Frame 1
stop();
var bevel = (new flash.filters.BevelFilter(2, 40, 16777215, 0.5, 0, 0.7, 2, 2, 1, 1));
var glow = (new flash.filters.GlowFilter(0, 0.7, 5, 5, 1, 1, true, false));
var glowWhite = (new flash.filters.GlowFilter(16777215, 0.5, 5, 5, 2, 1, false, false));
var global_sound = new Sound();
var levelTransSound = new Sound();
var wallHitSd = new Sound();
var padHitSd = new Sound();
levelTransSound.attachSound("levelTransSound");
wallHitSd.attachSound("wallHitSd");
padHitSd.attachSound("padHitSd");
ballColor = 1;
sound = true;
musicOn = true;
soundFX = true;
passwords = Array("notused", "LAUNCH", "WALLHIT", "PADDLE", "MULTIPAD", "NUMPAD", "PADORDER", "HITBONUS", "INTHEWAY", "REFLEXES", "SPINNER", "BACKTRACK", "CHIMNEY", "MOREPADS", "JPLUS", "PYRAMIDS", "HOURGLASS", "ALIENSHIP", "SQUAREDANCE", "BRICKSTAR", "QUADTRIFORCE", "SHARPPOINTS", "ZPATH", "HALFCIRCLES", "CUTOUT", "SUNSQUARE", "FIRETRIANGLES", "DOUBLEHIT", "DDOTGAMES", "TURBOCRAZY", "SMILEY", "SMILEY ");
var brick1 = flash.display.BitmapData.loadBitmap("brick1");
x = 1;
while (x < 20) {
name = "space" + x;
_root[name] = flash.display.BitmapData.loadBitmap(name);
x++;
}
Instance of Symbol 297 MovieClip in Frame 1
onClipEvent (load) {
_root.stop();
}
Frame 2
stop();
level = 1;
totalScore = 0;
ball.ring._visible = false;
disx = (random(3) + 1) * ((2 * random(2)) - 1);
disy = (random(3) + 1) * ((2 * random(2)) - 1);
ball.onEnterFrame = function () {
if ((ball._x > 525) or (ball._x < 25)) {
disx = disx * -1;
}
if ((ball._y > 375) or (ball._y < 25)) {
disy = disy * -1;
}
ball._x = ball._x + disx;
ball._y = ball._y + disy;
};
Instance of Symbol 153 MovieClip [ball] "ball" in Frame 2
on (press) {
_root.ballColor = random(9) + 1;
gotoAndStop(_root.ballColor);
_root.disx = (random(5) + 1) * ((2 * random(2)) - 1);
_root.disy = (random(5) + 1) * ((2 * random(2)) - 1);
}
Frame 4
function level_1() {
wall_0.bg = "space19";
numpaddles = 0;
objects = Array("ball_1", "wall_0", "finish_1");
ball_1 = {x:275, y:100, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:275, Y:250, w:30};
definefinish();
levelText = "<font size='+5'><b>Instructions:</b> </font><font size='+5' color='#579AFF'><b>CLICK THE BALL</b></font><font size='+5'> or press </font><font size='+5' color='#579AFF'><b>SPACE BAR</b></font><font size='+5'> to launch the ball.</font>";
}
function level_2() {
wall_0.bg = "space5";
numpaddles = 0;
objects = Array("ball_1", "wall_1", "wall_0", "finish_1");
ball_1 = {x:275, y:150, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:275, Y:40, w:30};
definefinish();
wall_1 = {points:10, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:200, Y1:200, X2:300, Y2:300, X3:400, Y3:200, X4:300, Y4:100, X5:500, Y5:100, X6:500, Y6:310, X7:100, Y7:310, X8:100, Y8:100, X9:160, Y9:100, X10:200, Y10:200};
levelText = "<font size='+5'><b>Fact:</b> Each time the ball hits a wall you lose some points for that level. You get a bonus for avoiding all the walls in a level.</font>";
}
function level_3() {
wall_0.bg = "space15";
numpaddles = 1;
objects = Array("ball_1", "wall_0", "paddle_1", "finish_1");
ball_1 = {x:275, y:200, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:400, Y:300, w:30};
definefinish();
paddle_1 = {W:50, X:275, Y:300};
definepaddles();
levelText = "<font size='+5'><b>Instructions:</b> </font><font size='+5' color='#579AFF'><b>CLICK AND DRAG</b></font><font size='+5'> or use the </font><font size='+5' color='#579AFF'><b>LEFT</b></font><font size='+5'> and </font><font size='+5' color='#579AFF'><b>RIGHT ARROW KEYS</b></font><font size='+5'> to change the angle of the paddle.</font>";
}
function level_4() {
wall_0.bg = "space3";
numpaddles = 2;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "finish_1");
ball_1 = {x:200, y:100, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:350, Y:200, w:30};
definefinish();
paddle_1 = {W:50, X:200, Y:320};
paddle_2 = {W:50, X:350, Y:320};
definepaddles();
wall_1 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:250, Y1:0, X2:300, Y2:0, X3:300, Y3:300, X4:250, Y4:300, X5:250, Y5:0};
levelText = "<font size='+5'><b>Instructions:</b> </font><font size='+5' color='#579AFF'><b>HOVER OVER</b></font><font size='+5'> or use the </font><font size='+5' color='#579AFF'><b>UP</b></font><font size='+5'> and </font><font size='+5' color='#579AFF'><b>DOWN ARROW KEYS</b></font><font size='+5'> to select a paddle.</font>";
}
function level_5() {
wall_0.bg = "space12";
numpaddles = 2;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "finish_1");
ball_1 = {x:200, y:20, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:350, Y:300, w:30};
definefinish();
paddle_1 = {W:50, X:200, Y:110};
paddle_2 = {W:50, X:360, Y:100};
definepaddles();
wall_1 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:250, Y1:150, X2:300, Y2:150, X3:300, Y3:350, X4:250, Y4:350, X5:250, Y5:150};
levelText = "<font size='+5'><b>Instructions:</b> </font><font size='+5' color='#579AFF'><b>HOVER OVER</b></font><font size='+5'> and then </font><font size='+5' color='#579AFF'><b>CLICK AN ARROW</b></font><font size='+5'> or push </font><font size='+5' color='#579AFF'><b>1-9</b></font><font size='+5'> on the numpad to quickly change the angle to a preset.</font>";
}
function level_6() {
wall_0.bg = "space4";
numpaddles = 3;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "finish_1");
ball_1 = {x:50, y:20, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:500, Y:20, w:30};
definefinish();
paddle_1 = {W:30, X:50, Y:170};
paddle_2 = {W:80, X:275, Y:250};
paddle_3 = {W:30, X:500, Y:170};
definepaddles();
wall_1 = {points:7, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:100, Y1:50, X2:100, Y2:150, X3:250, Y3:200, X4:300, Y4:200, X5:450, Y5:150, X6:450, Y6:50, X7:100, Y7:50};
levelText = "<b>Hint:</b> The paddles are in the order they should be hit in. Push the up arrow to see the paddle the ball should hit next. Sometimes there are multiple ways to finish a level and the paddles are in one possible way they could be hit.";
}
function level_7() {
wall_0.bg = "space1";
numpaddles = 3;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "finish_1");
ball_1 = {x:30, y:20, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:140, Y:30, w:30};
definefinish();
paddle_1 = {W:50, X:30, Y:320};
paddle_2 = {W:50, X:520, Y:200};
paddle_3 = {W:50, X:520, Y:30};
definepaddles();
wall_1 = {points:7, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:60, Y1:0, X2:60, Y2:290, X3:450, Y3:150, X4:490, Y4:60, X5:110, Y5:60, X6:110, Y6:0, X7:60, Y7:0};
levelText = "<b>Hint:</b> If you hit every paddle in a level you will get an extra bonus of 100 time the number of paddles. That means an extra 300 points if you hit all the paddles in this level!";
}
function level_8() {
wall_0.bg = "space9";
numpaddles = 3;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "finish_1");
ball_1 = {x:275, y:20, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:100, Y:200, w:30};
definefinish();
paddle_1 = {W:50, X:275, Y:300};
paddle_2 = {W:100, X:320, Y:100};
paddle_3 = {W:50, X:510, Y:180};
definepaddles();
wall_1 = {points:13, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:0, X2:250, Y2:0, X3:250, Y3:185, X4:85, Y4:185, X5:85, Y5:215, X6:250, Y6:215, X7:250, Y7:340, X8:300, Y8:340, X9:300, Y9:215, X10:550, Y10:215, X11:550, Y11:350, X12:0, Y12:350, X13:0, Y13:0};
levelText = "<b>Fact:</b> All the levels have been designed so it is possible to get the ball to the finish without touching a single wall and hitting each paddle atleast once.";
}
function level_9() {
wall_0.bg = "space9";
numpaddles = 3;
objects = Array("ball_1", "wall_1", "wall_2", "wall_0", "paddle_1", "paddle_2", "paddle_3", "finish_1");
ball_1 = {x:150, y:50, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:400, Y:325, w:30};
definefinish();
paddle_1 = {W:50, X:150, Y:175};
paddle_2 = {W:30, X:420, Y:175};
paddle_3 = {W:30, X:160, Y:334};
definepaddles();
wall_1 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:170, Y1:200, X2:170, Y2:300, X3:550, Y3:300, X4:550, Y4:200, X5:170, Y5:200};
wall_2 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:300, X2:0, Y2:350, X3:140, Y3:350, X4:140, Y4:200, X5:0, Y5:300};
levelText = "<b>Instructions:</b> In some levels the ball will have to hit a paddle more than once and between hits you may have to adjust the angle of the paddle. You will have to change the angle quickly so you will have to use the preset angles (<b>1-9</b>).";
}
function level_10() {
wall_0.bg = "space11";
numpaddles = 4;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "finish_1");
ball_1 = {x:200, y:50, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:150, Y:300, w:30};
definefinish();
paddle_1 = {W:100, X:200, Y:200};
paddle_2 = {W:50, X:500, Y:200};
paddle_3 = {W:40, X:215, Y:300};
paddle_4 = {W:40, X:35, Y:225};
definepaddles();
wall_1 = {points:14, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:0, X2:190, Y2:0, X3:190, Y3:200, X4:10, Y4:200, X5:10, Y5:340, X6:120, Y6:290, X7:120, Y7:340, X8:180, Y8:340, X9:180, Y9:270, X10:140, Y10:270, X11:190, Y11:250, X12:190, Y12:350, X13:0, Y13:350, X14:0, Y14:0};
levelText = "<b>Random Thought:</b> Is this outerspace?";
}
function level_11() {
wall_0.bg = "space7";
numpaddles = 5;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:30, y:20, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:520, Y:320, w:30};
definefinish();
paddle_1 = {W:50, X:30, Y:200};
paddle_2 = {W:50, X:275, Y:200};
paddle_3 = {W:50, X:30, Y:320};
paddle_4 = {W:50, X:275, Y:320};
paddle_5 = {W:50, X:520, Y:200};
definepaddles();
wall_1 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:60, Y1:0, X2:60, Y2:170, X3:550, Y3:170, X4:550, Y4:0, X5:60, Y5:0};
wall_2 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:60, Y1:230, X2:60, Y2:290, X3:245, Y3:290, X4:245, Y4:230, X5:60, Y5:230};
wall_3 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:305, Y1:230, X2:305, Y2:290, X3:490, Y3:290, X4:490, Y4:230, X5:305, Y5:230};
levelText = "<b>Random Thought:</b> It must be outerspace because there is no gravity!";
}
function level_12() {
wall_0.bg = "space14";
numpaddles = 3;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "finish_1");
ball_1 = {x:200, y:50, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:50, Y:50, w:30};
definefinish();
paddle_1 = {W:50, X:200, Y:170};
paddle_2 = {W:100, X:400, Y:200};
paddle_3 = {W:30, X:50, Y:320};
definepaddles();
wall_1 = {points:13, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:0, X2:0, Y2:290, X3:40, Y3:290, X4:40, Y4:75, X5:25, Y5:75, X6:25, Y6:25, X7:75, Y7:25, X8:75, Y8:75, X9:60, Y9:75, X10:60, Y10:290, X11:150, Y11:270, X12:150, Y12:0, X13:0, Y13:0};
levelText = "<b>Hint:</b> Adjust the angles of the paddles one at a time starting with the first paddle. Launch the ball and if it is not set right press <b>R</b> to reset the ball and then adjust the angle. Keep repeating untill you have that angle right and move on to the next paddle.";
}
function level_13() {
wall_0.bg = "space2";
numpaddles = 4;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "finish_1");
ball_1 = {x:50, y:50, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:500, Y:325, w:30};
definefinish();
paddle_1 = {W:30, X:50, Y:300};
paddle_2 = {W:30, X:100, Y:100};
paddle_3 = {W:30, X:150, Y:270};
paddle_4 = {W:30, X:300, Y:200};
definepaddles();
drawcircle(1, 350, 300, 50, 0, 359, 90);
levelText = "<b>Random Thought:</b> But if this is outerspace why are there bricks here?";
}
function level_14() {
wall_0.bg = "space16";
numpaddles = 4;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "finish_1");
ball_1 = {x:480, y:50, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:275, Y:175, w:30};
definefinish();
paddle_1 = {W:60, X:480, Y:320};
paddle_2 = {W:50, X:30, Y:150};
paddle_3 = {W:50, X:400, Y:150};
paddle_4 = {W:40, X:275, Y:50};
definepaddles();
wall_1 = {points:11, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:185, Y1:160, X2:260, Y2:160, X3:260, Y3:190, X4:290, Y4:190, X5:290, Y5:160, X6:350, Y6:160, X7:390, Y7:200, X8:390, Y8:210, X9:225, Y9:210, X10:185, Y10:170, X11:185, Y11:160};
levelText = "<b>Random Thought:</b> And why are there paddles in outer space?";
}
function level_15() {
wall_0.bg = "space2";
numpaddles = 4;
objects = Array("ball_1", "wall_3", "wall_2", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "finish_1");
ball_1 = {x:50, y:225, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:50, Y:50, w:30};
definefinish();
paddle_1 = {W:50, X:50, Y:300};
paddle_2 = {W:50, X:500, Y:50};
paddle_3 = {W:50, X:400, Y:175};
paddle_4 = {W:40, X:500, Y:300};
definepaddles();
wall_1 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:100, Y1:350, X2:275, Y2:200, X3:450, Y3:350, X4:100, Y4:350};
wall_2 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:100, Y1:0, X2:275, Y2:150, X3:450, Y3:0, X4:100, Y4:0};
wall_3 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:100, X2:250, Y2:175, X3:0, Y3:175, X4:0, Y4:100};
levelText = "<b>Random Thought:</b> The paddles and bricks almost look like someone took some time and thought about where they should go.";
}
function level_16() {
wall_0.bg = "space2";
numpaddles = 5;
objects = Array("ball_1", "wall_3", "wall_2", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:80, y:280, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:50, Y:25, w:30};
definefinish();
paddle_1 = {W:50, X:75, Y:320};
paddle_2 = {W:50, X:275, Y:210};
paddle_3 = {W:50, X:520, Y:320};
paddle_4 = {W:50, X:520, Y:30};
paddle_5 = {W:50, X:275, Y:140};
definepaddles();
wall_1 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:100, Y1:350, X2:275, Y2:250, X3:450, Y3:350, X4:100, Y4:350};
wall_2 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:100, Y1:0, X2:275, Y2:100, X3:450, Y3:0, X4:100, Y4:0};
wall_3 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:50, X2:0, Y2:300, X3:495, Y3:75, X4:495, Y4:275, X5:0, Y5:50};
levelText = "<b>Random Thought:</b> What is the probablily that the levels randomly appeared?";
}
function level_17() {
wall_0.bg = "space3";
numpaddles = 5;
objects = Array("ball_1", "wall_3", "wall_2", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:367, y:200, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:50, Y:280, w:30};
definefinish();
paddle_1 = {W:50, X:360, Y:268};
paddle_2 = {W:50, X:275, Y:190};
paddle_3 = {W:40, X:450, Y:195};
paddle_4 = {W:50, X:500, Y:30};
paddle_5 = {W:50, X:30, Y:30};
definepaddles();
wall_1 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:75, Y1:350, X2:75, Y2:30, X3:150, Y3:50, X4:220, Y4:350, X5:75, Y5:350};
wall_2 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:390, Y1:220, X2:535, Y2:230, X3:525, Y3:330, X4:390, Y4:220};
wall_3 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:330, Y1:165, X2:490, Y2:160, X3:520, Y3:60, X4:480, Y4:60, X5:330, Y5:165};
levelText = "<b>Random Thought:</b> Over 25,000 characters with at least 25 possiblities each....1 in A LOT MORE than a calculator can calculate!";
}
function level_18() {
wall_0.bg = "space10";
numpaddles = 7;
objects = Array("ball_1", "wall_2", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "paddle_6", "paddle_7", "finish_1");
ball_1 = {x:200, y:260, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:435, Y:200, w:30};
definefinish();
paddle_1 = {W:50, X:200, Y:300};
paddle_2 = {W:50, X:100, Y:200};
paddle_3 = {W:50, X:200, Y:100};
paddle_4 = {W:50, X:300, Y:200};
paddle_5 = {W:50, X:500, Y:300};
paddle_6 = {W:50, X:500, Y:100};
paddle_7 = {W:30, X:530, Y:200};
definepaddles();
wall_1 = {points:13, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:400, Y1:150, X2:420, Y2:150, X3:420, Y3:175, X4:450, Y4:175, X5:450, Y5:185, X6:420, Y6:185, X7:420, Y7:215, X8:450, Y8:215, X9:450, Y9:225, X10:420, Y10:225, X11:420, Y11:250, X12:400, Y12:250, X13:400, Y13:150};
wall_2 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:150, Y1:200, X2:200, Y2:150, X3:250, Y3:200, X4:200, Y4:250, X5:150, Y5:200};
levelText = "<b>Random Thought:</b> That means it is almost impossible for these levels to randomly been created and someone had to make them but why would someone make them? And who would make them?";
}
function level_19() {
wall_0.bg = "space13";
numpaddles = 7;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "paddle_6", "paddle_7", "finish_1");
ball_1 = {x:110, y:75, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:275, Y:80, w:30};
definefinish();
paddle_1 = {W:20, X:110, Y:150};
paddle_2 = {W:40, X:25, Y:25};
paddle_3 = {W:40, X:110, Y:250};
paddle_4 = {W:50, X:175, Y:320};
paddle_5 = {W:50, X:400, Y:300};
paddle_6 = {W:50, X:500, Y:50};
paddle_7 = {W:30, X:280, Y:20};
definepaddles();
wall_1 = {points:6, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:275, Y1:275, X2:200, Y2:50, X3:400, Y3:200, X4:150, Y4:200, X5:350, Y5:50, X6:275, Y6:275};
levelText = "<b>Random Thought:</b> I guess it will always be a mystery.";
}
function level_20() {
wall_0.bg = "space4";
numpaddles = 5;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_4", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:275, y:205, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:150, Y:20, w:30};
definefinish();
paddle_1 = {W:50, X:275, Y:325};
paddle_2 = {W:50, X:500, Y:325};
paddle_3 = {W:50, X:275, Y:150};
paddle_4 = {W:50, X:50, Y:150};
paddle_5 = {W:50, X:400, Y:25};
definepaddles();
wall_1 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:300, Y1:175, X2:300, Y2:300, X3:450, Y3:300, X4:300, Y4:175};
wall_2 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:250, Y1:175, X2:250, Y2:300, X3:100, Y3:175, X4:250, Y4:175};
wall_3 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:250, Y1:125, X2:100, Y2:0, X3:100, Y3:125, X4:250, Y4:125};
wall_4 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:350, Y1:125, X2:500, Y2:250, X3:500, Y3:0, X4:350, Y4:125};
levelText = "<b>Random Thought:</b> But wait! I know why they were made!";
}
function level_21() {
wall_0.bg = "space4";
numpaddles = 5;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:525, y:25, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:225, Y:20, w:30};
definefinish();
paddle_1 = {W:45, X:525, Y:160};
paddle_2 = {W:45, X:25, Y:325};
paddle_3 = {W:45, X:525, Y:325};
paddle_4 = {W:45, X:25, Y:125};
paddle_5 = {W:50, X:425, Y:80};
definepaddles();
wall_1 = {points:7, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:500, Y1:0, X2:500, Y2:150, X3:50, Y3:275, X4:50, Y4:150, X5:460, Y5:150, X6:460, Y6:0, X7:500, Y7:0};
wall_2 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:75, Y1:75, X2:225, Y2:40, X3:375, Y3:75, X4:75, Y4:75};
wall_3 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:100, Y1:300, X2:500, Y2:190, X3:500, Y3:300, X4:100, Y4:300};
levelText = "<b>Random Thought:</b> These levels were made to save the world!";
}
function level_22() {
wall_0.bg = "space12";
numpaddles = 5;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:28, y:28, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:50, Y:200, w:30};
definefinish();
paddle_1 = {W:45, X:25, Y:75};
paddle_2 = {W:45, X:525, Y:75};
paddle_3 = {W:45, X:25, Y:325};
paddle_4 = {W:45, X:525, Y:325};
paddle_5 = {W:50, X:525, Y:200};
definepaddles();
wall_1 = {points:9, halfwidth:0.5, colo9r:"0x555555", bg:"brick1", X1:0, Y1:125, X2:420, Y2:125, X3:275, Y3:185, X4:35, Y4:185, X5:35, Y5:215, X6:125, Y6:215, X7:170, Y7:250, X8:0, Y8:250, X9:0, Y9:125};
wall_2 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:500, Y1:175, X2:550, Y2:175, X3:550, Y3:150, X4:500, Y4:150, X5:500, Y5:175};
wall_3 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:450, Y1:225, X2:500, Y2:225, X3:500, Y3:250, X4:450, Y4:250, X5:450, Y5:225};
levelText = "<b>Random Thought:</b> No that does not make sense. What could bricks, paddles, and a ball in space have to do with saving the world?";
}
function level_23() {
wall_0.bg = "space14";
numpaddles = 5;
objects = Array("ball_1", "wall_1", "wall_2", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:44, y:100, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:450, Y:75, w:30};
definefinish();
paddle_1 = {W:45, X:40, Y:300};
paddle_2 = {W:45, X:25, Y:25};
paddle_3 = {W:45, X:270, Y:25};
paddle_4 = {W:45, X:226, Y:326};
paddle_5 = {W:50, X:500, Y:320};
definepaddles();
drawcircle(1, 300, 175, 150, 270, 450, 10);
drawcircle(2, 200, 175, 150, 90, 270, 10);
levelText = "<b>Random Thought:</b> Oh wait! This is a game and games are usually fun.";
}
function level_24() {
wall_0.bg = "space3";
numpaddles = 6;
objects = Array("ball_1", "wall_1", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "paddle_6", "finish_1");
ball_1 = {x:275, y:161, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:525, Y:325, w:30};
definefinish();
paddle_1 = {W:45, X:275, Y:325};
paddle_2 = {W:45, X:150, Y:200};
paddle_3 = {W:45, X:400, Y:200};
paddle_4 = {W:45, X:25, Y:325};
paddle_5 = {W:45, X:40, Y:25};
paddle_6 = {W:45, X:520, Y:80};
definepaddles();
drawcircle(1, 275, 320, 200, 180, 370, 10);
wall_1["X" + point] = 500;
wall_1["Y" + point] = 350;
point++;
wall_1["X" + point] = 500;
wall_1["Y" + point] = 100;
point++;
wall_1["X" + point] = 50;
wall_1["Y" + point] = 100;
point++;
wall_1["X" + point] = 50;
wall_1["Y" + point] = 320;
point++;
wall_1["X" + point] = wall_1.X1;
wall_1["Y" + point] = wall_1.Y1;
wall_1.points = wall_1.points + 4;
levelText = "<b>Random Thought:</b> So this game was made for people to have fun but who made it?";
}
function level_25() {
wall_0.bg = "space18";
numpaddles = 5;
objects = Array("ball_1", "wall_1", "wall_2", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:20, y:150, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:450, Y:75, w:30};
definefinish();
paddle_1 = {W:40, X:30, Y:270};
paddle_2 = {W:35, X:25, Y:100};
paddle_3 = {W:50, X:450, Y:320};
paddle_4 = {W:45, X:275, Y:150};
paddle_5 = {W:45, X:525, Y:175};
definepaddles();
drawcircle(1, 150, 175, 100, 0, 1700, 100);
drawcircle(2, 400, 175, 90, 0, 360, 90);
levelText = "<b>Random Thought:</b> Maybe there is some information on the main menu screen that will help us solve the mystery of who made this game.";
}
function level_26() {
wall_0.bg = "space7";
numpaddles = 5;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_4", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "finish_1");
ball_1 = {x:20, y:65, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:450, Y:120, w:30};
definefinish();
paddle_1 = {W:45, X:25, Y:185};
paddle_2 = {W:30, X:160, Y:200};
paddle_3 = {W:50, X:100, Y:325};
paddle_4 = {W:45, X:380, Y:300};
paddle_5 = {W:45, X:165, Y:90};
definepaddles();
drawcircle(1, 70, 280, 100, 135, 315, 90);
drawcircle(2, 250, 210, 100, 45, 270, 90);
drawcircle(3, 350, 140, 140, 0, 180, 90);
drawcircle(4, 110, 70, 100, 45, 270, 90);
levelText = "<b>Random Thought:</b> Well I see <a target='_blank' href='http://www.turbogames.com'><font color='#F19900'>Turbo Games</font></a> and I also see <a target='_blank' href='http://www.webgamedesign.com'><font color='#F19900'>Ddot Design</font></a>. I wonder what each of them are.";
}
function level_27() {
wall_0.bg = "space5";
numpaddles = 3;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_4", "wall_5", "wall_6", "wall_0", "paddle_1", "paddle_2", "paddle_3", "finish_1");
ball_1 = {x:100, y:180, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:20, Y:95, w:30};
definefinish();
paddle_1 = {W:40, X:90, Y:325};
paddle_2 = {W:150, X:400, Y:150};
paddle_3 = {W:30, X:160, Y:200};
definepaddles();
wall_1 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:94, Y1:200, X2:94, Y2:300, X3:74, Y3:300, X4:74, Y4:200, X5:94, Y5:200};
wall_2 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:106, Y1:200, X2:106, Y2:300, X3:126, Y3:300, X4:126, Y4:200, X5:106, Y5:200};
wall_3 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:150, Y1:290, X2:300, Y2:208, X3:290, Y3:190, X4:140, Y4:272, X5:150, Y5:290};
wall_4 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:160, Y1:307, X2:310, Y2:226, X3:320, Y3:244, X4:170, Y4:325, X5:160, Y5:307};
wall_5 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:50, X2:125, Y2:50, X3:125, Y3:90, X4:50, Y4:86, X5:0, Y5:50};
wall_6 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:150, X2:125, Y2:150, X3:125, Y3:110, X4:50, Y4:106, X5:0, Y5:150};
levelText = "<b>Random Thought:</b> <a target='_blank' href='http://www.turbogames.com'><font color='#F19900'>Turbo Games</font></a> has lots of cool games, but it does not look like they make games. They sponsor games. So did <a target='_blank' href='http://www.webgamedesign.com'><font color='#F19900'>Ddot Design</font></a> make the game?";
}
function level_28() {
wall_0.bg = "space18";
numpaddles = 8;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_4", "wall_5", "wall_6", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "paddle_6", "paddle_7", "paddle_8", "finish_1");
ball_1 = {x:450, y:150, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:535, Y:335, w:30};
definefinish();
paddle_1 = {W:40, X:450, Y:275};
paddle_2 = {W:40, X:125, Y:275};
paddle_3 = {W:40, X:525, Y:150};
paddle_4 = {W:40, X:325, Y:100};
paddle_5 = {W:30, X:270, Y:20};
paddle_6 = {W:30, X:170, Y:20};
paddle_7 = {W:20, X:11, Y:209};
paddle_8 = {W:20, X:65, Y:335};
definepaddles();
wall_1 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:320, X2:50, Y2:320, X3:20, Y3:230, X4:0, Y4:230, X5:0, Y5:320};
wall_2 = {points:8, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:550, Y1:320, X2:80, Y2:320, X3:40, Y3:210, X4:40, Y4:200, X5:100, Y5:115, X6:100, Y6:300, X7:550, Y7:300, X8:550, Y8:320};
wall_3 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:550, Y1:0, X2:550, Y2:100, X3:400, Y3:100, X4:400, Y4:0, X5:550, Y5:0};
wall_4 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:400, Y1:150, X2:400, Y2:250, X3:300, Y3:250, X4:300, Y4:150, X5:400, Y5:150};
wall_5 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:255, Y1:150, X2:155, Y2:150, X3:155, Y3:50, X4:255, Y4:50, X5:255, Y5:150};
wall_6 = {points:6, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:0, X2:150, Y2:0, X3:150, Y3:20, X4:20, Y4:190, X5:0, Y5:190, X6:0, Y6:0};
levelText = "<b>Random Thought:</b> <a target='_blank' href='http://www.webgamedesign.com'><font color='#F19900'>Ddot Design</font></a> did make this game! Now I wonder why they would make a game.";
}
function level_29() {
wall_0.bg = "space18";
numpaddles = 8;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_4", "wall_5", "wall_6", "wall_7", "wall_8", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "paddle_5", "paddle_6", "paddle_7", "paddle_8", "finish_1");
ball_1 = {x:150, y:150, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:535, Y:100, w:30};
definefinish();
paddle_1 = {W:40, X:150, Y:320};
paddle_2 = {W:30, X:250, Y:80};
paddle_3 = {W:20, X:30, Y:15};
paddle_4 = {W:20, X:520, Y:15};
paddle_5 = {W:40, X:390, Y:320};
paddle_6 = {W:30, X:20, Y:80};
paddle_7 = {W:20, X:30, Y:270};
paddle_8 = {W:20, X:535, Y:265};
definepaddles();
drawcircle(1, 350, 150, 100, 0, 359, 24);
wall_2 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:250, Y1:20, X2:75, Y2:20, X3:250, Y3:60, X4:250, Y4:20};
wall_3 = {points:7, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:0, Y1:40, X2:75, Y2:40, X3:200, Y3:80, X4:200, Y4:100, X5:70, Y5:55, X6:0, Y6:55, X7:0, Y7:40};
wall_4 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:50, Y1:280, X2:100, Y2:280, X3:100, Y3:350, X4:50, Y4:350, X5:50, Y5:280};
wall_5 = {points:6, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:550, Y1:0, X2:550, Y2:80, X3:520, Y3:80, X4:520, Y4:200, X5:470, Y5:180, X6:550, Y6:0};
wall_6 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:550, Y1:280, X2:550, Y2:350, X3:430, Y3:350, X4:430, Y4:280, X5:550, Y5:280};
wall_7 = {points:4, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:200, Y1:350, X2:300, Y2:350, X3:200, Y3:300, X4:200, Y4:350};
wall_8 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:50, Y1:110, X2:100, Y2:130, X3:100, Y3:260, X4:50, Y4:260, X5:50, Y5:110};
levelText = "<b>Random Thought:</b> Now I understand! <a target='_blank' href='http://www.webgamedesign.com'><font color='#F19900'>Ddot Design</font></a> makes games for websites so that people will have something fun to waste there time on and since you made it this far you must have wasted a good amount of time and you would not be seeing this if it was boring!";
}
function level_30() {
wall_0.bg = "space16";
numpaddles = 4;
objects = Array("ball_1", "wall_1", "wall_2", "wall_3", "wall_0", "paddle_1", "paddle_2", "paddle_3", "paddle_4", "finish_1");
ball_1 = {x:20, y:300, velocityX:0, velocityY:0, velocity:0, mass:1, forceX:0, forceY:0, accelY:0, accelX:0, grav:grav, radius:5};
finish_1 = {X:275, Y:160, w:30};
definefinish();
paddle_1 = {W:20, X:20, Y:330};
paddle_2 = {W:50, X:170, Y:25};
paddle_3 = {W:50, X:380, Y:25};
paddle_4 = {W:20, X:530, Y:330};
definepaddles();
drawcircle(1, 200, 100, 50, 0, 359, 12);
drawcircle(2, 350, 100, 50, 0, 359, 12);
wall_3 = {points:5, halfwidth:0.5, color:"0x555555", bg:"brick1", X1:200, Y1:250, X2:350, Y2:250, X3:320, Y3:280, X4:230, Y4:280, X5:200, Y5:250};
levelText = "You have completed all the levels! Well all the levels except this one. Thanks for playing!";
}
function loadLevel() {
game.ball_1.ring._visible = true;
tries = 1;
oldFactor = 0;
anglemsg = 0;
paddlesHit = 0;
wallHits = 0;
startTime = getTimer();
score = 0;
selected = 1;
_root["level_" + level]();
if (numpaddles > 0) {
game.ringHolder.paddleRing._rotation = 0;
game.ringHolder._x = _root["paddle_" + selected].X1;
game.ringHolder._y = _root["paddle_" + selected].Y1;
game.ringHolder.paddleRing._width = (_root["paddle_" + selected].R * 2) + 10;
game.ringHolder.paddleRing._height = (_root["paddle_" + selected].R * 2) + 10;
game.ringHolder.gotoAndStop(1);
arrowAlpha = 0;
game.ringHolder.arrowHolder._alpha = 0;
game.ringHolder.paddleRing._alpha = 50;
} else {
game.ringHolder._x = -300;
}
for (x in ball_1) {
resetBallInfo[x] = ball_1[x];
}
game.ball_1._width = ball_1.radius * 5;
game.ball_1._height = ball_1.radius * 5;
game.createEmptyMovieClip("walls", -16383);
game.createEmptyMovieClip("bg", -16384);
game.createEmptyMovieClip("paddles", 100);
game.paddles.filters = [bevel, glow, glowWhite];
game.walls.filters = [bevel];
ommf = function () {
closestPad(_root._xmouse, _root._ymouse);
if (closestPadName && (selected != closestPadNum)) {
selected = int(closestPadNum);
game.ringHolder.gotoAndStop(2);
game.ringHolder.arrowHolder.setArrows();
anglemsg = Math.round(_root[closestPadName].angle1);
game.ringHolder.paddleRing._rotation = 0;
game.ringHolder._x = closestPadX;
game.ringHolder._y = closestPadY;
game.ringHolder.paddleRing._width = (_root[closestPadName].R * 2) + 10;
game.ringHolder.paddleRing._height = (_root[closestPadName].R * 2) + 10;
game.ringHolder.paddleRing._rotation = _root[closestPadName].angle1;
arrowAlpha = 0;
drawpaddles();
} else if ((game.ringHolder._currentframe == 1) && (closestPadName)) {
game.ringHolder.gotoAndStop(2);
} else if (!closestPadName) {
game.ringHolder.gotoAndStop(1);
}
};
onMouseMove = ommf;
onMouseDown = function () {
closestPad(_root._xmouse, _root._ymouse);
_xmoused = _xmouse;
_ymoused = _ymouse;
if (numpaddles > 0) {
msangle = Math.floor(Math.atan((_root["paddle_" + selected].Y1 - _ymouse) / (_root["paddle_" + selected].X1 - _xmouse)) * 57.2957795130823);
msangle = msangle - _root["paddle_" + selected].angle1;
if (_xmouse <= _root["paddle_" + selected].X1) {
msangle = msangle + 180;
}
onMouseMove = function () {
cpangle = Math.round(_root["paddle_" + selected].angle1);
if (cpangle >= 360) {
cpangle = 0;
}
angle = int(Math.floor(Math.atan((_root["paddle_" + selected].Y1 - _ymouse) / (_root["paddle_" + selected].X1 - _xmouse)) * 57.2957795130823));
if (_xmouse <= _root["paddle_" + selected].X1) {
angle = angle + 180;
}
rangle = angle - msangle;
if (rangle > 360) {
rangle = rangle - 360;
} else if (rangle < 0) {
rangle = rangle + 360;
}
factor = Math.floor(rangle / 45);
rotateAmount = rangle - cpangle;
if (rotateAmount < -180) {
rotateAmount = rotateAmount + 360;
} else if (rotateAmount > 180) {
rotateAmount = rotateAmount - 360;
}
rotate("paddle_" + selected, rotateAmount);
anglemsg = Math.round(_root["paddle_" + selected].angle1);
drawpaddles();
};
}
};
onMouseUp = function () {
onMouseMove = ommf;
};
}
function closestPad(x, y) {
closestToPad = 10000;
closestPadName = undefined;
closestPadNum = undefined;
for (paddle in objects) {
pad = objects[paddle];
type = pad.split("_");
if (type[0] == "paddle") {
padX = _root[pad].X1;
padY = _root[pad].Y1;
distanceToPad = Math.sqrt(((padX - x) * (padX - x)) + ((padY - y) * (padY - y)));
if ((distanceToPad < closestToPad) && (distanceToPad < (_root[pad].R + 20))) {
closestToPad = distanceToPad;
closestPadName = pad;
closestPadNum = type[1];
closestPadX = padX;
closestPadY = padY;
}
}
}
}
function definepaddles() {
paddle = 1;
while (paddle <= numpaddles) {
x = _root["paddle_" + paddle].X;
y = _root["paddle_" + paddle].Y;
w = _root["paddle_" + paddle].W / 2;
_root["paddle_" + paddle] = {points:6, halfwidth:0.5, color:"0x0066FF", fill:"0x0066FF", alpha:100, R:w, X1:x, Y1:y, X2:x + w, Y2:y, X3:(x + w) - 5, Y3:y + 5, X4:(x - w) + 5, Y4:y + 5, X5:x - w, Y5:y, X6:x + w, Y6:y};
paddle++;
}
}
function definefinish() {
x = _root.finish_1.X;
y = _root.finish_1.Y;
w = _root.finish_1.w / 2;
_root.finish_1 = {points:2, halfwidth:w, color:"0xFFFFFF", X1:x, Y1:y, X2:x, Y2:y};
}
function drawobsticles() {
drawwalls();
drawpaddles();
drawfinish();
}
function drawwalls() {
game.walls.clear();
game.bg.clear();
for (wall in objects) {
type = objects[wall].split("_");
if (type[0] == "wall") {
if (type[1] != 0) {
drawobject(wall, "walls");
} else {
drawobject(wall, "bg");
}
}
}
}
function drawcircle(wall, centerX, centerY, radius, startAngle, endAngle, dpp) {
aoa = endAngle - startAngle;
totalPoints = (aoa / dpp) + 2;
_root["wall_" + wall] = {points:totalPoints, halfwidth:0.5, color:"0x555555", bg:"brick1"};
point = 1;
x = startAngle;
while (x <= endAngle) {
_root["wall_" + wall]["X" + point] = centerX + (radius * Math.cos((x / 180) * Math.PI));
_root["wall_" + wall]["Y" + point] = centerY + (radius * Math.sin((x / 180) * Math.PI));
point = point + 1;
x = x + dpp;
}
_root["wall_" + wall]["X" + point] = _root["wall_" + wall].X1;
_root["wall_" + wall]["Y" + point] = _root["wall_" + wall].Y1;
}
function drawpaddles() {
game.paddles.clear();
for (paddle in objects) {
type = objects[paddle].split("_");
if (type[0] == "paddle") {
if (type[1] == selected) {
highlight = true;
} else {
highlight = false;
}
drawobject(paddle, "paddles", highlight);
}
}
}
function drawfinish() {
for (finish in objects) {
type = objects[finish].split("_");
if (type[0] == "finish") {
game.finish._x = _root[objects[finish]].X1;
game.finish._y = _root[objects[finish]].Y1;
game.finish._width = _root[objects[finish]].halfwidth * 2;
game.finish._height = _root[objects[finish]].halfwidth * 2;
drawobject(finish, "walls");
}
}
}
function drawobject(object, type, highlight) {
obj = _root[objects[object]];
points = obj.points;
if (points > 1) {
if (highlight) {
color = highlightcolor;
width = highlightwidth;
} else {
color = obj.color;
width = obj.halfwidth * 2;
}
game[type].lineStyle(width, color);
if (obj.fill) {
game[type].beginFill(obj.fill, obj.alpha);
} else if (obj.bg) {
game[type].beginBitmapFill(eval (obj.bg));
}
x = 1;
while (x <= points) {
X = obj["X" + x];
Y = obj["Y" + x];
if (x > 1) {
point = x - 1;
game[type].lineTo(X, Y);
A = (obj["A" + point] = Y - oldY);
B = (obj["B" + point] = X - oldX);
obj["length" + int(x - 1)] = Math.sqrt(Math.pow(A, 2) + Math.pow(B, 2));
angle = Math.atan(A / B) * 57.2957795130823;
if ((A < 0) && (B > 0)) {
angle = angle + 360;
} else if (B < 0) {
angle = angle + 180;
}
obj["angle" + point] = angle;
obj["perp" + point] = angle - 90;
oldX = X;
oldY = Y;
} else {
game[type].moveTo(X, Y);
oldX = X;
oldY = Y;
}
x++;
}
if (obj.fill) {
game[type].endFill();
}
}
}
function mainLoop() {
spf();
input();
move("ball_1");
}
function input() {
if (psa != false) {
if (Key.isDown(38) and (numpaddles > 0)) {
if ((selectedtime + keydelay) < getTimer()) {
select(1);
}
} else if (Key.isDown(40) and (numpaddles > 0)) {
if ((selectedtime + keydelay) < getTimer()) {
select(-1);
}
} else {
selectedtime = getTimer() - keydelay;
}
if (Key.isDown(37) and (numpaddles > 0)) {
if ((rotateDelay > rotDelay) or (rotateDelay == 0)) {
rotateDelay = rotateDelay + 1;
rotate("paddle_" + selected, -1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else {
rotateDelay = rotateDelay + 1;
}
} else if (Key.isDown(39) and (numpaddles > 0)) {
if ((rotateDelay > rotDelay) or (rotateDelay == 0)) {
rotateDelay = rotateDelay + 1;
rotate("paddle_" + selected, 1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else {
rotateDelay = rotateDelay + 1;
}
} else {
rotateDelay = 0;
}
if (Key.isDown(32)) {
if (ball_1.velocity == 0) {
ball_1.velocityY = -5;
game.ball_1.ring._visible = false;
}
}
if (Key.isDown(82)) {
resetball();
}
if (Key.isDown(105) || (Key.isDown(57))) {
rotate("paddle_" + selected, 45 - _root["paddle_" + selected].angle1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else if (Key.isDown(104) || (Key.isDown(56))) {
rotate("paddle_" + selected, -_root["paddle_" + selected].angle1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else if (Key.isDown(103) || (Key.isDown(55))) {
rotate("paddle_" + selected, 315 - _root["paddle_" + selected].angle1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else if (Key.isDown(102) || (Key.isDown(54))) {
rotate("paddle_" + selected, 90 - _root["paddle_" + selected].angle1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else if (Key.isDown(100) || (Key.isDown(52))) {
rotate("paddle_" + selected, 270 - _root["paddle_" + selected].angle1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else if (Key.isDown(99) || (Key.isDown(51))) {
rotate("paddle_" + selected, 135 - _root["paddle_" + selected].angle1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else if (Key.isDown(98) || (Key.isDown(50))) {
rotate("paddle_" + selected, 180 - _root["paddle_" + selected].angle1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else if (Key.isDown(97) || Key.isDown(49)) {
rotate("paddle_" + selected, 225 - _root["paddle_" + selected].angle1);
drawpaddles();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
} else if (Key.isDown(110) || Key.isDown(190)) {
Selection.setFocus(_root.angleinp);
}
}
}
function resetball() {
if ((game.ball_1._x != resetBallInfo.x) || ((game.ball_1._y != resetBallInfo.y) && (!_root.transitioning))) {
for (x in resetBallInfo) {
ball_1[x] = resetBallInfo[x];
}
game.ball_1.ring._visible = true;
tries = tries + 1;
_root.paddlesHit = 0;
_root.wallHits = 0;
_root.startTime = getTimer();
_root.score = 0;
x = 1;
while (x <= numpaddles) {
_root["paddle_" + x].hit = false;
x++;
}
}
}
function select(direction) {
selected = selected + direction;
if (selected < 1) {
selected = numpaddles;
} else if (selected > numpaddles) {
selected = 1;
}
game.ringHolder.paddleRing._rotation = 0;
game.ringHolder._x = _root["paddle_" + selected].X1;
game.ringHolder._y = _root["paddle_" + selected].Y1;
game.ringHolder.paddleRing._width = (_root["paddle_" + selected].R * 2) + 10;
game.ringHolder.paddleRing._height = (_root["paddle_" + selected].R * 2) + 10;
game.ringHolder.paddleRing._rotation = _root["paddle_" + selected].angle1;
game.ringHolder.arrowHolder.setArrows();
selectedtime = getTimer();
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 10) / 10;
drawpaddles();
}
function move(object) {
obj = _root[object];
accelY = (obj.accelY + obj.grav) + (obj.forceY / obj.mass);
velocityY = obj.velocityY + (accelY * time);
velocityY = velocityY * friction;
velocityY = (Math.floor(int(Math.abs(velocityY) * 100)) / 100) * int(velocityY / Math.abs(velocityY));
obj.velocityY = velocityY;
accelX = obj.forceX / obj.mass;
velocityX = obj.velocityX + (accelX * time);
velocityX = velocityX * friction;
velocityX = (Math.floor(int(Math.abs(velocityX) * 100)) / 100) * int(velocityX / Math.abs(velocityX));
obj.velocityX = velocityX;
obj.newx = obj.x - velocityX;
obj.newy = obj.y - velocityY;
A = obj.newx - obj.x;
B = obj.y - obj.newy;
obj.angle = Math.atan(B / A) * 57.2957795130823;
_root[object + "angle"] = obj.angle;
obj.distance = int(Math.sqrt(Math.pow(obj.newx - obj.x, 2) + Math.pow(obj.newy - obj.y, 2)));
if (A < 0) {
obj.angle = obj.angle + 180;
}
collision();
obj.voldx = obj.x;
obj.voldy = obj.y;
obj.x = obj.newx;
obj.y = obj.newy;
_root.game[object]._x = obj.x;
_root.game[object]._y = obj.y;
}
function collision() {
for (line in objects) {
collisionmsg = false;
obj = _root[objects[line]];
points = obj.points;
point = 1;
while (point < points) {
nextpoint = point + 1;
A = obj["A" + point];
B = obj["B" + point];
C = -((obj["X" + point] * (-A)) + (obj["Y" + point] * B));
distance = ((Math.abs((((-A) * ball_1.newx) + (B * ball_1.newy)) + C) / obj["length" + point]) - ball_1.radius) - obj.halfwidth;
if (distance < ball_1.distance) {
interX = ball_1.newx + (ball_1.radius * Math.cos((obj["angle" + point] + 90) * (Math.PI/180)));
interY = ball_1.newy + (ball_1.radius * Math.sin((obj["angle" + point] + 90) * (Math.PI/180)));
uan = ((interX - ball_1.newx) * (obj["Y" + point] - ball_1.newy)) - ((interY - ball_1.newy) * (obj["X" + point] - ball_1.newx));
ud = ((interY - ball_1.newy) * (obj["X" + nextpoint] - obj["X" + point])) - ((interX - ball_1.newx) * (obj["Y" + nextpoint] - obj["Y" + point]));
ua = uan / ud;
uan2 = ((ball_1.newx - ball_1.x) * (obj["Y" + point] - ball_1.y)) - ((ball_1.newy - ball_1.y) * (obj["X" + point] - ball_1.x));
ubn2 = ((obj["X" + nextpoint] - obj["X" + point]) * (obj["Y" + point] - ball_1.y)) - ((obj["Y" + nextpoint] - obj["Y" + point]) * (obj["X" + point] - ball_1.x));
ud2 = ((ball_1.newy - ball_1.y) * (obj["X" + nextpoint] - obj["X" + point])) - ((ball_1.newx - ball_1.x) * (obj["Y" + nextpoint] - obj["Y" + point]));
ub2 = ubn2 / ud2;
ua2 = uan2 / ud2;
if ((((ub2 > 0) && (ub2 < 1)) && (ua2 > 0)) && (ua2 < 1)) {
collisionmsg = objects[line];
ubn = ((obj["X" + nextpoint] - obj["X" + point]) * (obj["Y" + point] - ball_1.newy)) - ((obj["Y" + nextpoint] - obj["Y" + point]) * (obj["X" + point] - ball_1.newx));
ub = ubn / ud;
if (ub > 0) {
obj["perpangle" + point] = obj["angle" + point] - 90;
} else {
obj["perpangle" + point] = obj["angle" + point] + 90;
}
ball_1.newangle = (obj["perpangle" + point] * 2) + ball_1.angle;
ball_1.velocity = Math.round(Math.sqrt(Math.pow(ball_1.velocityX, 2) + Math.pow(ball_1.velocityY, 2)) * 10) / 10;
ball_1.velocityX = int(ball_1.velocity * Math.cos(ball_1.newangle * (Math.PI/180)));
ball_1.velocityY = int(ball_1.velocity * Math.sin(ball_1.newangle * (Math.PI/180)));
ball_1.newx = (ball_1.x + (ub2 * (ball_1.newx - ball_1.x))) - ((ball_1.radius + obj.halfwidth) * Math.cos(ball_1.angle * (Math.PI/180)));
ball_1.newy = (ball_1.y + (ub2 * (ball_1.newy - ball_1.y))) + ((ball_1.radius + obj.halfwidth) * Math.sin(ball_1.angle * (Math.PI/180)));
}
}
if (distance < 0) {
interX = ball_1.newx + (ball_1.radius * Math.cos((obj["angle" + point] + 90) * (Math.PI/180)));
interY = ball_1.newy + (ball_1.radius * Math.sin((obj["angle" + point] + 90) * (Math.PI/180)));
uan = ((interX - ball_1.newx) * (obj["Y" + point] - ball_1.newy)) - ((interY - ball_1.newy) * (obj["X" + point] - ball_1.newx));
ud = ((interY - ball_1.newy) * (obj["X" + nextpoint] - obj["X" + point])) - ((interX - ball_1.newx) * (obj["Y" + nextpoint] - obj["Y" + point]));
ua = uan / ud;
if ((ua > 0) && (ua < 1)) {
collisionmsg = objects[line];
ubn = ((obj["X" + nextpoint] - obj["X" + point]) * (obj["Y" + point] - ball_1.newy)) - ((obj["Y" + nextpoint] - obj["Y" + point]) * (obj["X" + point] - ball_1.newx));
ub = ubn / ud;
if (ub > 0) {
obj["perpangle" + point] = obj["angle" + point] + 90;
} else {
obj["perpangle" + point] = obj["angle" + point] - 90;
}
ball_1.newangle = (obj["perpangle" + point] * 2) + ball_1.angle;
ball_1.velocity = Math.round(Math.sqrt(Math.pow(ball_1.velocityX, 2) + Math.pow(ball_1.velocityY, 2)) * 10) / 10;
ball_1.velocityX = ball_1.velocity * Math.cos(ball_1.newangle * (Math.PI/180));
ball_1.velocityY = ball_1.velocity * Math.sin(ball_1.newangle * (Math.PI/180));
ball_1.newx = ball_1.newx + (distance * Math.cos(obj["perpangle" + point] * (Math.PI/180)));
ball_1.newy = ball_1.newy + (distance * Math.sin(obj["perpangle" + point] * (Math.PI/180)));
}
}
distance2point = Math.sqrt(Math.pow(ball_1.newx - obj["X" + point], 2) + Math.pow(ball_1.newy - obj["Y" + point], 2));
if (distance2point < (ball_1.radius + Math.floor(obj.halfwidth))) {
collisionmsg = objects[line] + "_point";
angle = int(Math.atan(int(ball_1.y - obj["Y" + point]) / int(ball_1.x - obj["X" + point])) * 57.2957795130823);
ball_1.newangle = (angle * 2) + ball_1.angle;
ball_1.velocity = Math.round(Math.sqrt(Math.pow(ball_1.velocityX, 2) + Math.pow(ball_1.velocityY, 2)) * 100) / 100;
ball_1.velocityX = ball_1.velocity * Math.cos(ball_1.newangle * (Math.PI/180));
ball_1.velocityY = ball_1.velocity * Math.sin(ball_1.newangle * (Math.PI/180));
ball_1.newx = ball_1.newx - (((ball_1.radius - distance2point) + 1) * Math.cos(ball_1.angle * (Math.PI/180)));
ball_1.newy = ball_1.newy + (((ball_1.radius - distance2point) + 1) * Math.sin(ball_1.angle * (Math.PI/180)));
}
point++;
}
if (collisionmsg) {
collisionmsg = collisionmsg.split("_");
if (collisionmsg[0] == "wall") {
if (soundFX) {
wallHitSd.start();
}
wallHits = wallHits + 1;
} else if (collisionmsg[0] == "paddle") {
if (soundFX) {
padHitSd.start();
}
if (!_root["paddle_" + collisionmsg[1]].hit) {
_root["paddle_" + collisionmsg[1]].hit = true;
paddlesHit = paddlesHit + 1;
}
} else if ((collisionmsg[0] == "finish") && ((ball_1.velocityX != 0) || (ball_1.velocityY != 0))) {
_root["level_" + level].time = (getTimer() - startTime) * 0.001;
ball_1.velocityX = 0;
ball_1.velocityY = 0;
game.ball_1._x = finish_1.X1;
game.ball_1._y = finish_1.Y1;
attachMovie("levelTransition", "levelTransition", 1000);
}
}
}
}
function rotate(obj, amount) {
points = _root[obj].points;
point = 1;
while (point < points) {
_root[obj]["angle" + point] = _root[obj]["angle" + point] + amount;
angle = (_root[obj]["angle" + point] * Math.PI) / 180;
nextpoint = point + 1;
_root[obj]["X" + nextpoint] = _root[obj]["X" + point] + (Math.cos(angle) * _root[obj]["length" + point]);
_root[obj]["Y" + nextpoint] = _root[obj]["Y" + point] + (Math.sin(angle) * _root[obj]["length" + point]);
point++;
}
game.ringHolder.paddleRing._rotation = _root["paddle_" + selected].angle1;
}
function spf() {
newTime = getTimer();
time = (newTime - oldTime) * 0.001;
fpstime = fpstime + time;
frames = frames + 1;
oldTime = newTime;
if (fpstime > 1) {
fps = Math.round((frames / fpstime) * 10) / 10;
fpstime = 0;
frames = 0;
}
}
stop();
grav = 0;
power = 10;
friction = 1;
oldTime = getTimer();
fpstime = 0;
fps = 0;
frames = 0;
selected = 1;
selectedtime = getTimer();
keydelay = 500;
rotDelay = 10;
highlightcolor = "0xFFFFFF";
highlightwidth = 0.5;
resetBallInfo = {};
game.ball_1.gotoAndStop(ballColor);
if (_root.global_sound.getVolume() < 1) {
sound_btn.soundon._visible = false;
}
wall_0 = {points:5, halfwidth:0.5, color:"0x000000", X1:0, Y1:0, X2:550, Y2:0, X3:550, Y3:350, X4:0, Y4:350, X5:0, Y5:0};
mainLoopID = setInterval(mainLoop, 20);
angleinp.onSetFocus = function () {
psa = false;
angleinp.onChanged = function () {
rotate("paddle_" + selected, ((int(angleinp.text) * 100) / 100) - _root["paddle_" + selected].angle1);
drawpaddles();
};
_root.onEnterFrame = function () {
if (Key.isDown(13)) {
anglemsg = Math.round(_root["paddle_" + selected].angle1 * 100) / 100;
Selection.setFocus(_root.game.ball);
}
if (Key.isDown(38) and (numpaddles > 0)) {
if ((selectedtime + keydelay) < getTimer()) {
select(1);
}
Selection.setFocus(_root.game.ball);
} else if (Key.isDown(40) and (numpaddles > 0)) {
if ((selectedtime + keydelay) < getTimer()) {
select(-1);
}
Selection.setFocus(_root.game.ball);
} else {
selectedtime = getTimer() - keydelay;
}
};
};
_root.angleinp.onKillFocus = function () {
delete angleinp.onChanged;
delete onEnterFrame;
psa = true;
};
loadLevel();
drawobsticles();
Instance of Symbol 363 MovieClip "sound_btn" in Frame 4
on (release) {
if (_root.sound) {
_root.sound = false;
_root.global_sound.setVolume(0);
soundon._visible = false;
} else {
_root.sound = true;
_root.global_sound.setVolume(100);
_root.Sound.setVolume(100);
soundon._visible = true;
}
}
Frame 5
clearInterval(mainLoopID);
gotoAndStop (2);
Symbol 60 Button
on (release) {
this.play();
}
Symbol 80 MovieClip [levelTransition] Frame 1
if (_root.soundFX) {
_root.levelTransSound.start();
}
_root.transitioning = true;
Symbol 80 MovieClip [levelTransition] Frame 30
if (_root._currentframe != 4) {
gotoAndPlay (90);
} else {
clearInterval(_root.mainLoopID);
_root.mmbt._visible = false;
tries = _root.tries;
wallHits = _root.wallHits;
paddlesHit = int((_root.paddlesHit / _root.numpaddles) * 100) + "%";
paddlesHit = ((_root.numpaddles == 0) ? "100%" : (paddlesHit));
totalPaddles = _root.numpaddles;
bonus = "0";
if (wallHits == 0) {
bonus = int(bonus) + (100 * _root.level);
}
if (_root.paddlesHit == _root.numpaddles) {
bonus = int(bonus) + (100 * totalPaddles);
}
score = int(((int((100 * (_root.paddlesHit / _root.numpaddles)) - (_root.wallHits * 3)) * _root.level) / _root.tries) + int(bonus));
score = Math.max(score, 0);
_root.totalScore = _root.totalScore + score;
totalScore = _root.totalScore;
level = _root.level;
nextLevel = int(_root.level) + 1;
password = _root.passwords[nextLevel];
}
Symbol 80 MovieClip [levelTransition] Frame 60
stop();
Symbol 80 MovieClip [levelTransition] Frame 61
if (_root.soundFX) {
_root.levelTransSound.start();
}
Symbol 80 MovieClip [levelTransition] Frame 90
if (_root._currentframe != 4) {
_root.play();
} else if (_root.level == 30) {
_root.play();
} else {
_root.mainLoopID = setInterval(_root.mainLoop, 20);
_root.level = int(_root.level) + 1;
_root.loadLevel();
_root.drawobsticles();
_root.mmbt._visible = true;
}
Symbol 80 MovieClip [levelTransition] Frame 120
stop();
_root.transitioning = false;
removeMovieClip(this);
Symbol 88 Button
on (release) {
_root.play();
removeMovieClip(_root.menu);
}
Symbol 91 Button
on (release) {
getURL ("http://www.turbogames.com", "_blank");
}
Symbol 94 Button
on (release) {
gotoAndStop (2);
}
Symbol 97 Button
on (release) {
_root.mainLoopID = setInterval(_root.mainLoop, 20);
removeMovieClip(_root.menu);
}
Symbol 100 Button
on (release) {
gotoAndStop (3);
}
Symbol 112 MovieClip Frame 1
top = vol._y;
left = vol._x;
right = vol._x;
bottom = vol._y + 100;
level = _root.global_sound.getVolume();
vol.onPress = function () {
startDrag ("vol", false, left, top, right, bottom);
dragging = true;
};
vol.onRelease = function () {
stopDrag();
dragging = false;
};
vol.onReleaseOutside = function () {
dragging = false;
};
this.onEnterFrame = function () {
if (dragging) {
level = 100 - (vol._y - top);
} else if (level > 100) {
level = 100;
} else if (level < 0) {
level = 0;
} else {
vol._y = ((-level) + 100) + top;
}
_root.global_sound.setVolume(level);
if (level > 0) {
_root.sound_btn.soundon._visible = true;
} else {
_root.sound_btn.soundon._visible = false;
}
};
Symbol 115 Button
on (release) {
gotoAndStop (1);
}
Symbol 118 Button
on (release) {
_root.musicOn = false;
if (_root._currentframe == 4) {
gotoAndStop (5);
} else {
gotoAndStop (4);
}
}
Symbol 121 Button
on (release) {
_root.musicOn = true;
if (_root._currentframe == 4) {
gotoAndStop (3);
} else {
gotoAndStop (2);
}
}
Symbol 122 MovieClip Frame 1
stop();
if (_root.musicOn) {
if (_root._currentframe == 4) {
gotoAndStop (3);
} else {
gotoAndStop (2);
}
} else if (_root._currentframe == 4) {
gotoAndStop (5);
} else {
gotoAndStop (4);
}
Symbol 125 Button
on (release) {
_root.soundFX = false;
gotoAndStop (2);
}
Symbol 128 Button
on (release) {
_root.soundFX = true;
gotoAndStop (1);
}
Symbol 129 MovieClip Frame 1
stop();
if (!_root.soundFX) {
gotoAndStop (2);
}
Symbol 132 Button
on (release) {
gotoAndStop (1);
}
Symbol 135 Button
on (release) {
gotoAndStop (4);
}
Symbol 138 Button
on (release) {
gotoAndStop (3);
}
Symbol 139 MovieClip [menu] Frame 1
stop();
Symbol 153 MovieClip [ball] Frame 1
stop();
Symbol 179 Button
on (release) {
getURL ("http://www.turbogames.com", _blank);
}
Symbol 200 Button
on (release) {
_parent.play();
}
Instance of Symbol 186 MovieClip in Symbol 201 MovieClip Frame 1
onClipEvent (enterFrame) {
bar._xscale = (_root.getBytesLoaded() / _root.getBytesTotal()) * 100;
if (bar._xscale == 100) {
_parent.gotoAndStop(113);
}
}
Symbol 201 MovieClip Frame 112
gotoAndPlay (1);
Symbol 239 MovieClip Frame 62
stop();
Symbol 279 MovieClip Frame 40
stop();
Instance of Symbol 281 MovieClip in Symbol 282 MovieClip Frame 1
onClipEvent (load) {
_rotation = -45;
speed = 3;
}
onClipEvent (enterFrame) {
_rotation = (_rotation - speed);
}
Symbol 291 MovieClip Frame 1
stop();
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 1
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 1
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 1
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 1
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 2
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 2
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 2
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 2
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 2
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 2
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 290 MovieClip in Symbol 291 MovieClip Frame 2
onClipEvent (load) {
speed = random(10) + 1;
}
onClipEvent (enterFrame) {
_rotation = (_rotation + speed);
_xscale = (random(50) + 50);
_yscale = _xscale;
_alpha = (random(50) + 50);
}
Instance of Symbol 291 MovieClip in Symbol 292 MovieClip Frame 1
onClipEvent (load) {
_xscale = 10;
_yscale = 10;
x = 0;
y = 0;
speed = 1;
i = 0;
}
onClipEvent (enterFrame) {
if (_xscale < 120) {
_xscale = (_xscale + 1);
_yscale = (_yscale + 1);
speed = speed + 0.5;
}
}
Symbol 297 MovieClip Frame 1
stop();
Instance of Symbol 239 MovieClip in Symbol 297 MovieClip Frame 120
onClipEvent (load) {
stop();
}
Symbol 297 MovieClip Frame 145
_root.gotoAndStop(2);
Symbol 302 Button
on (release) {
getURL ("http://www.turbogames.com", "_bank");
}
Symbol 306 Button
on (release) {
getURL ("http://www.webgamedesign.com", _blank);
}
Symbol 309 Button
on (release) {
_root.attachMovie("levelTransition", "levelTransition", 1000);
}
Symbol 312 Button
on (release) {
gotoAndStop (2);
}
Symbol 313 Button
on (release) {
getURL ("http://www.TurboGames.com", "_blank");
}
Symbol 314 Button
on (release) {
gotoAndStop (3);
}
Symbol 315 Button
on (release) {
gotoAndStop (4);
}
Symbol 318 Button
on (release, keyPress "<Enter>") {
getLevel();
}
Symbol 320 Button
on (release) {
gotoAndStop (1);
}
Symbol 325 Button
on (release) {
gotoAndStop (5);
}
Symbol 326 Button
on (release) {
gotoAndStop (4);
}
Symbol 327 MovieClip Frame 1
stop();
Symbol 327 MovieClip Frame 2
function getLevel() {
for (x in _root.passwords) {
if (password == _root.passwords[x]) {
_root.level = x;
_root.attachMovie("levelTransition", "levelTransition", 1000);
break;
}
}
}
stop();
Selection.setFocus("passwordEntry");
passwordEntry.onChanged = function () {
password = password.toUpperCase();
};
Symbol 327 MovieClip Frame 3
stop();
Symbol 327 MovieClip Frame 4
stop();
Symbol 327 MovieClip Frame 5
stop();
Symbol 337 Button
on (press) {
rotate(225);
}
Symbol 338 Button
on (press) {
rotate(180);
}
Symbol 339 Button
on (press) {
rotate(135);
}
Symbol 340 Button
on (press) {
rotate(90);
}
Symbol 341 Button
on (press) {
rotate(270);
}
Symbol 342 Button
on (press) {
rotate(0);
}
Symbol 343 Button
on (press) {
rotate(315);
}
Symbol 344 Button
on (press) {
rotate(45);
}
Symbol 345 MovieClip Frame 1
rotate = function (angle) {
_root.rotate("paddle_" + _root.selected, angle - _root["paddle_" + _root.selected].angle1);
_root.drawpaddles();
_root.anglemsg = Math.round(_root["paddle_" + _root.selected].angle1 * 10) / 10;
};
setArrows = function () {
x = 0;
while (x <= 360) {
this["a" + x]._x = (_root["paddle_" + _root.selected].R + 10) * Math.sin(x * (Math.PI/180));
this["a" + x]._y = (-(_root["paddle_" + _root.selected].R + 10)) * Math.cos(x * (Math.PI/180));
x = x + 45;
}
};
setArrows();
Symbol 350 MovieClip Frame 1
stop();
stop();
Instance of Symbol 345 MovieClip "arrowHolder" in Symbol 350 MovieClip Frame 1
onClipEvent (enterFrame) {
if (_root.arrowAlpha < 0) {
_root.arrowAlpha = 0;
} else if (_root.arrowAlpha > 0) {
_root.arrowAlpha = _root.arrowAlpha - 7;
_alpha = _root.arrowAlpha;
_parent.paddleRing._alpha = _root.arrowAlpha + 50;
_rotation = (100 - _root.arrowAlpha);
}
}
Symbol 350 MovieClip Frame 2
stop();
Instance of Symbol 345 MovieClip "arrowHolder" in Symbol 350 MovieClip Frame 2
onClipEvent (enterFrame) {
if (_root.arrowAlpha > 100) {
_root.arrowAlpha = 100;
_alpha = _root.arrowAlpha;
_parent.paddleRing._alpha = _root.arrowAlpha + 50;
_rotation = 0;
} else if (_root.arrowAlpha < 94) {
_root.arrowAlpha = _root.arrowAlpha + 7;
_alpha = _root.arrowAlpha;
_parent.paddleRing._alpha = _root.arrowAlpha + 50;
_rotation = (100 - _root.arrowAlpha);
}
}
Instance of Symbol 334 MovieClip "finish" in Symbol 351 MovieClip Frame 1
on (release) {
_root.resetball();
}
Instance of Symbol 153 MovieClip [ball] "ball_1" in Symbol 351 MovieClip Frame 1
on (release) {
if (_root.ball_1.velocity == 0) {
_root.ball_1.velocityY = -5;
_root.game.ball_1.ring._visible = false;
} else {
_root.resetball();
}
}
Symbol 359 Button
on (release) {
_root.attachMovie("menu", "menu", 500);
_root.menu._x = 275;
_root.menu._y = 175;
clearInterval(_root.mainLoopID);
}