żołnierz z bazooką</txt> <txt id="ue5">Skuteczny przeciwko kwaterze głównej i czołgowi z działem elektrycznym</txt> <txt id="ue5_1">Pokonywany przez snajpera</txt> <txt id="ue5_2">Jednostka antypojazdowa, odłamki powodują uszkodzenia u jednostek wroga skupionych w grupy</txt> <txt id="un6">Robot</txt> <txt id="ue6">Skuteczny przeciwko wrogiemu robotowi</txt> <txt id="ue6_1">Pokonywany przez czołg</txt> <txt id="ue6_2">Promień laserowy, który powoduje tym większe uszkodzenia, im dłuższy czas ekspozycji. Po zniszczeniu rozpada się na dwa mniejsze roboty</txt> <txt id="un7">Czołg z działem elektrycznym</txt> <txt id="ue7">Skuteczny przeciwko wszystkim jednostkom</txt> <txt id="ue7_1">Pokonywany przez kwaterę główną</txt> <txt id="ue7_2">Solidny, eksperymentalny pojazd z mocnym działkiem elektrycznym</txt> <txt id="pn1">Rozkaz mobilizacji</txt> <txt id="pe1">Skraca na chwilę czas produkcji</txt> <txt id="pn2">Ciężarówka-samobójca</txt> <txt id="pe2">Siejąca zniszczenia ciężarówka, która wybucha w momencie zderzenia</txt> <txt id="pn3">Bomba czasowa</txt> <txt id="pe3">Mocny ładunek wybuchowy z zapalnikiem czasowym, który można podłożyć w dowolnym miejscu</txt> <txt id="pn4">Ostrzał z powietrza</txt> <txt id="pe4">Duża ilość pocisków wybuchowych, która powali na kolana nawet najbardziej doświadczonych żołnierzy</txt> <txt id="pn5">Władca umysłów</txt> <txt id="pe5">Elitarny dowódca, który przeprowadza pranie mózgu u jednostek wroga.</txt> <txt id="m1">Misja 1/5</txt> <txt id="m1_1">Dzielnica Handlowa Yokobushi</txt> <txt id="m2">Misja 2/5</txt> <txt id="m2_1">Metro w północnej części miasta</txt> <txt id="m3">Misja 3/5</txt> <txt id="m3_1">Park w Centrum</txt> <txt id="m4">Misja 4/5</txt> <txt id="m4_1">Most zachodni</txt> <txt id="m5">Misja 5/5</txt> <txt id="m5_1">Przedmieścia</txt> </intropage> <menupage> <txt id="options">Opcje</txt> <txt id="retry">Spróbuj jeszcze raz</txt> <txt id="exit">Wyjście</txt> <txt id="htp">Jak grać</txt> <txt id="resume">Kontynuuj</txt> </menupage> <gamepage> <txt id="menu">Menu</txt> <txt id="eh">Kwatera główna wroga</txt> <txt id="yh">Twoja kwatera główna</txt> </gamepage> <losepage> <txt id="mf">Misja nie powiodła się</txt> <txt id="du">Czas trwania:</txt> <txt id="cu">CStworzone jednostki:</txt> <txt id="ku">Zabite jednostki:</txt> <txt id="lu">Stracone jednostki:</txt> <txt id="li">Życie:</txt> <txt id="sc">Wynik:</txt> <txt id="re">Jeszcze raz</txt> <txt id="mm">Menu główne</txt> <txt id="mc">Misja ukończona</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Gratulacje! <br>Dzięki twojemu znakomitemu dowództwu miasto Yokimado zostało ocalone!]]></txt> <txt id="score">Wynik</txt> <txt id="in">Wpisz swoje imię</txt> <txt id="ss">Zapisz wynik</txt> <txt id="cr">Autorzy</txt> <txt id="new">Nowy</txt> <txt id="gd">Projekt gry</txt> <txt id="aw">Opracowanie graficzne</txt> <txt id="pg">Programowanie</txt> <txt id="close">Zamknij</txt> </finalpage> </languages> ; public static var language12:XML = <languages> <startpage> <txt id="ngBtn">Новая игра</txt> <txt id="cgBtn">Продолжить игру</txt> <txt id="htpBtn">Как играть</txt> <txt id="tuBtn">Тренировка</txt> <txt id="scoreBtn">Рекорды</txt> <txt id="optBtn">Настройки</txt> <txt id="playMore">Сыграйте в другие стратегии на</txt> </startpage> <learnpage> <txt id="topTxt"><![CDATA[Примите участие в City Invasion! Чтобы одержать победу, необходимо уничтожить штаб противника, прежде чем враг уничтожит ваш штаб.]]></txt> <txt id="cBtn">Обратно</txt> <txt id="unitExp"><![CDATA[Чтобы выбрать нужный значок, нажимайте клавиши <font color="#FFFFFF">"влево"/"вправо"</font> (выбранный значок выделяется красной рамкой). Чтобы создать бойца или использовать особые возможности, щелкните мышью по значку или нажмите <font color="#FFFFFF">пробел</font>.]]></txt> <txt id="specialExp"><![CDATA[Чтобы выбрать нужный значок, нажимайте клавиши <font color="#FFFFFF">"влево"/"вправо"</font> (выбранный значок выделяется красной рамкой). Чтобы создать бойца или использовать особые возможности, щелкните мышью по значку или нажмите <font color="#FFFFFF">пробел</font>.]]></txt> <txt id="lifeBarExp">Показывает запас прочности ("жизни") вашего штаба.</txt> <txt id="menuExp">Щелкните мышью по этой кнопке или нажмите 'P', чтобы вызвать меню настроек.</txt> <txt id="lanesExp"><![CDATA[На поле боя имеется пять дорожек. Стрелки показывают, на какой дорожке вы находитесь. Чтобы выбрать дорожку, щелкните мышью на поле боя или нажмите клавиши <font color="#FFFFFF">"вверх"/"вниз"</font>.]]></txt> <txt id="showLifeExp"><![CDATA[Нажмите <font color="#FFFFFF">Shift</font>, чтобы увидеть индикатор здоровья всех боевых единиц.]]></txt> </learnpage> <scorepage> <txt id="continue">Продолжать</txt> <txt id="a10">Другие стратегии на</txt> </scorepage> <optpage> <txt id="options">Настройки</txt> <txt id="vq">КАЧЕСТВО ГРАФИКИ</txt> <txt id="se">ЗВУК</txt> <txt id="m">МУЗЫКА</txt> <txt id="back">Обратно</txt> <txt id="high">ВЫСОКОЕ</txt> <txt id="medium">СРЕДНЕЕ</txt> <txt id="low">НИЗКОЕ</txt> <txt id="on">ВКЛ.</txt> <txt id="off">ВЫКЛ.</txt> </optpage> <choosepage> <txt id="txt">Вы уверены, что хотите пропустить тренировку и сразу начать свой первый бой?</txt> <txt id="yes">Да</txt> <txt id="no">Нет</txt> </choosepage> <tutopage> <txt id="st">Пропустить тренировку</txt> <txt id="step0">Здравия желаю, товарищ командир! Докладываю: в столице мира, городе-герое Москве была отменена регистрация приезжих. Преступные группировки пытаются захватить город! Ваша задача – возглавить бригаду ОМОНа и защитить столицу!</txt> <txt id="step0_1"><![CDATA[<br><br>Эта тренировка поможет вам освоить основы командования войсками перед боем.]]></txt> <txt id="step1"><![CDATA[Враг направил <font color="#FFFF00">бойца с напалмовыми гранатами</font>, чтобы атаковать наш штаб. Чтобы защитить штаб, выберите изображение <font color="#FFFF00">бойца с дробовиком</font> или нажмите <font color="#FFFF00">пробел</font>, создав защитника. <font color="#FFFF00">Боец с дробовиком</font> прекрасно справляется с <font color="#FFFF00">бойцами с напалмовыми гранатами</font>]]>. </txt> <txt id="step2"><![CDATA[Эти стрелки указывают, на какой дорожке вы находитесь. Вражеский боец появился на нижней дорожке. Чтобы выбрать эту дорожку, щелкните мышью в нижней части поля боя или используйте для выбора клавиши <font color="#FFFF00">"вверх"/"вниз"</font>.]]></txt> <txt id="step2_1">Выберите эту дорожку</txt> <txt id="step3"><![CDATA[Отлично! Противник направил <font color="#FFFF00">бойца со щитом</font>. В этом случае лучшим защитником будет <font color="#FFFF00">боец с напалмовыми гранатами</font>. Чтобы создать его, щелкните по соответствующему значку (или используйте клавиши <font color="#FFFF00">"влево"/"вправо"</font> и <font color="#FFFF00">пробел</font>).]]></txt> <txt id="step4"><![CDATA[Сначала выберите нужную дорожку. Создайте <font color="#FFFF00">бойца со щитом</font>, чтобы отразить атаку вражеского <font color="#FFFF00">бойца с дробовиком</font>. Чтобы увидеть индикаторы жизни всех бойцов, нажмите <font color="#FFFF00">Shift</font>.]]></txt> <txt id="step5">Как видите, важно знать сильные и слабые стороны каждой боевой единицы.</txt> <txt id="step6"><![CDATA[Эта особая возможность называется <font color="#FFFF00">"Приказ о мобилизации"</font>. Щелкните по этому значку, чтобы ненадолго ускорить создание бойцов. Попробуйте!]]></txt> <txt id="step7">А теперь создайте несколько бойцов и увидите, насколько быстро пойдет дело!</txt> <txt id="step8">Это индикатор "жизни" вашего штаба. Если он достигнет нуля, вы проиграли. </txt> <txt id="step8_1">Это индикатор "жизни" вражеского штаба. Если он достигнет нуля, вы выиграли бой.</txt> <txt id="step9"><![CDATA[Щелкните мышью по этой кнопке или нажмите <font color="#FFFF00">'P'</font>, чтобы остановить игру и открыть меню.]]></txt> <txt id="step9_1">На каждом из уровней вы будете получать доступ к новым боевым единицам и особым возможностям.</txt> <txt id="step10">Вот и все, товарищ командир! Теперь вы знаете, что делать. Удачи в бою!</txt> </tutopage> <intropage> <txt id="bu">Основные боевые единицы</txt> <txt id="sp">Особые возможности</txt> <txt id="un1">Боец с дробовиком</txt> <txt id="ue1">Эффективен против бойца с напалмовыми гранатами</txt> <txt id="ue1_1">Слаб против бойца со щитом</txt> <txt id="ue1_2">Основная боевая единица. Вооружен мощным дробовиком.</txt> <txt id="un2">Боец с напалм. гранатами</txt> <txt id="ue2">Эффективен против бойца со щитом</txt> <txt id="ue2_1">Слаб против бойца с дробовиком</txt> <txt id="ue2_2">Взрыв наносит повреждения всем находящимся поблизости бойцам. Хорошо действует против штаба.</txt> <txt id="un3">Боец со щитом</txt> <txt id="ue3">Эффективен против бойца с дробовиком</txt> <txt id="ue3_1">Слаб против бойца с напалмовыми гранатами</txt> <txt id="ue3_2">Омоновец, привыкший разгонять демонстрации. Хорошо защищен, силен в рукопашной.</txt> <txt id="un4">Снайпер</txt> <txt id="ue4">Эффективен против любых бойцов</txt> <txt id="ue4_1">Слаб против штаба</txt> <txt id="ue4_2">Высокая дальность стрельбы. Наносит серьезные повреждения.</txt> <txt id="un5">Гранатометчик</txt> <txt id="ue5">Эффективен против штаба и танка "Громобой"</txt> <txt id="ue5_1">Слаб против снайпера</txt> <txt id="ue5_2">Истребитель техники. Взрыв гранаты наносит повреждения скоплениям противника.</txt> <txt id="un6">Робот</txt> <txt id="ue6">Эффективен против вражеских роботов</txt> <txt id="ue6_1">Слаб против танков</txt> <txt id="ue6_2">Вооружен лазером, наносящим со временем все большие повреждения. В случае уничтожения превращается в двух роботов поменьше.</txt> <txt id="un7">Танк "Громобой"</txt> <txt id="ue7">Эффективен против любых бойцов и техники</txt> <txt id="ue7_1">Слаб против штаба</txt> <txt id="ue7_2">Экспериментальный образец бронетехники, вооруженный мощным электроразрядником.</txt> <txt id="pn1">Приказ о мобилизации</txt> <txt id="pe1">Позволяет ненадолго ускорить производство</txt> <txt id="pn2">Машина камикадзе</txt> <txt id="pe2">Маньяк за рулем! При столкновении взрывается.</txt> <txt id="pn3">Часовая бомба</txt> <txt id="pe3">Мощный фугас с часовым механизмом, который можно заложить где угодно. </txt> <txt id="pn4">Бомбардировка</txt> <txt id="pe4">Фугасные бомбы, сбрасываемые со штурмовика, смертельно опасны даже для отборных бойцов.</txt> <txt id="pn5">Замполит-гипнотизер</txt> <txt id="pe5">Профессиональный пропагандист, промывающий мозги вражеским бойцам.</txt> <txt id="m1">Задание 1/5</txt> <txt id="m1_1">Охотный Ряд </txt> <txt id="m2">Задание 2/5</txt> <txt id="m2_1">Оборона метро</txt> <txt id="m3">Задание 3/5</txt> <txt id="m3_1">Битцевский парк</txt> <txt id="m4">Задание 4/5</txt> <txt id="m4_1">Мост через Москву-реку</txt> <txt id="m5">Задание 5/5</txt> <txt id="m5_1">Подмосковье</txt> </intropage> <menupage> <txt id="options">Опции</txt> <txt id="retry">Еще раз</txt> <txt id="exit">Выход</txt> <txt id="htp">Как играть</txt> <txt id="resume">Продолжать</txt> </menupage> <gamepage> <txt id="menu">Меню</txt> <txt id="eh">Штаб противника</txt> <txt id="yh">Ваш штаб</txt> </gamepage> <losepage> <txt id="mf">Задание провалено</txt> <txt id="du">Время</txt> <txt id="cu">Создано бойцов:</txt> <txt id="ku">Уничтожено:</txt> <txt id="lu">Боевые потери:</txt> <txt id="li">Жизнь:</txt> <txt id="sc">Счет:</txt> <txt id="re">Еще раз</txt> <txt id="mm">Главное меню</txt> <txt id="mc">Задание выполнено!</txt> </losepage> <finalpage> <txt id="cong"><![CDATA[Поздравляем! <br>Город-герой Москва был спасен благодаря вашему умелым действиям!]]></txt> <txt id="score">Счет</txt> <txt id="in">Введите имя</txt> <txt id="ss">Сохранить результат</txt> <txt id="cr">Авторы</txt> <txt id="new">Новый</txt> <txt id="gd">Дизайн игры</txt> <txt id="aw">Оформление</txt> <txt id="pg">Программирование</txt> <txt id="close">Закрыть</txt> </finalpage> </languages> ; public static function getLanguageXML(_arg1:String):XML{ switch (_arg1){ case "us": language.Language = 1; return (language1); case "us2": language.Language = 17; return (language1); case "uk": language.Language = 13; return (language2); case "dutch": language.Language = 3; return (language3); case "french": language.Language = 4; return (language4); case "german": language.Language = 5; return (language5); case "spanish": language.Language = 9; return (language6); case "brazilian": language.Language = 10; GameVariables.txtDistance = 12; return (language7); case "portuguese": language.Language = 14; return (language8); case "italian": language.Language = 8; GameVariables.txtDistance = 11; return (language9); case "swedish": language.Language = 7; return (language10); case "polish": language.Language = 6; GameVariables.txtDistance = 12; return (language11); case "russian": language.Language = 12; return (language12); case "indonesian": language.Language = 11; GameVariables.txtDistance = 11; return (language13); case "japanese": language.Language = 15; return (language14); case "chinese": language.Language = 2; return (language15); }; return (null); } } }//package com.veltive.cityinvasion.utils
Section 109
//LanguageManager (com.veltive.cityinvasion.utils.LanguageManager) package com.veltive.cityinvasion.utils { import flash.display.*; public class LanguageManager extends MovieClip { private static var _xml:XML; public static function loadLanguageXML(_arg1:String="us"):void{ _xml = Language.getLanguageXML(_arg1); } public static function getStr(_arg1:String, _arg2:String):String{ var str:String; var page = _arg1; var id = _arg2; str = _xml.elements(page)[0].elements().(@id == id); return (str); } } }//package com.veltive.cityinvasion.utils
Section 110
//LocalFile (com.veltive.cityinvasion.utils.LocalFile) package com.veltive.cityinvasion.utils { import com.veltive.cityinvasion.*; import flash.net.*; public class LocalFile { private static var SO:SharedObject = SharedObject.getLocal("CI"); public static var LATEST_RECORD; private static var _currentAccount:Object; private static function addScore(_arg1:Object){ var _local2:SharedObject = SO; if (_local2.data.scoreArr == undefined){ _local2.data.scoreArr = []; _local2.data.scoreArr.push(_arg1); LATEST_RECORD = 0; return; }; var _local3:Array = _local2.data.scoreArr; var _local4:* = 0; while (_local4 < _local3.length) { if (_arg1.score >= _local3[_local4].score){ _local3.splice(_local4, 0, _arg1); LATEST_RECORD = _local4; if (_local3.length > GameVariables.MAX_RECORDS){ _local3.length = GameVariables.MAX_RECORDS; }; return; }; _local4++; }; _local3.push(_arg1); LATEST_RECORD = 0; if (_local3.length > GameVariables.MAX_RECORDS){ _local3.length = GameVariables.MAX_RECORDS; }; } public static function get LEVEL(){ var _local1:SharedObject = SO; var _local2:* = _local1.data.level; return (_local2); } public static function GET_CURRENT_SCORE():Number{ var _local1:SharedObject = SO; var _local2:* = ((((_local1.data[("score" + 1)] + _local1.data[("score" + 2)]) + _local1.data[("score" + 3)]) + _local1.data[("score" + 4)]) + _local1.data[("score" + 5)]); return (_local2); } public static function GET_HIGH_SCORE_ARR():Array{ var _local1:SharedObject = SO; if (_local1.data.scoreArr != undefined){ return (_local1.data.scoreArr); }; return (new Array()); } public static function set LEVEL(_arg1:int){ var _local2:SharedObject = SO; var _local3:* = LEVEL; _local2.data.level = _arg1; if (((_local3) && ((_local3 > _arg1)))){ _local2.data.level = _local3; }; _local2.flush(); } public static function set HIGH_SCORE(_arg1:Number){ var _local2:SharedObject = SO; if (((((!((_local2.data[("score" + GameVariables.LEVEL)] == undefined))) && ((_arg1 > _local2.data[("score" + GameVariables.LEVEL)])))) || (!(_local2.data[("score" + GameVariables.LEVEL)])))){ _local2.data[("score" + GameVariables.LEVEL)] = _arg1; }; _local2.flush(); } public static function SUBMIT_SCORE(_arg1:String):Boolean{ RESET(); var _local2:SharedObject = SO; var _local3:* = {}; _local3.score = ((((_local2.data[("score" + 1)] + _local2.data[("score" + 2)]) + _local2.data[("score" + 3)]) + _local2.data[("score" + 4)]) + _local2.data[("score" + 5)]); var _local4:Date = new Date(); _local3.date = ((((((_local4.getFullYear() + "-") + (_local4.getMonth() + 1)) + "-") + _local4.getDate()) + " ") + _local4.toLocaleTimeString()); _local3.user = _arg1; addScore(_local3); if (_local2.data.scoreArr.indexOf(_local3) <= GameVariables.MAX_RECORDS){ return (true); }; return (false); } private static function RESET(){ GameVariables.LEVEL = 0; LocalFile.CURRENT_LEVEL = 1; LocalFile.LEVEL = 1; GameVariables.SAVED_LEVEL = 1; GameVariables.LEVEL = 1; } public static function CLEAR_RECORDS(){ var _local1:SharedObject = SO; _local1.data.scoreArr = []; } public static function CREATE_ACCOUNT(){ RESET(); var _local1:Date = new Date(); var _local2:* = ("PLAYER_" + int((Math.random() * 1000000))); var _local3:SharedObject = SO; var _local4:* = {}; _local4.score = 0; _local4.user = _local2; _local3.data.currentAccount = _local4; var _local5:* = 1; while (_local5 <= GameVariables.MAX_LEVEL) { _local3.data[("score" + _local5)] = 0; _local5++; }; GameVariables.LEVEL = 1; } public static function get HIGH_SCORE():Number{ var _local1:SharedObject = SO; var _local2:* = _local1.data[("score" + GameVariables.LEVEL)]; if ((((_local2 == undefined)) || ((_local2 == null)))){ _local2 = 0; }; return (_local2); } public static function CREATE_DEFAULT_SCORES(){ var _local5:*; var _local1:SharedObject = SO; if (_local1.data._isNotFirstTime1 == undefined){ _local1.data._isNotFirstTime1 = true; } else { return; }; _local1.data.scoreArr = []; var _local2:* = ["Leon", "David", "James", "Hugo", "Alexander", "Harrison", "Candy", "Nobert", "Steven", "Thomas"]; var _local3:* = ["2009-2-10 11:00:59 AM", "2009-1-16 11:05:59 AM", "2009-2-3 11:00:55 PM", "2009-1-15 11:10:59 AM", "2009-1-21 11:00:59 PM", "2009-2-11 10:01:55 AM", "2009-2-10 11:06:59 AM", "2009-2-11 11:00:59 AM", "2009-2-11 11:02:59 AM", "2009-2-11 11:04:59 AM"]; var _local4:* = 0; while (_local4 < GameVariables.MAX_RECORDS) { _local5 = {}; _local5.score = int((200000 * Math.random())); _local5.user = _local2[_local4]; _local5.date = _local3[_local4]; addScore(_local5); _local4++; }; } public static function get FIRST_PLAY():Boolean{ var _local1:SharedObject = SO; if (_local1.data.first_play5 == undefined){ _local1.data.first_play5 = false; return (true); }; return (false); } public static function set CURRENT_LEVEL(_arg1:int){ var _local2:SharedObject = SO; _local2.data.level = _arg1; _local2.flush(); } public static function CHECK_SCORE():Boolean{ var _local1:SharedObject = SO; var _local2:* = ((((_local1.data[("score" + 1)] + _local1.data[("score" + 2)]) + _local1.data[("score" + 3)]) + _local1.data[("score" + 4)]) + _local1.data[("score" + 5)]); var _local3:* = _local1.data.scoreArr; if (((!(_local3)) || ((_local3.length < GameVariables.MAX_RECORDS)))){ return (true); }; if (_local3[(_local3.length - 1)].score >= _local2){ return (false); }; return (true); } } }//package com.veltive.cityinvasion.utils
Section 111
//Restriction (com.veltive.cityinvasion.utils.Restriction) package com.veltive.cityinvasion.utils { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ammos.*; public class Restriction { public static function getFavoured(_arg1:String):String{ if (_arg1 == UnitFactory.COP_WITH_SHOTGUN){ return (UnitFactory.COP_WITH_SHIELD); }; if (_arg1 == UnitFactory.COP_WITH_SHIELD){ return (UnitFactory.COP_WITH_SHIELD); }; if (_arg1 == UnitFactory.ROCKET_SOLIDER){ return (UnitFactory.SNIPER); }; if (_arg1 == UnitFactory.CIVILIAN_WITH_ROCK){ return (UnitFactory.COP_WITH_SHOTGUN); }; if (_arg1 == UnitFactory.SNIPER){ return (UnitFactory.SNIPER); }; if (_arg1 == UnitFactory.TANK){ return (UnitFactory.ROCKET_SOLIDER); }; if (_arg1 == UnitFactory.ROBOT){ return (UnitFactory.CIVILIAN_WITH_ROCK); }; return (UnitFactory.COP_WITH_SHIELD); } public static function HurtRate(_arg1:String, _arg2:String):Number{ if ((((_arg1 == UnitFactory.HEADQUARTERS)) && ((_arg2 == AmmoFactory.BULLET)))){ return (0.1); }; if ((((_arg1 == UnitFactory.HEADQUARTERS)) && ((_arg2 == AmmoFactory.EXTEND_AMMO)))){ return (0); }; if ((((_arg1 == UnitFactory.COP_WITH_SHIELD)) && ((_arg2 == AmmoFactory.RIFLE)))){ return (0.5); }; if ((((_arg1 == UnitFactory.COP_WITH_SHIELD)) && ((_arg2 == AmmoFactory.MOLOTOV)))){ return (3); }; if ((((_arg1 == UnitFactory.COP_WITH_SHIELD)) && ((_arg2 == AmmoFactory.ROCKET)))){ return (2); }; if ((((_arg1 == UnitFactory.HEADQUARTERS)) && ((_arg2 == AmmoFactory.MOLOTOV)))){ return (1.5); }; if ((((_arg1 == UnitFactory.COP_WITH_SHOTGUN)) && ((_arg2 == AmmoFactory.MOLOTOV)))){ return (0.5); }; if ((((_arg1 == UnitFactory.SNIPER)) && ((_arg2 == AmmoFactory.ROCKET)))){ return (0.3); }; if ((((_arg1 == UnitFactory.HEADQUARTERS)) && ((_arg2 == AmmoFactory.MIND)))){ return (0); }; if ((((_arg1 == UnitFactory.HEADQUARTERS)) && ((_arg2 == AmmoFactory.TIME_BOMB)))){ return (0.3); }; if ((((_arg1 == UnitFactory.HEADQUARTERS)) && ((_arg2 == AmmoFactory.BOLT)))){ return (0.1); }; if ((((_arg1 == UnitFactory.TANK)) && ((_arg2 == AmmoFactory.ROCKET)))){ return (3); }; if ((((_arg1 == UnitFactory.TANK)) && ((_arg2 == AmmoFactory.BOLT)))){ return (2); }; if ((((_arg1 == UnitFactory.TANK)) && ((_arg2 == AmmoFactory.TIME_BOMB)))){ return (2); }; if ((((_arg1 == UnitFactory.TANK)) && ((_arg2 == AmmoFactory.LASER)))){ return (0.5); }; if ((((_arg1 == UnitFactory.TANK)) && ((_arg2 == AmmoFactory.BULLET)))){ return (0.2); }; if ((((_arg1 == UnitFactory.ROCKET_SOLIDER)) && ((_arg2 == AmmoFactory.BOLT)))){ return (0.5); }; if ((((_arg1 == UnitFactory.HEADQUARTERS)) && ((_arg2 == AmmoFactory.EXPLODE_SUICIDE_CAR)))){ return (0.5); }; if ((((_arg1 == UnitFactory.TANK)) && ((_arg2 == AmmoFactory.MIND)))){ return (5); }; if ((((_arg1 == UnitFactory.FLY_ROBOT)) && ((_arg2 == AmmoFactory.MIND)))){ return (0); }; if ((((_arg1 == UnitFactory.ROBOT)) && ((_arg2 == AmmoFactory.MIND)))){ return (0); }; if ((((_arg1 == UnitFactory.SUICIDE_CAR)) && ((_arg2 == AmmoFactory.MIND)))){ return (0); }; if ((((_arg1 == UnitFactory.SUICIDE_CAR)) && ((_arg2 == AmmoFactory.BULLET)))){ return (0.3); }; if ((((_arg1 == UnitFactory.SUICIDE_CAR)) && ((_arg2 == AmmoFactory.ROCKET)))){ return (3); }; return (1); } } }//package com.veltive.cityinvasion.utils
Section 112
//TargetScaner (com.veltive.cityinvasion.utils.TargetScaner) package com.veltive.cityinvasion.utils { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.battlefield.*; public class TargetScaner { public static function findTarget(_arg1:AbstractUnit):AbstractUnit{ var _local3:AbstractUnit; var _local2:Lane = Lane(_arg1.lane); if (_arg1.group == UnitGroup.GROUP_FRIEND){ _local3 = _local2.targetEnemy; } else { _local3 = _local2.targetFriend; }; if (((_local3) && ((Math.abs((((_local3.x + _local3.endAmmoX) - _arg1.x) - _arg1.initAmmoX)) < _arg1.rangeMax)))){ return (_local3); }; return (null); } } }//package com.veltive.cityinvasion.utils
Section 113
//TextTimer (com.veltive.cityinvasion.utils.TextTimer) package com.veltive.cityinvasion.utils { import flash.utils.*; public class TextTimer { public function TextTimer(_arg1:Number, _arg2:Function){ var _local3:Timer = new Timer(_arg1, 1); _local3.addEventListener("timer", _arg2); _local3.start(); } } }//package com.veltive.cityinvasion.utils
Section 114
//TimeKeeper (com.veltive.cityinvasion.utils.TimeKeeper) package com.veltive.cityinvasion.utils { import flash.events.*; import flash.utils.*; public class TimeKeeper { private var _duration;// = 0 var _timer:Timer; public function start(){ _timer = new Timer(1000); _timer.addEventListener(TimerEvent.TIMER, tick); _timer.start(); } function tick(_arg1){ _duration++; } public function clear(){ _timer.stop(); _timer.removeEventListener(TimerEvent.TIMER, tick); } public function get duration():Number{ return (_duration); } } }//package com.veltive.cityinvasion.utils
Section 115
//TypeWriter (com.veltive.cityinvasion.utils.TypeWriter) package com.veltive.cityinvasion.utils { import flash.events.*; import flash.display.*; import flash.text.*; public class TypeWriter extends Sprite { private var _rowTypewriter; private var _currentNum;// = 0 private var rowH;// = 30 private var _StrArr:Array; private var _isCenter:Boolean; public function TypeWriter(_arg1:Boolean=true){ _StrArr = []; _isCenter = _arg1; } public function start(){ createRow(); } public function set interval(_arg1:int){ _rowTypewriter._interval = int; } function createRow(_arg1=null){ _rowTypewriter = new RowTypewriter(_StrArr[_currentNum], _isCenter); _rowTypewriter.y = (rowH * _currentNum); if (_currentNum == (_StrArr.length - 1)){ }; _rowTypewriter.addEventListener(Event.COMPLETE, finished); addChild(_rowTypewriter); } public function addString(_arg1:String):void{ _StrArr.push(_arg1); _currentNum = 0; } public function clear(){ var _local2:*; var _local1:* = 0; while (_local1 < this.numChildren) { _local2 = this.getChildAt(_local1); if ((_local2 is RowTypewriter)){ _local2.removeEventListener(Event.COMPLETE, createRow); _local2.clear(); _local1--; }; _local1++; }; } function finished(_arg1){ _arg1.currentTarget.removeEventListener(Event.COMPLETE, createRow); _currentNum++; if (_currentNum < _StrArr.length){ createRow(); } else { dispatchEvent(new Event(Event.COMPLETE)); }; } } }//package com.veltive.cityinvasion.utils import flash.events.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import flash.utils.*; class RowTypewriter extends Sprite { private var _timer:Timer; public var _startDelayLeft;// = 10 private var _block; private var _txtContainer:Sprite; public var _interval;// = 4 private var _time:Number;// = 0 public var _endDelayLeft;// = 20 private var _str:String;// = "Missiion 1" private var _wordNum; private var _currentNum;// = 0 private var _isCenter:Boolean;// = true private function RowTypewriter(_arg1:String, _arg2:Boolean=true):void{ var _local4:String; _block = new TypeBlock(); super(); _str = _arg1; _isCenter = _arg2; _wordNum = _str.length; _txtContainer = new Sprite(); addChild(_txtContainer); var _local3:* = 0; while (_local3 < _wordNum) { _local4 = _str.substr(_local3, 1); type(_local3, _local4); _local3++; }; if (_isCenter){ _txtContainer.x = ((700 - _txtContainer.width) / 2); }; _timer = new Timer(10); _timer.addEventListener(TimerEvent.TIMER, tick); _timer.start(); } private function type(_arg1, _arg2){ var _local4:*; var _local3:* = new TypeTxt(); _local3.txt.text = _arg2; _local3.txt.selectable = false; _local3.name = _arg1; _local3.txt.autoSize = "left"; _local3.visible = false; _txtContainer.addChild(_local3); if (_arg1 == 0){ } else { _local4 = _txtContainer.getChildByName(String((_arg1 - 1))); _local3.x = (_local4.x + GameVariables.txtDistance); }; } public function clear():void{ _block.stop(); _timer.stop(); _timer.removeEventListener(TimerEvent.TIMER, tick); if (this.parent){ this.parent.removeChild(this); }; } private function checkEndDelay():Boolean{ if (_endDelayLeft-- <= 0){ return (true); }; return (false); } private function tick(_arg1){ var _local2:*; var _local3:GameSound; _time++; if (_currentNum <= (_wordNum - 1)){ _local2 = _txtContainer.getChildByName(String(_currentNum)); _txtContainer.addChild(_block); _block.x = _local2.x; _block.y = (_local2.y + 3); }; if ((_time % _interval) == 0){ _time = 0; if (checkStartDelay() == false){ return; }; if (_currentNum <= (_wordNum - 1)){ _local2.visible = true; _currentNum++; if (_local2.txt.text != " "){ _local3 = new GameSound(new TypeSound()); _local3.resume(); }; } else { if (checkEndDelay() == true){ _timer.stop(); _timer.removeEventListener(TimerEvent.TIMER, tick); dispatchEvent(new Event(Event.COMPLETE)); _block.stop(); _txtContainer.removeChild(_block); }; }; }; } private function checkStartDelay():Boolean{ if (_startDelayLeft-- <= 0){ return (true); }; return (false); } }
Section 116
//Volume (com.veltive.cityinvasion.utils.Volume) package com.veltive.cityinvasion.utils { import flash.events.*; import flash.display.*; public class Volume extends Sprite { private static var _volume; public function change(){ dispatchEvent(new Event(Event.CHANGE)); } public static function getInstance(){ if (_volume == null){ _volume = new (Volume); }; return (_volume); } } }//package com.veltive.cityinvasion.utils
Section 117
//Command (com.veltive.cityinvasion.Command) package com.veltive.cityinvasion { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import com.veltive.cityinvasion.player.*; import flash.events.*; import com.veltive.cityinvasion.ammos.*; import flash.text.*; import com.veltive.cityinvasion.commands.*; public class Command { private static var AppointArr:Array = []; public static function getPlayerData(_arg1:int):PlayerData{ if (GameVariables.PLAYER_FRIEND.group == _arg1){ return (GameVariables.PLAYER_FRIEND); }; return (GameVariables.PLAYER_ENEMY); } public static function getLane(_arg1):Lane{ var _local2:BattleField = BattleField.getInstance(); var _local3:int = _arg1; if (_arg1 < 0){ _local3 = Math.floor((Math.random() * GameVariables.LANES_NUM)); }; var _local4:Lane = _local2.lanes[_local3]; return (_local4); } public static function addUnit(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1):AbstractUnit{ if ((_arg4 < 0)){ _arg4 = 0; //unresolved jump }; var _local5:* = getLane(_arg3); var _local6:AbstractUnit = UnitFactory.getUnit(_arg1, _arg2); _local5.addUnit(_local6); return (_local6); } private static function cmdRemoved(_arg1){ var _local2:Appoint = _arg1.currentTarget; var _local3:* = AppointArr.indexOf(_local2); if (_local3 != -1){ AppointArr.splice(_local3, 1); } else { trace("cmd not in the list?"); }; _local2.removeEventListener(Event.REMOVED, cmdRemoved); } public static function cheer(_arg1:int=1){ var _local4:Lane; var _local5:Array; var _local6:Array; var _local7:*; var _local2:* = 0; var _local3:* = 0; while (_local3 < BattleField.getInstance().lanes.length) { _local4 = BattleField.getInstance().lanes[_local3]; _local5 = []; _local6 = []; if (_arg1 == -1){ _local5 = _local4.getFriendArr(GameVariables.HUMAN_GROUP); _local6 = _local4.getEnemyArr(GameVariables.HUMAN_GROUP); } else { _local6 = _local4.getFriendArr(GameVariables.HUMAN_GROUP); _local5 = _local4.getEnemyArr(GameVariables.HUMAN_GROUP); }; _local7 = 0; while (_local7 < _local6.length) { _local6[_local7].state = UnitStateFactory.CHEER; _local7++; }; _local7 = 0; while (_local7 < _local5.length) { if (_local5[_local7]){ if (_local2 < 2){ _local5[_local7].state = UnitStateFactory.DIE; _local2++; } else { _local5[_local7].state = UnitStateFactory.SILENT_DIE; }; _local7--; }; _local7++; }; _local3++; }; } public static function clear(){ while (AppointArr.length) { AppointArr[0].clear(); }; } public static function AddMobilisation(_arg1:ProduceBtn):void{ var _local2:Mobilisation = new Mobilisation(_arg1); AppointArr.push(_local2); _local2.addEventListener(Event.REMOVED, cmdRemoved); _local2.resume(); } public static function shack(){ var _local1:* = new Shake(); AppointArr.push(_local1); _local1.addEventListener(Event.REMOVED, cmdRemoved); _local1.resume(); } public static function clearBloodBar(){ var _local2:Lane; var _local3:Array; var _local4:Array; var _local5:*; var _local1:* = 0; while (_local1 < BattleField.getInstance().lanes.length) { _local2 = BattleField.getInstance().lanes[_local1]; _local3 = []; _local4 = []; _local4 = _local2.getFriendArr(GameVariables.HUMAN_GROUP); _local3 = _local2.getEnemyArr(GameVariables.HUMAN_GROUP); _local5 = 0; while (_local5 < _local4.length) { AbstractUnit(_local4[_local5]).clearBloodBar(); _local5++; }; _local5 = 0; while (_local5 < _local3.length) { AbstractUnit(_local3[_local5]).clearBloodBar(); _local5++; }; _local1++; }; } public static function pause(){ var _local1:* = 0; while (_local1 < AppointArr.length) { AppointArr[_local1].pause(); _local1++; }; } public static function addBombRain(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1):void{ var _local5:BombRain = new BombRain(_arg1, _arg2, _arg3, _arg4); AppointArr.push(_local5); _local5.addEventListener(Event.REMOVED, cmdRemoved); _local5.resume(); } public static function addRush(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1):void{ var _local5:Rush = new Rush(_arg1, _arg2, _arg3, _arg4); AppointArr.push(_local5); _local5.addEventListener(Event.REMOVED, cmdRemoved); _local5.resume(); } public static function addBloodBar(){ var _local2:Lane; var _local3:Array; var _local4:Array; var _local5:*; var _local1:* = 0; while (_local1 < BattleField.getInstance().lanes.length) { _local2 = BattleField.getInstance().lanes[_local1]; _local3 = []; _local4 = []; _local4 = _local2.getFriendArr(GameVariables.HUMAN_GROUP); _local3 = _local2.getEnemyArr(GameVariables.HUMAN_GROUP); _local5 = 0; while (_local5 < _local4.length) { if (!(_local4[_local5] is Headquarters)){ AbstractUnit(_local4[_local5]).addBloodBar(); }; _local5++; }; _local5 = 0; while (_local5 < _local3.length) { if (!(_local4[_local5] is Headquarters)){ AbstractUnit(_local3[_local5]).addBloodBar(); }; _local5++; }; _local1++; }; } public static function resume(){ var _local1:* = 0; while (_local1 < AppointArr.length) { AppointArr[_local1].resume(); _local1++; }; } public static function putAmmo(_arg1:String, _arg2:int, _arg3:int=-1, _arg4:int=1, _arg5:ProduceBtn=null):void{ var _local6:PutAmmo = new PutAmmo(_arg1, _arg2, _arg3, _arg4, _arg5); AppointArr.push(_local6); _local6.addEventListener(Event.REMOVED, cmdRemoved); _local6.resume(); } } }//package com.veltive.cityinvasion
Section 118
//GameVariables (com.veltive.cityinvasion.GameVariables) package com.veltive.cityinvasion { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.player.*; import com.veltive.cityinvasion.utils.*; import com.veltive.cityinvasion.pages.*; public class GameVariables { public static const STAGE_WIDTH = 700; public static const LANES_NUM:int = 5; public static const PLAYER_ENEMY = new PlayerData(UnitGroup.GROUP_ENEMY); public static const FRAME_RATE = 31; public static const PLAYER_LIFE:Number = 100; public static const MAX_RECORDS = 10; public static const STAGE_HEIGHT = 480; public static const PLAYER_FRIEND = new PlayerData(UnitGroup.GROUP_FRIEND); public static const SHOOTED = "shooted"; public static const SHOOTING = "shooting"; public static const DEAD = "dead"; public static var AI_GROUP:int; public static var SAVED_LEVEL:int; public static var AI_LEVEL = 0; public static var unitsNum = 0; public static var IN_BATTLE:Boolean = false; public static var txtDistance:Number = 13; public static var LANE_DEX_AI = 0; public static var MAX_LEVEL:int = 5; public static var LANE_DEX = 0; public static var HUMAN_GROUP:int; public static var CURRENT_PAGE:AbstractPage; public static var MUSIC_VOLUME:Number = 1; public static var GAME_SPD:Number = 0.5; public static var LEAVE_BODY = false; public static var GIVE_UP_RATE = 0.1; public static var STAGE; public static var SOUND_VOLUME:Number = 1; public static var LEVEL:int; public static function set soundVol(_arg1:Number){ SOUND_VOLUME = _arg1; Volume.getInstance().change(); } public static function set humanGroup(_arg1:int){ HUMAN_GROUP = _arg1; if (_arg1 == UnitGroup.GROUP_FRIEND){ AI_GROUP = UnitGroup.GROUP_ENEMY; } else { AI_GROUP = UnitGroup.GROUP_FRIEND; }; if (_arg1 == UnitGroup.GROUP_FRIEND){ Controler(GamePage.getInstance().ControlerMc).group = UnitGroup.GROUP_FRIEND; Controler(AI.getInstance().controler).group = UnitGroup.GROUP_ENEMY; Controler(AI_TUTO.getInstance().controler).group = UnitGroup.GROUP_ENEMY; } else { Controler(GamePage.getInstance().ControlerMc).group = UnitGroup.GROUP_ENEMY; Controler(AI.getInstance().controler).group = UnitGroup.GROUP_FRIEND; Controler(AI_TUTO.getInstance().controler).group = UnitGroup.GROUP_FRIEND; }; } public static function set musicVol(_arg1:Number){ MUSIC_VOLUME = _arg1; Volume.getInstance().change(); } } }//package com.veltive.cityinvasion
Section 119
//IGameObject (com.veltive.cityinvasion.IGameObject) package com.veltive.cityinvasion { public interface IGameObject { function clear():void; function resume():void; function pause():void; } }//package com.veltive.cityinvasion
Section 120
//IndeterminateBar (fl.controls.progressBarClasses.IndeterminateBar) package fl.controls.progressBarClasses { import flash.display.*; import fl.core.*; import flash.events.*; public class IndeterminateBar extends UIComponent { protected var bar:Sprite; protected var barMask:Sprite; protected var patternBmp:BitmapData; protected var animationCount:uint;// = 0 private static var defaultStyles:Object = {indeterminateSkin:"ProgressBar_indeterminateSkin"}; public function IndeterminateBar(){ animationCount = 0; super(); setSize(0, 0); startAnimation(); } protected function drawBar():void{ var _local1:Graphics; if (patternBmp == null){ return; }; _local1 = bar.graphics; _local1.clear(); _local1.beginBitmapFill(patternBmp); _local1.drawRect(0, 0, (_width + patternBmp.width), _height); _local1.endFill(); } protected function drawMask():void{ var _local1:Graphics; _local1 = barMask.graphics; _local1.clear(); _local1.beginFill(0, 0); _local1.drawRect(0, 0, _width, _height); _local1.endFill(); } override public function get visible():Boolean{ return (super.visible); } override public function set visible(_arg1:Boolean):void{ if (_arg1){ startAnimation(); } else { stopAnimation(); }; super.visible = _arg1; } protected function startAnimation():void{ addEventListener(Event.ENTER_FRAME, handleEnterFrame, false, 0, true); } override protected function draw():void{ if (isInvalid(InvalidationType.STYLES)){ drawPattern(); invalidate(InvalidationType.SIZE, false); }; if (isInvalid(InvalidationType.SIZE)){ drawBar(); drawMask(); }; super.draw(); } override protected function configUI():void{ bar = new Sprite(); addChild(bar); barMask = new Sprite(); addChild(barMask); bar.mask = barMask; } protected function stopAnimation():void{ removeEventListener(Event.ENTER_FRAME, handleEnterFrame); } protected function drawPattern():void{ var _local1:DisplayObject; _local1 = getDisplayObjectInstance(getStyleValue("indeterminateSkin")); if (patternBmp){ patternBmp.dispose(); }; patternBmp = new BitmapData((_local1.width << 0), (_local1.height << 0), true, 0); patternBmp.draw(_local1); } protected function handleEnterFrame(_arg1:Event):void{ if (patternBmp == null){ return; }; animationCount = ((animationCount + 2) % patternBmp.width); bar.x = -(animationCount); } public static function getStyleDefinition():Object{ return (defaultStyles); } } }//package fl.controls.progressBarClasses
Section 121
//BaseButton (fl.controls.BaseButton) package fl.controls { import flash.display.*; import fl.core.*; import flash.events.*; import flash.utils.*; import fl.events.*; public class BaseButton extends UIComponent { protected var _selected:Boolean;// = false private var unlockedMouseState:String; protected var pressTimer:Timer; protected var mouseState:String; protected var background:DisplayObject; private var _mouseStateLocked:Boolean;// = false protected var _autoRepeat:Boolean;// = false private static var defaultStyles:Object = {upSkin:"Button_upSkin", downSkin:"Button_downSkin", overSkin:"Button_overSkin", disabledSkin:"Button_disabledSkin", selectedDisabledSkin:"Button_selectedDisabledSkin", selectedUpSkin:"Button_selectedUpSkin", selectedDownSkin:"Button_selectedDownSkin", selectedOverSkin:"Button_selectedOverSkin", focusRectSkin:null, focusRectPadding:null, repeatDelay:500, repeatInterval:35}; public function BaseButton(){ _selected = false; _autoRepeat = false; _mouseStateLocked = false; super(); buttonMode = true; mouseChildren = false; useHandCursor = false; setupMouseEvents(); setMouseState("up"); pressTimer = new Timer(1, 0); pressTimer.addEventListener(TimerEvent.TIMER, buttonDown, false, 0, true); } protected function endPress():void{ pressTimer.reset(); } public function set mouseStateLocked(_arg1:Boolean):void{ _mouseStateLocked = _arg1; if (_arg1 == false){ setMouseState(unlockedMouseState); } else { unlockedMouseState = mouseState; }; } public function get autoRepeat():Boolean{ return (_autoRepeat); } public function set autoRepeat(_arg1:Boolean):void{ _autoRepeat = _arg1; } override public function set enabled(_arg1:Boolean):void{ super.enabled = _arg1; mouseEnabled = _arg1; } public function get selected():Boolean{ return (_selected); } protected function mouseEventHandler(_arg1:MouseEvent):void{ if (_arg1.type == MouseEvent.MOUSE_DOWN){ setMouseState("down"); startPress(); } else { if ((((_arg1.type == MouseEvent.ROLL_OVER)) || ((_arg1.type == MouseEvent.MOUSE_UP)))){ setMouseState("over"); endPress(); } else { if (_arg1.type == MouseEvent.ROLL_OUT){ setMouseState("up"); endPress(); }; }; }; } public function setMouseState(_arg1:String):void{ if (_mouseStateLocked){ unlockedMouseState = _arg1; return; }; if (mouseState == _arg1){ return; }; mouseState = _arg1; invalidate(InvalidationType.STATE); } protected function startPress():void{ if (_autoRepeat){ pressTimer.delay = Number(getStyleValue("repeatDelay")); pressTimer.start(); }; dispatchEvent(new ComponentEvent(ComponentEvent.BUTTON_DOWN, true)); } protected function buttonDown(_arg1:TimerEvent):void{ if (!_autoRepeat){ endPress(); return; }; if (pressTimer.currentCount == 1){ pressTimer.delay = Number(getStyleValue("repeatInterval")); }; dispatchEvent(new ComponentEvent(ComponentEvent.BUTTON_DOWN, true)); } public function set selected(_arg1:Boolean):void{ if (_selected == _arg1){ return; }; _selected = _arg1; invalidate(InvalidationType.STATE); } override public function get enabled():Boolean{ return (super.enabled); } override protected function draw():void{ if (isInvalid(InvalidationType.STYLES, InvalidationType.STATE)){ drawBackground(); invalidate(InvalidationType.SIZE, false); }; if (isInvalid(InvalidationType.SIZE)){ drawLayout(); }; super.draw(); } protected function setupMouseEvents():void{ addEventListener(MouseEvent.ROLL_OVER, mouseEventHandler, false, 0, true); addEventListener(MouseEvent.MOUSE_DOWN, mouseEventHandler, false, 0, true); addEventListener(MouseEvent.MOUSE_UP, mouseEventHandler, false, 0, true); addEventListener(MouseEvent.ROLL_OUT, mouseEventHandler, false, 0, true); } protected function drawLayout():void{ background.width = width; background.height = height; } protected function drawBackground():void{ var _local1:String; var _local2:DisplayObject; _local1 = (enabled) ? mouseState : "disabled"; if (selected){ _local1 = (("selected" + _local1.substr(0, 1).toUpperCase()) + _local1.substr(1)); }; _local1 = (_local1 + "Skin"); _local2 = background; background = getDisplayObjectInstance(getStyleValue(_local1)); addChildAt(background, 0); if (((!((_local2 == null))) && (!((_local2 == background))))){ removeChild(_local2); }; } public static function getStyleDefinition():Object{ return (defaultStyles); } } }//package fl.controls
Section 122
//Button (fl.controls.Button) package fl.controls { import flash.display.*; import fl.core.*; import fl.managers.*; public class Button extends LabelButton implements IFocusManagerComponent { protected var emphasizedBorder:DisplayObject; protected var _emphasized:Boolean;// = false private static var defaultStyles:Object = {emphasizedSkin:"Button_emphasizedSkin", emphasizedPadding:2}; public static var createAccessibilityImplementation:Function; public function Button(){ _emphasized = false; super(); } override public function drawFocus(_arg1:Boolean):void{ var _local2:Number; var _local3:*; super.drawFocus(_arg1); if (_arg1){ _local2 = Number(getStyleValue("emphasizedPadding")); if ((((_local2 < 0)) || (!(_emphasized)))){ _local2 = 0; }; _local3 = getStyleValue("focusRectPadding"); _local3 = ((_local3)==null) ? 2 : _local3; _local3 = (_local3 + _local2); uiFocusRect.x = -(_local3); uiFocusRect.y = -(_local3); uiFocusRect.width = (width + (_local3 * 2)); uiFocusRect.height = (height + (_local3 * 2)); }; } public function set emphasized(_arg1:Boolean):void{ _emphasized = _arg1; invalidate(InvalidationType.STYLES); } override protected function draw():void{ if (((isInvalid(InvalidationType.STYLES)) || (isInvalid(InvalidationType.SIZE)))){ drawEmphasized(); }; super.draw(); if (emphasizedBorder != null){ setChildIndex(emphasizedBorder, (numChildren - 1)); }; } public function get emphasized():Boolean{ return (_emphasized); } override protected function initializeAccessibility():void{ if (Button.createAccessibilityImplementation != null){ Button.createAccessibilityImplementation(this); }; } protected function drawEmphasized():void{ var _local1:Object; var _local2:Number; if (emphasizedBorder != null){ removeChild(emphasizedBorder); }; emphasizedBorder = null; if (!_emphasized){ return; }; _local1 = getStyleValue("emphasizedSkin"); if (_local1 != null){ emphasizedBorder = getDisplayObjectInstance(_local1); }; if (emphasizedBorder != null){ addChildAt(emphasizedBorder, 0); _local2 = Number(getStyleValue("emphasizedPadding")); emphasizedBorder.x = (emphasizedBorder.y = -(_local2)); emphasizedBorder.width = (width + (_local2 * 2)); emphasizedBorder.height = (height + (_local2 * 2)); }; } public static function getStyleDefinition():Object{ return (UIComponent.mergeStyles(LabelButton.getStyleDefinition(), defaultStyles)); } } }//package fl.controls
Section 123
//ButtonLabelPlacement (fl.controls.ButtonLabelPlacement) package fl.controls { public class ButtonLabelPlacement { public static const TOP:String = "top"; public static const LEFT:String = "left"; public static const BOTTOM:String = "bottom"; public static const RIGHT:String = "right"; } }//package fl.controls
Section 124
//LabelButton (fl.controls.LabelButton) package fl.controls { import flash.display.*; import fl.core.*; import flash.events.*; import fl.managers.*; import fl.events.*; import flash.text.*; import flash.ui.*; public class LabelButton extends BaseButton implements IFocusManagerComponent { protected var _labelPlacement:String;// = "right" protected var _toggle:Boolean;// = false protected var icon:DisplayObject; protected var oldMouseState:String; protected var mode:String;// = "center" public var textField:TextField; protected var _label:String;// = "Label" private static var defaultStyles:Object = {icon:null, upIcon:null, downIcon:null, overIcon:null, disabledIcon:null, selectedDisabledIcon:null, selectedUpIcon:null, selectedDownIcon:null, selectedOverIcon:null, textFormat:null, disabledTextFormat:null, textPadding:5, embedFonts:false}; public static var createAccessibilityImplementation:Function; public function LabelButton(){ _labelPlacement = ButtonLabelPlacement.RIGHT; _toggle = false; _label = "Label"; mode = "center"; super(); } protected function toggleSelected(_arg1:MouseEvent):void{ selected = !(selected); dispatchEvent(new Event(Event.CHANGE, true)); } public function get labelPlacement():String{ return (_labelPlacement); } override protected function keyDownHandler(_arg1:KeyboardEvent):void{ if (!enabled){ return; }; if (_arg1.keyCode == Keyboard.SPACE){ if (oldMouseState == null){ oldMouseState = mouseState; }; setMouseState("down"); startPress(); }; } protected function setEmbedFont(){ var _local1:Object; _local1 = getStyleValue("embedFonts"); if (_local1 != null){ textField.embedFonts = _local1; }; } override protected function keyUpHandler(_arg1:KeyboardEvent):void{ if (!enabled){ return; }; if (_arg1.keyCode == Keyboard.SPACE){ setMouseState(oldMouseState); oldMouseState = null; endPress(); dispatchEvent(new MouseEvent(MouseEvent.CLICK)); }; } override public function get selected():Boolean{ return ((_toggle) ? _selected : false); } public function set labelPlacement(_arg1:String):void{ _labelPlacement = _arg1; invalidate(InvalidationType.SIZE); } public function set toggle(_arg1:Boolean):void{ if (((!(_arg1)) && (super.selected))){ selected = false; }; _toggle = _arg1; if (_toggle){ addEventListener(MouseEvent.CLICK, toggleSelected, false, 0, true); } else { removeEventListener(MouseEvent.CLICK, toggleSelected); }; invalidate(InvalidationType.STATE); } public function get label():String{ return (_label); } override public function set selected(_arg1:Boolean):void{ _selected = _arg1; if (_toggle){ invalidate(InvalidationType.STATE); }; } override protected function draw():void{ if (textField.text != _label){ label = _label; }; if (isInvalid(InvalidationType.STYLES, InvalidationType.STATE)){ drawBackground(); drawIcon(); drawTextFormat(); invalidate(InvalidationType.SIZE, false); }; if (isInvalid(InvalidationType.SIZE)){ drawLayout(); }; if (isInvalid(InvalidationType.SIZE, InvalidationType.STYLES)){ if (((isFocused) && (focusManager.showFocusIndicator))){ drawFocus(true); }; }; validate(); } public function get toggle():Boolean{ return (_toggle); } override protected function configUI():void{ super.configUI(); textField = new TextField(); textField.type = TextFieldType.DYNAMIC; textField.selectable = false; addChild(textField); } override protected function drawLayout():void{ var _local1:Number; var _local2:String; var _local3:Number; var _local4:Number; var _local5:Number; var _local6:Number; var _local7:Number; var _local8:Number; _local1 = Number(getStyleValue("textPadding")); _local2 = ((((icon == null)) && ((mode == "center")))) ? ButtonLabelPlacement.TOP : _labelPlacement; textField.height = (textField.textHeight + 4); _local3 = (textField.textWidth + 4); _local4 = (textField.textHeight + 4); _local5 = ((icon)==null) ? 0 : (icon.width + _local1); _local6 = ((icon)==null) ? 0 : (icon.height + _local1); textField.visible = (label.length > 0); if (icon != null){ icon.x = Math.round(((width - icon.width) / 2)); icon.y = Math.round(((height - icon.height) / 2)); }; if (textField.visible == false){ textField.width = 0; textField.height = 0; } else { if ((((_local2 == ButtonLabelPlacement.BOTTOM)) || ((_local2 == ButtonLabelPlacement.TOP)))){ _local7 = Math.max(0, Math.min(_local3, (width - (2 * _local1)))); if ((height - 2) > _local4){ _local8 = _local4; } else { _local8 = (height - 2); }; _local3 = _local7; textField.width = _local3; _local4 = _local8; textField.height = _local4; textField.x = Math.round(((width - _local3) / 2)); textField.y = Math.round(((((height - textField.height) - _local6) / 2) + ((_local2)==ButtonLabelPlacement.BOTTOM) ? _local6 : 0)); if (icon != null){ icon.y = Math.round(((_local2)==ButtonLabelPlacement.BOTTOM) ? (textField.y - _local6) : ((textField.y + textField.height) + _local1)); }; } else { _local7 = Math.max(0, Math.min(_local3, ((width - _local5) - (2 * _local1)))); _local3 = _local7; textField.width = _local3; textField.x = Math.round(((((width - _local3) - _local5) / 2) + ((_local2)!=ButtonLabelPlacement.LEFT) ? _local5 : 0)); textField.y = Math.round(((height - textField.height) / 2)); if (icon != null){ icon.x = Math.round(((_local2)!=ButtonLabelPlacement.LEFT) ? (textField.x - _local5) : ((textField.x + _local3) + _local1)); }; }; }; super.drawLayout(); } override protected function initializeAccessibility():void{ if (LabelButton.createAccessibilityImplementation != null){ LabelButton.createAccessibilityImplementation(this); }; } protected function drawIcon():void{ var _local1:DisplayObject; var _local2:String; var _local3:Object; _local1 = icon; _local2 = (enabled) ? mouseState : "disabled"; if (selected){ _local2 = (("selected" + _local2.substr(0, 1).toUpperCase()) + _local2.substr(1)); }; _local2 = (_local2 + "Icon"); _local3 = getStyleValue(_local2); if (_local3 == null){ _local3 = getStyleValue("icon"); }; if (_local3 != null){ icon = getDisplayObjectInstance(_local3); }; if (icon != null){ addChildAt(icon, 1); }; if (((!((_local1 == null))) && (!((_local1 == icon))))){ removeChild(_local1); }; } public function set label(_arg1:String):void{ _label = _arg1; if (textField.text != _label){ textField.text = _label; dispatchEvent(new ComponentEvent(ComponentEvent.LABEL_CHANGE)); }; invalidate(InvalidationType.SIZE); invalidate(InvalidationType.STYLES); } protected function drawTextFormat():void{ var _local1:Object; var _local2:TextFormat; var _local3:TextFormat; _local1 = UIComponent.getStyleDefinition(); _local2 = (enabled) ? (_local1.defaultTextFormat as TextFormat) : (_local1.defaultDisabledTextFormat as TextFormat); textField.setTextFormat(_local2); _local3 = (getStyleValue((enabled) ? "textFormat" : "disabledTextFormat") as TextFormat); if (_local3 != null){ textField.setTextFormat(_local3); } else { _local3 = _local2; }; textField.defaultTextFormat = _local3; setEmbedFont(); } public static function getStyleDefinition():Object{ return (mergeStyles(defaultStyles, BaseButton.getStyleDefinition())); } } }//package fl.controls
Section 125
//ProgressBar (fl.controls.ProgressBar) package fl.controls { import flash.display.*; import fl.core.*; import flash.events.*; import fl.controls.progressBarClasses.*; public class ProgressBar extends UIComponent { protected var _direction:String;// = "right" protected var _mode:String;// = "event" protected var _value:Number;// = 0 protected var _indeterminate:Boolean;// = true protected var _minimum:Number;// = 0 protected var _maximum:Number;// = 0 protected var determinateBar:DisplayObject; protected var _loaded:Number; protected var _source:Object; protected var track:DisplayObject; protected var indeterminateBar:UIComponent; private static var defaultStyles:Object = {trackSkin:"ProgressBar_trackSkin", barSkin:"ProgressBar_barSkin", indeterminateSkin:"ProgressBar_indeterminateSkin", indeterminateBar:IndeterminateBar, barPadding:0}; public function ProgressBar(){ _direction = ProgressBarDirection.RIGHT; _indeterminate = true; _mode = ProgressBarMode.EVENT; _minimum = 0; _maximum = 0; _value = 0; super(); } public function get minimum():Number{ return (_minimum); } public function get source():Object{ return (_source); } public function set minimum(_arg1:Number):void{ if (_mode != ProgressBarMode.MANUAL){ return; }; _minimum = _arg1; invalidate(InvalidationType.DATA); } public function get maximum():Number{ return (_maximum); } protected function drawBars():void{ var _local1:DisplayObject; var _local2:DisplayObject; _local1 = determinateBar; _local2 = indeterminateBar; determinateBar = getDisplayObjectInstance(getStyleValue("barSkin")); addChild(determinateBar); indeterminateBar = (getDisplayObjectInstance(getStyleValue("indeterminateBar")) as UIComponent); indeterminateBar.setStyle("indeterminateSkin", getStyleValue("indeterminateSkin")); addChild(indeterminateBar); if (((!((_local1 == null))) && (!((_local1 == determinateBar))))){ removeChild(_local1); }; if (((!((_local2 == null))) && (!((_local2 == determinateBar))))){ removeChild(_local2); }; } protected function setupSourceEvents():void{ _source.addEventListener(ProgressEvent.PROGRESS, handleProgress, false, 0, true); _source.addEventListener(Event.COMPLETE, handleComplete, false, 0, true); } public function set maximum(_arg1:Number):void{ setProgress(_value, _arg1); } public function set source(_arg1:Object):void{ if (_source == _arg1){ return; }; if (_mode != ProgressBarMode.MANUAL){ resetProgress(); }; _source = _arg1; if (_source == null){ return; }; if (_mode == ProgressBarMode.EVENT){ setupSourceEvents(); } else { if (_mode == ProgressBarMode.POLLED){ addEventListener(Event.ENTER_FRAME, pollSource, false, 0, true); }; }; } protected function drawTrack():void{ var _local1:DisplayObject; _local1 = track; track = getDisplayObjectInstance(getStyleValue("trackSkin")); addChildAt(track, 0); if (((!((_local1 == null))) && (!((_local1 == track))))){ removeChild(_local1); }; } protected function handleProgress(_arg1:ProgressEvent):void{ _setProgress(_arg1.bytesLoaded, _arg1.bytesTotal, true); } public function set sourceName(_arg1:String):void{ var _local2:DisplayObject; if (!componentInspectorSetting){ return; }; if (_arg1 == ""){ return; }; _local2 = (parent.getChildByName(_arg1) as DisplayObject); if (_local2 == null){ throw (new Error((("Source clip '" + _arg1) + "' not found on parent."))); }; source = _local2; } protected function resetProgress():void{ if ((((_mode == ProgressBarMode.EVENT)) && (!((_source == null))))){ cleanupSourceEvents(); } else { if (_mode == ProgressBarMode.POLLED){ removeEventListener(Event.ENTER_FRAME, pollSource); } else { if (_source != null){ _source = null; }; }; }; _minimum = (_maximum = (_value = 0)); } public function get percentComplete():Number{ return (((((_maximum <= _minimum)) || ((_value <= _minimum)))) ? 0 : Math.max(0, Math.min(100, (((_value - _minimum) / (_maximum - _minimum)) * 100)))); } public function setProgress(_arg1:Number, _arg2:Number):void{ if (_mode != ProgressBarMode.MANUAL){ return; }; _setProgress(_arg1, _arg2); } protected function pollSource(_arg1:Event):void{ if (_source == null){ return; }; _setProgress(_source.bytesLoaded, _source.bytesTotal, true); if ((((_maximum > 0)) && ((_maximum == _value)))){ removeEventListener(Event.ENTER_FRAME, pollSource); dispatchEvent(new Event(Event.COMPLETE)); }; } public function get indeterminate():Boolean{ return (_indeterminate); } public function set value(_arg1:Number):void{ setProgress(_arg1, _maximum); } public function set direction(_arg1:String):void{ _direction = _arg1; invalidate(InvalidationType.DATA); } protected function _setProgress(_arg1:Number, _arg2:Number, _arg3:Boolean=false):void{ if ((((_arg1 == _value)) && ((_arg2 == _maximum)))){ return; }; _value = _arg1; _maximum = _arg2; if (((!((_value == _loaded))) && (_arg3))){ dispatchEvent(new ProgressEvent(ProgressEvent.PROGRESS, false, false, _value, _maximum)); _loaded = _value; }; if (_mode != ProgressBarMode.MANUAL){ setIndeterminate((_arg2 == 0)); }; invalidate(InvalidationType.DATA); } public function set mode(_arg1:String):void{ if (_mode == _arg1){ return; }; resetProgress(); _mode = _arg1; if ((((_arg1 == ProgressBarMode.EVENT)) && (!((_source == null))))){ setupSourceEvents(); } else { if (_arg1 == ProgressBarMode.POLLED){ addEventListener(Event.ENTER_FRAME, pollSource, false, 0, true); }; }; setIndeterminate(!((_mode == ProgressBarMode.MANUAL))); } public function reset():void{ var _local1:Object; _setProgress(0, 0); _local1 = _source; _source = null; source = _local1; } override protected function draw():void{ if (isInvalid(InvalidationType.STYLES)){ drawTrack(); drawBars(); invalidate(InvalidationType.STATE, false); invalidate(InvalidationType.SIZE, false); }; if (isInvalid(InvalidationType.STATE)){ indeterminateBar.visible = _indeterminate; determinateBar.visible = !(_indeterminate); invalidate(InvalidationType.DATA, false); }; if (isInvalid(InvalidationType.SIZE)){ drawLayout(); invalidate(InvalidationType.DATA, false); }; if (((isInvalid(InvalidationType.DATA)) && (!(_indeterminate)))){ drawDeterminateBar(); }; super.draw(); } override protected function configUI():void{ super.configUI(); } protected function drawDeterminateBar():void{ var _local1:Number; var _local2:Number; _local1 = (percentComplete / 100); _local2 = Number(getStyleValue("barPadding")); determinateBar.width = Math.round(((width - (_local2 * 2)) * _local1)); determinateBar.x = ((_direction)==ProgressBarDirection.LEFT) ? ((width - _local2) - determinateBar.width) : _local2; } public function get value():Number{ return (_value); } public function set indeterminate(_arg1:Boolean):void{ if (((!((_mode == ProgressBarMode.MANUAL))) || ((_indeterminate == _arg1)))){ return; }; setIndeterminate(_arg1); } protected function setIndeterminate(_arg1:Boolean):void{ if (_indeterminate == _arg1){ return; }; _indeterminate = _arg1; invalidate(InvalidationType.STATE); } protected function handleComplete(_arg1:Event):void{ _setProgress(_maximum, _maximum, true); dispatchEvent(_arg1); } protected function drawLayout():void{ var _local1:Number; _local1 = Number(getStyleValue("barPadding")); track.width = width; track.height = height; indeterminateBar.setSize((width - (_local1 * 2)), (height - (_local1 * 2))); indeterminateBar.move(_local1, _local1); indeterminateBar.drawNow(); determinateBar.height = (height - (_local1 * 2)); determinateBar.y = _local1; } public function get direction():String{ return (_direction); } public function get mode():String{ return (_mode); } protected function cleanupSourceEvents():void{ _source.removeEventListener(ProgressEvent.PROGRESS, handleProgress); _source.removeEventListener(Event.COMPLETE, handleComplete); } public static function getStyleDefinition():Object{ return (defaultStyles); } } }//package fl.controls
Section 126
//ProgressBarDirection (fl.controls.ProgressBarDirection) package fl.controls { public class ProgressBarDirection { public static const RIGHT:String = "right"; public static const LEFT:String = "left"; } }//package fl.controls
Section 127
//ProgressBarMode (fl.controls.ProgressBarMode) package fl.controls { public class ProgressBarMode { public static const MANUAL:String = "manual"; public static const EVENT:String = "event"; public static const POLLED:String = "polled"; } }//package fl.controls
Section 128
//Slider (fl.controls.Slider) package fl.controls { import flash.display.*; import fl.core.*; import flash.events.*; import fl.managers.*; import fl.events.*; import flash.ui.*; public class Slider extends UIComponent implements IFocusManagerComponent { protected var _direction:String; protected var _liveDragging:Boolean;// = false protected var _value:Number;// = 0 protected var _snapInterval:Number;// = 0 protected var _minimum:Number;// = 0 protected var _maximum:Number;// = 10 protected var track:BaseButton; protected var _tickInterval:Number;// = 0 protected var tickContainer:Sprite; protected var thumb:BaseButton; protected static const TICK_STYLES:Object = {upSkin:"tickSkin"}; protected static const TRACK_STYLES:Object = {upSkin:"sliderTrackSkin", overSkin:"sliderTrackSkin", downSkin:"sliderTrackSkin", disabledSkin:"sliderTrackDisabledSkin"}; protected static const THUMB_STYLES:Object = {upSkin:"thumbUpSkin", overSkin:"thumbOverSkin", downSkin:"thumbDownSkin", disabledSkin:"thumbDisabledSkin"}; protected static var defaultStyles:Object = {thumbUpSkin:"SliderThumb_upSkin", thumbOverSkin:"SliderThumb_overSkin", thumbDownSkin:"SliderThumb_downSkin", thumbDisabledSkin:"SliderThumb_disabledSkin", sliderTrackSkin:"SliderTrack_skin", sliderTrackDisabledSkin:"SliderTrack_disabledSkin", tickSkin:"SliderTick_skin", focusRectSkin:null, focusRectPadding:null}; public function Slider(){ _direction = SliderDirection.HORIZONTAL; _minimum = 0; _maximum = 10; _value = 0; _tickInterval = 0; _snapInterval = 0; _liveDragging = false; super(); setStyles(); } public function get minimum():Number{ return (_minimum); } public function set minimum(_arg1:Number):void{ _minimum = _arg1; this.value = Math.max(_arg1, this.value); invalidate(InvalidationType.DATA); } public function get maximum():Number{ return (_maximum); } protected function positionThumb():void{ thumb.x = ((((_direction)==SliderDirection.VERTICAL) ? ((maximum - minimum) - value) : (value - minimum) / (maximum - minimum)) * _width); } protected function clearTicks():void{ if (((!(tickContainer)) || (!(tickContainer.parent)))){ return; }; removeChild(tickContainer); } protected function onTrackClick(_arg1:MouseEvent):void{ calculateValue(track.mouseX, InteractionInputType.MOUSE, SliderEventClickTarget.TRACK); if (!liveDragging){ dispatchEvent(new SliderEvent(SliderEvent.CHANGE, value, SliderEventClickTarget.TRACK, InteractionInputType.MOUSE)); }; } public function set maximum(_arg1:Number):void{ _maximum = _arg1; this.value = Math.min(_arg1, this.value); invalidate(InvalidationType.DATA); } public function get liveDragging():Boolean{ return (_liveDragging); } protected function doDrag(_arg1:MouseEvent):void{ var _local2:Number; var _local3:Number; _local2 = (_width / snapInterval); _local3 = track.mouseX; calculateValue(_local3, InteractionInputType.MOUSE, SliderEventClickTarget.THUMB); dispatchEvent(new SliderEvent(SliderEvent.THUMB_DRAG, value, SliderEventClickTarget.THUMB, InteractionInputType.MOUSE)); } override protected function keyDownHandler(_arg1:KeyboardEvent):void{ var _local2:uint; var _local3:Number; var _local4:Boolean; if (!enabled){ return; }; _local2 = ((snapInterval)>0) ? snapInterval : 1; _local4 = (direction == SliderDirection.HORIZONTAL); if ((((((_arg1.keyCode == Keyboard.DOWN)) && (!(_local4)))) || ((((_arg1.keyCode == Keyboard.LEFT)) && (_local4))))){ _local3 = (value - _local2); } else { if ((((((_arg1.keyCode == Keyboard.UP)) && (!(_local4)))) || ((((_arg1.keyCode == Keyboard.RIGHT)) && (_local4))))){ _local3 = (value + _local2); } else { if ((((((_arg1.keyCode == Keyboard.PAGE_DOWN)) && (!(_local4)))) || ((((_arg1.keyCode == Keyboard.HOME)) && (_local4))))){ _local3 = minimum; } else { if ((((((_arg1.keyCode == Keyboard.PAGE_UP)) && (!(_local4)))) || ((((_arg1.keyCode == Keyboard.END)) && (_local4))))){ _local3 = maximum; }; }; }; }; if (!isNaN(_local3)){ _arg1.stopPropagation(); doSetValue(_local3, InteractionInputType.KEYBOARD, null, _arg1.keyCode); }; } override public function set enabled(_arg1:Boolean):void{ if (enabled == _arg1){ return; }; super.enabled = _arg1; track.enabled = (thumb.enabled = _arg1); } protected function thumbPressHandler(_arg1:MouseEvent):void{ stage.addEventListener(MouseEvent.MOUSE_MOVE, doDrag, false, 0, true); stage.addEventListener(MouseEvent.MOUSE_UP, thumbReleaseHandler, false, 0, true); dispatchEvent(new SliderEvent(SliderEvent.THUMB_PRESS, value, InteractionInputType.MOUSE, SliderEventClickTarget.THUMB)); } public function get snapInterval():Number{ return (_snapInterval); } protected function thumbReleaseHandler(_arg1:MouseEvent):void{ stage.removeEventListener(MouseEvent.MOUSE_MOVE, doDrag); stage.removeEventListener(MouseEvent.MOUSE_UP, thumbReleaseHandler); dispatchEvent(new SliderEvent(SliderEvent.THUMB_RELEASE, value, InteractionInputType.MOUSE, SliderEventClickTarget.THUMB)); dispatchEvent(new SliderEvent(SliderEvent.CHANGE, value, SliderEventClickTarget.THUMB, InteractionInputType.MOUSE)); } public function set liveDragging(_arg1:Boolean):void{ _liveDragging = _arg1; } public function set value(_arg1:Number):void{ doSetValue(_arg1); } public function set direction(_arg1:String):void{ var _local2:Boolean; _direction = _arg1; _local2 = (_direction == SliderDirection.VERTICAL); if (isLivePreview){ if (_local2){ setScaleY(-1); y = track.height; } else { setScaleY(1); y = 0; }; positionThumb(); return; }; if (((_local2) && (componentInspectorSetting))){ if ((rotation % 90) == 0){ setScaleY(-1); }; }; if (!componentInspectorSetting){ rotation = (_local2) ? 90 : 0; }; } public function set tickInterval(_arg1:Number):void{ _tickInterval = _arg1; invalidate(InvalidationType.SIZE); } override public function get enabled():Boolean{ return (super.enabled); } override protected function draw():void{ if (isInvalid(InvalidationType.STYLES)){ setStyles(); invalidate(InvalidationType.SIZE, false); }; if (isInvalid(InvalidationType.SIZE)){ track.setSize(_width, track.height); track.drawNow(); thumb.drawNow(); }; if (tickInterval > 0){ drawTicks(); } else { clearTicks(); }; positionThumb(); super.draw(); } override protected function configUI():void{ super.configUI(); thumb = new BaseButton(); thumb.setSize(13, 13); thumb.autoRepeat = false; addChild(thumb); thumb.addEventListener(MouseEvent.MOUSE_DOWN, thumbPressHandler, false, 0, true); track = new BaseButton(); track.move(0, 0); track.setSize(80, 4); track.autoRepeat = false; track.useHandCursor = false; track.addEventListener(MouseEvent.CLICK, onTrackClick, false, 0, true); addChildAt(track, 0); } public function set snapInterval(_arg1:Number):void{ _snapInterval = _arg1; } public function get value():Number{ return (_value); } public function get direction():String{ return (_direction); } public function get tickInterval():Number{ return (_tickInterval); } override public function setSize(_arg1:Number, _arg2:Number):void{ if ((((_direction == SliderDirection.VERTICAL)) && (!(isLivePreview)))){ super.setSize(_arg2, _arg1); } else { super.setSize(_arg1, _arg2); }; invalidate(InvalidationType.SIZE); } protected function drawTicks():void{ var _local1:Number; var _local2:Number; var _local3:Number; var _local4:uint; var _local5:DisplayObject; clearTicks(); tickContainer = new Sprite(); _local1 = ((maximum)<1) ? (tickInterval / 100) : tickInterval; _local2 = ((maximum - minimum) / _local1); _local3 = (_width / _local2); _local4 = 0; while (_local4 <= _local2) { _local5 = getDisplayObjectInstance(getStyleValue("tickSkin")); _local5.x = (_local3 * _local4); _local5.y = ((track.y - _local5.height) - 2); tickContainer.addChild(_local5); _local4++; }; addChild(tickContainer); } protected function calculateValue(_arg1:Number, _arg2:String, _arg3:String, _arg4:int=undefined):void{ var _local5:Number; _local5 = ((_arg1 / _width) * (maximum - minimum)); if (_direction == SliderDirection.VERTICAL){ _local5 = (maximum - _local5); } else { _local5 = (minimum + _local5); }; doSetValue(_local5, _arg2, _arg3, _arg4); } protected function getPrecision(_arg1:Number):Number{ var _local2:String; _local2 = _arg1.toString(); if (_local2.indexOf(".") == -1){ return (0); }; return (_local2.split(".").pop().length); } protected function doSetValue(_arg1:Number, _arg2:String=null, _arg3:String=null, _arg4:int=undefined):void{ var _local5:Number; var _local6:Number; var _local7:Number; var _local8:Number; var _local9:Number; _local5 = _value; if (((!((_snapInterval == 0))) && (!((_snapInterval == 1))))){ _local6 = Math.pow(10, getPrecision(snapInterval)); _local7 = (_snapInterval * _local6); _local8 = Math.round((_arg1 * _local6)); _local9 = (Math.round((_local8 / _local7)) * _local7); _arg1 = (_local9 / _local6); _value = Math.max(minimum, Math.min(maximum, _arg1)); } else { _value = Math.max(minimum, Math.min(maximum, Math.round(_arg1))); }; if (((!((_local5 == _value))) && (((((liveDragging) && (!((_arg3 == null))))) || ((_arg2 == InteractionInputType.KEYBOARD)))))){ dispatchEvent(new SliderEvent(SliderEvent.CHANGE, value, _arg3, _arg2, _arg4)); }; positionThumb(); } protected function setStyles():void{ copyStylesToChild(thumb, THUMB_STYLES); copyStylesToChild(track, TRACK_STYLES); } public static function getStyleDefinition():Object{ return (defaultStyles); } } }//package fl.controls
Section 129
//SliderDirection (fl.controls.SliderDirection) package fl.controls { public class SliderDirection { public static var HORIZONTAL:String = "horizontal"; public static var VERTICAL:String = "vertical"; } }//package fl.controls
Section 130
//ComponentShim (fl.core.ComponentShim) package fl.core { import flash.display.*; public dynamic class ComponentShim extends MovieClip { } }//package fl.core
Section 131
//InvalidationType (fl.core.InvalidationType) package fl.core { public class InvalidationType { public static const SIZE:String = "size"; public static const ALL:String = "all"; public static const DATA:String = "data"; public static const SCROLL:String = "scroll"; public static const STATE:String = "state"; public static const STYLES:String = "styles"; public static const SELECTED:String = "selected"; public static const RENDERER_STYLES:String = "rendererStyles"; } }//package fl.core
Section 132
//UIComponent (fl.core.UIComponent) package fl.core { import flash.display.*; import flash.events.*; import fl.managers.*; import flash.utils.*; import fl.events.*; import flash.text.*; import flash.system.*; public class UIComponent extends Sprite { protected var _enabled:Boolean;// = true private var _mouseFocusEnabled:Boolean;// = true protected var startHeight:Number; protected var _height:Number; protected var _oldIMEMode:String;// = null protected var startWidth:Number; public var focusTarget:IFocusManagerComponent; protected var errorCaught:Boolean;// = false protected var uiFocusRect:DisplayObject; protected var _width:Number; public var version:String;// = "3.0.0.15" protected var isFocused:Boolean;// = false protected var callLaterMethods:Dictionary; private var _focusEnabled:Boolean;// = true private var tempText:TextField; protected var invalidateFlag:Boolean;// = false protected var _inspector:Boolean;// = false protected var sharedStyles:Object; protected var invalidHash:Object; protected var isLivePreview:Boolean;// = false protected var _imeMode:String;// = null protected var instanceStyles:Object; protected var _x:Number; protected var _y:Number; public static var inCallLaterPhase:Boolean = false; private static var defaultStyles:Object = {focusRectSkin:"focusRectSkin", focusRectPadding:2, textFormat:new TextFormat("_sans", 11, 0, false, false, false, "", "", TextFormatAlign.LEFT, 0, 0, 0, 0), disabledTextFormat:new TextFormat("_sans", 11, 0x999999, false, false, false, "", "", TextFormatAlign.LEFT, 0, 0, 0, 0), defaultTextFormat:new TextFormat("_sans", 11, 0, false, false, false, "", "", TextFormatAlign.LEFT, 0, 0, 0, 0), defaultDisabledTextFormat:new TextFormat("_sans", 11, 0x999999, false, false, false, "", "", TextFormatAlign.LEFT, 0, 0, 0, 0)}; public static var createAccessibilityImplementation:Function; private static var focusManagers:Dictionary = new Dictionary(false); public function UIComponent(){ version = "3.0.0.15"; isLivePreview = false; invalidateFlag = false; _enabled = true; isFocused = false; _focusEnabled = true; _mouseFocusEnabled = true; _imeMode = null; _oldIMEMode = null; errorCaught = false; _inspector = false; super(); instanceStyles = {}; sharedStyles = {}; invalidHash = {}; callLaterMethods = new Dictionary(); StyleManager.registerInstance(this); configUI(); invalidate(InvalidationType.ALL); tabEnabled = (this is IFocusManagerComponent); focusRect = false; if (tabEnabled){ addEventListener(FocusEvent.FOCUS_IN, focusInHandler); addEventListener(FocusEvent.FOCUS_OUT, focusOutHandler); addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler); addEventListener(KeyboardEvent.KEY_UP, keyUpHandler); }; initializeFocusManager(); addEventListener(Event.ENTER_FRAME, hookAccessibility, false, 0, true); } public function drawFocus(_arg1:Boolean):void{ var _local2:Number; isFocused = _arg1; if (((!((uiFocusRect == null))) && (contains(uiFocusRect)))){ removeChild(uiFocusRect); uiFocusRect = null; }; if (_arg1){ uiFocusRect = (getDisplayObjectInstance(getStyleValue("focusRectSkin")) as Sprite); if (uiFocusRect == null){ return; }; _local2 = Number(getStyleValue("focusRectPadding")); uiFocusRect.x = -(_local2); uiFocusRect.y = -(_local2); uiFocusRect.width = (width + (_local2 * 2)); uiFocusRect.height = (height + (_local2 * 2)); addChildAt(uiFocusRect, 0); }; } private function callLaterDispatcher(_arg1:Event):void{ var _local2:Dictionary; var _local3:Object; if (_arg1.type == Event.ADDED_TO_STAGE){ removeEventListener(Event.ADDED_TO_STAGE, callLaterDispatcher); stage.addEventListener(Event.RENDER, callLaterDispatcher, false, 0, true); stage.invalidate(); return; }; _arg1.target.removeEventListener(Event.RENDER, callLaterDispatcher); if (stage == null){ addEventListener(Event.ADDED_TO_STAGE, callLaterDispatcher, false, 0, true); return; }; inCallLaterPhase = true; _local2 = callLaterMethods; for (_local3 in _local2) { _local3(); delete _local2[_local3]; }; inCallLaterPhase = false; } private function addedHandler(_arg1:Event):void{ removeEventListener("addedToStage", addedHandler); initializeFocusManager(); } protected function getStyleValue(_arg1:String):Object{ return (((instanceStyles[_arg1])==null) ? sharedStyles[_arg1] : instanceStyles[_arg1]); } protected function isOurFocus(_arg1:DisplayObject):Boolean{ return ((_arg1 == this)); } override public function get scaleX():Number{ return ((width / startWidth)); } override public function get scaleY():Number{ return ((height / startHeight)); } override public function set height(_arg1:Number):void{ if (_height == _arg1){ return; }; setSize(width, _arg1); } protected function keyDownHandler(_arg1:KeyboardEvent):void{ } protected function focusInHandler(_arg1:FocusEvent):void{ var _local2:IFocusManager; if (isOurFocus((_arg1.target as DisplayObject))){ _local2 = focusManager; if (((_local2) && (_local2.showFocusIndicator))){ drawFocus(true); isFocused = true; }; }; } public function setStyle(_arg1:String, _arg2:Object):void{ if ((((instanceStyles[_arg1] === _arg2)) && (!((_arg2 is TextFormat))))){ return; }; instanceStyles[_arg1] = _arg2; invalidate(InvalidationType.STYLES); } override public function get visible():Boolean{ return (super.visible); } public function get componentInspectorSetting():Boolean{ return (_inspector); } override public function get x():Number{ return ((isNaN(_x)) ? super.x : _x); } override public function get y():Number{ return ((isNaN(_y)) ? super.y : _y); } protected function setIMEMode(_arg1:Boolean){ var enabled = _arg1; if (_imeMode != null){ if (enabled){ IME.enabled = true; _oldIMEMode = IME.conversionMode; try { if (((!(errorCaught)) && (!((IME.conversionMode == IMEConversionMode.UNKNOWN))))){ IME.conversionMode = _imeMode; }; errorCaught = false; } catch(e:Error) { errorCaught = true; throw (new Error(("IME mode not supported: " + _imeMode))); }; } else { if (((!((IME.conversionMode == IMEConversionMode.UNKNOWN))) && (!((_oldIMEMode == IMEConversionMode.UNKNOWN))))){ IME.conversionMode = _oldIMEMode; }; IME.enabled = false; }; }; } public function set enabled(_arg1:Boolean):void{ if (_arg1 == _enabled){ return; }; _enabled = _arg1; invalidate(InvalidationType.STATE); } public function setSharedStyle(_arg1:String, _arg2:Object):void{ if ((((sharedStyles[_arg1] === _arg2)) && (!((_arg2 is TextFormat))))){ return; }; sharedStyles[_arg1] = _arg2; if (instanceStyles[_arg1] == null){ invalidate(InvalidationType.STYLES); }; } protected function keyUpHandler(_arg1:KeyboardEvent):void{ } public function set focusEnabled(_arg1:Boolean):void{ _focusEnabled = _arg1; } override public function set scaleX(_arg1:Number):void{ setSize((startWidth * _arg1), height); } public function get mouseFocusEnabled():Boolean{ return (_mouseFocusEnabled); } override public function set scaleY(_arg1:Number):void{ setSize(width, (startHeight * _arg1)); } protected function getDisplayObjectInstance(_arg1:Object):DisplayObject{ var classDef:Object; var skin = _arg1; classDef = null; if ((skin is Class)){ return ((new (skin) as DisplayObject)); }; if ((skin is DisplayObject)){ (skin as DisplayObject).x = 0; (skin as DisplayObject).y = 0; return ((skin as DisplayObject)); }; try { classDef = getDefinitionByName(skin.toString()); } catch(e:Error) { try { classDef = (loaderInfo.applicationDomain.getDefinition(skin.toString()) as Object); } catch(e:Error) { }; }; if (classDef == null){ return (null); }; return ((new (classDef) as DisplayObject)); } protected function copyStylesToChild(_arg1:UIComponent, _arg2:Object):void{ var _local3:String; for (_local3 in _arg2) { _arg1.setStyle(_local3, getStyleValue(_arg2[_local3])); }; } protected function beforeComponentParameters():void{ } protected function callLater(_arg1:Function):void{ if (inCallLaterPhase){ return; }; callLaterMethods[_arg1] = true; if (stage != null){ stage.addEventListener(Event.RENDER, callLaterDispatcher, false, 0, true); stage.invalidate(); } else { addEventListener(Event.ADDED_TO_STAGE, callLaterDispatcher, false, 0, true); }; } protected function createFocusManager():void{ if (focusManagers[stage] == null){ focusManagers[stage] = new FocusManager(stage); }; } override public function set visible(_arg1:Boolean):void{ var _local2:String; if (super.visible == _arg1){ return; }; super.visible = _arg1; _local2 = (_arg1) ? ComponentEvent.SHOW : ComponentEvent.HIDE; dispatchEvent(new ComponentEvent(_local2, true)); } protected function hookAccessibility(_arg1:Event):void{ removeEventListener(Event.ENTER_FRAME, hookAccessibility); initializeAccessibility(); } public function set componentInspectorSetting(_arg1:Boolean):void{ _inspector = _arg1; if (_inspector){ beforeComponentParameters(); } else { afterComponentParameters(); }; } override public function set x(_arg1:Number):void{ move(_arg1, _y); } public function drawNow():void{ draw(); } override public function set y(_arg1:Number):void{ move(_x, _arg1); } protected function checkLivePreview():Boolean{ var className:String; if (parent == null){ return (false); }; try { className = getQualifiedClassName(parent); } catch(e:Error) { }; return ((className == "fl.livepreview::LivePreviewParent")); } protected function focusOutHandler(_arg1:FocusEvent):void{ if (isOurFocus((_arg1.target as DisplayObject))){ drawFocus(false); isFocused = false; }; } public function set mouseFocusEnabled(_arg1:Boolean):void{ _mouseFocusEnabled = _arg1; } public function getFocus():InteractiveObject{ if (stage){ return (stage.focus); }; return (null); } protected function validate():void{ invalidHash = {}; } override public function get height():Number{ return (_height); } public function invalidate(_arg1:String="all", _arg2:Boolean=true):void{ invalidHash[_arg1] = true; if (_arg2){ this.callLater(draw); }; } public function get enabled():Boolean{ return (_enabled); } protected function getScaleX():Number{ return (super.scaleX); } protected function getScaleY():Number{ return (super.scaleY); } public function get focusEnabled():Boolean{ return (_focusEnabled); } protected function afterComponentParameters():void{ } protected function draw():void{ if (isInvalid(InvalidationType.SIZE, InvalidationType.STYLES)){ if (((isFocused) && (focusManager.showFocusIndicator))){ drawFocus(true); }; }; validate(); } protected function configUI():void{ var _local1:Number; var _local2:Number; var _local3:Number; isLivePreview = checkLivePreview(); _local1 = rotation; rotation = 0; _local2 = super.width; _local3 = super.height; var _local4 = 1; super.scaleY = _local4; super.scaleX = _local4; setSize(_local2, _local3); move(super.x, super.y); rotation = _local1; startWidth = _local2; startHeight = _local3; if (numChildren > 0){ removeChildAt(0); }; } protected function setScaleX(_arg1:Number):void{ super.scaleX = _arg1; } protected function setScaleY(_arg1:Number):void{ super.scaleY = _arg1; } private function initializeFocusManager():void{ if (stage == null){ addEventListener(Event.ADDED_TO_STAGE, addedHandler, false, 0, true); } else { createFocusManager(); }; } public function set focusManager(_arg1:IFocusManager):void{ UIComponent.focusManagers[this] = _arg1; } public function clearStyle(_arg1:String):void{ setStyle(_arg1, null); } protected function isInvalid(_arg1:String, ... _args):Boolean{ if (((invalidHash[_arg1]) || (invalidHash[InvalidationType.ALL]))){ return (true); }; while (_args.length > 0) { if (invalidHash[_args.pop()]){ return (true); }; }; return (false); } public function setSize(_arg1:Number, _arg2:Number):void{ _width = _arg1; _height = _arg2; invalidate(InvalidationType.SIZE); dispatchEvent(new ComponentEvent(ComponentEvent.RESIZE, false)); } override public function set width(_arg1:Number):void{ if (_width == _arg1){ return; }; setSize(_arg1, height); } public function setFocus():void{ if (stage){ stage.focus = this; }; } protected function initializeAccessibility():void{ if (UIComponent.createAccessibilityImplementation != null){ UIComponent.createAccessibilityImplementation(this); }; } public function get focusManager():IFocusManager{ var _local1:DisplayObject; _local1 = this; while (_local1) { if (UIComponent.focusManagers[_local1] != null){ return (IFocusManager(UIComponent.focusManagers[_local1])); }; _local1 = _local1.parent; }; return (null); } override public function get width():Number{ return (_width); } public function move(_arg1:Number, _arg2:Number):void{ _x = _arg1; _y = _arg2; super.x = Math.round(_arg1); super.y = Math.round(_arg2); dispatchEvent(new ComponentEvent(ComponentEvent.MOVE)); } public function validateNow():void{ invalidate(InvalidationType.ALL, false); draw(); } public function getStyle(_arg1:String):Object{ return (instanceStyles[_arg1]); } public static function getStyleDefinition():Object{ return (defaultStyles); } public static function mergeStyles(... _args):Object{ var _local2:Object; var _local3:uint; var _local4:uint; var _local5:Object; var _local6:String; _local2 = {}; _local3 = _args.length; _local4 = 0; while (_local4 < _local3) { _local5 = _args[_local4]; for (_local6 in _local5) { if (_local2[_local6] != null){ } else { _local2[_local6] = _args[_local4][_local6]; }; }; _local4++; }; return (_local2); } } }//package fl.core
Section 133
//ComponentEvent (fl.events.ComponentEvent) package fl.events { import flash.events.*; public class ComponentEvent extends Event { public static const HIDE:String = "hide"; public static const BUTTON_DOWN:String = "buttonDown"; public static const MOVE:String = "move"; public static const RESIZE:String = "resize"; public static const ENTER:String = "enter"; public static const LABEL_CHANGE:String = "labelChange"; public static const SHOW:String = "show"; public function ComponentEvent(_arg1:String, _arg2:Boolean=false, _arg3:Boolean=false){ super(_arg1, _arg2, _arg3); } override public function toString():String{ return (formatToString("ComponentEvent", "type", "bubbles", "cancelable")); } override public function clone():Event{ return (new ComponentEvent(type, bubbles, cancelable)); } } }//package fl.events
Section 134
//InteractionInputType (fl.events.InteractionInputType) package fl.events { public class InteractionInputType { public static const MOUSE:String = "mouse"; public static const KEYBOARD:String = "keyboard"; } }//package fl.events
Section 135
//SliderEvent (fl.events.SliderEvent) package fl.events { import flash.events.*; public class SliderEvent extends Event { protected var _triggerEvent:String; protected var _keyCode:Number; protected var _value:Number; protected var _clickTarget:String; public static const CHANGE:String = "change"; public static const THUMB_PRESS:String = "thumbPress"; public static const THUMB_DRAG:String = "thumbDrag"; public static const THUMB_RELEASE:String = "thumbRelease"; public function SliderEvent(_arg1:String, _arg2:Number, _arg3:String, _arg4:String, _arg5:int=0){ _value = _arg2; _keyCode = _arg5; _triggerEvent = _arg4; _clickTarget = _arg3; super(_arg1); } public function get clickTarget():String{ return (_clickTarget); } override public function clone():Event{ return (new SliderEvent(type, _value, _clickTarget, _triggerEvent, _keyCode)); } override public function toString():String{ return (formatToString("SliderEvent", "type", "value", "bubbles", "cancelable", "keyCode", "triggerEvent", "clickTarget")); } public function get triggerEvent():String{ return (_triggerEvent); } public function get value():Number{ return (_value); } public function get keyCode():Number{ return (_keyCode); } } }//package fl.events
Section 136
//SliderEventClickTarget (fl.events.SliderEventClickTarget) package fl.events { public class SliderEventClickTarget { public static const TRACK:String = "track"; public static const THUMB:String = "thumb"; } }//package fl.events
Section 137
//FocusManager (fl.managers.FocusManager) package fl.managers { import fl.controls.*; import flash.display.*; import fl.core.*; import flash.events.*; import flash.utils.*; import flash.text.*; import flash.ui.*; public class FocusManager implements IFocusManager { private var focusableObjects:Dictionary; private var _showFocusIndicator:Boolean;// = true private var defButton:Button; private var focusableCandidates:Array; private var _form:DisplayObjectContainer; private var _defaultButtonEnabled:Boolean;// = true private var activated:Boolean;// = false private var _defaultButton:Button; private var calculateCandidates:Boolean;// = true private var lastFocus:InteractiveObject; private var lastAction:String; public function FocusManager(_arg1:DisplayObjectContainer){ activated = false; calculateCandidates = true; _showFocusIndicator = true; _defaultButtonEnabled = true; super(); focusableObjects = new Dictionary(true); if (_arg1 != null){ _form = _arg1; addFocusables(DisplayObject(_arg1)); _arg1.addEventListener(Event.ADDED, addedHandler); _arg1.addEventListener(Event.REMOVED, removedHandler); activate(); }; } public function get showFocusIndicator():Boolean{ return (_showFocusIndicator); } private function getIndexOfNextObject(_arg1:int, _arg2:Boolean, _arg3:Boolean, _arg4:String):int{ var _local5:int; var _local6:int; var _local7:DisplayObject; var _local8:IFocusManagerGroup; var _local9:int; var _local10:DisplayObject; var _local11:IFocusManagerGroup; _local5 = focusableCandidates.length; _local6 = _arg1; while (true) { if (_arg2){ _arg1--; } else { _arg1++; }; if (_arg3){ if (((_arg2) && ((_arg1 < 0)))){ break; }; if (((!(_arg2)) && ((_arg1 == _local5)))){ break; }; } else { _arg1 = ((_arg1 + _local5) % _local5); if (_local6 == _arg1){ break; }; }; if (isValidFocusCandidate(focusableCandidates[_arg1], _arg4)){ _local7 = DisplayObject(findFocusManagerComponent(focusableCandidates[_arg1])); if ((_local7 is IFocusManagerGroup)){ _local8 = IFocusManagerGroup(_local7); _local9 = 0; while (_local9 < focusableCandidates.length) { _local10 = focusableCandidates[_local9]; if ((_local10 is IFocusManagerGroup)){ _local11 = IFocusManagerGroup(_local10); if ((((_local11.groupName == _local8.groupName)) && (_local11.selected))){ _arg1 = _local9; break; }; }; _local9++; }; }; return (_arg1); }; }; return (_arg1); } public function set form(_arg1:DisplayObjectContainer):void{ _form = _arg1; } private function addFocusables(_arg1:DisplayObject, _arg2:Boolean=false):void{ var focusable:IFocusManagerComponent; var io:InteractiveObject; var doc:DisplayObjectContainer; var i:int; var child:DisplayObject; var o = _arg1; var skipTopLevel = _arg2; if (!skipTopLevel){ if ((o is IFocusManagerComponent)){ focusable = IFocusManagerComponent(o); if (focusable.focusEnabled){ if (((focusable.tabEnabled) && (isTabVisible(o)))){ focusableObjects[o] = true; calculateCandidates = true; }; o.addEventListener(Event.TAB_ENABLED_CHANGE, tabEnabledChangeHandler); o.addEventListener(Event.TAB_INDEX_CHANGE, tabIndexChangeHandler); }; } else { if ((o is InteractiveObject)){ io = (o as InteractiveObject); if (((((io) && (io.tabEnabled))) && ((findFocusManagerComponent(io) == io)))){ focusableObjects[io] = true; calculateCandidates = true; }; io.addEventListener(Event.TAB_ENABLED_CHANGE, tabEnabledChangeHandler); io.addEventListener(Event.TAB_INDEX_CHANGE, tabIndexChangeHandler); }; }; }; if ((o is DisplayObjectContainer)){ doc = DisplayObjectContainer(o); o.addEventListener(Event.TAB_CHILDREN_CHANGE, tabChildrenChangeHandler); if ((((((doc is Stage)) || ((doc.parent is Stage)))) || (doc.tabChildren))){ i = 0; while (i < doc.numChildren) { try { child = doc.getChildAt(i); if (child != null){ addFocusables(doc.getChildAt(i)); }; } catch(error:SecurityError) { }; i = (i + 1); }; }; }; } private function getChildIndex(_arg1:DisplayObjectContainer, _arg2:DisplayObject):int{ return (_arg1.getChildIndex(_arg2)); } private function mouseFocusChangeHandler(_arg1:FocusEvent):void{ if ((_arg1.relatedObject is TextField)){ return; }; _arg1.preventDefault(); } private function focusOutHandler(_arg1:FocusEvent):void{ var _local2:InteractiveObject; _local2 = (_arg1.target as InteractiveObject); } private function isValidFocusCandidate(_arg1:DisplayObject, _arg2:String):Boolean{ var _local3:IFocusManagerGroup; if (!isEnabledAndVisible(_arg1)){ return (false); }; if ((_arg1 is IFocusManagerGroup)){ _local3 = IFocusManagerGroup(_arg1); if (_arg2 == _local3.groupName){ return (false); }; }; return (true); } public function findFocusManagerComponent(_arg1:InteractiveObject):InteractiveObject{ var _local2:InteractiveObject; _local2 = _arg1; while (_arg1) { if ((((_arg1 is IFocusManagerComponent)) && (IFocusManagerComponent(_arg1).focusEnabled))){ return (_arg1); }; _arg1 = _arg1.parent; }; return (_local2); } private function sortFocusableObjectsTabIndex():void{ var _local1:Object; var _local2:InteractiveObject; focusableCandidates = []; for (_local1 in focusableObjects) { _local2 = InteractiveObject(_local1); if (((_local2.tabIndex) && (!(isNaN(Number(_local2.tabIndex)))))){ focusableCandidates.push(_local2); }; }; focusableCandidates.sort(sortByTabIndex); } private function removeFocusables(_arg1:DisplayObject):void{ var _local2:Object; var _local3:DisplayObject; if ((_arg1 is DisplayObjectContainer)){ _arg1.removeEventListener(Event.TAB_CHILDREN_CHANGE, tabChildrenChangeHandler); _arg1.removeEventListener(Event.TAB_INDEX_CHANGE, tabIndexChangeHandler); for (_local2 in focusableObjects) { _local3 = DisplayObject(_local2); if (DisplayObjectContainer(_arg1).contains(_local3)){ if (_local3 == lastFocus){ lastFocus = null; }; _local3.removeEventListener(Event.TAB_ENABLED_CHANGE, tabEnabledChangeHandler); delete focusableObjects[_local2]; calculateCandidates = true; }; }; }; } private function addedHandler(_arg1:Event):void{ var _local2:DisplayObject; _local2 = DisplayObject(_arg1.target); if (_local2.stage){ addFocusables(DisplayObject(_arg1.target)); }; } private function getTopLevelFocusTarget(_arg1:InteractiveObject):InteractiveObject{ while (_arg1 != InteractiveObject(form)) { if ((((((((_arg1 is IFocusManagerComponent)) && (IFocusManagerComponent(_arg1).focusEnabled))) && (IFocusManagerComponent(_arg1).mouseFocusEnabled))) && (UIComponent(_arg1).enabled))){ return (_arg1); }; _arg1 = _arg1.parent; if (_arg1 == null){ break; }; }; return (null); } private function tabChildrenChangeHandler(_arg1:Event):void{ var _local2:DisplayObjectContainer; if (_arg1.target != _arg1.currentTarget){ return; }; calculateCandidates = true; _local2 = DisplayObjectContainer(_arg1.target); if (_local2.tabChildren){ addFocusables(_local2, true); } else { removeFocusables(_local2); }; } public function sendDefaultButtonEvent():void{ defButton.dispatchEvent(new MouseEvent(MouseEvent.CLICK)); } public function getFocus():InteractiveObject{ var _local1:InteractiveObject; _local1 = form.stage.focus; return (findFocusManagerComponent(_local1)); } private function isEnabledAndVisible(_arg1:DisplayObject):Boolean{ var _local2:DisplayObjectContainer; var _local3:TextField; var _local4:SimpleButton; _local2 = DisplayObject(form).parent; while (_arg1 != _local2) { if ((_arg1 is UIComponent)){ if (!UIComponent(_arg1).enabled){ return (false); }; } else { if ((_arg1 is TextField)){ _local3 = TextField(_arg1); if ((((_local3.type == TextFieldType.DYNAMIC)) || (!(_local3.selectable)))){ return (false); }; } else { if ((_arg1 is SimpleButton)){ _local4 = SimpleButton(_arg1); if (!_local4.enabled){ return (false); }; }; }; }; if (!_arg1.visible){ return (false); }; _arg1 = _arg1.parent; }; return (true); } public function set defaultButton(_arg1:Button):void{ var _local2:Button; _local2 = (_arg1) ? Button(_arg1) : null; if (_local2 != _defaultButton){ if (_defaultButton){ _defaultButton.emphasized = false; }; if (defButton){ defButton.emphasized = false; }; _defaultButton = _local2; defButton = _local2; if (_local2){ _local2.emphasized = true; }; }; } private function deactivateHandler(_arg1:Event):void{ var _local2:InteractiveObject; _local2 = InteractiveObject(_arg1.target); } public function setFocus(_arg1:InteractiveObject):void{ if ((_arg1 is IFocusManagerComponent)){ IFocusManagerComponent(_arg1).setFocus(); } else { form.stage.focus = _arg1; }; } private function setFocusToNextObject(_arg1:FocusEvent):void{ var _local2:InteractiveObject; if (!hasFocusableObjects()){ return; }; _local2 = getNextFocusManagerComponent(_arg1.shiftKey); if (_local2){ setFocus(_local2); }; } private function hasFocusableObjects():Boolean{ var _local1:Object; for (_local1 in focusableObjects) { return (true); }; return (false); } private function tabIndexChangeHandler(_arg1:Event):void{ calculateCandidates = true; } private function sortFocusableObjects():void{ var _local1:Object; var _local2:InteractiveObject; focusableCandidates = []; for (_local1 in focusableObjects) { _local2 = InteractiveObject(_local1); if (((((_local2.tabIndex) && (!(isNaN(Number(_local2.tabIndex)))))) && ((_local2.tabIndex > 0)))){ sortFocusableObjectsTabIndex(); return; }; focusableCandidates.push(_local2); }; focusableCandidates.sort(sortByDepth); } private function keyFocusChangeHandler(_arg1:FocusEvent):void{ showFocusIndicator = true; if ((((((_arg1.keyCode == Keyboard.TAB)) || ((_arg1.keyCode == 0)))) && (!(_arg1.isDefaultPrevented())))){ setFocusToNextObject(_arg1); _arg1.preventDefault(); }; } private function getIndexOfFocusedObject(_arg1:DisplayObject):int{ var _local2:int; var _local3:int; _local2 = focusableCandidates.length; _local3 = 0; _local3 = 0; while (_local3 < _local2) { if (focusableCandidates[_local3] == _arg1){ return (_local3); }; _local3++; }; return (-1); } public function hideFocus():void{ } private function removedHandler(_arg1:Event):void{ var _local2:int; var _local3:DisplayObject; var _local4:InteractiveObject; _local3 = DisplayObject(_arg1.target); if ((((_local3 is IFocusManagerComponent)) && ((focusableObjects[_local3] == true)))){ if (_local3 == lastFocus){ IFocusManagerComponent(lastFocus).drawFocus(false); lastFocus = null; }; _local3.removeEventListener(Event.TAB_ENABLED_CHANGE, tabEnabledChangeHandler); delete focusableObjects[_local3]; calculateCandidates = true; } else { if ((((_local3 is InteractiveObject)) && ((focusableObjects[_local3] == true)))){ _local4 = (_local3 as InteractiveObject); if (_local4){ if (_local4 == lastFocus){ lastFocus = null; }; delete focusableObjects[_local4]; calculateCandidates = true; }; _local3.addEventListener(Event.TAB_ENABLED_CHANGE, tabEnabledChangeHandler); }; }; removeFocusables(_local3); } private function sortByDepth(_arg1:InteractiveObject, _arg2:InteractiveObject):Number{ var _local3:String; var _local4:String; var _local5:int; var _local6:String; var _local7:String; var _local8:String; var _local9:DisplayObject; var _local10:DisplayObject; _local3 = ""; _local4 = ""; _local8 = "0000"; _local9 = DisplayObject(_arg1); _local10 = DisplayObject(_arg2); while (((!((_local9 == DisplayObject(form)))) && (_local9.parent))) { _local5 = getChildIndex(_local9.parent, _local9); _local6 = _local5.toString(16); if (_local6.length < 4){ _local7 = (_local8.substring(0, (4 - _local6.length)) + _local6); }; _local3 = (_local7 + _local3); _local9 = _local9.parent; }; while (((!((_local10 == DisplayObject(form)))) && (_local10.parent))) { _local5 = getChildIndex(_local10.parent, _local10); _local6 = _local5.toString(16); if (_local6.length < 4){ _local7 = (_local8.substring(0, (4 - _local6.length)) + _local6); }; _local4 = (_local7 + _local4); _local10 = _local10.parent; }; return (((_local3 > _local4)) ? 1 : ((_local3 < _local4)) ? -1 : 0); } public function get defaultButton():Button{ return (_defaultButton); } private function activateHandler(_arg1:Event):void{ var _local2:InteractiveObject; _local2 = InteractiveObject(_arg1.target); if (lastFocus){ if ((lastFocus is IFocusManagerComponent)){ IFocusManagerComponent(lastFocus).setFocus(); } else { form.stage.focus = lastFocus; }; }; lastAction = "ACTIVATE"; } public function showFocus():void{ } public function set defaultButtonEnabled(_arg1:Boolean):void{ _defaultButtonEnabled = _arg1; } public function getNextFocusManagerComponent(_arg1:Boolean=false):InteractiveObject{ var _local2:DisplayObject; var _local3:String; var _local4:int; var _local5:Boolean; var _local6:int; var _local7:int; var _local8:IFocusManagerGroup; if (!hasFocusableObjects()){ return (null); }; if (calculateCandidates){ sortFocusableObjects(); calculateCandidates = false; }; _local2 = form.stage.focus; _local2 = DisplayObject(findFocusManagerComponent(InteractiveObject(_local2))); _local3 = ""; if ((_local2 is IFocusManagerGroup)){ _local8 = IFocusManagerGroup(_local2); _local3 = _local8.groupName; }; _local4 = getIndexOfFocusedObject(_local2); _local5 = false; _local6 = _local4; if (_local4 == -1){ if (_arg1){ _local4 = focusableCandidates.length; }; _local5 = true; }; _local7 = getIndexOfNextObject(_local4, _arg1, _local5, _local3); return (findFocusManagerComponent(focusableCandidates[_local7])); } private function mouseDownHandler(_arg1:MouseEvent):void{ var _local2:InteractiveObject; if (_arg1.isDefaultPrevented()){ return; }; _local2 = getTopLevelFocusTarget(InteractiveObject(_arg1.target)); if (!_local2){ return; }; showFocusIndicator = false; if (((((!((_local2 == lastFocus))) || ((lastAction == "ACTIVATE")))) && (!((_local2 is TextField))))){ setFocus(_local2); }; lastAction = "MOUSEDOWN"; } private function isTabVisible(_arg1:DisplayObject):Boolean{ var _local2:DisplayObjectContainer; _local2 = _arg1.parent; while (((((_local2) && (!((_local2 is Stage))))) && (!(((_local2.parent) && ((_local2.parent is Stage))))))) { if (!_local2.tabChildren){ return (false); }; _local2 = _local2.parent; }; return (true); } public function get nextTabIndex():int{ return (0); } private function keyDownHandler(_arg1:KeyboardEvent):void{ if (_arg1.keyCode == Keyboard.TAB){ lastAction = "KEY"; if (calculateCandidates){ sortFocusableObjects(); calculateCandidates = false; }; }; if (((((((defaultButtonEnabled) && ((_arg1.keyCode == Keyboard.ENTER)))) && (defaultButton))) && (defButton.enabled))){ sendDefaultButtonEvent(); }; } private function focusInHandler(_arg1:FocusEvent):void{ var _local2:InteractiveObject; var _local3:Button; _local2 = InteractiveObject(_arg1.target); if (form.contains(_local2)){ lastFocus = findFocusManagerComponent(InteractiveObject(_local2)); if ((lastFocus is Button)){ _local3 = Button(lastFocus); if (defButton){ defButton.emphasized = false; defButton = _local3; _local3.emphasized = true; }; } else { if (((defButton) && (!((defButton == _defaultButton))))){ defButton.emphasized = false; defButton = _defaultButton; _defaultButton.emphasized = true; }; }; }; } private function tabEnabledChangeHandler(_arg1:Event):void{ var _local2:InteractiveObject; var _local3:Boolean; calculateCandidates = true; _local2 = InteractiveObject(_arg1.target); _local3 = (focusableObjects[_local2] == true); if (_local2.tabEnabled){ if (((!(_local3)) && (isTabVisible(_local2)))){ if (!(_local2 is IFocusManagerComponent)){ _local2.focusRect = false; }; focusableObjects[_local2] = true; }; } else { if (_local3){ delete focusableObjects[_local2]; }; }; } public function set showFocusIndicator(_arg1:Boolean):void{ _showFocusIndicator = _arg1; } public function get form():DisplayObjectContainer{ return (_form); } private function sortByTabIndex(_arg1:InteractiveObject, _arg2:InteractiveObject):int{ return (((_arg1.tabIndex > _arg2.tabIndex)) ? 1 : ((_arg1.tabIndex < _arg2.tabIndex)) ? -1 : sortByDepth(_arg1, _arg2)); } public function activate():void{ if (activated){ return; }; form.stage.addEventListener(FocusEvent.MOUSE_FOCUS_CHANGE, mouseFocusChangeHandler, false, 0, true); form.stage.addEventListener(FocusEvent.KEY_FOCUS_CHANGE, keyFocusChangeHandler, false, 0, true); form.addEventListener(FocusEvent.FOCUS_IN, focusInHandler, true); form.addEventListener(FocusEvent.FOCUS_OUT, focusOutHandler, true); form.stage.addEventListener(Event.ACTIVATE, activateHandler, false, 0, true); form.stage.addEventListener(Event.DEACTIVATE, deactivateHandler, false, 0, true); form.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); form.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler, true); activated = true; if (lastFocus){ setFocus(lastFocus); }; } public function deactivate():void{ form.stage.removeEventListener(FocusEvent.MOUSE_FOCUS_CHANGE, mouseFocusChangeHandler); form.stage.removeEventListener(FocusEvent.KEY_FOCUS_CHANGE, keyFocusChangeHandler); form.removeEventListener(FocusEvent.FOCUS_IN, focusInHandler, true); form.removeEventListener(FocusEvent.FOCUS_OUT, focusOutHandler, true); form.stage.removeEventListener(Event.ACTIVATE, activateHandler); form.stage.removeEventListener(Event.DEACTIVATE, deactivateHandler); form.removeEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); form.removeEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler, true); activated = false; } public function get defaultButtonEnabled():Boolean{ return (_defaultButtonEnabled); } } }//package fl.managers
Section 138
//IFocusManager (fl.managers.IFocusManager) package fl.managers { import fl.controls.*; import flash.display.*; public interface IFocusManager { function getFocus():InteractiveObject; function deactivate():void; function set defaultButton(_arg1:Button):void; function set showFocusIndicator(_arg1:Boolean):void; function get defaultButtonEnabled():Boolean; function get nextTabIndex():int; function get defaultButton():Button; function get showFocusIndicator():Boolean; function setFocus(_arg1:InteractiveObject):void; function activate():void; function showFocus():void; function set defaultButtonEnabled(_arg1:Boolean):void; function hideFocus():void; function findFocusManagerComponent(_arg1:InteractiveObject):InteractiveObject; function getNextFocusManagerComponent(_arg1:Boolean=false):InteractiveObject; } }//package fl.managers
Section 139
//IFocusManagerComponent (fl.managers.IFocusManagerComponent) package fl.managers { public interface IFocusManagerComponent { function set focusEnabled(_arg1:Boolean):void; function drawFocus(_arg1:Boolean):void; function setFocus():void; function get focusEnabled():Boolean; function get tabEnabled():Boolean; function get tabIndex():int; function get mouseFocusEnabled():Boolean; } }//package fl.managers
Section 140
//IFocusManagerGroup (fl.managers.IFocusManagerGroup) package fl.managers { public interface IFocusManagerGroup { function set groupName(_arg1:String):void; function set selected(_arg1:Boolean):void; function get groupName():String; function get selected():Boolean; } }//package fl.managers
Section 141
//StyleManager (fl.managers.StyleManager) package fl.managers { import fl.core.*; import flash.utils.*; import flash.text.*; public class StyleManager { private var globalStyles:Object; private var classToDefaultStylesDict:Dictionary; private var styleToClassesHash:Object; private var classToStylesDict:Dictionary; private var classToInstancesDict:Dictionary; private static var _instance:StyleManager; public function StyleManager(){ styleToClassesHash = {}; classToInstancesDict = new Dictionary(true); classToStylesDict = new Dictionary(true); classToDefaultStylesDict = new Dictionary(true); globalStyles = UIComponent.getStyleDefinition(); } public static function clearComponentStyle(_arg1:Object, _arg2:String):void{ var _local3:Class; var _local4:Object; _local3 = getClassDef(_arg1); _local4 = getInstance().classToStylesDict[_local3]; if (((!((_local4 == null))) && (!((_local4[_arg2] == null))))){ delete _local4[_arg2]; invalidateComponentStyle(_local3, _arg2); }; } private static function getClassDef(_arg1:Object):Class{ var component = _arg1; if ((component is Class)){ return ((component as Class)); }; try { return ((getDefinitionByName(getQualifiedClassName(component)) as Class)); } catch(e:Error) { if ((component is UIComponent)){ try { return ((component.loaderInfo.applicationDomain.getDefinition(getQualifiedClassName(component)) as Class)); } catch(e:Error) { }; }; }; return (null); } public static function clearStyle(_arg1:String):void{ setStyle(_arg1, null); } public static function setComponentStyle(_arg1:Object, _arg2:String, _arg3:Object):void{ var _local4:Class; var _local5:Object; _local4 = getClassDef(_arg1); _local5 = getInstance().classToStylesDict[_local4]; if (_local5 == null){ _local5 = (getInstance().classToStylesDict[_local4] = {}); }; if (_local5 == _arg3){ return; }; _local5[_arg2] = _arg3; invalidateComponentStyle(_local4, _arg2); } private static function setSharedStyles(_arg1:UIComponent):void{ var _local2:StyleManager; var _local3:Class; var _local4:Object; var _local5:String; _local2 = getInstance(); _local3 = getClassDef(_arg1); _local4 = _local2.classToDefaultStylesDict[_local3]; for (_local5 in _local4) { _arg1.setSharedStyle(_local5, getSharedStyle(_arg1, _local5)); }; } public static function getComponentStyle(_arg1:Object, _arg2:String):Object{ var _local3:Class; var _local4:Object; _local3 = getClassDef(_arg1); _local4 = getInstance().classToStylesDict[_local3]; return (((_local4)==null) ? null : _local4[_arg2]); } private static function getInstance(){ if (_instance == null){ _instance = new (StyleManager); }; return (_instance); } private static function invalidateComponentStyle(_arg1:Class, _arg2:String):void{ var _local3:Dictionary; var _local4:Object; var _local5:UIComponent; _local3 = getInstance().classToInstancesDict[_arg1]; if (_local3 == null){ return; }; for (_local4 in _local3) { _local5 = (_local4 as UIComponent); if (_local5 == null){ } else { _local5.setSharedStyle(_arg2, getSharedStyle(_local5, _arg2)); }; }; } private static function invalidateStyle(_arg1:String):void{ var _local2:Dictionary; var _local3:Object; _local2 = getInstance().styleToClassesHash[_arg1]; if (_local2 == null){ return; }; for (_local3 in _local2) { invalidateComponentStyle(Class(_local3), _arg1); }; } public static function registerInstance(_arg1:UIComponent):void{ var inst:StyleManager; var classDef:Class; var target:Class; var defaultStyles:Object; var styleToClasses:Object; var n:String; var instance = _arg1; inst = getInstance(); classDef = getClassDef(instance); if (classDef == null){ return; }; if (inst.classToInstancesDict[classDef] == null){ inst.classToInstancesDict[classDef] = new Dictionary(true); target = classDef; while (defaultStyles == null) { if (target["getStyleDefinition"] != null){ defaultStyles = target["getStyleDefinition"](); break; }; try { target = (instance.loaderInfo.applicationDomain.getDefinition(getQualifiedSuperclassName(target)) as Class); } catch(err:Error) { try { target = (getDefinitionByName(getQualifiedSuperclassName(target)) as Class); } catch(e:Error) { defaultStyles = UIComponent.getStyleDefinition(); break; }; }; }; styleToClasses = inst.styleToClassesHash; for (n in defaultStyles) { if (styleToClasses[n] == null){ styleToClasses[n] = new Dictionary(true); }; styleToClasses[n][classDef] = true; }; inst.classToDefaultStylesDict[classDef] = defaultStyles; inst.classToStylesDict[classDef] = {}; }; inst.classToInstancesDict[classDef][instance] = true; setSharedStyles(instance); } public static function getStyle(_arg1:String):Object{ return (getInstance().globalStyles[_arg1]); } private static function getSharedStyle(_arg1:UIComponent, _arg2:String):Object{ var _local3:Class; var _local4:StyleManager; var _local5:Object; _local3 = getClassDef(_arg1); _local4 = getInstance(); _local5 = _local4.classToStylesDict[_local3][_arg2]; if (_local5 != null){ return (_local5); }; _local5 = _local4.globalStyles[_arg2]; if (_local5 != null){ return (_local5); }; return (_local4.classToDefaultStylesDict[_local3][_arg2]); } public static function setStyle(_arg1:String, _arg2:Object):void{ var _local3:Object; _local3 = getInstance().globalStyles; if ((((_local3[_arg1] === _arg2)) && (!((_arg2 is TextFormat))))){ return; }; _local3[_arg1] = _arg2; invalidateStyle(_arg1); } } }//package fl.managers
Section 142
//Back (gs.easing.Back) package gs.easing { public class Back { public static function easeOut(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number, _arg5:Number=1.70158):Number{ _arg1 = ((_arg1 / _arg4) - 1); return (((_arg3 * (((_arg1 * _arg1) * (((_arg5 + 1) * _arg1) + _arg5)) + 1)) + _arg2)); } public static function easeIn(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number, _arg5:Number=1.70158):Number{ _arg1 = (_arg1 / _arg4); return (((((_arg3 * _arg1) * _arg1) * (((_arg5 + 1) * _arg1) - _arg5)) + _arg2)); } public static function easeInOut(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number, _arg5:Number=1.70158):Number{ _arg1 = (_arg1 / (_arg4 / 2)); if (_arg1 < 1){ _arg5 = (_arg5 * 1.525); return ((((_arg3 / 2) * ((_arg1 * _arg1) * (((_arg5 + 1) * _arg1) - _arg5))) + _arg2)); }; _arg1 = (_arg1 - 2); _arg5 = (_arg5 * 1.525); return ((((_arg3 / 2) * (((_arg1 * _arg1) * (((_arg5 + 1) * _arg1) + _arg5)) + 2)) + _arg2)); } } }//package gs.easing
Section 143
//OverwriteManager (gs.OverwriteManager) package gs { import flash.utils.*; import flash.errors.*; public class OverwriteManager { public static const ALL:int = 1; public static const NONE:int = 0; public static const AUTO:int = 2; public static const CONCURRENT:int = 3; public static const version:Number = 1; public static var mode:int; public static var enabled:Boolean; public static function killVars(_arg1:Object, _arg2:Object, _arg3:Array, _arg4:Array, _arg5:Array):void{ var _local6:int; var _local7:String; _local6 = (_arg4.length - 1); while (_local6 > -1) { if (_arg1[_arg4[_local6].name] != undefined){ _arg4.splice(_local6, 1); }; _local6--; }; _local6 = (_arg3.length - 1); while (_local6 > -1) { if (_arg1[_arg3[_local6][4]] != undefined){ _arg3.splice(_local6, 1); }; _local6--; }; _local6 = (_arg5.length - 1); while (_local6 > -1) { if (_arg1[_arg5[_local6].name] != undefined){ _arg5.splice(_local6, 1); }; _local6--; }; for (_local7 in _arg1) { delete _arg2[_local7]; }; } public static function manageOverwrites(_arg1:TweenLite, _arg2:Array):void{ var _local7:int; var _local8:TweenLite; var _local9:Object; var _local10:String; var _local3:Object = _arg1.vars; var _local4:int = ((_local3.overwrite)==undefined) ? mode : int(_local3.overwrite); if ((((_local4 < 2)) || ((_arg2 == null)))){ return; }; var _local5:Number = _arg1.startTime; var _local6:Array = []; _local7 = (_arg2.length - 1); while (_local7 > -1) { _local8 = _arg2[_local7]; if (((((!((_local8 == _arg1))) && ((_local8.startTime <= _local5)))) && (((_local8.startTime + ((_local8.duration * 1000) / _local8.combinedTimeScale)) > _local5)))){ _local6[_local6.length] = _local8; }; _local7--; }; if (_local6.length == 0){ return; }; if (_local4 == AUTO){ if (_local3.isTV == true){ _local3 = _local3.exposedProps; }; _local9 = {}; for (_local10 in _local3) { if ((((((((((((((((((((((((((((((((((((((((((((_local10 == "ease")) || ((_local10 == "delay")))) || ((_local10 == "overwrite")))) || ((_local10 == "onComplete")))) || ((_local10 == "onCompleteParams")))) || ((_local10 == "runBackwards")))) || ((_local10 == "persist")))) || ((_local10 == "onUpdate")))) || ((_local10 == "onUpdateParams")))) || ((_local10 == "timeScale")))) || ((_local10 == "onStart")))) || ((_local10 == "onStartParams")))) || ((_local10 == "renderOnStart")))) || ((_local10 == "proxiedEase")))) || ((_local10 == "easeParams")))) || ((_local10 == "onCompleteAll")))) || ((_local10 == "onCompleteAllParams")))) || ((_local10 == "yoyo")))) || ((_local10 == "loop")))) || ((_local10 == "onCompleteListener")))) || ((_local10 == "onStartListener")))) || ((_local10 == "onUpdateListener")))){ } else { _local9[_local10] = 1; if (_local10 == "shortRotate"){ _local9.rotation = 1; } else { if (_local10 == "removeTint"){ _local9.tint = 1; } else { if (_local10 == "autoAlpha"){ _local9.alpha = 1; _local9.visible = 1; }; }; }; }; }; _local7 = (_local6.length - 1); while (_local7 > -1) { _local6[_local7].killVars(_local9); _local7--; }; } else { _local7 = (_local6.length - 1); while (_local7 > -1) { _local6[_local7].enabled = false; _local7--; }; }; } public static function init(_arg1:int=2):int{ if (TweenLite.version < 9.29){ trace("TweenLite warning: Your TweenLite class needs to be updated to work with OverwriteManager (or you may need to clear your ASO files). Please download and install the latest version from http://www.tweenlite.com."); }; TweenLite.overwriteManager = OverwriteManager; mode = _arg1; enabled = true; return (mode); } } }//package gs
Section 144
//TweenGroup (gs.TweenGroup) package gs { import flash.events.*; import flash.utils.*; public dynamic class TweenGroup extends Proxy implements IEventDispatcher { protected var _align:String; protected var _tweens:Array; protected var _reversed:Boolean; public var loop:Number; public var expired:Boolean; public var yoyo:Number; public var onComplete:Function; protected var _dispatcher:EventDispatcher; public var endTime:Number; protected var _startTime:Number; protected var _initTime:Number; public var onCompleteParams:Array; protected var _pauseTime:Number; protected var _stagger:Number; protected var _repeatCount:Number; public static const ALIGN_END:String = "end"; public static const ALIGN_START:String = "start"; public static const ALIGN_INIT:String = "init"; public static const ALIGN_NONE:String = "none"; public static const version:Number = 0.996; public static const ALIGN_SEQUENCE:String = "sequence"; protected static var _prevTime:uint = 0; protected static var _unexpired:Array = []; protected static var _classInitted:Boolean; protected static var _TweenMax:Class; public function TweenGroup(_arg1:Array=null, _arg2:Class=null, _arg3:String="none", _arg4:Number=0){ var overwriteMode:int; var $tweens = _arg1; var $DefaultTweenClass = _arg2; var $align = _arg3; var $stagger = _arg4; super(); if (!_classInitted){ if (TweenLite.version < 9.29){ trace("TweenGroup error! Please update your TweenLite class or try deleting your ASO files. TweenGroup requires a more recent version. Download updates at http://www.TweenLite.com."); }; try { _TweenMax = (getDefinitionByName("gs.TweenMax") as Class); } catch($e:Error) { _TweenMax = Array; }; overwriteMode = (OverwriteManager.enabled) ? OverwriteManager.mode : OverwriteManager.init(2); TweenLite.timingSprite.addEventListener(Event.ENTER_FRAME, checkExpiration, false, -1, true); _classInitted = true; }; this.expired = true; _repeatCount = 0; _align = $align; _stagger = $stagger; _dispatcher = new EventDispatcher(this); if ($tweens != null){ _tweens = parse($tweens, $DefaultTweenClass); updateTimeSpan(); realign(); } else { _tweens = []; _initTime = (_startTime = (this.endTime = 0)); }; } protected function offsetTime(_arg1:Array, _arg2:Number):void{ var _local3:Number; var _local4:Number; var _local5:Array; var _local6:Boolean; var _local7:TweenLite; var _local8:Boolean; var _local9:Number; var _local10:Number; var _local11:int; var _local12:Array; if (_arg1.length != 0){ _local3 = (_arg2 * 1000); _local4 = (isNaN(_pauseTime)) ? TweenLite.currentTime : _pauseTime; _local5 = getRenderOrder(_arg1, _local4); _local12 = []; _local11 = (_local5.length - 1); while (_local11 > -1) { _local7 = _local5[_local11]; _local5[_local11].initTime = (_local7.initTime + _local3); _local6 = Boolean((_local7.startTime == 999999999999999)); _local9 = (_local7.initTime + (_local7.delay * (1000 / _local7.combinedTimeScale))); _local10 = getEndTime(_local7); _local8 = (((((_local9 <= _local4)) || (((_local9 - _local3) <= _local4)))) && ((((_local10 >= _local4)) || (((_local10 - _local3) >= _local4))))); if (((isNaN(_pauseTime)) && ((_local10 >= _local4)))){ _local7.enabled = true; }; if (!_local6){ _local7.startTime = _local9; }; if (_local9 >= _local4){ if (!_local7.active){ _local8 = false; }; _local7.active = false; }; if (_local8){ _local12[_local12.length] = _local7; }; _local11--; }; _local11 = (_local12.length - 1); while (_local11 > -1) { renderTween(_local12[_local11], _local4); _local11--; }; this.endTime = (this.endTime + _local3); _startTime = (_startTime + _local3); _initTime = (_initTime + _local3); if (((this.expired) && ((this.endTime > _local4)))){ this.expired = false; _unexpired[_unexpired.length] = this; }; }; } protected function renderTween(_arg1:TweenLite, _arg2:Number):void{ var _local4:Number; var _local5:Boolean; var _local6:Boolean; var _local7:Number; var _local3:Number = getEndTime(_arg1); if (_arg1.startTime == 999999999999999){ _arg1.startTime = (_arg1.initTime + (_arg1.delay * (1000 / _arg1.combinedTimeScale))); _local5 = true; }; if (!_arg1.initted){ _local6 = _arg1.active; _arg1.active = false; if (_local5){ _arg1.initTweenVals(); if (_arg1.vars.onStart != null){ _arg1.vars.onStart.apply(null, _arg1.vars.onStartParams); }; } else { _arg1.activate(); }; _arg1.active = _local6; }; if (_arg1.startTime > _arg2){ _local4 = _arg1.startTime; } else { if (_local3 < _arg2){ _local4 = _local3; } else { _local4 = _arg2; }; }; if (_local4 < 0){ _local7 = _arg1.startTime; _arg1.startTime = (_arg1.startTime - _local4); _arg1.render(0); _arg1.startTime = _local7; } else { _arg1.render(_local4); }; if (_local5){ _arg1.startTime = 999999999999999; }; } public function get align():String{ return (_align); } public function set align(_arg1:String):void{ _align = _arg1; realign(); } public function set reversed(_arg1:Boolean):void{ if (_reversed != _arg1){ reverse(true); }; } public function willTrigger(_arg1:String):Boolean{ return (_dispatcher.willTrigger(_arg1)); } public function restart(_arg1:Boolean=false):void{ setProgress(0, _arg1); _repeatCount = 0; resume(); } protected function getEndTime(_arg1:TweenLite):Number{ return ((_arg1.initTime + ((_arg1.delay + _arg1.duration) * (1000 / _arg1.combinedTimeScale)))); } public function get duration():Number{ if (_tweens.length == 0){ return (0); }; return (((this.endTime - _startTime) / 1000)); } protected function getStartTime(_arg1:TweenLite):Number{ return ((_arg1.initTime + ((_arg1.delay * 1000) / _arg1.combinedTimeScale))); } protected function pauseTween(_arg1:TweenLite):void{ if ((_arg1 is _TweenMax)){ (_arg1 as Object).pauseTime = _pauseTime; }; _arg1.startTime = 999999999999999; _arg1.enabled = false; } protected function getRenderOrder(_arg1:Array, _arg2:Number):Array{ var _local3:int; var _local4:TweenLite; var _local5:Number; var _local6:Array = []; var _local7:Array = []; var _local8:Array = []; _local3 = (_arg1.length - 1); while (_local3 > -1) { _local5 = getStartTime(_arg1[_local3]); if (_local5 >= _arg2){ _local6[_local6.length] = {start:_local5, tween:_arg1[_local3]}; } else { _local7[_local7.length] = {end:getEndTime(_arg1[_local3]), tween:_arg1[_local3]}; }; _local3--; }; _local6.sortOn("start", Array.NUMERIC); _local7.sortOn("end", Array.NUMERIC); _local3 = (_local6.length - 1); while (_local3 > -1) { _local8[_local3] = _local6[_local3].tween; _local3--; }; _local3 = (_local7.length - 1); while (_local3 > -1) { _local8[_local8.length] = _local7[_local3].tween; _local3--; }; return (_local8); } protected function getProgress(_arg1:Boolean=false):Number{ var _local2:Number; var _local3:Number; var _local4:Number; if (_tweens.length == 0){ return (0); }; _local2 = (isNaN(_pauseTime)) ? TweenLite.currentTime : _pauseTime; _local3 = (_arg1) ? _initTime : _startTime; _local4 = ((_local2 - _local3) / (this.endTime - _local3)); if (_local4 < 0){ return (0); }; if (_local4 > 1){ return (1); }; return (_local4); } protected function setTweenStartTime(_arg1:TweenLite, _arg2:Number):void{ var _local3:Number = (_arg2 - getStartTime(_arg1)); _arg1.initTime = (_arg1.initTime + _local3); if (_arg1.startTime != 999999999999999){ _arg1.startTime = _arg2; }; } public function mergeGroup(_arg1:TweenGroup, _arg2:Number=NaN):void{ var _local5:int; if (((isNaN(_arg2)) || ((_arg2 > _tweens.length)))){ _arg2 = _tweens.length; }; var _local3:Array = _arg1.tweens; var _local4:uint = _local3.length; _local5 = 0; while (_local5 < _local4) { _tweens.splice((_arg2 + _local5), 0, _local3[_local5]); _local5++; }; realign(); } public function get durationWithDelay():Number{ if (_tweens.length == 0){ return (0); }; return (((this.endTime - _initTime) / 1000)); } public function handleCompletion():void{ if (((!(isNaN(this.yoyo))) && ((((_repeatCount < this.yoyo)) || ((this.yoyo == 0)))))){ _repeatCount++; reverse(true); } else { if (((!(isNaN(this.loop))) && ((((_repeatCount < this.loop)) || ((this.loop == 0)))))){ _repeatCount++; setProgress(0, true); }; }; if (this.onComplete != null){ this.onComplete.apply(null, this.onCompleteParams); }; _dispatcher.dispatchEvent(new Event(Event.COMPLETE)); } public function resume():void{ var _local2:int; var _local4:Number; var _local1:Array = []; var _local3:Number = TweenLite.currentTime; _local2 = (_tweens.length - 1); while (_local2 > -1) { if (_tweens[_local2].startTime == 999999999999999){ resumeTween(_tweens[_local2]); _local1[_local1.length] = _tweens[_local2]; }; if ((((_tweens[_local2].startTime >= _local3)) && (!(_tweens[_local2].enabled)))){ _tweens[_local2].enabled = true; _tweens[_local2].active = false; }; _local2--; }; if (!isNaN(_pauseTime)){ _local4 = ((TweenLite.currentTime - _pauseTime) / 1000); _pauseTime = NaN; offsetTime(_local1, _local4); }; } public function get paused():Boolean{ return (!(isNaN(_pauseTime))); } public function updateTimeSpan():void{ var _local1:int; var _local2:Number; var _local3:Number; var _local4:Number; var _local5:TweenLite; if (_tweens.length == 0){ this.endTime = (_startTime = (_initTime = 0)); } else { _local5 = _tweens[0]; _initTime = _local5.initTime; _startTime = (_initTime + (_local5.delay * (1000 / _local5.combinedTimeScale))); this.endTime = (_startTime + (_local5.duration * (1000 / _local5.combinedTimeScale))); _local1 = (_tweens.length - 1); while (_local1 > 0) { _local5 = _tweens[_local1]; _local3 = _local5.initTime; _local2 = (_local3 + (_local5.delay * (1000 / _local5.combinedTimeScale))); _local4 = (_local2 + (_local5.duration * (1000 / _local5.combinedTimeScale))); if (_local3 < _initTime){ _initTime = _local3; }; if (_local2 < _startTime){ _startTime = _local2; }; if (_local4 > this.endTime){ this.endTime = _local4; }; _local1--; }; if (((this.expired) && ((this.endTime > TweenLite.currentTime)))){ this.expired = false; _unexpired[_unexpired.length] = this; }; }; } public function get progressWithDelay():Number{ return (getProgress(true)); } protected function realign():void{ var _local1:uint; var _local2:int; var _local3:Number; if (((!((_align == ALIGN_NONE))) && ((_tweens.length > 1)))){ _local1 = _tweens.length; _local3 = (_stagger * 1000); if (_align == ALIGN_SEQUENCE){ setTweenInitTime(_tweens[0], _initTime); _local2 = 1; while (_local2 < _local1) { setTweenInitTime(_tweens[_local2], (getEndTime(_tweens[(_local2 - 1)]) + _local3)); _local2++; }; } else { if (_align == ALIGN_INIT){ _local2 = 0; while (_local2 < _local1) { setTweenInitTime(_tweens[_local2], (_initTime + (_local3 * _local2))); _local2++; }; } else { if (_align == ALIGN_START){ _local2 = 0; while (_local2 < _local1) { setTweenStartTime(_tweens[_local2], (_startTime + (_local3 * _local2))); _local2++; }; } else { _local2 = 0; while (_local2 < _local1) { setTweenInitTime(_tweens[_local2], ((this.endTime - (((_tweens[_local2].delay + _tweens[_local2].duration) * 1000) / _tweens[_local2].combinedTimeScale)) - (_local3 * _local2))); _local2++; }; }; }; }; }; updateTimeSpan(); } public function get progress():Number{ return (getProgress(false)); } protected function setProgress(_arg1:Number, _arg2:Boolean=false):void{ var _local3:Number; var _local4:Number; if (_tweens.length != 0){ _local3 = (isNaN(_pauseTime)) ? TweenLite.currentTime : _pauseTime; _local4 = (_arg2) ? _initTime : _startTime; offsetTime(_tweens, ((_local3 - (_local4 + ((this.endTime - _local4) * _arg1))) / 1000)); }; } protected function resumeTween(_arg1:TweenLite):void{ if ((_arg1 is _TweenMax)){ (_arg1 as Object).pauseTime = NaN; }; _arg1.startTime = (_arg1.initTime + (_arg1.delay * (1000 / _arg1.combinedTimeScale))); } public function dispatchEvent(_arg1:Event):Boolean{ return (_dispatcher.dispatchEvent(_arg1)); } public function get stagger():Number{ return (_stagger); } public function get reversed():Boolean{ return (_reversed); } override "http://www.adobe.com/2006/actionscript/flash/proxy"?? function getProperty(_arg1){ return (_tweens[_arg1]); } public function addEventListener(_arg1:String, _arg2:Function, _arg3:Boolean=false, _arg4:int=0, _arg5:Boolean=false):void{ _dispatcher.addEventListener(_arg1, _arg2, _arg3, _arg4, _arg5); } public function removeEventListener(_arg1:String, _arg2:Function, _arg3:Boolean=false):void{ _dispatcher.removeEventListener(_arg1, _arg2, _arg3); } override "http://www.adobe.com/2006/actionscript/flash/proxy"?? function callProperty(_arg1, ... _args){ var _local3:* = _tweens[_arg1].apply(null, _args); realign(); if (!isNaN(_pauseTime)){ pause(); }; return (_local3); } protected function setTweenInitTime(_arg1:TweenLite, _arg2:Number):void{ var _local3:Number = (_arg2 - _arg1.initTime); _arg1.initTime = _arg2; if (_arg1.startTime != 999999999999999){ _arg1.startTime = (_arg1.startTime + _local3); }; } public function set progress(_arg1:Number):void{ setProgress(_arg1, false); } public function set progressWithDelay(_arg1:Number):void{ setProgress(_arg1, true); } public function set stagger(_arg1:Number):void{ _stagger = _arg1; realign(); } public function reverse(_arg1:Boolean=true):void{ var _local2:int; var _local3:TweenLite; var _local4:ReverseProxy; var _local5:Number; var _local6:Number; var _local7:Number; var _local8:Number; var _local9:Number; _reversed = !(_reversed); var _local10:Number = 0; var _local11:Boolean; var _local12:Number = (isNaN(_pauseTime)) ? TweenLite.currentTime : _pauseTime; if (this.endTime <= _local12){ _local10 = (int((this.endTime - _local12)) + 1); _local11 = true; }; _local2 = (_tweens.length - 1); while (_local2 > -1) { _local3 = _tweens[_local2]; if ((_local3 is _TweenMax)){ _local6 = _local3.startTime; _local7 = _local3.initTime; (_local3 as Object).reverse(false, false); _local3.startTime = _local6; _local3.initTime = _local7; } else { if (_local3.ease != _local3.vars.ease){ _local3.ease = _local3.vars.ease; } else { _local4 = new ReverseProxy(_local3); _local3.ease = _local4.reverseEase; }; }; _local9 = _local3.combinedTimeScale; _local8 = (((((_local12 - _local3.initTime) / 1000) - (_local3.delay / _local9)) / _local3.duration) * _local9); _local6 = int(((_local12 - ((((1 - _local8) * _local3.duration) * 1000) / _local9)) + _local10)); _local3.initTime = int((_local6 - (_local3.delay * (1000 / _local9)))); if (_local3.startTime != 999999999999999){ _local3.startTime = _local6; }; if (_local3.startTime > _local12){ _local3.enabled = true; _local3.active = false; }; _local2--; }; updateTimeSpan(); if (_arg1){ if (_local11){ setProgress(0, true); }; resume(); }; } public function clear(_arg1:Boolean=true):void{ var _local2:int = (_tweens.length - 1); while (_local2 > -1) { if (_arg1){ TweenLite.removeTween(_tweens[_local2], true); }; _tweens[_local2] = null; _tweens.splice(_local2, 1); _local2--; }; } override "http://www.adobe.com/2006/actionscript/flash/proxy"?? function setProperty(_arg1, _arg2):void{ onSetProperty(_arg1, _arg2); } public function get tweens():Array{ return (_tweens.slice()); } public function set paused(_arg1:Boolean):void{ if (_arg1){ pause(); } else { resume(); }; } public function get length():uint{ return (_tweens.length); } public function hasEventListener(_arg1:String):Boolean{ return (_dispatcher.hasEventListener(_arg1)); } public function pause():void{ if (isNaN(_pauseTime)){ _pauseTime = TweenLite.currentTime; }; var _local1:int = (_tweens.length - 1); while (_local1 > -1) { if (_tweens[_local1].startTime != 999999999999999){ pauseTween(_tweens[_local1]); }; _local1--; }; } protected function onSetProperty(_arg1, _arg2):void{ if (((!(isNaN(_arg1))) && (!((_arg2 is TweenLite))))){ trace("TweenGroup error: an attempt was made to add a non-TweenLite element."); } else { _tweens[_arg1] = _arg2; realign(); if (((!(isNaN(_pauseTime))) && ((_arg2 is TweenLite)))){ pauseTween((_arg2 as TweenLite)); }; }; } public function getActive():Array{ var _local2:int; var _local3:Number; var _local1:Array = []; if (isNaN(_pauseTime)){ _local3 = TweenLite.currentTime; _local2 = (_tweens.length - 1); while (_local2 > -1) { if ((((_tweens[_local2].startTime <= _local3)) && ((getEndTime(_tweens[_local2]) >= _local3)))){ _local1[_local1.length] = _tweens[_local2]; }; _local2--; }; }; return (_local1); } public static function allFrom(_arg1:Array, _arg2:Number, _arg3:Object, _arg4:Class=null):TweenGroup{ _arg3.runBackwards = true; return (allTo(_arg1, _arg2, _arg3, _arg4)); } protected static function checkExpiration(_arg1:Event):void{ var _local4:TweenGroup; var _local5:int; var _local2:uint = TweenLite.currentTime; var _local3:Array = _unexpired; _local5 = (_local3.length - 1); while (_local5 > -1) { _local4 = _local3[_local5]; if ((((((_local4.endTime > _prevTime)) && ((_local4.endTime <= _local2)))) && (!(_local4.paused)))){ _local3.splice(_local5, 1); _local4.expired = true; _local4.handleCompletion(); }; _local5--; }; _prevTime = _local2; } public static function parse(_arg1:Array, _arg2:Class=null):Array{ var _local4:int; var _local5:Object; var _local6:Number; if (_arg2 == null){ _arg2 = TweenLite; }; var _local3:Array = []; _local4 = 0; while (_local4 < _arg1.length) { if ((_arg1[_local4] is TweenLite)){ _local3[_local3.length] = _arg1[_local4]; } else { _local5 = _arg1[_local4].target; _local6 = _arg1[_local4].time; delete _arg1[_local4].target; delete _arg1[_local4].time; _local3[_local3.length] = new _arg2(_local5, _local6, _arg1[_local4]); }; _local4++; }; return (_local3); } public static function allTo(_arg1:Array, _arg2:Number, _arg3:Object, _arg4:Class=null):TweenGroup{ var _local5:int; var _local6:Object; var _local7:Object; var _local8:String; if (_arg4 == null){ _arg4 = TweenLite; }; var _local9:TweenGroup = new TweenGroup(null, _arg4, ALIGN_INIT, ((_arg3.stagger) || (0))); _local9.onComplete = _arg3.onCompleteAll; _local9.onCompleteParams = _arg3.onCompleteAllParams; delete _arg3.stagger; delete _arg3.onCompleteAll; delete _arg3.onCompleteAllParams; _local5 = 0; while (_local5 < _arg1.length) { _local7 = {}; for (_local8 in _arg3) { _local7[_local8] = _arg3[_local8]; }; _local9[_local9.length] = new _arg4(_arg1[_local5], _arg2, _local7); _local5++; }; if (_local9.stagger < 0){ _local9.progressWithDelay = 0; }; return (_local9); } } }//package gs class ReverseProxy { private var _tween:TweenLite; private function ReverseProxy(_arg1:TweenLite){ _tween = _arg1; } public function reverseEase(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):Number{ return (_tween.vars.ease((_arg4 - _arg1), _arg2, _arg3, _arg4)); } }
Section 145
//TweenLite (gs.TweenLite) package gs { import flash.events.*; import flash.display.*; import flash.utils.*; import flash.geom.*; public class TweenLite { public var started:Boolean; public var delay:Number; protected var _hasUpdate:Boolean; protected var _subTweens:Array; public var initted:Boolean; public var active:Boolean; public var startTime:Number; public var target:Object; public var duration:Number; protected var _hst:Boolean; public var gc:Boolean; protected var _isDisplayObject:Boolean; public var tweens:Array; public var vars:Object; public var ease:Function; protected var _specialVars:Object; public var initTime:Number; public var combinedTimeScale:Number; private static var _timer:Timer = new Timer(2000); private static var _classInitted:Boolean; public static var defaultEase:Function = TweenLite.easeOut; public static var version:Number = 9.29; public static var masterList:Dictionary = new Dictionary(false); public static var currentTime:uint; public static var overwriteManager:Object; public static var killDelayedCallsTo:Function = TweenLite.killTweensOf; public static var timingSprite:Sprite = new Sprite(); public function TweenLite(_arg1:Object, _arg2:Number, _arg3:Object){ if (_arg1 == null){ return; }; if (!_classInitted){ currentTime = getTimer(); timingSprite.addEventListener(Event.ENTER_FRAME, updateAll, false, 0, true); if (overwriteManager == null){ overwriteManager = {mode:1, enabled:false}; }; _timer.addEventListener("timer", killGarbage, false, 0, true); _timer.start(); _classInitted = true; }; this.vars = _arg3; this.duration = ((_arg2) || (0.001)); this.delay = ((_arg3.delay) || (0)); this.combinedTimeScale = ((_arg3.timeScale) || (1)); this.active = Boolean((((_arg2 == 0)) && ((this.delay == 0)))); this.target = _arg1; _isDisplayObject = Boolean((_arg1 is DisplayObject)); if (!(this.vars.ease is Function)){ this.vars.ease = defaultEase; }; if (this.vars.easeParams != null){ this.vars.proxiedEase = this.vars.ease; this.vars.ease = easeProxy; }; this.ease = this.vars.ease; if (!isNaN(Number(this.vars.autoAlpha))){ this.vars.alpha = Number(this.vars.autoAlpha); this.vars.visible = Boolean((this.vars.alpha > 0)); }; _specialVars = ((this.vars.isTV)==true) ? this.vars.exposedProps : this.vars; this.tweens = []; _subTweens = []; _hst = (this.initted = false); this.initTime = currentTime; this.startTime = (this.initTime + (this.delay * 1000)); var _local4:int = ((((_arg3.overwrite == undefined)) || (((!(overwriteManager.enabled)) && ((_arg3.overwrite > 1)))))) ? overwriteManager.mode : int(_arg3.overwrite); if ((((masterList[_arg1] == undefined)) || (((!((_arg1 == null))) && ((_local4 == 1)))))){ masterList[_arg1] = []; }; masterList[_arg1].push(this); if ((((((this.vars.runBackwards == true)) && (!((this.vars.renderOnStart == true))))) || (this.active))){ initTweenVals(); if (this.active){ render((this.startTime + 1)); } else { render(this.startTime); }; if (((((!((_specialVars.visible == null))) && ((this.vars.runBackwards == true)))) && (_isDisplayObject))){ this.target.visible = _specialVars.visible; }; }; } public function get enabled():Boolean{ return ((this.gc) ? false : true); } public function render(_arg1:uint):void{ var _local3:Number; var _local4:Object; var _local5:int; var _local2:Number = ((_arg1 - this.startTime) * 0.001); if (_local2 >= this.duration){ _local2 = this.duration; _local3 = ((((this.ease == this.vars.ease)) || ((this.duration == 0.001)))) ? 1 : 0; } else { _local3 = this.ease(_local2, 0, 1, this.duration); }; _local5 = (this.tweens.length - 1); while (_local5 > -1) { _local4 = this.tweens[_local5]; _local4[0][_local4[1]] = (_local4[2] + (_local3 * _local4[3])); _local5--; }; if (_hst){ _local5 = (_subTweens.length - 1); while (_local5 > -1) { _subTweens[_local5].proxy(_subTweens[_local5], _local2); _local5--; }; }; if (_hasUpdate){ this.vars.onUpdate.apply(null, this.vars.onUpdateParams); }; if (_local2 == this.duration){ complete(true); }; } public function set enabled(_arg1:Boolean):void{ var _local2:Array; var _local3:Boolean; var _local4:int; if (_arg1){ if (masterList[this.target] == undefined){ masterList[this.target] = [this]; } else { _local2 = masterList[this.target]; _local4 = (_local2.length - 1); while (_local4 > -1) { if (_local2[_local4] == this){ _local3 = true; break; }; _local4--; }; if (!_local3){ masterList[this.target].push(this); }; }; }; this.gc = (_arg1) ? false : true; if (this.gc){ this.active = false; } else { this.active = this.started; }; } public function activate():void{ this.started = (this.active = true); if (!this.initted){ initTweenVals(); }; if (this.vars.onStart != null){ this.vars.onStart.apply(null, this.vars.onStartParams); }; if (this.duration == 0.001){ this.startTime = (this.startTime - 1); }; } public function clear():void{ this.tweens = []; _subTweens = []; this.vars = {}; _hst = (_hasUpdate = false); } protected function addSubTween(_arg1:String, _arg2:Function, _arg3:Object, _arg4:Object, _arg5:Object=null):void{ var _local6:String; _subTweens[_subTweens.length] = {name:_arg1, proxy:_arg2, target:_arg3, info:_arg5}; for (_local6 in _arg4) { if (typeof(_arg4[_local6]) == "number"){ this.tweens[this.tweens.length] = [_arg3, _local6, _arg3[_local6], (_arg4[_local6] - _arg3[_local6]), _arg1]; } else { this.tweens[this.tweens.length] = [_arg3, _local6, _arg3[_local6], Number(_arg4[_local6]), _arg1]; }; }; _hst = true; } public function initTweenVals(_arg1:Boolean=false, _arg2:String=""):void{ var _local3:String; var _local4:int; var _local5:Array; var _local6:ColorTransform; var _local7:ColorTransform; var _local8:Object; if (((!(_arg1)) && (overwriteManager.enabled))){ overwriteManager.manageOverwrites(this, masterList[this.target]); }; if ((this.target is Array)){ _local5 = ((this.vars.endArray) || ([])); _local4 = 0; while (_local4 < _local5.length) { if (((!((this.target[_local4] == _local5[_local4]))) && (!((this.target[_local4] == undefined))))){ this.tweens[this.tweens.length] = [this.target, _local4.toString(), this.target[_local4], (_local5[_local4] - this.target[_local4]), _local4.toString()]; }; _local4++; }; } else { if (((((!((typeof(_specialVars.tint) == "undefined"))) || ((this.vars.removeTint == true)))) && (_isDisplayObject))){ _local6 = this.target.transform.colorTransform; _local7 = new ColorTransform(); if (_specialVars.alpha != undefined){ _local7.alphaMultiplier = _specialVars.alpha; delete _specialVars.alpha; } else { _local7.alphaMultiplier = this.target.alpha; }; if (((!((this.vars.removeTint == true))) && (((((!((_specialVars.tint == null))) && (!((_specialVars.tint == ""))))) || ((_specialVars.tint == 0)))))){ _local7.color = _specialVars.tint; }; addSubTween("tint", tintProxy, {progress:0}, {progress:1}, {target:this.target, color:_local6, endColor:_local7}); }; if (((!((_specialVars.frame == null))) && (_isDisplayObject))){ addSubTween("frame", frameProxy, {frame:this.target.currentFrame}, {frame:_specialVars.frame}, {target:this.target}); }; if (((!(isNaN(this.vars.volume))) && (this.target.hasOwnProperty("soundTransform")))){ addSubTween("volume", volumeProxy, this.target.soundTransform, {volume:this.vars.volume}, {target:this.target}); }; if (((!((_specialVars.visible == null))) && (_isDisplayObject))){ addSubTween("visible", visibleProxy, {}, {}, {tween:this}); }; for (_local3 in _specialVars) { if ((((((((((((((((((((((((((((((((((((((_local3 == "ease")) || ((_local3 == "delay")))) || ((_local3 == "overwrite")))) || ((_local3 == "onComplete")))) || ((_local3 == "onCompleteParams")))) || ((_local3 == "runBackwards")))) || ((_local3 == "visible")))) || ((_local3 == "autoOverwrite")))) || ((_local3 == "persist")))) || ((_local3 == "onUpdate")))) || ((_local3 == "onUpdateParams")))) || ((_local3 == "autoAlpha")))) || ((((_local3 == "timeScale")) && (!((this.target is TweenLite))))))) || ((_local3 == "onStart")))) || ((_local3 == "onStartParams")))) || ((_local3 == "renderOnStart")))) || ((_local3 == "proxiedEase")))) || ((_local3 == "easeParams")))) || (((_arg1) && (!((_arg2.indexOf(((" " + _local3) + " ")) == -1))))))){ } else { if (((!(((_isDisplayObject) && ((((((_local3 == "tint")) || ((_local3 == "removeTint")))) || ((_local3 == "frame"))))))) && (!((((_local3 == "volume")) && (this.target.hasOwnProperty("soundTransform"))))))){ if (typeof(_specialVars[_local3]) == "number"){ this.tweens[this.tweens.length] = [this.target, _local3, this.target[_local3], (_specialVars[_local3] - this.target[_local3]), _local3]; } else { this.tweens[this.tweens.length] = [this.target, _local3, this.target[_local3], Number(_specialVars[_local3]), _local3]; }; }; }; }; }; if (this.vars.runBackwards == true){ _local4 = (this.tweens.length - 1); while (_local4 > -1) { _local8 = this.tweens[_local4]; _local8[2] = (_local8[2] + _local8[3]); _local8[3] = (_local8[3] * -1); _local4--; }; }; if (this.vars.onUpdate != null){ _hasUpdate = true; }; this.initted = true; } protected function easeProxy(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):Number{ return (this.vars.proxiedEase.apply(null, arguments.concat(this.vars.easeParams))); } public function killVars(_arg1:Object):void{ if (overwriteManager.enabled){ overwriteManager.killVars(_arg1, this.vars, this.tweens, _subTweens, []); }; } public function complete(_arg1:Boolean=false):void{ if (!_arg1){ if (!this.initted){ initTweenVals(); }; this.startTime = (currentTime - ((this.duration * 1000) / this.combinedTimeScale)); render(currentTime); return; }; if (this.vars.persist != true){ this.enabled = false; }; if (this.vars.onComplete != null){ this.vars.onComplete.apply(null, this.vars.onCompleteParams); }; } public static function frameProxy(_arg1:Object, _arg2:Number=0):void{ _arg1.info.target.gotoAndStop(Math.round(_arg1.target.frame)); } public static function removeTween(_arg1:TweenLite, _arg2:Boolean=true):void{ if (_arg1 != null){ if (_arg2){ _arg1.clear(); }; _arg1.enabled = false; }; } public static function visibleProxy(_arg1:Object, _arg2:Number):void{ var _local3:TweenLite = _arg1.info.tween; if (_local3.duration == _arg2){ if (((!((_local3.vars.runBackwards == true))) && ((_local3.ease == _local3.vars.ease)))){ _local3.target.visible = _local3.vars.visible; }; } else { if (_local3.target.visible != true){ _local3.target.visible = true; }; }; } public static function killTweensOf(_arg1:Object=null, _arg2:Boolean=false):void{ var _local3:Array; var _local4:int; var _local5:TweenLite; if (((!((_arg1 == null))) && (!((masterList[_arg1] == undefined))))){ _local3 = masterList[_arg1]; _local4 = (_local3.length - 1); while (_local4 > -1) { _local5 = _local3[_local4]; if (((_arg2) && (!(_local5.gc)))){ _local5.complete(false); }; _local5.clear(); _local4--; }; delete masterList[_arg1]; }; } public static function updateAll(_arg1:Event=null):void{ var _local4:Array; var _local5:int; var _local6:TweenLite; var _local2:uint = (currentTime = getTimer()); var _local3:Dictionary = masterList; for each (_local4 in _local3) { _local5 = (_local4.length - 1); while (_local5 > -1) { _local6 = _local4[_local5]; if (_local6 == null){ } else { if (_local6.active){ _local6.render(_local2); } else { if (_local6.gc){ _local4.splice(_local5, 1); } else { if (_local2 >= _local6.startTime){ _local6.activate(); _local6.render(_local2); }; }; }; }; _local5--; }; }; } public static function delayedCall(_arg1:Number, _arg2:Function, _arg3:Array=null):TweenLite{ return (new TweenLite(_arg2, 0, {delay:_arg1, onComplete:_arg2, onCompleteParams:_arg3, overwrite:0})); } public static function from(_arg1:Object, _arg2:Number, _arg3:Object):TweenLite{ _arg3.runBackwards = true; return (new TweenLite(_arg1, _arg2, _arg3)); } public static function easeOut(_arg1:Number, _arg2:Number, _arg3:Number, _arg4:Number):Number{ _arg1 = (_arg1 / _arg4); return ((((-(_arg3) * _arg1) * (_arg1 - 2)) + _arg2)); } public static function tintProxy(_arg1:Object, _arg2:Number=0):void{ var _local3:Number = _arg1.target.progress; var _local4:Number = (1 - _local3); var _local5:Object = _arg1.info.color; var _local6:Object = _arg1.info.endColor; _arg1.info.target.transform.colorTransform = new ColorTransform(((_local5.redMultiplier * _local4) + (_local6.redMultiplier * _local3)), ((_local5.greenMultiplier * _local4) + (_local6.greenMultiplier * _local3)), ((_local5.blueMultiplier * _local4) + (_local6.blueMultiplier * _local3)), ((_local5.alphaMultiplier * _local4) + (_local6.alphaMultiplier * _local3)), ((_local5.redOffset * _local4) + (_local6.redOffset * _local3)), ((_local5.greenOffset * _local4) + (_local6.greenOffset * _local3)), ((_local5.blueOffset * _local4) + (_local6.blueOffset * _local3)), ((_local5.alphaOffset * _local4) + (_local6.alphaOffset * _local3))); } public static function volumeProxy(_arg1:Object, _arg2:Number=0):void{ _arg1.info.target.soundTransform = _arg1.target; } protected static function killGarbage(_arg1:TimerEvent):void{ var _local3:Object; var _local4:Array; var _local2:Dictionary = masterList; for (_local3 in _local2) { if (_local2[_local3].length == 0){ delete _local2[_local3]; }; }; } public static function to(_arg1:Object, _arg2:Number, _arg3:Object):TweenLite{ return (new TweenLite(_arg1, _arg2, _arg3)); } } }//package gs
Section 146
//AirStrike (AirStrike) package { import flash.media.*; public dynamic class AirStrike extends Sound { } }//package
Section 147
//Arrow (Arrow) package { import flash.display.*; public dynamic class Arrow extends MovieClip { } }//package
Section 148
//BackgroundSound (BackgroundSound) package { import flash.media.*; public dynamic class BackgroundSound extends Sound { } }//package
Section 149
//BoltSound (BoltSound) package { import flash.media.*; public dynamic class BoltSound extends Sound { } }//package
Section 150
//BoltSound2 (BoltSound2) package { import flash.media.*; public dynamic class BoltSound2 extends Sound { } }//package
Section 151
//BtnSound (BtnSound) package { import flash.media.*; public dynamic class BtnSound extends Sound { } }//package
Section 152
//BulletSound (BulletSound) package { import flash.media.*; public dynamic class BulletSound extends Sound { } }//package
Section 153
//Button_disabledSkin (Button_disabledSkin) package { import flash.display.*; public dynamic class Button_disabledSkin extends MovieClip { } }//package
Section 154
//Button_downSkin (Button_downSkin) package { import flash.display.*; public dynamic class Button_downSkin extends MovieClip { } }//package
Section 155
//Button_emphasizedSkin (Button_emphasizedSkin) package { import flash.display.*; public dynamic class Button_emphasizedSkin extends MovieClip { } }//package
Section 156
//Button_overSkin (Button_overSkin) package { import flash.display.*; public dynamic class Button_overSkin extends MovieClip { } }//package
Section 157
//Button_selectedDisabledSkin (Button_selectedDisabledSkin) package { import flash.display.*; public dynamic class Button_selectedDisabledSkin extends MovieClip { } }//package
Section 158
//Button_selectedDownSkin (Button_selectedDownSkin) package { import flash.display.*; public dynamic class Button_selectedDownSkin extends MovieClip { } }//package
Section 159
//Button_selectedOverSkin (Button_selectedOverSkin) package { import flash.display.*; public dynamic class Button_selectedOverSkin extends MovieClip { } }//package
Section 160
//Button_selectedUpSkin (Button_selectedUpSkin) package { import flash.display.*; public dynamic class Button_selectedUpSkin extends MovieClip { } }//package
Section 161
//Button_upSkin (Button_upSkin) package { import flash.display.*; public dynamic class Button_upSkin extends MovieClip { } }//package
Section 162
//CheerSound (CheerSound) package { import flash.media.*; public dynamic class CheerSound extends Sound { } }//package
Section 163
//CloseWapeonSound (CloseWapeonSound) package { import flash.media.*; public dynamic class CloseWapeonSound extends Sound { } }//package
Section 164
//Coords (Coords) package { import flash.display.*; public dynamic class Coords extends MovieClip { } }//package
Section 165
//Crater (Crater) package { import com.veltive.cityinvasion.effects.*; public dynamic class Crater extends AbstractEffect { } }//package
Section 166
//Dida (Dida) package { import flash.media.*; public dynamic class Dida extends Sound { } }//package
Section 167
//Die2 (Die2) package { import flash.media.*; public dynamic class Die2 extends Sound { } }//package
Section 168
//Die3 (Die3) package { import flash.media.*; public dynamic class Die3 extends Sound { } }//package
Section 169
//Die4 (Die4) package { import flash.media.*; public dynamic class Die4 extends Sound { } }//package
Section 170
//Die5 (Die5) package { import flash.media.*; public dynamic class Die5 extends Sound { } }//package
Section 171
//establishSound (establishSound) package { import flash.media.*; public dynamic class establishSound extends Sound { } }//package
Section 172
//ExplodeSound1 (ExplodeSound1) package { import flash.media.*; public dynamic class ExplodeSound1 extends Sound { } }//package
Section 173
//ExplodeSound2 (ExplodeSound2) package { import flash.media.*; public dynamic class ExplodeSound2 extends Sound { } }//package
Section 174
//FarView (FarView) package { import flash.display.*; public dynamic class FarView extends MovieClip { } }//package
Section 175
//FinalSound (FinalSound) package { import flash.media.*; public dynamic class FinalSound extends Sound { } }//package
Section 176
//FinishSound (FinishSound) package { import flash.media.*; public dynamic class FinishSound extends Sound { } }//package
Section 177
//focusRectSkin (focusRectSkin) package { import flash.display.*; public dynamic class focusRectSkin extends MovieClip { } }//package
Section 178
//GlassSound (GlassSound) package { import flash.media.*; public dynamic class GlassSound extends Sound { } }//package
Section 179
//Ground (Ground) package { import flash.display.*; public dynamic class Ground extends MovieClip { public function Ground(){ addFrameScript(0, frame1); } function frame1(){ stop(); } } }//package
Section 180
//language (language) package { import flash.net.*; public class language { public static var localConnection = new LocalConnection(); public static var _languageNum:uint = 0; public static var _languageBox:Array = new Array(); public static var SpillGroupUrl:Array = new Array(); public static function get url2():String{ var _local1:int; while (_local1 < SpillGroupUrl.length) { if (localConnection.domain == SpillGroupUrl[_local1]){ return (_languageBox[_languageNum].url2); }; _local1++; }; return (_languageBox[_languageNum].url2); } public static function get language_nr():int{ return (_languageBox[_languageNum].language_nr); } public static function set Language(_arg1:Object):void{ var domainextention:int; var domainname:int; var languageVersion = _arg1; var returnDomain:Function = function (_arg1:String):String{ var _local2:String = new String(); var _local3:uint = 7; while (_local3 < _arg1.length) { if (_arg1.charAt(_local3) == "/"){ break; }; _local2 = (_local2 + _arg1.charAt(_local3)); _local3++; }; return (_local2); }; var hostingdomain = ""; var myList:String = localConnection.domain; var myArray:Array = myList.split("."); if (myArray.length <= 3){ domainextention = (myArray.length - 1); domainname = (myArray.length - 2); hostingdomain = ((myArray[domainname] + ".") + myArray[domainextention]); } else { hostingdomain = localConnection.domain; }; var language1:* = new languageItem(); language1.url1 = ("http://www.agame.com/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language1.url2 = ("http://www.agame.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language1.language_nr = 1; language1.branding_nr = 1; _languageBox.push(language1); var language2:* = new languageItem(); language2.url1 = "http://www.game.com.cn/moregames/"; language2.url2 = "http://www.game.com.cn/downloads/"; language2.language_nr = 2; language2.branding_nr = 2; _languageBox.push(language2); var language3:* = new languageItem(); language3.url1 = ("http://www.spel.nl/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language3.url2 = ("http://www.spel.nl/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language3.language_nr = 3; language3.branding_nr = 4; _languageBox.push(language3); var language4:* = new languageItem(); language4.url1 = ("http://www.jeu.fr/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language4.url2 = ("http://www.jeu.fr/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language4.language_nr = 4; language4.branding_nr = 5; _languageBox.push(language4); var language5:* = new languageItem(); language5.url1 = ("http://www.spielen.com/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language5.url2 = ("http://www.spielen.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language5.language_nr = 5; language5.branding_nr = 6; _languageBox.push(language5); var language6:* = new languageItem(); language6.url1 = ("http://www.minigry.pl/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language6.url2 = ("http://www.minigry.pl/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language6.language_nr = 6; language6.branding_nr = 14; _languageBox.push(language6); var language7:* = new languageItem(); language7.url1 = ("http://www.spel.se/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language7.url2 = ("http://www.spel.se/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language7.language_nr = 7; language7.branding_nr = 9; _languageBox.push(language7); var language8:* = new languageItem(); language8.url1 = ("http://www.giocaregratis.it/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language8.url2 = ("http://www.giocaregratis.it/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language8.language_nr = 8; language8.branding_nr = 8; _languageBox.push(language8); var language9:* = new languageItem(); language9.url1 = ("http://www.zapjuegos.com/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language9.url2 = ("http://www.zapjuegos.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language9.language_nr = 4; language9.branding_nr = 3; _languageBox.push(language9); var language10:* = new languageItem(); language10.url1 = ("http://www.clickjogos.com/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language10.url2 = ("http://www.clickjogos.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language10.language_nr = 11; language10.branding_nr = 7; _languageBox.push(language10); var language11:* = new languageItem(); language11.url1 = ("http://www.games.co.id/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language11.url2 = ("http://www.games.co.id/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language11.language_nr = 13; language11.branding_nr = 13; _languageBox.push(language11); var language12:* = new languageItem(); language12.url1 = ("http://www.flashgames.ru/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language12.url2 = ("http://www.flashgames.ru/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language12.language_nr = 12; language12.branding_nr = 11; _languageBox.push(language12); var language13:* = new languageItem(); language13.url1 = ("http://www.mygames.co.uk/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language13.url2 = ("http://www.mygames.co.uk/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language13.language_nr = 16; language13.branding_nr = 10; _languageBox.push(language13); var language14:* = new languageItem(); language14.url1 = ("http://www.ojogos.pt/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language14.url2 = ("http://www.ojogos.pt/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language14.language_nr = 10; language14.branding_nr = 42; _languageBox.push(language14); var language15:* = new languageItem(); language15.url1 = ("http://www.egames.jp/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language15.url2 = ("http://www.egames.jp/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language15.language_nr = 17; language15.branding_nr = 44; _languageBox.push(language15); var language16:* = new languageItem(); language16.url1 = ("http://www.game.co.in/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language16.url2 = ("http://www.game.co.in/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language16.language_nr = 16; language16.branding_nr = 12; _languageBox.push(language16); var language17:* = new languageItem(); language17.url1 = ("http://www.a10.com/moregames/?utm_medium=brandedgames_external&utm_campaign=city_invasion&utm_source=" + hostingdomain); language17.url2 = ("http://www.a10.com/moregames/?utm_medium=brandedgames_internal&utm_campaign=city_invasion&utm_source=" + hostingdomain); language17.language_nr = 1; language17.branding_nr = 45; _languageBox.push(language17); SpillGroupUrl.push("localhost"); SpillGroupUrl.push("www8.agame.com"); SpillGroupUrl.push("gamedev.dev.spilgames.com"); if ((((((languageVersion is Number)) || ((languageVersion is uint)))) || ((languageVersion is int)))){ _languageNum = (Number(languageVersion) - 1); }; } public static function get url1():String{ var _local1:int; while (_local1 < SpillGroupUrl.length) { if (localConnection.domain == SpillGroupUrl[_local1]){ return (_languageBox[_languageNum].url2); }; _local1++; }; return (_languageBox[_languageNum].url1); } public static function get branding_nr():int{ return (_languageBox[_languageNum].branding_nr); } } }//package class languageItem { public var url1:String; public var url2:String; public var branding_nr:int; public var language_nr:int; private function languageItem(){ } }
Section 181
//LaserSound (LaserSound) package { import flash.media.*; public dynamic class LaserSound extends Sound { } }//package
Section 182
//LogoMc2 (LogoMc2) package { import flash.events.*; import flash.display.*; import flash.text.*; import flash.net.*; public dynamic class LogoMc2 extends MovieClip { public var txt:TextField; public var logo:MovieClip; public var request:URLRequest; public function LogoMc2(){ addFrameScript(0, frame1); } function frame1(){ stop(); logo.gotoAndStop(language.branding_nr); this.addEventListener(MouseEvent.CLICK, onCLick3); addEventListener(Event.ENTER_FRAME, enterFrameHandler); } public function enterFrameHandler(_arg1):void{ logo.x = (-(logo.width) / 2); } public function onCLick3(_arg1:Event){ if (language.language_nr == 2){ request = new URLRequest(language.url1); } else { request = new URLRequest((language.url1 + "&utm_content=preload")); }; navigateToURL(request, "_blank"); } } }//package
Section 183
//LoseSound (LoseSound) package { import flash.media.*; public dynamic class LoseSound extends Sound { } }//package
Section 184
//Main (Main) package { import com.veltive.cityinvasion.units.*; import com.veltive.cityinvasion.ui.*; import com.veltive.cityinvasion.battlefield.*; import flash.events.*; import com.veltive.cityinvasion.utils.*; import flash.display.*; import flash.text.*; import com.veltive.cityinvasion.*; import flash.utils.*; import com.veltive.cityinvasion.pages.*; public class Main extends MovieClip { private var oldTime:int;// = 0 public function Main(){ GameVariables.humanGroup = UnitGroup.GROUP_FRIEND; GameVariables.LEVEL = 1; addEventListener(Event.ENTER_FRAME, frameChick); } private function toIntroPage(_arg1){ addChild(IntroPage.getInstance()); IntroPage.getInstance().appear(); IntroPage.getInstance().addEventListener(IntroPage.CONTINUE, toGamePage); } private function toShowScore(_arg1){ this.addChild(ScorePage.getInstance()); ScorePage.getInstance().appear(1); ScorePage.getInstance().showNewIcon = true; ScorePage.getInstance().addEventListener(ScorePage.CONTINUE, toStartPage); } public function start(){ toStartPage(null); stage.stageFocusRect = false; } private function showMenu(_arg1){ this.stage.addChild(GameMenu.getInstance()); GameMenu.getInstance().appear(0.5); } private function toTutoPage(_arg1){ toGamePage(_arg1); AI_TUTO.showSkip = true; } private function toOptPage(_arg1){ this.stage.addChild(OptPage.getInstance()); OptPage.getInstance().appear(0.5); } private function toFinalPage(_arg1){ addChild(FinalPage.getInstance()); FinalPage.getInstance().appear(); FinalPage.getInstance().addEventListener(FinalPage.CONTINUE, toStartPage); FinalPage.getInstance().addEventListener(FinalPage.TO_HIGHSCORE, toShowScore); FinalPage.getInstance().addEventListener(FinalPage.TO_HIGHSCORE_WITHOUT_NEW, toShowScoreWithoutNew); } private function toTutoPage2(_arg1){ toGamePage(_arg1); AI_TUTO.showSkip = false; } private function frameChick(_arg1):void{ var _local2:int = (getTimer() - oldTime); GameVariables.GAME_SPD = ((0.5 * _local2) / 32); oldTime = getTimer(); } private function toWinPage(_arg1){ addChild(WinPage.getInstance()); WinPage.getInstance().appear(); WinPage.getInstance().addEventListener(WinPage.CONTINUE, toIntroPage); WinPage.getInstance().addEventListener(WinPage.GAME_OVER, toFinalPage); WinPage.getInstance().addEventListener(WinPage.BACK_MAIN, toStartPage); } private function toShowScoreWithoutNew(_arg1){ this.addChild(ScorePage.getInstance()); ScorePage.getInstance().appear(1); ScorePage.getInstance().showNewIcon = false; ScorePage.getInstance().addEventListener(ScorePage.CONTINUE, toStartPage); } private function clearOptPage(_arg1){ } private function toStartPage(_arg1){ if (StartPage.getInstance().root != null){ return; }; addChild(StartPage.getInstance()); StartPage.getInstance().appear(); StartPage.getInstance().addEventListener(StartPage.TO_INTRO_PAGE, toIntroPage); StartPage.getInstance().addEventListener(StartPage.TO_INTRO_PAGE, toIntroPage); StartPage.getInstance().addEventListener(StartPage.TO_OPT_PAGE, toOptPage); StartPage.getInstance().addEventListener(StartPage.TO_LEARN_PAGE, toLearnPage); StartPage.getInstance().addEventListener(StartPage.TO_TUTO_PAGE, toTutoPage); StartPage.getInstance().addEventListener(StartPage.TO_TUTO_PAGE_WITHOUT_SKIP, toTutoPage2); StartPage.getInstance().addEventListener(StartPage.SHOW_SOCRE, toShowScoreWithoutNew); } private function toLearnPage(_arg1){ this.stage.addChild(LearnPage.getInstance()); LearnPage.getInstance().appear(2); } private function toGamePage(_arg1){ addChild(GamePage.getInstance()); GamePage.getInstance().appear(); GamePage.getInstance().addEventListener(GamePage.EXIT, toStartPage); GamePage.getInstance().addEventListener(GamePage.SKIP, toIntroPage); GamePage.getInstance().addEventListener(GamePage.SHOW_MENU, showMenu); GamePage.getInstance().addEventListener(GamePage.LOSE, toLosePage); GamePage.getInstance().addEventListener(GamePage.WIN, toWinPage); GamePage.getInstance().addEventListener(GamePage.RETRY, toIntroPage); GamePage.getInstance().addEventListener(GamePage.SHOW_HELP, toLearnPage); GamePage.getInstance().addEventListener(GamePage.TUTO_FINISHED, toStartPage); GamePage.getInstance().addEventListener(GamePage.TO_OPT_PAGE, toOptPage); } private function toLosePage(_arg1){ addChild(LosePage.getInstance()); LosePage.getInstance().appear(); LosePage.getInstance().addEventListener(LosePage.CONTINUE, toStartPage); LosePage.getInstance().addEventListener(LosePage.RETRY, toIntroPage); } public static function get utmContent():String{ return (GameVariables.CURRENT_PAGE.UTM); } } }//package
Section 185
//MsBox (MsBox) package { import com.veltive.cityinvasion.ui.*; import flash.events.*; import flash.display.*; import flash.text.*; public dynamic class MsBox extends MovieClip { public var txt:TextField; public var btn:MyButton; public function MsBox(){ addFrameScript(0, frame1); } function frame1(){ btn.type = 2; txt.selectable = false; btn.addEventListener(MouseEvent.CLICK, continueHandle); this.x = ((this.stage.stageWidth - this.width) / 2); this.y = ((this.stage.stageHeight - this.height) / 2); this.visible = true; } public function clear(_arg1){ if (this.parent){ this.parent.removeChild(this); }; btn.removeEventListener(MouseEvent.CLICK, continueHandle); } public function set message(_arg1:String):void{ this.txt.htmlText = _arg1; } public function continueHandle(_arg1){ dispatchEvent(new Event(Event.CLOSE)); if (this.parent){ this.parent.removeChild(this); }; btn.removeEventListener(MouseEvent.CLICK, continueHandle); } } }//package
Section 186
//ProgressBar_barSkin (ProgressBar_barSkin) package { import flash.display.*; public dynamic class ProgressBar_barSkin extends MovieClip { } }//package
Section 187
//ProgressBar_indeterminateSkin (ProgressBar_indeterminateSkin) package { import flash.display.*; public dynamic class ProgressBar_indeterminateSkin extends MovieClip { } }//package
Section 188
//ProgressBar_trackSkin (ProgressBar_trackSkin) package { import flash.display.*; public dynamic class ProgressBar_trackSkin extends MovieClip { } }//package
Section 189
//RifleSound (RifleSound) package { import flash.media.*; public dynamic class RifleSound extends Sound { } }//package
Section 190
//RocketSound (RocketSound) package { import flash.media.*; public dynamic class RocketSound extends Sound { } }//package
Section 191
//s1 (s1) package { import flash.display.*; public dynamic class s1 extends BitmapData { public function s1(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 192
//s2 (s2) package { import flash.display.*; public dynamic class s2 extends BitmapData { public function s2(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 193
//s3 (s3) package { import flash.display.*; public dynamic class s3 extends BitmapData { public function s3(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 194
//s4 (s4) package { import flash.display.*; public dynamic class s4 extends BitmapData { public function s4(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 195
//s5 (s5) package { import flash.display.*; public dynamic class s5 extends BitmapData { public function s5(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 196
//ShortLaserSound (ShortLaserSound) package { import flash.media.*; public dynamic class ShortLaserSound extends Sound { } }//package
Section 197
//SliderThumb_disabledSkin (SliderThumb_disabledSkin) package { import flash.display.*; public dynamic class SliderThumb_disabledSkin extends MovieClip { } }//package
Section 198
//SliderThumb_downSkin (SliderThumb_downSkin) package { import flash.display.*; public dynamic class SliderThumb_downSkin extends MovieClip { } }//package
Section 199
//SliderThumb_overSkin (SliderThumb_overSkin) package { import flash.display.*; public dynamic class SliderThumb_overSkin extends MovieClip { } }//package
Section 200
//SliderThumb_upSkin (SliderThumb_upSkin) package { import flash.display.*; public dynamic class SliderThumb_upSkin extends MovieClip { } }//package
Section 201
//SliderTick_skin (SliderTick_skin) package { import flash.display.*; public dynamic class SliderTick_skin extends MovieClip { } }//package
Section 202
//SliderTrack_disabledSkin (SliderTrack_disabledSkin) package { import flash.display.*; public dynamic class SliderTrack_disabledSkin extends MovieClip { } }//package
Section 203
//SliderTrack_skin (SliderTrack_skin) package { import flash.display.*; public dynamic class SliderTrack_skin extends MovieClip { } }//package
Section 204
//StartSound (StartSound) package { import flash.media.*; public dynamic class StartSound extends Sound { } }//package
Section 205
//t1 (t1) package { import flash.display.*; public dynamic class t1 extends BitmapData { public function t1(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 206
//t2 (t2) package { import flash.display.*; public dynamic class t2 extends BitmapData { public function t2(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 207
//t3 (t3) package { import flash.display.*; public dynamic class t3 extends BitmapData { public function t3(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 208
//t4 (t4) package { import flash.display.*; public dynamic class t4 extends BitmapData { public function t4(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 209
//t5 (t5) package { import flash.display.*; public dynamic class t5 extends BitmapData { public function t5(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 210
//t6 (t6) package { import flash.display.*; public dynamic class t6 extends BitmapData { public function t6(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 211
//t7 (t7) package { import flash.display.*; public dynamic class t7 extends BitmapData { public function t7(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 212
//TerminateSound (TerminateSound) package { import flash.media.*; public dynamic class TerminateSound extends Sound { } }//package
Section 213
//TimeBombThumb (TimeBombThumb) package { import flash.display.*; public dynamic class TimeBombThumb extends BitmapData { public function TimeBombThumb(_arg1:Number, _arg2:Number){ super(_arg1, _arg2); } } }//package
Section 214
//ToMc (ToMc) package { import flash.display.*; import flash.text.*; public dynamic class ToMc extends MovieClip { public var txt1:TextField; public var txt2:TextField; public function ToMc(){ addFrameScript(0, frame1); } function frame1(){ stop(); } } }//package
Section 215
//TypeBlock (TypeBlock) package { import flash.display.*; public dynamic class TypeBlock extends MovieClip { } }//package
Section 216
//TypeSound (TypeSound) package { import flash.media.*; public dynamic class TypeSound extends Sound { } }//package
Section 217
//TypeTxt (TypeTxt) package { import flash.display.*; import flash.text.*; public dynamic class TypeTxt extends MovieClip { public var txt:TextField; } }//package
Section 218
//WinSound (WinSound) package { import flash.media.*; public dynamic class WinSound extends Sound { } }//package

Library Items

Symbol 1 GraphicUsed by:Timeline
Symbol 2 GraphicUsed by:3
Symbol 3 MovieClipUses:2Used by:Timeline
Symbol 4 BitmapUsed by:5
Symbol 5 GraphicUses:4Used by:6
Symbol 6 MovieClipUses:5Used by:7
Symbol 7 MovieClipUses:6Used by:Timeline
Symbol 8 FontUsed by:9 1512
Symbol 9 EditableTextUses:8Used by:Timeline
Symbol 10 FontUsed by:11 1358 1387 1391 1536 1537 1538 1539 1566 1573 1574 1606 1608 1609 1612
Symbol 11 EditableTextUses:10Used by:93
Symbol 12 GraphicUsed by:13
Symbol 13 MovieClipUses:12Used by:92 1482
Symbol 14 GraphicUsed by:25
Symbol 15 GraphicUsed by:25
Symbol 16 GraphicUsed by:25
Symbol 17 GraphicUsed by:25
Symbol 18 GraphicUsed by:25
Symbol 19 GraphicUsed by:25
Symbol 20 GraphicUsed by:25 1461
Symbol 21 GraphicUsed by:25
Symbol 22 GraphicUsed by:25
Symbol 23 GraphicUsed by:24
Symbol 24 MovieClipUses:23Used by:25
Symbol 25 MovieClipUses:14 15 16 17 18 19 20 21 22 24Used by:92 1482
Symbol 26 GraphicUsed by:27
Symbol 27 MovieClipUses:26Used by:92 1482
Symbol 28 GraphicUsed by:29
Symbol 29 MovieClipUses:28Used by:92 1482
Symbol 30 GraphicUsed by:31
Symbol 31 MovieClipUses:30Used by:92 1482
Symbol 32 GraphicUsed by:33
Symbol 33 MovieClipUses:32Used by:92 1482
Symbol 34 GraphicUsed by:35
Symbol 35 MovieClipUses:34Used by:92 1482
Symbol 36 GraphicUsed by:37
Symbol 37 MovieClipUses:36Used by:92 1482
Symbol 38 GraphicUsed by:39
Symbol 39 MovieClipUses:38Used by:92 1482
Symbol 40 GraphicUsed by:41
Symbol 41 MovieClipUses:40Used by:92 1482
Symbol 42 GraphicUsed by:43
Symbol 43 MovieClipUses:42Used by:92 1482
Symbol 44 GraphicUsed by:45
Symbol 45 MovieClipUses:44Used by:92 1482
Symbol 46 GraphicUsed by:47
Symbol 47 MovieClipUses:46Used by:92 1482
Symbol 48 GraphicUsed by:49
Symbol 49 MovieClipUses:48Used by:92 1482
Symbol 50 GraphicUsed by:51
Symbol 51 MovieClipUses:50Used by:92 1482
Symbol 52 GraphicUsed by:53
Symbol 53 MovieClipUses:52Used by:92 1482
Symbol 54 GraphicUsed by:57
Symbol 55 GraphicUsed by:56
Symbol 56 MovieClipUses:55Used by:57 71
Symbol 57 MovieClipUses:54 56Used by:92 1482
Symbol 58 GraphicUsed by:59
Symbol 59 MovieClipUses:58Used by:92 1482
Symbol 60 GraphicUsed by:61
Symbol 61 MovieClipUses:60Used by:92 1482
Symbol 62 GraphicUsed by:63
Symbol 63 MovieClipUses:62Used by:92 1482
Symbol 64 GraphicUsed by:65
Symbol 65 MovieClipUses:64Used by:92 1482
Symbol 66 GraphicUsed by:67
Symbol 67 MovieClipUses:66Used by:92 1482
Symbol 68 GraphicUsed by:69
Symbol 69 MovieClipUses:68Used by:92 1482
Symbol 70 GraphicUsed by:71
Symbol 71 MovieClipUses:70 56Used by:92 1482
Symbol 72 GraphicUsed by:73
Symbol 73 MovieClipUses:72Used by:92 1482
Symbol 74 GraphicUsed by:75
Symbol 75 MovieClipUses:74Used by:92 1482
Symbol 76 GraphicUsed by:77
Symbol 77 MovieClipUses:76Used by:92 1482
Symbol 78 GraphicUsed by:79
Symbol 79 MovieClipUses:78Used by:92 1482
Symbol 80 GraphicUsed by:81
Symbol 81 MovieClipUses:80Used by:92 1482
Symbol 82 GraphicUsed by:83
Symbol 83 MovieClipUses:82Used by:92 1482
Symbol 84 GraphicUsed by:85
Symbol 85 MovieClipUses:84Used by:92 1482
Symbol 86 GraphicUsed by:87
Symbol 87 MovieClipUses:86Used by:92 1482
Symbol 88 GraphicUsed by:89
Symbol 89 MovieClipUses:88Used by:92 1482
Symbol 90 GraphicUsed by:91
Symbol 91 MovieClipUses:90Used by:92 1482
Symbol 92 MovieClipUses:13 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 57 59 61 63 65 67 69 71 73 75 77 79 81 83 85 87 89 91Used by:93 1392 1607
Symbol 93 MovieClip {LogoMc2}Uses:11 92Used by:Timeline
Symbol 94 BitmapUsed by:95
Symbol 95 GraphicUses:94Used by:Timeline
Symbol 96 Sound {WinSound}
Symbol 97 Sound {TypeSound}
Symbol 98 Sound {TerminateSound}
Symbol 99 Sound {ShortLaserSound}
Symbol 100 Sound {RocketSound}
Symbol 101 Sound {RifleSound}
Symbol 102 Sound {StartSound}
Symbol 103 Sound {LoseSound}
Symbol 104 Sound {BackgroundSound}
Symbol 105 Sound {LaserSound}
Symbol 106 Sound {FinalSound}
Symbol 107 Sound {GlassSound}
Symbol 108 Sound {FinishSound}
Symbol 109 Sound {ExplodeSound2}
Symbol 110 Sound {ExplodeSound1}
Symbol 111 Sound {establishSound}
Symbol 112 Sound {Die5}
Symbol 113 Sound {Die4}
Symbol 114 Sound {Die3}
Symbol 115 Sound {Die2}
Symbol 116 Sound {Dida}
Symbol 117 Sound {CloseWapeonSound}
Symbol 118 Sound {CheerSound}
Symbol 119 Sound {BulletSound}
Symbol 120 Sound {BtnSound}
Symbol 121 Sound {BoltSound2}
Symbol 122 Sound {BoltSound}
Symbol 123 Sound {AirStrike}
Symbol 124 Bitmap {TimeBombThumb}
Symbol 125 GraphicUsed by:126
Symbol 126 MovieClipUses:125Used by:134 797 1377
Symbol 127 MovieClip {fl.core.ComponentShim}Used by:134 797 1377
Symbol 128 GraphicUsed by:129
Symbol 129 MovieClip {ProgressBar_trackSkin}Uses:128Used by:134
Symbol 130 GraphicUsed by:131
Symbol 131 MovieClip {ProgressBar_barSkin}Uses:130Used by:134
Symbol 132 GraphicUsed by:133
Symbol 133 MovieClip {ProgressBar_indeterminateSkin}Uses:132Used by:134
Symbol 134 MovieClip {fl.controls.ProgressBar}Uses:126 127 129 131 133
Symbol 135 BitmapUsed by:136
Symbol 136 GraphicUses:135Used by:305
Symbol 137 BitmapUsed by:138
Symbol 138 GraphicUses:137Used by:305
Symbol 139 BitmapUsed by:140
Symbol 140 GraphicUses:139Used by:305
Symbol 141 BitmapUsed by:142
Symbol 142 GraphicUses:141Used by:305
Symbol 143 BitmapUsed by:144
Symbol 144 GraphicUses:143Used by:305
Symbol 145 BitmapUsed by:146
Symbol 146 GraphicUses:145Used by:305
Symbol 147 BitmapUsed by:148
Symbol 148 GraphicUses:147Used by:305
Symbol 149 BitmapUsed by:150
Symbol 150 GraphicUses:149Used by:305
Symbol 151 BitmapUsed by:152
Symbol 152 GraphicUses:151Used by:305
Symbol 153 BitmapUsed by:154
Symbol 154 GraphicUses:153Used by:305
Symbol 155 BitmapUsed by:156
Symbol 156 GraphicUses:155Used by:305
Symbol 157 BitmapUsed by:158
Symbol 158 GraphicUses:157Used by:305
Symbol 159 BitmapUsed by:160
Symbol 160 GraphicUses:159Used by:305
Symbol 161 BitmapUsed by:162
Symbol 162 GraphicUses:161Used by:305
Symbol 163 BitmapUsed by:164
Symbol 164 GraphicUses:163Used by:305
Symbol 165 BitmapUsed by:166
Symbol 166 GraphicUses:165Used by:305
Symbol 167 BitmapUsed by:168
Symbol 168 GraphicUses:167Used by:305
Symbol 169 BitmapUsed by:170
Symbol 170 GraphicUses:169Used by:305
Symbol 171 BitmapUsed by:172
Symbol 172 GraphicUses:171Used by:305
Symbol 173 BitmapUsed by:174
Symbol 174 GraphicUses:173Used by:305
Symbol 175 BitmapUsed by:176
Symbol 176 GraphicUses:175Used by:305
Symbol 177 BitmapUsed by:178
Symbol 178 GraphicUses:177Used by:305
Symbol 179 BitmapUsed by:180
Symbol 180 GraphicUses:179Used by:305
Symbol 181 BitmapUsed by:182
Symbol 182 GraphicUses:181Used by:305
Symbol 183 BitmapUsed by:184
Symbol 184 GraphicUses:183Used by:305
Symbol 185 BitmapUsed by:186
Symbol 186 GraphicUses:185Used by:305
Symbol 187 BitmapUsed by:188
Symbol 188 GraphicUses:187Used by:305
Symbol 189 BitmapUsed by:190
Symbol 190 GraphicUses:189Used by:305
Symbol 191 BitmapUsed by:192
Symbol 192 GraphicUses:191Used by:305
Symbol 193 BitmapUsed by:194
Symbol 194 GraphicUses:193Used by:305
Symbol 195 BitmapUsed by:196
Symbol 196 GraphicUses:195Used by:305
Symbol 197 BitmapUsed by:198
Symbol 198 GraphicUses:197Used by:305
Symbol 199 BitmapUsed by:200
Symbol 200 GraphicUses:199Used by:305
Symbol 201 BitmapUsed by:202
Symbol 202 GraphicUses:201Used by:305
Symbol 203 BitmapUsed by:204
Symbol 204 GraphicUses:203Used by:305
Symbol 205 BitmapUsed by:206
Symbol 206 GraphicUses:205Used by:305
Symbol 207 BitmapUsed by:208
Symbol 208 GraphicUses:207Used by:305
Symbol 209 BitmapUsed by:210
Symbol 210 GraphicUses:209Used by:305
Symbol 211 BitmapUsed by:212
Symbol 212 GraphicUses:211Used by:305
Symbol 213 BitmapUsed by:214
Symbol 214 GraphicUses:213Used by:305
Symbol 215 BitmapUsed by:216
Symbol 216 GraphicUses:215Used by:305
Symbol 217 BitmapUsed by:218
Symbol 218 GraphicUses:217Used by:305
Symbol 219 BitmapUsed by:220
Symbol 220 GraphicUses:219Used by:235
Symbol 221 BitmapUsed by:222
Symbol 222 GraphicUses:221Used by:235
Symbol 223 BitmapUsed by:224
Symbol 224 GraphicUses:223Used by:235
Symbol 225 BitmapUsed by:226
Symbol 226 GraphicUses:225Used by:235
Symbol 227 BitmapUsed by:228
Symbol 228 GraphicUses:227Used by:235
Symbol 229 BitmapUsed by:230
Symbol 230 GraphicUses:229Used by:235
Symbol 231 BitmapUsed by:232
Symbol 232 GraphicUses:231Used by:235
Symbol 233 BitmapUsed by:234
Symbol 234 GraphicUses:233Used by:235
Symbol 235 MovieClip {CityInvasion_fla.Timeline_138}Uses:220 222 224 226 228 230 232 234Used by:305 760 922 1035 1194 1331
Symbol 236 BitmapUsed by:237
Symbol 237 GraphicUses:236Used by:262
Symbol 238 BitmapUsed by:239
Symbol 239 GraphicUses:238Used by:262
Symbol 240 BitmapUsed by:241
Symbol 241 GraphicUses:240Used by:262
Symbol 242 BitmapUsed by:243
Symbol 243 GraphicUses:242Used by:262
Symbol 244 BitmapUsed by:245
Symbol 245 GraphicUses:244Used by:262
Symbol 246 BitmapUsed by:247
Symbol 247 GraphicUses:246Used by:262
Symbol 248 BitmapUsed by:249
Symbol 249 GraphicUses:248Used by:262
Symbol 250 BitmapUsed by:251
Symbol 251 GraphicUses:250Used by:262
Symbol 252 BitmapUsed by:253
Symbol 253 GraphicUses:252Used by:262
Symbol 254 BitmapUsed by:255
Symbol 255 GraphicUses:254Used by:262
Symbol 256 BitmapUsed by:257
Symbol 257 GraphicUses:256Used by:262
Symbol 258 BitmapUsed by:259
Symbol 259 GraphicUses:258Used by:262
Symbol 260 BitmapUsed by:261
Symbol 261 GraphicUses:260Used by:262
Symbol 262 MovieClip {CityInvasion_fla.Timeline_139}Uses:237 239 241 243 245 247 249 251 253 255 257 259 261Used by:305 760 922 1035 1194 1331
Symbol 263 BitmapUsed by:264
Symbol 264 GraphicUses:263Used by:277
Symbol 265 BitmapUsed by:266
Symbol 266 GraphicUses:265Used by:277
Symbol 267 BitmapUsed by:268
Symbol 268 GraphicUses:267Used by:277
Symbol 269 BitmapUsed by:270
Symbol 270 GraphicUses:269Used by:277
Symbol 271 BitmapUsed by:272
Symbol 272 GraphicUses:271Used by:277
Symbol 273 BitmapUsed by:274
Symbol 274 GraphicUses:273Used by:277
Symbol 275 BitmapUsed by:276
Symbol 276 GraphicUses:275Used by:277
Symbol 277 MovieClip {CityInvasion_fla.Timeline_140}Uses:264 266 268 270 272 274 276Used by:305 760 922 1035 1194 1331
Symbol 278 BitmapUsed by:279
Symbol 279 GraphicUses:278Used by:304
Symbol 280 BitmapUsed by:281
Symbol 281 GraphicUses:280Used by:304
Symbol 282 BitmapUsed by:283
Symbol 283 GraphicUses:282Used by:304
Symbol 284 BitmapUsed by:285
Symbol 285 GraphicUses:284Used by:304
Symbol 286 BitmapUsed by:287
Symbol 287 GraphicUses:286Used by:304
Symbol 288 BitmapUsed by:289
Symbol 289 GraphicUses:288Used by:304
Symbol 290 BitmapUsed by:291
Symbol 291 GraphicUses:290Used by:304
Symbol 292 BitmapUsed by:293
Symbol 293 GraphicUses:292Used by:304
Symbol 294 BitmapUsed by:295
Symbol 295 GraphicUses:294Used by:304
Symbol 296 BitmapUsed by:297
Symbol 297 GraphicUses:296Used by:304
Symbol 298 BitmapUsed by:299
Symbol 299 GraphicUses:298Used by:304
Symbol 300 BitmapUsed by:301
Symbol 301 GraphicUses:300Used by:304
Symbol 302 BitmapUsed by:303
Symbol 303 GraphicUses:302Used by:304
Symbol 304 MovieClip {CityInvasion_fla.Timeline_141}Uses:279 281 283 285 287 289 291 293 295 297 299 301 303Used by:305 760 922 1035 1194 1331
Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri}Uses:136 138 140 142 144 146 148 150 152 154 156 158 160 162 164 166 168 170 172 174 176 178 180 182 184 186 188 190 192 194 196 198 200 202 204 206 208 210 212 214 216 218 235 262 277 304
Symbol 306 BitmapUsed by:307
Symbol 307 GraphicUses:306Used by:314
Symbol 308 BitmapUsed by:309
Symbol 309 GraphicUses:308Used by:314
Symbol 310 BitmapUsed by:311
Symbol 311 GraphicUses:310Used by:314
Symbol 312 BitmapUsed by:313
Symbol 313 GraphicUses:312Used by:314
Symbol 314 MovieClip {com.veltive.cityinvasion.effects.FaintEffect}Uses:307 309 311 313
Symbol 315 BitmapUsed by:316
Symbol 316 GraphicUses:315Used by:413
Symbol 317 BitmapUsed by:318
Symbol 318 GraphicUses:317Used by:413
Symbol 319 BitmapUsed by:320
Symbol 320 GraphicUses:319Used by:413
Symbol 321 BitmapUsed by:322
Symbol 322 GraphicUses:321Used by:413
Symbol 323 BitmapUsed by:324
Symbol 324 GraphicUses:323Used by:413
Symbol 325 BitmapUsed by:326
Symbol 326 GraphicUses:325Used by:413
Symbol 327 BitmapUsed by:328
Symbol 328 GraphicUses:327Used by:413
Symbol 329 BitmapUsed by:330
Symbol 330 GraphicUses:329Used by:413
Symbol 331 BitmapUsed by:332
Symbol 332 GraphicUses:331Used by:413
Symbol 333 BitmapUsed by:334
Symbol 334 GraphicUses:333Used by:413
Symbol 335 BitmapUsed by:336
Symbol 336 GraphicUses:335Used by:413
Symbol 337 BitmapUsed by:338
Symbol 338 GraphicUses:337Used by:413
Symbol 339 BitmapUsed by:340
Symbol 340 GraphicUses:339Used by:413
Symbol 341 BitmapUsed by:342
Symbol 342 GraphicUses:341Used by:413
Symbol 343 BitmapUsed by:344
Symbol 344 GraphicUses:343Used by:413
Symbol 345 BitmapUsed by:346
Symbol 346 GraphicUses:345Used by:413
Symbol 347 BitmapUsed by:348
Symbol 348 GraphicUses:347Used by:413
Symbol 349 BitmapUsed by:350
Symbol 350 GraphicUses:349Used by:413
Symbol 351 BitmapUsed by:352
Symbol 352 GraphicUses:351Used by:413
Symbol 353 BitmapUsed by:354
Symbol 354 GraphicUses:353Used by:413
Symbol 355 BitmapUsed by:356
Symbol 356 GraphicUses:355Used by:413
Symbol 357 BitmapUsed by:358
Symbol 358 GraphicUses:357Used by:413
Symbol 359 BitmapUsed by:360
Symbol 360 GraphicUses:359Used by:413
Symbol 361 BitmapUsed by:362
Symbol 362 GraphicUses:361Used by:413
Symbol 363 BitmapUsed by:364
Symbol 364 GraphicUses:363Used by:413
Symbol 365 BitmapUsed by:366
Symbol 366 GraphicUses:365Used by:413
Symbol 367 BitmapUsed by:368
Symbol 368 GraphicUses:367Used by:413
Symbol 369 BitmapUsed by:370
Symbol 370 GraphicUses:369Used by:413
Symbol 371 BitmapUsed by:372
Symbol 372 GraphicUses:371Used by:413
Symbol 373 BitmapUsed by:374
Symbol 374 GraphicUses:373Used by:413
Symbol 375 BitmapUsed by:376
Symbol 376 GraphicUses:375Used by:413
Symbol 377 BitmapUsed by:378
Symbol 378 GraphicUses:377Used by:413
Symbol 379 BitmapUsed by:380
Symbol 380 GraphicUses:379Used by:413
Symbol 381 BitmapUsed by:382
Symbol 382 GraphicUses:381Used by:413
Symbol 383 BitmapUsed by:384
Symbol 384 GraphicUses:383Used by:413
Symbol 385 BitmapUsed by:386
Symbol 386 GraphicUses:385Used by:413
Symbol 387 BitmapUsed by:388
Symbol 388 GraphicUses:387Used by:413
Symbol 389 BitmapUsed by:390
Symbol 390 GraphicUses:389Used by:413
Symbol 391 BitmapUsed by:392
Symbol 392 GraphicUses:391Used by:413
Symbol 393 BitmapUsed by:394
Symbol 394 GraphicUses:393Used by:413
Symbol 395 BitmapUsed by:396
Symbol 396 GraphicUses:395Used by:413
Symbol 397 BitmapUsed by:398
Symbol 398 GraphicUses:397Used by:413
Symbol 399 BitmapUsed by:400
Symbol 400 GraphicUses:399Used by:413
Symbol 401 BitmapUsed by:402
Symbol 402 GraphicUses:401Used by:413
Symbol 403 BitmapUsed by:404
Symbol 404 GraphicUses:403Used by:413
Symbol 405 BitmapUsed by:406
Symbol 406 GraphicUses:405Used by:413
Symbol 407 BitmapUsed by:408
Symbol 408 GraphicUses:407Used by:413
Symbol 409 BitmapUsed by:410
Symbol 410 GraphicUses:409Used by:413
Symbol 411 BitmapUsed by:412
Symbol 412 GraphicUses:411Used by:413
Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank}Uses:316 318 320 322 324 326 328 330 332 334 336 338 340 342 344 346 348 350 352 354 356 358 360 362 364 366 368 370 372 374 376 378 380 382 384 386 388 390 392 394 396 398 400 402 404 406 408 410 412
Symbol 414 BitmapUsed by:415
Symbol 415 GraphicUses:414Used by:442
Symbol 416 BitmapUsed by:417
Symbol 417 GraphicUses:416Used by:442
Symbol 418 BitmapUsed by:419
Symbol 419 GraphicUses:418Used by:442
Symbol 420 BitmapUsed by:421
Symbol 421 GraphicUses:420Used by:442
Symbol 422 BitmapUsed by:423
Symbol 423 GraphicUses:422Used by:442
Symbol 424 BitmapUsed by:425
Symbol 425 GraphicUses:424Used by:442
Symbol 426 BitmapUsed by:427
Symbol 427 GraphicUses:426Used by:442
Symbol 428 BitmapUsed by:429
Symbol 429 GraphicUses:428Used by:442
Symbol 430 BitmapUsed by:431
Symbol 431 GraphicUses:430Used by:442
Symbol 432 BitmapUsed by:433
Symbol 433 GraphicUses:432Used by:442
Symbol 434 BitmapUsed by:435
Symbol 435 GraphicUses:434Used by:442
Symbol 436 BitmapUsed by:437
Symbol 437 GraphicUses:436Used by:442
Symbol 438 BitmapUsed by:439
Symbol 439 GraphicUses:438Used by:442
Symbol 440 BitmapUsed by:441
Symbol 441 GraphicUses:440Used by:442
Symbol 442 MovieClip {com.veltive.cityinvasion.effects.ExplodeEffect}Uses:415 417 419 421 423 425 427 429 431 433 435 437 439 441
Symbol 443 GraphicUsed by:444 1394
Symbol 444 MovieClipUses:443Used by:445
Symbol 445 MovieClip {TypeBlock}Uses:444
Symbol 446 FontUsed by:447 1520 1521 1522 1523 1524 1525 1571
Symbol 447 EditableTextUses:446Used by:448
Symbol 448 MovieClip {TypeTxt}Uses:447
Symbol 449 BitmapUsed by:450
Symbol 450 GraphicUses:449Used by:487
Symbol 451 BitmapUsed by:452
Symbol 452 GraphicUses:451Used by:487
Symbol 453 BitmapUsed by:454
Symbol 454 GraphicUses:453Used by:487
Symbol 455 BitmapUsed by:456
Symbol 456 GraphicUses:455Used by:487
Symbol 457 BitmapUsed by:458
Symbol 458 GraphicUses:457Used by:487
Symbol 459 BitmapUsed by:460
Symbol 460 GraphicUses:459Used by:487
Symbol 461 BitmapUsed by:462
Symbol 462 GraphicUses:461Used by:487
Symbol 463 BitmapUsed by:464
Symbol 464 GraphicUses:463Used by:487
Symbol 465 BitmapUsed by:466
Symbol 466 GraphicUses:465Used by:487
Symbol 467 BitmapUsed by:468
Symbol 468 GraphicUses:467Used by:487
Symbol 469 BitmapUsed by:470
Symbol 470 GraphicUses:469Used by:487
Symbol 471 BitmapUsed by:472
Symbol 472 GraphicUses:471Used by:487
Symbol 473 BitmapUsed by:474
Symbol 474 GraphicUses:473Used by:487
Symbol 475 BitmapUsed by:476
Symbol 476 GraphicUses:475Used by:487
Symbol 477 BitmapUsed by:478
Symbol 478 GraphicUses:477Used by:487
Symbol 479 BitmapUsed by:480
Symbol 480 GraphicUses:479Used by:487
Symbol 481 BitmapUsed by:482
Symbol 482 GraphicUses:481Used by:487
Symbol 483 BitmapUsed by:484
Symbol 484 GraphicUses:483Used by:487
Symbol 485 BitmapUsed by:486
Symbol 486 GraphicUses:485Used by:487
Symbol 487 MovieClip {com.veltive.cityinvasion.units.FlyRobot}Uses:450 452 454 456 458 460 462 464 466 468 470 472 474 476 478 480 482 484 486
Symbol 488 BitmapUsed by:489
Symbol 489 GraphicUses:488Used by:587
Symbol 490 BitmapUsed by:491
Symbol 491 GraphicUses:490Used by:587
Symbol 492 BitmapUsed by:493
Symbol 493 GraphicUses:492Used by:587
Symbol 494 BitmapUsed by:495
Symbol 495 GraphicUses:494Used by:587
Symbol 496 BitmapUsed by:497
Symbol 497 GraphicUses:496Used by:587
Symbol 498 BitmapUsed by:499
Symbol 499 GraphicUses:498Used by:587
Symbol 500 BitmapUsed by:501
Symbol 501 GraphicUses:500Used by:587
Symbol 502 BitmapUsed by:503
Symbol 503 GraphicUses:502Used by:587
Symbol 504 BitmapUsed by:505
Symbol 505 GraphicUses:504Used by:587
Symbol 506 BitmapUsed by:507
Symbol 507 GraphicUses:506Used by:587
Symbol 508 ShapeTweeningUsed by:587
Symbol 509 GraphicUsed by:587
Symbol 510 BitmapUsed by:511
Symbol 511 GraphicUses:510Used by:587
Symbol 512 BitmapUsed by:513
Symbol 513 GraphicUses:512Used by:564
Symbol 514 BitmapUsed by:515
Symbol 515 GraphicUses:514Used by:564
Symbol 516 BitmapUsed by:517
Symbol 517 GraphicUses:516Used by:564
Symbol 518 BitmapUsed by:519
Symbol 519 GraphicUses:518Used by:564
Symbol 520 BitmapUsed by:521
Symbol 521 GraphicUses:520Used by:564
Symbol 522 BitmapUsed by:523
Symbol 523 GraphicUses:522Used by:564
Symbol 524 BitmapUsed by:525
Symbol 525 GraphicUses:524Used by:564
Symbol 526 BitmapUsed by:527
Symbol 527 GraphicUses:526Used by:564
Symbol 528 BitmapUsed by:529
Symbol 529 GraphicUses:528Used by:564
Symbol 530 BitmapUsed by:531
Symbol 531 GraphicUses:530Used by:564
Symbol 532 BitmapUsed by:533
Symbol 533 GraphicUses:532Used by:564
Symbol 534 BitmapUsed by:535
Symbol 535 GraphicUses:534Used by:564
Symbol 536 BitmapUsed by:537
Symbol 537 GraphicUses:536Used by:564
Symbol 538 BitmapUsed by:539
Symbol 539 GraphicUses:538Used by:564
Symbol 540 BitmapUsed by:541
Symbol 541 GraphicUses:540Used by:564
Symbol 542 BitmapUsed by:543
Symbol 543 GraphicUses:542Used by:564
Symbol 544 BitmapUsed by:545
Symbol 545 GraphicUses:544Used by:564
Symbol 546 BitmapUsed by:547
Symbol 547 GraphicUses:546Used by:564
Symbol 548 BitmapUsed by:549
Symbol 549 GraphicUses:548Used by:564
Symbol 550 BitmapUsed by:551
Symbol 551 GraphicUses:550Used by:564
Symbol 552 BitmapUsed by:553
Symbol 553 GraphicUses:552Used by:564
Symbol 554 BitmapUsed by:555
Symbol 555 GraphicUses:554Used by:564
Symbol 556 BitmapUsed by:557
Symbol 557 GraphicUses:556Used by:564
Symbol 558 BitmapUsed by:559
Symbol 559 GraphicUses:558Used by:564
Symbol 560 BitmapUsed by:561
Symbol 561 GraphicUses:560Used by:564
Symbol 562 BitmapUsed by:563
Symbol 563 GraphicUses:562Used by:564
Symbol 564 MovieClip {CityInvasion_fla.RobotDie_161}Uses:513 515 517 519 521 523 525 527 529 531 533 535 537 539 541 543 545 547 549 551 553 555 557 559 561 563Used by:587
Symbol 565 BitmapUsed by:566
Symbol 566 GraphicUses:565Used by:587
Symbol 567 BitmapUsed by:568
Symbol 568 GraphicUses:567Used by:587
Symbol 569 BitmapUsed by:570
Symbol 570 GraphicUses:569Used by:587
Symbol 571 BitmapUsed by:572
Symbol 572 GraphicUses:571Used by:587
Symbol 573 BitmapUsed by:574
Symbol 574 GraphicUses:573Used by:587
Symbol 575 BitmapUsed by:576
Symbol 576 GraphicUses:575Used by:587
Symbol 577 BitmapUsed by:578
Symbol 578 GraphicUses:577Used by:587
Symbol 579 BitmapUsed by:580
Symbol 580 GraphicUses:579Used by:587
Symbol 581 BitmapUsed by:582
Symbol 582 GraphicUses:581Used by:587
Symbol 583 BitmapUsed by:584
Symbol 584 GraphicUses:583Used by:587
Symbol 585 BitmapUsed by:586
Symbol 586 GraphicUses:585Used by:587
Symbol 587 MovieClip {com.veltive.cityinvasion.units.Robot}Uses:489 491 493 495 497 499 501 503 505 507 508 509 511 564 566 568 570 572 574 576 578 580 582 584 586
Symbol 588 BitmapUsed by:589
Symbol 589 GraphicUses:588Used by:610
Symbol 590 BitmapUsed by:591
Symbol 591 GraphicUses:590Used by:610
Symbol 592 BitmapUsed by:593
Symbol 593 GraphicUses:592Used by:610
Symbol 594 BitmapUsed by:595
Symbol 595 GraphicUses:594Used by:610
Symbol 596 BitmapUsed by:597
Symbol 597 GraphicUses:596Used by:610
Symbol 598 BitmapUsed by:599
Symbol 599 GraphicUses:598Used by:610
Symbol 600 BitmapUsed by:601
Symbol 601 GraphicUses:600Used by:610
Symbol 602 BitmapUsed by:603
Symbol 603 GraphicUses:602Used by:610
Symbol 604 BitmapUsed by:605
Symbol 605 GraphicUses:604Used by:610
Symbol 606 BitmapUsed by:607
Symbol 607 GraphicUses:606Used by:610
Symbol 608 BitmapUsed by:609
Symbol 609 GraphicUses:608Used by:610
Symbol 610 MovieClip {com.veltive.cityinvasion.effects.RocketExplodeEffect}Uses:589 591 593 595 597 599 601 603 605 607 609
Symbol 611 BitmapUsed by:612
Symbol 612 GraphicUses:611Used by:637
Symbol 613 BitmapUsed by:614
Symbol 614 GraphicUses:613Used by:637
Symbol 615 BitmapUsed by:616
Symbol 616 GraphicUses:615Used by:637
Symbol 617 BitmapUsed by:618
Symbol 618 GraphicUses:617Used by:637
Symbol 619 BitmapUsed by:620
Symbol 620 GraphicUses:619Used by:637
Symbol 621 BitmapUsed by:622
Symbol 622 GraphicUses:621Used by:637
Symbol 623 BitmapUsed by:624
Symbol 624 GraphicUses:623Used by:637
Symbol 625 BitmapUsed by:626
Symbol 626 GraphicUses:625Used by:637
Symbol 627 BitmapUsed by:628
Symbol 628 GraphicUses:627Used by:637
Symbol 629 BitmapUsed by:630
Symbol 630 GraphicUses:629Used by:637
Symbol 631 BitmapUsed by:632
Symbol 632 GraphicUses:631Used by:637
Symbol 633 BitmapUsed by:634
Symbol 634 GraphicUses:633Used by:637
Symbol 635 BitmapUsed by:636
Symbol 636 GraphicUses:635Used by:637
Symbol 637 MovieClip {com.veltive.cityinvasion.effects.MolotovEffect}Uses:612 614 616 618 620 622 624 626 628 630 632 634 636
Symbol 638 BitmapUsed by:639
Symbol 639 GraphicUses:638Used by:760
Symbol 640 BitmapUsed by:641
Symbol 641 GraphicUses:640Used by:760
Symbol 642 BitmapUsed by:643
Symbol 643 GraphicUses:642Used by:760
Symbol 644 BitmapUsed by:645
Symbol 645 GraphicUses:644Used by:760
Symbol 646 BitmapUsed by:647
Symbol 647 GraphicUses:646Used by:760
Symbol 648 BitmapUsed by:649
Symbol 649 GraphicUses:648Used by:760
Symbol 650 BitmapUsed by:651
Symbol 651 GraphicUses:650Used by:760
Symbol 652 BitmapUsed by:653
Symbol 653 GraphicUses:652Used by:760
Symbol 654 BitmapUsed by:655
Symbol 655 GraphicUses:654Used by:760
Symbol 656 BitmapUsed by:657
Symbol 657 GraphicUses:656Used by:760
Symbol 658 BitmapUsed by:659
Symbol 659 GraphicUses:658Used by:760
Symbol 660 BitmapUsed by:661
Symbol 661 GraphicUses:660Used by:760
Symbol 662 BitmapUsed by:663
Symbol 663 GraphicUses:662Used by:760
Symbol 664 BitmapUsed by:665
Symbol 665 GraphicUses:664Used by:760
Symbol 666 BitmapUsed by:667
Symbol 667 GraphicUses:666Used by:760
Symbol 668 BitmapUsed by:669
Symbol 669 GraphicUses:668Used by:760
Symbol 670 BitmapUsed by:671
Symbol 671 GraphicUses:670Used by:760
Symbol 672 BitmapUsed by:673
Symbol 673 GraphicUses:672Used by:760
Symbol 674 BitmapUsed by:675
Symbol 675 GraphicUses:674Used by:760
Symbol 676 BitmapUsed by:677
Symbol 677 GraphicUses:676Used by:760
Symbol 678 BitmapUsed by:679
Symbol 679 GraphicUses:678Used by:760
Symbol 680 BitmapUsed by:681
Symbol 681 GraphicUses:680Used by:760
Symbol 682 BitmapUsed by:683
Symbol 683 GraphicUses:682Used by:760
Symbol 684 BitmapUsed by:685
Symbol 685 GraphicUses:684Used by:760
Symbol 686 BitmapUsed by:687
Symbol 687 GraphicUses:686Used by:760
Symbol 688 BitmapUsed by:689
Symbol 689 GraphicUses:688Used by:760
Symbol 690 BitmapUsed by:691
Symbol 691 GraphicUses:690Used by:760
Symbol 692 BitmapUsed by:693
Symbol 693 GraphicUses:692Used by:760
Symbol 694 BitmapUsed by:695
Symbol 695 GraphicUses:694Used by:760
Symbol 696 BitmapUsed by:697
Symbol 697 GraphicUses:696Used by:760
Symbol 698 BitmapUsed by:699
Symbol 699 GraphicUses:698Used by:760
Symbol 700 BitmapUsed by:701
Symbol 701 GraphicUses:700Used by:760
Symbol 702 BitmapUsed by:703
Symbol 703 GraphicUses:702Used by:760
Symbol 704 BitmapUsed by:705
Symbol 705 GraphicUses:704Used by:760
Symbol 706 BitmapUsed by:707
Symbol 707 GraphicUses:706Used by:760
Symbol 708 BitmapUsed by:709
Symbol 709 GraphicUses:708Used by:760
Symbol 710 BitmapUsed by:711
Symbol 711 GraphicUses:710Used by:760
Symbol 712 BitmapUsed by:713
Symbol 713 GraphicUses:712Used by:760
Symbol 714 BitmapUsed by:715
Symbol 715 GraphicUses:714Used by:760
Symbol 716 BitmapUsed by:717
Symbol 717 GraphicUses:716Used by:760
Symbol 718 BitmapUsed by:719
Symbol 719 GraphicUses:718Used by:760
Symbol 720 BitmapUsed by:721
Symbol 721 GraphicUses:720Used by:760
Symbol 722 BitmapUsed by:723
Symbol 723 GraphicUses:722Used by:760
Symbol 724 BitmapUsed by:725
Symbol 725 GraphicUses:724Used by:760
Symbol 726 BitmapUsed by:727
Symbol 727 GraphicUses:726Used by:760
Symbol 728 BitmapUsed by:729
Symbol 729 GraphicUses:728Used by:760
Symbol 730 BitmapUsed by:731
Symbol 731 GraphicUses:730Used by:760
Symbol 732 BitmapUsed by:733
Symbol 733 GraphicUses:732Used by:760
Symbol 734 BitmapUsed by:735
Symbol 735 GraphicUses:734Used by:760
Symbol 736 BitmapUsed by:737
Symbol 737 GraphicUses:736Used by:760
Symbol 738 BitmapUsed by:739
Symbol 739 GraphicUses:738Used by:760
Symbol 740 BitmapUsed by:741
Symbol 741 GraphicUses:740Used by:760
Symbol 742 BitmapUsed by:743
Symbol 743 GraphicUses:742Used by:760
Symbol 744 BitmapUsed by:745
Symbol 745 GraphicUses:744Used by:760
Symbol 746 BitmapUsed by:747
Symbol 747 GraphicUses:746Used by:760
Symbol 748 BitmapUsed by:749
Symbol 749 GraphicUses:748Used by:760
Symbol 750 BitmapUsed by:751
Symbol 751 GraphicUses:750Used by:760
Symbol 752 BitmapUsed by:753
Symbol 753 GraphicUses:752Used by:760
Symbol 754 BitmapUsed by:755
Symbol 755 GraphicUses:754Used by:760
Symbol 756 BitmapUsed by:757
Symbol 757 GraphicUses:756Used by:760
Symbol 758 BitmapUsed by:759
Symbol 759 GraphicUses:758Used by:760
Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper}Uses:639 641 643 645 647 649 651 653 655 657 659 661 663 665 667 669 671 673 675 677 679 681 683 685 687 689 691 693 695 697 699 701 703 705 707 709 711 713 715 717 719 721 723 725 727 729 731 733 735 737 739 741 743 745 747 749 751 753 755 757 759 235 262 277 304
Symbol 761 BitmapUsed by:762
Symbol 762 GraphicUses:761Used by:763
Symbol 763 MovieClip {FarView}Uses:762
Symbol 764 BitmapUsed by:765
Symbol 765 GraphicUses:764Used by:776
Symbol 766 BitmapUsed by:767
Symbol 767 GraphicUses:766Used by:776
Symbol 768 BitmapUsed by:769
Symbol 769 GraphicUses:768Used by:776
Symbol 770 BitmapUsed by:771
Symbol 771 GraphicUses:770Used by:776
Symbol 772 BitmapUsed by:773
Symbol 773 GraphicUses:772Used by:776
Symbol 774 BitmapUsed by:775
Symbol 775 GraphicUses:774Used by:776
Symbol 776 MovieClip {Ground}Uses:765 767 769 771 773 775
Symbol 777 GraphicUsed by:778
Symbol 778 MovieClip {Button_disabledSkin}Uses:777Used by:797
Symbol 779 GraphicUsed by:780
Symbol 780 MovieClip {Button_downSkin}Uses:779Used by:797
Symbol 781 GraphicUsed by:782
Symbol 782 MovieClip {Button_emphasizedSkin}Uses:781Used by:797
Symbol 783 GraphicUsed by:784
Symbol 784 MovieClip {Button_overSkin}Uses:783Used by:797
Symbol 785 GraphicUsed by:786
Symbol 786 MovieClip {Button_selectedDisabledSkin}Uses:785Used by:797
Symbol 787 GraphicUsed by:788
Symbol 788 MovieClip {Button_selectedDownSkin}Uses:787Used by:797
Symbol 789 GraphicUsed by:790
Symbol 790 MovieClip {Button_selectedOverSkin}Uses:789Used by:797
Symbol 791 GraphicUsed by:792
Symbol 792 MovieClip {Button_selectedUpSkin}Uses:791Used by:797
Symbol 793 GraphicUsed by:794
Symbol 794 MovieClip {Button_upSkin}Uses:793Used by:797
Symbol 795 GraphicUsed by:796
Symbol 796 MovieClip {focusRectSkin}Uses:795Used by:797 1377
Symbol 797 MovieClip {fl.controls.Button}Uses:126 127 778 780 782 784 786 788 790 792 794 796
Symbol 798 BitmapUsed by:799
Symbol 799 GraphicUses:798Used by:922
Symbol 800 BitmapUsed by:801
Symbol 801 GraphicUses:800Used by:922
Symbol 802 BitmapUsed by:803
Symbol 803 GraphicUses:802Used by:922
Symbol 804 BitmapUsed by:805
Symbol 805 GraphicUses:804Used by:922
Symbol 806 BitmapUsed by:807
Symbol 807 GraphicUses:806Used by:922
Symbol 808 BitmapUsed by:809
Symbol 809 GraphicUses:808Used by:922
Symbol 810 BitmapUsed by:811
Symbol 811 GraphicUses:810Used by:922
Symbol 812 BitmapUsed by:813
Symbol 813 GraphicUses:812Used by:922
Symbol 814 BitmapUsed by:815
Symbol 815 GraphicUses:814Used by:922
Symbol 816 BitmapUsed by:817
Symbol 817 GraphicUses:816Used by:922
Symbol 818 BitmapUsed by:819
Symbol 819 GraphicUses:818Used by:922
Symbol 820 BitmapUsed by:821
Symbol 821 GraphicUses:820Used by:922
Symbol 822 BitmapUsed by:823
Symbol 823 GraphicUses:822Used by:922
Symbol 824 BitmapUsed by:825
Symbol 825 GraphicUses:824Used by:922
Symbol 826 BitmapUsed by:827
Symbol 827 GraphicUses:826Used by:922
Symbol 828 BitmapUsed by:829
Symbol 829 GraphicUses:828Used by:922
Symbol 830 BitmapUsed by:831
Symbol 831 GraphicUses:830Used by:922
Symbol 832 BitmapUsed by:833
Symbol 833 GraphicUses:832Used by:922
Symbol 834 BitmapUsed by:835
Symbol 835 GraphicUses:834Used by:922
Symbol 836 BitmapUsed by:837
Symbol 837 GraphicUses:836Used by:922
Symbol 838 BitmapUsed by:839
Symbol 839 GraphicUses:838Used by:922
Symbol 840 BitmapUsed by:841
Symbol 841 GraphicUses:840Used by:922
Symbol 842 BitmapUsed by:843
Symbol 843 GraphicUses:842Used by:922
Symbol 844 BitmapUsed by:845
Symbol 845 GraphicUses:844Used by:922
Symbol 846 BitmapUsed by:847
Symbol 847 GraphicUses:846Used by:922
Symbol 848 BitmapUsed by:849
Symbol 849 GraphicUses:848Used by:922
Symbol 850 BitmapUsed by:851
Symbol 851 GraphicUses:850Used by:922
Symbol 852 BitmapUsed by:853
Symbol 853 GraphicUses:852Used by:922
Symbol 854 BitmapUsed by:855
Symbol 855 GraphicUses:854Used by:922
Symbol 856 BitmapUsed by:857
Symbol 857 GraphicUses:856Used by:922
Symbol 858 BitmapUsed by:859
Symbol 859 GraphicUses:858Used by:922
Symbol 860 BitmapUsed by:861
Symbol 861 GraphicUses:860Used by:922
Symbol 862 BitmapUsed by:863
Symbol 863 GraphicUses:862Used by:922
Symbol 864 BitmapUsed by:865
Symbol 865 GraphicUses:864Used by:922
Symbol 866 BitmapUsed by:867
Symbol 867 GraphicUses:866Used by:922
Symbol 868 BitmapUsed by:869
Symbol 869 GraphicUses:868Used by:922
Symbol 870 BitmapUsed by:871
Symbol 871 GraphicUses:870Used by:922
Symbol 872 BitmapUsed by:873
Symbol 873 GraphicUses:872Used by:922
Symbol 874 BitmapUsed by:875
Symbol 875 GraphicUses:874Used by:922
Symbol 876 BitmapUsed by:877
Symbol 877 GraphicUses:876Used by:922
Symbol 878 BitmapUsed by:879
Symbol 879 GraphicUses:878Used by:922
Symbol 880 BitmapUsed by:881
Symbol 881 GraphicUses:880Used by:922
Symbol 882 BitmapUsed by:883
Symbol 883 GraphicUses:882Used by:922
Symbol 884 BitmapUsed by:885
Symbol 885 GraphicUses:884Used by:922
Symbol 886 BitmapUsed by:887
Symbol 887 GraphicUses:886Used by:922
Symbol 888 BitmapUsed by:889
Symbol 889 GraphicUses:888Used by:922
Symbol 890 BitmapUsed by:891
Symbol 891 GraphicUses:890Used by:922
Symbol 892 BitmapUsed by:893
Symbol 893 GraphicUses:892Used by:922
Symbol 894 BitmapUsed by:895
Symbol 895 GraphicUses:894Used by:922
Symbol 896 BitmapUsed by:897
Symbol 897 GraphicUses:896Used by:922
Symbol 898 BitmapUsed by:899
Symbol 899 GraphicUses:898Used by:922
Symbol 900 BitmapUsed by:901
Symbol 901 GraphicUses:900Used by:922
Symbol 902 BitmapUsed by:903
Symbol 903 GraphicUses:902Used by:922
Symbol 904 BitmapUsed by:905
Symbol 905 GraphicUses:904Used by:922
Symbol 906 BitmapUsed by:907
Symbol 907 GraphicUses:906Used by:922
Symbol 908 BitmapUsed by:909
Symbol 909 GraphicUses:908Used by:922
Symbol 910 BitmapUsed by:911
Symbol 911 GraphicUses:910Used by:922
Symbol 912 BitmapUsed by:913
Symbol 913 GraphicUses:912Used by:922
Symbol 914 BitmapUsed by:915
Symbol 915 GraphicUses:914Used by:922
Symbol 916 BitmapUsed by:917
Symbol 917 GraphicUses:916Used by:922
Symbol 918 BitmapUsed by:919
Symbol 919 GraphicUses:918Used by:922
Symbol 920 BitmapUsed by:921
Symbol 921 GraphicUses:920Used by:922
Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun}Uses:799 801 803 805 807 809 811 813 815 817 819 821 823 825 827 829 831 833 835 837 839 841 843 845 847 849 851 853 855 857 859 861 863 865 867 869 871 873 875 877 879 881 883 885 887 889 891 893 895 897 899 901 903 905 907 909 911 913 915 917 919 921 235 262 277 304
Symbol 923 BitmapUsed by:924
Symbol 924 GraphicUses:923Used by:1035
Symbol 925 BitmapUsed by:926
Symbol 926 GraphicUses:925Used by:1035
Symbol 927 BitmapUsed by:928
Symbol 928 GraphicUses:927Used by:1035
Symbol 929 BitmapUsed by:930
Symbol 930 GraphicUses:929Used by:1035
Symbol 931 BitmapUsed by:932
Symbol 932 GraphicUses:931Used by:1035
Symbol 933 BitmapUsed by:934
Symbol 934 GraphicUses:933Used by:1035
Symbol 935 BitmapUsed by:936
Symbol 936 GraphicUses:935Used by:1035
Symbol 937 BitmapUsed by:938
Symbol 938 GraphicUses:937Used by:1035
Symbol 939 BitmapUsed by:940
Symbol 940 GraphicUses:939Used by:1035
Symbol 941 BitmapUsed by:942
Symbol 942 GraphicUses:941Used by:1035
Symbol 943 BitmapUsed by:944
Symbol 944 GraphicUses:943Used by:1035
Symbol 945 BitmapUsed by:946
Symbol 946 GraphicUses:945Used by:1035
Symbol 947 BitmapUsed by:948
Symbol 948 GraphicUses:947Used by:1035
Symbol 949 BitmapUsed by:950
Symbol 950 GraphicUses:949Used by:1035
Symbol 951 BitmapUsed by:952
Symbol 952 GraphicUses:951Used by:1035
Symbol 953 BitmapUsed by:954
Symbol 954 GraphicUses:953Used by:1035
Symbol 955 BitmapUsed by:956
Symbol 956 GraphicUses:955Used by:1035
Symbol 957 BitmapUsed by:958
Symbol 958 GraphicUses:957Used by:1035
Symbol 959 BitmapUsed by:960
Symbol 960 GraphicUses:959Used by:1035
Symbol 961 BitmapUsed by:962
Symbol 962 GraphicUses:961Used by:1035
Symbol 963 BitmapUsed by:964
Symbol 964 GraphicUses:963Used by:1035
Symbol 965 BitmapUsed by:966
Symbol 966 GraphicUses:965Used by:1035
Symbol 967 BitmapUsed by:968
Symbol 968 GraphicUses:967Used by:1035
Symbol 969 BitmapUsed by:970
Symbol 970 GraphicUses:969Used by:1035
Symbol 971 BitmapUsed by:972
Symbol 972 GraphicUses:971Used by:1035
Symbol 973 BitmapUsed by:974
Symbol 974 GraphicUses:973Used by:1035
Symbol 975 BitmapUsed by:976
Symbol 976 GraphicUses:975Used by:1035
Symbol 977 BitmapUsed by:978
Symbol 978 GraphicUses:977Used by:1035
Symbol 979 BitmapUsed by:980
Symbol 980 GraphicUses:979Used by:1035
Symbol 981 BitmapUsed by:982
Symbol 982 GraphicUses:981Used by:1035
Symbol 983 BitmapUsed by:984
Symbol 984 GraphicUses:983Used by:1035
Symbol 985 BitmapUsed by:986
Symbol 986 GraphicUses:985Used by:1035
Symbol 987 BitmapUsed by:988
Symbol 988 GraphicUses:987Used by:1035
Symbol 989 BitmapUsed by:990
Symbol 990 GraphicUses:989Used by:1035
Symbol 991 BitmapUsed by:992
Symbol 992 GraphicUses:991Used by:1035
Symbol 993 BitmapUsed by:994
Symbol 994 GraphicUses:993Used by:1035
Symbol 995 BitmapUsed by:996
Symbol 996 GraphicUses:995Used by:1035
Symbol 997 BitmapUsed by:998
Symbol 998 GraphicUses:997Used by:1035
Symbol 999 BitmapUsed by:1000
Symbol 1000 GraphicUses:999Used by:1035
Symbol 1001 BitmapUsed by:1002
Symbol 1002 GraphicUses:1001Used by:1035
Symbol 1003 BitmapUsed by:1004
Symbol 1004 GraphicUses:1003Used by:1035
Symbol 1005 BitmapUsed by:1006
Symbol 1006 GraphicUses:1005Used by:1035
Symbol 1007 BitmapUsed by:1008
Symbol 1008 GraphicUses:1007Used by:1035
Symbol 1009 BitmapUsed by:1010
Symbol 1010 GraphicUses:1009Used by:1035
Symbol 1011 BitmapUsed by:1012
Symbol 1012 GraphicUses:1011Used by:1035
Symbol 1013 BitmapUsed by:1014
Symbol 1014 GraphicUses:1013Used by:1035
Symbol 1015 BitmapUsed by:1016
Symbol 1016 GraphicUses:1015Used by:1035
Symbol 1017 BitmapUsed by:1018
Symbol 1018 GraphicUses:1017Used by:1035
Symbol 1019 BitmapUsed by:1020
Symbol 1020 GraphicUses:1019Used by:1035
Symbol 1021 BitmapUsed by:1022
Symbol 1022 GraphicUses:1021Used by:1035
Symbol 1023 BitmapUsed by:1024
Symbol 1024 GraphicUses:1023Used by:1035
Symbol 1025 BitmapUsed by:1026
Symbol 1026 GraphicUses:1025Used by:1035
Symbol 1027 BitmapUsed by:1028
Symbol 1028 GraphicUses:1027Used by:1035
Symbol 1029 BitmapUsed by:1030
Symbol 1030 GraphicUses:1029Used by:1035
Symbol 1031 BitmapUsed by:1032
Symbol 1032 GraphicUses:1031Used by:1035
Symbol 1033 BitmapUsed by:1034
Symbol 1034 GraphicUses:1033Used by:1035
Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier}Uses:924 926 928 930 932 934 936 938 940 942 944 946 948 950 952 954 956 958 960 962 964 966 968 970 972 974 976 978 980 982 984 986 988 990 992 994 996 998 1000 1002 1004 1006 1008 1010 1012 1014 1016 1018 1020 1022 1024 1026 1028 1030 1032 1034 235 262 277 304
Symbol 1036 BitmapUsed by:1037
Symbol 1037 GraphicUses:1036Used by:1194
Symbol 1038 BitmapUsed by:1039
Symbol 1039 GraphicUses:1038Used by:1194
Symbol 1040 BitmapUsed by:1041
Symbol 1041 GraphicUses:1040Used by:1194
Symbol 1042 BitmapUsed by:1043
Symbol 1043 GraphicUses:1042Used by:1194
Symbol 1044 BitmapUsed by:1045
Symbol 1045 GraphicUses:1044Used by:1194
Symbol 1046 BitmapUsed by:1047
Symbol 1047 GraphicUses:1046Used by:1194
Symbol 1048 BitmapUsed by:1049
Symbol 1049 GraphicUses:1048Used by:1194
Symbol 1050 BitmapUsed by:1051
Symbol 1051 GraphicUses:1050Used by:1194
Symbol 1052 BitmapUsed by:1053
Symbol 1053 GraphicUses:1052Used by:1194
Symbol 1054 BitmapUsed by:1055
Symbol 1055 GraphicUses:1054Used by:1194
Symbol 1056 BitmapUsed by:1057
Symbol 1057 GraphicUses:1056Used by:1194
Symbol 1058 BitmapUsed by:1059
Symbol 1059 GraphicUses:1058Used by:1194
Symbol 1060 BitmapUsed by:1061
Symbol 1061 GraphicUses:1060Used by:1194
Symbol 1062 BitmapUsed by:1063
Symbol 1063 GraphicUses:1062Used by:1194
Symbol 1064 BitmapUsed by:1065
Symbol 1065 GraphicUses:1064Used by:1194
Symbol 1066 BitmapUsed by:1067
Symbol 1067 GraphicUses:1066Used by:1194
Symbol 1068 BitmapUsed by:1069
Symbol 1069 GraphicUses:1068Used by:1194
Symbol 1070 BitmapUsed by:1071
Symbol 1071 GraphicUses:1070Used by:1194
Symbol 1072 BitmapUsed by:1073
Symbol 1073 GraphicUses:1072Used by:1194
Symbol 1074 BitmapUsed by:1075
Symbol 1075 GraphicUses:1074Used by:1194
Symbol 1076 BitmapUsed by:1077
Symbol 1077 GraphicUses:1076Used by:1194
Symbol 1078 BitmapUsed by:1079
Symbol 1079 GraphicUses:1078Used by:1194
Symbol 1080 BitmapUsed by:1081
Symbol 1081 GraphicUses:1080Used by:1194
Symbol 1082 BitmapUsed by:1083
Symbol 1083 GraphicUses:1082Used by:1194
Symbol 1084 BitmapUsed by:1085
Symbol 1085 GraphicUses:1084Used by:1194
Symbol 1086 BitmapUsed by:1087
Symbol 1087 GraphicUses:1086Used by:1194
Symbol 1088 BitmapUsed by:1089
Symbol 1089 GraphicUses:1088Used by:1194
Symbol 1090 BitmapUsed by:1091
Symbol 1091 GraphicUses:1090Used by:1194
Symbol 1092 BitmapUsed by:1093
Symbol 1093 GraphicUses:1092Used by:1194
Symbol 1094 BitmapUsed by:1095
Symbol 1095 GraphicUses:1094Used by:1194
Symbol 1096 BitmapUsed by:1097
Symbol 1097 GraphicUses:1096Used by:1194
Symbol 1098 BitmapUsed by:1099
Symbol 1099 GraphicUses:1098Used by:1194
Symbol 1100 BitmapUsed by:1101
Symbol 1101 GraphicUses:1100Used by:1194
Symbol 1102 BitmapUsed by:1103
Symbol 1103 GraphicUses:1102Used by:1194
Symbol 1104 BitmapUsed by:1105
Symbol 1105 GraphicUses:1104Used by:1194
Symbol 1106 BitmapUsed by:1107
Symbol 1107 GraphicUses:1106Used by:1194
Symbol 1108 BitmapUsed by:1109
Symbol 1109 GraphicUses:1108Used by:1194
Symbol 1110 BitmapUsed by:1111
Symbol 1111 GraphicUses:1110Used by:1194
Symbol 1112 BitmapUsed by:1113
Symbol 1113 GraphicUses:1112Used by:1194
Symbol 1114 BitmapUsed by:1115
Symbol 1115 GraphicUses:1114Used by:1194
Symbol 1116 BitmapUsed by:1117
Symbol 1117 GraphicUses:1116Used by:1194
Symbol 1118 BitmapUsed by:1119
Symbol 1119 GraphicUses:1118Used by:1194
Symbol 1120 BitmapUsed by:1121
Symbol 1121 GraphicUses:1120Used by:1194
Symbol 1122 BitmapUsed by:1123
Symbol 1123 GraphicUses:1122Used by:1194
Symbol 1124 BitmapUsed by:1125
Symbol 1125 GraphicUses:1124Used by:1194
Symbol 1126 BitmapUsed by:1127
Symbol 1127 GraphicUses:1126Used by:1194
Symbol 1128 BitmapUsed by:1129
Symbol 1129 GraphicUses:1128Used by:1194
Symbol 1130 BitmapUsed by:1131
Symbol 1131 GraphicUses:1130Used by:1194
Symbol 1132 BitmapUsed by:1133
Symbol 1133 GraphicUses:1132Used by:1194
Symbol 1134 BitmapUsed by:1135
Symbol 1135 GraphicUses:1134Used by:1194
Symbol 1136 BitmapUsed by:1137
Symbol 1137 GraphicUses:1136Used by:1194
Symbol 1138 BitmapUsed by:1139
Symbol 1139 GraphicUses:1138Used by:1194
Symbol 1140 BitmapUsed by:1141
Symbol 1141 GraphicUses:1140Used by:1194
Symbol 1142 BitmapUsed by:1143
Symbol 1143 GraphicUses:1142Used by:1194
Symbol 1144 BitmapUsed by:1145
Symbol 1145 GraphicUses:1144Used by:1194
Symbol 1146 BitmapUsed by:1147
Symbol 1147 GraphicUses:1146Used by:1194
Symbol 1148 BitmapUsed by:1149
Symbol 1149 GraphicUses:1148Used by:1194
Symbol 1150 BitmapUsed by:1151
Symbol 1151 GraphicUses:1150Used by:1194
Symbol 1152 BitmapUsed by:1153
Symbol 1153 GraphicUses:1152Used by:1194
Symbol 1154 BitmapUsed by:1155
Symbol 1155 GraphicUses:1154Used by:1194
Symbol 1156 BitmapUsed by:1157
Symbol 1157 GraphicUses:1156Used by:1194
Symbol 1158 BitmapUsed by:1159
Symbol 1159 GraphicUses:1158Used by:1194
Symbol 1160 BitmapUsed by:1161
Symbol 1161 GraphicUses:1160Used by:1194
Symbol 1162 BitmapUsed by:1163
Symbol 1163 GraphicUses:1162Used by:1194
Symbol 1164 BitmapUsed by:1165
Symbol 1165 GraphicUses:1164Used by:1194
Symbol 1166 BitmapUsed by:1167
Symbol 1167 GraphicUses:1166Used by:1194
Symbol 1168 BitmapUsed by:1169
Symbol 1169 GraphicUses:1168Used by:1194
Symbol 1170 BitmapUsed by:1171
Symbol 1171 GraphicUses:1170Used by:1194
Symbol 1172 BitmapUsed by:1173
Symbol 1173 GraphicUses:1172Used by:1194
Symbol 1174 BitmapUsed by:1175
Symbol 1175 GraphicUses:1174Used by:1194
Symbol 1176 BitmapUsed by:1177
Symbol 1177 GraphicUses:1176Used by:1194
Symbol 1178 BitmapUsed by:1179
Symbol 1179 GraphicUses:1178Used by:1194
Symbol 1180 BitmapUsed by:1181
Symbol 1181 GraphicUses:1180Used by:1194
Symbol 1182 BitmapUsed by:1183
Symbol 1183 GraphicUses:1182Used by:1194
Symbol 1184 BitmapUsed by:1185
Symbol 1185 GraphicUses:1184Used by:1194
Symbol 1186 BitmapUsed by:1187
Symbol 1187 GraphicUses:1186Used by:1194
Symbol 1188 BitmapUsed by:1189
Symbol 1189 GraphicUses:1188Used by:1194
Symbol 1190 BitmapUsed by:1191
Symbol 1191 GraphicUses:1190Used by:1194
Symbol 1192 BitmapUsed by:1193
Symbol 1193 GraphicUses:1192Used by:1194
Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield}Uses:1037 1039 1041 1043 1045 1047 1049 1051 1053 1055 1057 1059 1061 1063 1065 1067 1069 1071 1073 1075 1077 1079 1081 1083 1085 1087 1089 1091 1093 1095 1097 1099 1101 1103 1105 1107 1109 1111 1113 1115 1117 1119 1121 1123 1125 1127 1129 1131 1133 1135 1137 1139 1141 1143 1145 1147 1149 1151 1153 1155 1157 1159 1161 1163 1165 1167 1169 1171 1173 1175 1177 1179 1181 1183 1185 1187 1189 1191 1193 235 262 277 304
Symbol 1195 BitmapUsed by:1196
Symbol 1196 GraphicUses:1195Used by:1331
Symbol 1197 BitmapUsed by:1198
Symbol 1198 GraphicUses:1197Used by:1331
Symbol 1199 BitmapUsed by:1200
Symbol 1200 GraphicUses:1199Used by:1331
Symbol 1201 BitmapUsed by:1202
Symbol 1202 GraphicUses:1201Used by:1331
Symbol 1203 BitmapUsed by:1204
Symbol 1204 GraphicUses:1203Used by:1331
Symbol 1205 BitmapUsed by:1206
Symbol 1206 GraphicUses:1205Used by:1331
Symbol 1207 BitmapUsed by:1208
Symbol 1208 GraphicUses:1207Used by:1331
Symbol 1209 BitmapUsed by:1210
Symbol 1210 GraphicUses:1209Used by:1331
Symbol 1211 BitmapUsed by:1212
Symbol 1212 GraphicUses:1211Used by:1331
Symbol 1213 BitmapUsed by:1214
Symbol 1214 GraphicUses:1213Used by:1331
Symbol 1215 BitmapUsed by:1216
Symbol 1216 GraphicUses:1215Used by:1331
Symbol 1217 BitmapUsed by:1218
Symbol 1218 GraphicUses:1217Used by:1331
Symbol 1219 BitmapUsed by:1220
Symbol 1220 GraphicUses:1219Used by:1331
Symbol 1221 BitmapUsed by:1222
Symbol 1222 GraphicUses:1221Used by:1331
Symbol 1223 BitmapUsed by:1224
Symbol 1224 GraphicUses:1223Used by:1331
Symbol 1225 BitmapUsed by:1226
Symbol 1226 GraphicUses:1225Used by:1331
Symbol 1227 BitmapUsed by:1228
Symbol 1228 GraphicUses:1227Used by:1331
Symbol 1229 BitmapUsed by:1230
Symbol 1230 GraphicUses:1229Used by:1331
Symbol 1231 BitmapUsed by:1232
Symbol 1232 GraphicUses:1231Used by:1331
Symbol 1233 BitmapUsed by:1234
Symbol 1234 GraphicUses:1233Used by:1331
Symbol 1235 BitmapUsed by:1236
Symbol 1236 GraphicUses:1235Used by:1331
Symbol 1237 BitmapUsed by:1238
Symbol 1238 GraphicUses:1237Used by:1331
Symbol 1239 BitmapUsed by:1240
Symbol 1240 GraphicUses:1239Used by:1331
Symbol 1241 BitmapUsed by:1242
Symbol 1242 GraphicUses:1241Used by:1331
Symbol 1243 BitmapUsed by:1244
Symbol 1244 GraphicUses:1243Used by:1331
Symbol 1245 BitmapUsed by:1246
Symbol 1246 GraphicUses:1245Used by:1331
Symbol 1247 BitmapUsed by:1248
Symbol 1248 GraphicUses:1247Used by:1331
Symbol 1249 BitmapUsed by:1250
Symbol 1250 GraphicUses:1249Used by:1331
Symbol 1251 BitmapUsed by:1252
Symbol 1252 GraphicUses:1251Used by:1331
Symbol 1253 BitmapUsed by:1254
Symbol 1254 GraphicUses:1253Used by:1331
Symbol 1255 BitmapUsed by:1256
Symbol 1256 GraphicUses:1255Used by:1331
Symbol 1257 BitmapUsed by:1258
Symbol 1258 GraphicUses:1257Used by:1331
Symbol 1259 BitmapUsed by:1260
Symbol 1260 GraphicUses:1259Used by:1331
Symbol 1261 BitmapUsed by:1262
Symbol 1262 GraphicUses:1261Used by:1331
Symbol 1263 BitmapUsed by:1264
Symbol 1264 GraphicUses:1263Used by:1331
Symbol 1265 BitmapUsed by:1266
Symbol 1266 GraphicUses:1265Used by:1331
Symbol 1267 BitmapUsed by:1268
Symbol 1268 GraphicUses:1267Used by:1331
Symbol 1269 BitmapUsed by:1270
Symbol 1270 GraphicUses:1269Used by:1331
Symbol 1271 BitmapUsed by:1272
Symbol 1272 GraphicUses:1271Used by:1331
Symbol 1273 BitmapUsed by:1274
Symbol 1274 GraphicUses:1273Used by:1331
Symbol 1275 BitmapUsed by:1276
Symbol 1276 GraphicUses:1275Used by:1331
Symbol 1277 BitmapUsed by:1278
Symbol 1278 GraphicUses:1277Used by:1331
Symbol 1279 BitmapUsed by:1280
Symbol 1280 GraphicUses:1279Used by:1331
Symbol 1281 BitmapUsed by:1282
Symbol 1282 GraphicUses:1281Used by:1331
Symbol 1283 BitmapUsed by:1284
Symbol 1284 GraphicUses:1283Used by:1331
Symbol 1285 BitmapUsed by:1286
Symbol 1286 GraphicUses:1285Used by:1331
Symbol 1287 BitmapUsed by:1288
Symbol 1288 GraphicUses:1287Used by:1331
Symbol 1289 BitmapUsed by:1290
Symbol 1290 GraphicUses:1289Used by:1331
Symbol 1291 BitmapUsed by:1292
Symbol 1292 GraphicUses:1291Used by:1331
Symbol 1293 BitmapUsed by:1294
Symbol 1294 GraphicUses:1293Used by:1331
Symbol 1295 BitmapUsed by:1296
Symbol 1296 GraphicUses:1295Used by:1331
Symbol 1297 BitmapUsed by:1298
Symbol 1298 GraphicUses:1297Used by:1331
Symbol 1299 BitmapUsed by:1300
Symbol 1300 GraphicUses:1299Used by:1331
Symbol 1301 BitmapUsed by:1302
Symbol 1302 GraphicUses:1301Used by:1331
Symbol 1303 BitmapUsed by:1304
Symbol 1304 GraphicUses:1303Used by:1331
Symbol 1305 BitmapUsed by:1306
Symbol 1306 GraphicUses:1305Used by:1331
Symbol 1307 BitmapUsed by:1308
Symbol 1308 GraphicUses:1307Used by:1331
Symbol 1309 BitmapUsed by:1310
Symbol 1310 GraphicUses:1309Used by:1331
Symbol 1311 BitmapUsed by:1312
Symbol 1312 GraphicUses:1311Used by:1331
Symbol 1313 BitmapUsed by:1314
Symbol 1314 GraphicUses:1313Used by:1331
Symbol 1315 BitmapUsed by:1316
Symbol 1316 GraphicUses:1315Used by:1331
Symbol 1317 BitmapUsed by:1318
Symbol 1318 GraphicUses:1317Used by:1331
Symbol 1319 BitmapUsed by:1320
Symbol 1320 GraphicUses:1319Used by:1331
Symbol 1321 BitmapUsed by:1322
Symbol 1322 GraphicUses:1321Used by:1331
Symbol 1323 BitmapUsed by:1324
Symbol 1324 GraphicUses:1323Used by:1331
Symbol 1325 BitmapUsed by:1326
Symbol 1326 GraphicUses:1325Used by:1331
Symbol 1327 BitmapUsed by:1328
Symbol 1328 GraphicUses:1327Used by:1331
Symbol 1329 BitmapUsed by:1330
Symbol 1330 GraphicUses:1329Used by:1331
Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock}Uses:1196 1198 1200 1202 1204 1206 1208 1210 1212 1214 1216 1218 1220 1222 1224 1226 1228 1230 1232 1234 1236 1238 1240 1242 1244 1246 1248 1250 1252 1254 1256 1258 1260 1262 1264 1266 1268 1270 1272 1274 1276 1278 1280 1282 1284 1286 1288 1290 1292 1294 1296 1298 1300 1302 1304 1306 1308 1310 1312 1314 1316 1318 1320 1322 1324 1326 1328 1330 235 262 277 304
Symbol 1332 GraphicUsed by:1333
Symbol 1333 MovieClip {com.veltive.cityinvasion.ammos.ShortLaser}Uses:1332
Symbol 1334 GraphicUsed by:1335
Symbol 1335 MovieClip {com.veltive.cityinvasion.ammos.Bullet}Uses:1334
Symbol 1336 GraphicUsed by:1337
Symbol 1337 MovieClip {com.veltive.cityinvasion.ammos.Rocket}Uses:1336
Symbol 1338 GraphicUsed by:1339
Symbol 1339 MovieClip {com.veltive.cityinvasion.ammos.Molotov}Uses:1338
Symbol 1340 BitmapUsed by:1341
Symbol 1341 GraphicUses:1340Used by:1342
Symbol 1342 MovieClipUses:1341Used by:1346 1634
Symbol 1343 FontUsed by:1344 1345 1648
Symbol 1344 EditableTextUses:1343Used by:1346
Symbol 1345 EditableTextUses:1343Used by:1346
Symbol 1346 MovieClip {com.veltive.cityinvasion.ui.UnitInfo}Uses:1342 1344 1345
Symbol 1347 FontUsed by:1348 1587
Symbol 1348 TextUses:1347Used by:1351
Symbol 1349 FontUsed by:1350 1580 1581 1582 1583 1588 1728 1733 1735 1737 1738 1739 1740 1741 1742 1743 1746
Symbol 1350 EditableTextUses:1349Used by:1351
Symbol 1351 MovieClip {com.veltive.cityinvasion.ui.CreditMc}Uses:1348 1350
Symbol 1352 GraphicUsed by:1353
Symbol 1353 MovieClipUses:1352Used by:1359
Symbol 1354 GraphicUsed by:1355
Symbol 1355 MovieClipUses:1354Used by:1359
Symbol 1356 GraphicUsed by:1357
Symbol 1357 MovieClipUses:1356Used by:1359
Symbol 1358 EditableTextUses:10Used by:1359
Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}Uses:1353 1355 1357 1358Used by:1362
Symbol 1360 BitmapUsed by:1361
Symbol 1361 GraphicUses:1360Used by:1362
Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler}Uses:1361 1359Used by:1404
Symbol 1363 GraphicUsed by:1364
Symbol 1364 MovieClip {SliderThumb_upSkin}Uses:1363Used by:1377
Symbol 1365 GraphicUsed by:1366
Symbol 1366 MovieClip {SliderThumb_overSkin}Uses:1365Used by:1377
Symbol 1367 GraphicUsed by:1368
Symbol 1368 MovieClip {SliderThumb_downSkin}Uses:1367Used by:1377
Symbol 1369 GraphicUsed by:1370
Symbol 1370 MovieClip {SliderThumb_disabledSkin}Uses:1369Used by:1377
Symbol 1371 GraphicUsed by:1372
Symbol 1372 MovieClip {SliderTrack_skin}Uses:1371Used by:1377
Symbol 1373 GraphicUsed by:1374
Symbol 1374 MovieClip {SliderTick_skin}Uses:1373Used by:1377
Symbol 1375 GraphicUsed by:1376
Symbol 1376 MovieClip {SliderTrack_disabledSkin}Uses:1375Used by:1377
Symbol 1377 MovieClip {fl.controls.Slider}Uses:126 127 1364 1366 1368 1370 1372 1374 1376 796Used by:1393
Symbol 1378 GraphicUsed by:1404
Symbol 1379 MovieClipUsed by:1404
Symbol 1380 BitmapUsed by:1381
Symbol 1381 GraphicUses:1380Used by:1393
Symbol 1382 BitmapUsed by:1383
Symbol 1383 GraphicUses:1382Used by:1384
Symbol 1384 MovieClipUses:1383Used by:1388
Symbol 1385 GraphicUsed by:1386
Symbol 1386 MovieClipUses:1385Used by:1388
Symbol 1387 EditableTextUses:10 1535Used by:1388
Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}Uses:1384 1386 1387Used by:1393 1505 1530 1540 1567 1575 1591 1592 1593 1620 1645 1661 1748 1754
Symbol 1389 FontUsed by:1390 1402 1420 1423 1426 1428 1430 1434 1435 1438 1439 1442 1445 1446 1449 1451 1452 1455 1457 1458 1563 1660 1749 1751 1757 1758 1759 1760
Symbol 1390 EditableTextUses:1389Used by:1393
Symbol 1391 EditableTextUses:10 1535Used by:1392
Symbol 1392 MovieClip {CityInvasion_fla.a10_52}Uses:92 1391Used by:1393 1530 1540 1567 1592 1593 1754
Symbol 1393 MovieClip {CityInvasion_fla.menuBar_115}Uses:1381 1377 1388 1390 1392Used by:1404
Symbol 1394 MovieClipUses:443Used by:1403
Symbol 1395 GraphicUsed by:1403
Symbol 1396 FontUsed by:1397
Symbol 1397 EditableTextUses:1396Used by:1403
Symbol 1398 FontUsed by:1399
Symbol 1399 EditableTextUses:1398Used by:1403
Symbol 1400 GraphicUsed by:1401
Symbol 1401 MovieClip {CityInvasion_fla.frame_tween_77}Uses:1400Used by:1403
Symbol 1402 EditableTextUses:1389Used by:1403
Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar}Uses:1394 1395 1397 1399 1401 1402Used by:1404
Symbol 1404 MovieClip {com.veltive.cityinvasion.pages.GamePage}Uses:1378 1379 1393 1403 1362
Symbol 1405 Bitmap {s5}Used by:1461
Symbol 1406 Bitmap {t7}Used by:1461
Symbol 1407 Bitmap {s1}Used by:1461
Symbol 1408 Bitmap {t6}Used by:1461
Symbol 1409 Bitmap {s3}Used by:1461
Symbol 1410 Bitmap {t5}Used by:1461
Symbol 1411 Bitmap {s4}Used by:1461
Symbol 1412 Bitmap {t3}Used by:1461
Symbol 1413 Bitmap {s2}Used by:1461
Symbol 1414 Bitmap {t1}Used by:1461
Symbol 1415 Bitmap {t4}Used by:1461
Symbol 1416 Bitmap {t2}Used by:1461
Symbol 1417 BitmapUsed by:1418
Symbol 1418 GraphicUses:1417Used by:1505
Symbol 1419 GraphicUsed by:1461
Symbol 1420 EditableTextUses:1389Used by:1461
Symbol 1421 FontUsed by:1422 1424 1425 1429 1431 1432 1433 1436 1440 1441 1443 1447 1448 1450 1453 1454 1456 1459 1460 1546 1549 1552 1555 1556 1559 1577 1578 1579 1631 1632 1633 1757 1758 1759 1760
Symbol 1422 EditableTextUses:1421Used by:1461
Symbol 1423 EditableTextUses:1389Used by:1461
Symbol 1424 EditableTextUses:1421Used by:1461
Symbol 1425 EditableTextUses:1421Used by:1461
Symbol 1426 EditableTextUses:1389Used by:1461
Symbol 1427 GraphicUsed by:1461
Symbol 1428 EditableTextUses:1389Used by:1461
Symbol 1429 EditableTextUses:1421Used by:1461
Symbol 1430 EditableTextUses:1389Used by:1461
Symbol 1431 EditableTextUses:1421Used by:1461
Symbol 1432 EditableTextUses:1421Used by:1461
Symbol 1433 EditableTextUses:1421Used by:1461
Symbol 1434 EditableTextUses:1389Used by:1461
Symbol 1435 EditableTextUses:1389Used by:1461
Symbol 1436 EditableTextUses:1421Used by:1461
Symbol 1437 GraphicUsed by:1461
Symbol 1438 EditableTextUses:1389Used by:1461
Symbol 1439 EditableTextUses:1389Used by:1461
Symbol 1440 EditableTextUses:1421Used by:1461
Symbol 1441 EditableTextUses:1421Used by:1461
Symbol 1442 EditableTextUses:1389Used by:1461
Symbol 1443 EditableTextUses:1421Used by:1461
Symbol 1444 GraphicUsed by:1461
Symbol 1445 EditableTextUses:1389Used by:1461
Symbol 1446 EditableTextUses:1389Used by:1461
Symbol 1447 EditableTextUses:1421Used by:1461
Symbol 1448 EditableTextUses:1421Used by:1461
Symbol 1449 EditableTextUses:1389Used by:1461
Symbol 1450 EditableTextUses:1421Used by:1461
Symbol 1451 EditableTextUses:1389Used by:1461
Symbol 1452 EditableTextUses:1389Used by:1461
Symbol 1453 EditableTextUses:1421Used by:1461
Symbol 1454 EditableTextUses:1421Used by:1461
Symbol 1455 EditableTextUses:1389Used by:1461
Symbol 1456 EditableTextUses:1421Used by:1461
Symbol 1457 EditableTextUses:1389Used by:1461
Symbol 1458 EditableTextUses:1389Used by:1461
Symbol 1459 EditableTextUses:1421Used by:1461
Symbol 1460 EditableTextUses:1421Used by:1461
Symbol 1461 MovieClip {CityInvasion_fla.introBg_102}Uses:1419 1416 1415 1414 1420 1422 1423 1424 1425 1426 1427 1428 1429 20 1430 1413 1431 1432 1433 1434 1435 1436 1412 1437 1438 1439 1440 1411 1441 1442 1443 1410 1444 1445 1446 1447 1409 1448 1449 1450 1408 1451 1452 1453 1407 1454 1455 1456 1406 1457 1458 1459 1405 1460Used by:1505
Symbol 1462 GraphicUsed by:1463
Symbol 1463 MovieClipUses:1462Used by:1505
Symbol 1464 BitmapUsed by:1465
Symbol 1465 GraphicUses:1464Used by:1504
Symbol 1466 BitmapUsed by:1467
Symbol 1467 GraphicUses:1466Used by:1468
Symbol 1468 MovieClipUses:1467Used by:1504
Symbol 1469 BitmapUsed by:1470
Symbol 1470 GraphicUses:1469Used by:1479
Symbol 1471 BitmapUsed by:1472
Symbol 1472 GraphicUses:1471Used by:1479
Symbol 1473 BitmapUsed by:1474
Symbol 1474 GraphicUses:1473Used by:1479
Symbol 1475 BitmapUsed by:1476
Symbol 1476 GraphicUses:1475Used by:1479
Symbol 1477 BitmapUsed by:1478
Symbol 1478 GraphicUses:1477Used by:1479
Symbol 1479 MovieClipUses:1470 1472 1474 1476 1478Used by:1481 1592
Symbol 1480 GraphicUsed by:1481
Symbol 1481 MovieClip {CityInvasion_fla.MapPage_106}Uses:1479 1480Used by:1504
Symbol 1482 MovieClip {CityInvasion_fla.branding_aligned_left_108}Uses:13 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 57 59 61 63 65 67 69 71 73 75 77 79 81 83 85 87 89 91Used by:1483
Symbol 1483 MovieClip {CityInvasion_fla.a10_2_107}Uses:1482Used by:1504
Symbol 1484 BitmapUsed by:1485
Symbol 1485 GraphicUses:1484Used by:1486
Symbol 1486 MovieClipUses:1485Used by:1504
Symbol 1487 BitmapUsed by:1488
Symbol 1488 GraphicUses:1487Used by:1504
Symbol 1489 BitmapUsed by:1490
Symbol 1490 GraphicUses:1489Used by:1491
Symbol 1491 MovieClipUses:1490Used by:1504
Symbol 1492 BitmapUsed by:1493
Symbol 1493 GraphicUses:1492Used by:1504
Symbol 1494 BitmapUsed by:1495
Symbol 1495 GraphicUses:1494Used by:1496
Symbol 1496 MovieClipUses:1495Used by:1504
Symbol 1497 BitmapUsed by:1498
Symbol 1498 GraphicUses:1497Used by:1504
Symbol 1499 BitmapUsed by:1500
Symbol 1500 GraphicUses:1499Used by:1501
Symbol 1501 MovieClipUses:1500Used by:1504
Symbol 1502 BitmapUsed by:1503
Symbol 1503 GraphicUses:1502Used by:1504
Symbol 1504 MovieClip {CityInvasion_fla.map_104}Uses:1465 1468 1481 1483 1486 1488 1491 1493 1496 1498 1501 1503Used by:1505
Symbol 1505 MovieClip {com.veltive.cityinvasion.pages.IntroPage}Uses:1418 1461 1463 1504 1388
Symbol 1506 BitmapUsed by:1507
Symbol 1507 GraphicUses:1506Used by:1508
Symbol 1508 MovieClipUses:1507Used by:1530 1593
Symbol 1509 BitmapUsed by:1510
Symbol 1510 GraphicUses:1509Used by:1530
Symbol 1511 GraphicUsed by:1529
Symbol 1512 EditableTextUses:8 1560Used by:1529
Symbol 1513 FontUsed by:1514 1515 1516 1517 1518 1519
Symbol 1514 EditableTextUses:1513Used by:1529
Symbol 1515 EditableTextUses:1513Used by:1529
Symbol 1516 EditableTextUses:1513Used by:1529
Symbol 1517 EditableTextUses:1513Used by:1529
Symbol 1518 EditableTextUses:1513Used by:1529
Symbol 1519 EditableTextUses:1513Used by:1529
Symbol 1520 EditableTextUses:446Used by:1529
Symbol 1521 EditableTextUses:446Used by:1529
Symbol 1522 EditableTextUses:446Used by:1529
Symbol 1523 EditableTextUses:446Used by:1529
Symbol 1524 EditableTextUses:446Used by:1529
Symbol 1525 EditableTextUses:446Used by:1529
Symbol 1526 GraphicUsed by:1528
Symbol 1527 GraphicUsed by:1528
Symbol 1528 MovieClip {CityInvasion_fla.stasticMcMask_91}Uses:1526 1527Used by:1529
Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90}Uses:1511 1512 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1528Used by:1530 1593
Symbol 1530 MovieClip {com.veltive.cityinvasion.pages.WinPage}Uses:1508 1510 1529 1392 1388
Symbol 1531 GraphicUsed by:1540
Symbol 1532 BitmapUsed by:1533
Symbol 1533 GraphicUses:1532Used by:1534
Symbol 1534 MovieClipUses:1533Used by:1540 1645 1661
Symbol 1535 FontUsed by:1387 1391 1536 1537 1538 1539 1573 1574
Symbol 1536 EditableTextUses:10 1535Used by:1540
Symbol 1537 EditableTextUses:10 1535Used by:1540
Symbol 1538 EditableTextUses:10 1535Used by:1540
Symbol 1539 EditableTextUses:10 1535Used by:1540
Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage}Uses:1531 1534 1536 1388 1537 1538 1539 1392
Symbol 1541 BitmapUsed by:1542
Symbol 1542 GraphicUses:1541Used by:1543
Symbol 1543 MovieClipUses:1542Used by:1567 1754
Symbol 1544 BitmapUsed by:1545
Symbol 1545 GraphicUses:1544Used by:1567
Symbol 1546 EditableTextUses:1421Used by:1567
Symbol 1547 BitmapUsed by:1548
Symbol 1548 GraphicUses:1547Used by:1567
Symbol 1549 EditableTextUses:1421Used by:1567
Symbol 1550 BitmapUsed by:1551
Symbol 1551 GraphicUses:1550Used by:1567
Symbol 1552 EditableTextUses:1421Used by:1567
Symbol 1553 BitmapUsed by:1554
Symbol 1554 GraphicUses:1553Used by:1567
Symbol 1555 EditableTextUses:1421Used by:1567
Symbol 1556 EditableTextUses:1421Used by:1567
Symbol 1557 BitmapUsed by:1558
Symbol 1558 GraphicUses:1557Used by:1567
Symbol 1559 EditableTextUses:1421Used by:1567
Symbol 1560 FontUsed by:1512 1561
Symbol 1561 EditableTextUses:1560Used by:1567
Symbol 1562 GraphicUsed by:1567
Symbol 1563 EditableTextUses:1389Used by:1567
Symbol 1564 GraphicUsed by:1565
Symbol 1565 MovieClipUses:1564Used by:1567
Symbol 1566 EditableTextUses:10Used by:1567
Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage}Uses:1543 1545 1546 1548 1549 1551 1552 1554 1555 1556 1558 1559 1561 1562 1563 1388 1565 1566 1392
Symbol 1568 BitmapUsed by:1569
Symbol 1569 GraphicUses:1568Used by:1592
Symbol 1570 GraphicUsed by:1592
Symbol 1571 EditableTextUses:446Used by:1592
Symbol 1572 GraphicUsed by:1575
Symbol 1573 EditableTextUses:10 1535Used by:1575
Symbol 1574 EditableTextUses:10 1535Used by:1575
Symbol 1575 MovieClip {com.veltive.cityinvasion.ui.SubmitBox}Uses:1572 1388 1573 1574Used by:1592
Symbol 1576 GraphicUsed by:1591
Symbol 1577 EditableTextUses:1421Used by:1591
Symbol 1578 EditableTextUses:1421Used by:1591
Symbol 1579 EditableTextUses:1421Used by:1591
Symbol 1580 TextUses:1349Used by:1591
Symbol 1581 TextUses:1349Used by:1591
Symbol 1582 TextUses:1349Used by:1591
Symbol 1583 TextUses:1349Used by:1591
Symbol 1584 BitmapUsed by:1585
Symbol 1585 GraphicUses:1584Used by:1586
Symbol 1586 MovieClip {CityInvasion_fla.spilgame_logo_95}Uses:1585Used by:1591
Symbol 1587 EditableTextUses:1347Used by:1591
Symbol 1588 TextUses:1349Used by:1591
Symbol 1589 GraphicUsed by:1590
Symbol 1590 MovieClip {CityInvasion_fla.tribeplay_logo_96}Uses:1589Used by:1591
Symbol 1591 MovieClipUses:1576 1577 1578 1579 1580 1581 1582 1583 1586 1587 1388 1588 1590Used by:1592
Symbol 1592 MovieClip {com.veltive.cityinvasion.pages.FinalPage}Uses:1569 1479 1570 1392 1388 1571 1575 1591
Symbol 1593 MovieClip {com.veltive.cityinvasion.pages.LosePage}Uses:1508 1529 1392 1388
Symbol 1594 BitmapUsed by:1595
Symbol 1595 GraphicUses:1594Used by:1620
Symbol 1596 BitmapUsed by:1597
Symbol 1597 GraphicUses:1596Used by:1600
Symbol 1598 BitmapUsed by:1599
Symbol 1599 GraphicUses:1598Used by:1600
Symbol 1600 MovieClip {com.veltive.cityinvasion.ui.IconBtnSound}Uses:1597 1599Used by:1620
Symbol 1601 BitmapUsed by:1602 1604
Symbol 1602 GraphicUses:1601Used by:1605
Symbol 1603 BitmapUsed by:1604
Symbol 1604 GraphicUses:1603 1601Used by:1605
Symbol 1605 MovieClip {com.veltive.cityinvasion.ui.IconBtnMusic}Uses:1602 1604Used by:1620
Symbol 1606 EditableTextUses:10Used by:1607
Symbol 1607 MovieClip {CityInvasion_fla.LogoMc_62}Uses:1606 92Used by:1620 1663
Symbol 1608 TextUses:10Used by:1610
Symbol 1609 TextUses:10Used by:1610
Symbol 1610 ButtonUses:1608 1609Used by:1611
Symbol 1611 MovieClip {CityInvasion_fla.urlMC_83}Uses:1610Used by:1620
Symbol 1612 TextUses:10Used by:1620
Symbol 1613 BitmapUsed by:1614 1616
Symbol 1614 GraphicUses:1613Used by:1619
Symbol 1615 GraphicUsed by:1618
Symbol 1616 GraphicUses:1613Used by:1617
Symbol 1617 MovieClipUses:1616Used by:1618
Symbol 1618 MovieClipUses:1615 1617Used by:1619
Symbol 1619 MovieClipUses:1614 1618Used by:1620
Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage}Uses:1595 1388 1600 1605 1607 1611 1612 1619
Symbol 1621 GraphicUsed by:1625
Symbol 1622 GraphicUsed by:1623
Symbol 1623 MovieClipUses:1622Used by:1624 1625
Symbol 1624 MovieClipUses:1623Used by:1625
Symbol 1625 MovieClip {Arrow}Uses:1621 1624 1623
Symbol 1626 MovieClip {com.veltive.cityinvasion.units.Headquarters}
Symbol 1627 GraphicUsed by:1628
Symbol 1628 MovieClipUses:1627Used by:1629
Symbol 1629 MovieClip {com.veltive.cityinvasion.ammos.ExtendAmmo}Uses:1628
Symbol 1630 FontUsed by:1631
Symbol 1631 TextUses:1630 1421Used by:1634
Symbol 1632 TextUses:1421Used by:1634
Symbol 1633 TextUses:1421Used by:1634
Symbol 1634 MovieClip {com.veltive.cityinvasion.ui.MusicMc}Uses:1342 1631 1632 1633
Symbol 1635 BitmapUsed by:1636
Symbol 1636 GraphicUses:1635Used by:1643
Symbol 1637 BitmapUsed by:1638
Symbol 1638 GraphicUses:1637Used by:1643
Symbol 1639 BitmapUsed by:1640
Symbol 1640 GraphicUses:1639Used by:1643
Symbol 1641 BitmapUsed by:1642
Symbol 1642 GraphicUses:1641Used by:1643
Symbol 1643 MovieClip {com.veltive.cityinvasion.battlefield.Base}Uses:1636 1638 1640 1642
Symbol 1644 GraphicUsed by:1645
Symbol 1645 MovieClip {com.veltive.cityinvasion.ui.GameMenu}Uses:1644 1534 1388
Symbol 1646 BitmapUsed by:1647
Symbol 1647 GraphicUses:1646Used by:1649
Symbol 1648 EditableTextUses:1343Used by:1649
Symbol 1649 MovieClip {com.veltive.cityinvasion.ammos.TimeBomb}Uses:1647 1648
Symbol 1650 ShapeTweeningUsed by:1655
Symbol 1651 GraphicUsed by:1655
Symbol 1652 ShapeTweeningUsed by:1655
Symbol 1653 GraphicUsed by:1655
Symbol 1654 GraphicUsed by:1655
Symbol 1655 MovieClip {Coords}Uses:1650 1651 1652 1653 1654
Symbol 1656 BitmapUsed by:1657
Symbol 1657 GraphicUses:1656Used by:1658
Symbol 1658 MovieClip {Crater}Uses:1657
Symbol 1659 GraphicUsed by:1661
Symbol 1660 EditableTextUses:1389Used by:1661
Symbol 1661 MovieClip {com.veltive.cityinvasion.pages.ChoosePage}Uses:1659 1534 1660 1388
Symbol 1662 GraphicUsed by:1663
Symbol 1663 MovieClip {com.veltive.cityinvasion.pages.LogoPage}Uses:1662 1607
Symbol 1664 BitmapUsed by:1665
Symbol 1665 GraphicUses:1664Used by:1722
Symbol 1666 BitmapUsed by:1667
Symbol 1667 GraphicUses:1666Used by:1722
Symbol 1668 BitmapUsed by:1669
Symbol 1669 GraphicUses:1668Used by:1722
Symbol 1670 BitmapUsed by:1671
Symbol 1671 GraphicUses:1670Used by:1722
Symbol 1672 BitmapUsed by:1673
Symbol 1673 GraphicUses:1672Used by:1722
Symbol 1674 BitmapUsed by:1675
Symbol 1675 GraphicUses:1674Used by:1722
Symbol 1676 BitmapUsed by:1677
Symbol 1677 GraphicUses:1676Used by:1722
Symbol 1678 BitmapUsed by:1679
Symbol 1679 GraphicUses:1678Used by:1722
Symbol 1680 BitmapUsed by:1681
Symbol 1681 GraphicUses:1680Used by:1722
Symbol 1682 BitmapUsed by:1683
Symbol 1683 GraphicUses:1682Used by:1722
Symbol 1684 BitmapUsed by:1685
Symbol 1685 GraphicUses:1684Used by:1722
Symbol 1686 BitmapUsed by:1687
Symbol 1687 GraphicUses:1686Used by:1722
Symbol 1688 BitmapUsed by:1689
Symbol 1689 GraphicUses:1688Used by:1722
Symbol 1690 BitmapUsed by:1691
Symbol 1691 GraphicUses:1690Used by:1722
Symbol 1692 BitmapUsed by:1693
Symbol 1693 GraphicUses:1692Used by:1722
Symbol 1694 BitmapUsed by:1695
Symbol 1695 GraphicUses:1694Used by:1722
Symbol 1696 BitmapUsed by:1697
Symbol 1697 GraphicUses:1696Used by:1722
Symbol 1698 BitmapUsed by:1699
Symbol 1699 GraphicUses:1698Used by:1722
Symbol 1700 BitmapUsed by:1701
Symbol 1701 GraphicUses:1700Used by:1722
Symbol 1702 BitmapUsed by:1703
Symbol 1703 GraphicUses:1702Used by:1722
Symbol 1704 BitmapUsed by:1705
Symbol 1705 GraphicUses:1704Used by:1722
Symbol 1706 BitmapUsed by:1707
Symbol 1707 GraphicUses:1706Used by:1722
Symbol 1708 BitmapUsed by:1709
Symbol 1709 GraphicUses:1708Used by:1722
Symbol 1710 BitmapUsed by:1711
Symbol 1711 GraphicUses:1710Used by:1722
Symbol 1712 BitmapUsed by:1713
Symbol 1713 GraphicUses:1712Used by:1722
Symbol 1714 BitmapUsed by:1715
Symbol 1715 GraphicUses:1714Used by:1722
Symbol 1716 BitmapUsed by:1717
Symbol 1717 GraphicUses:1716Used by:1722
Symbol 1718 BitmapUsed by:1719
Symbol 1719 GraphicUses:1718Used by:1722
Symbol 1720 BitmapUsed by:1721
Symbol 1721 GraphicUses:1720Used by:1722
Symbol 1722 MovieClip {com.veltive.cityinvasion.units.SuicideCar}Uses:1665 1667 1669 1671 1673 1675 1677 1679 1681 1683 1685 1687 1689 1691 1693 1695 1697 1699 1701 1703 1705 1707 1709 1711 1713 1715 1717 1719 1721
Symbol 1723 ShapeTweeningUsed by:1726
Symbol 1724 ShapeTweeningUsed by:1726
Symbol 1725 GraphicUsed by:1726
Symbol 1726 MovieClipUses:1723 1724 1725Used by:1744
Symbol 1727 GraphicUsed by:1736 1744
Symbol 1728 EditableTextUses:1349Used by:1744
Symbol 1729 ShapeTweeningUsed by:1732
Symbol 1730 ShapeTweeningUsed by:1732
Symbol 1731 GraphicUsed by:1732
Symbol 1732 MovieClipUses:1729 1730 1731Used by:1744
Symbol 1733 EditableTextUses:1349Used by:1744
Symbol 1734 GraphicUsed by:1744
Symbol 1735 EditableTextUses:1349Used by:1744
Symbol 1736 MovieClipUses:1727Used by:1744
Symbol 1737 EditableTextUses:1349Used by:1744
Symbol 1738 EditableTextUses:1349Used by:1744
Symbol 1739 EditableTextUses:1349Used by:1744
Symbol 1740 EditableTextUses:1349Used by:1744
Symbol 1741 EditableTextUses:1349Used by:1744
Symbol 1742 EditableTextUses:1349Used by:1744
Symbol 1743 EditableTextUses:1349Used by:1744
Symbol 1744 MovieClip {ToMc}Uses:1726 1727 1728 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743
Symbol 1745 GraphicUsed by:1748
Symbol 1746 EditableTextUses:1349Used by:1748
Symbol 1747 GraphicUsed by:1748
Symbol 1748 MovieClip {MsBox}Uses:1745 1746 1388 1747
Symbol 1749 TextUses:1389Used by:1750
Symbol 1750 MovieClipUses:1749Used by:1754
Symbol 1751 EditableTextUses:1389Used by:1753
Symbol 1752 GraphicUsed by:1753
Symbol 1753 MovieClipUses:1751 1752Used by:1754
Symbol 1754 MovieClip {com.veltive.cityinvasion.pages.ScorePage}Uses:1543 1388 1750 1753 1392
Symbol 1755 GraphicUsed by:1756
Symbol 1756 MovieClipUses:1755Used by:1761
Symbol 1757 EditableTextUses:1389 1421Used by:1761
Symbol 1758 EditableTextUses:1389 1421Used by:1761
Symbol 1759 EditableTextUses:1389 1421Used by:1761
Symbol 1760 EditableTextUses:1389 1421Used by:1761
Symbol 1761 MovieClip {com.veltive.cityinvasion.ui.ScoreMc}Uses:1756 1757 1758 1759 1760
Symbol 1762 MovieClip {com.veltive.cityinvasion.utils.LanguageManager}

Instance Names

"pb"Frame 1Symbol 3 MovieClip
"infor_txt"Frame 1Symbol 9 EditableText
"logo"Frame 1Symbol 93 MovieClip {LogoMc2}
"txt"Symbol 93 MovieClip {LogoMc2} Frame 1Symbol 11 EditableText
"logo"Symbol 93 MovieClip {LogoMc2} Frame 1Symbol 92 MovieClip
"txt"Symbol 448 MovieClip {TypeTxt} Frame 1Symbol 447 EditableText
"nameTxt"Symbol 1346 MovieClip {com.veltive.cityinvasion.ui.UnitInfo} Frame 1Symbol 1344 EditableText
"infoTxt"Symbol 1346 MovieClip {com.veltive.cityinvasion.ui.UnitInfo} Frame 1Symbol 1345 EditableText
"maskMc"Symbol 1346 MovieClip {com.veltive.cityinvasion.ui.UnitInfo} Frame 1Symbol 1342 MovieClip
"txt"Symbol 1351 MovieClip {com.veltive.cityinvasion.ui.CreditMc} Frame 1Symbol 1350 EditableText
"layerMc"Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn} Frame 1Symbol 1353 MovieClip
"maskMc"Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn} Frame 1Symbol 1353 MovieClip
"clockMask"Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn} Frame 1Symbol 1353 MovieClip
"alphaMc"Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn} Frame 1Symbol 1357 MovieClip
"txt"Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn} Frame 1Symbol 1358 EditableText
"btn1"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"btn2"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"btn3"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"btn4"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"btn5"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"btn6"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"btn7"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"sBtn1"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"sBtn2"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"sBtn3"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"sBtn4"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"sBtn5"Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler} Frame 1Symbol 1359 MovieClip {com.veltive.cityinvasion.ui.ProduceBtn}
"bg"Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton} Frame 1Symbol 1384 MovieClip
"arrow"Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton} Frame 1Symbol 1386 MovieClip
"txt"Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton} Frame 1Symbol 1387 EditableText
"logo"Symbol 1392 MovieClip {CityInvasion_fla.a10_52} Frame 1Symbol 92 MovieClip
"txt"Symbol 1392 MovieClip {CityInvasion_fla.a10_52} Frame 1Symbol 1391 EditableText
"spdSlider"Symbol 1393 MovieClip {CityInvasion_fla.menuBar_115} Frame 1Symbol 1377 MovieClip {fl.controls.Slider}
"menuBtn"Symbol 1393 MovieClip {CityInvasion_fla.menuBar_115} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"s_txt"Symbol 1393 MovieClip {CityInvasion_fla.menuBar_115} Frame 1Symbol 1390 EditableText
"a10"Symbol 1393 MovieClip {CityInvasion_fla.menuBar_115} Frame 1Symbol 1392 MovieClip {CityInvasion_fla.a10_52}
"maskMc"Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar} Frame 1Symbol 1394 MovieClip
"barMc"Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar} Frame 1Symbol 1394 MovieClip
"txt2"Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar} Frame 1Symbol 1397 EditableText
"txt1"Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar} Frame 1Symbol 1399 EditableText
"focusMc"Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar} Frame 1Symbol 1401 MovieClip {CityInvasion_fla.frame_tween_77}
"txt3"Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar} Frame 1Symbol 1402 EditableText
"bfMc"Symbol 1404 MovieClip {com.veltive.cityinvasion.pages.GamePage} Frame 1Symbol 1379 MovieClip
"menuBar"Symbol 1404 MovieClip {com.veltive.cityinvasion.pages.GamePage} Frame 1Symbol 1393 MovieClip {CityInvasion_fla.menuBar_115}
"lifeFriend"Symbol 1404 MovieClip {com.veltive.cityinvasion.pages.GamePage} Frame 1Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar}
"lifeEnemy"Symbol 1404 MovieClip {com.veltive.cityinvasion.pages.GamePage} Frame 1Symbol 1403 MovieClip {com.veltive.cityinvasion.ui.LifeBar}
"ControlerMc"Symbol 1404 MovieClip {com.veltive.cityinvasion.pages.GamePage} Frame 1Symbol 1362 MovieClip {com.veltive.cityinvasion.ui.Controler}
"un1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1420 EditableText
"ue1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1422 EditableText
"un2"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1423 EditableText
"ue2"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1424 EditableText
"ue3"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1425 EditableText
"un3"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1426 EditableText
"pn1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1428 EditableText
"pe1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1429 EditableText
"sp"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1430 EditableText
"ue1_1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1431 EditableText
"ue2_1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1432 EditableText
"ue3_1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1433 EditableText
"bu"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 1Symbol 1434 EditableText
"un4"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 2Symbol 1435 EditableText
"ue4"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 2Symbol 1436 EditableText
"pn2"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 2Symbol 1438 EditableText
"sp"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 2Symbol 1439 EditableText
"pe2"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 2Symbol 1440 EditableText
"ue4_1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 2Symbol 1441 EditableText
"un5"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 3Symbol 1442 EditableText
"ue5"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 3Symbol 1443 EditableText
"pn3"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 3Symbol 1445 EditableText
"sp"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 3Symbol 1446 EditableText
"pe3"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 3Symbol 1447 EditableText
"ue5_1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 3Symbol 1448 EditableText
"un6"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 4Symbol 1449 EditableText
"ue6"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 4Symbol 1450 EditableText
"pn4"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 4Symbol 1451 EditableText
"sp"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 4Symbol 1452 EditableText
"pe4"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 4Symbol 1453 EditableText
"ue6_1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 4Symbol 1454 EditableText
"un7"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 5Symbol 1455 EditableText
"ue7"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 5Symbol 1456 EditableText
"pn5"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 5Symbol 1457 EditableText
"sp"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 5Symbol 1458 EditableText
"pe5"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 5Symbol 1459 EditableText
"ue7_1"Symbol 1461 MovieClip {CityInvasion_fla.introBg_102} Frame 5Symbol 1460 EditableText
"logo"Symbol 1483 MovieClip {CityInvasion_fla.a10_2_107} Frame 1Symbol 1482 MovieClip {CityInvasion_fla.branding_aligned_left_108}
"introBg"Symbol 1505 MovieClip {com.veltive.cityinvasion.pages.IntroPage} Frame 1Symbol 1461 MovieClip {CityInvasion_fla.introBg_102}
"typeBg"Symbol 1505 MovieClip {com.veltive.cityinvasion.pages.IntroPage} Frame 1Symbol 1463 MovieClip
"mapBg"Symbol 1505 MovieClip {com.veltive.cityinvasion.pages.IntroPage} Frame 1Symbol 1504 MovieClip {CityInvasion_fla.map_104}
"cBtn"Symbol 1505 MovieClip {com.veltive.cityinvasion.pages.IntroPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"txt0"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1512 EditableText
"txt1_1"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1514 EditableText
"txt3_1"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1515 EditableText
"txt4_1"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1516 EditableText
"txt2_1"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1517 EditableText
"txt5_1"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1518 EditableText
"txt6_1"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1519 EditableText
"txt1"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1520 EditableText
"txt2"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1521 EditableText
"txt4"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1522 EditableText
"txt3"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1523 EditableText
"txt5"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1524 EditableText
"txt6"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1525 EditableText
"maskMc"Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90} Frame 1Symbol 1528 MovieClip {CityInvasion_fla.stasticMcMask_91}
"stasticsMc"Symbol 1530 MovieClip {com.veltive.cityinvasion.pages.WinPage} Frame 1Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90}
"a10"Symbol 1530 MovieClip {com.veltive.cityinvasion.pages.WinPage} Frame 1Symbol 1392 MovieClip {CityInvasion_fla.a10_52}
"cBtn"Symbol 1530 MovieClip {com.veltive.cityinvasion.pages.WinPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"txt_opt"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1536 EditableText
"musicOnBtn"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"txt_se"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1537 EditableText
"txt_m"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1538 EditableText
"txt_vq"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1539 EditableText
"musicOffBtn"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"soundOnBtn"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"soundOffBtn"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"highBtn"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"mediumBtn"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"lowBtn"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"cBtn"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"a10"Symbol 1540 MovieClip {com.veltive.cityinvasion.pages.OptPage} Frame 1Symbol 1392 MovieClip {CityInvasion_fla.a10_52}
"unitExp"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1546 EditableText
"specialExp"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1549 EditableText
"lifeBarExp"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1552 EditableText
"lanesExp"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1555 EditableText
"menuExp"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1556 EditableText
"showLifeExp"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1559 EditableText
"menu"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1561 EditableText
"yh"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1563 EditableText
"cBtn"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"topTxt"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1566 EditableText
"a10"Symbol 1567 MovieClip {com.veltive.cityinvasion.pages.LearnPage} Frame 1Symbol 1392 MovieClip {CityInvasion_fla.a10_52}
"sBtn"Symbol 1575 MovieClip {com.veltive.cityinvasion.ui.SubmitBox} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"s_txt"Symbol 1575 MovieClip {com.veltive.cityinvasion.ui.SubmitBox} Frame 1Symbol 1573 EditableText
"input_txt"Symbol 1575 MovieClip {com.veltive.cityinvasion.ui.SubmitBox} Frame 1Symbol 1574 EditableText
"gd"Symbol 1591 MovieClip Frame 1Symbol 1577 EditableText
"aw"Symbol 1591 MovieClip Frame 1Symbol 1578 EditableText
"pg"Symbol 1591 MovieClip Frame 1Symbol 1579 EditableText
"cr"Symbol 1591 MovieClip Frame 1Symbol 1587 EditableText
"cBtn"Symbol 1591 MovieClip Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"a10"Symbol 1592 MovieClip {com.veltive.cityinvasion.pages.FinalPage} Frame 1Symbol 1392 MovieClip {CityInvasion_fla.a10_52}
"cBtn"Symbol 1592 MovieClip {com.veltive.cityinvasion.pages.FinalPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"tBtn"Symbol 1592 MovieClip {com.veltive.cityinvasion.pages.FinalPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"txt"Symbol 1592 MovieClip {com.veltive.cityinvasion.pages.FinalPage} Frame 1Symbol 1571 EditableText
"submit_box"Symbol 1592 MovieClip {com.veltive.cityinvasion.pages.FinalPage} Frame 1Symbol 1575 MovieClip {com.veltive.cityinvasion.ui.SubmitBox}
"creditsMc"Symbol 1592 MovieClip {com.veltive.cityinvasion.pages.FinalPage} Frame 1Symbol 1591 MovieClip
"stasticsMc"Symbol 1593 MovieClip {com.veltive.cityinvasion.pages.LosePage} Frame 1Symbol 1529 MovieClip {CityInvasion_fla.Stastics_90}
"a10"Symbol 1593 MovieClip {com.veltive.cityinvasion.pages.LosePage} Frame 1Symbol 1392 MovieClip {CityInvasion_fla.a10_52}
"cBtn"Symbol 1593 MovieClip {com.veltive.cityinvasion.pages.LosePage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"rBtn"Symbol 1593 MovieClip {com.veltive.cityinvasion.pages.LosePage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"txt"Symbol 1607 MovieClip {CityInvasion_fla.LogoMc_62} Frame 1Symbol 1606 EditableText
"logo"Symbol 1607 MovieClip {CityInvasion_fla.LogoMc_62} Frame 1Symbol 92 MovieClip
"ngBtn"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"cgBtn"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"htpBtn"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"optBtn"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"soundBtn"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1600 MovieClip {com.veltive.cityinvasion.ui.IconBtnSound}
"musicBtn"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1605 MovieClip {com.veltive.cityinvasion.ui.IconBtnMusic}
"logo"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1607 MovieClip {CityInvasion_fla.LogoMc_62}
"tuBtn"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"scoreBtn"Symbol 1620 MovieClip {com.veltive.cityinvasion.pages.StartPage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"retryBtn"Symbol 1645 MovieClip {com.veltive.cityinvasion.ui.GameMenu} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"optBtn"Symbol 1645 MovieClip {com.veltive.cityinvasion.ui.GameMenu} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"exitBtn"Symbol 1645 MovieClip {com.veltive.cityinvasion.ui.GameMenu} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"resumeBtn"Symbol 1645 MovieClip {com.veltive.cityinvasion.ui.GameMenu} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"learnBtn"Symbol 1645 MovieClip {com.veltive.cityinvasion.ui.GameMenu} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"txt"Symbol 1649 MovieClip {com.veltive.cityinvasion.ammos.TimeBomb} Frame 1Symbol 1648 EditableText
"txt"Symbol 1661 MovieClip {com.veltive.cityinvasion.pages.ChoosePage} Frame 1Symbol 1660 EditableText
"yBtn"Symbol 1661 MovieClip {com.veltive.cityinvasion.pages.ChoosePage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"nBtn"Symbol 1661 MovieClip {com.veltive.cityinvasion.pages.ChoosePage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"logo"Symbol 1663 MovieClip {com.veltive.cityinvasion.pages.LogoPage} Frame 1Symbol 1607 MovieClip {CityInvasion_fla.LogoMc_62}
"txt1"Symbol 1744 MovieClip {ToMc} Frame 2Symbol 1728 EditableText
"txt2"Symbol 1744 MovieClip {ToMc} Frame 3Symbol 1733 EditableText
"txt1"Symbol 1744 MovieClip {ToMc} Frame 3Symbol 1735 EditableText
"txt1"Symbol 1744 MovieClip {ToMc} Frame 4Symbol 1737 EditableText
"txt1"Symbol 1744 MovieClip {ToMc} Frame 5Symbol 1738 EditableText
"txt1"Symbol 1744 MovieClip {ToMc} Frame 7Symbol 1739 EditableText
"txt1"Symbol 1744 MovieClip {ToMc} Frame 8Symbol 1740 EditableText
"txt1"Symbol 1744 MovieClip {ToMc} Frame 9Symbol 1741 EditableText
"txt2"Symbol 1744 MovieClip {ToMc} Frame 9Symbol 1742 EditableText
"txt1"Symbol 1744 MovieClip {ToMc} Frame 10Symbol 1743 EditableText
"txt"Symbol 1748 MovieClip {MsBox} Frame 1Symbol 1746 EditableText
"btn"Symbol 1748 MovieClip {MsBox} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"txt"Symbol 1753 MovieClip Frame 1Symbol 1751 EditableText
"cBtn"Symbol 1754 MovieClip {com.veltive.cityinvasion.pages.ScorePage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"dBtn"Symbol 1754 MovieClip {com.veltive.cityinvasion.pages.ScorePage} Frame 1Symbol 1388 MovieClip {com.veltive.cityinvasion.ui.MyButton}
"no_record_txt"Symbol 1754 MovieClip {com.veltive.cityinvasion.pages.ScorePage} Frame 1Symbol 1750 MovieClip
"newMc"Symbol 1754 MovieClip {com.veltive.cityinvasion.pages.ScorePage} Frame 1Symbol 1753 MovieClip
"a10"Symbol 1754 MovieClip {com.veltive.cityinvasion.pages.ScorePage} Frame 1Symbol 1392 MovieClip {CityInvasion_fla.a10_52}
"s_txt"Symbol 1761 MovieClip {com.veltive.cityinvasion.ui.ScoreMc} Frame 1Symbol 1757 EditableText
"t_txt"Symbol 1761 MovieClip {com.veltive.cityinvasion.ui.ScoreMc} Frame 1Symbol 1758 EditableText
"o_txt"Symbol 1761 MovieClip {com.veltive.cityinvasion.ui.ScoreMc} Frame 1Symbol 1759 EditableText
"n_txt"Symbol 1761 MovieClip {com.veltive.cityinvasion.ui.ScoreMc} Frame 1Symbol 1760 EditableText

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS3.

Labels

"move"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 1
"attack"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 23
"shooting"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 45
"shooted"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 51
"die1"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 59
"dead"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 78
"die3"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 85
"dead3"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 104
"die2"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 111
"dead2"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 133
"cheer"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 139
"die4"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 179
"dead4"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 211
"die5"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 219
"dead5"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 255
"die6"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 267
"dead6"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 304
"die7"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 316
"dead7"Symbol 305 MovieClip {com.veltive.cityinvasion.units.Yuri} Frame 352
"move"Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank} Frame 1
"attack"Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank} Frame 42
"shooting"Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank} Frame 74
"shooted"Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank} Frame 79
"die1"Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank} Frame 90
"dead"Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank} Frame 133
"cheer"Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank} Frame 176
"cheer1"Symbol 413 MovieClip {com.veltive.cityinvasion.units.Tank} Frame 192
"move"Symbol 487 MovieClip {com.veltive.cityinvasion.units.FlyRobot} Frame 1
"attack"Symbol 487 MovieClip {com.veltive.cityinvasion.units.FlyRobot} Frame 20
"shooting"Symbol 487 MovieClip {com.veltive.cityinvasion.units.FlyRobot} Frame 35
"shooted"Symbol 487 MovieClip {com.veltive.cityinvasion.units.FlyRobot} Frame 39
"die1"Symbol 487 MovieClip {com.veltive.cityinvasion.units.FlyRobot} Frame 57
"dead"Symbol 487 MovieClip {com.veltive.cityinvasion.units.FlyRobot} Frame 92
"cheer"Symbol 487 MovieClip {com.veltive.cityinvasion.units.FlyRobot} Frame 106
"move"Symbol 587 MovieClip {com.veltive.cityinvasion.units.Robot} Frame 1
"attack"Symbol 587 MovieClip {com.veltive.cityinvasion.units.Robot} Frame 36
"shooting"Symbol 587 MovieClip {com.veltive.cityinvasion.units.Robot} Frame 61
"shooted"Symbol 587 MovieClip {com.veltive.cityinvasion.units.Robot} Frame 68
"die1"Symbol 587 MovieClip {com.veltive.cityinvasion.units.Robot} Frame 80
"dead"Symbol 587 MovieClip {com.veltive.cityinvasion.units.Robot} Frame 155
"cheer"Symbol 587 MovieClip {com.veltive.cityinvasion.units.Robot} Frame 218
"move"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 1
"attack"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 27
"shooting"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 52
"shooted"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 78
"die2"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 91
"dead2"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 126
"die3"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 134
"dead3"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 166
"die1"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 173
"dead"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 192
"wating"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 203
"cheer"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 240
"die4"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 272
"dead4"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 305
"die5"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 313
"dead5"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 352
"die6"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 373
"dead6"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 410
"die7"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 419
"dead7"Symbol 760 MovieClip {com.veltive.cityinvasion.units.Sniper} Frame 455
"tuto"Symbol 776 MovieClip {Ground} Frame 6
"move"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 1
"attack"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 33
"shooting"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 42
"shooted"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 71
"die1"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 78
"dead"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 95
"die2"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 106
"dead2"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 133
"die3"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 143
"dead3"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 171
"wating"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 178
"cheer"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 206
"surrender"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 245
"die4"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 276
"dead4"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 308
"die5"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 316
"dead5"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 352
"die6"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 364
"dead6"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 401
"die7"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 413
"dead7"Symbol 922 MovieClip {com.veltive.cityinvasion.units.CopWithShotgun} Frame 449
"move"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 1
"attack"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 23
"shooting"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 44
"shooted"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 68
"die1"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 74
"dead"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 100
"die3"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 106
"dead3"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 133
"die2"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 139
"dead2"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 157
"cheer"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 163
"die4"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 196
"dead4"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 228
"die5"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 236
"dead5"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 274
"die6"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 283
"dead6"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 320
"die7"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 329
"dead7"Symbol 1035 MovieClip {com.veltive.cityinvasion.units.RocketSoldier} Frame 365
"move"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 1
"attack"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 32
"shooting"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 61
"shooted"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 75
"die1"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 83
"dead"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 121
"die3"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 128
"dead3"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 167
"cheer"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 174
"surrender"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 233
"die2"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 258
"dead2"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 279
"die4"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 299
"dead4"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 331
"die5"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 339
"dead5"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 375
"die6"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 385
"dead6"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 422
"die7"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 431
"dead7"Symbol 1194 MovieClip {com.veltive.cityinvasion.units.CopWithShield} Frame 467
"move"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 1
"attack"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 19
"shooting"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 47
"shooted"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 56
"die1"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 63
"dead1"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 114
"die2"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 119
"dead2"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 156
"die3"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 161
"dead3"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 193
"cheer"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 202
"die4"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 236
"dead4"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 270
"die5"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 282
"dead5"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 318
"die6"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 328
"dead6"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 365
"die7"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 373
"dead7"Symbol 1331 MovieClip {com.veltive.cityinvasion.units.CivilianWithRock} Frame 409
"over"Symbol 1346 MovieClip {com.veltive.cityinvasion.ui.UnitInfo} Frame 18
"move"Symbol 1722 MovieClip {com.veltive.cityinvasion.units.SuicideCar} Frame 14
"die1"Symbol 1722 MovieClip {com.veltive.cityinvasion.units.SuicideCar} Frame 40
"dead"Symbol 1722 MovieClip {com.veltive.cityinvasion.units.SuicideCar} Frame 95
"cheer"Symbol 1722 MovieClip {com.veltive.cityinvasion.units.SuicideCar} Frame 112




http://swfchan.com/19/90178/info.shtml
Created: 28/3 -2019 14:33:30 Last modified: 28/3 -2019 14:33:30 Server time: 29/04 -2024 11:16:24