Combined Code
frame 1 {
function loadingAction() {
loading.stop();
this.onEnterFrame = function () {
var v4 = getBytesLoaded();
var v3 = 6456320;
var v2 = Math.round((v4 / v3) * 100);
loading.gotoAndStop(v2 + 1);
if (v2 >= 99) {
trace('Game loaded ' + Math.round(this.getBytesLoaded() / 1024));
delete this.onEnterFrame;
gotoAndStop('gatekeeper');
}
mcTempPreloader.gotoAndStop(Math.round(v2));
};
}
function show_fps() {
if (game_UI.lastTimer != undefined) {
var v1 = getTimer() - game_UI.lastTimer;
game_UI.fps_txt = Math.round(1000 / v1);
}
game_UI.lastTimer = getTimer();
}
function get_shoot_point(which) {
if (which != undefined) {
var v1 = {'x': which._x, 'y': which._y};
which._parent.localToGlobal(v1);
return [v1.x - main._x, v1.y - main._y];
}
}
function get_map_point(which) {
if (which != undefined) {
var v1 = {'x': which._x, 'y': which._y};
which._parent.localToGlobal(v1);
return [v1.x, v1.y];
}
}
function get_local_point(which, gx, gy) {
if (which != undefined) {
var v1 = {'x': gx, 'y': gy};
which.globalToLocal(v1);
return [v1.x, v1.y];
}
}
function get_dir(to, from) {
var v2 = get_map_point(to);
var v1 = get_map_point(from);
var v3 = Math.atan2(v2[1] - v1[1], v2[0] - v1[0]);
return v3 / 0.01745;
}
function get_ground_hit(which, gx, gy) {
if (which != undefined) {
if (which.hitTest(gx, gy, true)) {
which.picture = new flash.display.BitmapData(2, 2, true, 0);
var v3 = new flash.geom.Matrix();
var v4 = get_local_point(which, gx, gy);
v3.tx = -v4[0];
v3.ty = -v4[1];
which.picture.draw(which, v3);
var v2 = (which.picture.getPixel(1, 1)).toString(16);
if (v2 == 'ff9900') {
return 1;
}
if (v2 == 'ffff00') {
return 2;
}
if (v2 == '66ff') {
return -1;
}
if (v2 == '669900') {
return -2;
}
if (v2 == 'ff6600') {
return -3;
}
}
which.picture.dispose();
return 0;
}
}
function clean_cache() {
try {
(new LocalConnection()).connect('foo');
(new LocalConnection()).connect('foo');
}
catch (v0) {
if (Error(v0) != null) {
var error = Error(v0);
} else {
throw v0;
}
}
}
function adjustY(who, where) {
var v5 = who._y;
var v4 = 0;
var v3 = 0;
while (!where.hitTest(who._x + main._x, who._y + main._y + 1, true)) {
who._y += 1;
if (++v4 == 5) {
break;
}
}
if (!who.hit_head) {
while (where.hitTest(who._x + main._x, who._y + main._y - 1, true)) {
who._y -= 1;
if (++v3 == 5) {
break;
}
}
}
if (who.states != 'jump') {
who.yspeed = who._y - v5;
}
}
function adjustBullet(who, where) {
while (get_ground_hit(where, who._x + main._x, who._y + main._y) == 1) {
who._x -= 5 * Math.cos(who._rotation * 0.01745);
who._y -= 5 * Math.sin(who._rotation * 0.01745);
if (who._x > 590 - main._x or who._x < -main._x or (who._y > 400 - main._y or who._y < -main._y)) {
break;
}
}
}
function add_object(what, temp_x, temp_y, shake) {
var v2 = main.objects.getNextHighestDepth();
var v1 = main.objects.attachMovie(what, what + '_' + v2, v2, {'_x': temp_x, '_y': temp_y});
v1.targeter = main.player;
if (shake) {
enemy_shake(v1, 0.5, 1, true);
}
return v1;
}
function change_color(target_mc, color) {
if (color != undefined) {
target_mc.filters = [new flash.filters.ColorMatrixFilter(color)];
}
}
function camera_it(from_mc, to_mc) {
var v2 = new flash.display.BitmapData(400, 300);
var v1 = new flash.geom.Matrix();
v1.tx = from_mc._x;
v1.ty = from_mc._y;
v2.draw(from_mc, v1);
to_mc.attachBitmap(v2, to_mc.getNextHighestDepth());
}
function noiser_this(where, alpha, how) {
where.createEmptyMovieClip('noiser', where.getNextHighestDepth());
where.noiser._alpha = alpha;
var bitmapData = new flash.display.BitmapData(590, 400, false, 13421772);
where.noiser.attachBitmap(bitmapData, this.getNextHighestDepth());
if (how == 'temp') {
where.noiser.count = 3;
} else {
where.noiser.count = -1;
}
where.noiser.onEnterFrame = function () {
bitmapData.noise(random(128), 0, 225, 1, true);
if (--this.count == 0) {
delete bitmapData;
this.removeMovieClip();
}
};
}
function shot_shine(who, shine, shine_times) {
if (!who.no_shine) {
who.shine_mc.removeMovieClip();
who.createEmptyMovieClip('shine_mc', who.getNextHighestDepth());
var v3 = new Color(who);
v3.setTransform(this['shine_Transform_' + shine]);
who.shine_mc.count = 0;
who.shine_mc.shine_times = shine_times;
who.shine_mc.onEnterFrame = function () {
if (++this.count == this.shine_times) {
var v2 = new Color(this._parent);
if (!this._parent.in_water) {
v2.setTransform(shine_Transform_normal);
} else {
v2.setTransform(shine_Transform_blue);
}
this.removeMovieClip();
}
};
}
}
function always_shine(who, shine) {
var v2 = new Color(who);
v2.setTransform(this['shine_Transform_' + shine]);
}
function get_distance(a, b) {
if (a == undefined or b == undefined) {
return 0;
}
var v2 = Math.abs(a._x - b._x);
var v1 = Math.abs(a._y - b._y);
var v5 = Math.sqrt(v2 * v2 + v1 * v1);
return v5;
}
function h2so4_move_things(where, power) {
for (var v5 in main.enemies) {
if (main.enemies[v5].g.hitTest(where)) {
if (main.enemies[v5].be_moved_mc == undefined) {
var v2 = main.enemies[v5].createEmptyMovieClip('be_moved_mc', main.enemies[v5].getNextHighestDepth());
} else {
var v2 = main.enemies[v5].be_moved_mc;
}
v2.power = power * Math.abs(main.enemies[v5]._x - where._x) / (main.enemies[v5]._x - where._x);
v2.onEnterFrame = function () {
var v2 = (get_map_point(this))[0] + this.power;
if (v2 > 30 and v2 < 560) {
enemy_move(this._parent, this.power, 0);
this.power *= 0.95;
if (Math.abs(this.power) < 0.25) {
this.removeMovieClip();
}
} else {
this.removeMovieClip();
}
};
}
}
}
function touch_kill_enemy(who, where, how, sound, effect) {
for (var v2 in main.enemies) {
if (main.enemies[v2]._name != who._name) {
if (main.enemies[v2].g.hitTest(where)) {
if (!main.enemies[v2].no_damage) {
play_soundAction(sound, false);
main.enemies[v2].to_die(how, main.enemies[v2].blood);
}
return true;
}
}
}
return false;
}
function event_delay(which, time1, time2) {
var v3 = this.getNextHighestDepth();
var v2 = this.createEmptyMovieClip('event_counter' + v3, v3);
v2.count = 0;
v2.onEnterFrame = function () {
++this.count;
if (this.count == time1) {
this.delay_Event1();
} else {
if (this.count == time2) {
this.delay_Event2();
this.removeMovieClip();
}
}
};
return v2;
}
function shake_screen() {
if (this.screen_shocker == undefined) {
this.createEmptyMovieClip('screen_shocker', this.getNextHighestDepth());
}
this.screen_shocker.count = 8;
if (this.screen_shocker.onEnterFrame == undefined) {
this.screen_shocker.onEnterFrame = function () {
if (this.count % 2 == 0) {
this._parent._x = random(3);
this._parent._y = random(3);
} else {
this._parent._x = -random(3);
this._parent._y = -random(3);
}
--this.count;
if (this.count <= 0) {
this._parent._x = 0;
this._parent._y = 0;
this.removeMovieClip();
}
};
}
}
function something_elec(who) {
who.createEmptyMovieClip('elec_mc', who.getNextHighestDepth());
who.elec_mc.count = 0;
who.elec_mc.onEnterFrame = function () {
if (++this.count % 5 > 2) {
if (!who.in_water) {
always_shine(this._parent, 'normal');
} else {
always_shine(this._parent, 'blue');
}
if (this.count > 30) {
this.removeMovieClip();
}
} else {
always_shine(this._parent, 'white');
}
};
}
function object_remove(which, still_time) {
if (still_time >= 0) {
which.createEmptyMovieClip('remove_mc', which.getNextHighestDepth());
which.remove_mc.still_time = still_time;
which.remove_mc.shine_count = 0;
which.remove_mc.onEnterFrame = function () {
if (--this.still_time < 0) {
++this.shine_count;
var v2 = this.shine_count % 2;
this._parent._alpha = 40 + v2 * 60;
if (this.shine_count > 35) {
this._parent.removeMovieClip();
}
}
};
}
}
function camera_death() {
death_photo = new flash.display.BitmapData(590, 400);
death_photo.draw(_root);
}
function show_death_photo(where) {
where.attachBitmap(death_photo, where.getNextHighestDepth());
}
function URL_lockAction() {
var v4 = this._url;
var v2 = 0;
while (v2 < v4.length) {
var v3 = v4.slice(v2, v2 + 13);
if (v3 == '.miniclip.com') {
return true;
}
++v2;
}
return true;
}
function LOCAL_lockAction() {
var v4 = this._url;
var v2 = 0;
while (v2 < v4.length) {
var v3 = v4.slice(v2, v2 + 5);
if (v3 == 'file:') {
return true;
}
++v2;
}
return true;
}
function NPC_scare() {
for (var v1 in main.others) {
if (main.others[v1].scare == false) {
main.others[v1].scare = true;
main.others[v1].move_me();
}
}
}
function add_creatures_01(px, py, xscale) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_公鸡', 'NPC_公鸡' + v3, v3, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.move_count = 0;
v2.min_x = px - 125;
v2.max_x = px + 125;
v2.speed = 1;
v2.stand = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
if (++this.move_count > 50 + random(50)) {
this.move_count = 0;
this.move_me1();
} else {
if (player_shooting) {
this.move_me2();
}
}
};
};
v2.move_me1 = function () {
this.gotoAndStop('move1');
this.onEnterFrame = function () {
if (this._xscale == 100) {
if (this._x > this.min_x) {
this._x -= this.speed;
} else {
this._xscale *= -1;
}
} else {
if (this._xscale == -100) {
if (this._x < this.max_x) {
this._x += this.speed;
} else {
this._xscale *= -1;
}
}
}
if (player_shooting) {
this.move_me2();
} else {
if (!random(50)) {
this.stand();
}
}
};
};
v2.move_me2 = function () {
this.gotoAndStop('move2');
this.yspeed = -5;
this.onEnterFrame = function () {
if (this._xscale == 100) {
if (this._x > this.min_x) {
this._x -= 2 * this.speed;
}
} else {
if (this._xscale == -100) {
if (this._x < this.max_x) {
this._x += 2 * this.speed;
}
}
}
this._y += this.yspeed;
this.yspeed += 0.25;
if (this.yspeed > 5) {
this.move_me1();
}
};
};
v2.stand();
}
function add_creatures_02(px, py, xscale) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_å°é¸¡', 'NPC_å°é¸¡' + v3, v3, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.min_x = px - 50;
v2.max_x = px + 50;
v2.speed = Math.random();
v2.move_me = function () {
this.onEnterFrame = function () {
if (this._xscale == 100) {
if (this._x > this.min_x) {
this._x -= this.speed;
} else {
this._xscale *= -1;
}
} else {
if (this._xscale == -100) {
if (this._x < this.max_x) {
this._x += this.speed;
} else {
this._xscale *= -1;
}
}
}
};
};
v2.move_me();
}
function add_creatures_03(px, py, xscale) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_å°çŒª', 'NPC_å°çŒª' + v3, v3, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.stand = function () {
this.gotoAndPlay(random(this._totalframes + 1));
};
v2.stand();
}
function add_creatures_04(px, py, xscale) {
var v4 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_白鹤', 'NPC_白鹤' + v4, v4, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.xspeed = 4 + random(3);
v2.yspeed = -9 - random(5);
v2.stand = function () {
this.gotoAndStop('stand');
this.mc.gotoAndPlay(random(this.mc._totalframes + 1));
this.onEnterFrame = function () {
var v2 = get_distance(this, main.player);
if (v2 < 150) {
this.move_me();
} else {
if (v2 >= 150 and v2 < 295) {
if (player_shooting) {
this.move_me();
}
}
}
};
};
v2.move_me = function () {
this.gotoAndStop('move');
this.onEnterFrame = function () {
if (this._xscale == 100) {
this._x -= this.xspeed;
} else {
if (this._xscale == -100) {
this._x += this.xspeed;
}
}
this._y += this.yspeed;
if ((get_map_point(this))[1] < -50) {
this.removeMovieClip();
}
};
};
v2.stand();
}
function add_creatures_05(px, py, xscale) {
var v4 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_水鸟', 'NPC_水鸟' + v4, v4, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.min_x = px - 125;
v2.max_x = px + 125;
v2.xspeed = Math.random();
v2.yspeed = -3 - random(3);
v2.move_me1 = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
if (this._xscale == 100) {
if (this._x > this.min_x) {
this._x -= this.xspeed;
} else {
this._xscale *= -1;
}
} else {
if (this._xscale == -100) {
if (this._x < this.max_x) {
this._x += this.xspeed;
} else {
this._xscale *= -1;
}
}
}
var v2 = get_distance(this, main.player);
if (v2 < 100) {
this.move_me2();
} else {
if (v2 >= 100 and v2 < 295) {
if (player_shooting) {
this.move_me2();
}
}
}
};
};
v2.move_me2 = function () {
this.gotoAndStop('move');
this.onEnterFrame = function () {
if (this._xscale == 100) {
this._x -= 8 + random(5);
} else {
if (this._xscale == -100) {
this._x += 8 + random(5);
}
}
this._y += this.yspeed;
if ((get_map_point(this))[0] < -50 or (get_map_point(this))[0] > 650) {
this.removeMovieClip();
}
};
};
v2.move_me1();
}
function add_creatures_06(px, py, xscale, where) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_å°ä¹Œé¾Ÿ', 'NPC_å°ä¹Œé¾Ÿ' + v3, v3, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.min_x = px - 150;
v2.max_x = px + 150;
v2.speed = Math.random();
v2.move_me = function () {
this.gotoAndStop('move');
this.onEnterFrame = function () {
if (this._xscale == 100) {
if (this._x > this.min_x) {
this._x -= this.speed;
} else {
this._xscale *= -1;
}
} else {
if (this._xscale == -100) {
if (this._x < this.max_x) {
this._x += this.speed;
} else {
this._xscale *= -1;
}
}
}
if (get_distance(this, main.player) < 50) {
this.stand();
}
};
};
v2.stand = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
if (this.mc._currentframe == 22) {
if (get_distance(this, main.player) > 100) {
this.move_me();
}
}
};
};
v2.move_me();
if (where == 'water') {
always_shine(v2, 'blue');
}
}
function add_creatures_07(px, py, xscale) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_è™è ', 'NPC_è™è ' + v3, v3, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.xspeed = 7 + random(5);
v2.yspeed = 1 + Math.random();
v2.stand = function () {
this.gotoAndStop('stand');
this.mc.gotoAndPlay(random(this.mc._totalframes + 1));
this.onEnterFrame = function () {
if ((get_map_point(this))[0] < 580 and player_shooting) {
this.move_me();
}
};
};
v2.move_me = function () {
this.gotoAndStop('move');
this.onEnterFrame = function () {
if (this._xscale == 100) {
this._x -= this.xspeed;
} else {
if (this._xscale == -100) {
this._x += this.xspeed;
}
}
this._y += this.yspeed;
if ((get_map_point(this))[0] < -50 or (get_map_point(this))[0] > 650) {
this.removeMovieClip();
}
};
};
v2.stand();
}
function add_creatures_08(px, py, xscale) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_熊猫', 'NPC_熊猫' + v3, v3, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.stand1 = function () {
this.gotoAndStop('stand1');
this.onEnterFrame = function () {
if (player_shooting) {
this.stand2();
}
};
};
v2.stand2 = function () {
this.gotoAndStop('stand2');
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand1();
}
};
};
v2.stand1();
}
function add_creatures_09(px, py, xscale) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('NPC_å°é±¼', 'NPC_å°é±¼' + v3, v3, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.min_x = px - 150;
v2.max_x = px + 150;
v2.speed = random(2) + 2 * Math.random();
v2.move_me1 = function () {
this.onEnterFrame = function () {
if (this._xscale == 100) {
if (this._x > this.min_x) {
this._x -= this.speed;
} else {
this._xscale *= -1;
}
} else {
if (this._xscale == -100) {
if (this._x < this.max_x) {
this._x += this.speed;
} else {
this._xscale *= -1;
}
}
}
if (get_distance(this, main.player) < 295 and player_shooting) {
this.move_me2();
}
};
};
v2.move_me2 = function () {
this.onEnterFrame = function () {
if (this._xscale == 100) {
if (this._x > this.min_x) {
this._x -= 3 * this.speed;
} else {
this.move_me1();
}
} else {
if (this._xscale == -100) {
if (this._x < this.max_x) {
this._x += 3 * this.speed;
} else {
this.move_me1();
}
}
}
};
};
v2.move_me1();
}
function add_creatures_10(what, px, py, xscale) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie(what, what + v3, v3, {'_x': px, '_y': py});
v2._xscale = xscale;
v2.speed = -7 * xscale / 100;
v2.stand = function () {
this.gotoAndStop('idle');
};
v2.move_me = function () {
this.gotoAndStop('scare');
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('run');
this.onEnterFrame = function () {
this._x += this.speed;
if ((get_map_point(this))[0] < -50 or (get_map_point(this))[0] > 650) {
this.removeMovieClip();
}
};
}
};
};
v2.stand();
return v2;
}
function gotoGame(diff) {
if (game_testing) {
if (game_diff_level == 0) {
gotoAndStop('m' + stages + '_play');
} else {
gotoAndStop('m4_play');
}
play_game(stages, begining_section);
} else {
gotoAndStop('buffer');
if (stages == 1) {
var frameloaded = 48;
} else {
if (stages == 2) {
var frameloaded = 65;
} else {
if (stages == 3) {
var frameloaded = 82;
} else {
if (stages == 4) {
var frameloaded = 99;
}
}
}
}
loading.onEnterFrame = function () {
if (_root._framesloaded >= frameloaded) {
if (this._currentframe == this._totalframes) {
trace('Game loaded ' + Math.round(_root.getBytesLoaded() / 1024));
if (game_diff_level == 0) {
gotoAndStop('m' + stages + '_play');
} else {
gotoAndStop('m4_play');
}
play_game(stages, begining_section);
}
}
};
}
trace('Start Mission ' + stages + ' ' + game_diff_level);
}
function next_mission() {
if (stages == 4) {
gotoAndStop('game_start');
game_intro.gotoAndStop('win_game');
trace('Mission all over !');
} else {
++stages;
if (game_diff_level == 0) {
gotoAndStop('m' + stages + '_play');
} else {
gotoAndStop('m4_play');
}
play_game(stages, 1);
trace('Next Mission ' + stages + ' ' + game_diff_level);
}
clean_cache();
}
function clean_fire() {
clean_stage();
this.front.removeMovieClip();
this.main.removeMovieClip();
this.game_UI.removeMovieClip();
this.setMask(null);
this.game_mask.removeMovieClip();
delete this.onEnterFrame;
Mouse.removeListener(mouseListener);
delete mouseListener;
clean_cache();
}
function recover_all() {
this.start_end.removeMovieClip();
this.game_intro.removeMovieClip();
clean_fire();
}
function play_game(stg, sec) {
stop();
initial_data();
stages = stg;
game_start(sec - 1);
if (sec == 1) {
main.attachMovie('mission' + stg + '_start', 'mission_start', main.getNextHighestDepth(), {'_x': -main._x, '_y': -main._y});
play_music('bgm' + stg + '_1', true);
add_item_when_start(stg);
} else {
play_music('bgm' + stg + '_1', true);
level_start();
}
}
function add_item_when_start(stg) {
if (stg == 1) {
add_creatures_03(135, 300, 100);
add_creatures_03(55, 290, -100);
add_creatures_01(435, 295, -100);
add_creatures_02(450, 298, 100);
add_creatures_02(455, 299, -100);
add_creatures_02(465, 298, 100);
add_creatures_02(470, 297, -100);
add_creatures_02(475, 298, 100);
add_creatures_02(477, 299, -100);
add_creatures_02(482, 298, 100);
add_creatures_02(488, 299, -100);
} else {
if (stg == 2) {
var v1 = blocksAction('雨阳篷', 118, 188, 1, 15, false, -1);
v1.enemy_type = 3;
v1.in_air = true;
v1.no_shine = true;
blocksAction('奖励_木箱å', 80, 200, 1, 5, false, 30);
var temp_mc1 = add_creatures_10('NPC_商人', 410, 302, 100);
var v3 = enemysAction22('第二关物件群', 460, 88, 40, 13);
var v4 = enemysAction21('NPC_汽车2', 485, 362, 'stand', 100);
v4.dieEvents = function () {
temp_mc1.move_me();
};
v3.dieEvents = function () {
(enemysAction12('敌人_æ¥æžªå…µ', 527, 191, 99, 0, 'stand', -100)).in_air = true;
(enemysAction12('敌人_æ¥æžªå…µ', 578, 192, 99, 0, 'stand', 100)).in_air = true;
blocksAction('奖励_木箱å', 537, 306, 1, 5, false, 30);
enemysAction12('敌人_æ¥æžªå…µ', 579, 306, 99, -2, 'stand', 100);
};
} else {
if (stg == 3) {
} else {
if (stg == 4) {
}
}
}
}
}
function game_start(section) {
recover_all();
this.createEmptyMovieClip('main', this.getNextHighestDepth());
this.createEmptyMovieClip('front', this.getNextHighestDepth());
this.attachMovie('game_UI', 'game_UI', this.getNextHighestDepth());
game_UI._visible = 0;
game_UI.life.add_life_point = 0;
if (game_masked) {
this.attachMovie('game_mask', 'game_mask', this.getNextHighestDepth());
this.setMask(game_mask);
}
main.createEmptyMovieClip('bg', main.getNextHighestDepth());
main.createEmptyMovieClip('objects', main.getNextHighestDepth());
main.createEmptyMovieClip('enemies', main.getNextHighestDepth());
main.createEmptyMovieClip('others', main.getNextHighestDepth());
stages_section = section;
next_scene();
}
function clean_stage() {
main._x = 0;
main._y = 0;
delete main.onEnterFrame;
game_UI.clue_arrow.removeMovieClip();
for (var v1 in front) {
front[v1].removeMovieClip();
}
for (v1 in main.bg) {
main.bg[v1].removeMovieClip();
}
for (v1 in main.objects) {
main.objects[v1].removeMovieClip();
}
for (v1 in main.enemies) {
main.enemies[v1].removeMovieClip();
}
for (v1 in main.others) {
main.others[v1].removeMovieClip();
}
for (v1 in main) {
if (main[v1].targeter != undefined) {
main[v1].removeMovieClip();
}
}
remove_enemy_boss_healthbar();
}
function next_scene() {
clean_stage();
if (specific_stage == undefined) {
++stages_section;
} else {
stages_section = specific_stage;
delete specific_stage;
}
stages_part = 1;
draw_map_start(stages, stages_section);
if (stages_section > 1) {
var v3 = this['player_start_' + stages + '_' + stages_section][0];
var v2 = this['player_start_' + stages + '_' + stages_section][1];
if (main.player == undefined) {
add_player(v3, v2);
}
main.player._x = v3;
main.player._y = v2;
main.player.xspeed = 0;
main.player.yspeed = 0;
main.player._visible = 1;
}
delete player_min_x;
delete player_max_x;
score_height = 0;
next_scence_blocked = false;
player_shooting = false;
game_UI.check_bar.removeMovieClip();
game_UI.attachMovie('check_bar', 'check_bar', game_UI.getNextHighestDepth(), {'_x': 5, '_y': 374});
score_height = 0;
boss_killed = false;
game_medium_boss = false;
map_repeated_x = 0;
map_repeated_y = 0;
clean_cache();
}
function level_start() {
if (stages_section == 1) {
if (stages == 1) {
add_player(85, 146);
} else {
if (stages == 2) {
add_player(185, 360);
enemysAction21('NPC_汽车1', 179, 358, 'stand', -100);
} else {
if (stages == 3) {
add_player(82, 324);
} else {
if (stages == 4) {
player_min_x = 130;
add_player(205, 2665);
}
}
}
}
}
this.onEnterFrame = function () {
gameControl(main.player);
draw_map(eval(active_map_drawer));
};
shootControl(main.player);
game_UI._visible = 1;
adjust_score(true, game_UI, 0);
adjust_life(0);
}
function mission_failed() {
if (--player_life > 0) {
shot_shine(_root, 'black', 10);
play_game(stages, stages_section);
} else {
camera_death();
clean_fire();
player_life = 10;
gotoAndStop('game_start');
game_intro.gotoAndStop('lose_game');
}
}
function kill_boss(isnew) {
boss_killed = true;
control_able = false;
Mouse.removeListener(mouseListener);
delete mouseListener;
stop_shoot(main.player);
gotoFrame(main.player, 'down', 'stand');
if (this.game_intro == undefined and main.player.live) {
this.attachMovie('game_intro', 'game_intro', this.getNextHighestDepth());
this.game_intro.gotoAndStop('mission_end');
this.game_intro.isnew = isnew;
}
}
function adjust_score(add_score, where, much) {
if (add_score) {
game_score += much;
var v1 = 100000000 + game_score;
var v10 = Number((v1.toString()).slice(8, 9)) + 1;
var v9 = Number((v1.toString()).slice(7, 8)) + 1;
var v8 = Number((v1.toString()).slice(6, 7)) + 1;
var v7 = Number((v1.toString()).slice(5, 6)) + 1;
var v6 = Number((v1.toString()).slice(4, 5)) + 1;
var v5 = Number((v1.toString()).slice(3, 4)) + 1;
var v4 = Number((v1.toString()).slice(2, 3)) + 1;
var v3 = Number((v1.toString()).slice(1, 2)) + 1;
where.scorepad.num1.gotoAndStop(v10);
where.scorepad.num10.gotoAndStop(v9);
where.scorepad.num100.gotoAndStop(v8);
where.scorepad.num1000.gotoAndStop(v7);
where.scorepad.num10000.gotoAndStop(v6);
where.scorepad.num100000.gotoAndStop(v5);
where.scorepad.num1000000.gotoAndStop(v4);
where.scorepad.num10000000.gotoAndStop(v3);
}
}
function adjust_life(much) {
if (much >= 0) {
adjust_life1(much);
} else {
adjust_life2(much);
}
}
function adjust_life1(much) {
game_UI.life.add_life_point += much;
if (life_left + game_UI.life.add_life_point > 100) {
game_UI.life.add_life_point = 100 - life_left;
}
game_UI.life.hp1.gotoAndStop(1);
game_UI.life.hp2.gotoAndStop(2);
game_UI.life.life.gotoAndStop(player_life);
game_UI.life.hp1.recover_count = 0;
var goal_hp = -161 + 2 * (life_left + game_UI.life.add_life_point);
game_UI.life.hp1.onEnterFrame = function () {
if (this._x < goal_hp) {
if (++this.recover_count == 10) {
this.recover_count = 0;
this._x += 2;
++life_left;
--game_UI.life.add_life_point;
}
} else {
this._x = goal_hp;
delete this.onEnterFrame;
}
};
game_UI.life.hp2.onEnterFrame = function () {
if (this._x < goal_hp) {
this._x += 1;
} else {
this._x = goal_hp;
delete this.onEnterFrame;
}
};
}
function adjust_life2(much) {
if (game_god and Math.abs(much) < 100) {
much = -2;
}
life_left += Math.round(much);
game_UI.life.add_life_point = 0;
if (life_left <= 0) {
life_left = 0;
game_UI.life.hp2.game_over_count = 100;
} else {
game_UI.life.hp1.recover_count = 0;
}
game_UI.life.hp1.gotoAndStop(1);
game_UI.life.hp2.gotoAndStop(2);
game_UI.life.life.gotoAndStop(player_life);
var goal_hp1 = -161 + 2 * life_left;
game_UI.life.hp1.onEnterFrame = function () {
if (this._x > goal_hp1) {
this._x -= 2;
} else {
this._x = goal_hp1;
if (life_left > 0) {
this.onEnterFrame = function () {
if (this._x < this._parent.hp2._x) {
if (++this.recover_count == 100) {
this.recover_count = 0;
this._x += 2;
++life_left;
}
} else {
this._x = this._parent.hp2._x;
delete this.onEnterFrame;
}
};
} else {
delete this.onEnterFrame;
}
}
};
if (life_left > 0) {
var goal_hp2 = -161 + 2 * (life_left - Math.round(much * (0.3 + random(3) / 10)));
} else {
var goal_hp2 = goal_hp1;
}
game_UI.life.hp2.onEnterFrame = function () {
if (this._x > goal_hp2) {
this._x -= 1;
} else {
this._x = goal_hp2;
if (life_left == 0) {
if (--this.game_over_count == 0) {
mission_failed();
}
} else {
delete this.onEnterFrame;
}
}
};
}
function add_enemy_boss_healthbar(which, my_name) {
var v2 = game_UI.attachMovie('boss_warning', 'boss_warning', game_UI.getNextHighestDepth(), {'_x': 165, '_y': 180});
v2.final_event = function () {
which.healthbar = game_UI.attachMovie('boss_healthbar', 'boss_healthbar', game_UI.getNextHighestDepth(), {'_x': 5, '_y': 374});
which.healthbar.my_name.gotoAndStop(my_name);
which.healthbar.check_health = function (now_health, total_health) {
var goal_hp = -196 + Math.round(200 * (now_health / total_health));
game_UI.boss_healthbar.hp.onEnterFrame = function () {
if (this._x > goal_hp) {
--this._x;
} else {
this._x = goal_hp;
delete this.onEnterFrame;
}
};
};
shot_shine(which.healthbar, 'white', 5);
this.removeMovieClip();
};
}
function remove_enemy_boss_healthbar() {
if (game_UI.boss_healthbar != undefined) {
game_UI.boss_healthbar.removeMovieClip();
}
}
function add_stage_arrow(dir) {
var v2 = game_UI.getNextHighestDepth();
var v1 = game_UI.attachMovie('clue_arrow', 'clue_arrow' + v2, v2);
v1.typ = 'arrow';
if (dir == 1) {
v1._x = 544;
v1._y = 200;
return v1;
}
if (dir == -1) {
v1._x = 47;
v1._y = 200;
v1._xscale = -100;
return v1;
}
if (dir == 2) {
v1._x = 295;
v1._y = 353;
v1._rotation = 90;
return v1;
}
if (dir == -2) {
v1._x = 295;
v1._y = 47;
v1._rotation = -90;
}
return v1;
}
function remove_stage_arrow() {
for (var v1 in game_UI) {
if (game_UI[v1].typ == 'arrow') {
game_UI[v1].removeMovieClip();
}
}
}
function scene_end_arrow(where, dir, px, py) {
where.onEnterFrame = function () {
if (Math.abs(main._x) == Math.abs(_root['stg_width_' + stages + '_' + stages_section] - map_repeated_x * 590)) {
var v3 = add_stage_arrow(dir);
v3._x = px;
v3._y = py;
delete this.onEnterFrame;
}
};
}
function adjust_current_amr(who) {
game_UI.weapon.gotoAndStop(who.gun_array[who.gun_point]);
adjust_amr(game_UI.amr1, who.gun_amr[who.gun_point][0]);
adjust_amr(game_UI.amr2, who.gun_amr[who.gun_point][1]);
}
function adjust_amr(which, amr) {
if (amr > 999) {
which.gotoAndStop('very');
} else {
which.gotoAndStop('some');
var v2 = 1000 + amr;
var v5 = Number((v2.toString()).slice(3, 4)) + 1;
var v4 = Number((v2.toString()).slice(2, 3)) + 1;
var v3 = Number((v2.toString()).slice(1, 2)) + 1;
which.amr1.gotoAndStop(v5);
which.amr10.gotoAndStop(v4);
which.amr100.gotoAndStop(v3);
}
}
function notice_Action(txt) {
this.notice_mc.removeMovieClip();
this.createEmptyMovieClip('notice_mc', this.getNextHighestDepth());
notice_mc._x = _xmouse + 20;
notice_mc._y = _ymouse + 20;
var v2 = notice_mc.createTextField('notice_txt', notice_mc.getNextHighestDepth(), 0, 0, 150, 100);
v2.selectable = false;
v2.html = true;
v2.autoSize = true;
v2.multiline = true;
v2.background = true;
v2.backgroundColor = 1184274;
v2.border = true;
v2.borderColor = 3945000;
v2.htmlText = '<font color=\'#DEC29D\'>' + txt + '</font>';
var v3 = new TextFormat();
v3.size = 12;
v3.font = 'Arial CE';
v3.align = 'center';
v2.setTextFormat(v3);
notice_mc.count = 60;
notice_mc.onEnterFrame = function () {
if (--this.count == 0) {
this.removeMovieClip();
}
};
if (notice_mc._x + notice_mc._width + 10 > 590) {
notice_mc._x = 590 - (notice_mc._width + 10);
}
if (notice_mc._y + notice_mc._height + 10 > 400) {
notice_mc._y = 400 - (notice_mc._height + 10);
}
}
function select_weapon(where, which) {
var v4 = [0, 0, 0, 0, 0];
if (which == 1) {
v4 = [2, 3, 4, 0, 0];
} else {
if (which == 2) {
v4 = [8, 9, 10, 11, 0];
} else {
if (which == 3) {
v4 = [16, 17, 18, 0, 0];
} else {
if (which == 4) {
v4 = [22, 23, 24, 25, 26];
} else {
if (which == 5) {
v4 = [30, 31, 0, 0, 0];
} else {
if (which == 6) {
v4 = [35, 36, 37, 38, 39];
} else {
if (which == 7) {
v4 = [43, 44, 45, 46, 47];
} else {
if (which == 8) {
v4 = [51, 52, 53, 54, 0];
} else {
if (which == 9) {
v4 = [58, 59, 60, 0, 0];
}
}
}
}
}
}
}
}
}
var v2 = 1;
while (v2 <= 5) {
if (v4[v2 - 1] != 0) {
where.weapons['weapon' + v2]._visible = true;
where.weapons['weapon' + v2].mc.gotoAndStop(v4[v2 - 1]);
where.weapons['weapon' + v2].star = weapon_amr[v4[v2 - 1]][0];
where.weapons['weapon' + v2].my_new.stop();
where.weapons['weapon' + v2].my_new._visible = 0;
if (game_stage_pass < where.weapons['weapon' + v2].star and game_gun_locked) {
where.weapons['weapon' + v2].enabled = false;
always_shine(where.weapons['weapon' + v2].mc, 'dark');
where.weapons['weapon' + v2].mc._alpha = 50;
where.weapons['weapon' + v2].name_txt.text = 'LOCKED';
where.weapons['weapon' + v2].name_txt.textColor = '0x9FB482';
where.weapons['weapon' + v2].bullets_txt.text = '??? / ???';
where.weapons['weapon' + v2].bullets_txt.textColor = '0x9FB482';
} else {
where.weapons['weapon' + v2].enabled = true;
if (game_stage_pass == where.weapons['weapon' + v2].star) {
where.weapons['weapon' + v2].my_new.gotoAndPlay(1);
where.weapons['weapon' + v2].my_new._visible = 1;
}
shot_shine(where.weapons['weapon' + v2].mc, 'white', 2);
where.weapons['weapon' + v2].mc._alpha = 100;
where.weapons['weapon' + v2].name_txt.text = weapon_amr[v4[v2 - 1]][2];
where.weapons['weapon' + v2].name_txt.textColor = '0xFF9900';
var v5 = weapon_amr[v4[v2 - 1]][1];
if (v5 > 999) {
v5 = '∞';
}
where.weapons['weapon' + v2].bullets_txt.text = v5 + ' / ' + v5;
where.weapons['weapon' + v2].bullets_txt.textColor = '0xFFCC00';
}
where.weapons['weapon' + v2].onPress = function () {
play_soundAction('手枪上åå¼¹', false);
choose_this_weapon(this._parent._parent, this.mc._currentframe);
++this._y;
};
where.weapons['weapon' + v2].onReleaseOutside = function () {
--this._y;
};
where.weapons['weapon' + v2].onRelease = where.weapons['weapon' + v2].onReleaseOutside;
} else {
where.weapons['weapon' + v2]._visible = false;
}
++v2;
}
}
function choose_this_weapon(where, what) {
var v1 = 0;
while (v1 <= 5) {
if (game_player_weapons[v1] == what) {
return undefined;
}
++v1;
}
v1 = 2;
while (v1 <= 5) {
if (game_player_weapons[v1] == 0) {
game_player_weapons[v1] = what;
where['inven' + v1]._visible = true;
where['inven' + v1].gotoAndStop(game_player_weapons[v1]);
break;
}
++v1;
}
}
function delete_this_weapon(where, num) {
where['inven' + num]._visible = false;
game_player_weapons[where['inven' + num].my_num] = 0;
}
function show_player_weapon(where) {
var v2 = 0;
while (v2 <= 5) {
where['inven' + v2].stop();
where['inven' + v2].my_num = v2;
if (game_player_weapons[v2] != 0) {
where['inven' + v2]._visible = true;
where['inven' + v2].gotoAndStop(game_player_weapons[v2]);
} else {
where['inven' + v2]._visible = false;
}
if (where['inven' + v2].my_num > 1) {
where['inven' + v2].onPress = function () {
play_soundAction('手枪上åå¼¹', false);
delete_this_weapon(this._parent, this.my_num);
};
}
++v2;
}
}
function default_weapons(where) {
var v2 = 0;
var v1 = 0;
while (v1 <= 5) {
v2 += game_player_weapons[v1];
++v1;
}
if (v2 == 16) {
game_player_weapons = [1, 15, 22, 30, 37, 43];
show_player_weapon(where);
return true;
}
return false;
}
function show_new_weapons(where, level) {
var v2 = [[1, 2, 3, 4], [8, 9, 10, 11], [15, 16, 17, 18], [22, 23, 24, 25, 26], [30, 31], [35, 36, 37, 38, 39], [43, 44, 45, 46, 47], [51, 52, 53, 54], [58, 59, 60]];
var v4 = [];
for (var v10 in v2) {
for (var v8 in v2[v10]) {
if (weapon_amr[v2[v10][v8]][0] == level) {
v4.push(v10);
break;
}
}
}
for (var v9 in v4) {
var v1 = Number(v4[v9]) + 1;
where['tab' + v1].hint_mc = where.attachMovie('new_weapon_clue', 'new_weapon_clue' + v1, where.getNextHighestDepth(), {'_x': where['tab' + v1]._x + 18, '_y': where['tab' + v1]._y - 10});
}
}
function initial_data() {
stop_musicAction();
now_music = '';
stages = 1;
life_left = 100;
modify_XY_array1_1 = [[-2750, -151, false], [-5525, 0, false]];
modify_XY_array1_2 = [[-2650, 80, false], [-2960, 190, false], [-3280, 325, false], [-3700, 425, false], [-4090, 575, false], [-4425, 660, false], [-4780, 810, false], [-5215, 930, false], [-5520, 1075, false], [-5850, 1200, false], [-7355, 1315, false], [-7530, 1470, false], [-7750, 1615, false], [-8020, 1795, false], [-8200, 1940, false], [-8450, 2095, false], [-8650, 2260, false], [-8910, 2400, false]];
modify_XY_array1_3 = [[-590, -190, false], [-1015, -310, false], [-1330, -410, false], [-1700, -470, false], [-1900, -615, false], [-2300, -760, false], [-2750, -800, false]];
allow_area_array_1_1 = -8260;
allow_area_array_1_2 = -11800;
allow_area_array_1_3 = -4130;
get_map_infor(1, 1, 1, [0, 0], 15, [530, undefined, undefined]);
get_map_infor(1, 2, 1, [45, 320], 21, [575, undefined, undefined]);
get_map_infor(1, 3, 1, [105, 300], 8, [999, undefined, undefined]);
stg1_2_map_xy[6] = [590, -400];
stg1_2_map_xy[8] = [590, -400];
stg1_2_map_xy[10] = [590, -400];
stg1_2_map_xy[13] = [590, -400];
stg1_2_map_xy[14] = [590, -400];
stg1_2_map_xy[15] = [590, -400];
stg1_3_map_xy[5] = [590, 400];
stg1_3_map_xy[7] = [590, 350];
stg1_3_map_xy[8] = [590, 50];
modify_XY_array2_6 = [[-30, -175, false], [-275, -270, false], [-700, -400, false], [-6995, -235, false], [-7340, -130, false], [-7640, 0, false]];
allow_area_array_2_1 = -4130;
allow_area_array_2_2 = -2950;
allow_area_array_2_3 = 2950;
allow_area_array_2_4 = -2950;
allow_area_array_2_5 = 0;
allow_area_array_2_6 = -7670;
allow_area_array_2_7 = -6490;
get_map_infor(2, 1, 1, [0, 0], 8, [480, undefined, undefined]);
get_map_infor(2, 2, 1, [45, 330], 6, [575, undefined, undefined]);
get_map_infor(2, 3, -1, [525, 340], 6, [15, undefined, undefined]);
get_map_infor(2, 4, 1, [45, 320], 6, [undefined, 0, 390]);
get_map_infor(2, 5, 1, [100, 0], 1, [undefined, 0, 350]);
get_map_infor(2, 6, 1, [100, 0], 14, [undefined, 55, 400]);
get_map_infor(2, 7, 1, [265, 255], 12, [999, undefined, undefined]);
stg2_3_map_xy[2] = [-590, 0];
stg2_3_map_xy[3] = [-590, 0];
stg2_3_map_xy[4] = [-590, 0];
stg2_3_map_xy[5] = [-590, 0];
stg2_3_map_xy[6] = [-590, 0];
stg2_6_map_xy[3] = [590, 400];
stg2_6_map_xy[13] = [590, -400];
modify_XY_array3_7 = [[-590, -740, false], [-2300, -635, false], [-2480, -525, false], [-2600, -400, false], [-4550, -300, false], [-5600, -400, false]];
modify_XY_array3_16 = [[-7270, -1060, false]];
allow_area_array_3_1 = -5900;
allow_area_array_3_2 = 0;
allow_area_array_3_3 = -2360;
allow_area_array_3_4 = 0;
allow_area_array_3_5 = -2360;
allow_area_array_3_6 = 0;
allow_area_array_3_7 = -800;
allow_area_array_3_8 = -1180;
allow_area_array_3_9 = -1770;
allow_area_array_3_10 = 0;
allow_area_array_3_11 = 0;
allow_area_array_3_12 = 0;
allow_area_array_3_13 = 0;
allow_area_array_3_14 = 0;
allow_area_array_3_15 = -590;
allow_area_array_3_16 = -2360;
get_map_infor(3, 1, 1, [0, 0], 11, [340, 0, 260]);
get_map_infor(3, 2, 1, [35, 353], 1, [575, undefined, undefined]);
get_map_infor(3, 3, 1, [134, 292], 5, [340, 0, 260]);
get_map_infor(3, 4, 1, [35, 344], 1, [575, undefined, undefined]);
get_map_infor(3, 5, 1, [127, 293], 5, [470, 0, 250]);
get_map_infor(3, 6, 1, [35, 355], 1, [575, undefined, undefined]);
get_map_infor(3, 7, 2, [31, 217], 13, [550, undefined, undefined]);
get_map_infor(3, 8, 1, [40, 270], 10, [420, 0, 310]);
get_map_infor(3, 9, 1, [264, 323], 10, [410, 0, 260]);
get_map_infor(3, 10, 1, [38, 350], 1, [575, 0, 340]);
get_map_infor(3, 11, -1, [50, 270], 1, [140, 0, 260]);
get_map_infor(3, 12, 1, [30, 360], 1, [575, 0, 350]);
get_map_infor(3, 13, 1, [50, 270], 1, [295, 0, 260]);
get_map_infor(3, 14, 1, [35, 360], 1, [575, 155, 400]);
get_map_infor(3, 15, 1, [250, 333], 7, [575, undefined, undefined]);
get_map_infor(3, 16, 1, [135, 328], 17, [999, undefined, undefined]);
stg_width_3_7 = 5900;
stg_width_3_8 = 2950;
stg_width_3_9 = 2950;
stg_width_3_15 = 1180;
stg_width_3_16 = 7670;
stg3_7_map_xy[2] = [0, 400];
stg3_7_map_xy[3] = [0, 400];
stg3_7_map_xy[4] = [590, -200];
stg3_7_map_xy[7] = [590, -200];
stg3_7_map_xy[9] = [590, -100];
stg3_8_map_xy[4] = [0, -400];
stg3_8_map_xy[5] = [0, -400];
stg3_8_map_xy[6] = [0, -400];
stg3_8_map_xy[7] = [0, -400];
stg3_9_map_xy[5] = [0, 400];
stg3_9_map_xy[6] = [0, 400];
stg3_9_map_xy[7] = [0, 400];
stg3_9_map_xy[8] = [0, 400];
stg3_15_map_xy[3] = [0, -400];
stg3_15_map_xy[4] = [0, -400];
stg3_15_map_xy[5] = [0, -400];
stg3_15_map_xy[6] = [0, -400];
stg3_16_map_xy[6] = [0, 400];
stg3_16_map_xy[7] = [0, 400];
stg3_16_map_xy[8] = [0, 400];
stg3_16_map_xy[16] = [590, -270];
allow_next_map_3_7 = 3;
allow_next_map_3_8 = 3;
allow_next_map_3_9 = 4;
allow_next_map_3_15 = 2;
allow_next_map_3_16 = 5;
allow_area_array_4_2 = 0;
allow_area_array_4_3 = -2360;
allow_area_array_4_4 = -2950;
allow_area_array_4_5 = -2950;
allow_area_array_4_6 = -2360;
allow_area_array_4_7 = 400;
allow_area_array_4_8 = 2400;
allow_area_array_4_9 = -590;
allow_area_array_4_10 = -1180;
allow_area_array_4_11 = -210;
allow_area_array_4_12 = 0;
allow_area_array_4_13 = -210;
allow_area_array_4_14 = -210;
allow_area_array_4_15 = 0;
allow_area_array_4_16 = 964;
allow_area_array_4_17 = 0;
allow_area_array_4_18 = 964;
allow_area_array_4_19 = 0;
allow_area_array_4_20 = 964;
allow_area_array_4_21 = 0;
allow_area_array_4_22 = -590;
allow_area_array_4_23 = -2360;
allow_area_array_4_24 = -590;
get_map_infor(4, 1, -2, [0, 0], 1, [0, 0, 0]);
get_map_infor(4, 2, 1, [45, 345], 1, [575, 0, 325]);
get_map_infor(4, 3, 1, [85, 375], 9, [999, undefined, undefined]);
get_map_infor(4, 4, 1, [45, 340], 6, [999, undefined, undefined]);
get_map_infor(4, 5, 1, [45, 340], 6, [575, undefined, undefined]);
get_map_infor(4, 6, 1, [45, 370], 5, [307, 0, 350]);
get_map_infor(4, 7, -2, [45, 349], 2, [999, undefined, undefined]);
get_map_infor(4, 8, -2, [159, 373], 7, [undefined, 50, 400]);
get_map_infor(4, 9, 1, [150, 285], 2, [520, undefined, undefined]);
get_map_infor(4, 10, 1, [45, 333], 3, [999, undefined, undefined]);
get_map_infor(4, 11, 1, [45, 325], 1, [575, undefined, undefined]);
get_map_infor(4, 12, 1, [45, 338], 1, [999, undefined, undefined]);
get_map_infor(4, 13, 1, [45, 350], 1, [575, undefined, undefined]);
get_map_infor(4, 14, 1, [45, 369], 1, [999, undefined, undefined]);
get_map_infor(4, 15, 1, [45, 342], 1, [540, 240, 400]);
get_map_infor(4, 16, -2, [50, 350], 3, [999, undefined, undefined]);
get_map_infor(4, 17, 1, [535, 380], 1, [60, 0, 300]);
get_map_infor(4, 18, -2, [540, 350], 3, [999, undefined, undefined]);
get_map_infor(4, 19, 1, [65, 184], 1, [540, 0, 150]);
get_map_infor(4, 20, -2, [50, 350], 3, [65, undefined, undefined]);
get_map_infor(4, 21, 1, [540, 380], 1, [60, 0, 300]);
get_map_infor(4, 22, 1, [45, 335], 2, [575, undefined, undefined]);
get_map_infor(4, 23, 1, [80, 330], 5, [575, undefined, undefined]);
get_map_infor(4, 24, 1, [45, 360], 6, [999, undefined, undefined]);
stg_width_4_3 = 2360;
stg_width_4_7 = 0;
stg_width_4_8 = 0;
stg_width_4_11 = 210;
stg_width_4_13 = 210;
stg_width_4_14 = 210;
stg_width_4_16 = 0;
stg_width_4_18 = 0;
stg_width_4_20 = 0;
stg_width_4_24 = 590;
stg4_3_map_xy[6] = [0, 400];
stg4_3_map_xy[7] = [0, 400];
stg4_3_map_xy[8] = [0, 400];
stg4_3_map_xy[9] = [0, 400];
stg4_7_map_xy[2] = [0, -400];
stg4_8_map_xy[2] = [0, -400];
stg4_8_map_xy[3] = [0, -400];
stg4_8_map_xy[4] = [0, -400];
stg4_8_map_xy[5] = [0, -400];
stg4_8_map_xy[6] = [0, -400];
stg4_8_map_xy[7] = [0, -400];
stg4_16_map_xy[2] = [0, -400];
stg4_16_map_xy[3] = [0, -564];
stg4_18_map_xy[2] = [0, -400];
stg4_18_map_xy[3] = [0, -564];
stg4_20_map_xy[2] = [0, -400];
stg4_20_map_xy[3] = [0, -564];
stg4_24_map_xy[3] = [0, -400];
stg4_24_map_xy[4] = [0, -400];
stg4_24_map_xy[5] = [0, -400];
allow_next_map_4_3 = 5;
allow_next_map_4_24 = 2;
stopAllSounds();
}
function get_map_infor(stg, sec, direct, start_point, map_parts, end) {
this['stg' + stg + '_' + sec + '_map_xy'] = [];
this['stg_direct_' + stg + '_' + sec] = direct;
this['player_start_' + stg + '_' + sec] = start_point;
this['allow_next_map_' + stg + '_' + sec] = map_parts;
this['stg_width_' + stg + '_' + sec] = 590 * (map_parts - 1);
this['stg_end_' + stg + '_' + sec] = end;
}
function draw_map_start(stg, sec) {
delete stg4_1_enemy_container;
if (stg == 4 and sec == 1) {
main._x = 0;
main._y = -2400;
map_now4_1 = [];
map_now4_1[0] = [0, 0, 0];
map_now4_1[1] = [0, 0, 0];
map_now4_1[2] = [0, 0, 0];
map_now4_1[3] = [0, 0, 0];
map_now4_1[4] = [0, 0, 0];
map_now4_1[5] = [0, 0, 0];
map_now4_1[6] = [0, 0, 0];
add_current_maps();
stg4_1_enemy_container = {};
} else {
var v1 = main.bg.attachMovie('stage' + stg + '_bg', 'bg1', main.bg.getNextHighestDepth());
v1.gotoAndStop('s' + sec);
v1.getBounds.cacheAsBitmap = true;
}
}
function change_scene(poz_x, poz_y, temp_end) {
if (!next_scence_blocked and life_left > 0) {
var v1 = 0;
if (poz_x >= temp_end[0] - 5 and poz_x <= temp_end[0] + 5) {
++v1;
} else {
if (temp_end[0] == undefined) {
++v1;
}
}
if (poz_y <= temp_end[1] or poz_y >= temp_end[2]) {
++v1;
} else {
if (temp_end[1] == undefined) {
++v1;
}
}
if (v1 == 2) {
change_sceneAction();
}
}
}
function change_sceneAction() {
if (this.game_intro == undefined and main.player.live) {
var v2 = this.attachMovie('game_intro', 'game_intro', this.getNextHighestDepth());
v2.gotoAndStop('level_pass');
active_object_speed = 0;
active_map_drawer = 'main.player';
stop_shoot(main.player);
main.player.xspeed = 0;
}
}
function draw_map(which) {
if (stages == 1) {
draw_map01(which);
} else {
if (stages == 2) {
draw_map01(which);
} else {
if (stages == 3) {
draw_map01(which);
} else {
if (stages == 4) {
if (stages_section == 1) {
draw_map02(which);
} else {
draw_map01(which);
}
}
}
}
}
modify_XY(main._x, main._y);
front._x = main._x;
front._y = main._y;
}
function draw_map01(which) {
var v2 = this['stg_direct_' + stages + '_' + stages_section];
if (which != undefined) {
var v7 = get_map_point(which);
var v4 = v7[0];
var v3 = v7[1];
var v8 = this['stg_end_' + stages + '_' + stages_section];
if (v2 == 1) {
var v9 = this['allow_area_array_' + stages + '_' + stages_section] - map_repeated_x * 590;
var v6 = -(this['stg_width_' + stages + '_' + stages_section] + map_repeated_x * 590);
if (v4 >= 295) {
if (main._x > v6) {
move_maps(which, v2, v9, v4 - 295);
} else {
main._x = v6;
}
}
if (main._x == v6) {
change_scene(v4, v3, v8);
}
} else {
if (v2 == -1) {
var v9 = this['allow_area_array_' + stages + '_' + stages_section] + map_repeated_x * 590;
var v6 = this['stg_width_' + stages + '_' + stages_section] - map_repeated_x * 590;
if (v4 <= 295) {
if (main._x < v6) {
move_maps(which, v2, v9, 295 - v4);
} else {
main._x = v6;
}
}
if (main._x == v6) {
change_scene(v4, v3, v8);
}
} else {
if (v2 == 2) {
var v9 = this['allow_area_array_' + stages + '_' + stages_section] - map_repeated_y * 400;
if (v3 >= 180) {
move_maps(which, v2, v9, v3 - 180);
}
} else {
if (v2 == -2) {
var v9 = this['allow_area_array_' + stages + '_' + stages_section] + map_repeated_y * 400;
if (v3 <= 220) {
move_maps(which, v2, v9, 220 - v3);
}
}
}
}
}
draw_game_maps(v2);
}
}
function move_maps(who, temp, temp_area, distance) {
if (active_map_drawer == 'main.player') {
if (Math.abs(temp) == 1) {
var v1 = (Math.abs(who.xspeed) + Math.round(distance / 10)) * Math.abs(temp) / temp;
} else {
var v1 = (Math.abs(who.yspeed) + Math.round(distance / 10)) * Math.abs(temp) / temp;
}
if (v1 == 0) {
v1 = 8 * Math.abs(temp) / temp;
}
} else {
var v1 = Math.abs(active_object_speed) * Math.abs(temp) / temp;
}
if (temp == 1) {
if (main._x >= temp_area + v1) {
main._x -= v1;
} else {
if (main._x < temp_area + v1) {
main._x = temp_area;
}
}
} else {
if (temp == -1) {
if (main._x <= temp_area + v1) {
main._x -= v1;
} else {
if (main._x > temp_area + v1) {
main._x = temp_area;
}
}
} else {
if (temp == 2) {
if (main._y >= temp_area + v1) {
main._y -= v1;
} else {
if (main._y < temp_area + v1) {
main._y = temp_area;
}
}
} else {
if (temp == -2) {
if (main._y <= temp_area + v1) {
main._y -= v1;
} else {
if (main._y > temp_area + v1) {
main._y = temp_area;
}
}
}
}
}
}
}
function draw_game_maps(dir) {
for (var v4 in main.bg) {
var v1 = get_map_point(main.bg[v4]);
var v3 = v1[0];
var v2 = v1[1];
if (draw_next_map(dir, v3, v2, v4)) {
break;
}
}
}
function draw_next_map(dir, poz_x, poz_y, grounds) {
if (adjust_map(poz_x, poz_y) == 1) {
if (this['allow_next_map_' + stages + '_' + stages_section] > stages_part - (map_repeated_x + map_repeated_y)) {
var v2 = Number(grounds.slice(2)) + 1;
if (main.bg['bg' + v2] == undefined) {
++stages_part;
main.bg.attachMovie('stage' + stages + '_bg', 'bg' + v2, main.bg.getNextHighestDepth());
if (main.bg['bg' + (v2 - 1)].repeat != undefined) {
if (game_medium_boss) {
main.bg['bg' + v2].gotoAndStop(main.bg['bg' + (v2 - 1)]._currentframe + main.bg['bg' + (v2 - 1)].repeat);
if (Math.abs(dir) == 1) {
map_repeated_x += Math.abs(main.bg['bg' + (v2 - 1)].repeat) + 1;
} else {
if (Math.abs(dir) == 2) {
map_repeated_y += Math.abs(main.bg['bg' + (v2 - 1)].repeat) + 1;
}
}
} else {
main.bg['bg' + v2].gotoAndStop(main.bg['bg' + (v2 - 1)]._currentframe + 1);
}
} else {
main.bg['bg' + v2].gotoAndStop(main.bg['bg' + (v2 - 1)]._currentframe + 1);
}
var v4 = this['stg' + stages + '_' + stages_section + '_map_xy'][stages_part];
if (v4 == undefined) {
var v3 = this['stg_direct_' + stages + '_' + stages_section];
if (v3 == 1) {
main.bg['bg' + v2]._x = main.bg['bg' + (v2 - 1)]._x + 590;
main.bg['bg' + v2]._y = main.bg['bg' + (v2 - 1)]._y;
} else {
if (v3 == -1) {
main.bg['bg' + v2]._x = main.bg['bg' + (v2 - 1)]._x - 590;
main.bg['bg' + v2]._y = main.bg['bg' + (v2 - 1)]._y;
} else {
if (v3 == 2) {
main.bg['bg' + v2]._x = main.bg['bg' + (v2 - 1)]._x;
main.bg['bg' + v2]._y = main.bg['bg' + (v2 - 1)]._y + 400;
} else {
if (v3 == -2) {
main.bg['bg' + v2]._x = main.bg['bg' + (v2 - 1)]._x;
main.bg['bg' + v2]._y = main.bg['bg' + (v2 - 1)]._y - 400;
}
}
}
}
} else {
main.bg['bg' + v2]._x = main.bg['bg' + (v2 - 1)]._x + v4[0];
main.bg['bg' + v2]._y = main.bg['bg' + (v2 - 1)]._y + v4[1];
}
main.bg['bg' + v2].g.cacheAsBitmap = true;
return true;
}
}
return false;
}
if (adjust_map(poz_x, poz_y) == 0) {
var v5 = main.bg['bg' + (Number(grounds.slice(2)) - 1)];
if (v5 != undefined) {
v5.removeMovieClip();
remove_thingsAction();
return true;
}
}
return false;
}
function adjust_map(poz_x, poz_y) {
var v2 = this['stg_direct_' + stages + '_' + stages_section];
if (v2 == 1) {
if (poz_x < -50) {
return 0;
}
if (poz_x < 50) {
return 1;
}
return 2;
}
if (v2 == -1) {
if (poz_x > 50) {
return 0;
}
if (poz_x > -50) {
return 1;
}
return 2;
}
if (v2 == 2) {
if (poz_y < -50) {
return 0;
}
if (poz_y < 50) {
return 1;
}
return 2;
}
if (v2 == -2) {
if (poz_y > 50) {
return 0;
}
if (poz_y > -50) {
return 1;
}
}
return 2;
}
function modify_XY(main_x, main_y) {
var v3 = this['modify_XY_array' + stages + '_' + stages_section];
if (v3 != undefined) {
var v2 = 0;
while (v2 < v3.length) {
if (v3[v2][2] == false) {
if (main_x < v3[v2][0]) {
main_move_XY(undefined, v3[v2][1]);
v3.shift();
}
break;
}
++v2;
}
}
}
function main_move_XY(targetX, targetY) {
main.targetX = targetX;
main.targetY = targetY;
main.onEnterFrame = function () {
var v2 = 0;
if (this.targetX != undefined) {
if (Math.abs(this._x - this.targetX) > 2) {
if (Math.abs((this.targetX - this._x) / 30) > 1) {
this._x += (this.targetX - this._x) / 30;
} else {
this._x += Math.abs(this.targetX - this._x) / (this.targetX - this._x);
}
} else {
this._x = this.targetX;
++v2;
}
} else {
++v2;
}
if (this.targetY != undefined) {
if (Math.abs(this._y - this.targetY) > 2) {
if (Math.abs((this.targetY - this._y) / 30) > 1) {
this._y += (this.targetY - this._y) / 30;
} else {
this._y += Math.abs(this.targetY - this._y) / (this.targetY - this._y);
}
} else {
this._y = this.targetY;
++v2;
}
} else {
++v2;
}
if (v2 == 2) {
delete this.onEnterFrame;
}
};
}
function add_frontpic(what, px, py) {
var v1 = front.getNextHighestDepth();
var v2 = front.attachMovie(what, what + '_' + v1, v1, {'_x': px, '_y': py});
v2.targeter = main.player;
return v2;
}
function remove_thingsAction() {
var v2 = this['stg_direct_' + stages + '_' + stages_section];
for (var v3 in front) {
if (v2 == 1) {
if ((get_map_point(front[v3]))[0] < -50 - front[v3]._width / 2) {
front[v3].removeMovieClip();
}
} else {
if (v2 == -1) {
if ((get_map_point(front[v3]))[0] > 640 + front[v3]._width / 2) {
front[v3].removeMovieClip();
}
} else {
if (v2 == 2) {
if ((get_map_point(front[v3]))[1] < -50 - front[v3]._height / 2) {
front[v3].removeMovieClip();
}
} else {
if (v2 == -2) {
if ((get_map_point(front[v3]))[1] > 450 + front[v3]._height / 2) {
front[v3].removeMovieClip();
}
}
}
}
}
}
for (var v5 in main.objects) {
if (v2 == 1) {
if ((get_map_point(main.objects[v5]))[0] < -50 - main.objects[v5]._width / 2) {
main.objects[v5].removeMovieClip();
}
} else {
if (v2 == -1) {
if ((get_map_point(main.objects[v5]))[0] > 640 + main.objects[v5]._width / 2) {
main.objects[v5].removeMovieClip();
}
} else {
if (v2 == 2) {
if ((get_map_point(main.objects[v5]))[1] < -50 - main.objects[v5]._height / 2) {
main.objects[v5].removeMovieClip();
}
} else {
if (v2 == -2) {
if ((get_map_point(main.objects[v5]))[1] > 450 + main.objects[v5]._height / 2) {
main.objects[v5].removeMovieClip();
}
}
}
}
}
}
for (var v6 in main.enemies) {
if (!main.enemies[v6].active_moved) {
if (v2 == 1) {
if ((get_map_point(main.enemies[v6]))[0] < -50 - main.enemies[v6]._width / 2) {
main.enemies[v6].removeMovieClip();
}
} else {
if (v2 == -1) {
if ((get_map_point(main.enemies[v6]))[0] > 640 + main.enemies[v6]._width / 2) {
main.enemies[v6].removeMovieClip();
}
} else {
if (v2 == 2) {
if ((get_map_point(main.enemies[v6]))[1] < -50 - main.enemies[v6]._height / 2) {
main.enemies[v6].removeMovieClip();
}
} else {
if (v2 == -2) {
if ((get_map_point(main.enemies[v6]))[1] > 450 + main.enemies[v6]._height / 2) {
main.enemies[v6].removeMovieClip();
}
}
}
}
}
}
}
for (var v4 in main.others) {
if (v2 == 1) {
if ((get_map_point(main.others[v4]))[0] < -50 - main.others[v4]._width / 2) {
main.others[v4].removeMovieClip();
}
} else {
if (v2 == -1) {
if ((get_map_point(main.others[v4]))[0] > 640 + main.others[v4]._width / 2) {
main.others[v4].removeMovieClip();
}
} else {
if (v2 == 2) {
if ((get_map_point(main.others[v4]))[1] < -50 - main.others[v4]._height / 2) {
main.others[v4].removeMovieClip();
}
} else {
if (v2 == -2) {
if ((get_map_point(main.others[v4]))[1] > 450 + main.others[v4]._height / 2) {
main.others[v4].removeMovieClip();
}
}
}
}
}
}
}
function hold_camera(team, where) {
remove_stage_arrow();
for (var v5 in team) {
team[v5].my_team = team;
team[v5].allow_area_array = _root['allow_area_array_' + stages + '_' + stages_section];
team[v5].dieEvents = function () {
var v3 = true;
for (var v4 in this.my_team) {
if (this.my_team[v4].live) {
v3 = false;
break;
}
}
if (this.dieEvents1 != undefined) {
this.dieEvents1();
}
if (v3) {
_root['allow_area_array_' + stages + '_' + stages_section] = this.allow_area_array;
add_stage_arrow(_root['stg_direct_' + stages + '_' + stages_section]);
if (this.dieEvents2 != undefined) {
this.dieEvents2();
}
}
};
}
_root['allow_area_array_' + stages + '_' + stages_section] = where;
}
function specific_stage_changer(which, stage) {
which.targeter = main.player;
which.onEnterFrame = function () {
var v2 = get_map_point(this.targeter);
if (this.hitTest(v2[0], v2[1], true)) {
specific_stage = stage;
change_sceneAction();
delete this.onEnterFrame;
}
};
}
function stage_move_restricter(where, xdir, px, ydir, py) {
where.targeter = main.player;
where.onEnterFrame = function () {
if (ydir == -2) {
if (xdir == -1) {
if ((get_map_point(this.targeter))[1] <= py) {
player_min_x = px;
} else {
delete player_min_x;
}
} else {
if (xdir == 1) {
if ((get_map_point(this.targeter))[1] <= py) {
player_max_x = px;
} else {
delete player_max_x;
}
}
}
} else {
if (ydir == 2) {
if (xdir == -1) {
if ((get_map_point(this.targeter))[1] >= py) {
player_min_x = px;
} else {
delete player_min_x;
}
} else {
if (xdir == 1) {
if ((get_map_point(this.targeter))[1] >= py) {
player_max_x = px;
} else {
delete player_max_x;
}
}
}
}
}
};
}
function remove_move_restricter(where) {
delete where.onEnterFrame;
delete player_min_x;
delete player_max_x;
}
function draw_map02(which) {
if (which != undefined) {
var v4 = get_map_point(which);
var v3 = v4[0];
var v2 = v4[1];
if (which.xspeed >= 0 and v3 > 295) {
move_maps_x(-which.xspeed - Math.round((v3 - 295) / 10));
} else {
if (which.xspeed <= 0 and v3 < 295) {
move_maps_x(-which.xspeed + Math.round((295 - v3) / 10));
}
}
if (which.states != 'jump') {
if (which.yspeed >= 0 and v2 > 200) {
move_maps_y(-which.yspeed - Math.round((v2 - 200) / 10));
} else {
if (which.yspeed <= 0 and v2 < 200) {
move_maps_y(-which.yspeed + Math.round((200 - v2) / 10));
}
}
}
}
add_current_maps();
remove_current_maps();
}
function move_maps_x(temp_speed) {
var v4 = this['map_width_min' + stages + '_' + stages_section];
var v3 = this['map_width_max' + stages + '_' + stages_section];
if (temp_speed < 0) {
if (main._x > v4 - temp_speed) {
main._x += temp_speed;
} else {
main._x = v4;
}
} else {
if (temp_speed > 0) {
if (main._x < v3 - temp_speed) {
main._x += temp_speed;
} else {
main._x = v3;
}
}
}
front._x = main._x;
}
function move_maps_y(temp_speed) {
var v4 = this['map_height_min' + stages + '_' + stages_section];
var v3 = this['map_height_max' + stages + '_' + stages_section];
if (temp_speed < 0) {
if (main._y > v4 - temp_speed) {
main._y += temp_speed;
} else {
main._y = v4;
}
} else {
if (temp_speed > 0) {
if (main._y < v3 - temp_speed) {
main._y += temp_speed;
} else {
main._y = v3;
}
}
}
front._y = main._y;
}
function add_current_maps() {
var v1 = Math.floor((map_width_max4_1 - main._x) / 590);
var v2 = Math.floor((map_height_max4_1 - main._y) / 400);
attach_map(v1, v2);
attach_map(v1 + 1, v2);
attach_map(v1, v2 + 1);
attach_map(v1 + 1, v2 + 1);
}
function attach_map(mapx, mapy) {
if (map_now4_1[mapy][mapx] == 0) {
var v1 = main.bg.attachMovie('stage4_bg', 'bg' + mapx + '_' + mapy, main.bg.getNextHighestDepth());
v1._x = mapx * 590 - map_width_max4_1;
v1._y = mapy * 400 - map_height_max4_1;
v1.gotoAndStop(map_array4_1[mapy][mapx]);
v1.xnum = mapx;
v1.ynum = mapy;
v1.g.cacheAsBitmap = true;
map_now4_1[mapy][mapx] = 1;
}
}
function remove_current_maps() {
for (var v7 in main.bg) {
var v3 = get_map_point(main.bg[v7]);
var v5 = v3[0];
var v4 = v3[1];
if (Math.abs(v5) > 590 or Math.abs(v4) > 400) {
var v2 = true;
if (temp_y < 0) {
for (var v6 in main.enemies) {
var v1 = get_map_point(main.enemies[v6]);
if (main.bg[v7].hitTest(v1[0], v1[1], true)) {
v2 = false;
break;
}
}
}
if (v2) {
map_now4_1[main.bg[v7].ynum][main.bg[v7].xnum] = 0;
main.bg[v7].removeMovieClip();
remove_thingsAction();
break;
}
}
}
}
function play_soundAction(what, cyc) {
if (what != undefined) {
if (this.sound_objects[what] == undefined) {
this.sound_objects[what] = new Sound(this.sound_objects);
this.sound_objects[what].attachSound(what);
}
if (game_sounds) {
if (!cyc) {
this.sound_objects[what].stop(what);
this.sound_objects[what].start();
} else {
this.sound_objects[what].start(0, 999);
}
}
}
}
function stop_soundAction(what) {
this[what].stop(what);
}
function play_music(what, cyc) {
if (what != undefined) {
if (this.music_objects[what] == undefined) {
this.music_objects[what] = new Sound(this.music_objects);
this.music_objects[what].attachSound(what);
}
if (game_music) {
if (now_music != what) {
now_music = what;
stopAllSounds();
if (!cyc) {
this.music_objects[what].start();
} else {
this.music_objects[what].start(0, 999);
}
}
}
}
}
function stop_musicAction() {
this[now_music].stop(now_music);
}
function add_weapon(where) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('å„ç§å¥–励', 'å„ç§å¥–励' + v3, v3, {'_x': Math.round(where._x), '_y': Math.round(where._y)});
v2.active_moved = where.active_moved;
v2.targeter = main.player;
if (where.in_water) {
always_shine(v2, 'blue');
}
v2.come_out = function () {
this.gotoAndPlay('come');
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.ready) {
this.find_player();
}
};
};
v2.check_item = function () {
this.items.gotoAndStop('amr');
};
v2.find_player = function () {
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.items.hitTest(this.targeter.g)) {
if (this.targeter.gun_amr[this.targeter.gun_point][0] < 999 and this.targeter.gun_amr[this.targeter.gun_point][0] < this.targeter.gun_amr[this.targeter.gun_point][1]) {
this.targeter.gun_amr[this.targeter.gun_point][0] = this.targeter.gun_amr[this.targeter.gun_point][1];
adjust_current_amr(this.targeter);
shot_shine(game_UI.amr1, 'white', 2);
shot_shine(game_UI.amr2, 'white', 2);
this.gotoAndPlay('go');
this.full_hint_mc.removeMovieClip();
this.remove_mc.removeMovieClip();
this._alpha = 100;
play_soundAction('补充弹è¯');
delete this.onEnterFrame;
return undefined;
}
if (this.full_hint_mc == undefined) {
play_soundAction('手枪上åå¼¹');
(this.attachMovie('å„ç§å¥–励', 'full_hint_mc', this.getNextHighestDepth())).gotoAndStop('hint');
}
} else {
if (this.full_hint_mc != undefined) {
this.full_hint_mc.removeMovieClip();
}
}
present_disappear(this, 250);
};
};
v2.come_out();
return v2;
}
function add_food(where, what) {
var v3 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('å„ç§å¥–励', 'å„ç§å¥–励' + v3, v3, {'_x': Math.round(where._x), '_y': Math.round(where._y)});
v2.active_moved = where.active_moved;
v2.type = what;
v2.targeter = main.player;
if (where.in_water) {
always_shine(v2, 'blue');
}
v2.come_out = function () {
this.gotoAndPlay('come');
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.ready) {
this.find_player();
}
};
};
v2.check_item = function () {
this.items.gotoAndStop(this.type);
};
v2.find_player = function () {
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.items.hitTest(this.targeter.g)) {
this.add_life();
this.gotoAndPlay('go');
this.remove_mc.removeMovieClip();
this._alpha = 100;
play_soundAction('记分音效');
delete this.onEnterFrame;
return undefined;
}
present_disappear(this, 250);
};
};
v2.add_life = function () {
adjust_life(this.numbers);
};
v2.come_out();
return v2;
}
function add_present(where, what) {
if (where.definite or random(2 + game_diff_level)) {
var v4 = main.others.getNextHighestDepth();
var v2 = main.others.attachMovie('å„ç§å¥–励', 'å„ç§å¥–励' + v4, v4, {'_x': Math.round(where._x), '_y': Math.round(where._y)});
v2.active_moved = where.active_moved;
v2.type = what;
v2.targeter = main.player;
if (where.in_water) {
always_shine(v2, 'blue');
}
v2.come_out = function () {
this.gotoAndPlay('come');
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.ready) {
this.find_player();
}
};
};
v2.check_item = function () {
this.items.gotoAndStop(this.type);
};
v2.find_player = function () {
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.items.hitTest(this.targeter.g)) {
adjust_score(true, game_UI, Number(this.numbers));
this._y -= score_height++ * 18;
this.gotoAndStop('score');
this.remove_mc.removeMovieClip();
this._alpha = 100;
play_soundAction('æ¡åˆ°åˆ†æ•°');
delete this.onEnterFrame;
return undefined;
}
present_disappear(this, 200);
};
};
v2.show_score = function (which) {
var v5 = 100000 + this.numbers;
var v4 = (this.numbers.toString()).length;
if (which > v4) {
this.b['num' + which]._visible = 0;
} else {
var v3 = Number((v5.toString()).slice(6 - which, 7 - which));
this.b['num' + which].gotoAndStop(v3 + 1);
}
};
v2.show_score_over = function () {
--score_height;
this.removeMovieClip();
};
v2.come_out();
return v2;
}
}
function present_disappear(which, time) {
if (which.disappear_time == undefined) {
which.disappear_time = time;
} else {
--which.disappear_time;
if (which.disappear_time == 0) {
object_remove(which, 0);
}
}
}
function set_keyAction(code) {
var v1 = 0;
while (v1 < keycodes.length) {
if (keycodes[v1][1] == code) {
return keycodes[v1][0];
}
++v1;
}
return 'Wrong key';
}
function set_current_key() {
game_intro.Wcode.order = 1;
game_intro.Scode.order = 2;
game_intro.Acode.order = 3;
game_intro.Dcode.order = 4;
game_intro.Weapon_code1.order = 5;
game_intro.Weapon_code2.order = 6;
var v2 = SharedObject.getLocal('userSave_file');
if (v2.data.Wcode != undefined) {
Wcode = v2.data.Wcode;
}
if (v2.data.Scode != undefined) {
Scode = v2.data.Scode;
}
if (v2.data.Acode != undefined) {
Acode = v2.data.Acode;
}
if (v2.data.Dcode != undefined) {
Dcode = v2.data.Dcode;
}
if (v2.data.Weapon_code1 != undefined) {
Weapon_code1 = v2.data.Weapon_code1;
}
if (v2.data.Weapon_code2 != undefined) {
Weapon_code2 = v2.data.Weapon_code2;
}
game_intro.Wcode.what = set_keyAction(Wcode);
game_intro.Scode.what = set_keyAction(Scode);
game_intro.Acode.what = set_keyAction(Acode);
game_intro.Dcode.what = set_keyAction(Dcode);
game_intro.Weapon_code1.what = set_keyAction(Weapon_code1);
game_intro.Weapon_code2.what = set_keyAction(Weapon_code2);
game_intro.Wcode.onPress = function () {
start_set_key(this);
};
game_intro.Scode.onPress = function () {
start_set_key(this);
};
game_intro.Acode.onPress = function () {
start_set_key(this);
};
game_intro.Dcode.onPress = function () {
start_set_key(this);
};
game_intro.Weapon_code1.onPress = function () {
start_set_key(this);
};
game_intro.Weapon_code2.onPress = function () {
start_set_key(this);
};
end_set_key();
}
function reset_org_options() {
Wcode = org_Wcode;
Scode = org_Scode;
Acode = org_Acode;
Dcode = org_Dcode;
Weapon_code1 = org_Weapon_code1;
Weapon_code2 = org_Weapon_code2;
game_music = true;
game_sounds = true;
game_quality = 'MEDIUM';
var v1 = SharedObject.getLocal('userSave_file');
v1.data.Wcode = org_Wcode;
v1.data.Scode = org_Scode;
v1.data.Acode = org_Acode;
v1.data.Dcode = org_Dcode;
v1.data.Weapon_code1 = org_Weapon_code1;
v1.data.Weapon_code2 = org_Weapon_code2;
set_current_key();
set_current_options();
}
function start_set_key(which) {
play_soundAction('补充弹è¯');
set_current_key();
which.what = 'PRESS A KEY';
key_set_pressed = false;
keyListener = new Object();
keyListener.onKeyDown = function () {
play_soundAction('手枪上åå¼¹');
set_this_key(Key.getCode(), which);
};
Key.addListener(keyListener);
}
function end_set_key() {
Key.removeListener(keyListener);
delete keyListener;
}
function set_this_key(code, which) {
if (!key_set_pressed) {
var v1 = SharedObject.getLocal('userSave_file');
if (which.order == 1) {
Wcode = code;
v1.data.Wcode = Wcode;
} else {
if (which.order == 2) {
Scode = code;
v1.data.Scode = Scode;
} else {
if (which.order == 3) {
Acode = code;
v1.data.Acode = Acode;
} else {
if (which.order == 4) {
Dcode = code;
v1.data.Dcode = Dcode;
} else {
if (which.order == 5) {
Weapon_code1 = code;
v1.data.Weapon_code1 = Weapon_code1;
} else {
if (which.order == 6) {
Weapon_code2 = code;
v1.data.Weapon_code2 = Weapon_code2;
}
}
}
}
}
}
which.what = set_keyAction(code);
key_set_pressed = true;
end_set_key();
}
}
function check_correct() {
if (game_intro.Wcode.what == 'Wrong key') {
start_set_key(_root.game_intro.Wcode);
return 'wrong';
}
if (game_intro.Scode.what == 'Wrong key') {
start_set_key(_root.game_intro.Scode);
return 'wrong';
}
if (game_intro.Acode.what == 'Wrong key') {
start_set_key(_root.game_intro.Acode);
return 'wrong';
}
if (game_intro.Dcode.what == 'Wrong key') {
start_set_key(_root.game_intro.Dcode);
return 'wrong';
}
if (game_intro.Weapon_code1.what == 'Wrong key') {
start_set_key(_root.game_intro.Weapon_code1);
return 'wrong';
}
if (game_intro.Weapon_code2.what == 'Wrong key') {
start_set_key(_root.game_intro.Weapon_code2);
return 'wrong';
}
var v4 = [Wcode, Scode, Acode, Dcode, Weapon_code1, Weapon_code2];
var v5 = ['Wcode', 'Scode', 'Acode', 'Dcode', 'Weapon_code1', 'Weapon_code2'];
var v2 = 0;
while (v2 < v4.length - 1) {
var v3 = v2 + 1;
while (v3 < v4.length) {
if (v4[v2] == v4[v3]) {
if (game_intro[v5[v2]] != undefined) {
start_set_key(game_intro[v5[v2]]);
shot_shine(game_intro[v5[v2]], 'red', 2);
return 'wrong';
}
}
++v3;
}
++v2;
}
return 'finish';
}
function set_current_options() {
game_intro.sound_1.onPress = function () {
set_options('sound', true);
play_soundAction('手枪上åå¼¹');
};
game_intro.sound_2.onPress = function () {
play_soundAction('手枪上åå¼¹');
set_options('sound', false);
};
game_intro.music_1.onPress = function () {
play_soundAction('手枪上åå¼¹');
set_options('music', true);
};
game_intro.music_2.onPress = function () {
play_soundAction('手枪上åå¼¹');
set_options('music', false);
};
game_intro.quality_1.onPress = function () {
play_soundAction('手枪上åå¼¹');
set_options('quality', 'LOW');
};
game_intro.quality_2.onPress = function () {
play_soundAction('手枪上åå¼¹');
set_options('quality', 'MEDIUM');
};
game_intro.quality_3.onPress = function () {
play_soundAction('手枪上åå¼¹');
set_options('quality', 'HIGH');
};
set_options('sound', game_sounds);
set_options('music', game_music);
set_options('quality', game_quality);
}
function set_options(which, order) {
if (which == 'sound') {
game_sounds = order;
if (game_sounds) {
change_color(game_intro.sound_1, NM_ColorMatrix);
change_color(game_intro.sound_2, BW_ColorMatrix);
} else {
change_color(game_intro.sound_1, BW_ColorMatrix);
change_color(game_intro.sound_2, NM_ColorMatrix);
}
} else {
if (which == 'music') {
game_music = order;
if (game_music) {
play_music('OP', true);
change_color(game_intro.music_1, NM_ColorMatrix);
change_color(game_intro.music_2, BW_ColorMatrix);
} else {
stopAllSounds();
now_music = '';
change_color(game_intro.music_1, BW_ColorMatrix);
change_color(game_intro.music_2, NM_ColorMatrix);
}
} else {
if (which == 'quality') {
_quality = order;
game_quality = order;
if (game_quality == 'LOW') {
change_color(game_intro.quality_1, NM_ColorMatrix);
change_color(game_intro.quality_2, BW_ColorMatrix);
change_color(game_intro.quality_3, BW_ColorMatrix);
} else {
if (game_quality == 'MEDIUM') {
change_color(game_intro.quality_1, BW_ColorMatrix);
change_color(game_intro.quality_2, NM_ColorMatrix);
change_color(game_intro.quality_3, BW_ColorMatrix);
} else {
if (game_quality == 'HIGH') {
change_color(game_intro.quality_1, BW_ColorMatrix);
change_color(game_intro.quality_2, BW_ColorMatrix);
change_color(game_intro.quality_3, NM_ColorMatrix);
}
}
}
}
}
}
}
function create_new_player(where) {
if (game_save_file_num < 4) {
if (where.msg_box == undefined) {
(where.attachMovie('game_msg_box', 'msg_box', where.getNextHighestDepth())).gotoAndPlay('create');
}
} else {
notice_Action(' Save Slot Is Full ');
}
}
function delete_player(where) {
if (where.msg_box == undefined) {
(where.attachMovie('game_msg_box', 'msg_box', where.getNextHighestDepth())).gotoAndPlay('delete');
}
}
function delete_playerAction(where) {
var v1 = 1;
while (v1 <= 4) {
if (where['slot' + v1].select) {
game_del_files(where['slot' + v1].my_name, where);
break;
}
++v1;
}
}
function enter_user_name(where, user_name, user_sex) {
if (check_user_name(user_name)) {
if (game_save_files(where, user_name, user_sex, level_passed_at_begining, true)) {
return true;
}
}
return false;
}
function check_user_name(my_name) {
if ((String(my_name)).length < 2) {
return false;
}
var v1 = SharedObject.getLocal('userSave_file');
for (var v3 in v1.data) {
if (v1.data[v3].my_name == my_name) {
return false;
}
}
return true;
}
function game_save_files(where, file_name, sex, level_passed, show_hints) {
var v1 = SharedObject.getLocal('userSave_file');
if (file_name != undefined) {
v1.data[file_name] = new Object();
v1.data[file_name].my_name = file_name;
v1.data[file_name].my_sex = sex;
v1.data[file_name].level_passed = level_passed;
v1.data[file_name].show_hints = show_hints;
}
v1.data.Wcode = Wcode;
v1.data.Scode = Scode;
v1.data.Acode = Acode;
v1.data.Dcode = Dcode;
v1.data.Weapon_code1 = Weapon_code1;
v1.data.Weapon_code2 = Weapon_code2;
if (where != undefined) {
game_load_files(where._parent);
}
if (v1.flush(1000) == true) {
return true;
}
return false;
}
function game_save_level_file(level_passed) {
if (level_passed + game_diff_level * 4 > game_stage_pass) {
if (URL_lockAction()) {
var v1 = SharedObject.getLocal('userSave_file');
game_stage_pass = level_passed + game_diff_level * 4;
v1.data[game_player_name].level_passed = level_passed + game_diff_level * 4;
v1.flush(1000);
return level_passed + game_diff_level * 4;
}
}
return undefined;
}
function game_load_files(where) {
game_player_weapons = [1, 15, 0, 0, 0, 0];
var v3 = 1;
while (v3 <= 4) {
where['slot' + v3].gotoAndStop(1);
where['slot' + v3].my_name = 'EMPTY SAVE SLOT';
where['slot' + v3].mc.my_name_txt.textColor = 14262889;
where['slot' + v3].mc.player.gotoAndStop(1);
where['slot' + v3].mc.star.gotoAndStop(1);
where['slot' + v3].select = false;
delete where['slot' + v3].onPress;
++v3;
}
var v4 = SharedObject.getLocal('userSave_file');
var v2 = 0;
game_save_file_num = 0;
var v5 = true;
for (var v7 in v4.data) {
if (v4.data[v7].my_name != undefined) {
++v2;
++game_save_file_num;
where['slot' + v2].my_name = v4.data[v7].my_name;
where['slot' + v2].mc.my_name_txt.textColor = 3939345;
where['slot' + v2].my_sex = v4.data[v7].my_sex;
where['slot' + v2].mc.player.gotoAndStop(v4.data[v7].my_sex);
where['slot' + v2].level_passed = v4.data[v7].level_passed;
where['slot' + v2].mc.star.gotoAndStop(v4.data[v7].level_passed + 1);
where['slot' + v2].show_hints = v4.data[v7].show_hints;
if (v5) {
v5 = false;
game_player_name = where['slot' + v2].my_name;
where['slot' + v2].gotoAndPlay(1);
where['slot' + v2].select = true;
game_player_sex = where['slot' + v2].my_sex;
game_stage_pass = where['slot' + v2].level_passed;
game_show_hints = where['slot' + v2].show_hints;
}
where['slot' + v2].onPress = function () {
if (where.msg_box == undefined) {
play_soundAction('手枪上åå¼¹');
if (!this.select) {
this.select = true;
this.gotoAndPlay(1);
}
for (var v2 in this._parent) {
if (this._parent[v2].select and this._parent[v2]._name != this._name) {
this._parent[v2].select = false;
this._parent[v2].play();
}
}
game_player_name = this.my_name;
game_player_sex = this.my_sex;
game_stage_pass = this.level_passed;
game_show_hints = this.show_hints;
}
};
}
}
if (v5) {
change_color(where.buttons.btn_next, BW_ColorMatrix);
change_color(where.buttons.btn_delete, BW_ColorMatrix);
where.buttons.btn_next.enabled = false;
where.buttons.btn_delete.enabled = false;
create_new_player(where);
} else {
change_color(where.buttons.btn_next, NM_ColorMatrix);
change_color(where.buttons.btn_delete, NM_ColorMatrix);
where.buttons.btn_next.enabled = true;
where.buttons.btn_delete.enabled = true;
}
}
function game_del_files(which, where) {
var v1 = SharedObject.getLocal('userSave_file');
delete v1.data[which];
game_load_files(where);
}
function add_player(temp_x, temp_y) {
main.player.removeMovieClip();
var v1 = main.attachMovie('player' + game_player_sex, 'player', main.getNextHighestDepth());
v1.states = 'stand';
v1.speed = 6;
v1.xspeed = 0;
v1.yspeed = 0;
v1.enemy_xspeed = 0;
v1._x = temp_x;
v1._y = temp_y;
v1.up.stop();
v1.up.r_arm.stop();
adjust_amr();
v1.shooting = false;
v1.injure = false;
v1.live = true;
v1.in_water = false;
v1.org_height = v1.g._height;
v1.unbreak = false;
v1.can_with = true;
v1.can_move_maps = false;
v1.caught = false;
control_able = true;
v1.gun_point = 0;
v1.gun_array = game_player_weapons;
v1.up.r_arm.gotoAndStop(v1.gun_array[v1.gun_point]);
v1.gun_amr = [[0, 0], [0, 0], [0, 0], [0, 0], [0, 0]];
for (var v2 in game_player_weapons) {
if (game_player_weapons[v2] != 0) {
v1.gun_amr[v2] = [weapon_amr[game_player_weapons[v2]][1], weapon_amr[game_player_weapons[v2]][1]];
}
}
adjust_current_amr(v1);
v1.recoilX = 0;
v1.recoilY = 0;
active_object_speed = 0;
active_map_drawer = 'main.player';
return v1;
}
function unbreakAction(who) {
who.unbreak = true;
who.createEmptyMovieClip('unbreaker', who.getNextHighestDepth());
who.unbreaker.unbreak_start = 0;
who.unbreaker.onEnterFrame = function () {
++this.unbreak_start;
var v2 = this.unbreak_start % 10;
if (v2 < 5) {
this._parent._alpha = 60;
} else {
this._parent._alpha = 100;
}
if (this.unbreak_start > 50) {
this._parent._alpha = 100;
this._parent.unbreak = false;
this.removeMovieClip();
}
};
}
function player_die(who, how, much) {
if (!boss_killed) {
if (who.live and !who.unbreak) {
adjust_life(-Math.round(much * (game_diff_level * 0.5 + 0.5)));
if (who.yspeed < 0) {
who.yspeed = 3;
}
if (life_left <= 0) {
control_able = false;
who.injure = true;
who.live = false;
who._alpha = 100;
who.xspeed = 0;
if (how == 'shoot') {
who.gotoAndStop('die1');
play_soundAction('主角æ»äº¡' + game_player_sex);
} else {
if (how == 'kill') {
who.gotoAndStop('die2');
play_soundAction('主角æ»äº¡' + game_player_sex);
} else {
if (how == 'h2so4') {
who.gotoAndStop('die3');
play_soundAction('主角æ»äº¡' + game_player_sex);
play_soundAction('è½æ°´');
who.jumper.removeMovieClip();
} else {
if (how == 'fall') {
who.gotoAndStop('die1');
play_soundAction('主角æ»äº¡' + game_player_sex);
who.jumper.removeMovieClip();
}
}
}
}
delete who.onEnterFrame;
} else {
if (much > 10 and !who.caught) {
control_able = false;
stop_shoot(who);
who.injure = true;
who.gotoAndStop('die1');
who.xspeed = 0;
who.recoilX = 0;
who.recoilY = 0;
who.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
control_able = true;
this.gotoAndStop('man');
this.up.r_arm.gotoAndStop(this.gun_array[this.gun_point]);
this.injure = false;
unbreakAction(this);
delete this.onEnterFrame;
} else {
if (this.mc._currentframe > 30) {
if (life_left > 0) {
this.mc.play();
} else {
this.mc.stop();
}
}
}
};
} else {
unbreakAction(who);
}
shot_shine(game_UI.life, 'red', 2);
}
return true;
}
}
return false;
}
function moveX_action(who) {
var v20 = get_map_point(who);
var v15 = v20[0];
var v18 = v20[1];
var v12 = false;
var v5 = v15;
var v9 = v18 - who.org_height;
var v11 = false;
var v13 = v15 + 2 * (who.xspeed + who.enemy_xspeed);
var v14 = v18 - who.g._height;
var v8 = false;
var v10 = false;
var v7 = v13;
var v2 = v18 - 15;
var v4 = false;
var v3 = v15;
var v6 = v18 + 10;
for (var v16 in main.objects) {
if (get_ground_hit(main.objects[v16].g, v7, v2) == 1) {
if (get_ground_hit(main.objects[v16].g, v5, v2) != 1) {
v8 = true;
}
}
if (who.states != 'jump') {
if (get_ground_hit(main.objects[v16].g, v3, v6) > 0) {
adjustY(who, main.objects[v16].g);
v4 = true;
}
}
}
for (var v17 in main.enemies) {
if (get_ground_hit(main.enemies[v17].g, v7, v2) == 1) {
if (get_ground_hit(main.enemies[v17].g, v5, v2) != 1) {
v10 = true;
}
}
if (who.states != 'jump') {
if (get_ground_hit(main.enemies[v17].g, v3, v6) > 0) {
if (get_ground_hit(main.enemies[v17].g, v3, v9) == 0) {
if (main.enemies[v17].always_on or who.live and !who.injure) {
adjustY(who, main.enemies[v17].g);
if (main.enemies[v17].can_jump) {
if (who.live) {
who.states = 'jump';
who.down.force_jump = -5;
gotoFrame(who, 'down', 'jump');
}
}
v4 = true;
}
}
}
}
}
for (var v19 in main.bg) {
if (get_ground_hit(main.bg[v19].g, v5, v9) == 1) {
v12 = true;
}
if (get_ground_hit(main.bg[v19].g, v13, v14) == 1) {
v11 = true;
}
if (get_ground_hit(main.bg[v19].g, v7, v2) == 1) {
v8 = true;
}
if (who.states != 'jump') {
if (get_ground_hit(main.bg[v19].g, v3, v6) > 0) {
adjustY(who, main.bg[v19].g);
v4 = true;
}
}
}
who.stand_hit_head = v12;
who.hit_head = v11;
who.hit_ground = v8;
who.hit_enemy = v10;
if (!v8 and !v11 and !v10) {
if (who.xspeed > 0 and v15 + who.xspeed < 580) {
if (player_max_x == undefined or who._x + who.xspeed < player_max_x) {
who._x += who.xspeed;
}
} else {
if (who.xspeed < 0 and v15 + who.xspeed > 10) {
if (player_min_x == undefined or who._x + who.xspeed > player_min_x) {
who._x += who.xspeed;
}
}
}
}
if (!v4) {
if (who.live and who.states != 'jump') {
gotoFrame(who, 'down', 'fall');
}
}
}
function jump_Action(who, speed) {
if (who.jumper == undefined) {
who.createEmptyMovieClip('jumper', who.getNextHighestDepth());
}
who.states = 'jump';
who.yspeed = speed;
who.jumper.onEnterFrame = function () {
if (this._parent.in_water) {
if (Math.abs(this._parent.yspeed) > 9) {
this._parent.yspeed = 9 * Math.abs(this._parent.yspeed) / this._parent.yspeed;
}
} else {
this._parent.yspeed += 0.85;
if (this._parent.yspeed > 15) {
this._parent.yspeed = 15;
}
}
this._parent._y += this._parent.yspeed;
if (this._parent.yspeed < 0) {
var v12 = get_map_point(this._parent);
var v4 = v12[0];
var v6 = v12[1] - this._parent.yspeed;
var v9 = v12[1] - this._parent.org_height;
for (var v10 in main.enemies) {
if (!main.enemies[v10].blood_all) {
if (get_ground_hit(main.enemies[v10].g, v4, v9) == 1) {
if (get_ground_hit(main.enemies[v10].g, v4, v6) == 0) {
this._parent.yspeed = 3;
return undefined;
}
}
}
}
for (var v11 in main.bg) {
if (get_ground_hit(main.bg[v11].g, v4, v9) == 1) {
this._parent.yspeed = 3;
return undefined;
}
if (this._parent.in_water) {
var v2 = -1;
while (v2 <= 1) {
if (get_ground_hit(main.bg[v11].g, v4, v6 + v2 * 5) == -1) {
if (main.water_up == undefined) {
play_soundAction('è½æ°´', false);
main.attachMovie('è½æ°´æ•ˆæžœ', 'water_up', main.getNextHighestDepth(), {'_x': this._parent._x, '_y': this._parent._y + this._parent.yspeed});
}
this._parent.in_water = false;
always_shine(this._parent, 'normal');
break;
}
++v2;
}
}
}
if (v9 < 0) {
this._parent.yspeed = 0;
}
} else {
if (this._parent.yspeed >= 0) {
var v12 = get_map_point(this._parent);
var v4 = v12[0];
var v6 = v12[1] + this._parent.yspeed;
var v9 = v12[1] - this._parent.org_height;
for (var v10 in main.enemies) {
if (get_ground_hit(main.enemies[v10].g, v4, v6) > 0) {
if (get_ground_hit(main.enemies[v10].g, v4, v9) == 0) {
if (main.enemies[v10].always_on or !this._parent.injure) {
main.enemies[v10].startAction(this._parent);
if (!main.enemies[v10].have_startAction) {
delete main.enemies[v10].startAction;
}
if (main.enemies[v10].can_jump and this._parent.live) {
if (!this._parent.injure) {
this._parent.yspeed = -5;
} else {
this._parent.yspeed = -0.85;
}
return undefined;
}
landAction(this._parent, main.enemies[v10].g);
delete this.onEnterFrame;
return undefined;
}
}
}
}
for (var v11 in main.objects) {
if (get_ground_hit(main.objects[v11].g, v4, v6) > 0) {
main.objects[v11].startAction(this._parent);
delete main.objects[v11].startAction;
landAction(this._parent, main.objects[v11].g);
delete this.onEnterFrame;
return undefined;
}
}
for (v11 in main.bg) {
var v3 = get_ground_hit(main.bg[v11].g, v4, v6);
if (v3 > 0) {
landAction(this._parent, main.bg[v11].g);
delete this.onEnterFrame;
return undefined;
}
if (v3 == -1) {
if (!this._parent.in_water) {
if (main.water_down == undefined) {
play_soundAction('è½æ°´', false);
main.attachMovie('è½æ°´æ•ˆæžœ', 'water_down', main.getNextHighestDepth(), {'_x': this._parent._x, '_y': this._parent._y + this._parent.yspeed});
}
this._parent.in_water = true;
always_shine(this._parent, 'blue');
}
} else {
if (v3 == -2) {
this._parent.unbreak = false;
player_die(this._parent, 'h2so4', 999);
return undefined;
}
if (v3 == -3) {
if (!this._parent.injure) {
if (player_die(this._parent, 'kill', 20)) {
var v5 = main.getNextHighestDepth();
main.attachMovie('å°åˆ€ç 人_效果', 'attack_effect' + v5, v5, {'_x': this._parent._x, '_y': this._parent._y});
play_soundAction('å°åˆ€0' + (random(2) + 1), false);
}
}
}
}
}
if (this._parent._y + main._y > 450) {
if (game_intro == undefined) {
this._parent.unbreak = false;
player_die(this._parent, 'fall', 999);
delete this.onEnterFrame;
}
}
}
}
};
}
function landAction(who, ground) {
who.xspeed = 0;
who.yspeed = 0;
who.states = 'stand';
adjustY(who, ground);
if (who.live) {
gotoFrame(who, 'down', 'stand');
}
}
function gameControl(who) {
if (control_able and who.live) {
gameControl01(who);
gameControl02(who);
}
moveX_action(who);
}
function keys_areDown(keycode1, keycode2, keycode3) {
if (Key.isDown(keycode1)) {
return true;
}
if (Key.isDown(keycode2)) {
return true;
}
if (Key.isDown(keycode3)) {
return true;
}
return false;
}
function gameControl01(who) {
if (!who.caught) {
if (keys_areDown(Scode, Num5code, 40)) {
key_S_Action(who);
} else {
normalAction_S(who);
if (keys_areDown(Wcode, Num8code, 38)) {
if (!Wcode_pressed) {
Wcode_pressed = true;
key_W_Action(who);
}
} else {
Wcode_pressed = false;
}
}
if (keys_areDown(Acode, Num4code, 37)) {
key_AD_Action(who, -100);
} else {
if (keys_areDown(Dcode, Num6code, 39)) {
key_AD_Action(who, 100);
} else {
normalAction_AD(who);
}
}
}
if (keys_areDown(Weapon_code1, Num7code, Num7code)) {
if (!Weapon_code1_pressed) {
Weapon_code1_pressed = true;
change_weapon(who, -1);
}
} else {
Weapon_code1_pressed = false;
if (keys_areDown(Weapon_code2, Num9code, Num9code)) {
if (!Weapon_code2_pressed) {
Weapon_code2_pressed = true;
change_weapon(who, 1);
}
} else {
Weapon_code2_pressed = false;
}
}
}
function change_weapon(who, how) {
play_soundAction('手枪上åå¼¹', false);
var v2 = 0;
while (v2 <= 5) {
if (how == 1) {
if (who.gun_point < who.gun_array.length - 1) {
++who.gun_point;
} else {
who.gun_point = 0;
}
} else {
if (how == -1) {
if (who.gun_point > 0) {
--who.gun_point;
} else {
who.gun_point = who.gun_array.length - 1;
}
} else {
if (how == 0) {
who.gun_point = 1;
}
}
}
if (who.gun_array[who.gun_point] != 0) {
break;
}
++v2;
}
who.up.r_arm.gotoAndStop(who.gun_array[who.gun_point]);
adjust_current_amr(who);
shot_shine(game_UI.weapon, 'white', 2);
shot_shine(game_UI.amr1, 'white', 2);
shot_shine(game_UI.amr2, 'white', 2);
if (who.gun_array[who.gun_point] == 3) {
who.up.l_arm._visible = false;
} else {
who.up.l_arm._visible = true;
}
}
function gameControl02(who) {
var v7 = main._xmouse + who.recoilX;
var v6 = main._ymouse + who.recoilY;
if (who != undefined) {
var v5 = v6 - (who._y - 30);
var v4 = v7 - who._x;
var v2 = Math.atan2(v5, v4) / 0.01745;
if (main._xmouse > who._x) {
who.up._xscale = 100;
who.up.r_arm._rotation = v2 + 90;
} else {
who.up._xscale = -100;
who.up.r_arm._rotation = -(v2 + 90);
}
who.up.l_arm._rotation = who.up.r_arm._rotation * 1.15;
var v3 = Math.floor(Math.abs(who.up.r_arm._rotation) / 20) + 1;
if (!who.shooting) {
who.up.gotoAndStop(v3);
} else {
who.up.gotoAndStop(v3 + 10);
}
}
}
function shootControl(who) {
if (mouseListener == undefined) {
mouseListener = new Object();
mouseListener.onMouseDown = function () {
if (control_able and who.live) {
start_shoot(who);
}
};
mouseListener.onMouseUp = function () {
if (who.live) {
stop_shoot(who);
}
};
mouseListener.onMouseWheel = function (delta) {
if (control_able and who.live) {
if (delta > 0) {
change_weapon(who, -1);
} else {
change_weapon(who, 1);
}
}
};
Mouse.addListener(mouseListener);
}
}
function start_shoot(who) {
if (who.onEnterFrame == undefined) {
who.shooting = true;
if (who.gun_array[who.gun_point] >= 15 and who.gun_amr[who.gun_point][0] > 0) {
player_shooting = true;
}
who.onEnterFrame = function () {
if (this.gun_amr[this.gun_point][0] > 0) {
this.up.r_arm.mc.play();
if (this.up.r_arm.mc._currentframe == 1) {
if (this.gun_array[this.gun_point] > 4 and this.gun_array[this.gun_point] != 59) {
_root['doing_attack' + this.gun_array[this.gun_point]](this, this.up.r_arm._rotation);
}
play_soundAction(get_weapon_sound(this), false);
--this.gun_amr[this.gun_point][0];
adjust_current_amr(this);
} else {
if (this.up.r_arm.mc._currentframe == 2) {
if (Math.abs(this.up.r_arm._rotation) > 30) {
if (this.gun_array[this.gun_point] <= 4) {
this.recoilY = -80;
} else {
if (this.gun_array[this.gun_point] > 4) {
if (this.gun_array[this.gun_point] == 59) {
this.recoilY = -10;
} else {
this.recoilY = -10 * (this.up.r_arm.mc._totalframes - 2);
}
}
}
} else {
this.recoilX = -this.up._xscale / 2;
}
} else {
if (this.recoilX != 0) {
this.recoilX += -10 * Math.abs(this.recoilX) / this.recoilX;
} else {
if (this.recoilY != 0) {
this.recoilY += -10 * Math.abs(this.recoilY) / this.recoilY;
}
}
}
}
} else {
if (this.up.r_arm.mc._currentframe == 1) {
if (random(2)) {
play_soundAction('空åå¼¹', false);
if (!random(10)) {
change_weapon(this, 0);
}
}
}
}
};
}
}
function stop_shoot(who) {
who.shooting = false;
player_shooting = false;
if (!who.injure) {
who.onEnterFrame = function () {
if (this.recoilX != 0) {
this.recoilX += -10 * Math.abs(this.recoilX) / this.recoilX;
} else {
if (this.recoilY != 0) {
this.recoilY += -10 * Math.abs(this.recoilY) / this.recoilY;
} else {
delete this.onEnterFrame;
}
}
};
} else {
this.recoilX = 0;
this.recoilY = 0;
}
}
function get_weapon_sound(who) {
return weapon_sounds[who.gun_array[who.gun_point]];
}
function doing_attack1(which) {
attackAction(which, 3, 10);
}
function doing_attack2(which) {
attackAction(which, 6, 30);
}
function doing_attack3(who, dir) {
throwAction(who, 1, dir, 12, 0, 10, 20);
}
function doing_attack4(who, dir) {
throwAction(who, 2, dir, 10, 2, 5, 10);
}
function doing_attack8(who, dir) {
shootAction(who, 0, 1, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 50), 20, 1, 1, 0, 0, true, 'shoot', 'ä¸å¼¹1');
}
function doing_attack9(who, dir) {
shootAction(who, 0, 2, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 50), 20, 1.5, 1.5, 0, 0, true, 'shoot', 'ä¸å¼¹1');
}
function doing_attack10(who, dir) {
shootAction(who, 0, 3, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 50), 25, 2, 2, 0, 0, true, 'shoot', 'ä¸å¼¹2');
}
function doing_attack11(who, dir) {
shootAction(who, 0, 4, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 50), 30, 2.5, 2.5, 0, 0, true, 'shoot', 'ä¸å¼¹2');
}
function doing_attack15(who, dir) {
shootAction(who, 0, 1, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 40), 20, 1, 1, 0, 0, true, 'shoot', 'ä¸å¼¹1');
}
function doing_attack16(who, dir) {
shootAction(who, 0, 2, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 35), 20, 1.5, 1.5, 0, 0, true, 'shoot', 'ä¸å¼¹1');
}
function doing_attack17(who, dir) {
shootAction(who, 0, 3, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 30), 25, 2, 2, 0, 0, true, 'shoot', 'ä¸å¼¹2');
}
function doing_attack18(who, dir) {
shootAction(who, 0, 4, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 25), 30, 2.5, 2.5, 0, 0, true, 'shoot', 'ä¸å¼¹2');
}
function doing_attack22(who, dir) {
shootAction(who, 1, 2, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 40), 20, 1, 1, 0, 0, true, 'shoot', 'ä¸å¼¹1');
}
function doing_attack23(who, dir) {
shootAction(who, 1, 3, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 35), 25, 1.5, 1.5, 0, 0, true, 'shoot', 'ä¸å¼¹1');
}
function doing_attack24(who, dir) {
shootAction(who, 1, 4, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 35), 35, 2, 2, 0, 0, true, 'shoot', 'ä¸å¼¹1');
}
function doing_attack25(who, dir) {
shootAction(who, 1, 5, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 40), 35, 2.5, 2.5, 0, 0, true, 'shoot', 'ä¸å¼¹2');
}
function doing_attack26(who, dir) {
shootAction(who, 1, 6, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 30), 30, 3, 3, 0, 0, true, 'shoot', 'ä¸å¼¹2');
}
function doing_attack30(who, dir) {
if (main._xmouse > who._x) {
var v1 = (dir - 90) * 0.01745;
} else {
var v1 = -(dir + 90) * 0.01745;
}
shootAction(who, 2, 1, 0, 45 * Math.cos(v1), 45 * Math.sin(v1), dir * (1 + Math.random() / 10), 15 + random(4), 2, 2, 0, 0.75, true, 'blow', '手雷爆炸');
shootAction(who, 2, 1, 0, 45 * Math.cos(v1), 45 * Math.sin(v1), dir, 15 + random(4), 2, 2, 0, 0.75, true, 'blow', '手雷爆炸');
shootAction(who, 2, 1, 0, 45 * Math.cos(v1), 45 * Math.sin(v1), dir * (1 - Math.random() / 10), 15 + random(4), 2, 2, 0, 0.75, true, 'blow', '手雷爆炸');
}
function doing_attack31(who, dir) {
if (main._xmouse > who._x) {
var v1 = (dir - 90) * 0.01745;
} else {
var v1 = -(dir + 90) * 0.01745;
}
shootAction(who, 2, 2, 0, 49 * Math.cos(v1), 49 * Math.sin(v1), dir * (1 + Math.random() / 10), 20 + random(6), 4, 4, 0, 0.25, true, 'blow', '手雷爆炸');
shootAction(who, 2, 2, 0, 49 * Math.cos(v1), 49 * Math.sin(v1), dir, 20 + random(6), 4, 4, 0, 0.25, true, 'blow', '手雷爆炸');
shootAction(who, 2, 2, 0, 49 * Math.cos(v1), 49 * Math.sin(v1), dir * (1 - Math.random() / 10), 20 + random(6), 4, 4, 0, 0.25, true, 'blow', '手雷爆炸');
}
function doing_attack35(who, dir) {
shootAction(who, 3, 0, 0, 0, 0, dir, 2, 20, 100, 0, 0, false, 'fly', null);
shake_screen();
}
function doing_attack36(who, dir) {
var v1 = shootAction(who, 3, 0, 0, 0, 0, dir, 2, 10, 20, 0, 0, false, 'fly', null);
v1._xscale *= 0.75;
v1._yscale *= 0.75;
}
function doing_attack37(who, dir) {
shootAction(who, 4, 0, '主角_导弹烟雾', 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 30), 12, 5, 10, 0.35, 0.15, true, 'blow', '导弹爆炸');
}
function doing_attack38(who, dir) {
var v1 = 10 + random(6);
tracerAction(who, '主角_åå¼¹5', '主角_导弹烟雾', 0, 0, dir, v1, 4, 8, 'blow', '导弹爆炸');
tracerAction(who, '主角_åå¼¹5', '主角_导弹烟雾', 0, 0, dir, v1 + 2, 4, 8, 'blow', '导弹爆炸');
}
function doing_attack39(who, dir) {
shootAction(who, 6, 0, '主角_导弹烟雾', 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 10), 15 + random(10), 5, 10, 0.05, 0.15, true, 'blow', '导弹爆炸');
shootAction(who, 6, 0, '主角_导弹烟雾', 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 10), 15 + random(10), 5, 10, 0.05, 0.15, true, 'blow', '导弹爆炸');
shootAction(who, 6, 0, '主角_导弹烟雾', 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 10), 15 + random(10), 5, 10, 0.05, 0.15, true, 'blow', '导弹爆炸');
}
function doing_attack43(who, dir) {
shootAction(who, 7, 0, '主角_导弹烟雾', 0, 0, dir, 10, 10, 20, 0.05, 0.5, true, 'blow', '导弹爆炸');
}
function doing_attack44(who, dir) {
(shootAction(who, 8, 0, '主角_导弹烟雾', 0, 0, dir, 25, 15, 30, 0.05, 0.15, true, 'blow', '导弹爆炸')).piercing = true;
}
function doing_attack45(who, dir) {
(shootAction(who, 9, 0, '主角_导弹烟雾', 0, 0, dir, 5, 5, 10, 0.25, 0, false, 'blow', '导弹爆炸')).bullet_walk = true;
(shootAction(who, 9, 0, '主角_导弹烟雾', 0, 0, dir, 7, 5, 10, 0.25, 0, false, 'blow', '导弹爆炸')).bullet_walk = true;
(shootAction(who, 9, 0, '主角_导弹烟雾', 0, 0, dir, 9, 5, 10, 0.25, 0, false, 'blow', '导弹爆炸')).bullet_walk = true;
}
function doing_attack46(who, dir) {
shootAction(who, 1, 7, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 30), 35, 3.5, 3.5, 0, 0, true, 'shoot', 'ä¸å¼¹2');
}
function doing_attack47(who, dir) {
if (main._xmouse > who._x) {
var v2 = (dir - 180) * 0.01745;
} else {
var v2 = -dir * 0.01745;
}
var v1 = random(8) * (random(2) * 2 - 1);
shootAction(who, 1, 8, 0, v1 * Math.cos(v2), v1 * Math.sin(v2), dir, 35, 4, 4, 0, 0, true, 'shoot', 'ä¸å¼¹2');
}
function doing_attack51(who, dir) {
shootAction(who, 1, 1, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 20), 25 + random(6), 2, 2, 0, 0, true, 'shoot', 'ä¸å¼¹1');
shootAction(who, 1, 1, 0, 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 20), 25 + random(6), 2, 2, 0, 0, true, 'shoot', 'ä¸å¼¹1');
}
function doing_attack52(who, dir) {
shootAction(who, 10, 0, '主角_导弹烟雾', 0, 0, dir * (1 + (random(2) * 2 - 1) * Math.random() / 30), 10, 7, 14, 0.05, 0.75, true, 'blow', '导弹爆炸');
}
function doing_attack53(who, dir) {
shootAction(who, 11, 0, 0, 0, 0, dir, 1, 10, 50, 0, 0, false, 'elec', 'é‡åž‹æžªæ¢°5');
}
function doing_attack54(who, dir) {
if (main._xmouse > who._x) {
var v1 = (dir - 180) * 0.01745;
} else {
var v1 = -dir * 0.01745;
}
shootAction(who, 12, 0, '主角_导弹烟雾', 21 * Math.cos(v1), 21 * Math.sin(v1), dir, 15 + random(5), 8, 16, 0, 0, true, 'blow', '导弹爆炸');
shootAction(who, 12, 0, '主角_导弹烟雾', 7 * Math.cos(v1), 7 * Math.sin(v1), dir, 15 + random(5), 8, 16, 0, 0, true, 'blow', '导弹爆炸');
shootAction(who, 12, 0, '主角_导弹烟雾', -7 * Math.cos(v1), -7 * Math.sin(v1), dir, 15 + random(5), 8, 16, 0, 0, true, 'blow', '导弹爆炸');
shootAction(who, 12, 0, '主角_导弹烟雾', -21 * Math.cos(v1), -21 * Math.sin(v1), dir, 15 + random(5), 8, 16, 0, 0, true, 'blow', '导弹爆炸');
}
function doing_attack58(who, dir) {
(shootAction(who, 13, 0, '主角_导弹烟雾', 0, 0, dir, 30, 100, 200, 0.05, 0.15, true, 'blow', '大爆炸')).piercing = true;
shake_screen();
}
function doing_attack59(which) {
attackAction(which, 5, 50);
}
function doing_attack60(who, dir) {
if (main._xmouse > who._x) {
var v2 = (dir - 180) * 0.01745;
} else {
var v2 = -dir * 0.01745;
}
shootAction(who, 1, 4, 0, 3 * Math.cos(v2), 3 * Math.sin(v2), dir * (1 + (random(2) * 2 - 1) * Math.random() / 35), 35, 2, 2, 0, 0, true, 'shoot', 'ä¸å¼¹1');
shootAction(who, 1, 4, 0, 9 * Math.cos(v2), 9 * Math.sin(v2), dir * (1 + (random(2) * 2 - 1) * Math.random() / 35), 35, 2, 2, 0, 0, true, 'shoot', 'ä¸å¼¹1');
if (who.doing_attack60_count == undefined) {
who.doing_attack60_count = 0;
} else {
if (who.doing_attack60_count < 4) {
++who.doing_attack60_count;
} else {
delete who.doing_attack60_count;
play_soundAction('é‡åž‹æžªæ¢°2', false);
(shootAction(who, 8, 0, '主角_导弹烟雾', -6 * Math.cos(v2), -6 * Math.sin(v2), dir, 30, 15, 30, 0.05, 0, true, 'blow', '导弹爆炸')).piercing = true;
}
}
}
function gotoFrame(who, part, where) {
if (who[part].frame != where) {
who[part].frame = where;
who[part].gotoAndStop(where);
}
}
function key_W_Action(who) {
if (who.states != 'jump') {
if (!who.stand_hit_head) {
who.states = 'jump';
gotoFrame(who, 'down', 'jump');
}
}
}
function key_S_Action(who) {
if (who.states == 'stand') {
who.states = 'crouch';
gotoFrame(who, 'down', 'crouch');
}
}
function key_AD_Action(who, dir) {
if (who.in_water) {
var v4 = 0.5;
} else {
if (this.game_intro == undefined) {
var v4 = 1;
} else {
var v4 = 0;
}
}
if (who.states == 'stand') {
who.down._xscale = dir;
gotoFrame(who, 'down', who.states + '_run');
who.xspeed = v4 * who.speed * dir / 100;
} else {
if (who.states == 'crouch') {
who.down._xscale = dir;
gotoFrame(who, 'down', who.states + '_run');
who.xspeed = v4 * 0.25 * who.speed * dir / 100;
} else {
if (who.states == 'jump') {
who.down._xscale = dir;
who.xspeed = v4 * who.speed * dir / 100;
}
}
}
}
function normalAction_S(who) {
if (who.states == 'crouch') {
if (!who.stand_hit_head) {
who.states = 'stand';
gotoFrame(who, 'down', 'stand');
}
}
}
function normalAction_AD(who) {
if (who.states == 'stand') {
gotoFrame(who, 'down', 'stand');
who.xspeed = 0;
} else {
if (who.states == 'crouch') {
gotoFrame(who, 'down', 'crouch');
who.xspeed = 0;
} else {
if (who.states == 'jump') {
who.xspeed = Math.round(who.xspeed * 95) / 100;
}
}
}
}
function check_enemy_parts(enemy, which, px, py) {
var v3 = [];
if (which != undefined) {
if (!enemy.enemy_parts) {
if (enemy.g.hitTest(which)) {
v3.push(enemy);
}
} else {
var v2 = 1;
while (v2 <= enemy.enemy_parts) {
if (enemy['g' + v2].hitTest(which)) {
v3.push(enemy['g' + v2]);
}
++v2;
}
}
return v3;
}
if (!enemy.enemy_parts) {
if (enemy.g.hitTest(px, py, true)) {
v3.push(enemy);
}
return v3;
}
v2 = 1;
while (v2 <= enemy.enemy_parts) {
if (enemy['g' + v2].hitTest(px, py, true)) {
v3.push(enemy['g' + v2]);
}
++v2;
}
return v3;
}
function attackAction(which, single_power, total_power) {
for (var v11 in main.enemies) {
if (!main.enemies[v11].no_damage) {
var v3 = false;
var v1 = check_enemy_parts(main.enemies[v11], which, undefined, undefined);
for (var v7 in v1) {
v1[v7].to_die('kill', single_power);
v3 = true;
adjust_score(!main.enemies[v11].no_score, game_UI, 500);
total_power -= single_power;
}
if (v3) {
if (main.enemies[v11].enemy_type == 1) {
var v4 = main.getNextHighestDepth();
var v8 = main.attachMovie('å°åˆ€ç 人_效果', 'attack_effect' + v4, v4, {'_x': (get_shoot_point(which))[0], '_y': (get_shoot_point(which))[1]});
play_soundAction('å°åˆ€0' + (random(2) + 1), false);
} else {
if (main.enemies[v11].enemy_type == 2) {
var v4 = main.getNextHighestDepth();
var v8 = main.attachMovie('å°åˆ€ç 金属_效果', 'attack_effect' + v4, v4, {'_x': (get_shoot_point(which))[0], '_y': (get_shoot_point(which))[1]});
play_soundAction('å°åˆ€0' + (random(2) + 3), false);
}
}
}
if (total_power <= 0) {
break;
}
}
}
}
function shootAction(who, arm_type, frame, effect, sx, sy, dir, speed, single_power, total_power, speed_up, gravity, hit_ground, how_to_die, hit_sound) {
if (game_powerup) {
single_power *= 5;
total_power *= 5;
}
var v11 = main.getNextHighestDepth();
var v10 = main.attachMovie('主角_åå¼¹' + arm_type, 'shoot' + v11, v11);
v10.frame = frame;
v10._x = who.xspeed + (get_shoot_point(who.up.r_arm.mc))[0] + sx;
v10._y = who.yspeed + (get_shoot_point(who.up.r_arm.mc))[1] + sy;
if (main._xmouse > who._x) {
v10._rotation = dir - 90;
} else {
v10._rotation = -(dir + 90);
}
if (main._xmouse < who._x) {
v10._yscale *= -1;
}
v10.speed = speed;
v10.single_power = single_power;
v10.total_power = total_power;
v10.speed_up = speed_up;
v10.gravity = gravity;
v10.hit_ground = hit_ground;
v10.how_to_die = how_to_die;
v10.hit_sound = hit_sound;
if (effect != 0) {
v11 = main.getNextHighestDepth();
var v15 = main.attachMovie(effect, effect + v11, v11, {'_x': v10._x, '_y': v10._y});
v15._rotation = v10._rotation;
if (main._xmouse < who._x) {
v15._yscale *= -1;
}
v15.onEnterFrame = function () {
var v3 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v3 == 1) {
this._x += active_object_speed;
} else {
if (v3 == 2) {
this._y += active_object_speed;
}
}
};
}
if (who.in_water) {
always_shine(v10, 'blue');
always_shine(v15, 'blue');
}
v10.exploding = function () {
this._yscale = Math.abs(this._yscale);
this._rotation = 0;
var v5 = event_delay(this, 5, 10);
v5.delay_Event1 = function () {
player_shooting = true;
};
v5.delay_Event2 = function () {
player_shooting = false;
};
for (var v4 in main.enemies) {
if (!main.enemies[v4].no_damage) {
var v2 = check_enemy_parts(main.enemies[v4], this, undefined, undefined);
for (var v3 in v2) {
v2[v3].to_die('blow', this.single_power);
adjust_score(!main.enemies[v4].no_score, game_UI, 50);
this.total_power -= this.single_power;
}
if (this.total_power <= 0) {
break;
}
}
}
};
v10.onEnterFrame = function () {
var v16 = get_map_point(this);
if (Math.abs(v16[0] - 295) < 295 and Math.abs(v16[1] - 175) < 275) {
if (this.bullet_walk) {
bullet_walk_action(this);
} else {
this.xspeed = this.speed * Math.cos(this._rotation * 0.01745);
this.yspeed = this.speed * Math.sin(this._rotation * 0.01745);
this.speed += this.speed_up;
this.yspeed += this.gravity;
this._x += this.xspeed;
this._y += this.yspeed;
var v15 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v15 == 1) {
this._x += active_object_speed;
} else {
if (v15 == 2) {
this._y += active_object_speed;
}
}
this._rotation = Math.atan2(this.yspeed, this.xspeed) / 0.01745;
}
} else {
this.removeMovieClip();
return undefined;
}
var v11 = false;
if (this.hit_ground) {
for (var v14 in main.bg) {
var v9 = get_ground_hit(main.bg[v14].g, this._x + main._x, this._y + main._y);
if (v9 < 0) {
if (v9 == -1) {
if (main['water_flower' + this._name] == undefined) {
var v10 = main.getNextHighestDepth();
main.attachMovie('è½æ°´æ•ˆæžœ', 'water_flower' + this._name, v10, {'_x': this._x, '_y': this._y});
if (this.yspeed > 0) {
always_shine(this, 'blue');
} else {
always_shine(this, 'normal');
}
}
} else {
if (v9 == -2) {
this._rotation = 0;
this._yscale = 100;
adjustBullet(this, main.bg[v14].g);
this.gotoAndStop('h2so4');
h2so4_move_things(this, 3);
v11 = true;
}
}
play_soundAction('è½æ°´', false);
break;
}
if (v9 == 1) {
if (!this.bullet_walk) {
adjustBullet(this, main.bg[v14].g);
this.gotoAndStop('fired');
v11 = true;
break;
}
}
}
}
var v6 = false;
if (!v11) {
for (var v12 in main.enemies) {
if (this.how_to_die == 'fly') {
if (!main.enemies[v13].no_damage) {
var v7 = check_enemy_parts(main.enemies[v13], this.g, undefined, undefined);
for (var v12 in v7) {
v7[v12].to_die(this.how_to_die, this.single_power);
v6 = true;
adjust_score(!main.enemies[v13].no_score, game_UI, 50);
this.total_power -= this.single_power;
}
if (this.total_power <= 0) {
break;
}
}
} else {
if (this.how_to_die == 'elec') {
if (!main.enemies[v13].no_damage) {
var v3 = 0;
while (v3 <= 23) {
var v5 = this._x + main._x + Math.cos(this._rotation * 0.01745) * 30 * v3;
var v4 = this._y + main._y + Math.sin(this._rotation * 0.01745) * 30 * v3;
if (v5 > 0 and v5 < 590 and (v4 > 0 and v4 < 400)) {
var v7 = check_enemy_parts(main.enemies[v13], undefined, v5, v4);
for (var v12 in v7) {
v7[v12].to_die(this.how_to_die, this.single_power);
v6 = true;
adjust_score(!main.enemies[v13].no_score, game_UI, 50);
this.total_power -= this.single_power;
}
if (v6) {
break;
}
} else {
this.total_power = 0;
break;
}
++v3;
}
if (this.total_power <= 0) {
break;
}
}
} else {
if (!main.enemies[v13].no_absorb) {
var v7 = check_enemy_parts(main.enemies[v13], undefined, this._x + main._x, this._y + main._y);
var v8 = false;
if (enumerate v7 != null) {
if (random(8) and this.piercing and main.enemies[v13].blood < this.single_power) {
play_soundAction('打击声音', false);
v7[v12].to_die('fly', this.single_power);
adjust_score(!main.enemies[v13].no_score, game_UI, 100);
v8 = true;
} else {
v7[v12].to_die(this.how_to_die, this.single_power);
v6 = true;
this.gotoAndStop('hit');
adjust_score(!main.enemies[v13].no_score, game_UI, 100);
v8 = true;
}
}
if (v8) {
break;
}
v7;
}
}
}
}
}
if (v6 or v11) {
play_soundAction(hit_sound, false);
delete this.onEnterFrame;
}
};
return v10;
}
function throwAction(who, which, dir, speed, bounce, single_power, total_power) {
var v6 = main.getNextHighestDepth();
var v9 = main.attachMovie('主角_手雷' + which, 'bomb' + v6, v6);
if (main._xmouse > who._x) {
var v16 = (dir - 90) * 0.01745;
} else {
var v16 = -(dir + 90) * 0.01745;
}
v9._x = who.xspeed + (get_shoot_point(who.up.r_arm.mc))[0];
v9._y = who.yspeed + (get_shoot_point(who.up.r_arm.mc))[1];
v9.bounce = bounce;
v9.single_power = single_power;
v9.total_power = total_power;
v9.xspeed = speed * Math.cos(v16);
v9.yspeed = speed * Math.sin(v16);
if (who.in_water) {
always_shine(v9, 'blue');
}
v9.exploding = function () {
this._rotation = 0;
var v5 = event_delay(this, 5, 10);
v5.delay_Event1 = function () {
player_shooting = true;
};
v5.delay_Event2 = function () {
player_shooting = false;
};
for (var v4 in main.enemies) {
if (!main.enemies[v4].no_damage) {
var v2 = check_enemy_parts(main.enemies[v4], this, undefined, undefined);
for (var v3 in v2) {
v2[v3].to_die('blow', this.single_power);
adjust_score(!main.enemies[v4].no_score, game_UI, 100);
this.total_power -= this.single_power;
}
if (this.total_power <= 0) {
break;
}
}
}
};
v9.onEnterFrame = function () {
var v12 = get_map_point(this);
if (Math.abs(v12[0] - 295) < 295 and Math.abs(v12[1] - 175) < 275) {
this._x += this.xspeed;
this._y += this.yspeed;
this._rotation += 15;
this.yspeed += 0.85;
var v11 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v11 == 1) {
this._x += active_object_speed;
} else {
if (v11 == 2) {
this._y += active_object_speed;
}
}
} else {
this.removeMovieClip();
return undefined;
}
var v5 = false;
for (var v10 in main.bg) {
var v3 = get_ground_hit(main.bg[v10].g, this._x + main._x, this._y + main._y);
if (v3 < 0) {
if (v3 == -1) {
if (main['water_flower' + this._name] == undefined) {
var v6 = main.getNextHighestDepth();
main.attachMovie('è½æ°´æ•ˆæžœ', 'water_flower' + this._name, v6, {'_x': this._x, '_y': this._y});
if (this.yspeed > 0) {
always_shine(this, 'blue');
} else {
always_shine(this, 'normal');
}
}
} else {
if (v3 == -2) {
this.gotoAndStop('h2so4');
v5 = true;
}
}
play_soundAction('è½æ°´', false);
break;
}
if (v3 == 1) {
if (!get_ground_hit(main.bg[v10].g, this._x + main._x, this._y + main._y - 45)) {
if (this.bounce >= 2) {
this.gotoAndStop('explode');
v5 = true;
break;
}
++this.bounce;
this.xspeed *= 0.6;
this.yspeed *= -0.35;
break;
}
this.gotoAndStop('explode');
v5 = true;
break;
}
}
var v7 = false;
if (!v5) {
if (this.bounce < 2) {
for (var v8 in main.enemies) {
if (!main.enemies[v9].no_absorb) {
var v4 = check_enemy_parts(main.enemies[v9], undefined, this._x + main._x, this._y + main._y);
if (enumerate v4 != null) {
this.gotoAndStop('explode');
v7 = true;
}
v4;
}
}
}
}
if (v7 or v5) {
this._rotation = 0;
play_soundAction('手雷爆炸', false);
delete this.onEnterFrame;
}
};
}
function tracerAction(who, which, effect, sx, sy, dir, speed, single_power, total_power, how_to_die, hit_sound) {
if (game_powerup) {
single_power *= 10;
total_power *= 10;
}
var v10 = main.getNextHighestDepth();
var v9 = main.attachMovie(which, 'shoot' + v10, v10);
if (main._xmouse < who._x) {
v9._yscale *= -1;
}
v9._x = who.xspeed + (get_shoot_point(who.up.r_arm.mc))[0] + sx;
v9._y = who.yspeed + (get_shoot_point(who.up.r_arm.mc))[1] + sy;
if (main._xmouse > who._x) {
v9._rotation = dir - 90;
} else {
v9._rotation = -(dir + 90);
}
v9.speed = speed;
v9.single_power = single_power;
v9.total_power = total_power;
v9.how_to_die = how_to_die;
v9.hit_sound = hit_sound;
v9.targeter = undefined;
v9.trace_time = 100;
if (who.in_water) {
always_shine(v9, 'blue');
}
if (effect != 0) {
v10 = main.getNextHighestDepth();
var v17 = main.attachMovie(effect, effect + v10, v10, {'_x': v9._x, '_y': v9._y});
v17._rotation = v9._rotation;
if (main._xmouse < who._x) {
v17._yscale *= -1;
}
v17.onEnterFrame = function () {
var v3 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v3 == 1) {
this._x += active_object_speed;
} else {
if (v3 == 2) {
this._y += active_object_speed;
}
}
};
}
v9.exploding = function () {
this._yscale = Math.abs(this._yscale);
this._rotation = 0;
var v5 = event_delay(this, 5, 10);
v5.delay_Event1 = function () {
player_shooting = true;
};
v5.delay_Event1 = function () {
player_shooting = false;
};
for (var v4 in main.enemies) {
if (!main.enemies[v4].no_damage) {
var v2 = check_enemy_parts(main.enemies[v4], this, undefined, undefined);
for (var v3 in v2) {
v2[v3].to_die('blow', this.single_power);
adjust_score(!main.enemies[v4].no_score, game_UI, 100);
this.total_power -= this.single_power;
}
if (this.total_power <= 0) {
break;
}
}
}
};
v9.onEnterFrame = function () {
if (!this.targeter.live) {
for (var v12 in main.enemies) {
var v17 = get_map_point(main.enemies[v12]);
if (Math.abs(v17[0] - 295) < 295 and Math.abs(v17[1] - 200) < 200) {
if (!main.enemies[v12].no_absorb and main.enemies[v12].live) {
if (!main.enemies[v12].definite and main.enemies[v12]._visible) {
var v5 = check_enemy_parts(main.enemies[v12], main.enemies[v12], undefined, undefined);
for (var v11 in v5) {
this.targeter = v5[v11];
if (random(2)) {
break;
}
}
if (random(2)) {
break;
}
}
}
}
}
} else {
if (--this.trace_time > 0) {
var v18 = get_map_point(this.targeter);
var v15 = get_map_point(this);
var v14 = Math.atan2(v18[1] - 35 - v15[1], v18[0] - v15[0]) / 0.01745;
if (v14 > 0) {
var v7 = v14;
} else {
var v7 = v14 + 360;
}
if (this._rotation > 0) {
var v6 = this._rotation;
} else {
var v6 = this._rotation + 360;
}
var v3 = 15;
while (v3 >= 0) {
if (Math.abs(v7 - v6) > v3) {
if (v7 > v6) {
if (v7 - v6 < 180) {
this._rotation += v3;
} else {
this._rotation -= v3;
}
} else {
if (v7 < v6) {
if (v6 - v7 < 180) {
this._rotation -= v3;
} else {
this._rotation += v3;
}
}
}
break;
}
--v3;
}
}
}
var v17 = get_map_point(this);
if (Math.abs(v17[0] - 295) < 295 and Math.abs(v17[1] - 200) < 200) {
this.xspeed = this.speed * Math.cos(this._rotation * 0.01745);
this.yspeed = this.speed * Math.sin(this._rotation * 0.01745);
this._x += this.xspeed;
this._y += this.yspeed;
var v16 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v16 == 1) {
this._x += active_object_speed;
} else {
if (v16 == 2) {
this._y += active_object_speed;
}
}
} else {
this.removeMovieClip();
return undefined;
}
var v10 = false;
for (var v13 in main.bg) {
var v4 = get_ground_hit(main.bg[v13].g, this._x + main._x, this._y + main._y);
if (v4 < 0) {
if (v4 == -1) {
if (main['water_flower' + this._name] == undefined) {
var v9 = main.getNextHighestDepth();
main.attachMovie('è½æ°´æ•ˆæžœ', 'water_flower' + this._name, v9, {'_x': this._x, '_y': this._y});
if (this.yspeed > 0) {
always_shine(this, 'blue');
} else {
always_shine(this, 'normal');
}
}
} else {
if (v4 == -2) {
this._rotation = 0;
this._yscale = 100;
adjustBullet(this, main.bg[v13].g);
this.gotoAndStop('h2so4');
h2so4_move_things(this, 3);
v10 = true;
}
}
play_soundAction('è½æ°´', false);
break;
}
if (v4 == 1) {
adjustBullet(this, main.bg[v13].g);
this.gotoAndStop('fired');
v10 = true;
break;
}
}
var v8 = false;
if (!v10) {
for (var v11 in main.enemies) {
if (!main.enemies[v12].no_absorb) {
var v5 = check_enemy_parts(main.enemies[v12], undefined, this._x + main._x, this._y + main._y);
if (enumerate v5 != null) {
v5[v11].to_die(this.how_to_die, this.single_power);
v8 = true;
this.gotoAndStop('hit');
adjust_score(!main.enemies[v12].no_score, game_UI, 10);
}
if (v8) {
break;
}
v5;
}
}
}
if (v8 or v10) {
play_soundAction(hit_sound, false);
delete this.onEnterFrame;
}
};
return v9;
}
function bullet_walk_action(who) {
var v6 = who._x + main._x;
var v5 = who._y + main._y + 10;
if (who.org_xspeed == undefined) {
who._yscale = 100;
who.xspeed = who.speed * Math.cos(who._rotation * 0.01745) + 1.5e-007;
who.yspeed = who.speed * Math.sin(who._rotation * 0.01745) + 1.5e-007;
who.org_xspeed = Math.abs(who.xspeed) / who.xspeed;
}
who.hit_ground = false;
for (var v7 in main.bg) {
if (main.bg[v7].g.hitTest(v6, v5, true)) {
who.hit_ground = true;
adjustY(who, main.bg[v7].g);
break;
}
}
if (!who.hit_ground) {
who._x += who.xspeed;
who._y += who.yspeed;
who.yspeed += 0.85;
if (who._rotation > 30) {
who._rotation -= 30;
} else {
if (who._rotation < -30) {
who._rotation += 30;
} else {
who._rotation = 0;
}
}
} else {
if (who.can_go) {
var v3 = who._width / 2;
if (who.org_xspeed > 0) {
for (v7 in main.bg) {
if (main.bg[v7].hitTest(who._x + main._x + v3 * Math.cos(who._rotation * 0.01745), who._y + main._y + v3 * Math.sin(who._rotation * 0.01745), true)) {
var v4 = 0;
while (main.bg[v7].g.hitTest(who._x + main._x + v3 * Math.cos(who._rotation * 0.01745), who._y + main._y + v3 * Math.sin(who._rotation * 0.01745) - 1, true)) {
--who._rotation;
if (++v4 > 30) {
break;
}
}
v4 = 0;
while (!main.bg[v7].g.hitTest(who._x + main._x + v3 * Math.cos(who._rotation * 0.01745), who._y + main._y + v3 * Math.sin(who._rotation * 0.01745) + 1, true)) {
++who._rotation;
if (++v4 > 30) {
break;
}
}
break;
}
}
who.xspeed = who.speed * Math.cos(who._rotation * 0.01745);
who.yspeed = who.speed * Math.sin(who._rotation * 0.01745);
} else {
for (v7 in main.bg) {
if (main.bg[v7].hitTest(who._x + main._x + v3 * Math.cos((who._rotation + 180) * 0.01745), who._y + main._y + v3 * Math.sin((who._rotation + 180) * 0.01745) - 1, true)) {
var v4 = 0;
while (main.bg[v7].g.hitTest(who._x + main._x + v3 * Math.cos((who._rotation + 180) * 0.01745), who._y + main._y + v3 * Math.sin((who._rotation + 180) * 0.01745) - 1, true)) {
++who._rotation;
if (++v4 > 30) {
break;
}
}
v4 = 0;
while (!main.bg[v7].g.hitTest(who._x + main._x + v3 * Math.cos((who._rotation + 180) * 0.01745), who._y + main._y + v3 * Math.sin((who._rotation + 180) * 0.01745) + 1, true)) {
--who._rotation;
if (++v4 > 30) {
break;
}
}
break;
}
}
who.xspeed = who.speed * Math.cos((who._rotation + 180) * 0.01745);
who.yspeed = who.speed * Math.sin((who._rotation + 180) * 0.01745);
}
who._x += who.xspeed;
who._y += who.yspeed;
var v8 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v8 == 1) {
who._x += active_object_speed;
} else {
if (v8 == 2) {
who._y += active_object_speed;
}
}
who.speed += who.speed_up;
}
}
}
function enemysAction01(who, x, y, attacks, typ, moves, states, xscale) {
var v2 = add_enemyAction(who, x, y, 3, xscale);
v2.speed = -6;
v2.attacks = attacks;
v2.typ = typ;
if (moves == -3) {
v2.fly = true;
v2.ballute = true;
}
v2.moves = moves;
v2.states = states;
v2.enemy_type = 1;
v2.can_jump = true;
v2.blowup_next = 3;
v2.get_ballute = function () {
if (this.ballute) {
this.ballute = false;
var v2 = main.getNextHighestDepth();
var v3 = main.attachMovie('敌人_普通士兵_伞', '敌人_普通士兵_伞' + v2, v2, {'_x': this._x, '_y': this._y - 50});
v3._xscale = this._xscale;
v3.can_go = true;
}
};
v2.drop_weapon = function () {
if (this.typ > 1) {
var v3 = main.getNextHighestDepth();
var v2 = main.attachMovie('敌人_士兵_æ¦å™¨ç¾¤', '敌人_士兵_æ¦å™¨ç¾¤' + v3, v3, {'_x': this._x, '_y': this._y - 40});
v2._xscale = this._xscale;
v2.gotoAndStop(4 - this.typ);
v2.count = 15;
v2.onEnterFrame = function () {
if (--this.count > 0) {
this._rotation += 20;
++this._y;
} else {
this.removeMovieClip();
}
if (this.count % 9 == 0) {
this._alpha = 20;
} else {
if (this.count % 5 == 0) {
this._alpha = 100;
}
}
};
}
};
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
if (this.moves < 50) {
if (this.moves >= 0) {
if (this.typ == 1) {
this.gotoAndStop('stand' + this.typ);
} else {
this.gotoAndStop('stand' + this.typ + '_' + this.states);
}
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
this.turn();
if (v2 >= 590) {
this.move_me();
} else {
if (v2 > 40 and v2 < 590) {
if (!random(30 - game_diff_level * 10)) {
this.shoot();
} else {
if (!random(30)) {
this.move_me();
}
}
} else {
if (v2 <= 40) {
if (random(2) and !this.cant_change_states) {
this.attack();
} else {
if (random(2)) {
this.move_me();
} else {
if (this.moves != 0) {
this.fear();
}
}
}
}
}
}
}
};
} else {
this.move_me();
}
} else {
if (this.moves >= 50) {
if (this.moves == 50) {
this.gotoAndStop('idle1');
} else {
if (this.moves == 51) {
this.gotoAndStop('idle2');
}
}
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
if (get_distance(this, this.targeter) < 200) {
if ((this._x - this.targeter._x) * this._xscale >= 0) {
if (Math.abs(this.targeter._y - this._y) < 100) {
this.get_shocked();
}
}
}
if (player_shooting) {
if ((get_map_point(this))[0] < 590) {
this.get_shocked();
}
}
}
};
}
}
};
v2.get_shocked = function () {
play_soundAction('士兵å—惊', false);
this.gotoAndStop('shocked');
this.states = random(2) + 1;
this.moves = random(2) + 1;
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.move_me();
}
};
};
v2.get_blocked = function () {
if (this.hit_ground) {
this.gotoAndStop('blocked');
this.onEnterFrame = function () {
if (!random(50)) {
this.stand();
}
};
} else {
this.stand();
}
};
v2.attack = function () {
if (this.attacks > 0) {
if (this.attacks < 99) {
--this.attacks;
}
this.gotoAndStop('s_kill');
this.states = random(2) + 1;
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
} else {
this.run_away();
}
};
v2.move_me = function () {
if (!this.hit_area) {
if (this.moves > 0) {
if (this.moves == 2) {
this.gotoAndStop('s_creep1');
this.move_speed = this.speed / 2;
} else {
this.gotoAndStop('run' + this.typ);
this.move_speed = this.speed;
}
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (!random(40) or this.hit_area) {
this.stand();
} else {
var v2 = (get_map_point(this))[0];
if (this._xscale < 0 and v2 > 570 or this._xscale > 0 and v2 < 20) {
this.stand();
} else {
if (Math.abs(this._x - this.targeter._x) < 40) {
this.stand();
}
}
}
}
};
} else {
if (this.moves < 0) {
if (this.moves == -3) {
this.gotoAndStop('fall');
this.move_speed = 0;
} else {
if (this.moves == -2) {
this.gotoAndStop('s_creep1');
this.move_speed = this.speed / 2;
} else {
this.gotoAndStop('run' + this.typ);
this.move_speed = this.speed;
}
}
this.onEnterFrame = function () {
var v2 = enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0);
if (v2) {
if (this.hit_area) {
this.moves = Math.abs(this.moves);
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!this.drop) {
var v4 = Math.abs(this._x - this.targeter._x);
if (!random(15) or v4 < 40) {
this.moves = Math.abs(this.moves);
this.stand();
}
}
this.turn();
}
}
}
if (this.moves == -3) {
if (v2) {
this.get_ballute();
this.moves = Math.abs(this.moves);
this.stand();
} else {
this.turn();
var v3 = Math.atan2(this.targeter._y - (this._y - 30), this.targeter._x - this._x) / 0.01745;
if (v3 >= 0) {
if (v3 > 90) {
v3 = 180 - v3;
}
if (v3 < 11) {
v3 = 0;
this.mc.gotoAndStop('dir_0');
} else {
if (v3 >= 11 and v3 < 33) {
v3 = 22;
this.mc.gotoAndStop('dir_1');
} else {
if (v3 >= 33 and v3 < 55) {
v3 = 44;
this.mc.gotoAndStop('dir_2');
} else {
if (v3 >= 55 and v3 < 77) {
v3 = 66;
this.mc.gotoAndStop('dir_3');
} else {
if (v3 >= 77) {
v3 = 90;
this.mc.gotoAndStop('dir_4');
}
}
}
}
}
} else {
v3 = 0;
this.mc.gotoAndStop('dir_0');
}
if (!random(200 - game_diff_level * 50)) {
this.tracerAction(v3);
}
}
}
};
}
}
}
};
v2.fear = function () {
this.gotoAndStop('s_creep2');
this.onEnterFrame = function () {
if (!this.hit_area) {
if (enemy_move(this, (-this.speed / 2) * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = (get_map_point(this))[0];
if (v2 > 570 or v2 < 20) {
this.stand();
} else {
if (!random(25)) {
this.stand();
}
}
}
} else {
this.stand();
}
};
};
v2.shoot = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
if (this.attacks > 0) {
if (this.attacks < 99) {
--this.attacks;
}
if (this.typ == 1) {
if (random(2)) {
this.gotoAndStop('shoot' + this.typ + '_1');
} else {
this.gotoAndStop('shoot' + this.typ + '_2');
}
} else {
if (random(4)) {
this.gotoAndStop('shoot' + this.typ + '_' + this.states);
} else {
this.gotoAndStop('shoot1_1');
}
}
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
} else {
this.run_away();
}
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die' + (random(3) + 1), 'die' + (random(3) + 1), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1));
};
v2.run_away = function () {
if (this.moves != 0) {
if (this._x < this.targeter._x) {
this._xscale = 100;
} else {
this._xscale = -100;
}
this.gotoAndStop('run' + this.typ);
this.flee = true;
this.onEnterFrame = function () {
enemy_move(this, this.speed * Math.abs(this._xscale) / this._xscale, 0);
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) > 295 or Math.abs(v2[1] - 200) > 200) {
if (this.dieEvents != undefined) {
this.dieEvents();
}
this.removeMovieClip();
}
};
}
};
v2.shootAction = function () {
if (this._xscale == 100) {
var v2 = 180;
} else {
if (this._xscale == -100) {
var v2 = 0;
}
}
if (this.typ == 1) {
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, v2, 5);
} else {
if (this.typ == 2) {
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, v2, 5);
} else {
if (this.typ == 3) {
(enemy_shootAction(this, '敌人_ç«ç®ç‚®', 'å¦å…‹å°„击', '手雷爆炸', 3, 0, -5 * this._xscale / 100, 0, v2, 5)).tracer = true;
}
}
}
};
v2.tracerAction = function (dir) {
if (this._xscale == 100) {
var v3 = 180 - dir;
} else {
if (this._xscale == -100) {
var v3 = dir;
}
}
var v4 = main.enemies.getNextHighestDepth();
var v2 = main.enemies.attachMovie('敌人_ç«ç®ç‚®', 'boss_shoot' + v4, v4, {'_x': (get_shoot_point(this.mc.point))[0], '_y': (get_shoot_point(this.mc.point))[1]});
v2._rotation = v3;
var v5 = main.getNextHighestDepth();
var v6 = main.attachMovie('主角_导弹烟雾', 'BOSS_导弹烟雾' + v5, v5, {'_x': v2._x, '_y': v2._y});
v6._rotation = v3;
enemy_tracerAction(this, v2, this.targeter, 5, 3, 5);
};
v2.throwAction = function () {
var v2 = (this.targeter._x - this._x) / 45;
v2 *= 0.9 + Math.random() / 10;
if (Math.abs(v2) > 8 + game_diff_level * 2) {
v2 = (8 + game_diff_level * 2) * Math.abs(v2) / v2;
}
(enemy_shootAction(this, '敌人_手雷', undefined, '手雷爆炸', false, 0, v2, -7, 0, 5)).rotate_me = 15;
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 5, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.stand();
return v2;
}
function enemysAction02(who, x, y, posy) {
var v2 = add_enemyAction(who, x, y, 500, 100);
v2.enemy_type = 2;
v2.have_droped = 0;
v2.child_number = 50;
v2.yspeed = 3;
v2.stand = function () {
this.gotoAndStop('move');
enemy_shake(this, 0.5, 1, false);
this.onEnterFrame = function () {
var v2 = get_map_point(this);
if (v2[0] < 590) {
this._y += this.yspeed;
if (v2[1] > posy) {
this.yspeed -= 0.5;
if (this.yspeed < 0) {
this.yspeed = 0;
delete this.onEnterFrame;
}
}
}
};
};
v2.leave = function () {
this.onEnterFrame = function () {
this.yspeed -= 0.5;
this._y += this.yspeed;
if ((get_map_point(this))[1] < -50) {
this.removeMovieClip();
}
};
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.gotoAndPlay('explode1');
this.move_speed = -this._xscale / 50;
this.onEnterFrame = function () {
this._rotation += this._xscale / 50;
if (enemy_move(this, this.move_speed, 0)) {
this.deadAction();
}
};
} else {
shot_shine(this, 'white', 1);
if (this.blood < 300) {
this.leave();
}
}
};
v2.deadAction = function () {
this.live = false;
this._rotation = 0;
delete this.onEnterFrame;
this.gotoAndPlay('explode2');
shake_screen();
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
};
v2.stand();
return v2;
}
function enemysAction03(who, x, y, moves, attack_type, posx, child, xscale) {
var v2 = add_enemyAction(who, x, y, 75, xscale);
v2.moves = moves;
v2.attack_type = attack_type;
v2.child = child;
v2.have_droped = 0;
v2.child_number = 10;
v2.enemy_type = 2;
v2.can_jump = true;
v2.can_move_targeter = 1;
v2.fall = function () {
this.fly = true;
this.gotoAndStop('fall');
this.onEnterFrame = function () {
if (enemy_move(this, 0, 0)) {
this.fly = false;
delete this.onEnterFrame;
this.gotoAndPlay('land');
}
};
};
v2.stand = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
if (this.moves) {
this.move_me();
} else {
if (this._xscale == 100 and (get_map_point(this))[0] < 670) {
this.shoot();
} else {
if (this._xscale == -100 and (get_map_point(this))[0] > -80) {
this.shoot();
}
}
}
};
};
v2.move_me = function () {
this.gotoAndStop('move');
play_soundAction('å¦å…‹è¿è¡Œ', false);
this.onEnterFrame = function () {
enemy_move(this, -this._xscale / 50, 0);
if (this._xscale == 100 and (get_map_point(this))[0] < posx) {
this.moves = 0;
this.stand();
} else {
if (this._xscale == -100 and (get_map_point(this))[0] > posx) {
this.moves = 0;
this.stand();
}
}
};
};
v2.get_blocked = function () {
this.stand();
};
v2.shoot = function () {
if (!random(50 - game_diff_level * 15)) {
this.gotoAndPlay('shoot' + (random(this.attack_type) + 1));
delete this.onEnterFrame;
}
if (this.child) {
if (!random(50)) {
if (this.child_number > 0 and this.have_droped < 3) {
--this.child_number;
++this.have_droped;
if (this.child == 1) {
var v2 = enemysAction12('敌人_æ¥æžªå…µ', -main._x, this._y, 5, -(random(2) + 1), 'stand', -100);
} else {
if (this.child == 2) {
var v2 = enemysAction01('德军_普通士兵', -main._x, this._y, 5, random(3) + 1, -(random(2) + 1), random(2) + 1, -100);
}
}
v2.mother = this;
v2.dieEvents = function () {
--this.mother.have_droped;
};
}
}
}
};
v2.shootAction1 = function () {
if (this._xscale == 100) {
var v2 = 180;
} else {
if (this._xscale == -100) {
var v2 = 0;
}
}
enemy_shootAction(this, 'å¦å…‹_炮弹', 'å¦å…‹å°„击', '手雷爆炸', false, 6, 0, 0, v2, 12);
};
v2.shootAction1_2 = function (dir) {
if (this._xscale == 100) {
var v2 = dir;
} else {
if (this._xscale == -100) {
var v2 = -(dir + 180);
}
}
enemy_shootAction(this, 'å¦å…‹_炮弹', 'å¦å…‹å°„击', '手雷爆炸', false, 6, 0, 0, v2, 12);
};
v2.shootAction2 = function () {
if (this._xscale == 100) {
var v2 = 180;
} else {
if (this._xscale == -100) {
var v2 = 0;
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 10, 0, 0, v2, 5);
};
v2.shootAction3 = function () {
var v2 = (this.targeter._x - this._x) / 45;
v2 *= 0.9 + Math.random() / 10;
if (Math.abs(v2) > 6) {
v2 = 6 * Math.abs(v2) / v2;
}
(enemy_shootAction(this, '敌人_手雷', undefined, '手雷爆炸', false, 0, v2, -7, 0, 5)).rotate_me = 15;
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndPlay('explode');
shake_screen();
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
shot_shine(this, 'white', 1);
}
};
if (moves == -1) {
v2.fall();
return v2;
}
v2.stand();
return v2;
}
function enemysAction04(who, x, y, yspeed, area_x, area_y) {
var v3 = add_enemyAction(who, x, y, 600, 100);
v3.enemy_type = 2;
v3.count_time = 150;
v3.yspeed = yspeed;
v3.area_x = area_x;
v3.area_y = area_y;
v3.shoot_count = 0;
v3.shoot_all = 80 - game_diff_level * 20;
v3.gun1.targeter = v3.targeter;
v3.gun2.targeter = v3.targeter;
v3.canon.targeter = v3.targeter;
v3.checkAction = function () {
this.gotoAndStop('move');
this.onEnterFrame = function () {
if (main._x == _root['allow_area_array_' + stages + '_' + stages_section]) {
this.fall();
}
};
};
v3.fall = function () {
this.gotoAndStop('move');
this.onEnterFrame = function () {
this._y += this.yspeed;
if (this.yspeed > 0) {
if ((get_map_point(this))[1] > this.area_y) {
this.yspeed -= 0.25;
if (this.yspeed <= 0) {
this.get_postion();
this.stand();
}
}
} else {
if (this.yspeed < 0) {
if ((get_map_point(this))[1] < this.area_y) {
this.yspeed += 0.25;
if (this.yspeed >= 0) {
this.get_postion();
this.stand();
}
}
}
}
};
};
v3.stand = function () {
delete this.onEnterFrame;
enemy_shake(this, 0.5, 1, false);
this.onEnterFrame = function () {
if (++this.shoot_count == this.shoot_all) {
this.shoot_count = 0;
if (this.blood > get_enemy_blood(450)) {
if (random(2)) {
this.gun1.play();
} else {
this.gun2.play();
}
} else {
if (this.blood > get_enemy_blood(300)) {
if (random(2)) {
this.gun1.play();
this.shoot_tracer(this.point2);
} else {
this.gun2.play();
this.shoot_tracer(this.point1);
}
} else {
if (this.canon.frame == undefined) {
this.canon.play();
this.head_shoot();
}
this.gun1.play();
this.gun2.play();
}
}
}
};
};
v3.machinegun = function (where, rotate) {
if (where._name == 'gun1') {
var v1 = rotate;
} else {
var v1 = -rotate - 180;
}
enemy_shootAction(where, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, v1, 5);
};
v3.shoot_tracer = function (where) {
var v3 = main.enemies.getNextHighestDepth();
var v2 = main.enemies.attachMovie('敌人_ç«ç®ç‚®', 'boss_shoot' + v3, v3, {'_x': (get_shoot_point(where))[0], '_y': (get_shoot_point(where))[1]});
v2._rotation = 90;
var v4 = main.getNextHighestDepth();
var v5 = main.attachMovie('主角_导弹烟雾', 'BOSS_导弹烟雾' + v4, v4, {'_x': v2._x, '_y': v2._y});
v5._rotation = 90;
enemy_tracerAction(this, v2, this.targeter, 4, 3, 12);
};
v3.head_shoot = function () {
this.canon.shoot_count = 0;
this.canon.onEnterFrame = function () {
if (this.frame != undefined) {
var v2 = (get_map_point(this.targeter))[0];
if (v2 < 50) {
if (this.frame != 'l') {
this.gotoAndStop('l');
}
} else {
if (v2 >= 50 and v2 < 245) {
if (this.frame != 'dl') {
this.gotoAndStop('dl');
}
} else {
if (v2 >= 245 and v2 < 345) {
if (this.frame != 'd') {
this.gotoAndStop('d');
}
} else {
if (v2 >= 345 and v2 < 540) {
if (this.frame != 'dr') {
this.gotoAndStop('dr');
}
} else {
if (v2 >= 540) {
if (this.frame != 'r') {
this.gotoAndStop('r');
}
}
}
}
}
}
if (++this.shoot_count == 80) {
this.shoot_count = 0;
var v3 = enemy_shootAction(this, '敌人_大炮弹', '手雷爆炸', '大爆炸', 10, 15, 0, 0, this.my_rotation, 15);
var v4 = main.getNextHighestDepth();
var v5 = main.attachMovie('主角_导弹烟雾', 'BOSS_导弹烟雾' + v4, v4, {'_x': v3._x, '_y': v3._y});
v5._rotation = this.my_rotation;
}
}
};
};
v3.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
this.gotoAndPlay('explode');
shake_screen();
this.yspeed = 1;
this.onEnterFrame = function () {
this.yspeed += 1;
this._y += this.yspeed;
};
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
if (!random(3)) {
shot_shine(this, 'white', 1);
}
}
};
v3.checkAction();
return v3;
}
function enemysAction05(who, x, y, attacks, moves, xscale) {
var v2 = add_enemyAction(who, x, y, 5, xscale);
v2.speed = -6;
v2.attacks = attacks;
v2.moves = moves;
v2.states = 'stand';
v2.enemy_type = 1;
v2.can_jump = true;
v2.patrol_max_x = x + 80;
v2.patrol_min_x = x - 80;
v2.drop_weapon = function () {
if (!this.captain) {
var v3 = main.getNextHighestDepth();
var v2 = main.attachMovie('敌人_士兵_æ¦å™¨ç¾¤', '敌人_士兵_æ¦å™¨ç¾¤' + v3, v3, {'_x': this._x, '_y': this._y - 40});
v2._xscale = this._xscale;
v2.gotoAndStop(2);
v2.count = 15;
v2.onEnterFrame = function () {
if (--this.count > 0) {
this._rotation += 20;
++this._y;
} else {
this.removeMovieClip();
}
if (this.count % 9 == 0) {
this._alpha = 20;
} else {
if (this.count % 5 == 0) {
this._alpha = 100;
}
}
};
}
};
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
if (this.moves >= 0) {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
this.turn();
if (v2 >= 590) {
this.move_me();
} else {
if (v2 > 40 and v2 < 590) {
if (!random(30 - game_diff_level * 10)) {
this.shoot();
} else {
if (!random(30)) {
this.move_me();
}
}
} else {
if (v2 <= 40) {
if (random(2)) {
this.attack();
} else {
this.move_me();
}
}
}
}
}
};
} else {
this.move_me();
}
};
v2.get_shocked = function () {
this.turn();
this.moves = 1;
this.shoot();
};
v2.get_blocked = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
if (!random(50)) {
this.stand();
}
};
};
v2.attack = function () {
if (this.attacks > 0) {
if (this.attacks < 99) {
--this.attacks;
}
this.gotoAndStop('s_kill');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
} else {
this.run_away();
}
};
v2.move_me = function () {
if (!this.hit_area) {
if (this.moves > 0) {
this.gotoAndStop('run');
this.move_speed = this.speed;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (!random(40) or this.hit_area) {
this.stand();
} else {
var v2 = (get_map_point(this))[0];
if (this._xscale < 0 and v2 > 570 or this._xscale > 0 and v2 < 20) {
this.stand();
} else {
if (Math.abs(this._x - this.targeter._x) < 40) {
this.stand();
}
}
}
}
};
} else {
if (this.moves < 0) {
if (this.moves == -50) {
this.gotoAndStop('walk');
this.move_speed = this.speed / 3;
this.onEnterFrame = function () {
var v2 = get_distance(this, this.targeter);
if ((this._x - this.targeter._x) * this._xscale >= 0) {
if (v2 < 200) {
if (Math.abs(this.targeter._y - this._y) < 100) {
var v3 = (get_map_point(this))[0];
if (v3 > 20 and v3 < 570) {
if (this.targeter.states == 'crouch') {
if (v2 < 100) {
this.get_shocked();
}
} else {
this.get_shocked();
}
}
}
}
}
if (player_shooting) {
if ((get_map_point(this))[0] < 590) {
this.get_shocked();
}
}
if (this._x > this.patrol_max_x and this._xscale == -100) {
this._xscale *= -1;
} else {
if (this._x < this.patrol_min_x and this._xscale == 100) {
this._xscale *= -1;
}
}
enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0);
};
} else {
if (this.moves == -1) {
this.gotoAndStop('run');
this.move_speed = this.speed;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = get_distance(this, this.targeter);
if (this.hit_area) {
this.moves = 1;
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!random(15) or v2 < 100) {
this.moves = 1;
this.stand();
}
this.turn();
}
}
}
};
}
}
}
}
}
};
v2.shoot = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
if (this.attacks > 0) {
if (this.attacks < 99) {
--this.attacks;
}
if (random(2)) {
this.gotoAndStop('shoot_1');
} else {
this.gotoAndStop('shoot_2');
}
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
} else {
this.run_away();
}
}
};
v2.shootAction = function () {
if (this._xscale == 100) {
var v2 = 180;
} else {
if (this._xscale == -100) {
var v2 = 0;
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, v2, 5);
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 12, '打击声音', 'å°åˆ€ç 金属_效果');
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1));
};
v2.run_away = function () {
if (this.moves != 0) {
if (this._x < this.targeter._x) {
this._xscale = 100;
} else {
this._xscale = -100;
}
this.gotoAndStop('run');
this.flee = true;
this.onEnterFrame = function () {
enemy_move(this, this.speed * Math.abs(this._xscale) / this._xscale, 0);
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) > 295 or Math.abs(v2[1] - 200) > 200) {
if (this.dieEvents != undefined) {
this.dieEvents();
}
this.removeMovieClip();
}
};
}
};
v2.stand();
return v2;
}
function enemysAction06(who, x, y) {
var v2 = add_enemyAction(who, x, y, 1, xscale);
v2.enemy_type = 2;
v2.exploding = function () {
this.gotoAndPlay('explode');
this._alpha = 100;
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
enemy_killAction(this.hit, this.targeter, 'shoot', 15, undefined, 'å°åˆ€ç 人_效果');
};
v2.find_player = function () {
this.gotoAndStop('stand');
this._alpha = 0;
this.onEnterFrame = function () {
var v2 = get_distance(this, this.targeter);
if (this.targeter.states == 'crouch') {
if (v2 < 130) {
this._alpha = 50;
} else {
this._alpha = 0;
}
} else {
if (v2 < 70) {
this._alpha = 50;
} else {
this._alpha = 0;
}
}
if (this.hitTest(this.targeter.g)) {
this.exploding();
delete this.onEnterFrame;
}
};
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
this.exploding();
delete this.onEnterFrame;
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
shot_shine(this, 'white', 1);
}
};
v2.find_player();
}
function enemysAction07(who, x, y, ox, oy) {
var v2 = add_enemyAction(who, x, y, 600, xscale);
v2.enemy_type = 2;
v2.count_time = 150;
v2.yspeed = 3;
v2.org_x = ox;
v2.org_y = oy;
v2.shoot_count = 0;
v2.shoot_all = 20 - game_diff_level * 5;
v2.animaitoner1 = function (frame1, frame2) {
if (this._currentframe == frame2) {
this.gotoAndPlay(frame1);
return true;
}
return false;
};
v2.animaitoner2 = function (frame) {
if (this._currentframe == frame) {
return true;
}
return false;
};
v2.fall = function () {
this.gotoAndStop('move');
this.onEnterFrame = function () {
this._x += active_object_speed;
this._y += this.yspeed;
if ((get_map_point(this))[1] > this.org_y - 20) {
this.yspeed -= 0.25;
if (this.yspeed <= 0) {
this.stand();
}
}
};
};
v2.stand = function () {
enemy_shake(this, 2, 1, false);
this.gotoAndStop('move');
this.onEnterFrame = function () {
this._x += active_object_speed;
if (++this.shoot_count == this.shoot_all) {
this.shoot_count = 0;
if (this.blood < get_enemy_blood(250)) {
play_soundAction('ä¸åž‹æžªæ¢°4', false);
this.shoot_tracer();
}
if ((get_map_point(this.targeter))[0] > 457) {
this.shoot();
} else {
this.swordAction();
}
}
};
};
v2.shoot = function () {
this.gotoAndPlay('shoot1');
play_soundAction('飞机进入', false);
this.onEnterFrame = function () {
this._x += active_object_speed;
if (this.animaitoner2(50)) {
this.stand();
}
};
};
v2.swordAction = function () {
this.gotoAndPlay('shoot2');
play_soundAction('飞机进入', false);
this.get_pos = false;
this.attacked = random(5) + 1;
this.attack_dir = 1;
this.onEnterFrame = function () {
if (this.animaitoner2(60)) {
this.gotoAndStop(61);
}
var v2 = get_map_point(this);
if (this.attack_dir == 1) {
if (v2[0] < 900) {
if (!this.get_pos) {
if (v2[1] < 205) {
this._x += active_object_speed;
this._y += 3;
} else {
this.get_pos = true;
}
} else {
this._x += 10 + game_diff_level * 2 + active_object_speed;
}
enemy_killAction(this.killer, this.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果');
} else {
if (this.attacked > 0) {
--this.attacked;
this._xscale = -100;
this.attack_dir = -1;
} else {
this._xscale = 100;
this._x = -main._x + this.org_x;
this._y = -main._y - 135;
this.yspeed = 3;
this.fall();
}
}
} else {
if (this.attack_dir == -1) {
if (v2[0] > -300) {
this._x -= 10 + game_diff_level * 2 - active_object_speed;
enemy_killAction(this.killer, this.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果');
} else {
if (this.attacked > 0) {
--this.attacked;
this._xscale = 100;
this.attack_dir = 1;
} else {
this._xscale = 100;
this._x = -main._x + this.org_x;
this._y = -main._y - 135;
this.yspeed = 3;
this.fall();
}
}
}
}
};
};
v2.machinegun = function () {
if (this._xscale == 100) {
var v2 = 15 + (random(2) * 2 - 1) * random(15);
} else {
if (this._xscale == -100) {
var v2 = 165 + (random(2) * 2 - 1) * random(15);
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 8, 0, 0, v2, 5);
};
v2.shoot_tracer = function () {
var v3 = main.enemies.getNextHighestDepth();
var v2 = main.enemies.attachMovie('追踪导弹', 'boss_shoot' + v3, v3, {'_x': (get_shoot_point(this.point))[0], '_y': (get_shoot_point(this.point))[1]});
v2._rotation = 45;
var v4 = main.getNextHighestDepth();
var v5 = main.attachMovie('主角_导弹烟雾', 'BOSS_导弹烟雾' + v4, v4, {'_x': v2._x, '_y': v2._y});
v5._rotation = 45;
enemy_tracerAction(this, v2, this.targeter, 4, 3, 12);
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
this.gotoAndPlay('explode');
shake_screen();
delete this.onEnterFrame;
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
if (this.blood < get_enemy_blood(250)) {
shot_shine(this, 'red', 1);
} else {
shot_shine(this, 'white', 1);
}
}
};
v2.fall();
return v2;
}
function enemysAction08(who, x, y) {
var v2 = add_enemyAction(who, x, y, 50, 100);
v2.enemy_type = 2;
v2.attacked = 0;
v2.counts = 0;
v2.counts_all = 30 - game_diff_level * 10;
v2.animaitoner2 = function (frame) {
if (this._currentframe == frame) {
return true;
}
return false;
};
v2.moves = function () {
this.counts = 0;
this.gotoAndStop('move');
this.onEnterFrame = function () {
if (Math.abs(this.targeter._x - this._x) > 10) {
this._x += (this.targeter._x - this._x) / 20;
}
var v2 = this.targeter._y - 250;
if (Math.abs(v2 - this._y) > 20) {
this._y += (v2 - this._y) / 20;
}
if (++this.counts == this.counts_all) {
this.counts = 0;
this.shoot();
}
};
};
v2.shoot = function () {
this.gotoAndPlay('shoot');
this.onEnterFrame = function () {
if (Math.abs(this.targeter._x - this._x) > 10) {
this._x += (this.targeter._x - this._x) / 20;
}
var v2 = this.targeter._y - 250;
if (Math.abs(v2 - this._y) > 20) {
this._y += (v2 - this._y) / 20;
}
if (this.animaitoner2(30)) {
++this.attacked;
if (this.attacked - Math.floor(game_diff_level) >= 4) {
this.attacked = 0;
this.moves();
} else {
this.shoot();
}
}
};
};
v2.shootAction = function () {
enemy_shootAction(this, '轰炸炸弹', '轰炸机è½å¼¹', '手雷爆炸', false, 0, 0, 3, 0, 12);
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.onEnterFrame = function () {
this.gotoAndPlay('explode1');
this.move_speed = -this._xscale / 50;
this.onEnterFrame = function () {
this._rotation += this._xscale / 50;
if (enemy_move(this, this.move_speed, 0)) {
this.deadAction();
} else {
if (this.animaitoner2(64)) {
this.deadAction();
}
}
};
};
} else {
shot_shine(this, 'white', 1);
}
};
v2.deadAction = function () {
this.live = false;
this._rotation = 0;
delete this.onEnterFrame;
this.gotoAndPlay('explode2');
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
};
v2.moves();
return v2;
}
function enemysAction09(who, x, y) {
var v2 = add_enemyAction(who, x, y, 600, 100);
v2.enemy_type = 2;
v2.xspeed = -3;
v2.shoot_count = 0;
v2.shoot_all = 50 - game_diff_level * 15;
v2.can_jump = true;
v2.always_on = true;
v2.can_move_targeter = 1;
v2.no_absorb = true;
v2.no_damage = true;
v2.animaitoner2 = function (frame) {
if (this._currentframe == frame) {
return true;
}
return false;
};
v2.come_out = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
this.gotoAndStop('move');
play_soundAction('å¦å…‹è¿è¡Œ', true);
this.onEnterFrame = function () {
enemy_move(this, this.xspeed, 0);
if ((get_map_point(this))[0] <= 460) {
stop_soundAction('å¦å…‹è¿è¡Œ');
delete this.no_absorb;
delete this.no_damage;
shot_shine(this, 'yellow', 1);
this.stand();
}
};
};
};
v2.stand = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
if (++this.shoot_count == this.shoot_all) {
this.shoot_count = 0;
this.shoot1();
}
};
};
v2.shoot1 = function () {
this.gotoAndPlay('shoot1');
this.onEnterFrame = function () {
if (this.animaitoner2(50)) {
this.shoot2();
}
};
};
v2.shootAction1 = function () {
enemy_shootAction(this, 'å¦å…‹_炮弹', 'å¦å…‹å°„击', '手雷爆炸', false, 6, 0, 0, -170, 15);
enemy_shootAction(this, 'å¦å…‹_炮弹', 'å¦å…‹å°„击', '手雷爆炸', false, 6, 0, 0, 180, 15);
enemy_shootAction(this, 'å¦å…‹_炮弹', 'å¦å…‹å°„击', '手雷爆炸', false, 6, 0, 0, 170, 15);
};
v2.shoot2 = function () {
this.gotoAndPlay('shoot2');
this.onEnterFrame = function () {
if (this.animaitoner2(82)) {
if (this.blood > get_enemy_blood(400)) {
this.stand();
} else {
this.shoot3();
}
}
};
};
v2.shootAction2 = function (add_dis) {
if (this.targeter._x < this._x) {
var v2 = -3 - random(3);
} else {
var v2 = 3 + random(3);
}
(enemy_shootAction(this, '敌人_巨型å¦å…‹_炮弹', 'å¦å…‹å°„击', '手雷爆炸', false, 0, v2 + add_dis, -8, 0, 15)).shade = true;
};
v2.shoot3 = function () {
this.gotoAndPlay('shoot3');
this.onEnterFrame = function () {
if (this.animaitoner2(142)) {
if (this.blood > get_enemy_blood(200)) {
this.stand();
} else {
if (random(2)) {
this.shoot1();
} else {
if (random(2)) {
this.shoot2();
} else {
this.shoot3();
}
}
}
}
};
};
v2.shootAction3 = function () {
play_soundAction('é‡åž‹æžªæ¢°1', false);
var v3 = main.enemies.getNextHighestDepth();
var v2 = main.enemies.attachMovie('敌人_巨型å¦å…‹_ç«ç®', '敌人_巨型å¦å…‹_ç«ç®' + v3, v3, {'_x': (get_shoot_point(this.point))[0], '_y': (get_shoot_point(this.point))[1]});
v2._rotation = -103;
enemy_tracerAction(this, v2, this.targeter, 7, 5, 45);
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.healthbar != undefined) {
this.healthbar.check_health(this.blood, this.org_blood);
}
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndPlay('explode');
shake_screen();
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
if (!random(3)) {
if (this.blood > get_enemy_blood(400)) {
shot_shine(this, 'white', 1);
} else {
if (this.blood < get_enemy_blood(200)) {
shot_shine(this, 'red', 1);
} else {
shot_shine(this, 'pink', 1);
}
}
}
}
};
v2.come_out();
return v2;
}
function enemysAction10(who, x, y, attack_where) {
var v2 = add_enemyAction(who, x, y, 10, xscale);
v2.enemy_type = 2;
v2.speed = -8;
v2.attack_where = attack_where;
v2.shot = false;
v2.animaitoner2 = function (frame) {
if (this._currentframe == frame) {
return true;
}
return false;
};
v2.moves = function () {
this.gotoAndStop('move');
enemy_shake(this, 2, 1, false);
this.onEnterFrame = function () {
this._x += this.speed;
if (Math.abs((get_map_point(this))[0] - this.attack_where) < 20) {
if (!this.shot) {
this.shot = true;
this.shoot();
}
}
};
};
v2.shoot = function () {
this.gotoAndPlay('shoot');
this.onEnterFrame = function () {
if (this.animaitoner2(25)) {
this.gotoAndStop('move');
}
if ((get_map_point(this))[0] > -100) {
this._x += this.speed;
} else {
this.removeMovieClip();
}
};
};
v2.shootAction = function () {
var v2 = enemy_shootAction(this, '追踪导弹', 'é‡åž‹æžªæ¢°1', '导弹爆炸', 5, 0, -3, 3, 180, 12);
v2.tracer = true;
v2.accelerate = true;
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.gotoAndPlay('explode1');
this.driver.removeMovieClip();
this.move_speed = -this._xscale / 50;
this.onEnterFrame = function () {
this._rotation += this._xscale / 50;
if (enemy_move(this, this.move_speed, 0)) {
this.deadAction();
} else {
if (this.animaitoner2(51)) {
this.deadAction();
}
}
};
} else {
shot_shine(this, 'white', 1);
}
};
v2.deadAction = function () {
this.live = false;
this._rotation = 0;
delete this.onEnterFrame;
this.gotoAndPlay('explode2');
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
};
v2.moves();
return v2;
}
function enemysAction11(who, x, y) {
var v2 = add_enemyAction(who, x, y, 3, 100);
v2.enemy_type = 2;
v2.speed = 3;
v2.shoot_count = 0;
v2.shoot_all = random(20) + 60 - game_diff_level * 20;
v2.moves = function () {
this.gotoAndStop('move');
enemy_shake(this, 0.5, 1, false);
this.onEnterFrame = function () {
if (this._xscale == 100) {
if ((get_map_point(this))[0] > 0) {
this._x -= this.speed;
} else {
this._xscale = -100;
}
} else {
if (this._xscale == -100) {
if ((get_map_point(this))[0] < 590) {
this._x += this.speed;
} else {
this._xscale = 100;
}
}
}
if (++this.shoot_count == this.shoot_all) {
this.shoot_count = 0;
this.shootAction();
}
};
};
v2.shootAction = function () {
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, 90 + 60 * (this._xscale / 100), 5);
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.gotoAndStop('fall');
this.move_speed = -this._xscale / 50;
this.onEnterFrame = function () {
this._rotation += this._xscale / 4;
if (enemy_move(this, this.move_speed, 0)) {
this.deadAction();
}
};
} else {
shot_shine(this, 'white', 1);
}
};
v2.deadAction = function () {
this.live = false;
this._rotation = 0;
delete this.onEnterFrame;
this.gotoAndPlay('explode');
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
};
v2.moves();
return v2;
}
function enemysAction12(who, x, y, attacks, moves, states, xscale) {
var v2 = add_enemyAction(who, x, y, 1.5, xscale);
v2.speed = -5;
v2.attacks = attacks;
v2.moves = moves;
v2.states = states;
v2.enemy_type = 1;
v2.can_jump = true;
v2.blowup_next = 3;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.startAction = function () {
if (this.moves >= 50) {
this.get_shocked();
}
};
v2.stand = function () {
if (this.moves < 50) {
if (this.moves >= 0) {
this.gotoAndStop(this.states);
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
this.turn();
if (v2 >= 590) {
this.move_me();
} else {
if (v2 > 65 and v2 < 590) {
if (!random(30 - game_diff_level * 10)) {
this.shoot();
} else {
if (!random(30)) {
this.move_me();
}
}
} else {
if (v2 <= 65) {
if (random(2) and !this.cant_change_states) {
this.attack();
} else {
if (random(2)) {
this.move_me();
} else {
if (this.moves != 0) {
this.fear();
}
}
}
}
}
}
}
};
} else {
this.move_me();
}
} else {
if (this.moves >= 50) {
this.gotoAndStop('still' + (this.moves - 50));
this.mc.gotoAndPlay(random(this.mc._totalframes + 1));
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
if (this.moves >= 53) {
if (get_distance(this, this.targeter) < 200) {
if ((this._x - this.targeter._x) * this._xscale >= 0) {
if (Math.abs(this.targeter._y - this._y) < 100) {
this.get_shocked();
}
}
}
}
if (player_shooting) {
if ((get_map_point(this))[0] < 590) {
this.get_shocked();
}
}
}
};
}
}
};
v2.get_shocked = function () {
play_soundAction('士兵å—惊', false);
this.gotoAndStop('scare1');
this.states = 'stand';
this.moves = random(2) + 1;
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.move_me();
}
};
};
v2.get_blocked = function () {
if (this.states == 'stand') {
this.gotoAndStop('blocked');
this.onEnterFrame = function () {
if (!random(50)) {
this.stand();
}
};
} else {
this.stand();
}
};
v2.attack = function () {
if (this.attacks > 0) {
if (this.attacks < 99) {
--this.attacks;
}
this.gotoAndStop('s_kill');
this.states = 'stand';
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
} else {
this.run_away();
}
};
v2.move_me = function () {
if (!this.hit_area) {
if (this.moves > 0) {
if (this.moves == 2) {
this.gotoAndStop('s_creep1');
this.move_speed = this.speed / 2;
} else {
if (this.states == 'stand') {
if (!random(4) and this._y - this.targeter._y < 100 and !this.cant_change_states) {
this.states = 'crouch';
this.move_me();
return undefined;
}
this.gotoAndStop('s_walk');
this.move_speed = this.speed;
} else {
if (this.states == 'crouch') {
if (!random(4) and !this.cant_change_states) {
this.states = 'stand';
this.move_me();
return undefined;
}
if (!random(4)) {
this.states = 'grovel';
this.move_me();
return undefined;
}
this.gotoAndStop('c_walk');
this.move_speed = this.speed / 3;
} else {
if (this.states == 'grovel') {
if (!random(6)) {
this.states = 'crouch';
this.move_me();
return undefined;
}
this.gotoAndStop('g_walk');
this.move_speed = this.speed / 5;
}
}
}
}
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (!random(40) or this.hit_area) {
this.stand();
} else {
var v2 = (get_map_point(this))[0];
if (this._xscale < 0 and v2 > 570 or this._xscale > 0 and v2 < 20) {
this.stand();
} else {
if (Math.abs(this._x - this.targeter._x) < 65) {
this.stand();
}
}
}
}
};
} else {
if (this.moves < 0) {
if (this.moves == -2) {
this.gotoAndStop('s_creep1');
this.move_speed = this.speed / 2;
} else {
if (this.moves == -1) {
this.gotoAndStop('s_walk');
this.move_speed = this.speed;
}
}
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = Math.abs(this._x - this.targeter._x);
if (this.hit_area) {
this.moves = Math.abs(this.moves);
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!random(15) or v2 < 65) {
this.moves = Math.abs(this.moves);
this.stand();
}
this.turn();
}
}
}
};
}
}
}
};
v2.fear = function () {
this.gotoAndStop('s_creep2');
this.onEnterFrame = function () {
if (!this.hit_area) {
if (enemy_move(this, (-this.speed / 2) * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = (get_map_point(this))[0];
if (v2 > 570 or v2 < 20) {
this.stand();
} else {
if (!random(25)) {
this.stand();
}
}
}
} else {
this.stand();
}
};
};
v2.shoot = function () {
var v3 = get_map_point(this);
if (Math.abs(v3[0] - 295) < 295 and Math.abs(v3[1] - 200) < 200) {
if (this.attacks > 0) {
if (this.attacks < 99) {
--this.attacks;
}
var v2 = Math.atan2(this._y - this.targeter._y, this._x - this.targeter._x) / 0.01745;
if (this.states == 'stand') {
if (v2 >= 0) {
if (v2 > 90) {
v2 = 180 - v2;
}
if (v2 < 15) {
this.gotoAndStop('s_shoot1');
} else {
if (v2 >= 15 and v2 < 45) {
this.gotoAndStop('s_shoot2');
} else {
if (v2 >= 45 and v2 < 75) {
this.gotoAndStop('s_shoot3');
} else {
if (v2 >= 75) {
this.gotoAndStop('s_shoot4');
}
}
}
}
} else {
this.gotoAndStop('s_throw');
}
} else {
if (this.states == 'crouch') {
if (v2 >= 0) {
if (random(5)) {
this.gotoAndStop('c_shoot');
} else {
this.gotoAndStop('c_throw');
}
} else {
this.gotoAndStop('c_throw');
}
} else {
if (this.states == 'grovel') {
if (v2 >= 0) {
if (random(5)) {
this.gotoAndStop('g_shoot');
} else {
this.gotoAndStop('g_throw');
}
} else {
this.gotoAndStop('g_throw');
}
}
}
}
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
} else {
this.run_away();
}
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die' + (random(3) + 1), 'die' + (random(3) + 1), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1));
};
v2.run_away = function () {
if (this.moves != 0) {
if (this._x < this.targeter._x) {
this._xscale = 100;
} else {
this._xscale = -100;
}
this.gotoAndStop('run_away');
this.flee = true;
this.onEnterFrame = function () {
enemy_move(this, this.speed * Math.abs(this._xscale) / this._xscale, 0);
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) > 295 or Math.abs(v2[1] - 200) > 200) {
if (this.dieEvents != undefined) {
this.dieEvents();
}
this.removeMovieClip();
}
};
}
};
v2.shootAction = function (what, dir) {
if (what == '敌人_枪械åå¼¹') {
if (this._xscale == 100) {
var v3 = dir;
} else {
if (this._xscale == -100) {
var v3 = -(dir + 180);
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, v3, 5);
} else {
if (what == '敌人_手雷') {
var v2 = (this.targeter._x - this._x) / 45;
v2 *= 0.9 + Math.random() / 10;
if (Math.abs(v2) > 8 + game_diff_level * 2) {
v2 = (8 + game_diff_level * 2) * Math.abs(v2) / v2;
}
(enemy_shootAction(this, '敌人_手雷', undefined, '手雷爆炸', false, 0, v2, -7, 0, 5)).rotate_me = 15;
}
}
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 5, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.stand();
return v2;
}
function enemysAction13(who, x, y, moves) {
var v2 = add_enemyAction(who, x, y, 15, 100);
v2.enemy_type = 2;
v2.move_speed = -6 - game_diff_level;
v2.attacked = false;
v2.can_enemy_stand = true;
v2.stand = function () {
this.gotoAndStop('stand');
if (moves) {
this.can_jump = true;
this.can_enemy_stand = false;
this.onEnterFrame = function () {
if (!this.attacked) {
if (enemy_killAction(this.hit, this.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果')) {
this.attacked = true;
}
}
this.w1._rotation -= 60;
this.w2._rotation -= 60;
this.w3._rotation -= 60;
this.w4._rotation -= 60;
this.w5._rotation -= 60;
this.w6._rotation -= 60;
enemy_move(this, this.move_speed, 0);
var v2 = (get_map_point(this))[0];
if (v2 > 620 and v2 < 630) {
play_soundAction('å¡è½¦å¼€åŠ¨', false);
} else {
if (v2 < -50) {
this.removeMovieClip();
}
}
};
}
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndPlay('explode');
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
shot_shine(this, 'white', 1);
}
};
v2.stand();
return v2;
}
function enemysAction14(who, x, y, moves, states, xscale) {
var v2 = add_enemyAction(who, x, y, 10, xscale);
v2.speed = -5;
v2.moves = moves;
v2.states = states;
v2.enemy_type = 1;
v2.can_jump = true;
v2.kick_things = undefined;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
if (this.moves > 0) {
this.gotoAndStop(this.states);
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
this.turn();
if (v2 >= 590) {
this.move_me();
} else {
if (v2 > 40 and v2 < 590) {
if (!random(20 - game_diff_level * 5)) {
this.shoot();
} else {
if (!random(30)) {
this.move_me();
}
}
} else {
if (v2 <= 40 and !this.cant_change_states) {
this.attack();
}
}
}
}
};
} else {
if (this.moves == 0) {
this.gotoAndStop(this.states);
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
if ((get_map_point(this))[0] < 590) {
this.moves = 1;
if (this.kick_things.live) {
this.attack();
} else {
this.shoot();
}
}
}
};
} else {
this.move_me();
}
}
};
v2.get_blocked = function () {
this.stand();
};
v2.attack = function () {
this.gotoAndStop('kill');
this.states = 'stand';
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
};
v2.move_me = function () {
if (!this.hit_area) {
if (this.moves > 0) {
if (this.states == 'stand') {
if (!random(5) and !this.cant_change_states) {
this.states = 'grovel';
this.move_me();
return undefined;
}
if (random(2) and !this.cant_change_states) {
this.gotoAndStop('jump');
this.yspeed = -12;
this.move_speed = this.speed;
this.temp_jump = true;
} else {
this.gotoAndStop('s_walk');
this.move_speed = this.speed;
}
} else {
if (this.states == 'grovel') {
if (!random(3) and !this.cant_change_states) {
this.states = 'stand';
this.move_me();
return undefined;
}
this.gotoAndStop('g_walk');
this.move_speed = this.speed / 5;
}
}
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.temp_jump) {
delete this.temp_jump;
this.stand();
} else {
if (!random(40) or this.hit_area) {
this.stand();
} else {
var v2 = (get_map_point(this))[0];
if (this._xscale < 0 and v2 > 570 or this._xscale > 0 and v2 < 20) {
this.stand();
} else {
if (Math.abs(this._x - this.targeter._x) < 40) {
this.stand();
}
}
}
}
}
};
} else {
if (this.moves < 0) {
if (this.moves == -2) {
this.gotoAndStop('g_walk');
this.move_speed = this.speed / 2;
} else {
if (this.moves == -1) {
this.gotoAndStop('s_walk');
this.move_speed = this.speed;
}
}
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = Math.abs(this._x - this.targeter._x);
if (this.hit_area) {
this.moves = Math.abs(this.moves);
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!random(15) or v2 < 40) {
this.moves = Math.abs(this.moves);
this.stand();
}
this.turn();
}
}
}
};
}
}
}
};
v2.shoot = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
if (this.states == 'stand') {
this.gotoAndStop('s_shoot');
} else {
if (this.states == 'grovel') {
this.gotoAndStop('g_shoot');
}
}
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1));
};
v2.shootAction = function (what, dir) {
if (this._xscale == 100) {
var v2 = dir;
} else {
if (this._xscale == -100) {
var v2 = -(dir + 180);
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 6, 0, 0, v2, 5);
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果');
if (this.kick_things.live) {
play_soundAction('打击声音', false);
this.kick_things.move_me(1);
this.kick_things = undefined;
}
};
v2.stand();
return v2;
}
function enemysAction15(who, x, y) {
var v2 = add_enemyAction(who, x, y, 5, 100);
v2.enemy_type = 2;
v2.move_speed = -4;
v2.can_jump = true;
v2.attacked = false;
v2.stand = function () {
this.gotoAndStop('stand');
this.mc.stop();
};
v2.move_me = function (dir) {
this._xscale = dir * 100;
this.mc.play();
this.onEnterFrame = function () {
if (!this.attacked) {
if (enemy_killAction(this.g, this.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果')) {
this.attacked = true;
}
}
enemy_move(this, this.move_speed * dir, 0);
var v2 = (get_map_point(this))[0];
if (dir == 1 and v2 < -50) {
this.removeMovieClip();
} else {
if (dir == -1 and v2 > 640) {
this.removeMovieClip();
}
}
};
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndStop('die');
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
shot_shine(this, 'white', 1);
}
};
v2.stand();
return v2;
}
function enemysAction16(who, x, y) {
var v2 = add_enemyAction(who, x, y, 10, 100);
v2.enemy_type = 2;
v2.move_speed = -5;
v2.can_jump = false;
v2.attacked = false;
v2.change_rotation = true;
v2.can_enemy_stand = true;
v2.stand = function () {
this.gotoAndStop('stand');
this.mc.stop();
};
v2.move_me = function () {
this.mc.play();
this.can_jump = true;
this.can_enemy_stand = false;
this.onEnterFrame = function () {
if (!this.attacked) {
if (enemy_killAction(this.hit, this.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果')) {
this.attacked = true;
}
}
enemy_move(this, this.move_speed, 0);
var v2 = (get_map_point(this))[0];
if (v2 < -50) {
this.removeMovieClip();
}
};
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndStop('die');
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
shot_shine(this, 'white', 1);
}
};
v2.stand();
return v2;
}
function enemysAction17(who, typ, x, y, blood, xscale) {
var v2 = add_enemyAction(who, x, y, blood, xscale);
v2.typ = typ;
v2.stand = function () {
this.gotoAndStop('stand' + this.typ);
this.onEnterFrame = function () {
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
if (v2 < 290) {
if (!random(20 - game_diff_level * 5)) {
this.shoot();
}
}
}
};
};
v2.shoot = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
this.gotoAndStop('shoot' + this.typ);
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood_mc == undefined) {
this.attachMovie('å°åˆ€ç 人_效果', 'blood_mc', this.getNextHighestDepth(), {'_x': 0, '_y': -35});
}
shot_shine(this, 'pink', 1);
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
if (how == 'elec') {
enemy_elec(this);
play_soundAction('敌兵æ»äº¡0' + (random(2) * 2 + 2), false);
} else {
play_soundAction('敌兵æ»äº¡0' + (random(3) + 1), false);
}
this.gotoAndStop('die' + this.typ);
if (this.dieEvents != undefined) {
this.dieEvents();
}
}
};
v2.shootAction = function (what, dir) {
if (this._xscale == 100) {
var v2 = dir;
} else {
if (this._xscale == -100) {
var v2 = -(dir + 180);
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, v2, 5);
};
v2.stand();
return v2;
}
function enemysAction18(who, x, y, come, xscale) {
var v2 = add_enemyAction(who, x, y, 75, xscale);
v2.speed = -8 - game_diff_level;
v2.come = come;
v2.enemy_type = 1;
v2.can_jump = true;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.come_out = function () {
this.gotoAndStop('come' + this.come);
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
if (this.mc._currentframe == this.mc._totalframes) {
if ((get_map_point(this))[0] < 590) {
this.stand();
}
}
}
};
};
v2.stand = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
this.turn();
enemy_check_ground(this);
if (this.targeter.live) {
if (this.mc._currentframe == this.mc._totalframes) {
this['move_me' + (random(3) + 1)]();
}
}
};
};
v2.get_blocked = function () {
this.stand();
};
v2.move_me1 = function () {
if (!this.hit_area) {
this.gotoAndStop('s_kill');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.move_me2 = function () {
if (!this.hit_area) {
this.gotoAndStop('run');
this.move_speed = this.speed;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
return undefined;
}
if (!random(50)) {
this.move_me3();
return undefined;
}
var v2 = get_distance(this, this.targeter);
if (v2 < 45) {
this.gotoAndStop('r_kill');
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
}
};
}
};
v2.move_me3 = function () {
if (!this.hit_area) {
this.gotoAndStop('jump');
this.move_speed = this.speed * 1.25;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, -10)) {
this.stand();
return undefined;
}
var v2 = get_distance(this, this.targeter);
if (v2 < 200) {
this.gotoAndStop('j_kill');
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
this.stand();
}
};
}
};
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1));
};
v2.shootAction = function (what, dir) {
if (this._xscale == 100) {
var v2 = dir;
} else {
if (this._xscale == -100) {
var v2 = -(dir + 180);
}
}
enemy_shootAction(this, '敌人_刀光', 'ç 刀', '手雷爆炸', false, 10, 0, 0, v2, 5);
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 10, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.come_out();
return v2;
}
function enemysAction19(who, x, y, xscale) {
var v2 = add_enemyAction(who, x, y, 3, xscale);
v2.enemy_type = 1;
v2.blowup_next = 3;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
this.gotoAndStop('stand');
this._visible = 0;
this.onEnterFrame = function () {
if (this.targeter.live) {
this.turn();
if (get_distance(this, this.targeter) < 200) {
this._visible = 1;
this.move_me();
}
}
};
};
v2.move_me = function () {
this.gotoAndStop('bamboo');
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, 0, -8)) {
enemysAction12(who, this._x, this._y, 99, 1, 'stand', this._xscale);
this.removeMovieClip();
}
};
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die' + (random(3) + 1), 'die' + (random(3) + 1), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1));
};
v2.shootAction = function () {
if (this._xscale == 100) {
var v2 = 125 - random(25) * (random(2) * 2 - 1);
} else {
if (this._xscale == -100) {
var v2 = 55 + random(25) * (random(2) * 2 - 1);
}
}
(enemy_shootAction(this, '敌人_竹åæ¦å™¨', '弓攻击1', 'å°åˆ€04', false, 15, 0, 0, v2, 5)).land_angle = true;
};
v2.stand();
return v2;
}
function enemysAction20(who, x, y) {
var v2 = add_enemyAction(who, x, y, 350, 100);
v2.enemy_type = 2;
v2.move_speed = -5;
v2.in_air = true;
v2.angry = false;
v2.angry_count = 0;
v2.sword_count = 0;
v2.man_count = 0;
v2.stone_count = 0;
v2.can_jump = true;
v2.always_on = true;
v2.can_move_targeter = 1;
v2.man.stop();
v2.come_out = function () {
this.gotoAndStop('stand');
this.man.gotoAndStop('idle');
this.onEnterFrame = function () {
if (get_distance(this, this.targeter) < 520) {
this.w1.play();
this.w2.play();
this.w3.play();
this.w4.play();
this.onEnterFrame = function () {
enemy_move(this, this.move_speed, 0);
player_max_x = this._x - 85;
var v2 = (get_map_point(this))[0];
if (v2 < 475) {
this.stand();
}
};
}
};
};
v2.stand = function () {
this.w1.gotoAndStop(1);
this.w2.gotoAndStop(1);
this.w3.gotoAndStop(1);
this.w4.gotoAndStop(1);
this.onEnterFrame = function () {
this.check_moves();
player_max_x = this._x - 85;
this.check_sword();
this.check_man();
this.check_stone();
};
};
v2.check_moves = function () {
if (this.angry) {
++this.angry_count;
if (this.angry_count == 1) {
this.w1.play();
this.w2.play();
this.w3.play();
this.w4.play();
} else {
if (this.angry_count > 50 and this.angry_count < 100) {
enemy_move(this, this.move_speed, 0);
} else {
if (this.angry_count == 100) {
this.w1.gotoAndStop(1);
this.w2.gotoAndStop(1);
this.w3.gotoAndStop(1);
this.w4.gotoAndStop(1);
} else {
if (this.angry_count == 150) {
this.w1.play();
this.w2.play();
this.w3.play();
this.w4.play();
} else {
if (this.angry_count > 150 and this.angry_count < 200) {
enemy_move(this, -this.move_speed, 0);
} else {
if (this.angry_count == 200) {
this.w1.gotoAndStop(1);
this.w2.gotoAndStop(1);
this.w3.gotoAndStop(1);
this.w4.gotoAndStop(1);
} else {
if (this.angry_count > 250) {
this.angry_count = 0;
}
}
}
}
}
}
}
}
};
v2.check_sword = function () {
if (++this.sword_count == 20 - game_diff_level * 5) {
this.sword_count = 0;
if (enemy_killAction(this.sword, this.targeter, 'kill', 12, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果')) {
shake_screen();
}
}
};
v2.check_man = function () {
if (this.man._currentframe == 8) {
if (++this.man_count == 40 - game_diff_level * 10) {
this.man_count = 0;
if (Math.abs(this._x - this.targeter._x) < 120) {
this.man.gotoAndStop('kill');
} else {
this.man.gotoAndStop('shoot');
}
this.man.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('idle');
}
};
}
}
};
v2.man.targeter = v2.targeter;
v2.man.shootAction = function () {
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 10, 0, 0, 180, 5);
};
v2.man.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 10, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.check_stone = function () {
if (this.mc._currentframe == 1) {
if (++this.stone_count == 40 - game_diff_level * 10) {
this.stone_count = 0;
this.mc.play();
}
}
};
v2.shoot_stoneAction = function () {
var v2 = -2 - Math.random() * 4;
var v3 = enemy_shootAction(this, '敌人_巨石', 'å°åˆ€å‡ºåˆ€', '打击声音', 5 + game_diff_level * 5, 0, v2 + Math.random(), -3 + random(3), 0, 12);
v3.bounce = true;
v3.rotate_me = 15;
if (random(2)) {
var v4 = enemy_shootAction(this, '敌人_巨石', 'å°åˆ€å‡ºåˆ€', '打击声音', 5 + game_diff_level * 5, 0, v2, -3 + random(3), 0, 12);
v4.bounce = true;
v4.rotate_me = 15;
}
if (random(2)) {
var v5 = enemy_shootAction(this, '敌人_巨石', 'å°åˆ€å‡ºåˆ€', '打击声音', 5 + game_diff_level * 5, 0, v2 - Math.random(), -3 + random(3), 0, 12);
v5.bounce = true;
v5.rotate_me = 15;
}
if (game_diff_level >= 1) {
if (random(2)) {
var v6 = enemy_shootAction(this, '敌人_巨石', 'å°åˆ€å‡ºåˆ€', '打击声音', 5 + game_diff_level * 5, 0, v2 - 2 * Math.random(), -3 + random(3), 0, 12);
v6.bounce = true;
v6.rotate_me = 15;
}
if (random(2)) {
var v7 = enemy_shootAction(this, '敌人_巨石', 'å°åˆ€å‡ºåˆ€', '打击声音', 5 + game_diff_level * 5, 0, v2 - 3 * Math.random(), -3 + random(3), 0, 12);
v7.bounce = true;
v7.rotate_me = 15;
}
}
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.healthbar != undefined) {
this.healthbar.check_health(this.blood, this.org_blood);
}
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndStop('explode');
shake_screen();
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
if (this.blood < get_enemy_blood(175)) {
this.angry = true;
if (!random(3)) {
shot_shine(this, 'red', 1);
}
} else {
if (!random(3)) {
shot_shine(this, 'white', 1);
}
}
}
};
v2.come_out();
return v2;
}
function enemysAction21(who, x, y, state, xscale) {
var v2 = add_enemyAction(who, x, y, 15, xscale);
v2.move_speed = -13;
v2.enemy_type = 2;
v2.definite = true;
v2.can_move_targeter = 1;
v2.stand = function () {
this.gotoAndStop('stand');
delete this.onEnterFrame;
};
v2.come = function () {
this.gotoAndStop('stand');
play_soundAction('å¡è½¦å¼€åŠ¨', false);
this.onEnterFrame = function () {
enemy_move(this, this.move_speed * this._xscale / 100, 0);
this.move_speed += 0.25;
if (this.move_speed == 0) {
this.open_door();
} else {
if (this.move_speed == -4) {
play_soundAction('å¡è½¦åˆ¹è½¦', false);
}
}
};
};
v2.open_door = function () {
this.gotoAndStop('open');
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
} else {
if (this.mc._currentframe == 4) {
play_soundAction('飞机跳出', false);
enemysAction18('敌人_日本æ¦å£«å†›å®˜', this._x, this._y, 2, 100);
NPC_scare();
}
}
};
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndPlay('explode');
play_soundAction('大爆炸', false);
enemy_explode(this, 5, 10);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
shot_shine(this, 'white', 1);
}
};
v2[state]();
return v2;
}
function enemysAction22(who, x, y, blood, which) {
var v2 = add_enemyAction(who, x, y, blood, 100);
v2.enemy_type = 2;
v2.definite = true;
v2.stand = function () {
this.gotoAndStop(which);
};
v2.come_out_enemy = function (px, py) {
this.max_enemy = 5;
this.onEnterFrame = function () {
var v2 = (get_map_point(this))[0];
if (v2 > 0 and v2 < 450) {
if (!random(350)) {
if (--this.max_enemy >= 0) {
enemysAction12('敌人_æ¥æžªå…µ', this._x + px, this._y + py, 99, -2 + random(2), 'stand', 100);
} else {
delete this.onEnterFrame;
}
}
}
};
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndStop(this._currentframe + 17);
object_remove(this, 15);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
if (this.shine != undefined) {
shot_shine(this.shine, 'pink', 1);
}
}
};
v2.stand();
return v2;
}
function enemysAction23(who, x, y, xscale) {
var v2 = add_enemyAction(who, x, y, 25, xscale);
v2.speed = -7 - game_diff_level;
v2.enemy_type = 1;
v2.can_jump = true;
v2.initaled = false;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
this.turn();
if (this.targeter.live) {
if (this.mc._currentframe == this.mc._totalframes) {
if (this.initaled) {
this['move_me' + (random(2) + 1)]();
} else {
this.initaled = true;
this.move_me2();
}
}
}
};
};
v2.get_blocked = function () {
this.stand();
};
v2.move_me1 = function () {
if (!this.hit_area) {
this.gotoAndStop('s_shoot');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.move_me2 = function () {
if (!this.hit_area) {
this.gotoAndStop('run');
this.move_speed = this.speed;
play_soundAction('马声音1', false);
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.mc._currentframe == this.mc._totalframes) {
this.move_me4();
return undefined;
}
if (!random(30)) {
this.move_me3();
}
}
};
}
};
v2.move_me3 = function () {
if (!this.hit_area) {
this.gotoAndStop('r_shoot');
this.move_speed = this.speed;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.mc._currentframe == this.mc._totalframes) {
this.move_me4();
}
}
};
}
};
v2.move_me4 = function () {
if (!this.hit_area) {
this.gotoAndStop('stop');
this.move_speed = this.speed / 2;
stop_soundAction('马声音1');
play_soundAction('å¡è½¦åˆ¹è½¦', false);
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
}
};
}
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood_mc == undefined) {
this.attachMovie('å°åˆ€ç 人_效果', 'blood_mc', this.getNextHighestDepth(), {'_x': 0, '_y': -40});
}
shot_shine(this, 'pink', 1);
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndStop('die');
play_soundAction('马声音2', false);
this.onEnterFrame = function () {
if (enemy_move(this, 0, 0)) {
delete this.onEnterFrame;
}
};
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
}
};
v2.shootAction = function (what, dir) {
if (this._xscale == 100) {
var v2 = dir;
} else {
if (this._xscale == -100) {
var v2 = -(dir + 180);
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 7, 0, 0, v2, 5);
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果');
};
v2.stand();
return v2;
}
function enemysAction24(who, x, y, xscale) {
var v2 = add_enemyAction(who, x, y, 1.5, xscale);
v2.enemy_type = 1;
v2.come_out = false;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.come = function () {
this.gotoAndStop('come');
this.onEnterFrame = function () {
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
if (v2 < 290) {
this.onEnterFrame = function () {
this.mc._x -= 5;
if (this.mc._x <= -43) {
this.mc._x = -43;
this.stand();
}
};
}
}
};
};
v2.stand = function () {
this.come_out = true;
this.gotoAndStop('stand');
this.onEnterFrame = function () {
this.turn();
if (this.targeter.live) {
if (!random(35 - game_diff_level * 10)) {
this.shoot();
} else {
if (!random(15)) {
this.idle();
}
}
}
};
};
v2.idle = function () {
this.gotoAndStop('idle');
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
};
v2.shoot = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
this.gotoAndStop('shoot');
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.to_die = function (how, much) {
if (!this.come_out) {
this.removeMovieClip();
} else {
this.blood -= much;
if (this.blood_mc == undefined) {
this.attachMovie('å°åˆ€ç 人_效果', 'blood_mc', this.getNextHighestDepth(), {'_x': 0, '_y': -20});
}
shot_shine(this, 'pink', 1);
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
if (how == 'blow') {
this.gotoAndStop('blast');
play_soundAction('敌兵æ»äº¡0' + (random(2) * 2 + 2), false);
this.onEnterFrame = function () {
if (enemy_move(this, random(2) * 2 - 1, -10)) {
delete this.onEnterFrame;
this.gotoAndStop('die' + (random(3) + 4));
}
};
} else {
this.gotoAndStop('die' + (random(3) + 1));
play_soundAction('敌兵æ»äº¡0' + (random(3) + 1), false);
delete this.onEnterFrame;
}
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
}
}
};
v2.shootAction = function (what, dir) {
var v2 = (this.targeter._x - this._x) / 55;
v2 *= 0.9 + Math.random() / 10;
if (Math.abs(v2) > 8 + game_diff_level * 2) {
v2 = (8 + game_diff_level * 2) * Math.abs(v2) / v2;
}
(enemy_shootAction(this, '敌人_手雷', undefined, '手雷爆炸', false, 0, v2, -7, 0, 5)).rotate_me = 15;
};
if (random(2)) {
v2.stand();
return v2;
}
v2.come();
return v2;
}
function enemysAction25(who, x, y, xscale) {
var v2 = blocksAction(who, x, y, 1, 10, true, 10);
v2.man_out = false;
v2.check_come = function () {
this.gotoAndStop('n1');
this.onEnterFrame = function () {
var v2 = get_distance(this, this.targeter);
if (v2 < 200 and !random(300 - game_diff_level * 100)) {
delete this.beatAction;
this.come_out();
}
};
};
v2.come_out = function () {
this.gotoAndStop('come');
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
var v2 = this._x - this.targeter._x + 0.015;
var v3 = Math.abs(v2) / v2;
enemysAction14('敌人_汉奸', this._x + 3, this._y - 59, -1, 'stand', 100 * v3);
this.man_out = true;
this.gotoAndStop('n1');
delete this.onEnterFrame;
}
};
};
v2.beatAction = function () {
this.come_out();
delete this.beatAction;
};
v2.dieEvents = function () {
if (!this.man_out) {
(enemysAction14('敌人_汉奸', this._x + 3, this._y - 59, -1, 'stand', 100)).to_die('blow', 10);
}
};
v2.check_come();
return v2;
}
function enemysAction26(who, x, y, moves, xscale) {
var v2 = add_enemyAction(who, x, y, 25, xscale);
v2.speed = -5 - game_diff_level;
v2.moves = moves;
v2.enemy_type = 1;
v2.can_jump = true;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
if (this.moves >= 0) {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
this.turn();
if (v2 >= 590) {
this.move_me();
} else {
if (v2 > 65 and v2 < 590) {
if (!random(30 - game_diff_level * 10)) {
this.shoot();
} else {
if (!random(30)) {
this.move_me();
}
}
} else {
if (v2 <= 65) {
if (random(2)) {
this.attack();
} else {
this.move_me();
}
}
}
}
}
};
} else {
this.move_me();
}
};
v2.get_blocked = function () {
this.stand();
};
v2.attack = function () {
this.gotoAndStop('kill');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
};
v2.move_me = function () {
if (!this.hit_area) {
if (this.moves > 0) {
if (random(2)) {
this.gotoAndStop('walk');
this.move_speed = this.speed;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (!random(40) or this.hit_area) {
this.stand();
} else {
var v2 = (get_map_point(this))[0];
if (this._xscale < 0 and v2 > 570 or this._xscale > 0 and v2 < 20) {
this.stand();
} else {
if (Math.abs(this._x - this.targeter._x) < 65) {
this.stand();
}
}
}
}
};
} else {
this.gotoAndStop('jump');
this.move_speed = this.speed;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, -8)) {
this.stand();
}
};
}
} else {
if (this.moves < 0) {
this.gotoAndStop('walk');
this.move_speed = this.speed;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = Math.abs(this._x - this.targeter._x);
if (this.hit_area) {
this.moves = Math.abs(this.moves);
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!random(15) or v2 < 65) {
this.moves = Math.abs(this.moves);
this.stand();
}
this.turn();
}
}
}
};
}
}
}
};
v2.shoot = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
this.gotoAndStop('shoot');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1));
};
v2.shootAction = function () {
if (this._xscale == 100) {
var v2 = 180;
} else {
if (this._xscale == -100) {
var v2 = 0;
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 10, 0, 0, v2, 5);
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 10, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.stand();
return v2;
}
function enemysAction27(who, x, y, come, xscale) {
var v2 = add_enemyAction(who, x, y, 90, xscale);
v2.speed = -7 - game_diff_level;
v2.come = come;
v2.enemy_type = 1;
v2.can_jump = true;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.come_out = function () {
if (this.come == 0) {
this.gotoAndStop('idle');
this.mc.stop();
this.onEnterFrame = function () {
enemy_check_ground(this);
if ((get_map_point(this))[0] < 550) {
this.mc.play();
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
delete this.in_air;
this.stand();
}
};
}
};
} else {
if (this.come == -1) {
this.gotoAndStop('run');
this.move_speed = this.speed;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = Math.abs(this._x - this.targeter._x);
if (this.hit_area) {
this.moves = Math.abs(this.moves);
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!random(15) or v2 < 40) {
this.moves = Math.abs(this.moves);
this.stand();
}
this.turn();
}
}
}
};
}
}
};
v2.stand = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
this.turn();
enemy_check_ground(this);
if (this.targeter.live) {
if (this.mc._currentframe == this.mc._totalframes) {
var v2 = get_distance(this, this.targeter);
if (v2 <= 40) {
this.move_me1();
} else {
if (v2 > 40 and v2 < 80) {
this.move_me2();
} else {
this['move_me' + (random(2) + 3)]();
}
}
}
}
};
};
v2.get_blocked = function () {
this.stand();
};
v2.move_me1 = function () {
if (!this.hit_area) {
this.gotoAndStop('attack1');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.move_me2 = function () {
if (!this.hit_area) {
this.gotoAndStop('attack2');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.move_me3 = function () {
if (!this.hit_area) {
this.gotoAndStop('run');
this.move_speed = this.speed * 1.5;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
return undefined;
}
if (!random(50)) {
this.move_me4();
return undefined;
}
var v2 = get_distance(this, this.targeter);
if (v2 < 100) {
this.gotoAndStop('attack3');
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, -7)) {
this.stand();
}
};
}
}
};
}
};
v2.move_me4 = function () {
if (!this.hit_area) {
this.gotoAndStop('attack4');
this.move_speed = this.speed * 1.5;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, -10)) {
this.stand();
}
};
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'die', 'die', 'die', 'die', '敌兵æ»äº¡0' + (random(2) + 1), '敌兵æ»äº¡0' + (random(2) + 1), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(2) + 1));
};
v2.attackAction1 = function () {
enemy_killAction(this.mc.killer, this.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果');
};
v2.attackAction2 = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 8, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.come_out();
return v2;
}
function enemysAction28(who, frame, x, y, beat_all, moves, exist) {
if (exist or rollrock_exist) {
var v2 = add_enemyAction(who, x, y, 15, 100);
v2.enemy_type = 2;
v2.move_speed = -3;
v2.beat_count = 0;
v2.frame = frame;
v2.no_score = true;
if (frame == 'rock1') {
v2.can_move_targeter = 2;
} else {
if (frame == 'rock2') {
v2.can_move_targeter = 0.5;
}
}
delete rollrock_exist;
v2.stand = function () {
this.gotoAndStop(this.frame);
this.onEnterFrame = function () {
enemy_check_ground(this);
};
};
v2.move_me = function (temp_speed) {
if (this.frame == 'rock1') {
rollrock_exist = true;
}
this.beat_count = 0;
this.temp_speed = temp_speed % 5;
this.onEnterFrame = function () {
this.temp_speed += 0.15;
enemy_move(this, this.temp_speed, 0);
if (this.mc != undefined) {
this.mc._rotation += this.temp_speed;
shake_screen();
}
var v2 = (get_map_point(this))[0];
if (v2 < -300 or v2 > 690) {
if (this.dieEvents != undefined) {
this.dieEvents();
}
this.removeMovieClip();
}
};
};
v2.to_die = function (how, much) {
var v2 = 2 * much * Math.abs(this._x - this.targeter._x + 0.005) / (this._x - this.targeter._x + 0.005);
if (this.mc != undefined) {
this.mc._rotation += v2;
}
this.beat_count += much;
if (this.beat_count < beat_all) {
enemy_move(this, v2, 0);
} else {
this.move_me(v2);
delete this.to_die;
}
};
v2.stand();
return v2;
}
}
function enemysAction29(who, x, y, speed, target_pos, xscale) {
var v2 = add_enemyAction(who, x, y, 25, xscale);
v2.enemy_type = 1;
v2.move_speed = speed;
v2.man.stop();
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this.man._xscale == -100) {
this.man._xscale = 100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this.man._xscale == 100) {
this.man._xscale = -100;
}
}
}
};
v2.come = function () {
play_soundAction('å¡è½¦å¼€åŠ¨', false);
this.onEnterFrame = function () {
this.w1._rotation += 60;
this.w2._rotation += 60;
enemy_move(this, this.move_speed, 0);
this.turn();
if (!this.car_moving) {
var v2 = (get_map_point(this))[0];
if (this.move_speed > 0 and v2 > target_pos) {
this.car_moving = 1;
} else {
if (this.move_speed < 0 and v2 < target_pos) {
this.car_moving = 1;
}
}
} else {
if (this.move_speed >= Math.abs(speed)) {
this.car_moving = -0.25;
this.man.gotoAndStop('shoot');
this.man.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('idle');
}
};
} else {
if (this.move_speed <= -Math.abs(speed)) {
this.car_moving = 0.25;
}
}
this.move_speed += this.car_moving;
if ((get_map_point(this))[0] < -100) {
if (this.dieEvents != undefined) {
this.dieEvents();
}
this.removeMovieClip();
}
}
};
};
v2.man.targeter = v2.targeter;
v2.man.shootAction = function () {
if (this._xscale == 100) {
var v2 = 0;
} else {
if (this._xscale == -100) {
var v2 = 180;
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 10, 0, 0, v2, 5);
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood_mc == undefined) {
this.attachMovie('å°åˆ€ç 人_效果', 'blood_mc', this.getNextHighestDepth(), {'_x': 0, '_y': -65});
}
shot_shine(this, 'pink', 1);
if (this.blood <= 0) {
this.g.swapDepths(this.getNextHighestDepth());
this.g.removeMovieClip();
this.live = false;
delete this.man.onEnterFrame;
if (how == 'elec') {
enemy_elec(this.man);
this.man.gotoAndStop('blast');
play_soundAction('敌兵æ»äº¡0' + (random(2) * 2 + 2), false);
} else {
if (how == 'blow') {
this.man.gotoAndStop('blast');
play_soundAction('敌兵æ»äº¡0' + (random(2) * 2 + 2), false);
} else {
if (how == 'fly') {
this.man.gotoAndStop('die');
play_soundAction('敌兵æ»äº¡02', false);
} else {
this.man.gotoAndStop('die');
play_soundAction('敌兵æ»äº¡0' + (random(3) + 1), false);
}
}
}
this.onEnterFrame = function () {
if (this.move_speed > -10) {
this.move_speed -= 0.5;
}
enemy_move(this, this.move_speed, 0);
if ((get_map_point(this))[0] < -50) {
this.removeMovieClip();
}
};
if (this.dieEvents != undefined) {
this.dieEvents();
}
}
};
v2.come();
return v2;
}
function enemysAction30(who, x, y, come, xscale, posx) {
var v2 = add_enemyAction(who, x, y, 40, xscale);
v2.speed = -7 - game_diff_level;
v2.come = come;
v2.enemy_type = 1;
v2.can_jump = true;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.come_out = function () {
if (this.come == 2) {
this.gotoAndStop('come1');
this.move_speed = -5;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this._xscale > 0 and (get_map_point(this))[0] < posx) {
this.leave();
} else {
if (this._xscale < 0 and (get_map_point(this))[0] > posx) {
this.leave();
}
}
}
};
} else {
if (this.come == 1) {
this.gotoAndStop('run');
this.move_speed = this.speed;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this._xscale > 0 and (get_map_point(this))[0] < posx) {
this.stand();
} else {
if (this._xscale < 0 and (get_map_point(this))[0] > posx) {
this.stand();
}
}
}
};
}
}
};
v2.leave = function () {
this.gotoAndStop('come2');
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
};
v2.stand = function () {
if (random(2)) {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
this.turn();
enemy_check_ground(this);
if (this.targeter.live) {
if (this.mc._currentframe == this.mc._totalframes) {
this['move_me' + (random(3) + 1)]();
}
}
};
} else {
this.gotoAndStop('move');
this.move_speed = this.speed / 2;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.mc._currentframe == this.mc._totalframes) {
this['move_me' + (random(3) + 1)]();
}
}
};
}
};
v2.get_blocked = function () {
this.stand();
};
v2.move_me1 = function () {
if (!this.hit_area) {
this.gotoAndStop('attack1');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.move_me2 = function () {
if (!this.hit_area) {
this.gotoAndStop('attack2');
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, 0, -15)) {
this.stand();
return undefined;
}
};
}
};
v2.move_me3 = function () {
if (!this.hit_area) {
this.gotoAndStop('run');
this.move_speed = this.speed;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
return undefined;
}
if (!random(60)) {
this.move_me2();
return undefined;
}
var v2 = get_distance(this, this.targeter);
if (v2 < 45) {
this.gotoAndStop('attack3');
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
}
};
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1));
};
v2.shootAction1 = function () {
if (this._xscale == 100) {
var v2 = 180;
} else {
if (this._xscale == -100) {
var v2 = 0;
}
}
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 6, 0, 0, v2, 5);
};
v2.shootAction2 = function (xspeed, yspeed) {
if (this._xscale == 100) {
var v2 = enemy_shootAction(this, '敌人_飞镖', 'å°åˆ€å‡ºåˆ€', 'å°åˆ€04', false, 0, -xspeed, yspeed, temp_dir, 5);
} else {
if (this._xscale == -100) {
var v2 = enemy_shootAction(this, '敌人_飞镖', 'å°åˆ€å‡ºåˆ€', 'å°åˆ€04', false, 0, xspeed, yspeed, temp_dir, 5);
}
}
v2.land_angle = true;
v2.rotate_me = 60;
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 8, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.come_out();
return v2;
}
function enemysAction31(who, x, y, states, xscale) {
var v2 = add_enemyAction(who, x, y, 5, xscale);
v2.states = states;
v2.enemy_type = 1;
v2.can_jump = true;
v2.gottcha = false;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.attach_shooter = function () {
var v4 = main.getNextHighestDepth();
var v2 = main.attachMovie('敌人_狙击镜', 'enemy_shoot' + v4, v4, {'_x': this._x, '_y': this._y});
v2.targeter = this.targeter;
v2.mother = this;
this.child = v2;
v2.onEnterFrame = function () {
var v2 = 0;
if (Math.abs(this.targeter._x - this._x) > 5) {
this._x += (this.targeter._x - this._x) / (30 - game_diff_level * 5);
} else {
++v2;
}
if (Math.abs(this.targeter._y - this._y) > 5) {
this._y += (this.targeter._y - this._y) / (30 - game_diff_level * 5);
} else {
++v2;
}
if (v2 == 2) {
this.mother.gottcha = true;
} else {
this.mother.gottcha = false;
}
if (this.mother._x == undefined) {
this.removeMovieClip();
}
};
};
v2.fired_shooter = function () {
this.child.gotoAndStop('fired');
delete this.child.onEnterFrame;
this.gottcha = false;
};
v2.remove_shooter = function () {
this.child.removeMovieClip();
this.gottcha = false;
};
v2.stand = function () {
this.onEnterFrame = function () {
enemy_check_ground(this);
this.turn();
var v3 = get_map_point(this);
var v2 = Math.atan2(this.targeter._y - this._y, this.targeter._x - this._x) / 0.01745;
if (this.states == 'crouch') {
if (v2 > 90) {
v2 = 180 - v2;
}
if (v2 < 15) {
this.gotoAndStop('c_shoot1');
} else {
if (v2 >= 15 and v2 < 45) {
this.gotoAndStop('c_shoot2');
} else {
if (v2 >= 45 and v2 < 75) {
this.gotoAndStop('c_shoot3');
} else {
if (v2 >= 75) {
this.gotoAndStop('c_shoot4');
}
}
}
}
} else {
if (this.states == 'grovel') {
this.gotoAndStop('g_shoot1');
}
}
if (this.gottcha) {
this.mc.play();
this.fired_shooter();
this.attach_shooter();
}
};
};
v2.to_die = function (how, much) {
if (enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡0' + (random(2) * 2 + 2), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(3) + 1))) {
this.remove_shooter();
}
};
v2.shootAction = function (dir) {
play_soundAction('轻型枪械4', false);
play_soundAction('ä¸å¼¹' + (random(2) + 1), false);
player_die(this.targeter, 'shoot', 5);
};
v2.stand();
v2.attach_shooter();
return v2;
}
function enemysAction32(who, x, y, come, xscale) {
var v2 = add_enemyAction(who, x, y, 400, xscale);
v2.speed = -8 - game_diff_level;
v2.come = come;
v2.enemy_type = 1;
v2.can_jump = true;
v2.angry = false;
v2.laugh = false;
v2.color_red = [1.62427778627887, 0.31279448895884, -0.937072275237711, 0, 0, -0.359370480911562, 1.14599275614927, 0.213377724762289, 0, 0, 0.524129519088438, -1.04570551104116, 1.52157599195272, 0, 0, 0, 0, 0, 1, 0];
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.come_out = function () {
if (this.come == 0) {
this.gotoAndStop('come');
this.mc.stop();
this.onEnterFrame = function () {
enemy_check_ground(this);
if ((get_map_point(this))[0] <= 460) {
this.mc.play();
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
} else {
if (this.come == -1) {
this.gotoAndStop('run');
this.move_speed = this.speed;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = Math.abs(this._x - this.targeter._x);
if (this.hit_area) {
this.moves = Math.abs(this.moves);
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!random(15) or v2 < 40) {
this.moves = Math.abs(this.moves);
this.stand();
}
this.turn();
}
}
}
};
}
}
};
v2.stand = function () {
this.gotoAndStop('stand1');
this.onEnterFrame = function () {
this.turn();
enemy_check_ground(this);
if (this.targeter.live) {
if (this.mc._currentframe == this.mc._totalframes) {
if (this.angry and !this.laugh) {
this.laughAction();
} else {
var v2 = get_distance(this, this.targeter);
if (v2 <= 40) {
if (random(3)) {
this.move_me1();
} else {
this.move_me5();
}
} else {
this['move_me' + (random(5) + 2)]();
}
}
}
}
};
};
v2.get_blocked = function () {
this.stand();
};
v2.laughAction = function () {
this.gotoAndStop('laugh');
change_color(this, this.color_red);
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.laugh = true;
this.stand();
}
};
};
v2.move_me1 = function () {
this.gotoAndStop('attack1');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
};
v2.move_me2 = function () {
this.gotoAndStop('run');
this.move_speed = this.speed;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
return undefined;
}
if (!random(30)) {
this.move_me3();
} else {
if (!random(30)) {
this.move_me5();
} else {
if (!random(30)) {
this.move_me6();
}
}
}
}
};
};
v2.move_me3 = function () {
this.gotoAndStop('jump');
this.move_speed = this.speed * 1.5;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, -13)) {
this.stand();
return undefined;
}
if (!random(30)) {
delete this.yspeed;
this.move_me5();
} else {
if (!random(30)) {
delete this.yspeed;
this.move_me6();
}
}
};
};
v2.move_me4 = function () {
this.gotoAndStop('attack2');
play_soundAction('功夫_波动拳', false);
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
};
v2.move_me5 = function () {
this.gotoAndStop('attack4_1');
play_soundAction('功夫_旋风腿', false);
shake_screen();
if (!this.angry) {
this.move_speed = this.speed;
this.y_speed = 0;
} else {
this.move_speed = this.speed * 2;
this.y_speed = -10 - random(5);
}
this.onEnterFrame = function () {
enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, this.y_speed);
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('attack4_2');
this.onEnterFrame = function () {
enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
};
v2.move_me6 = function () {
this.gotoAndStop('attack3');
play_soundAction('功夫_å‡é¾™æ‹³', false);
shake_screen();
this.move_speed = this.speed * 2;
this.onEnterFrame = function () {
if (this.mc._currentframe > 7) {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, -15)) {
this.stand();
}
}
};
};
v2.to_die = function (how, much) {
if (enemy_mankind_die(this, how, much, 'die', 'die', 'die', 'die', '敌兵æ»äº¡0' + (random(2) + 1), '敌兵æ»äº¡0' + (random(2) + 1), '敌兵æ»äº¡02', '敌兵æ»äº¡0' + (random(2) + 1))) {
change_color(this, NM_ColorMatrix);
} else {
if (this.blood < get_enemy_blood(200)) {
this.angry = true;
}
}
if (this.healthbar != undefined) {
this.healthbar.check_health(this.blood, this.org_blood);
}
};
v2.shootAction = function (what, dir) {
if (this._xscale == 100) {
var v2 = dir;
} else {
if (this._xscale == -100) {
var v2 = -(dir + 180);
}
}
(enemy_shootAction(this, '冲击波', 'å¿…æ€éŸ³æ•ˆ1', '手雷爆炸', 5, 5, 0, 0, v2, 12)).shoot_angle = true;
};
v2.attackAction = function () {
if (enemy_killAction(this.mc.killer, this.targeter, 'shoot', 15, '打击声音', 'å°åˆ€ç 金属_效果')) {
shake_screen();
}
};
v2.come_out();
return v2;
}
function enemysAction33(who, x, y) {
var v2 = add_enemyAction(who, x, y, 5, xscale);
v2.enemy_type = 1;
v2.attacked = 0;
v2.stand = function () {
this.gotoAndStop('stand');
this.mc.stop();
this.onEnterFrame = function () {
if (this.attacked == 0) {
var v2 = get_map_point(this);
if (v2[0] > 20 and v2[0] < 570) {
if (enemy_killAction(this.hit, this.targeter, 'kill', 3, 'å¸è¡€è‰_攻击', 'å°åˆ€ç 人_效果')) {
this.attacked = 1;
this.attack();
}
}
}
};
};
v2.back = function () {
this.gotoAndStop('back');
if (this.attacked) {
this.attacked = 0;
this.targeter.caught = false;
}
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
};
v2.attack = function () {
this.mc.play();
this.targeter.caught = true;
this.targeter.xspeed = 0;
this.targeter.yspeed = 0;
gotoFrame(this.targeter, 'down', 'stand');
this.onEnterFrame = function () {
this.targeter._x += (this._x - this.targeter._x) / 5;
if (this.mc._currentframe == this.mc._totalframes) {
if (this.attacked == 1 + game_diff_level) {
this.back();
} else {
this.gotoAndStop('attack');
this.attack_count = 0;
this.onEnterFrame = function () {
if (++this.attack_count == 75) {
this.attack_count = 0;
enemy_killAction(this.g, this.targeter, 'kill', 3, 'å¸è¡€è‰_攻击', 'å°åˆ€ç 人_效果');
shot_shine(this, 'red', 2);
if (++this.attacked >= 1 + game_diff_level) {
this.back();
}
}
};
}
}
};
};
v2.to_die = function (how, much) {
this.blood -= much;
var v2 = main.getNextHighestDepth();
var v3 = main.attachMovie('å°åˆ€ç 人_效果', 'attack_effect' + v2, v2, {'_x': (get_shoot_point(this))[0], '_y': (get_shoot_point(this))[1] - 10});
v3._xscale = this._xscale;
if (this.blood <= 0) {
this.live = false;
if (this.attacked) {
this.targeter.caught = false;
}
this.gotoAndStop('die');
play_soundAction('å¸è¡€è‰_æ»äº¡', false);
delete this.onEnterFrame;
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
}
};
v2.stand();
return v2;
}
function enemysAction34(who, x, y, color) {
var v2 = add_enemyAction(who, x, y, 5, xscale);
v2.speed = -4 - random(3);
v2.enemy_type = 1;
v2.in_air = true;
always_shine(v2, color);
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
this.gotoAndStop('move');
this.onEnterFrame = function () {
this.turn();
if (this.targeter.live) {
if (!random(20 - game_diff_level * 5)) {
this.move_me();
}
}
};
};
v2.move_me = function () {
if (!this.hit_area) {
this.gotoAndStop('move');
if (!random(3)) {
play_soundAction('蚊虫1', false);
}
this.onEnterFrame = function () {
this.turn();
enemy_move(this, this.speed * Math.abs(this._xscale) / this._xscale, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
return undefined;
}
var v2 = get_distance(this, this.targeter);
if (v2 < 50) {
this.gotoAndStop('attack');
play_soundAction('蚊虫1', false);
this.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
}
};
v2.get_blocked = function () {
this.stand();
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'die', 'die', 'die', 'die', '蚊虫2', '蚊虫2', '蚊虫2', '蚊虫2');
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 5, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.stand();
return v2;
}
function enemysAction35(who, x, y, moves, states, xscale) {
var v2 = add_enemyAction(who, x, y, 30, xscale);
v2.speed = -7 - game_diff_level;
v2.moves = moves;
v2.states = states;
v2.enemy_type = 1;
v2.attacking = false;
v2.can_jump = true;
v2.have_startAction = true;
v2.turn = function () {
if (this._x < this.targeter._x - 1) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 1) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.startAction = function () {
this.turn();
if (!this.attacking) {
if (this.states == 'land') {
this.move_me1();
} else {
if (this.states == 'water') {
this.move_me2();
}
}
}
};
v2.stand = function () {
this.attacking = false;
if (this.states == 'land') {
if (this.moves >= 0) {
this.gotoAndStop('stand1_' + (random(2) + 1));
this.onEnterFrame = function () {
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
if (v2 < 250 and this._xscale * (this._x - this.targeter._x) >= 0) {
this.moves = 1;
this.move_me1();
} else {
if ((get_map_point(this))[0] < 0) {
this.startAction();
}
}
}
};
} else {
this.move_me1();
}
} else {
if (this.states == 'water') {
this.in_water = true;
this.gotoAndStop('move2');
this.onEnterFrame = function () {
if (this.targeter.live) {
this.xspeed = -(random(3) + 3) * Math.abs(this._xscale) / this._xscale;
this.yspeed = 0;
if (this._x + this.xspeed > this.min_area_x and this._x + this.xspeed < this.max_area_x) {
this._x += this.xspeed;
} else {
this._xscale *= -1;
}
var v2 = get_distance(this, this.targeter);
if (v2 < 150 and this._xscale * (this._x - this.targeter._x) >= 0) {
this.move_me2();
} else {
if ((get_map_point(this))[0] < 0) {
this.startAction();
}
}
}
};
}
}
};
v2.get_blocked = function () {
this.stand();
};
v2.move_me1 = function () {
this.attacking = true;
this.onEnterFrame = function () {
var v2 = get_distance(this, this.targeter);
if (this._xscale * (this._x - this.targeter._x) >= 0) {
if (v2 <= 70) {
this.gotoAndStop('move1_2');
this.move_speed = this.speed;
enemy_move(this, -this.move_speed * Math.abs(this._xscale) / this._xscale, 0);
} else {
if (v2 > 70 and v2 < 120) {
this.gotoAndStop('attack1');
this.onEnterFrame = function () {
enemy_move(this, 0, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
} else {
this.gotoAndStop('move1_1');
this.move_speed = this.speed;
enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0);
}
}
} else {
this.moves = Math.abs(this.moves);
this.stand();
}
};
};
v2.move_me2 = function () {
this.attacking = true;
this.still_count = 0;
this.onEnterFrame = function () {
var v4 = get_distance(this, this.targeter);
if (this._xscale * (this._x - this.targeter._x) >= 0) {
if (v4 > 70 and v4 <= 120 and Math.abs(this.targeter._y - this._y) < 30) {
this.gotoAndStop('attack2');
this.still_count = random(35);
} else {
if (this.mc._currentframe == this.mc._totalframes) {
if (random(2)) {
this.gotoAndStop('move2');
} else {
this.stand();
return undefined;
}
}
if (--this.still_count < 0) {
var v3 = this.targeter._x - (this._x - 95 * Math.abs(this._xscale) / this._xscale);
if (Math.abs(v3) > 12) {
this.xspeed = 6 * Math.abs(v3) / v3;
}
var v2 = this.targeter._y - this._y;
if (Math.abs(v2) > 8) {
this.yspeed = 4 * Math.abs(v2) / v2;
}
}
}
if (this._x + this.xspeed > this.min_area_x and this._x + this.xspeed < this.max_area_x) {
this._x += this.xspeed;
}
if (this._y + this.yspeed > this.min_area_y and this._y + this.yspeed < this.max_area_y) {
this._y += this.yspeed;
}
this.xspeed = Math.round(this.xspeed * 95) / 100;
this.yspeed = Math.round(this.yspeed * 95) / 100;
} else {
this.stand();
}
};
};
v2.to_die = function (how, much) {
this.startAction();
enemy_mankind_die(this, how, much, 'die', 'die', 'die', 'die', '鳄鱼1', '鳄鱼1', '鳄鱼1', '鳄鱼1');
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 12, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.stand();
return v2;
}
function enemysAction36(who, typ, x, y, blood) {
var v2 = add_enemyAction(who, x, y, blood, xscale);
v2.typ = typ;
v2.stand = function () {
this.gotoAndStop('stand' + this.typ);
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
if (this.typ == 1) {
play_soundAction('çŽ»ç’ƒç ´ç¢Ž', false);
} else {
if (this.typ == 2) {
play_soundAction('é‡åž‹æžªæ¢°5', false);
}
}
this.gotoAndStop('die' + this.typ);
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
shot_shine(this, 'white', 1);
}
};
v2.attackAction = function () {
if (enemy_killAction(this.hit, this.targeter, 'shoot', 20, 'é‡åž‹æžªæ¢°5', 'å°åˆ€ç 金属_效果')) {
something_elec(this.targeter);
shake_screen();
}
};
v2.stand();
return v2;
}
function enemysAction37(who, type, x, y, xscale) {
var v2 = add_enemyAction(who, x, y, 0, xscale);
v2.enemy_type = 2;
v2.type = type;
v2.no_score = true;
v2.stand = function () {
this.gotoAndStop('stand' + this.type);
};
v2.move_me = function (much) {
this['move_me' + this.type](much);
};
v2.move_over = function () {
delete this.move_me;
delete this.onEnterFrame;
shake_screen();
this.overAction();
};
v2.move_me1 = function (power) {
this.no_absorb = true;
this.no_damage = true;
this.can_move_targeter = 1;
this.move_power = power;
if (this.onEnterFrame == undefined) {
this.onEnterFrame = function () {
if (this.move_power > 0) {
if (this.step._x > -200) {
this.step._x -= 2;
this.g._x -= 2;
} else {
this.step._x = -200;
this.g._x = -190;
this.move_over();
}
enemy_move_things(this, this.targeter, -2, false);
} else {
if (this.move_power < -15) {
if (this.step._x < 0) {
this.step._x += 2;
this.g._x += 2;
} else {
this.step._x = 0;
this.g._x = 10;
}
enemy_move_things(this, this.targeter, 2, false);
}
}
--this.move_power;
};
}
};
v2.move_me2 = function (power) {
this.move_power = power;
if (this.onEnterFrame == undefined) {
this.onEnterFrame = function () {
if (this.move_power > 0) {
if (this.step._x > -70) {
this.step._x -= 1;
} else {
this.step._x = -70;
this.move_over();
}
} else {
if (this.move_power < -15) {
if (this.step._x < 0) {
this.step._x += 1 + game_diff_level;
} else {
this.step._x = 0;
}
}
}
--this.move_power;
};
}
};
v2.move_me7 = function (power) {
if (this.onEnterFrame == undefined) {
shake_screen();
this.can_move_targeter = 1;
this.move_speed = (1 + game_diff_level) / 2;
this.onEnterFrame = function () {
if (this.beat_count <= 0) {
if ((get_map_point(this))[0] < 375) {
enemy_move(this, this.move_speed, 0);
}
} else {
--this.beat_count;
}
if (enemy_killAction(this.g, this.targeter, 'kill', 25, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果')) {
shake_screen();
}
};
}
};
v2.to_die = function (how, much) {
this.mc.play();
if (this.child != undefined) {
this.child.move_me(much);
}
if (this.sting != undefined) {
this.sting.move_me(much);
}
if (this.can_move_targeter) {
this.beat_count = 20;
enemy_move(this, -much, 0);
}
};
v2.stand();
return v2;
}
function enemysAction38(who, x, y, typ) {
var v7 = add_enemyAction(who, x, y, 100, 100);
v7.enemy_type = 2;
v7.no_score = true;
v7.stand1 = function () {
this.gotoAndPlay('stand');
this.onEnterFrame = function () {
if (this._currentframe > 28 and this._currentframe < 50) {
if (enemy_killAction(this.killer, this.targeter, 'shoot', 15, 'é‡åž‹æžªæ¢°5', 'å°åˆ€ç 人_效果')) {
something_elec(this.targeter);
shake_screen();
}
} else {
if (this._currentframe == 50) {
this.gotoAndPlay('shoot');
}
}
};
};
v7.stand2 = function () {
this.gotoAndPlay('stand');
this.onEnterFrame = function () {
if (this._currentframe > 28 and this._currentframe < 50) {
var v3 = get_map_point(this.point1);
var v6 = get_map_point(this.point2);
var v2 = 0;
while (v2 <= 5) {
var v5 = v3[0] + (v6[0] - v3[0]) * v2 / 5;
var v4 = v3[1] + (v6[1] - v3[1]) * v2 / 5;
if (this.targeter.g.hitTest(v5, v4, true)) {
if (player_die(this.targeter, 'shoot', 15)) {
play_soundAction('é‡åž‹æžªæ¢°5', false);
something_elec(this.targeter);
shake_screen();
}
break;
}
++v2;
}
} else {
if (this._currentframe == 50) {
this.gotoAndPlay('shoot');
}
}
};
};
v7.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndStop('die');
play_soundAction('大爆炸', false);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
shot_shine(this, 'white', 1);
}
};
v7['stand' + typ]();
return v7;
}
function enemysAction39(who, x, y, start_shoot, xscale) {
var v3 = add_enemyAction(who, x, y, 30, xscale);
v3.enemy_type = 2;
v3.can_jump = true;
v3.stand = function () {
this.gotoAndStop('stand');
this.shoot_count = 0;
this.onEnterFrame = function () {
if (player_shooting or start_shoot) {
this.onEnterFrame = function () {
if (++this.shoot_count == 50 - game_diff_level * 10) {
this.shoot_count = 0;
this.mc.play();
this.shootAction();
}
};
}
};
};
v3.shootAction = function () {
play_soundAction('ä¸åž‹æžªæ¢°5', false);
var v4 = main.enemies.getNextHighestDepth();
var v2 = main.enemies.attachMovie('敌人_爆炸çƒ', 'enemy_shoot' + v4, v4);
v2.blood = get_enemy_blood(5);
v2.no_score = true;
v2._x = (get_shoot_point(this.mc.point))[0];
v2._y = (get_shoot_point(this.mc.point))[1];
v2.targeter = this.targeter;
v2.xspeed = -2 * this._xscale / 100;
v2.power = 12;
v2.live = true;
v2.get_blocked = function () {
this.xspeed *= -1;
};
v2.get_explode = function () {
this.gotoAndStop('hit');
delete this.onEnterFrame;
play_soundAction('手雷爆炸', false);
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.get_explode();
}
};
v2.onEnterFrame = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
enemy_move(this, this.xspeed, 0);
this.g._rotation += this.xspeed * 5;
} else {
this.removeMovieClip();
return undefined;
}
if (this.targeter.g.hitTest(this.g)) {
player_die(this.targeter, 'shoot', this.power);
this.get_explode();
}
};
};
v3.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndStop('die');
play_soundAction('大爆炸', false);
if (this.dieEvents != undefined) {
this.dieEvents();
} else {
enemy_add_items(this);
}
} else {
shot_shine(this, 'white', 1);
}
};
v3.stand();
return v3;
}
function enemysAction40(who, x, y) {
var v2 = add_enemyAction(who, x, y, 800, xscale);
v2.enemy_type = 2;
v2.xspeed = 0;
v2.yspeed = 0;
v2.target_x = x;
v2.target_y = y;
v2.move_count = 0;
v2.in_air = true;
v2.angry = 1;
v2.animaitoner1 = function (frame1, frame2) {
if (this._currentframe == frame2) {
this.gotoAndPlay(frame1);
return true;
}
return false;
};
v2.animaitoner2 = function (frame) {
if (this._currentframe == frame) {
return true;
}
return false;
};
v2.moveAction = function (where) {
var v3 = this.target_x - (get_map_point(this))[0];
if (Math.abs(v3) < 30) {
this.xspeed = Math.round(this.xspeed * 95) / 1000;
} else {
this.xspeed = this.angry * 3 * Math.abs(v3) / v3;
}
var v2 = this.target_y - (get_map_point(this))[1];
if (Math.abs(v2) < 30) {
this.yspeed = Math.round(this.yspeed * 975) / 1000;
} else {
this.yspeed = this.angry * 3 * Math.abs(v2) / v2;
}
this._x += this.xspeed + active_object_speed;
this._y += this.yspeed;
if (++this.move_count == 50) {
this.move_count = 0;
this.get_next_pos(where);
}
};
v2.get_next_pos = function (where) {
if (where == 1) {
this.target_x = 210 + random(160);
if (this.angry == 1) {
this.target_y = 65 + random(20);
} else {
if (this.angry == 2) {
this.target_y = 160 + random(20);
}
}
} else {
if (where == 2) {
this.target_x = 210 + random(160);
this.target_y = -10 + random(20);
} else {
if (where == 3) {
this.target_x = 245 + random(90);
this.target_y = 180 + random(20);
} else {
if (where == 4) {
this.target_x = (get_map_point(this.targeter))[0] + 100;
this.target_y = 140 + random(20);
} else {
if (where == 5) {
this.target_x = (get_map_point(this.targeter))[0] - 75;
this.target_y = 140 + random(20);
}
}
}
}
}
};
v2.move_me = function () {
this.gotoAndPlay('stand');
this.get_next_pos(1);
this.onEnterFrame = function () {
if (this.animaitoner1(1, 30)) {
this.select_attack();
return undefined;
}
this.moveAction(1);
};
};
v2.select_attack = function () {
if (this.blood > get_enemy_blood(300)) {
if (random(2)) {
this.shoot1();
} else {
if (this._x > this.targeter._x) {
this.attack1();
} else {
this.attack2();
}
}
} else {
if (random(3)) {
this.move_me();
} else {
if (random(3)) {
this.shoot2();
} else {
if (this._x > this.targeter._x) {
this.attack1();
} else {
this.attack2();
}
}
}
}
};
v2.shoot1 = function () {
this.gotoAndPlay('shoot');
this.get_next_pos(2);
this.onEnterFrame = function () {
if (this.animaitoner2(124)) {
this.move_me();
return undefined;
}
this.moveAction(2);
};
};
v2.shoot2 = function () {
this.gotoAndPlay('stand');
this.get_next_pos(3);
this.shoot_count = 0;
this.onEnterFrame = function () {
if (this.animaitoner1(1, 30)) {
if (++this.shoot_count == 3) {
this.move_me();
return undefined;
}
}
this.moveAction(3);
};
};
v2.attack1 = function () {
this.gotoAndPlay('attack1');
this.get_next_pos(4);
this.onEnterFrame = function () {
if (this.animaitoner2(164)) {
this.move_me();
return undefined;
}
this.moveAction(4);
};
};
v2.attack2 = function () {
this.gotoAndPlay('attack2');
this.get_next_pos(5);
this.onEnterFrame = function () {
if (this.animaitoner2(204)) {
this.move_me();
return undefined;
}
this.moveAction(5);
};
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.healthbar != undefined) {
this.healthbar.check_health(this.blood, this.org_blood);
}
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
this.gotoAndPlay('die');
shake_screen();
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
if (!random(3)) {
if (this.angry == 1) {
shot_shine(this, 'white', 1);
} else {
if (this.angry == 2) {
shot_shine(this, 'red', 1);
}
}
}
if (this.blood < get_enemy_blood(300)) {
this.angry = 2;
}
}
};
v2.machinegun = function (where, dir) {
play_soundAction('轻型枪械3', false);
enemy_shootAction(where, '敌人_枪械åå¼¹', undefined, 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, dir - 4, 5);
enemy_shootAction(where, '敌人_枪械åå¼¹', undefined, 'ä¸å¼¹' + (random(2) + 1), false, 6, 0, 0, dir, 5);
enemy_shootAction(where, '敌人_枪械åå¼¹', undefined, 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, dir + 4, 5);
};
v2.backcanon1 = function (where, dir) {
if (this.angry == 2) {
play_soundAction('ä¸åž‹æžªæ¢°5', false);
var v2 = enemy_shootAction(this, '敌人_爆炸çƒ', undefined, '手雷爆炸', 3, 0, dir * (random(4) + 1), -3, 0, 15);
var v3 = main.getNextHighestDepth();
var v4 = main.attachMovie('主角_导弹烟雾', 'BOSS_导弹烟雾' + v3, v3, {'_x': v2._x, '_y': v2._y});
v4._xscale = 100 * Math.abs(xspeed) / xspeed;
}
};
v2.backcanon2 = function (where) {
if (this.angry == 2) {
play_soundAction('å¦å…‹å°„击', false);
var v2 = enemy_shootAction(this, 'å¦å…‹_炮弹', undefined, '手雷爆炸', false, 4, 0, 0, 70, 8 + random(5));
var v5 = enemy_shootAction(this, 'å¦å…‹_炮弹', undefined, '手雷爆炸', false, 4, 0, 0, 90, 8 + random(5));
var v6 = enemy_shootAction(this, 'å¦å…‹_炮弹', undefined, '手雷爆炸', false, 4, 0, 0, 110, 8 + random(5));
var v3 = main.getNextHighestDepth();
var v4 = main.attachMovie('主角_导弹烟雾', 'BOSS_导弹烟雾' + v3, v3, {'_x': v2._x, '_y': v2._y});
v4._rotation = 90;
}
};
v2.attackAction = function () {
enemy_killAction(this.killer, this.targeter, 'shoot', 15, '打击声音', 'å°åˆ€ç 金属_效果');
};
v2.move_me();
return v2;
}
function enemysAction41(who, x, y, blood, which) {
var v2 = add_enemyAction(who, x, y, blood, 100);
v2.enemy_type = 2;
v2.definite = true;
v2.stand = function () {
this.gotoAndStop('stand' + which);
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
this.gotoAndStop('die');
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
shot_shine(this, 'white', 1);
}
};
v2.stand();
return v2;
}
function enemysAction42(who, x, y, moves, xscale) {
var v2 = add_enemyAction(who, x, y, 8, xscale);
v2.speed = -6 - game_diff_level;
v2.moves = moves;
v2.enemy_type = 1;
v2.can_jump = true;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
if (this.moves >= 0) {
this.gotoAndStop('stand');
if (!random(10)) {
play_soundAction('å°é¬¼_站立', false);
}
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
this.turn();
if (v2 >= 590) {
this.move_me();
} else {
if (v2 > 40 and v2 < 590) {
if (!random(25 - game_diff_level * 5)) {
this.shoot();
} else {
if (!random(30)) {
this.move_me();
}
}
} else {
if (v2 <= 40) {
this.attack();
}
}
}
}
};
} else {
this.move_me();
}
};
v2.get_blocked = function () {
this.stand();
};
v2.attack = function () {
this.gotoAndStop('kill');
play_soundAction('å°é¬¼_攻击', false);
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
};
v2.move_me = function () {
if (!this.hit_area) {
if (this.moves > 0) {
this.gotoAndStop('move');
this.move_speed = this.speed;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (!random(40) or this.hit_area) {
this.stand();
} else {
var v2 = (get_map_point(this))[0];
if (this._xscale < 0 and v2 > 570 or this._xscale > 0 and v2 < 20) {
this.stand();
} else {
if (Math.abs(this._x - this.targeter._x) < 40) {
this.stand();
}
}
}
}
};
} else {
if (this.moves < 0) {
this.gotoAndStop('move');
this.move_speed = this.speed;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = Math.abs(this._x - this.targeter._x);
if (this.hit_area) {
this.moves = Math.abs(this.moves);
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!random(15) or v2 < 40) {
this.moves = Math.abs(this.moves);
this.stand();
}
this.turn();
}
}
}
};
}
}
}
};
v2.shoot = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
this.gotoAndStop('shoot');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', 'å°é¬¼_æ»äº¡', 'å°é¬¼_æ»äº¡', 'å°é¬¼_æ»äº¡', 'å°é¬¼_æ»äº¡');
};
v2.shootAction = function (what, dir) {
if (this._xscale == 100) {
var v3 = dir;
} else {
if (this._xscale == -100) {
var v3 = -(dir + 180);
}
}
var v2 = enemy_shootAction(this, '敌人_æ ‡æžª', 'å°åˆ€å‡ºåˆ€', 'å°åˆ€04', false, 0, -12 * (this._xscale / 100), -4, v3, 5);
v2.land_angle = true;
v2.rotate_me = -this._xscale / 100;
};
v2.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'kill', 8, 'å°åˆ€0' + (random(2) + 1), 'å°åˆ€ç 人_效果');
};
v2.stand();
return v2;
}
function enemysAction43(who, x, y, moves, xscale) {
var v2 = add_enemyAction(who, x, y, 6, xscale);
v2.speed = -6 - game_diff_level;
v2.moves = moves;
v2.enemy_type = 1;
v2.can_jump = true;
v2.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v2.stand = function () {
if (this.moves >= 0) {
this.gotoAndStop('stand');
if (!random(10)) {
play_soundAction('å°é¬¼_站立', false);
}
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.targeter.live) {
var v2 = get_distance(this, this.targeter);
this.turn();
if (v2 >= 590) {
this.move_me();
} else {
if (v2 > 100 and v2 < 590) {
if (!random(20 - game_diff_level * 5)) {
this.shoot();
} else {
if (!random(80)) {
this.move_me();
}
}
} else {
if (v2 <= 100) {
this.run_away();
}
}
}
}
};
} else {
this.move_me();
}
};
v2.get_blocked = function () {
this.stand();
};
v2.move_me = function () {
if (!this.hit_area) {
if (this.moves > 0) {
this.gotoAndStop('move');
this.move_speed = this.speed;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
if (!random(40) or this.hit_area) {
this.stand();
} else {
var v2 = (get_map_point(this))[0];
if (this._xscale < 0 and v2 > 570 or this._xscale > 0 and v2 < 20) {
this.stand();
} else {
if (Math.abs(this._x - this.targeter._x) < 100) {
this.stand();
}
}
}
}
};
} else {
if (this.moves < 0) {
this.gotoAndStop('move');
this.move_speed = this.speed;
this.onEnterFrame = function () {
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, 0)) {
var v2 = Math.abs(this._x - this.targeter._x);
if (this.hit_area) {
this.moves = Math.abs(this.moves);
this.stand();
} else {
if (Math.abs((get_map_point(this))[0] - 295) < 265) {
if (!random(15) or v2 < 100) {
this.moves = Math.abs(this.moves);
this.stand();
}
this.turn();
}
}
}
};
}
}
}
};
v2.run_away = function () {
if (this._x < this.targeter._x) {
this._xscale = 100;
} else {
this._xscale = -100;
}
this.gotoAndStop('move');
this.flee = true;
this.onEnterFrame = function () {
enemy_move(this, this.speed * Math.abs(this._xscale) / this._xscale, 0);
if (!random(25)) {
this.stand();
} else {
var v2 = (get_map_point(this))[0];
if (this._xscale < 0 and v2 > 570 or this._xscale > 0 and v2 < 20) {
this.stand();
}
}
};
};
v2.shoot = function () {
var v2 = get_map_point(this);
if (Math.abs(v2[0] - 295) < 295 and Math.abs(v2[1] - 200) < 200) {
this.gotoAndStop('shoot');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v2.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', 'å°é¬¼_æ»äº¡', 'å°é¬¼_æ»äº¡', 'å°é¬¼_æ»äº¡', 'å°é¬¼_æ»äº¡');
};
v2.shootAction = function (what, dir) {
if (this._xscale == 100) {
var v2 = dir;
} else {
if (this._xscale == -100) {
var v2 = -(dir + 180);
}
}
var v4 = enemy_shootAction(this, '敌人_å¹é•–', 'å°é¬¼_å¹ç®', 'å°åˆ€04', false, 7, 0, 0, v2, 5);
};
v2.stand();
return v2;
}
function enemysAction44(who, x, y, xscale) {
var v3 = add_enemyAction(who, x, y, 150, xscale);
v3.speed = -6 - game_diff_level;
v3.enemy_type = 1;
v3.can_jump = true;
v3.child_all = 15 + game_diff_level * 10;
v3.child_now = 0;
v3.turn = function () {
if (this._x < this.targeter._x - 5) {
if (this._xscale == 100) {
this._xscale = -100;
}
} else {
if (this._x > this.targeter._x + 5) {
if (this._xscale == -100) {
this._xscale = 100;
}
}
}
};
v3.stand = function () {
this.gotoAndStop('stand');
this.onEnterFrame = function () {
this.turn();
enemy_check_ground(this);
if (this.targeter.live) {
if (this.mc._currentframe == this.mc._totalframes) {
this['move_me' + (random(3) + 1)]();
}
}
};
};
v3.get_blocked = function () {
this.stand();
};
v3.move_me1 = function () {
if (!this.hit_area) {
this.gotoAndStop('kill');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v3.move_me2 = function () {
if (!this.hit_area) {
this.gotoAndStop('shoot');
this.onEnterFrame = function () {
enemy_check_ground(this);
if (this.mc._currentframe == this.mc._totalframes) {
this.stand();
}
};
}
};
v3.move_me3 = function () {
if (!this.hit_area) {
this.gotoAndStop('jump');
this.move_speed = this.speed * 1.25;
this.onEnterFrame = function () {
this.turn();
if (enemy_move(this, this.move_speed * Math.abs(this._xscale) / this._xscale, -15)) {
this.stand();
}
};
}
};
v3.summon = function () {
if (this.child_all > 0) {
if (this.child_now < 3 + game_diff_level) {
--this.child_all;
++this.child_now;
var v3 = random(4);
if (v3 == 0) {
var v4 = _root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', -_root.main._x, this._y, 1, 100);
} else {
if (v3 == 1) {
var v4 = _root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', -_root.main._x + 590, this._y, 1, -100);
} else {
if (v3 == 2) {
var v4 = _root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', -_root.main._x, this._y, 1, 100);
} else {
if (v3 == 3) {
var v4 = _root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', -_root.main._x + 590, this._y, 1, -100);
}
}
}
}
v4.no_score = true;
v4.mother = this;
v4.dieEvents = function () {
--this.mother.child_now;
};
}
}
};
v3.to_die = function (how, much) {
enemy_mankind_die(this, how, much, 'blast', 'blast', 'die', 'die', 'å°é¬¼_é•¿è€_æ»äº¡', 'å°é¬¼_é•¿è€_æ»äº¡', 'å°é¬¼_é•¿è€_æ»äº¡', 'å°é¬¼_é•¿è€_æ»äº¡');
};
v3.shootAction = function (what, dir) {
if (this._xscale == 100) {
var v2 = dir;
} else {
if (this._xscale == -100) {
var v2 = -(dir + 180);
}
}
var v4 = enemy_shootAction(this, '敌人_é•¿è€é¢å…·', 'å¿…æ€éŸ³æ•ˆ2', '导弹爆炸', false, 10, 0, 0, v2, 15);
};
v3.attackAction = function () {
enemy_killAction(this.mc.killer, this.targeter, 'shoot', 8, '打击声音', 'å°åˆ€ç 金属_效果');
this.summon();
};
v3.stand();
return v3;
}
function enemysAction45(who, x, y) {
var v2 = add_enemyAction(who, x, y, 400, 100);
v2.g1.blood = v2.blood * 0.7;
v2.g4.blood = v2.blood * 0.1;
v2.g3.blood = v2.g4.blood;
v2.g2.blood = v2.g4.blood;
v2.g4.active_moved = true;
v2.g3.active_moved = v2.g4.active_moved;
v2.g2.active_moved = v2.g4.active_moved;
v2.g1.active_moved = v2.g4.active_moved;
v2.g4.targeter = v2.targeter;
v2.g3.targeter = v2.g4.targeter;
v2.g2.targeter = v2.g4.targeter;
v2.g1.targeter = v2.g4.targeter;
v2.enemy_type = 2;
v2.get_pos = false;
enemy_shake(v2, 0.5, 1, true);
v2.no_absorb = true;
v2.no_damage = true;
v2.stand = function () {
this.enemy_parts = 4;
this.g_broken = 0;
this.gotoAndStop('stand');
this.g1.canon.gotoAndStop('normal');
this.g2.gotoAndStop('stand');
this.g3.gotoAndStop('stand');
this.g4.gotoAndStop('stand');
this.g1.live = true;
this.g2.live = true;
this.g3.live = true;
this.g4.live = true;
this.yspeed = -6;
this.onEnterFrame = function () {
if (!this.get_pos) {
if ((get_map_point(this))[1] > 290) {
this.get_pos = true;
delete this.no_absorb;
delete this.no_damage;
shot_shine(this, 'yellow', 1);
}
} else {
if (this.yspeed > -10) {
this.yspeed -= 0.5;
} else {
this.yspeed = -10;
}
}
this._y += this.yspeed;
if (this.get_pos) {
this.check_canon_attack(this.g1);
this.check_man_attack(this.g2);
this.check_man_attack(this.g3);
this.check_man_attack(this.g4);
}
};
};
v2.check_canon_attack = function (which) {
if (which.live) {
if (which._currentframe == 1) {
if (!random(80 - game_diff_level * 20)) {
which.play();
}
}
}
};
v2.check_man_attack = function (which) {
if (which.live) {
if (which._currentframe == 1) {
if (!random(40 - game_diff_level * 10)) {
if (random(2)) {
which.gotoAndStop('s_shoot1');
} else {
which.gotoAndStop('s_throw');
}
which.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('stand');
delete this.onEnterFrame;
}
};
}
}
}
};
v2.g1.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
play_soundAction('大爆炸', false);
this.canon.gotoAndStop('die');
this._name += '_broken';
this.live = false;
this._parent.to_die1();
} else {
shot_shine(this, 'white', 1);
}
};
v2.g1.shootAction = function () {
var v2 = enemy_shootAction(this, '追踪导弹', 'é‡åž‹æžªæ¢°1', '导弹爆炸', 5, 0, -3, 3, 180, 12);
v2.tracer = true;
v2.accelerate = true;
};
v2.g4.to_die = function (how, much) {
this.blood -= much;
if (this.blood_mc == undefined) {
this.attachMovie('å°åˆ€ç 人_效果', 'blood_mc', this.getNextHighestDepth(), {'_x': 0, '_y': -who.g._height / 2});
}
shot_shine(this, 'pink', 1);
if (this.blood <= 0) {
play_soundAction('敌兵æ»äº¡0' + (random(3) + 1), false);
delete this.onEnterFrame;
this.gotoAndStop('die' + (random(3) + 1));
this._name += '_broken';
this.live = false;
this._parent.to_die1();
}
};
v2.g3.to_die = v2.g4.to_die;
v2.g2.to_die = v2.g4.to_die;
v2.g4.shootAction = function (what, dir) {
if (what == '敌人_枪械åå¼¹') {
enemy_shootAction(this, '敌人_枪械åå¼¹', '轻型枪械3', 'ä¸å¼¹' + (random(2) + 1), false, 5, 0, 0, dir, 5);
} else {
if (what == '敌人_手雷') {
var v2 = ((get_map_point(this.targeter))[0] - (get_map_point(this))[0]) / 45;
v2 *= 0.9 + Math.random() / 10;
if (Math.abs(v2) > 8 + game_diff_level * 2) {
v2 = (8 + game_diff_level * 2) * Math.abs(v2) / v2;
}
(enemy_shootAction(this, '敌人_手雷', undefined, '手雷爆炸', false, 0, v2, -7, 0, 5)).rotate_me = 15;
}
}
};
v2.g3.shootAction = v2.g4.shootAction;
v2.g2.shootAction = v2.g4.shootAction;
v2.to_die1 = function () {
++this.g_broken;
if (this.g_broken >= this.enemy_parts) {
this.blood = this.org_blood / 2;
delete this.enemy_parts;
delete this.g_broken;
this.g1_broken._name = 'g1';
this.g1.live = true;
}
};
v2.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.live = false;
delete this.onEnterFrame;
play_soundAction('大爆炸', false);
this.gotoAndStop('die');
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
if (!random(2)) {
shot_shine(this, 'red', 1);
}
}
};
v2.stand();
return v2;
}
function enemysAction46(who, x, y) {
var v2 = add_enemyAction(who, x, y, 600, 100);
v2.g1.blood = v2.blood * 0.4;
v2.g4.blood = v2.blood * 0.2;
v2.g3.blood = v2.g4.blood;
v2.g2.blood = v2.g4.blood;
v2.g4.active_moved = true;
v2.g3.active_moved = v2.g4.active_moved;
v2.g2.active_moved = v2.g4.active_moved;
v2.g1.active_moved = v2.g4.active_moved;
v2.g4.targeter = v2.targeter;
v2.g3.targeter = v2.g4.targeter;
v2.g2.targeter = v2.g4.targeter;
v2.fire.targeter = v2.g4.targeter;
v2.g1.targeter = v2.g4.targeter;
v2.enemy_type = 2;
v2.get_pos = false;
enemy_shake(v2, 0.5, 1, true);
v2.enemy_parts = 4;
v2.g_broken = 0;
v2.no_absorb = true;
v2.no_damage = true;
v2.stand = function () {
this.gotoAndStop('stand');
this.g1.gotoAndStop('normal');
this.g2.gotoAndStop('normal');
this.g3.gotoAndStop('normal');
this.g4.gotoAndStop('normal');
this.m1.gotoAndStop('stand');
this.m2.gotoAndStop('stand1');
this.m3.gotoAndStop('stand1');
this.g1.live = true;
this.g2.live = true;
this.g3.live = true;
this.g4.live = true;
this.yspeed = -6;
this.onEnterFrame = function () {
if (!this.get_pos) {
if ((get_map_point(this))[1] > 290) {
this.get_pos = true;
delete this.no_absorb;
delete this.no_damage;
shot_shine(this, 'yellow', 1);
}
} else {
if (this.yspeed > -10) {
this.yspeed -= 0.5;
} else {
this.yspeed = -10;
}
}
this._y += this.yspeed;
if (this.get_pos) {
this.check_canon_attack(this.g1);
this.check_gun_attack(this.g2);
this.check_gun_attack(this.g3);
this.check_gun_attack(this.g4);
}
};
};
v2.check_canon_attack = function (which) {
if (which.live) {
if (this.fire._currentframe == 1) {
if (!random(80 - game_diff_level * 15)) {
this.m1.gotoAndStop('s_kill');
play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
this.m1.onEnterFrame = function () {
if (this.mc._currentframe == 20) {
this._parent.m2.gotoAndStop('shocked');
play_soundAction('士兵å—惊', false);
this._parent.m2.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('stand1');
delete this.onEnterFrame;
}
};
this._parent.m3.gotoAndStop('idle2');
this._parent.m3.onEnterFrame = function () {
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('stand1');
delete this.onEnterFrame;
}
};
} else {
if (this.mc._currentframe == this.mc._totalframes) {
this._parent.fire.play();
play_soundAction('激光炮', false);
this._parent.fire.onEnterFrame = function () {
if (enemy_killAction(this, this.targeter, 'shoot', 15, '打击声音', 'å°åˆ€ç 金属_效果')) {
shake_screen();
}
if (this._currentframe == this._totalframes) {
delete this.onEnterFrame;
}
};
this.gotoAndStop('stand');
delete this.onEnterFrame;
}
}
};
}
}
}
};
v2.check_gun_attack = function (which) {
if (which.live) {
if (which.fire._currentframe == 1) {
if (!random(100 - game_diff_level * 20)) {
which.fire.play();
}
}
}
};
v2.g4.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
play_soundAction('大爆炸', false);
if (this._name == 'g1') {
play_soundAction('敌兵æ»äº¡04', false);
delete this._parent.m1.onEnterFrame;
delete this._parent.m2.onEnterFrame;
delete this._parent.m3.onEnterFrame;
this._parent.m1.gotoAndStop('die');
this._parent.m2.gotoAndStop('die1');
this._parent.m3.gotoAndStop('die3');
}
this.gotoAndStop('die');
this._name += '_broken';
this.live = false;
this._parent.to_die();
} else {
shot_shine(this, 'white', 1);
}
};
v2.g3.to_die = v2.g4.to_die;
v2.g2.to_die = v2.g4.to_die;
v2.g1.to_die = v2.g4.to_die;
v2.g4.shootAction = function (py) {
this.point._y = py;
(enemy_shootAction(this, '敌人_ç«ç®_åå¼¹', 'é‡åž‹æžªæ¢°4', 'ä¸å¼¹' + (random(2) + 1), 3, 0, -5 - random(5), -(5 + random(5)), 0, 5)).rotate_me = 40;
};
v2.g3.shootAction = v2.g4.shootAction;
v2.g2.shootAction = v2.g4.shootAction;
v2.to_die = function () {
++this.g_broken;
if (this.g_broken >= this.enemy_parts) {
this.live = false;
delete this.onEnterFrame;
play_soundAction('大爆炸', false);
this.gotoAndStop('die');
if (this.dieEvents != undefined) {
this.dieEvents();
}
}
};
v2.stand();
return v2;
}
function enemysAction47(who, x, y) {
var v2 = add_enemyAction(who, x, y, 1000, 100);
v2.g6.blood = v2.blood * 0.1;
v2.g5.blood = v2.g6.blood;
v2.g4.blood = v2.g6.blood;
v2.g3.blood = v2.g6.blood;
v2.g2.blood = v2.g6.blood;
v2.g1.blood = v2.g6.blood;
v2.r4.blood = v2.blood * 0.1;
v2.r3.blood = v2.r4.blood;
v2.r2.blood = v2.r4.blood;
v2.r1.blood = v2.r4.blood;
v2.g6.active_moved = true;
v2.g5.active_moved = v2.g6.active_moved;
v2.g4.active_moved = v2.g6.active_moved;
v2.g3.active_moved = v2.g6.active_moved;
v2.g2.active_moved = v2.g6.active_moved;
v2.g1.active_moved = v2.g6.active_moved;
v2.r4.active_moved = true;
v2.r3.active_moved = v2.r4.active_moved;
v2.r2.active_moved = v2.r4.active_moved;
v2.r1.active_moved = v2.r4.active_moved;
v2.g6.targeter = v2.targeter;
v2.g5.targeter = v2.g6.targeter;
v2.g4.targeter = v2.g6.targeter;
v2.g3.targeter = v2.g6.targeter;
v2.g2.targeter = v2.g6.targeter;
v2.g1.targeter = v2.g6.targeter;
v2.r4.targeter = v2.targeter;
v2.r3.targeter = v2.r4.targeter;
v2.r2.targeter = v2.r4.targeter;
v2.r1.targeter = v2.r4.targeter;
v2.enemy_type = 2;
v2.get_pos = false;
enemy_shake(v2, 0.5, 1, true);
v2.active_moved = true;
v2.no_absorb = true;
v2.no_damage = true;
v2.stand1 = function () {
this.enemy_parts = 6;
this.g_broken = 0;
this.gotoAndStop('stand');
this.g1.gotoAndStop('normal');
this.g2.gotoAndStop('normal');
this.g3.gotoAndStop('normal');
this.g4.gotoAndStop('normal');
this.g5.gotoAndStop('normal');
this.g6.gotoAndStop('normal');
this.g1.live = true;
this.g2.live = true;
this.g3.live = true;
this.g4.live = true;
this.g5.live = true;
this.g6.live = true;
this.r1.gotoAndStop('normal');
this.r2.gotoAndStop('normal');
this.r3.gotoAndStop('normal');
this.r4.gotoAndStop('normal');
this.yspeed = -6;
this.onEnterFrame = function () {
if (!this.get_pos) {
if ((get_map_point(this))[1] > 290) {
this.get_pos = true;
delete this.no_absorb;
delete this.no_damage;
shot_shine(this, 'yellow', 1);
}
} else {
if (this.yspeed > -10) {
this.yspeed -= 0.5;
} else {
this.yspeed = -10;
}
}
this._y += this.yspeed;
if (this.get_pos) {
this.check_canon1_attack(this.g1);
this.check_canon1_attack(this.g2);
this.check_canon1_attack(this.g3);
this.check_canon2_attack(this.g4);
this.check_canon2_attack(this.g5);
this.check_canon2_attack(this.g6);
}
};
};
v2.check_canon1_attack = function (which) {
if (which.live) {
if (which.fire._currentframe == 1) {
if (!random(150 - game_diff_level * 25)) {
which.fire.play();
}
}
}
};
v2.check_canon2_attack = function (which) {
if (which.live) {
if (which.fire._currentframe == 1) {
if (!random(200 - game_diff_level * 30)) {
which.fire.play();
}
}
}
};
v2.g6.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
play_soundAction('大爆炸', false);
this.gotoAndStop('die');
this._name += '_broken1';
this.live = false;
this._parent.to_die1();
} else {
shot_shine(this, 'white', 1);
}
};
v2.g5.to_die = v2.g6.to_die;
v2.g4.to_die = v2.g6.to_die;
v2.g3.to_die = v2.g6.to_die;
v2.g2.to_die = v2.g6.to_die;
v2.g1.to_die = v2.g6.to_die;
v2.g3.shootAction = function (px, py) {
this.point._x = px;
this.point._y = py;
var v3 = main.enemies.getNextHighestDepth();
var v2 = main.enemies.attachMovie('跟踪导弹2', '跟踪导弹2' + v3, v3, {'_x': (get_shoot_point(this.point))[0], '_y': (get_shoot_point(this.point))[1]});
v2._rotation = -90;
enemy_tracerAction(this, v2, this.targeter, 2, 2, 12);
};
v2.g2.shootAction = v2.g3.shootAction;
v2.g1.shootAction = v2.g3.shootAction;
v2.g6.shootAction = function (px, py) {
this.point._x = px + (1 - random(2) * 2) * random(30);
this.point._y = py - random(50);
enemy_shootAction(this, 'è½é›¨å¯¼å¼¹', undefined, '手雷爆炸', 3, 2, 0, 0, 90, 12);
};
v2.g5.shootAction = v2.g6.shootAction;
v2.g4.shootAction = v2.g6.shootAction;
v2.stand2 = function () {
this.enemy_parts = 4;
this.g_broken = 0;
this.r1.gotoAndStop('normal');
this.r2.gotoAndStop('normal');
this.r3.gotoAndStop('normal');
this.r4.gotoAndStop('normal');
this.r1.live = true;
this.r2.live = true;
this.r3.live = true;
this.r4.live = true;
this.r1.xspeed = (1 - random(2) * 2) * (random(2) + 2);
this.r1.yspeed = (1 - random(2) * 2) * (random(2) + 2);
this.r2.xspeed = (1 - random(2) * 2) * (random(2) + 2);
this.r2.yspeed = (1 - random(2) * 2) * (random(2) + 2);
this.r3.xspeed = (1 - random(2) * 2) * (random(2) + 2);
this.r3.yspeed = (1 - random(2) * 2) * (random(2) + 2);
this.r4.xspeed = (1 - random(2) * 2) * (random(2) + 2);
this.r4.yspeed = (1 - random(2) * 2) * (random(2) + 2);
this.r1._name = 'g1';
this.r2._name = 'g2';
this.r3._name = 'g3';
this.r4._name = 'g4';
this.onEnterFrame = function () {
this._y += this.yspeed;
this.check_ball_attack(this.g1);
this.check_ball_attack(this.g2);
this.check_ball_attack(this.g3);
this.check_ball_attack(this.g4);
};
};
v2.check_ball_attack = function (which) {
if (which.live) {
which._x += which.xspeed;
which._y += which.yspeed;
if (which._x + which.xspeed > 80 or which._x + which.xspeed < -80) {
which.xspeed *= -1;
which.shootAction();
shot_shine(which, 'white', 1);
}
if (which._y + which.yspeed > -50 or which._y + which.yspeed < -225) {
which.yspeed *= -1;
which.shootAction();
shot_shine(which, 'white', 1);
}
}
};
v2.r4.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
play_soundAction('大爆炸', false);
this.gotoAndStop('die');
this._name += '_broken2';
this.live = false;
this._parent.to_die2();
} else {
shot_shine(this, 'white', 1);
}
};
v2.r3.to_die = v2.r4.to_die;
v2.r2.to_die = v2.r4.to_die;
v2.r1.to_die = v2.r4.to_die;
v2.r3.shootAction = function () {
if (random(3)) {
var v2 = -180 + (1 - random(2) * 2) * random(45);
} else {
var v2 = get_dir(this.targeter, this);
}
enemy_shootAction(this, '敌人_激光æŸ', 'å¿…æ€éŸ³æ•ˆ2', '手雷爆炸', 0, 8, 0, 0, v2, 12);
};
v2.r3.shootAction = v2.r3.shootAction;
v2.r2.shootAction = v2.r3.shootAction;
v2.r1.shootAction = v2.r3.shootAction;
v2.to_die1 = function () {
++this.g_broken;
if (this.g_broken >= this.enemy_parts) {
play_soundAction('大爆炸', false);
this.b1.play();
this.b2.play();
this.b1.onEnterFrame = function () {
this._x -= 2;
this._parent.g1_broken1._x -= 2;
this._parent.g2_broken1._x -= 2;
this._parent.g3_broken1._x -= 2;
this._y += 8;
this._parent.g1_broken1._y += 8;
this._parent.g2_broken1._y += 8;
this._parent.g3_broken1._y += 8;
if (this._y > 100) {
this.swapDepths(this._parent.getNextHighestDepth());
this.removeMovieClip();
this._parent.g1_broken1.swapDepths(this._parent.getNextHighestDepth());
this._parent.g1_broken1.removeMovieClip();
this._parent.g2_broken1.swapDepths(this._parent.getNextHighestDepth());
this._parent.g2_broken1.removeMovieClip();
this._parent.g3_broken1.swapDepths(this._parent.getNextHighestDepth());
this._parent.g3_broken1.removeMovieClip();
}
};
this.b2.onEnterFrame = function () {
this._x += 2;
this._parent.g4_broken1._x += 2;
this._parent.g5_broken1._x += 2;
this._parent.g6_broken1._x += 2;
this._y += 8;
this._parent.g4_broken1._y += 8;
this._parent.g5_broken1._y += 8;
this._parent.g6_broken1._y += 8;
if (this._y > 100) {
this.swapDepths(this._parent.getNextHighestDepth());
this.removeMovieClip();
this._parent.g4_broken1.swapDepths(this._parent.getNextHighestDepth());
this._parent.g4_broken1.removeMovieClip();
this._parent.g5_broken1.swapDepths(this._parent.getNextHighestDepth());
this._parent.g5_broken1.removeMovieClip();
this._parent.g6_broken1.swapDepths(this._parent.getNextHighestDepth());
this._parent.g6_broken1.removeMovieClip();
}
};
this.stand2();
}
};
v2.to_die2 = function () {
++this.g_broken;
if (this.g_broken >= this.enemy_parts) {
this.live = false;
delete this.onEnterFrame;
play_soundAction('大爆炸', false);
this.gotoAndStop('die');
if (this.dieEvents != undefined) {
this.dieEvents();
}
}
};
v2.stand1();
return v2;
}
function enemysAction48(who, x, y) {
var v3 = add_enemyAction(who, x, y, 800, 100);
v3.active_moved = true;
v3.enemy_type = 2;
v3.get_pos = false;
enemy_shake(v3, 0.5, 1, true);
active_map_drawer.final_boss = v3;
v3.step_mc = active_map_drawer;
v3.no_absorb = true;
v3.no_damage = true;
v3.always_on = true;
v3.stand = function () {
this.gotoAndStop('stand');
this.yspeed = -6;
this.onEnterFrame = function () {
if (!this.get_pos) {
if ((get_map_point(this))[1] > 185) {
this.get_pos = true;
delete this.no_absorb;
delete this.no_damage;
shot_shine(this, 'yellow', 1);
this.check_laser_attack();
}
} else {
if (this.yspeed > -10) {
this.yspeed -= 0.5;
} else {
this.yspeed = -10;
}
}
this._y += this.yspeed;
if (this.get_player) {
this.targeter._y += this.yspeed;
}
if (this.get_pos) {
this.check_canon_attack(this);
}
};
};
v3.check_laser_attack = function () {
this.laser.play();
shake_screen();
play_soundAction('激光炮', false);
this.laser.onEnterFrame = function () {
if (this._currentframe == 15) {
active_map_drawer.gotoAndStop('die');
} else {
if (this._currentframe == this._totalframes) {
delete this.onEnterFrame;
}
}
if (enemy_killAction(this, this._parent.targeter, 'shoot', 12, '打击声音', 'å°åˆ€ç 金属_效果')) {
shake_screen();
}
};
};
v3.check_canon_attack = function (which) {
if (which.live) {
if (which.point._currentframe == 1) {
if (!random(40 - game_diff_level * 10)) {
which.point.play();
}
}
}
};
v3.shootAction = function () {
shake_screen();
var v3 = random(360);
var v2 = 1;
while (v2 <= 12) {
enemy_shootAction(this, 'å¦å…‹_炮弹', 'å¦å…‹å°„击', '手雷爆炸', false, 6, 0, 0, v3 + 30 * v2, 12);
++v2;
}
};
v3.to_die = function (how, much) {
this.blood -= much;
if (this.healthbar != undefined) {
this.healthbar.check_health(this.blood, this.org_blood);
}
if (this.blood <= 0) {
this.live = false;
this.onEnterFrame = function () {
shake_screen();
this._y += this.yspeed;
this.targeter._y += this.yspeed;
};
this.gotoAndStop('die');
if (this.dieEvents != undefined) {
this.dieEvents();
}
} else {
shot_shine(this, 'white', 1);
}
};
v3.stand();
return v3;
}
function get_enemy_blood(much) {
return (game_diff_level + 1) * much;
}
function add_enemyAction(who, px, py, blood, xscale) {
var v2 = main.enemies.getNextHighestDepth();
var v1 = main.enemies.attachMovie(who, who + v2, v2);
v1.live = true;
v1._x = px;
v1._y = py;
v1.blood = get_enemy_blood(blood);
v1.org_blood = v1.blood;
v1.targeter = main.player;
v1._xscale = xscale;
v1.hit_ground = true;
return v1;
}
function enemy_shake(mc, speed, dir, with_me) {
if (mc.driver == undefined) {
mc.createEmptyMovieClip('driver', mc.getNextHighestDepth());
mc.driver.y_speed = speed;
mc.driver.y_dir = dir;
mc.driver.with_me = with_me;
mc.driver.onEnterFrame = function () {
if (this.y_speed * this.y_dir > speed) {
this.y_dir *= -1;
}
this.y_speed += this.y_dir * speed / 10;
this._parent._y += this.y_speed;
if (this.with_me) {
for (var v4 in main.enemies) {
var v2 = main.enemies[v4];
if (this._parent.hitTest(v2._x + main._x, v2._y + main._y, true)) {
v2._y += this.y_speed;
}
}
for (var v3 in main.others) {
v2 = main.others[v3];
if (this._parent.hitTest(v2._x + main._x, v2._y + main._y, true)) {
v2._y += this.y_speed;
}
}
}
};
}
}
function enemy_move(who, xspeed, yspeed) {
var v7 = who._x + main._x;
var v6 = who._y + main._y + 10;
var v9 = who._x + main._x + xspeed;
var v11 = who._y + main._y - 15;
var v12 = v9;
var v10 = who._y + main._y - who._height;
var v18 = who._x;
var v19 = who._y;
if (!who.yspeed) {
who.yspeed = yspeed;
}
who.hit_head = false;
who.hit_ground = false;
if (!who.in_air) {
if (who.yspeed >= 0) {
for (var v14 in main.enemies) {
if (main.enemies[v14]._name != who._name) {
if (main.enemies[v14].can_enemy_stand) {
if (main.enemies[v14].g.hitTest(v7, v6, true)) {
who.hit_ground = true;
adjustY(who, main.enemies[v14].g);
break;
}
}
}
}
if (!who.hit_ground) {
for (var v13 in main.objects) {
if (main.objects[v13].g.hitTest(v7, v6, true)) {
who.hit_ground = true;
adjustY(who, main.objects[v13].g);
break;
}
}
}
if (!who.hit_ground) {
for (var v15 in main.bg) {
if (main.bg[v15].g.hitTest(v7, v6, true)) {
who.hit_ground = true;
adjustY(who, main.bg[v15].g);
break;
}
}
}
if (who.hit_ground and who.change_rotation) {
var v4 = who._width / 2;
if (who.xspeed > 0) {
for (v15 in main.bg) {
if (main.bg[v15].hitTest(who._x + main._x + v4 * Math.cos(who._rotation * 0.01745), who._y + main._y + v4 * Math.sin(who._rotation * 0.01745), true)) {
var v5 = 0;
while (main.bg[v15].g.hitTest(who._x + main._x + v4 * Math.cos(who._rotation * 0.01745), who._y + main._y + v4 * Math.sin(who._rotation * 0.01745) - 1, true)) {
--who._rotation;
if (++v5 > 30) {
break;
}
}
v5 = 0;
while (!main.bg[v15].g.hitTest(who._x + main._x + v4 * Math.cos(who._rotation * 0.01745), who._y + main._y + v4 * Math.sin(who._rotation * 0.01745) + 1, true)) {
++who._rotation;
if (++v5 > 30) {
break;
}
}
break;
}
}
} else {
for (v15 in main.bg) {
if (main.bg[v15].hitTest(who._x + main._x + v4 * Math.cos((who._rotation + 180) * 0.01745), who._y + main._y + v4 * Math.sin((who._rotation + 180) * 0.01745) - 1, true)) {
var v5 = 0;
while (main.bg[v15].g.hitTest(who._x + main._x + v4 * Math.cos((who._rotation + 180) * 0.01745), who._y + main._y + v4 * Math.sin((who._rotation + 180) * 0.01745) - 1, true)) {
++who._rotation;
if (++v5 > 30) {
break;
}
}
v5 = 0;
while (!main.bg[v15].g.hitTest(who._x + main._x + v4 * Math.cos((who._rotation + 180) * 0.01745), who._y + main._y + v4 * Math.sin((who._rotation + 180) * 0.01745) + 1, true)) {
--who._rotation;
if (++v5 > 30) {
break;
}
}
break;
}
}
}
}
} else {
for (var v15 in main.bg) {
if (main.bg[v15].g.hitTest(v12, v10, true)) {
who.hit_head = true;
break;
}
}
}
} else {
who.hit_ground = true;
}
who.hit_blocks = false;
for (var v15 in main.bg) {
if (main.bg[v15].g.hitTest(v9, v11, true)) {
who.hit_blocks = true;
break;
}
}
who.hit_area = false;
if (who.hit_blocks) {
if (who.live) {
if (who.hit_ground) {
who.get_blocked();
}
}
} else {
if (who.hit_ground) {
var v8 = xspeed;
} else {
var v8 = xspeed / 2;
}
if (v8 > 0) {
if (who.max_area_x != undefined and !who.flee) {
if (who._x + v8 < who.max_area_x) {
who._x += v8;
} else {
who.hit_area = true;
}
} else {
who._x += v8;
}
} else {
if (v8 < 0) {
if (who.min_area_x != undefined and !who.flee) {
if (who._x + v8 > who.min_area_x) {
who._x += v8;
} else {
who.hit_area = true;
}
} else {
who._x += v8;
}
}
}
}
if (!who.hit_ground) {
if (who.hit_head) {
who.yspeed = Math.abs(who.yspeed);
}
if (!who.fly) {
who.yspeed += 0.85;
if (!who.in_water) {
if (Math.abs(who.yspeed) > 15) {
who.yspeed = 15 * Math.abs(who.yspeed) / who.yspeed;
}
} else {
if (Math.abs(who.yspeed) > 3) {
who.yspeed = 3 * Math.abs(who.yspeed) / who.yspeed;
}
}
} else {
who.yspeed = 2;
}
who._y += who.yspeed;
} else {
delete who.yspeed;
}
if (who.active_moved) {
var v16 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v16 == 1) {
who._x += active_object_speed;
} else {
if (v16 == 2) {
who._y += active_object_speed;
}
}
}
who.moved_xspeed2 = who._x - v18;
who.moved_yspeed2 = who._y - v19;
enemy_move_things(who, who.targeter, who.moved_xspeed2, who.hit_area);
v16 = this['stg_direct_' + stages + '_' + stages_section];
if (Math.abs(v16) != 2) {
if (!who.hit_ground) {
if (who._y - who._height + main._y > 450) {
who.live = false;
if (who.dieEvents != undefined) {
who.dieEvents();
}
who.removeMovieClip();
}
}
}
return who.hit_ground;
}
function enemy_shootAction(where, what, sound1, sound2, hitable, speed, xspeed, yspeed, rotate, power) {
play_soundAction(sound1, false);
if (hitable) {
var v12 = main.enemies.getNextHighestDepth();
var v4 = main.enemies.attachMovie(what, 'enemy_shoot' + v12, v12);
v4.blood = get_enemy_blood(hitable);
v4.no_score = true;
} else {
var v12 = main.getNextHighestDepth();
var v4 = main.attachMovie(what, 'enemy_shoot' + v12, v12);
}
if (where.mc.point != undefined) {
v4._x = (get_shoot_point(where.mc.point))[0];
v4._y = (get_shoot_point(where.mc.point))[1];
} else {
v4._x = (get_shoot_point(where.point))[0];
v4._y = (get_shoot_point(where.point))[1];
}
v4.targeter = where.targeter;
v4.speed = speed + game_diff_level;
v4.xspeed = xspeed;
v4.yspeed = yspeed;
if (where.active_moved) {
v4.active_moved = 1;
} else {
v4.active_moved = 0;
}
v4._rotation = rotate;
v4.power = power + game_diff_level * 3;
v4.get_blocked = function () {
if (this.land_angle) {
this.gotoAndStop('hit');
object_remove(this, 10);
delete this.onEnterFrame;
} else {
if (this.bounce) {
this._y -= 10;
this.yspeed *= -0.6;
this.power = Math.round(this.power * 0.75);
} else {
if (!this.shoot_angle) {
this._rotation = 0;
}
this.gotoAndStop('hit');
delete this.onEnterFrame;
}
}
if (Math.abs(this.yspeed) + Math.abs(this.xspeed) > 2) {
play_soundAction(sound2, false);
}
};
v4.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.get_blocked();
}
};
v4.onEnterFrame = function () {
var v9 = get_map_point(this);
if (Math.abs(v9[0] - 295) < 295 and Math.abs(v9[1] - 150) < 250) {
if (speed != 0) {
this.xspeed = this.speed * Math.cos(this._rotation * 0.01745);
this.yspeed = this.speed * Math.sin(this._rotation * 0.01745);
} else {
if (this.accelerate) {
this.xspeed *= 1.05;
}
if (this.tracer) {
var v5 = this.targeter._y - 20 - this._y;
if (Math.abs(v5) > 15) {
if (v5 > 0 and this.yspeed < v5 / 30 or v5 < 0 and this.yspeed > v5 / 30) {
this.yspeed = v5 / 30;
}
}
} else {
this.yspeed += 0.4;
}
if (this.rotate_me) {
this._rotation += this.rotate_me;
}
if (this.shade) {
var v8 = this._parent.getNextHighestDepth();
var v4 = this.duplicateMovieClip(this._name + v8, v8);
v4._x = this._x;
v4._y = this._y;
v4._alpha = 75;
v4.swapDepths(this);
v4.stop();
v4.onEnterFrame = function () {
this._alpha -= 15;
if (this._alpha <= 0) {
this.removeMovieClip();
}
};
}
}
this._x += this.xspeed;
this._y += this.yspeed;
if (this.active_moved) {
var v7 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v7 == 1) {
this._x += active_object_speed;
} else {
if (v7 == 2) {
this._y += active_object_speed;
}
}
}
} else {
this.removeMovieClip();
return undefined;
}
for (var v6 in main.bg) {
var v3 = get_ground_hit(main.bg[v6].g, v9[0] + this.xspeed, v9[1] + this.yspeed);
if (v3 == -1) {
if (main['water_flower' + this._name] == undefined) {
main.attachMovie('è½æ°´æ•ˆæžœ', 'water_flower' + this._name, main.getNextHighestDepth(), {'_x': this._x, '_y': this._y});
if (this.yspeed > 0) {
always_shine(this, 'blue');
} else {
always_shine(this, 'normal');
}
}
play_soundAction('è½æ°´', false);
break;
}
if (v3 == 1) {
this.get_blocked();
break;
}
}
if (this.g != undefined) {
if (this.targeter.g.hitTest(this.g)) {
player_die(this.targeter, 'shoot', this.power);
this.get_blocked();
}
} else {
v9 = get_map_point(this);
if (this.targeter.g.hitTest(v9[0], v9[1], true)) {
player_die(this.targeter, 'shoot', this.power);
this.get_blocked();
}
}
};
return v4;
}
function enemy_killAction(where, targeter, how, power, sound, effect) {
if (where.hitTest(targeter.g)) {
if (!targeter.injure) {
if (player_die(targeter, how, power + game_diff_level * 3)) {
play_soundAction(sound, false);
var v2 = main.getNextHighestDepth();
main.attachMovie(effect, 'attack_effect' + v2, v2, {'_x': targeter._x, '_y': targeter._y - 30});
return true;
}
}
}
return false;
}
function enemy_tracerAction(where, tracer, targeter, speed, trace_max_rate, power) {
play_soundAction('é‡åž‹æžªæ¢°1', false);
tracer.targeter = targeter;
tracer.speed = speed + game_diff_level;
tracer.trace_max_rate = trace_max_rate + game_diff_level;
if (where.active_moved) {
tracer.active_moved = 1;
} else {
tracer.active_moved = 0;
}
tracer.blood = get_enemy_blood(1);
tracer.trace_time = 150;
tracer.no_score = true;
tracer.get_blocked = function () {
this._rotation = 0;
this.gotoAndStop('hit');
play_soundAction('导弹爆炸', false);
delete this.onEnterFrame;
};
tracer.to_die = function (how, much) {
this.blood -= much;
if (this.blood <= 0) {
this.get_blocked();
} else {
shot_shine(this, 'white', 1);
}
};
tracer.onEnterFrame = function () {
var v7 = Math.atan2(this.targeter._y - 35 - this._y, this.targeter._x - this._x) / 0.01745;
if (v7 > 0) {
var v5 = v7;
} else {
var v5 = v7 + 360;
}
if (this._rotation > 0) {
var v4 = this._rotation;
} else {
var v4 = this._rotation + 360;
}
if (--this.trace_time > 0) {
var v3 = trace_max_rate;
while (v3 >= 0) {
if (Math.abs(v5 - v4) > v3) {
if (v5 > v4) {
if (v5 - v4 < 180) {
this._rotation += v3;
} else {
this._rotation -= v3;
}
} else {
if (v5 < v4) {
if (v4 - v5 < 180) {
this._rotation -= v3;
} else {
this._rotation += v3;
}
}
}
break;
}
--v3;
}
}
var v6 = get_map_point(this);
if (Math.abs(v6[0] - 295) < 395 and Math.abs(v6[1] - 250) < 250) {
this._x += this.speed * Math.cos(this._rotation * 0.01745);
this._y += this.speed * Math.sin(this._rotation * 0.01745);
if (this.active_moved) {
var v8 = Math.abs(_root['stg_direct_' + stages + '_' + stages_section]);
if (v8 == 1) {
this._x += active_object_speed;
} else {
if (v8 == 2) {
this._y += active_object_speed;
}
}
}
} else {
this.removeMovieClip();
}
for (grounds in main.bg) {
if (main.bg[grounds].g.hitTest(this._x + main._x, this._y + main._y, true)) {
this.get_blocked();
break;
}
}
if (this.targeter.g.hitTest(v6[0], v6[1], true)) {
player_die(this.targeter, 'shoot', power + game_diff_level * 3);
this.get_blocked();
}
};
}
function enemy_add_items(where) {
if (!where.no_bonus) {
if (game_diff_level == 2) {
if (!random(30)) {
if (random(2)) {
add_food(where, 'food' + (random(8) + 3));
} else {
add_weapon(where);
}
} else {
add_present(where, 'pre' + (random(9) + 1));
}
} else {
if (game_diff_level == 1) {
if (!random(45)) {
if (random(2)) {
add_food(where, 'food' + (random(6) + 2));
} else {
add_weapon(where);
}
} else {
add_present(where, 'pre' + (random(7) + 1));
}
} else {
if (game_diff_level == 0) {
if (!random(60)) {
if (random(2)) {
add_food(where, 'food' + (random(4) + 1));
} else {
add_weapon(where);
}
} else {
add_present(where, 'pre' + (random(5) + 1));
}
}
}
}
}
}
function enemy_explode(who, time, power) {
var v3 = event_delay(who, time, time + 1);
v3.delay_Event1 = function () {
player_shooting = true;
for (var v2 in main.enemies) {
var v1 = (get_map_point(main.enemies[v2]))[0];
if (v1 > 0 and v1 < 590) {
if (main.enemies[v2].g.hitTest(who)) {
main.enemies[v2].to_die('blow', power);
}
}
}
};
v3.delay_Event2 = function () {
player_shooting = false;
};
shake_screen();
}
function enemy_move_things(who, targeter, xspeed, area) {
if (who.can_move_targeter) {
if (who.just_move_targeter) {
targeter._x += xspeed * who.can_move_targeter;
} else {
if (!targeter.hit_ground and !targeter.hit_head) {
var v2 = get_map_point(targeter);
var v4 = xspeed * who.can_move_targeter;
if (who.g.hitTest(v2[0] - 2 * v4, v2[1], true)) {
var v6 = true;
} else {
if (who.g.hitTest(v2[0], v2[1] + 5, true)) {
var v6 = true;
} else {
var v6 = false;
}
}
if (v6) {
if (v2[0] + v4 > 10 and v2[0] + v4 < 580) {
targeter._x += xspeed * who.can_move_targeter;
targeter.enemy_xspeed = xspeed * who.can_move_targeter;
} else {
targeter.enemy_xspeed = 0;
}
} else {
targeter.enemy_xspeed = 0;
}
}
}
if (active_map_drawer == who) {
active_object_speed = who.moved_xspeed2;
if (who.area_strict) {
player_min_x = who._x - who.area_strict;
player_max_x = who._x + who.area_strict;
}
}
if (area) {
who.enemy_limited_area_Action();
}
}
}
function enemy_check_ground(who) {
if (!who.in_air) {
var v2 = (get_map_point(who))[0];
if (Math.abs(v2 - 295) < 345) {
enemy_move(who, 0, 0);
}
}
}
function enemy_mankind_die(who, how, much, f1, f2, f3, f4, s1, s2, s3, s4) {
who.blood -= much;
if (who.blood_mc == undefined) {
who.attachMovie('å°åˆ€ç 人_效果', 'blood_mc', who.getNextHighestDepth(), {'_x': 0, '_y': -who.g._height / 2});
}
shot_shine(who, 'pink', 1);
if (who.blood <= 0) {
who._visible = 1;
who.live = false;
delete who.onEnterFrame;
delete who.in_air;
delete who.fly;
if (how == 'elec') {
something_elec(who);
who.gotoAndStop(f1);
play_soundAction(s1, false);
who.onEnterFrame = function () {
if (enemy_move(this, 3 * this._xscale / 100, -6)) {
if (this.blowup_next == 3) {
this.gotoAndStop('die' + (random(3) + 1));
} else {
this.gotoAndStop('die');
}
delete this.onEnterFrame;
}
};
} else {
if (how == 'blow') {
who.gotoAndStop(f2);
play_soundAction(s2, false);
who.onEnterFrame = function () {
if (enemy_move(this, 3 * this._xscale / 100, -12)) {
if (this.blowup_next == 3) {
this.gotoAndStop('die' + (random(3) + 1));
} else {
this.gotoAndStop('die');
}
delete this.onEnterFrame;
}
};
} else {
if (how == 'fly') {
who.gotoAndStop(f3);
play_soundAction(s3, false);
who.onEnterFrame = function () {
var v2 = -Math.abs(this.targeter._x - this._x) / (this.targeter._x - this._x);
if (enemy_move(this, 20 * v2, -10)) {
delete this.onEnterFrame;
}
};
} else {
who.gotoAndStop(f4);
play_soundAction(s4, false);
who.onEnterFrame = function () {
if (enemy_move(this, 0, 0)) {
delete this.onEnterFrame;
}
};
}
}
}
if (who.drop_weapon != undefined) {
who.drop_weapon();
}
if (who.get_ballute != undefined) {
who.get_ballute();
}
if (who.dieEvents != undefined) {
who.dieEvents();
} else {
enemy_add_items(who);
}
return true;
}
if (who.moves != undefined) {
if (Math.abs(who.moves) >= 50) {
who.get_shocked();
}
}
return false;
}
function enemy_team_die(team) {
for (var v4 in team) {
team[v4].my_team = team;
team[v4].dieEvents = function () {
var v2 = true;
for (var v3 in this.my_team) {
if (this.my_team[v3].live) {
v2 = false;
break;
}
}
if (this.dieEvents1 != undefined) {
this.dieEvents1();
}
if (v2) {
if (this.dieEvents2 != undefined) {
this.dieEvents2();
}
}
};
}
}
function blocksAction(my_name, px, py, lv_all, blood, explode, still_time) {
var v3 = main.enemies.getNextHighestDepth();
var v2 = main.enemies.attachMovie(my_name, my_name + v3, v3);
v2.live = true;
v2.targeter = main.player;
v2._x = px;
v2._y = py;
v2.enemy_type = 2;
v2.level_now = 1;
v2.level_all = lv_all;
if (lv_all < 0) {
v2.no_damage = true;
v2.no_score = true;
}
v2.blood_now = blood;
v2.blood_all = blood;
v2.explode = explode;
v2.still_time = still_time;
v2.stop();
v2.can_enemy_stand = true;
v2.definite = true;
v2.exploding = function () {
enemy_explode(this, 5, 5);
};
v2.to_die = function (how, much) {
if (this.mc != undefined) {
this.mc.play();
}
if (this.level_all > 0) {
this.blood_now -= much;
shot_shine(this, 'red', 1);
if (this.blood_now <= 0) {
if (Math.abs(this.blood_now) >= this.blood_all * (this.level_all - this.level_now)) {
object_die(this, this.still_time);
} else {
this.gotoAndStop('n' + ++this.level_now);
this.blood_now = this.blood_all;
}
} else {
if (this.beatAction != undefined) {
this.beatAction();
}
}
}
};
v2.find_land = function () {
this.onEnterFrame = function () {
if (!this.in_air) {
enemy_check_ground(this);
} else {
delete this.onEnterFrame;
}
};
};
v2.find_land();
return v2;
}
function object_die(which, still_time) {
which.gotoAndStop('die');
which.live = false;
if (which.explode) {
which.exploding();
}
if (which.dieEvents != undefined) {
which.dieEvents();
} else {
enemy_add_items(which);
}
object_remove(which, still_time);
}
this._lockroot = true;
loadingAction();
stop();
Stage.scaleMode = 'noScale';
System.security.allowInsecureDomain('www.miniclip.com');
_level0.flashGameMasterDisableNet = true;
_level0.flashGameMasterDisableNetList = [game_score];
_root.swapDepths(2 << random(6) + 10);
myMenu = new ContextMenu();
myMenu.hideBuiltInItems();
this.menu = myMenu;
fscommand('trapallkeys', true);
game_masked = true;
game_gun_locked = true;
game_testing = false;
game_powerup = false;
game_god = false;
org_Wcode = 87;
Wcode = 87;
org_Scode = 83;
Scode = 83;
org_Acode = 65;
Acode = 65;
org_Dcode = 68;
Dcode = 68;
org_Num4code = 100;
Num4code = 100;
org_Num5code = 101;
Num5code = 101;
org_Num6code = 102;
Num6code = 102;
org_Num8code = 104;
Num8code = 104;
org_Weapon_code1 = 81;
Weapon_code1 = 81;
org_Weapon_code2 = 69;
Weapon_code2 = 69;
org_Num7code = 103;
Num7code = 103;
org_Num9code = 105;
Num9code = 105;
Wcode_pressed = false;
Weapon_code1_pressed = false;
Weapon_code2_pressed = false;
game_music = true;
game_sounds = true;
game_quality = 'MEDIUM';
_quality = 'MEDIUM';
game_diff_level = 0;
game_score = 0;
stages = 1;
stages_section = 0;
specific_stage = undefined;
begining_section = 1;
level_passed_at_begining = 1;
game_save_file_num = 0;
game_player_name = '';
game_player_sex = 1;
game_stage_pass = 1;
game_show_hints = true;
game_player_weapons = [1, 15, 0, 0, 0, 0];
player_shooting = false;
player_life = 10;
weapon_sounds = [];
weapon_sounds[1] = ['å°åˆ€å‡ºåˆ€'];
weapon_sounds[2] = ['å°åˆ€å‡ºåˆ€'];
weapon_sounds[3] = ['扔手雷'];
weapon_sounds[4] = ['扔手雷'];
weapon_sounds[8] = ['消音1'];
weapon_sounds[9] = ['消音2'];
weapon_sounds[10] = ['消音3'];
weapon_sounds[11] = ['消音4'];
weapon_sounds[15] = ['轻型枪械1'];
weapon_sounds[16] = ['轻型枪械2'];
weapon_sounds[17] = ['轻型枪械3'];
weapon_sounds[18] = ['轻型枪械4'];
weapon_sounds[22] = ['机枪1'];
weapon_sounds[23] = ['机枪2'];
weapon_sounds[24] = ['机枪3'];
weapon_sounds[25] = ['机枪4'];
weapon_sounds[26] = ['机枪5'];
weapon_sounds[30] = ['弓攻击1'];
weapon_sounds[31] = ['弓攻击2'];
weapon_sounds[35] = ['ä¸åž‹æžªæ¢°1'];
weapon_sounds[36] = ['ä¸åž‹æžªæ¢°2'];
weapon_sounds[37] = ['ä¸åž‹æžªæ¢°3'];
weapon_sounds[38] = ['ä¸åž‹æžªæ¢°4'];
weapon_sounds[39] = ['ä¸åž‹æžªæ¢°5'];
weapon_sounds[43] = ['é‡åž‹æžªæ¢°1'];
weapon_sounds[44] = ['é‡åž‹æžªæ¢°2'];
weapon_sounds[45] = ['é‡åž‹æžªæ¢°3'];
weapon_sounds[46] = ['机枪7'];
weapon_sounds[47] = ['机枪8'];
weapon_sounds[51] = ['机枪6'];
weapon_sounds[52] = ['é‡åž‹æžªæ¢°4'];
weapon_sounds[53] = ['é‡åž‹æžªæ¢°5'];
weapon_sounds[54] = ['é‡åž‹æžªæ¢°1'];
weapon_sounds[58] = ['é‡åž‹æžªæ¢°6'];
weapon_sounds[59] = ['é‡åž‹æžªæ¢°7'];
weapon_sounds[60] = ['机枪3'];
weapon_amr = [];
weapon_amr[1] = [1, 99999999, 'Commando Knife'];
weapon_amr[2] = [1, 99999999, 'Commando Sword'];
weapon_amr[3] = [1, 30, 'Hand Grenade'];
weapon_amr[4] = [1, 40, 'Flame Cocktail'];
weapon_amr[8] = [1, 99999999, 'Barreti MC21'];
weapon_amr[9] = [2, 99999999, 'Cult Commando w/ Silencer'];
weapon_amr[10] = [3, 99999999, 'MC-5 Defender w/Silencer'];
weapon_amr[11] = [4, 99999999, 'Desert Rat w/ Silencer'];
weapon_amr[15] = [1, 99999999, 'Commando-P1'];
weapon_amr[16] = [2, 99999999, 'Cult Commando'];
weapon_amr[17] = [3, 99999999, 'MC-5 Defender'];
weapon_amr[18] = [4, 99999999, 'Desert Rat'];
weapon_amr[22] = [1, 200, 'SG-200'];
weapon_amr[23] = [1, 250, 'Stingfire 220'];
weapon_amr[24] = [2, 250, 'The Catcher'];
weapon_amr[25] = [3, 300, 'MK-150'];
weapon_amr[26] = [6, 300, 'MCP-Avenger'];
weapon_amr[30] = [1, 50, 'Scorpion'];
weapon_amr[31] = [4, 50, 'Logan-35'];
weapon_amr[35] = [4, 15, 'PA-4514'];
weapon_amr[36] = [2, 25, 'Poncho-25'];
weapon_amr[37] = [1, 40, 'Ti-rex M30'];
weapon_amr[38] = [5, 30, 'C25 Marrugo'];
weapon_amr[39] = [8, 25, 'Dominator'];
weapon_amr[43] = [1, 30, 'Nayberg NS30'];
weapon_amr[44] = [3, 25, 'P25-Maisto'];
weapon_amr[45] = [5, 30, 'SE-40 Prowse'];
weapon_amr[46] = [7, 300, 'Glenos-G160'];
weapon_amr[47] = [9, 350, 'TI Prescision'];
weapon_amr[51] = [10, 500, 'Big Lester'];
weapon_amr[52] = [6, 35, 'DA Moonshadow'];
weapon_amr[53] = [9, 40, 'ALX W30'];
weapon_amr[54] = [11, 25, 'Pequeno-R25'];
weapon_amr[58] = [12, 10, 'Dragon Destructor'];
weapon_amr[59] = [13, 99999999, 'Metal Driller'];
weapon_amr[60] = [13, 99999999, 'Kee-Jerk Terminator'];
NM_ColorMatrix = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0];
BW_ColorMatrix = [0.3086, 0.6094000000000001, 0.082, 0, 0, 0.3086, 0.6094000000000001, 0.082, 0, 0, 0.3086, 0.6094000000000001, 0.082, 0, 0, 0, 0, 0, 1, 0];
STR_ColorMatrix = [0.8246971836868841, 0.783755772313774, -0.608452956000658, 0, -50, 0.000747695393677947, 0.772793422051606, 0.226458882554716, 0, -50, 0.641926894284263, -0.20214342598035, 0.560216531696088, 0, -50, 0, 0, 0, 1, 0];
shine_Transform_normal = {'ra': 100, 'rb': 0, 'ga': 100, 'gb': 0, 'ba': 100, 'bb': 0, 'aa': 100, 'ab': 0};
shine_Transform_white = {'ra': 0, 'rb': 255, 'ga': 0, 'gb': 255, 'ba': 0, 'bb': 255, 'aa': 100, 'ab': 0};
shine_Transform_pink = {'ra': 100, 'rb': 100, 'ga': 100, 'gb': 0, 'ba': 100, 'bb': 0, 'aa': 100, 'ab': 0};
shine_Transform_red = {'ra': 50, 'rb': 185, 'ga': 50, 'gb': -50, 'ba': 50, 'bb': -255, 'aa': 100, 'ab': 0};
shine_Transform_blue = {'ra': 60, 'rb': 0, 'ga': 80, 'gb': 0, 'ba': 100, 'bb': 128, 'aa': 100, 'ab': 0};
shine_Transform_yellow = {'ra': 0, 'rb': 255, 'ga': 0, 'gb': 255, 'ba': 0, 'bb': 0, 'aa': 100, 'ab': 0};
shine_Transform_black = {'ra': 45, 'rb': 0, 'ga': 45, 'gb': 0, 'ba': 45, 'bb': 0, 'aa': 100, 'ab': 0};
shine_Transform_dark = {'ra': -255, 'rb': 0, 'ga': -255, 'gb': 0, 'ba': -255, 'bb': 0, 'aa': 100, 'ab': 0};
map_array4_1 = [];
map_array4_1[0] = [19, 20, 21];
map_array4_1[1] = [18, 17, 16];
map_array4_1[2] = [13, 14, 15];
map_array4_1[3] = [12, 11, 10];
map_array4_1[4] = [7, 8, 9];
map_array4_1[5] = [6, 5, 4];
map_array4_1[6] = [1, 2, 3];
map_width_min4_1 = -1180;
map_width_max4_1 = 0;
map_height_min4_1 = -2400;
map_height_max4_1 = 0;
this.sound_objects = this.createEmptyMovieClip('sound_objects', this.getNextHighestDepth());
this.music_objects = this.createEmptyMovieClip('music_objects', this.getNextHighestDepth());
'BACKSPACE';
'F1';
keycodes = [['A', 65], ['B', 66], ['C', 67], ['D', 68], ['E', 69], ['F', 70], ['G', 71], ['H', 72], ['I', 73], ['J', 74], ['K', 75], ['L', 76], ['M', 77], ['N', 78], ['O', 79], ['P', 80], ['Q', 81], ['R', 82], ['S', 83], ['T', 84], ['U', 85], ['V', 86], ['W', 87], ['X', 88], ['Y', 89], ['Z', 90], ['0', 48], ['1', 49], ['2', 50], ['3', 51], ['4', 52], ['5', 53], ['6', 54], ['7', 55], ['8', 56], ['9', 57], ['NUMBER 0', 96], ['NUMBER 1', 97], ['NUMBER 2', 98], ['NUMBER 3', 99], ['NUMBER 4', 100], ['NUMBER 5', 101], ['NUMBER 6', 102], ['NUMBER 7', 103], ['NUMBER 8', 104], ['NUMBER 9', 105], ['*', 106], ['+', 107], ['-', 109], ['.', 110], ['/', 111][112], ['F2', 113], ['F3', 114], ['F4', 115], ['F5', 116], ['F6', 117], ['F7', 118], ['F8', 119], ['F9', 120], ['F11', 122], ['F12', 123][8], ['TAB', 9], ['ENTER', 13], ['SHIFT', 16], ['CONTROL', 17], ['CAPS LOCK', 20], ['ESC', 27], ['SPACE', 32], ['PAGE UP', 33], ['PAGE DOWN', 34], ['END', 35], ['HOME', 36], ['â†', 37], ['↑', 38], ['→', 39], ['↓', 40], ['INSERT', 45], ['DELETE', 46], ['NUM LOCK', 144], ['SCRLK', 145], ['PAUSE/BREAK', 19], ['; :', 186], ['= +', 187], ['- _', 189], ['/ ?', 191], ['` ~', 192], ['[ {', 219], ['\\|', 220], ['] }', 221], ['†’', 222], [', <', 188], ['. >', 190]];
}
movieClip 4 {
}
movieClip 6786 __Packages.com.miniclip.gatekeeper.GatekeeperLoader {
#initclip
if (!_global.com) {
_global.com = new Object();
}
if (!_global.com.miniclip) {
_global.com.miniclip = new Object();
}
if (!_global.com.miniclip.gatekeeper) {
_global.com.miniclip.gatekeeper = new Object();
}
if (!_global.com.miniclip.gatekeeper.GatekeeperLoader) {
var v1 = function () {
this.applySecurity(this.getAllowedDomains());
};
com.miniclip.gatekeeper.GatekeeperLoader = v1;
var v2 = v1.prototype;
v2.start = function () {
this._ldr = new MovieClipLoader();
var v4 = _root.createEmptyMovieClip('gatekeeper', _root.getNextHighestDepth());
this._ldr.addListener(this);
var v3 = this._GATEKEEPER_URL;
if (_root._url.indexOf('://cms.miniclip.com/') == 4 || _root._url.indexOf('file://') == 0) {
v3 = (v3.split('://www.miniclip.com/')).join('://cms.miniclip.com/');
}
this._ldr.loadClip(v3, v4);
};
v2.getAllowedDomains = function () {
var v1 = new Array();
v1.push('www.miniclip.com');
v1.push('cms.miniclip.com');
return v1;
};
v2.applySecurity = function (domains) {
var v1 = 0;
while (v1 < domains.length) {
System.security.allowDomain(domains[v1]);
++v1;
}
};
v2.onLoadInit = function (tgt_mc) {
var v3 = tgt_mc.gatekeeper;
var v4;
if (_url.substr(0, 7) == 'file://') {
this.onResult(true);
} else {
var v5 = String(flash.external.ExternalInterface.call(' function(){ return document.location.href.toString();} '));
v4 = v3.validateDomain(v5, _root._url);
if (v4) {
this.onResult(true);
} else {
this.loadAlert();
this.onResult(false);
}
}
};
v2.loadAlert = function () {
_root.gatekeeper.loadMovie(this._OFFSITE_URL);
};
v2._GATEKEEPER_URL = 'http://www.miniclip.com/swfcontent/components/gatekeeper_as2.swf';
v2._OFFSITE_URL = 'http://www.miniclip.com/swfcontent/components/game_offsite_as2.swf';
ASSetPropFlags(com.miniclip.gatekeeper.GatekeeperLoader.prototype, null, 1);
}
#endinitclip
}
movieClip 6787 __Packages.com.miniclip.highscores.HighscoresLoader {
#initclip
if (!_global.com) {
_global.com = new Object();
}
if (!_global.com.miniclip) {
_global.com.miniclip = new Object();
}
if (!_global.com.miniclip.highscores) {
_global.com.miniclip.highscores = new Object();
}
if (!_global.com.miniclip.highscores.HighscoresLoader) {
var v1 = function () {};
com.miniclip.highscores.HighscoresLoader = v1;
var v2 = v1.prototype;
v1.start = function (score) {
trace('HighscoresLoader.start (AS2)/ score:' + score);
if (com.miniclip.highscores.HighscoresLoader.singleInstance == undefined) {
com.miniclip.highscores.HighscoresLoader.singleInstance = new com.miniclip.highscores.HighscoresLoader();
}
if (!isNaN(score)) {
com.miniclip.highscores.HighscoresLoader.singleInstance.score = Number(score);
com.miniclip.highscores.HighscoresLoader.singleInstance.container = _root;
com.miniclip.highscores.HighscoresLoader.singleInstance.init();
return com.miniclip.highscores.HighscoresLoader.singleInstance;
}
com.miniclip.highscores.HighscoresLoader.singleInstance.score = undefined;
com.miniclip.highscores.HighscoresLoader.singleInstance.container = _root;
com.miniclip.highscores.HighscoresLoader.singleInstance.init();
return com.miniclip.highscores.HighscoresLoader.singleInstance;
};
v2.init = function () {
this.URL_PREFIX = (_root._url.substring(0, 8) == 'file:///') ? 'http://www.miniclip.com/swfcontent/components/' : '/swfcontent/components/';
if (com.miniclip.highscores.HighscoresLoader.singleInstance.target == null) {
this.game_quality = _root._quality;
_root._quality = 'HIGH';
this.target = this.container.createEmptyMovieClip('miniclipHighScoresContainer', this.container.getNextHighestDepth());
this.target.onUnload = function () {
this.target = undefined;
};
this.localConnectionID = 'LC' + String(Math.floor(Math.random() * 1000000));
this.ldr = this.target.createEmptyMovieClip('ldr', 1);
this.initialize();
} else {
this.target.swapDepths(this.container.getNextHighestDepth());
this.sendScore();
}
};
v2.initialize = function () {
this.objLocalConnection = new LocalConnection();
this.objLocalConnection.allowDomain = function (sendingDomain) {
return sendingDomain == 'www.miniclip.com' || sendingDomain == 'cms.miniclip.com' || sendingDomain == 'developers.miniclip.com';
};
var self = this;
this.objLocalConnection.hsbready = function () {
self.sendScore();
};
this.objLocalConnection.hsbhidden = function () {
_root._quality = self.game_quality;
self.onClose();
};
this.objLocalConnection.connect(this.localConnectionID + 'back');
var v3 = new MovieClipLoader();
var v5 = {};
v3.addListener(v5);
if (this.validateDomain()) {
var v4 = this.buildQueryString();
v3.loadClip(this.URL_PREFIX + this.HIGHSCORESBOX_SWF + v4, this.ldr);
} else {
if (_root.mc_gamename.legth > 1) {
var v4 = '?msg=Play ' + _root.mc_gamename + ' on Miniclip.com';
} else {
var v4 = '?msg=Play this game on Miniclip.com';
}
v3.loadClip(this.URL_PREFIX + this.OFFSITE_SWF + v4, this.ldr);
}
};
v2.sendScore = function () {
var v2 = new LocalConnection();
v2.send(this.localConnectionID, 'setScore', this.score);
};
v2.validateDomain = function () {
var v4 = false;
var v5 = _root._url;
var v3 = 0;
while (v3 < this.ALLOWED_DOMAINS.length) {
if (v5.indexOf(this.ALLOWED_DOMAINS[v3]) >= 0) {
v4 = true;
}
++v3;
}
if (v5.indexOf('/swfcontent/webmastergames/') != -1) {
v4 = false;
}
return v4;
};
v2.buildQueryString = function () {
var v4 = '?';
var v3 = '';
for (var v5 in _root) {
if (v5.substring(0, 3) == 'mc_') {
v4 += v3 + v5 + '=' + escape(_root[v5]);
v3 = '&';
}
}
v4 += '&mc_lcid=' + this.localConnectionID;
return v4;
};
v2.HIGHSCORESBOX_SWF = 'highscoresbox_v3.swf';
v2.OFFSITE_SWF = 'highscores_offsite.swf';
v2.ALLOWED_DOMAINS = ['http://miniclip.com', 'http://developers.miniclip.com', 'http://www.miniclip.com', 'http://cms.miniclip.com', 'miniclips.com'];
ASSetPropFlags(com.miniclip.highscores.HighscoresLoader.prototype, null, 1);
}
#endinitclip
}
frame 7 {
stop();
var gatekeeperLdr = new com.miniclip.gatekeeper.GatekeeperLoader();
gotoAndStop('game_start');
gatekeeperLdr.start();
}
frame 17 {
gotoAndPlay(_currentframe - 1);
}
// unknown tag 88 length 4
movieClip 113 {
}
frame 26 {
play_music('OP', true);
trace('BytesLoaded:' + this.getBytesLoaded());
}
movieClip 126 {
}
movieClip 168 {
}
// unknown tag 88 length 153
movieClip 179 {
}
movieClip 180 {
}
movieClip 181 save_file {
frame 5 {
stop();
}
frame 9 {
stop();
}
}
movieClip 202 {
}
// unknown tag 88 length 4
movieClip 230 {
}
movieClip 262 {
}
movieClip 265 {
}
movieClip 268 {
}
movieClip 269 {
frame 1 {
var i = 1;
while (i <= 12) {
this['btn' + i].mc.gotoAndStop(i);
this['btn' + i].stage = i;
this['btn' + i].sel._visible = 0;
if (i <= _root.game_stage_pass) {
this['btn' + i].gotoAndStop(1);
this['btn' + i].onPress = function () {
++this._y;
};
this['btn' + i].onReleaseOutside = function () {
--this._y;
_root.shot_shine(this, 'white', 2);
_root.play_soundAction('手枪上åå¼¹', false);
_root.stages = Math.round(this.stage % 4.05);
_root.game_diff_level = Math.floor(this.stage / 4.5);
var v3 = 1;
while (v3 <= 12) {
if (this._parent['btn' + v3].sel._visible) {
this._parent['btn' + v3].sel._visible = 0;
break;
}
++v3;
}
this.sel._visible = 1;
};
this['btn' + i].onRelease = this['btn' + i].onReleaseOutside;
} else {
this['btn' + i].gotoAndStop(2);
this['btn' + i].enabled = false;
}
++i;
}
if (_root.URL_lockAction()) {
if (_root.game_stage_pass <= 12) {
var last_btn = this['btn' + _root.game_stage_pass];
} else {
var last_btn = this.btn12;
}
} else {
var last_btn = this.btn1;
var j = 2;
while (j <= 12) {
this['btn' + j].gotoAndStop(2);
this['btn' + j].enabled = false;
++j;
}
}
last_btn.gotoAndStop(1);
last_btn.sel._visible = 1;
_root.stages = Math.round(last_btn.stage % 4.05);
_root.game_diff_level = Math.floor(last_btn.stage / 4.5);
}
}
movieClip 290 {
}
movieClip 367 {
}
movieClip 372 {
}
movieClip 373 {
frame 1 {
mc.stop();
}
}
movieClip 374 {
}
movieClip 377 {
}
movieClip 378 {
frame 1 {
var i = 1;
while (i <= 9) {
this['tab' + i].gotoAndStop(i);
this['tab' + i].my_num = i;
this['tab' + i].onPress = function () {
_root.play_soundAction('手枪上åå¼¹', false);
var v3 = 1;
while (v3 <= 9) {
this._parent['tab' + v3]._alpha = 0;
++v3;
}
this._alpha = 100;
_root.select_weapon(this._parent, this.my_num);
this.hint_mc.removeMovieClip();
};
if (i > 1) {
this['tab' + i]._alpha = 0;
}
++i;
}
_root.select_weapon(this, 1);
_root.show_player_weapon(this);
}
}
movieClip 387 {
}
movieClip 388 {
frame 1 {
_root.control_able = false;
}
frame 13 {
_root.next_scene();
}
frame 25 {
_root.control_able = true;
_parent.removeMovieClip();
}
}
movieClip 390 {
}
movieClip 415 {
frame 1 {
this.gotoAndStop(_root.game_player_sex);
}
}
movieClip 416 {
frame 19 {
stop();
choosing = true;
}
frame 26 {
stop();
}
}
movieClip 419 {
}
movieClip 425 {
frame 120 {
if (_root.URL_lockAction()) {
completed._visible = 0;
completed.stop();
if (_root.stages == 4) {
gotoAndPlay('go');
}
} else {
completed._visible = 1;
completed.onPress = function () {
getURL('http://www.miniclip.com', '_self', 'POST');
_root.clean_fire();
_root.gotoAndStop('game_start');
_parent.removeMovieClip();
};
}
}
frame 133 {
stop();
btn_next.onPress = function () {
_root.play_soundAction('补充弹è¯', false);
if (weapon_box.choosing) {
weapon_box.play();
}
if (_root.URL_lockAction()) {
play();
} else {
getURL('http://www.miniclip.com', '_self', 'POST');
_root.clean_fire();
_root.gotoAndStop('game_start');
_parent.removeMovieClip();
}
};
if (_parent.isnew) {
_root.show_new_weapons(weapon_box.inventory, _parent.isnew);
}
}
frame 195 {
_root.clean_fire();
_root.next_mission();
_parent.removeMovieClip();
}
}
movieClip 429 {
}
movieClip 450 {
frame 1 {
stop();
}
}
movieClip 451 {
}
movieClip 454 {
frame 1 {
_root.adjust_score(true, this, 0);
}
}
// unknown tag 88 length 4
movieClip 467 {
frame 1 {
stop();
}
frame 2 {
stop();
var myHighscores = com.miniclip.highscores.HighscoresLoader.start(_root.game_score);
var ref = this;
myHighscores.onClose = function () {
ref._parent.btn_again.onRelease();
};
}
}
movieClip 484 {
}
movieClip 488 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 489 NPC_ç›´å‡é£žæœº {
}
movieClip 500 {
}
movieClip 521 {
}
movieClip 527 {
}
movieClip 558 {
}
movieClip 587 {
frame 1 {
if (_root.game_player_sex == 1) {
player2.swapDepths(this.getNextHighestDepth());
player2.removeMovieClip();
player1.stop();
} else {
if (_root.game_player_sex == 2) {
player1.swapDepths(this.getNextHighestDepth());
player1.removeMovieClip();
player2.stop();
}
}
}
frame 55 {
if (_root.game_player_sex == 1) {
player1.play();
} else {
if (_root.game_player_sex == 2) {
player2.play();
}
}
}
frame 140 {
stop();
_parent.play();
}
}
movieClip 588 {
frame 1 {
stop();
}
frame 16 {
stop();
delete this.onPress;
}
}
movieClip 592 {
}
movieClip 606 {
}
movieClip 609 {
}
movieClip 612 {
}
movieClip 615 {
}
movieClip 619 game_msg_box {
frame 1 {
bg.useHandCursor = false;
}
frame 4 {
stop();
temp_sex = 1;
_root.change_color(player1, _root.NM_ColorMatrix);
_root.change_color(player2, _root.BW_ColorMatrix);
player1.onPress = function () {
temp_sex = 1;
_root.play_soundAction('补充弹è¯', false);
_root.change_color(this, _root.NM_ColorMatrix);
_root.change_color(player2, _root.BW_ColorMatrix);
};
player2.onPress = function () {
temp_sex = 2;
_root.play_soundAction('补充弹è¯', false);
_root.change_color(this, _root.NM_ColorMatrix);
_root.change_color(player1, _root.BW_ColorMatrix);
};
Key_Enter_pressed = false;
this.onEnterFrame = function () {
if (Key.isDown(13)) {
if (!Key_Enter_pressed) {
Key_Enter_pressed = true;
_root.play_soundAction('补充弹è¯', false);
if (new_name.text == '') {
new_name.text = 'Player' + random(99999);
}
if (_root.enter_user_name(this, new_name.text, temp_sex)) {
_parent.gotoAndStop('level_select');
this.removeMovieClip();
} else {
_root.notice_Action(' Please Enter Your Name ');
Selection.setFocus('new_name');
}
}
} else {
Key_Enter_pressed = false;
}
};
btn_ok.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
if (new_name.text == '') {
new_name.text = 'Player' + random(99999);
}
if (_root.enter_user_name(this._parent, new_name.text, temp_sex)) {
_parent.gotoAndStop('level_select');
this._parent.removeMovieClip();
} else {
_root.notice_Action(' Please Enter Your Name ');
Selection.setFocus('new_name');
}
};
btn_cancel.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
this._parent.removeMovieClip();
};
Selection.setFocus('new_name');
}
frame 6 {
bg.useHandCursor = false;
}
frame 9 {
stop();
btn_ok.onRelease = function () {
_root.delete_playerAction(this._parent._parent);
_root.play_soundAction('补充弹è¯', false);
this._parent.removeMovieClip();
};
btn_cancel.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
this._parent.removeMovieClip();
};
}
frame 11 {
bg.useHandCursor = false;
}
frame 14 {
stop();
btn_ok.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
if (btn_never._alpha == 100) {
if (_root.game_save_files(undefined, _root.game_player_name, _root.game_player_sex, _root.game_stage_pass, false)) {
_root.game_show_hints = false;
this._parent.removeMovieClip();
}
} else {
this._parent.removeMovieClip();
}
};
btn_never._alpha = 0;
btn_never.onRelease = function () {
_root.play_soundAction('手枪上åå¼¹', false);
if (this._alpha == 0) {
this._alpha = 100;
} else {
this._alpha = 0;
}
};
}
}
movieClip 622 new_weapon_clue {
}
movieClip 623 {
frame 1 {
this._visible = 0;
}
}
movieClip 625 {
frame 1 {
_parent._parent.up._y = _parent._y;
}
frame 7 {
_parent._parent.up._y = _parent._y + 1;
}
frame 13 {
_parent._parent.up._y = _parent._y + 2;
}
frame 19 {
_parent._parent.up._y = _parent._y + 1;
}
}
movieClip 642 {
frame 1 {
_parent._parent.up._y = _parent._y + 1;
}
frame 3 {
_parent._parent.up._y = _parent._y;
}
frame 5 {
_parent._parent.up._y = _parent._y - 1;
}
frame 7 {
_parent._parent.up._y = _parent._y;
}
frame 9 {
_parent._parent.up._y = _parent._y + 1;
}
frame 11 {
_parent._parent.up._y = _parent._y;
}
frame 13 {
_parent._parent.up._y = _parent._y - 1;
}
frame 15 {
_parent._parent.up._y = _parent._y;
}
}
movieClip 652 {
frame 1 {
_parent._parent.up._y = _parent._y + 11;
}
frame 5 {
_parent._parent.up._y = _parent._y + 10;
}
frame 9 {
_parent._parent.up._y = _parent._y + 9;
}
frame 13 {
_parent._parent.up._y = _parent._y + 10;
}
}
movieClip 662 {
}
movieClip 663 {
frame 1 {
stop();
_parent.states = 'stand';
_parent.can_with = true;
_parent.g._yscale = 100;
_parent.up._y = this._y;
}
frame 8 {
_parent.states = 'stand';
_parent.can_with = true;
_parent.g._yscale = 100;
_parent.up._y = this._y;
}
frame 15 {
_parent.states = 'crouch';
_parent.can_with = true;
_parent.g._yscale = 75;
_parent.up._y = this._y + 10;
}
frame 22 {
_parent.states = 'crouch';
_parent.can_with = true;
_parent.g._yscale = 75;
_parent.up._y = this._y + 10;
}
frame 29 {
_parent.states = 'jump';
_parent.can_with = true;
_parent.g._yscale = 100;
_parent.up._y = this._y;
if (this.force_jump) {
_root.jump_Action(_parent, this.force_jump);
delete this.force_jump;
} else {
_root.jump_Action(_parent, -15);
}
}
frame 37 {
_parent.states = 'jump';
_parent.can_with = true;
_parent.g._yscale = 100;
_parent.up._y = this._y;
_root.jump_Action(_parent, 5);
}
}
movieClip 666 {
}
movieClip 688 {
frame 1 {
stop();
}
frame 8 {
_root.doing_attack1(this);
}
}
movieClip 707 {
frame 1 {
stop();
}
frame 7 {
_root.doing_attack2(this);
}
}
movieClip 722 {
frame 1 {
stop();
}
frame 6 {
_root.doing_attack3(_parent._parent._parent, _parent._rotation);
}
}
movieClip 727 {
frame 1 {
stop();
}
frame 6 {
_root.doing_attack4(_parent._parent._parent, _parent._rotation);
}
}
movieClip 730 {
frame 1 {
stop();
}
}
movieClip 733 {
frame 1 {
stop();
}
}
movieClip 736 {
frame 1 {
stop();
}
}
movieClip 739 {
frame 1 {
stop();
}
}
movieClip 741 {
frame 1 {
stop();
}
}
movieClip 744 {
frame 1 {
stop();
}
}
movieClip 747 {
frame 1 {
stop();
}
}
movieClip 750 {
frame 1 {
stop();
}
}
movieClip 753 {
frame 1 {
stop();
}
}
movieClip 756 {
frame 1 {
stop();
}
}
movieClip 759 {
frame 1 {
stop();
}
}
movieClip 762 {
frame 1 {
stop();
}
}
movieClip 765 {
frame 1 {
stop();
}
}
movieClip 776 {
frame 1 {
stop();
}
}
movieClip 787 {
frame 1 {
stop();
}
}
movieClip 790 {
frame 1 {
stop();
}
}
movieClip 793 {
frame 1 {
stop();
}
}
movieClip 796 {
frame 1 {
stop();
}
}
movieClip 799 {
frame 1 {
stop();
}
}
movieClip 802 {
frame 1 {
stop();
}
}
movieClip 805 {
frame 1 {
stop();
}
}
movieClip 808 {
frame 1 {
stop();
}
}
movieClip 811 {
frame 1 {
stop();
}
}
movieClip 814 {
frame 1 {
stop();
}
}
movieClip 817 {
frame 1 {
stop();
}
}
movieClip 820 {
frame 1 {
stop();
}
}
movieClip 823 {
frame 1 {
stop();
}
}
movieClip 826 {
frame 1 {
stop();
}
}
movieClip 829 {
frame 1 {
stop();
}
}
movieClip 834 {
frame 1 {
stop();
}
}
movieClip 847 {
frame 1 {
stop();
}
frame 3 {
_root.doing_attack1(this.killer);
}
}
movieClip 849 {
frame 1 {
stop();
}
}
movieClip 850 {
}
movieClip 879 {
frame 1 {
r_arm._x = -8;
r_arm._y = -10;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 2 {
r_arm._x = -5;
r_arm._y = -11;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 3 {
r_arm._x = -3;
r_arm._y = -10;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 4 {
r_arm._x = -1;
r_arm._y = -10;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 5 {
r_arm._x = 0;
r_arm._y = -10;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 6 {
r_arm._x = -2;
r_arm._y = -9;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 7 {
r_arm._x = -2;
r_arm._y = -8;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 8 {
r_arm._x = -2;
r_arm._y = -8;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 9 {
r_arm._x = -2;
r_arm._y = -8;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
frame 10 {
r_arm._x = -2;
r_arm._y = -8;
l_arm._x = r_arm._x + 5;
l_arm._y = r_arm._y - 1;
}
}
movieClip 880 {
}
movieClip 899 {
frame 31 {
stop();
}
}
movieClip 920 {
frame 33 {
stop();
}
}
movieClip 928 {
}
movieClip 943 {
frame 26 {
stop();
}
}
movieClip 954 {
}
movieClip 973 {
frame 10 {
_parent.removeMovieClip();
}
}
movieClip 984 {
frame 11 {
_parent.removeMovieClip();
}
}
movieClip 985 è½æ°´æ•ˆæžœ {
frame 15 {
if (this.getDepth() > 0) {
this.removeMovieClip();
} else {
_parent.removeMovieClip();
}
}
}
movieClip 986 主角_åå¼¹0 {
frame 2 {
mc.gotoAndStop(frame);
stop();
}
}
movieClip 1005 {
}
movieClip 1016 {
frame 6 {
_parent.removeMovieClip();
}
}
movieClip 1017 主角_åå¼¹1 {
frame 2 {
mc.gotoAndStop(frame);
stop();
}
}
movieClip 1019 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 1046 主角_åå¼¹3 {
frame 23 {
this.removeMovieClip();
}
}
movieClip 1071 {
}
movieClip 1074 {
}
movieClip 1077 {
}
movieClip 1088 {
}
movieClip 1091 {
}
movieClip 1094 {
}
movieClip 1103 {
}
movieClip 1106 {
}
movieClip 1119 {
}
movieClip 1128 {
}
movieClip 1137 {
}
movieClip 1148 {
}
movieClip 1157 {
}
movieClip 1168 {
}
movieClip 1169 {
frame 10 {
_parent.numbers = 5;
}
frame 16 {
_parent.numbers = 10;
}
frame 22 {
_parent.numbers = 15;
}
frame 28 {
_parent.numbers = 20;
}
frame 34 {
_parent.numbers = 25;
}
frame 40 {
_parent.numbers = 30;
}
frame 46 {
_parent.numbers = 35;
}
frame 52 {
_parent.numbers = 40;
}
frame 58 {
_parent.numbers = 45;
}
frame 64 {
_parent.numbers = 50;
}
frame 73 {
_parent.numbers = 5;
}
frame 78 {
_parent.numbers = 10;
}
frame 86 {
_parent.numbers = 100;
}
frame 92 {
_parent.numbers = 150;
}
frame 98 {
_parent.numbers = 200;
}
frame 104 {
_parent.numbers = 250;
}
frame 110 {
_parent.numbers = 300;
}
frame 116 {
_parent.numbers = 500;
}
frame 122 {
_parent.numbers = 750;
}
frame 127 {
_parent.numbers = 1000;
}
frame 132 {
_parent.numbers = 1500;
}
}
movieClip 1190 {
frame 1 {
stop();
}
}
movieClip 1191 {
frame 1 {
_parent.show_score(5);
}
frame 4 {
_parent.show_score(4);
}
frame 7 {
_parent.show_score(3);
}
frame 10 {
_parent.show_score(2);
}
frame 13 {
_parent.show_score(1);
}
frame 66 {
_parent.show_score_over();
}
}
movieClip 1194 å„ç§å¥–励 {
frame 7 {
this.check_item();
}
frame 13 {
stop();
ready = true;
}
frame 23 {
this.removeMovieClip();
}
}
movieClip 1205 å°åˆ€ç 人_效果 {
frame 11 {
this.removeMovieClip();
}
}
movieClip 1228 主角_导弹烟雾 {
frame 23 {
this.removeMovieClip();
}
}
movieClip 1255 {
frame 27 {
_parent.removeMovieClip();
}
}
movieClip 1256 主角_手雷1 {
frame 1 {
stop();
}
frame 5 {
this.exploding();
}
}
movieClip 1261 {
}
movieClip 1294 {
frame 31 {
stop();
_parent.removeMovieClip();
}
}
movieClip 1295 主角_åå¼¹5 {
frame 1 {
stop();
}
frame 6 {
this.exploding();
}
frame 12 {
this.exploding();
}
}
movieClip 1298 主角_åå¼¹6 {
frame 1 {
stop();
}
frame 6 {
this.exploding();
}
frame 12 {
this.exploding();
}
}
movieClip 1331 {
frame 1 {
_parent.exploding();
_root.play_soundAction('手雷爆炸', false);
}
frame 5 {
_parent.exploding();
_root.play_soundAction('手雷爆炸', false);
}
frame 10 {
_parent.exploding();
_root.play_soundAction('手雷爆炸', false);
}
frame 39 {
_parent.removeMovieClip();
}
}
movieClip 1332 主角_åå¼¹10 {
frame 1 {
stop();
}
}
movieClip 1335 主角_åå¼¹8 {
frame 1 {
stop();
}
frame 6 {
this.exploding();
}
frame 13 {
this.exploding();
}
}
movieClip 1336 {
frame 1 {
_parent.exploding();
_root.play_soundAction('手雷爆炸', false);
}
frame 5 {
_parent.exploding();
_root.play_soundAction('手雷爆炸', false);
}
frame 35 {
_parent.removeMovieClip();
}
}
movieClip 1337 主角_手雷2 {
frame 1 {
stop();
}
frame 6 {
this.exploding();
}
}
movieClip 1340 {
}
movieClip 1341 主角_åå¼¹2 {
frame 1 {
mc.gotoAndStop(frame);
stop();
}
frame 6 {
this.exploding();
}
frame 12 {
this.exploding();
}
}
movieClip 1344 主角_åå¼¹4 {
frame 1 {
stop();
}
frame 6 {
this.exploding();
}
frame 12 {
this.exploding();
}
}
movieClip 1347 主角_åå¼¹7 {
frame 1 {
stop();
}
frame 6 {
this.exploding();
}
frame 13 {
this.exploding();
}
}
movieClip 1362 {
frame 29 {
_parent.gotoAndStop('walk');
}
}
movieClip 1363 {
}
movieClip 1364 主角_åå¼¹9 {
frame 1 {
stop();
}
frame 6 {
can_go = true;
}
frame 12 {
this.exploding();
}
frame 19 {
this.exploding();
}
}
movieClip 1380 主角_åå¼¹11 {
frame 1 {
gotoAndPlay(random(4) + 1);
}
frame 6 {
this.removeMovieClip();
}
}
movieClip 1383 {
frame 31 {
_parent.removeMovieClip();
}
}
movieClip 1384 主角_åå¼¹12 {
frame 1 {
stop();
}
frame 6 {
this.exploding();
}
frame 12 {
this.exploding();
}
}
movieClip 1393 å°åˆ€ç 金属_效果 {
frame 5 {
stop();
this.removeMovieClip();
}
}
movieClip 1426 {
frame 31 {
_parent.removeMovieClip();
}
}
movieClip 1427 主角_åå¼¹13 {
frame 1 {
stop();
}
frame 6 {
this.exploding();
}
frame 13 {
this.exploding();
}
}
movieClip 1428 player1 {
frame 1 {
stop();
_root.gameControl02();
}
}
movieClip 1430 {
frame 1 {
_parent._parent.up._y = _parent._y;
}
frame 7 {
_parent._parent.up._y = _parent._y + 1;
}
frame 13 {
_parent._parent.up._y = _parent._y + 2;
}
frame 19 {
_parent._parent.up._y = _parent._y + 1;
}
}
movieClip 1447 {
frame 1 {
_parent._parent.up._y = _parent._y + 1;
}
frame 3 {
_parent._parent.up._y = _parent._y;
}
frame 5 {
_parent._parent.up._y = _parent._y - 1;
}
frame 7 {
_parent._parent.up._y = _parent._y;
}
frame 9 {
_parent._parent.up._y = _parent._y + 1;
}
frame 11 {
_parent._parent.up._y = _parent._y;
}
frame 13 {
_parent._parent.up._y = _parent._y - 1;
}
frame 15 {
_parent._parent.up._y = _parent._y;
}
}
movieClip 1457 {
frame 1 {
_parent._parent.up._y = _parent._y + 11;
}
frame 5 {
_parent._parent.up._y = _parent._y + 10;
}
frame 9 {
_parent._parent.up._y = _parent._y + 9;
}
frame 13 {
_parent._parent.up._y = _parent._y + 10;
}
}
movieClip 1467 {
}
movieClip 1468 {
frame 1 {
stop();
_parent.states = 'stand';
_parent.can_with = true;
_parent.g._yscale = 100;
_parent.up._y = this._y;
}
frame 8 {
_parent.states = 'stand';
_parent.can_with = true;
_parent.g._yscale = 100;
_parent.up._y = this._y;
}
frame 15 {
_parent.states = 'crouch';
_parent.can_with = true;
_parent.g._yscale = 75;
_parent.up._y = this._y + 10;
}
frame 22 {
_parent.states = 'crouch';
_parent.can_with = true;
_parent.g._yscale = 75;
_parent.up._y = this._y + 10;
}
frame 29 {
_parent.states = 'jump';
_parent.can_with = true;
_parent.g._yscale = 100;
_parent.up._y = this._y;
if (this.force_jump) {
_root.jump_Action(_parent, this.force_jump);
delete this.force_jump;
} else {
_root.jump_Action(_parent, -15);
}
}
frame 37 {
_parent.states = 'jump';
_parent.can_with = true;
_parent.g._yscale = 100;
_parent.up._y = this._y;
_root.jump_Action(_parent, 5);
}
}
movieClip 1471 {
}
movieClip 1491 {
frame 1 {
stop();
}
frame 5 {
_root.doing_attack1(this);
}
}
movieClip 1514 {
frame 1 {
stop();
}
frame 5 {
_root.doing_attack2(this);
}
}
movieClip 1529 {
frame 1 {
stop();
}
frame 6 {
_root.doing_attack3(_parent._parent._parent, _parent._rotation);
}
}
movieClip 1534 {
frame 1 {
stop();
}
frame 6 {
_root.doing_attack4(_parent._parent._parent, _parent._rotation);
}
}
movieClip 1537 {
frame 1 {
stop();
}
}
movieClip 1540 {
frame 1 {
stop();
}
}
movieClip 1543 {
frame 1 {
stop();
}
}
movieClip 1546 {
frame 1 {
stop();
}
}
movieClip 1548 {
frame 1 {
stop();
}
}
movieClip 1551 {
frame 1 {
stop();
}
}
movieClip 1554 {
frame 1 {
stop();
}
}
movieClip 1557 {
frame 1 {
stop();
}
}
movieClip 1560 {
frame 1 {
stop();
}
}
movieClip 1563 {
frame 1 {
stop();
}
}
movieClip 1566 {
frame 1 {
stop();
}
}
movieClip 1569 {
frame 1 {
stop();
}
}
movieClip 1572 {
frame 1 {
stop();
}
}
movieClip 1583 {
frame 1 {
stop();
}
}
movieClip 1594 {
frame 1 {
stop();
}
}
movieClip 1597 {
frame 1 {
stop();
}
}
movieClip 1600 {
frame 1 {
stop();
}
}
movieClip 1603 {
frame 1 {
stop();
}
}
movieClip 1606 {
frame 1 {
stop();
}
}
movieClip 1609 {
frame 1 {
stop();
}
}
movieClip 1612 {
frame 1 {
stop();
}
}
movieClip 1615 {
frame 1 {
stop();
}
}
movieClip 1618 {
frame 1 {
stop();
}
}
movieClip 1621 {
frame 1 {
stop();
}
}
movieClip 1624 {
frame 1 {
stop();
}
}
movieClip 1627 {
frame 1 {
stop();
}
}
movieClip 1630 {
frame 1 {
stop();
}
}
movieClip 1633 {
frame 1 {
stop();
}
}
movieClip 1636 {
frame 1 {
stop();
}
}
movieClip 1641 {
frame 1 {
stop();
}
}
movieClip 1650 {
frame 1 {
stop();
}
frame 3 {
_root.doing_attack1(this.killer);
}
}
movieClip 1651 {
frame 1 {
stop();
}
}
movieClip 1652 {
}
movieClip 1680 {
frame 1 {
r_arm._x = -4;
r_arm._y = -12;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 2 {
r_arm._x = -3;
r_arm._y = -11;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 3 {
r_arm._x = -2;
r_arm._y = -11;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 4 {
r_arm._x = -2;
r_arm._y = -10;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 5 {
r_arm._x = -2;
r_arm._y = -11;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 6 {
r_arm._x = -2;
r_arm._y = -10;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 7 {
r_arm._x = -2;
r_arm._y = -11;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 8 {
r_arm._x = -2;
r_arm._y = -9;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 9 {
r_arm._x = -2;
r_arm._y = -9;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
frame 10 {
r_arm._x = -2;
r_arm._y = -9;
l_arm._x = r_arm._x + 1;
l_arm._y = r_arm._y - 1;
}
}
movieClip 1681 {
}
movieClip 1700 {
frame 31 {
stop();
}
}
movieClip 1717 {
frame 33 {
stop();
}
}
movieClip 1724 {
}
movieClip 1725 {
frame 26 {
stop();
}
}
movieClip 1726 player2 {
frame 1 {
stop();
_root.gameControl02();
}
}
movieClip 1729 {
}
movieClip 1732 {
}
movieClip 1735 {
}
movieClip 1737 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 1806 敌人_è¿è¾“å¡è½¦ {
frame 1 {
if (!mine_visible) {
mine._visible = false;
}
}
frame 60 {
stop();
}
}
movieClip 1809 éšœç¢_沙袋 {
}
movieClip 1826 {
frame 15 {
_parent.removeMovieClip();
}
}
movieClip 1827 奖励_木箱å {
frame 8 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 1835 奖励_油桶 {
frame 15 {
_root.play_soundAction('大爆炸', false);
}
}
movieClip 1838 {
frame 9 {
stop();
}
}
movieClip 1839 陷阱盖å {
frame 8 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 1842 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 1843 奖励_éšè—å®ç‰© {
frame 8 {
this.removeMovieClip();
}
}
movieClip 1846 {
frame 31 {
stop();
_parent.removeMovieClip();
}
}
movieClip 1847 奖励_集装箱 {
frame 7 {
_root.play_soundAction('手雷爆炸', false);
}
}
movieClip 1850 {
}
movieClip 1851 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 1854 {
}
movieClip 1855 {
}
movieClip 1856 轰炸炸弹 {
frame 1 {
stop();
}
}
movieClip 1887 德军_轰炸机 {
frame 25 {
this.shootAction();
}
frame 99 {
stop();
}
}
movieClip 1896 NPC_å°é±¼ {
}
movieClip 1899 clue_arrow {
frame 61 {
this.removeMovieClip();
}
}
movieClip 1902 check_bar {
frame 116 {
this.removeMovieClip();
}
}
movieClip 1908 {
}
movieClip 1919 {
}
movieClip 1920 boss_healthbar {
}
movieClip 1923 {
}
movieClip 1924 boss_warning {
frame 1 {
_root.play_soundAction('BOSSè¦æŠ¥', false);
}
frame 31 {
_root.play_soundAction('BOSSè¦æŠ¥', false);
}
frame 61 {
_root.play_soundAction('BOSSè¦æŠ¥', false);
}
frame 80 {
this.final_event();
}
}
movieClip 1929 {
frame 1 {
this.gotoAndStop(_root.game_player_sex);
}
}
movieClip 1950 {
frame 1 {
stop();
}
}
movieClip 1955 {
}
movieClip 1956 {
}
movieClip 1977 {
frame 1 {
stop();
}
}
movieClip 1978 {
}
movieClip 1999 {
frame 1 {
stop();
}
}
movieClip 2002 {
frame 1 {
stop();
}
}
movieClip 2023 {
frame 1 {
stop();
}
}
movieClip 2026 {
frame 1 {
stop();
}
}
movieClip 2029 {
frame 1 {
stop();
}
}
movieClip 2031 game_UI {
}
movieClip 2032 game_mask {
}
movieClip 2036 {
}
movieClip 2037 game_intro {
frame 1 {
stop();
btn_play.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('player_select');
};
btn_option.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('options');
};
btn_help.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('help');
};
_root.noiser_this(this, 80, 'temp');
if (!_root.LOCAL_lockAction()) {
gotoAndStop('online');
}
}
frame 11 {
stop();
buttons.btn_next.onRelease = function () {
if (msg_box == undefined) {
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('level_select');
}
};
buttons.btn_back.onRelease = function () {
if (msg_box == undefined) {
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('index');
}
};
buttons.btn_new.onRelease = function () {
if (msg_box == undefined) {
_root.play_soundAction('补充弹è¯', false);
_root.create_new_player(this._parent._parent);
}
};
buttons.btn_delete.onRelease = function () {
if (msg_box == undefined) {
_root.play_soundAction('补充弹è¯', false);
_root.delete_player(this._parent._parent);
}
};
_root.noiser_this(this, 80, 'temp');
_root.game_load_files(this);
}
frame 21 {
stop();
_root.set_current_key();
_root.set_current_options();
btn_back.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
if (_root.check_correct() == 'finish') {
if (_root.game_save_files(undefined, undefined, undefined, undefined, undefined)) {
_root.end_set_key();
gotoAndStop('index');
}
}
};
btn_default.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
_root.noiser_this(this._parent, 80, 'temp');
_root.reset_org_options();
};
_root.noiser_this(this, 80, 'temp');
}
frame 30 {
stop();
btn_back.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('index');
};
_root.noiser_this(this, 80, 'temp');
}
frame 40 {
function loadTracker() {
trace('loadTracker');
var v2 = new LoadVars();
var v3 = (new Date()).getTime();
var v1 = 'http://ads.miniclip.com/RealMedia/ads/adstream_sx.ads/miniclip.com/commando2_start/152645@x01?rnd=' + v3;
trace(v1);
v2.sendAndLoad(v1, v2, 'GET');
}
stop();
var ref = this;
btn_start.onRelease = function () {
trace('btn_start.onReleaser');
ref.loadTracker();
_root.play_soundAction('补充弹è¯', false);
_root.default_weapons(inventory);
_root.gotoGame();
};
btn_back.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('player_select');
};
if (_root.game_show_hints) {
(this.attachMovie('game_msg_box', 'msg_box2', this.getNextHighestDepth())).gotoAndPlay('hints');
}
_root.noiser_this(this, 80, 'temp');
}
frame 51 {
stop();
}
frame 62 {
stop();
_root.play_music('bgm_win', false);
}
frame 74 {
stop();
btn_again.onRelease = function () {
_root.game_score = 0;
_root.death_photo.dispose();
_root.clean_cache();
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('level_select');
};
btn_submit.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
_root.noiser_this(this._parent, 80, 'temp');
Highscore.play();
};
_root.show_death_photo(photo);
_root.noiser_this(this, 80, 'temp');
_root.play_music('bgm_lose', false);
}
frame 87 {
stop();
final_ani.onPress = function () {
this.play();
};
final_ani.useHandCursor = false;
btn_again.onRelease = function () {
_root.game_score = 0;
_root.play_soundAction('补充弹è¯', false);
gotoAndStop('index');
};
btn_submit.onRelease = function () {
_root.play_soundAction('补充弹è¯', false);
_root.noiser_this(this._parent, 80, 'temp');
Highscore.play();
};
_root.noiser_this(this, 80, 'temp');
}
}
movieClip 2040 {
}
movieClip 2043 {
}
movieClip 2044 {
}
movieClip 2045 {
}
movieClip 2049 {
}
movieClip 2051 {
frame 1 {
var temp_mc = _root.blocksAction('奖励_éšè—å®ç‰©', _parent._x + this._x, _parent._y + this._y, 1, 5, false, 0);
temp_mc.in_air = true;
temp_mc.can_enemy_stand = false;
temp_mc.no_shine = true;
temp_mc._visible = 0;
this.swapDepths(_parent.getNextHighestDepth());
this.removeMovieClip();
}
}
movieClip 2054 {
}
movieClip 2060 {
}
movieClip 2062 {
}
movieClip 2066 {
}
movieClip 2070 {
}
movieClip 2074 {
}
movieClip 2078 {
}
movieClip 2082 {
}
movieClip 2086 {
}
movieClip 2090 {
}
movieClip 2094 {
}
movieClip 2100 {
}
movieClip 2105 {
frame 1 {
_root.enemysAction12('敌人_æ¥æžªå…µ', _parent._x + this._x, _parent._y + this._y, 99, 1 - random(4), 'stand', this._xscale);
this.swapDepths(_parent.getNextHighestDepth());
this.removeMovieClip();
}
}
movieClip 2109 {
}
movieClip 2115 {
}
movieClip 2120 {
}
movieClip 2127 {
}
movieClip 2135 {
}
movieClip 2141 {
}
movieClip 2145 {
}
movieClip 2163 {
}
movieClip 2167 {
}
movieClip 2171 {
}
movieClip 2177 {
}
movieClip 2183 {
}
movieClip 2192 {
}
movieClip 2201 {
}
movieClip 2202 NPC_熊猫 {
}
movieClip 2233 NPC_å°çŒª {
}
movieClip 2240 {
}
movieClip 2245 {
frame 22 {
stop();
}
}
movieClip 2246 NPC_å°ä¹Œé¾Ÿ {
}
movieClip 2251 NPC_å°é¸¡ {
}
movieClip 2270 {
frame 25 {
gotoAndPlay(10);
}
}
movieClip 2271 NPC_水鸟 {
}
movieClip 2280 {
}
movieClip 2295 {
frame 22 {
gotoAndPlay(10);
}
}
movieClip 2296 NPC_白鹤 {
}
movieClip 2303 {
}
movieClip 2316 {
}
movieClip 2333 {
}
movieClip 2334 NPC_公鸡 {
}
movieClip 2337 {
}
movieClip 2348 {
}
movieClip 2365 {
}
movieClip 2366 {
}
movieClip 2379 {
frame 15 {
_parent.attackAction();
}
}
movieClip 2391 {
}
movieClip 2398 {
frame 21 {
_parent.shootAction('敌人_手雷', 0);
}
}
movieClip 2409 {
frame 15 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 2418 {
frame 14 {
_parent.shootAction('敌人_枪械åå¼¹', -163);
}
}
movieClip 2427 {
frame 14 {
_parent.shootAction('敌人_枪械åå¼¹', -124);
}
}
movieClip 2436 {
frame 14 {
_parent.shootAction('敌人_枪械åå¼¹', -90);
}
}
movieClip 2441 {
}
movieClip 2450 {
}
movieClip 2459 {
frame 14 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 2474 {
frame 24 {
_parent.shootAction('敌人_手雷', 0);
}
}
movieClip 2479 {
}
movieClip 2494 {
}
movieClip 2511 {
frame 26 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 2530 {
frame 21 {
_parent.shootAction('敌人_手雷', 0);
}
}
movieClip 2551 {
frame 10 {
_parent.shootAction();
}
frame 23 {
stop();
}
}
movieClip 2558 {
}
movieClip 2563 {
}
movieClip 2568 {
}
movieClip 2577 {
}
movieClip 2586 {
}
movieClip 2595 {
}
movieClip 2606 {
}
movieClip 2611 {
}
movieClip 2616 {
}
movieClip 2627 {
}
movieClip 2640 {
}
movieClip 2651 {
}
movieClip 2658 {
}
movieClip 2675 {
frame 51 {
stop();
_parent.removeMovieClip();
}
}
movieClip 2690 {
frame 59 {
stop();
_parent.removeMovieClip();
}
}
movieClip 2705 {
frame 55 {
stop();
_parent.removeMovieClip();
}
}
movieClip 2720 {
frame 22 {
gotoAndPlay(7);
}
}
movieClip 2727 {
}
movieClip 2728 敌人_枪械åå¼¹ {
frame 2 {
stop();
}
}
movieClip 2734 {
}
movieClip 2735 敌人_手雷 {
frame 1 {
stop();
}
}
movieClip 2740 敌人_竹åæ¦å™¨ {
frame 1 {
stop();
}
}
movieClip 2741 敌人_æ¥æžªå…µ {
}
movieClip 2746 {
}
movieClip 2759 {
}
movieClip 2770 {
frame 10 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
frame 22 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
frame 34 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 2775 {
}
movieClip 2790 {
}
movieClip 2801 {
frame 10 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
frame 22 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
frame 34 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 2810 {
frame 16 {
stop();
}
}
movieClip 2823 {
frame 9 {
_parent.attackAction();
}
}
movieClip 2836 {
}
movieClip 2851 {
frame 53 {
_parent.removeMovieClip();
}
}
movieClip 2868 {
frame 63 {
_parent.removeMovieClip();
}
}
movieClip 2869 敌人_汉奸 {
}
movieClip 2956 {
}
movieClip 2957 {
}
movieClip 2962 {
}
movieClip 2967 {
}
movieClip 2994 {
frame 11 {
_parent.attackAction();
}
frame 13 {
_parent.shootAction('敌人_刀光', 180);
}
frame 23 {
_parent.attackAction();
}
frame 25 {
_parent.shootAction('敌人_刀光', 180);
}
}
movieClip 3003 {
}
movieClip 3012 {
frame 3 {
_parent.attackAction();
}
}
movieClip 3029 {
}
movieClip 3048 {
frame 9 {
_parent.shootAction('敌人_刀光', -145);
}
frame 11 {
_parent.shootAction('敌人_刀光', 180);
}
frame 13 {
_parent.shootAction('敌人_刀光', 145);
}
frame 15 {
_parent.attackAction();
}
}
movieClip 3069 {
frame 57 {
_root.play_soundAction('å°åˆ€0' + (random(2) + 1), false);
}
frame 135 {
_parent.removeMovieClip();
}
}
movieClip 3086 {
frame 63 {
_parent.removeMovieClip();
}
}
movieClip 3091 {
}
movieClip 3092 敌人_刀光 {
frame 1 {
stop();
}
}
movieClip 3093 敌人_日本æ¦å£«å†›å®˜ {
}
movieClip 3097 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 3104 {
}
movieClip 3117 {
}
movieClip 3130 {
}
movieClip 3139 {
frame 5 {
_parent.shootAction();
}
frame 11 {
_parent.shootAction();
}
frame 17 {
_parent.shootAction();
}
frame 23 {
_parent.shootAction();
}
}
movieClip 3150 {
frame 13 {
_parent.attackAction();
}
}
movieClip 3165 {
frame 59 {
stop();
_parent.removeMovieClip();
}
}
movieClip 3192 {
frame 75 {
stop();
_parent.removeMovieClip();
}
}
movieClip 3193 敌人_机枪兵 {
}
movieClip 3198 {
}
movieClip 3206 {
frame 1 {
stop();
}
frame 38 {
_parent.shoot_stoneAction();
}
}
movieClip 3215 {
}
movieClip 3259 {
frame 3 {
_root.play_soundAction('大爆炸', false);
}
frame 6 {
_root.play_soundAction('大爆炸', false);
}
frame 11 {
_root.play_soundAction('大爆炸', false);
}
frame 17 {
_root.play_soundAction('大爆炸', false);
}
frame 38 {
_root.play_soundAction('大爆炸', false);
}
frame 43 {
_root.play_soundAction('大爆炸', false);
}
frame 48 {
_root.play_soundAction('大爆炸', false);
}
frame 54 {
_root.play_soundAction('大爆炸', false);
}
frame 81 {
stop();
}
}
movieClip 3268 敌人_巨石 {
frame 1 {
gotoAndStop(random(5) + 1);
}
}
movieClip 3269 敌人_BOSS1 {
}
movieClip 3278 {
}
movieClip 3285 {
}
movieClip 3286 NPC_è™è {
}
movieClip 3290 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 3291 æ°´é¢_å°èˆ¹ {
}
movieClip 3294 å‰æ™¯_木门 {
}
movieClip 3298 éšœç¢_木门 {
frame 8 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 3301 å‰æ™¯_芦苇 {
}
movieClip 3310 {
}
movieClip 3312 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 3317 {
}
movieClip 3357 {
}
movieClip 3358 å¦å…‹_炮弹 {
frame 1 {
stop();
}
}
movieClip 3359 德军_å¦å…‹1 {
frame 37 {
this.stand();
}
frame 62 {
this.shootAction1();
}
frame 92 {
this.stand();
}
frame 174 {
stop();
}
}
movieClip 3370 {
}
movieClip 3371 {
frame 39 {
_parent.removeMovieClip();
}
}
movieClip 3372 推车_车 {
}
movieClip 3381 {
}
movieClip 3382 滚动_油桶 {
}
movieClip 3385 {
frame 34 {
_parent.removeMovieClip();
}
}
movieClip 3386 å°æœ¨å¤´æˆ¿å {
frame 8 {
_root.play_soundAction('大爆炸', false);
}
}
movieClip 3388 敌人_ç¢‰å ¡å°å…µ {
}
movieClip 3395 {
}
movieClip 3408 {
frame 9 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 3433 {
frame 3 {
_parent.attackAction();
}
frame 7 {
_parent.attackAction();
}
frame 11 {
_parent.attackAction();
}
frame 15 {
_parent.attackAction();
}
frame 19 {
_parent.attackAction();
}
frame 23 {
_parent.attackAction();
}
}
movieClip 3434 {
}
movieClip 3441 {
frame 4 {
_parent.attackAction();
}
frame 14 {
_parent.attackAction();
}
frame 17 {
_parent.attackAction();
}
}
movieClip 3462 {
frame 16 {
_root.play_soundAction('敌兵æ»äº¡0' + (random(3) + 1), false);
}
frame 55 {
stop();
}
}
movieClip 3463 敌人_骑兵 {
}
movieClip 3471 {
frame 17 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 3472 敌人_油桶士兵 {
frame 15 {
_root.play_soundAction('大爆炸', false);
}
}
movieClip 3485 {
}
movieClip 3486 {
frame 29 {
level.gotoAndStop(20 + _root.stages);
}
frame 80 {
stop();
}
}
movieClip 3491 {
}
movieClip 3498 mission1_start {
frame 3 {
_root.play_soundAction('飞机飞æ¥', false);
}
frame 57 {
_root.play_soundAction('飞机跳出', false);
if (_root.game_player_sex == 1) {
player2.swapDepths(this.getNextHighestDepth());
player2.removeMovieClip();
} else {
if (_root.game_player_sex == 2) {
player1.swapDepths(this.getNextHighestDepth());
player1.removeMovieClip();
}
}
}
frame 69 {
_root.play_soundAction('公鸡', false);
}
frame 77 {
_root.play_soundAction('公鸡', false);
}
frame 118 {
_root.play_soundAction('飞机飞走', false);
}
frame 142 {
_root.level_start();
this.removeMovieClip();
}
}
movieClip 3502 stage1_bg {
frame 1 {
g._visible = 0;
}
frame 2 {
if (_root.game_diff_level == 0) {
(_root.blocksAction('éšœç¢_沙袋', this._x + 245, this._y + 320, -1, 0, false, 0)).enemy_type = 3;
(_root.blocksAction('éšœç¢_沙袋', this._x + 510, this._y + 325, -1, 0, false, 0)).enemy_type = 3;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 320, this._y + 318, 3, 51, 'stand', 100)).min_area_x = this._x + 310;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 318, 3, 52, 'stand', -100)).min_area_x = this._x + 310;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 437, this._y + 318, 3, 52, 'stand', 100)).min_area_x = this._x + 310;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 570, this._y + 318, 3, 52, 'stand', -100)).min_area_x = this._x + 560;
}
}
frame 2 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('éšœç¢_沙袋', this._x + 245, this._y + 320, -1, 0, false, 0)).enemy_type = 3;
(_root.blocksAction('éšœç¢_沙袋', this._x + 510, this._y + 325, -1, 0, false, 0)).enemy_type = 3;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 320, this._y + 318, 99, 1, 'stand', 100)).min_area_x = this._x + 310;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 318, 99, 0, 'stand', -100)).min_area_x = this._x + 310;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 437, this._y + 318, 99, 0, 'stand', 100)).min_area_x = this._x + 310;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 570, this._y + 318, 99, 0, 'stand', -100)).min_area_x = this._x + 560;
}
}
frame 3 {
if (_root.game_diff_level == 0) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 250, this._y + 318, false)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 60, this._y + 318, 3, 52, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 100, this._y + 318, 3, 52, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 235, this._y + 280, 3, 53, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 270, this._y + 280, 3, 54, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 315, this._y + 280, 3, 55, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 355, this._y + 318, 3, 55, 'stand', 100);
}
}
frame 3 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 250, this._y + 318, false)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 60, this._y + 318, 3, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 100, this._y + 318, 3, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 235, this._y + 280, 3, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 270, this._y + 280, 3, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 315, this._y + 280, 3, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 355, this._y + 318, 3, 1, 'stand', 100);
}
}
frame 4 {
if (_root.game_diff_level == 0) {
_root.add_frontpic('å‰æ™¯_芦苇', this._x + 374, this._y + 360);
(_root.blocksAction('éšœç¢_沙袋', this._x + 50, this._y + 320, -1, 0, false, 0)).enemy_type = 3;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 318, false)).body.stop();
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 318, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 557, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 519, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 280, 1, 5, false, 30);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 105, this._y + 167, 3, 52, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 140, this._y + 167, 3, 51, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 130, this._y + 318, 3, 55, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 180, this._y + 318, 3, 57, 'stand', 100);
}
}
frame 4 {
if (_root.game_diff_level >= 1) {
_root.add_frontpic('å‰æ™¯_芦苇', this._x + 374, this._y + 360);
(_root.blocksAction('éšœç¢_沙袋', this._x + 50, this._y + 320, -1, 0, false, 0)).enemy_type = 3;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 318, false)).body.stop();
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 318, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 557, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 519, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 280, 1, 5, false, 30);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 105, this._y + 167, 3, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 140, this._y + 167, 3, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 130, this._y + 318, 3, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 180, this._y + 318, 3, 1, 'stand', 100);
}
}
frame 5 {
if (_root.game_diff_level == 0) {
_root.add_frontpic('å‰æ™¯_芦苇', this._x + 228, this._y + 364);
_root.enemysAction17('敌人_ç¢‰å ¡å°å…µ', 1, this._x + 306, this._y + 313, 3, 100);
var i = 1;
while (i <= 8) {
_root.add_creatures_04(this._x + 200 + random(350), this._y + 345 + random(55), 100 * (random(2) * 2 - 1));
++i;
}
}
}
frame 5 {
if (_root.game_diff_level >= 1) {
_root.add_frontpic('å‰æ™¯_芦苇', this._x + 228, this._y + 364);
_root.enemysAction26('敌人_机枪兵', this._x + 335, this._y + 222, 0, 100);
_root.enemysAction17('敌人_ç¢‰å ¡å°å…µ', 2, this._x + 306, this._y + 313, 3, 100);
var i = 1;
while (i <= 8) {
_root.add_creatures_04(this._x + 200 + random(350), this._y + 345 + random(55), 100 * (random(2) * 2 - 1));
++i;
}
}
}
frame 6 {
if (_root.game_diff_level == 0) {
(_root.blocksAction('奖励_木箱å', this._x + 255, this._y + 307, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 298, this._y + 309, 99, 56, 'crouch', -100)).max_area_x = this._x + 310;
}
}
frame 6 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('奖励_木箱å', this._x + 255, this._y + 307, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 298, this._y + 309, 99, 56, 'crouch', -100)).max_area_x = this._x + 310;
}
}
frame 7 {
if (_root.game_diff_level == 0) {
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 208, this._y + 380, true);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 55, this._y + 345, 99, 56, 'crouch', 100);
enemy_mc1.min_area_x = this._x + 40;
enemy_mc1.max_area_x = this._x + 365;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 346, this._y + 347, 99, 56, 'crouch', -100);
enemy_mc2.min_area_x = this._x + 40;
enemy_mc2.max_area_x = this._x + 365;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 200, this._y + 357, 99, 54, 'stand', -100);
enemy_mc3.min_area_x = this._x + 40;
enemy_mc3.max_area_x = this._x + 365;
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 245, this._y + 357, 99, 55, 'stand', 100);
enemy_mc4.min_area_x = this._x + 40;
enemy_mc4.max_area_x = this._x + 365;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4], -3390);
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 150 + random(100), this._y + 450 + random(80), temp_dir);
++i;
}
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 8) {
_root.add_creatures_05(this._x + 450 + random(150), this._y + 300 + random(30), temp_dir);
++i;
}
if (_root.main.others.getDepth() > _root.main.enemies.getDepth()) {
_root.main.others.swapDepths(_root.main.enemies);
}
var box_mc1 = _root.blocksAction('奖励_木箱å', this._x + 200, this._y + 508, 1, 5, false, 30);
box_mc1.in_water = true;
_root.always_shine(box_mc1, 'blue');
var box_mc2 = _root.blocksAction('奖励_木箱å', this._x + 250, this._y + 508, 1, 5, false, 30);
box_mc2.in_water = true;
_root.always_shine(box_mc2, 'blue');
var box_mc3 = _root.blocksAction('奖励_木箱å', this._x + 300, this._y + 508, 1, 5, false, 30);
box_mc3.in_water = true;
_root.always_shine(box_mc3, 'blue');
}
}
frame 7 {
if (_root.game_diff_level >= 1) {
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 208, this._y + 380, true);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 55, this._y + 345, 99, 1, 'crouch', 100);
enemy_mc1.min_area_x = this._x + 40;
enemy_mc1.max_area_x = this._x + 365;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 346, this._y + 347, 99, 1, 'crouch', -100);
enemy_mc2.min_area_x = this._x + 40;
enemy_mc2.max_area_x = this._x + 365;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 200, this._y + 357, 99, 1, 'stand', -100);
enemy_mc3.min_area_x = this._x + 40;
enemy_mc3.max_area_x = this._x + 365;
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 245, this._y + 357, 99, 1, 'stand', 100);
enemy_mc4.min_area_x = this._x + 40;
enemy_mc4.max_area_x = this._x + 365;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4], -3390);
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 150 + random(100), this._y + 450 + random(80), temp_dir);
++i;
}
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 8) {
_root.add_creatures_05(this._x + 450 + random(150), this._y + 300 + random(30), temp_dir);
++i;
}
if (_root.main.others.getDepth() > _root.main.enemies.getDepth()) {
_root.main.others.swapDepths(_root.main.enemies);
}
var box_mc1 = _root.blocksAction('奖励_木箱å', this._x + 200, this._y + 508, 1, 5, false, 30);
box_mc1.in_water = true;
_root.always_shine(box_mc1, 'blue');
var box_mc2 = _root.blocksAction('奖励_木箱å', this._x + 250, this._y + 508, 1, 5, false, 30);
box_mc2.in_water = true;
_root.always_shine(box_mc2, 'blue');
var box_mc3 = _root.blocksAction('奖励_木箱å', this._x + 300, this._y + 508, 1, 5, false, 30);
box_mc3.in_water = true;
_root.always_shine(box_mc3, 'blue');
}
}
frame 8 {
if (_root.game_diff_level == 0) {
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 8) {
_root.add_creatures_05(this._x + 550 + random(150), this._y + 300 + random(30), temp_dir);
++i;
}
_root.add_creatures_06(this._x + 100, this._y + 520, 100 * (random(2) * 2 - 1), 'water');
_root.add_creatures_06(this._x + 490, this._y + 520, 100 * (random(2) * 2 - 1), 'water');
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 308, this._y + 380, true);
_root.blocksAction('奖励_木箱å', this._x + 258, this._y + 360, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 310, this._y + 360, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 378, this._y + 360, 1, 5, false, 30);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 164, this._y + 349, 99, 56, 'crouch', 100);
enemy_mc1.min_area_x = this._x + 135;
enemy_mc1.max_area_x = this._x + 470;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 454, this._y + 348, 99, 56, 'crouch', -100);
enemy_mc2.min_area_x = this._x + 135;
enemy_mc2.max_area_x = this._x + 470;
}
}
frame 8 {
if (_root.game_diff_level >= 1) {
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 8) {
_root.add_creatures_05(this._x + 550 + random(150), this._y + 300 + random(30), temp_dir);
++i;
}
_root.add_creatures_06(this._x + 100, this._y + 520, 100 * (random(2) * 2 - 1), 'water');
_root.add_creatures_06(this._x + 490, this._y + 520, 100 * (random(2) * 2 - 1), 'water');
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 308, this._y + 380, true);
_root.blocksAction('奖励_木箱å', this._x + 258, this._y + 360, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 310, this._y + 360, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 378, this._y + 360, 1, 5, false, 30);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 164, this._y + 349, 99, 1, 'crouch', 100);
enemy_mc1.min_area_x = this._x + 135;
enemy_mc1.max_area_x = this._x + 470;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 454, this._y + 348, 99, 1, 'crouch', -100);
enemy_mc2.min_area_x = this._x + 135;
enemy_mc2.max_area_x = this._x + 470;
var enemy_mc3 = _root.enemysAction35('敌人_鳄鱼', this._x + 400, this._y + 480, 1, 'water', 100);
enemy_mc3.min_area_x = this._x - 500;
enemy_mc3.max_area_x = this._x + 1280;
enemy_mc3.min_area_y = this._y + 460;
enemy_mc3.max_area_y = this._y + 520;
_root.always_shine(enemy_mc3, 'blue');
}
}
frame 9 {
if (_root.game_diff_level == 0) {
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 428, this._y + 380, true);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 275, this._y + 345, 99, 56, 'crouch', 100);
enemy_mc1.min_area_x = this._x + 260;
enemy_mc1.max_area_x = this._x + 585;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 566, this._y + 347, 99, 56, 'crouch', -100);
enemy_mc2.min_area_x = this._x + 260;
enemy_mc2.max_area_x = this._x + 585;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 370, this._y + 357, 99, 56, 'stand', 100);
enemy_mc3.min_area_x = this._x + 260;
enemy_mc3.max_area_x = this._x + 585;
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 420, this._y + 357, 99, 57, 'stand', -100);
enemy_mc4.min_area_x = this._x + 260;
enemy_mc4.max_area_x = this._x + 585;
var enemy_mc5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 465, this._y + 357, 99, 57, 'stand', 100);
enemy_mc5.min_area_x = this._x + 260;
enemy_mc5.max_area_x = this._x + 585;
var enemy_mc6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 500, this._y + 357, 99, 56, 'stand', -100);
enemy_mc6.min_area_x = this._x + 260;
enemy_mc6.max_area_x = this._x + 585;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6], -4755);
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 150 + random(100), this._y + 450 + random(80), temp_dir);
++i;
}
var box_mc1 = _root.blocksAction('奖励_木箱å', this._x + 300, this._y + 508, 1, 5, false, 30);
box_mc1.in_water = true;
_root.always_shine(box_mc1, 'blue');
var box_mc2 = _root.blocksAction('奖励_木箱å', this._x + 350, this._y + 508, 1, 5, false, 30);
box_mc2.in_water = true;
_root.always_shine(box_mc2, 'blue');
var box_mc3 = _root.blocksAction('奖励_木箱å', this._x + 500, this._y + 508, 1, 5, false, 30);
box_mc3.in_water = true;
_root.always_shine(box_mc3, 'blue');
}
}
frame 9 {
if (_root.game_diff_level >= 1) {
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 428, this._y + 380, true);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 275, this._y + 345, 99, 1, 'crouch', 100);
enemy_mc1.min_area_x = this._x + 260;
enemy_mc1.max_area_x = this._x + 585;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 566, this._y + 347, 99, 1, 'crouch', -100);
enemy_mc2.min_area_x = this._x + 260;
enemy_mc2.max_area_x = this._x + 585;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 370, this._y + 357, 99, 1, 'stand', 100);
enemy_mc3.min_area_x = this._x + 260;
enemy_mc3.max_area_x = this._x + 585;
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 420, this._y + 357, 99, 1, 'stand', -100);
enemy_mc4.min_area_x = this._x + 260;
enemy_mc4.max_area_x = this._x + 585;
var enemy_mc5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 465, this._y + 357, 99, 1, 'stand', 100);
enemy_mc5.min_area_x = this._x + 260;
enemy_mc5.max_area_x = this._x + 585;
var enemy_mc6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 500, this._y + 357, 99, 1, 'stand', -100);
enemy_mc6.min_area_x = this._x + 260;
enemy_mc6.max_area_x = this._x + 585;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6], -4755);
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 150 + random(100), this._y + 450 + random(80), temp_dir);
++i;
}
var box_mc1 = _root.blocksAction('奖励_木箱å', this._x + 300, this._y + 508, 1, 5, false, 30);
box_mc1.in_water = true;
_root.always_shine(box_mc1, 'blue');
var box_mc2 = _root.blocksAction('奖励_木箱å', this._x + 350, this._y + 508, 1, 5, false, 30);
box_mc2.in_water = true;
_root.always_shine(box_mc2, 'blue');
var box_mc3 = _root.blocksAction('奖励_木箱å', this._x + 500, this._y + 508, 1, 5, false, 30);
box_mc3.in_water = true;
_root.always_shine(box_mc3, 'blue');
}
}
frame 10 {
if (_root.game_diff_level == 0) {
if (_root.main.others.getDepth() < _root.main.enemies.getDepth()) {
_root.main.others.swapDepths(_root.main.enemies);
}
(_root.blocksAction('éšœç¢_沙袋', this._x + 400, this._y + 356, -1, 0, false, 0)).enemy_type = 3;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 500, this._y + 356, 99, 53, 'stand', -100)).min_area_x = this._x + 215;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 550, this._y + 356, 99, 54, 'stand', 100)).min_area_x = this._x + 215;
}
}
frame 10 {
if (_root.game_diff_level >= 1) {
if (_root.main.others.getDepth() < _root.main.enemies.getDepth()) {
_root.main.others.swapDepths(_root.main.enemies);
}
(_root.blocksAction('éšœç¢_沙袋', this._x + 400, this._y + 356, -1, 0, false, 0)).enemy_type = 3;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 500, this._y + 356, 99, 1, 'stand', -100)).min_area_x = this._x + 215;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 550, this._y + 356, 99, 1, 'stand', 100)).min_area_x = this._x + 215;
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 85, this._y + 460, 1, 'water', 100);
enemy_mc1.min_area_x = this._x - 500;
enemy_mc1.max_area_x = this._x + 100;
enemy_mc1.min_area_y = this._y + 460;
enemy_mc1.max_area_y = this._y + 520;
_root.always_shine(enemy_mc1, 'blue');
}
}
frame 11 {
if (_root.game_diff_level == 0) {
_root.add_frontpic('å‰æ™¯_木门', this._x + 227, this._y + 388);
var object_mc = _root.blocksAction('éšœç¢_木门', this._x + 209, this._y + 355, 1, 30, false, 30);
object_mc.dieEvents = function () {
var v3 = _root.enemysAction08('德军_轰炸机', this._x, this._y - 400);
_root.hold_camera([v3], -5780);
v3.dieEvents2 = function () {
_root.add_weapon(this);
};
};
}
}
frame 11 {
if (_root.game_diff_level >= 1) {
_root.add_frontpic('å‰æ™¯_木门', this._x + 227, this._y + 388);
var object_mc = _root.blocksAction('éšœç¢_木门', this._x + 209, this._y + 355, 1, 30, false, 30);
object_mc.dieEvents = function () {
var v3 = _root.enemysAction08('德军_轰炸机', this._x, this._y - 400);
_root.hold_camera([v3], -5780);
v3.dieEvents2 = function () {
_root.add_weapon(this);
};
};
}
}
frame 12 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction23('敌人_骑兵', this._x + 110, this._y + 355, 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 30, this._y + 355, 10, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 50, this._y + 355, 10, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 620, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 640, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 660, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 680, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 700, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 720, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.hold_camera([enemy_mc1], -5875);
(_root.blocksAction('éšœç¢_沙袋', this._x + 373, this._y + 273, -1, 0, false, 0)).enemy_type = 3;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 427, this._y + 274, 99, 0, 'crouch', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 480, this._y + 355, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 520, this._y + 355, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 560, this._y + 355, 99, 0, 'crouch', 100);
_root.enemysAction17('敌人_ç¢‰å ¡å°å…µ', 1, this._x + 376, this._y + 365, 3, 100);
(_root.blocksAction('奖励_木箱å', this._x + 215, this._y + 355, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 175, this._y + 355, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 495, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 550, this._y + 160, 1, 5, false, 30);
}
}
frame 12 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction23('敌人_骑兵', this._x + 110, this._y + 355, 100);
var enemy_mc2 = _root.enemysAction23('敌人_骑兵', this._x + 210, this._y + 355, 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 30, this._y + 355, 10, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 50, this._y + 355, 10, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 620, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 640, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 660, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 680, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 700, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 720, this._y + 355, 10, -random(2) - 1, 'stand', -100);
_root.hold_camera([enemy_mc1, enemy_mc2], -5875);
(_root.blocksAction('éšœç¢_沙袋', this._x + 373, this._y + 273, -1, 0, false, 0)).enemy_type = 3;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 427, this._y + 274, 99, 0, 'crouch', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 480, this._y + 355, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 520, this._y + 355, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 560, this._y + 355, 99, 0, 'crouch', 100);
_root.enemysAction17('敌人_ç¢‰å ¡å°å…µ', 1, this._x + 376, this._y + 365, 3, 100);
(_root.blocksAction('奖励_木箱å', this._x + 215, this._y + 355, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 175, this._y + 355, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 495, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 550, this._y + 160, 1, 5, false, 30);
}
}
frame 13 {
if (_root.game_diff_level == 0) {
_root.blocksAction('奖励_木箱å', this._x + 65, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 125, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 400, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 450, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 510, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 560, this._y + 160, 1, 5, false, 30);
var enemy_mc1 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 128, this._y + 355, false);
var enemy_mc2 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 316, this._y + 355, false);
_root.hold_camera([enemy_mc1, enemy_mc2], -6900);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 123, this._y + 319, 5, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 158, this._y + 319, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 189, this._y + 319, 5, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 308, this._y + 319, 5, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 342, this._y + 319, 5, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 375, this._y + 319, 99, 0, 'stand', 100);
}
}
frame 13 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('奖励_木箱å', this._x + 65, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 125, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 400, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 450, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 510, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 560, this._y + 160, 1, 5, false, 30);
var enemy_mc1 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 128, this._y + 355, false);
var enemy_mc2 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 316, this._y + 355, false);
_root.hold_camera([enemy_mc1, enemy_mc2], -6900);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 123, this._y + 319, 5, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 158, this._y + 319, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 189, this._y + 319, 5, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 308, this._y + 319, 5, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 342, this._y + 319, 5, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 375, this._y + 319, 99, 0, 'stand', 100);
}
}
frame 14 {
if (_root.game_diff_level == 0) {
_root.blocksAction('奖励_木箱å', this._x + 114, this._y + 168, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 162, this._y + 168, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 295, this._y + 151, 1, 5, false, 30);
}
}
frame 14 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('奖励_木箱å', this._x + 114, this._y + 168, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 162, this._y + 168, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 295, this._y + 151, 1, 5, false, 30);
}
}
frame 15 {
if (_root.game_diff_level == 0) {
(_root.blocksAction('奖励_油桶', this._x + 127, this._y + 161, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.blocksAction('éšœç¢_沙袋', this._x + 55, this._y + 356, -1, 0, false, 0)).enemy_type = 3;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 30, this._y + 162, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 70, this._y + 162, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 122, this._y + 355, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 156, this._y + 355, 99, 0, 'grovel', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 188, this._y + 355, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 218, this._y + 355, 99, 0, 'crouch', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 253, this._y + 355, 99, 0, 'stand', 100);
_root.player_max_x = this._x + 265;
(_root.enemysAction03('德军_å¦å…‹1', this._x + 345, this._y + 265, 0, 1, 590, 1, 100)).dieEvents = function () {
delete _root.player_max_x;
var v2 = _root.add_stage_arrow(1);
v2._x = 480;
v2._y = 270;
};
_root.enemysAction17('敌人_ç¢‰å ¡å°å…µ', 1, this._x + 327, this._y + 358, 3, 100);
}
}
frame 15 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('奖励_油桶', this._x + 127, this._y + 161, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.blocksAction('éšœç¢_沙袋', this._x + 55, this._y + 356, -1, 0, false, 0)).enemy_type = 3;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 30, this._y + 162, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 70, this._y + 162, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 122, this._y + 355, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 156, this._y + 355, 99, 0, 'grovel', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 188, this._y + 355, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 218, this._y + 355, 99, 0, 'crouch', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 253, this._y + 355, 99, 0, 'stand', 100);
_root.player_max_x = this._x + 265;
(_root.enemysAction03('德军_å¦å…‹1', this._x + 345, this._y + 265, 0, 1, 590, 1, 100)).dieEvents = function () {
delete _root.player_max_x;
var v2 = _root.add_stage_arrow(1);
v2._x = 480;
v2._y = 270;
};
_root.enemysAction17('敌人_ç¢‰å ¡å°å…µ', 1, this._x + 327, this._y + 358, 3, 100);
_root.enemysAction31('敌人_狙击手', this._x + 442, this._y + 333, 'crouch', 100);
}
}
frame 16 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm1_2', true);
var i = 1;
while (i <= 10) {
_root.add_creatures_07(this._x + 200 + random(100) + (random(10) + 5) * i, this._y + 75 + random(5), 100 * (random(2) * 2 - 1));
++i;
}
_root.blocksAction('奖励_油桶', this._x + 240, this._y + 319, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 280, this._y + 319, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 520, this._y + 319, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 560, this._y + 319, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('éšœç¢_沙袋', this._x + 165, this._y + 318, -1, 0, 0, 0)).enemy_type = 3;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 319, 99, 57, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 420, this._y + 319, 99, 57, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 295, this._y + 319, 99, 54, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 462, this._y + 319, 99, 55, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 500, this._y + 319, 99, 55, 'stand', 100);
}
}
frame 16 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm1_2', true);
var i = 1;
while (i <= 10) {
_root.add_creatures_07(this._x + 200 + random(100) + (random(10) + 5) * i, this._y + 75 + random(5), 100 * (random(2) * 2 - 1));
++i;
}
_root.blocksAction('奖励_油桶', this._x + 240, this._y + 319, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 280, this._y + 319, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 520, this._y + 319, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 560, this._y + 319, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('éšœç¢_沙袋', this._x + 165, this._y + 318, -1, 0, 0, 0)).enemy_type = 3;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 319, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 420, this._y + 319, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 295, this._y + 319, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 462, this._y + 319, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 500, this._y + 319, 99, 1, 'stand', 100);
}
}
frame 17 {
if (_root.game_diff_level == 0) {
var i = 1;
while (i <= 10) {
_root.add_creatures_07(this._x + 200 + random(100) + (random(10) + 5) * i, this._y + 75 + random(5), 100 * (random(2) * 2 - 1));
++i;
}
}
}
frame 17 {
if (_root.game_diff_level >= 1) {
var i = 1;
while (i <= 10) {
_root.add_creatures_07(this._x + 200 + random(100) + (random(10) + 5) * i, this._y + 75 + random(5), 100 * (random(2) * 2 - 1));
++i;
}
}
}
frame 18 {
if (_root.game_diff_level == 0) {
var i = 1;
while (i <= 10) {
_root.add_creatures_07(this._x + 200 + random(100) + (random(10) + 5) * i, this._y + 75 + random(5), 100 * (random(2) * 2 - 1));
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 320, true)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 400, this._y + 320, true)).mine_visible = true;
}
}
frame 18 {
if (_root.game_diff_level >= 1) {
var i = 1;
while (i <= 10) {
_root.add_creatures_07(this._x + 200 + random(100) + (random(10) + 5) * i, this._y + 75 + random(5), 100 * (random(2) * 2 - 1));
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 320, true)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 400, this._y + 320, true)).mine_visible = true;
}
}
frame 19 {
if (_root.game_diff_level == 0) {
var i = 1;
while (i <= 10) {
_root.add_creatures_07(this._x + 200 + random(100) + (random(10) + 5) * i, this._y + 75 + random(5), 100 * (random(2) * 2 - 1));
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 320, true)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 350, this._y + 320, true)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 600, this._y + 320, true)).mine_visible = true;
}
}
frame 19 {
if (_root.game_diff_level >= 1) {
var i = 1;
while (i <= 10) {
_root.add_creatures_07(this._x + 200 + random(100) + (random(10) + 5) * i, this._y + 75 + random(5), 100 * (random(2) * 2 - 1));
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 320, true)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 350, this._y + 320, true)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 600, this._y + 320, true)).mine_visible = true;
}
}
frame 20 {
if (_root.game_diff_level == 0) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 320, true)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 229, this._y + 319, false)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 371, this._y + 326, false)).mine_visible = true;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 80, this._y + 318, 99, 54, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 115, this._y + 318, 99, 54, 'stand', -100);
}
}
frame 20 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 320, true)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 229, this._y + 319, false)).mine_visible = true;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 371, this._y + 326, false)).mine_visible = true;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 80, this._y + 318, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 115, this._y + 318, 99, 1, 'stand', -100);
}
}
frame 21 {
if (_root.game_diff_level == 0) {
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 253, this._y + 471, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 402, this._y + 417, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 526, this._y + 359, 99, 0, 'stand', 100)).in_air = true;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 227, this._y + 559);
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 259, this._y + 552, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
(_root.enemysAction15('滚动_油桶', this._x + 227, this._y + 559)).move_me(1);
_root.hold_camera([temp_mc2], -2725);
}
}
frame 21 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 253, this._y + 471, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 402, this._y + 417, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction31('敌人_狙击手', this._x + 526, this._y + 359, 'crouch', 100)).in_air = true;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 227, this._y + 559);
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 259, this._y + 552, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
(_root.enemysAction15('滚动_油桶', this._x + 227, this._y + 559)).move_me(1);
_root.hold_camera([temp_mc2], -2725);
}
}
frame 22 {
if (_root.game_diff_level == 0) {
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 346, this._y + 181, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 512, this._y + 173, 99, 0, 'stand', 100)).in_air = true;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 219, this._y + 324);
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 255, this._y + 324, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
(_root.enemysAction15('滚动_油桶', this._x + 219, this._y + 324)).move_me(1);
_root.hold_camera([temp_mc2], -3345);
}
}
frame 22 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 346, this._y + 181, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 512, this._y + 173, 99, 0, 'stand', 100)).in_air = true;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 219, this._y + 324);
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 255, this._y + 324, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
(_root.enemysAction15('滚动_油桶', this._x + 219, this._y + 324)).move_me(1);
_root.hold_camera([temp_mc2], -3345);
}
}
frame 23 {
if (_root.game_diff_level == 0) {
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 253, this._y + 449, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 403, this._y + 443, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 528, this._y + 372, 99, 0, 'stand', 100)).in_air = true;
}
}
frame 23 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 253, this._y + 449, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 403, this._y + 443, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 528, this._y + 372, 99, 0, 'stand', 100)).in_air = true;
}
}
frame 24 {
if (_root.game_diff_level == 0) {
(_root.blocksAction('奖励_油桶', this._x + 281, this._y + 319, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 362, this._y + 213, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 533, this._y + 155, 99, 0, 'stand', 100)).in_air = true;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 219, this._y + 324);
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 255, this._y + 324, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
(_root.enemysAction15('滚动_油桶', this._x + 117, this._y + 397)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 219, this._y + 324)).move_me(1);
_root.hold_camera([temp_mc2], -4470);
}
}
frame 24 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('奖励_油桶', this._x + 281, this._y + 319, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 362, this._y + 213, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction31('敌人_狙击手', this._x + 533, this._y + 155, 'crouch', 100)).in_air = true;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 219, this._y + 324);
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 255, this._y + 324, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
(_root.enemysAction15('滚动_油桶', this._x + 117, this._y + 397)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 219, this._y + 324)).move_me(1);
_root.hold_camera([temp_mc2], -4470);
}
}
frame 25 {
if (_root.game_diff_level == 0) {
_root.blocksAction('奖励_油桶', this._x + 272, this._y + 550, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 307, this._y + 541, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 252, this._y + 490, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 361, this._y + 445, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 496, this._y + 370, 99, 0, 'stand', 100)).in_air = true;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 227, this._y + 559);
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 259, this._y + 552, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
(_root.enemysAction15('滚动_油桶', this._x + 83, this._y + 661)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 165, this._y + 635)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 227, this._y + 559)).move_me(1);
_root.hold_camera([temp_mc2], -5050);
}
}
frame 25 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('奖励_油桶', this._x + 272, this._y + 550, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 307, this._y + 541, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 252, this._y + 490, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 361, this._y + 445, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 496, this._y + 370, 99, 0, 'stand', 100)).in_air = true;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 227, this._y + 559);
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 259, this._y + 552, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
(_root.enemysAction15('滚动_油桶', this._x + 83, this._y + 661)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 165, this._y + 635)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 227, this._y + 559)).move_me(1);
_root.hold_camera([temp_mc2], -5050);
}
}
frame 26 {
if (_root.game_diff_level == 0) {
_root.enemysAction17('敌人_ç¢‰å ¡å°å…µ', 2, this._x + 248, this._y + 344, 10, 100);
}
}
frame 26 {
if (_root.game_diff_level >= 1) {
_root.enemysAction31('敌人_狙击手', this._x + 262, this._y + 255, 'grovel', 100);
_root.enemysAction17('敌人_ç¢‰å ¡å°å…µ', 2, this._x + 248, this._y + 344, 10, 100);
}
}
frame 27 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.blocksAction('å°æœ¨å¤´æˆ¿å', this._x + 270, this._y + 320, 1, 50, false, 30);
_root.hold_camera([enemy_mc1], -6230);
enemy_mc1.dieEvents2 = function () {
var v3 = _root.enemysAction03('德军_å¦å…‹1', this._x, this._y, 0, 1, 590, 1, 100);
v3.swapDepths(this);
_root.hold_camera([v3], -6230);
v3.dieEvents2 = function () {
_root.add_weapon(this);
};
};
}
}
frame 27 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.blocksAction('å°æœ¨å¤´æˆ¿å', this._x + 270, this._y + 320, 1, 50, false, 30);
_root.hold_camera([enemy_mc1], -6230);
enemy_mc1.dieEvents2 = function () {
var v3 = _root.enemysAction03('德军_å¦å…‹2', this._x, this._y, 0, 1, 590, 1, 100);
v3.swapDepths(this);
var v4 = _root.enemysAction23('敌人_骑兵', this._x + 320, this._y, 100);
_root.hold_camera([v3, v4], -6230);
v3.dieEvents2 = function () {
_root.add_weapon(this);
};
};
}
}
frame 28 {
if (_root.game_diff_level == 0) {
_root.blocksAction('奖励_木箱å', this._x + 518, this._y + 425, 1, 5, false, 30);
_root.blocksAction('陷阱盖å', this._x + 95, this._y + 785, 1, 5, false, 5);
_root.blocksAction('奖励_油桶', this._x + 100, this._y + 721, 2, 5, true, 10);
}
}
frame 28 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('奖励_木箱å', this._x + 518, this._y + 425, 1, 5, false, 30);
_root.blocksAction('陷阱盖å', this._x + 95, this._y + 785, 1, 5, false, 5);
_root.blocksAction('奖励_油桶', this._x + 100, this._y + 721, 2, 5, true, 10);
}
}
frame 29 {
if (_root.game_diff_level == 0) {
_root.blocksAction('奖励_木箱å', this._x + 59, this._y + 748, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 219, this._y + 631, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 310, this._y + 538, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 461, this._y + 423, 1, 5, false, 30);
(_root.enemysAction16('推车_车', this._x + 74, this._y + 935)).move_me();
(_root.enemysAction16('推车_车', this._x + 312, this._y + 769)).move_me();
(_root.enemysAction16('推车_车', this._x + 462, this._y + 671)).move_me();
}
}
frame 29 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('奖励_木箱å', this._x + 59, this._y + 748, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 219, this._y + 631, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 310, this._y + 538, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 461, this._y + 423, 1, 5, false, 30);
(_root.enemysAction16('推车_车', this._x + 74, this._y + 935)).move_me();
(_root.enemysAction16('推车_车', this._x + 312, this._y + 769)).move_me();
(_root.enemysAction16('推车_车', this._x + 462, this._y + 671)).move_me();
}
}
frame 30 {
if (_root.game_diff_level == 0) {
_root.blocksAction('奖励_木箱å', this._x + 59, this._y + 748, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 219, this._y + 631, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 310, this._y + 538, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 477, this._y + 472, 1, 5, false, 30);
(_root.enemysAction16('推车_车', this._x + 106, this._y + 912)).move_me();
(_root.enemysAction16('推车_车', this._x + 220, this._y + 833)).move_me();
(_root.enemysAction16('推车_车', this._x + 444, this._y + 681)).move_me();
(_root.enemysAction16('推车_车', this._x + 541, this._y + 621)).move_me();
}
}
frame 30 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('奖励_木箱å', this._x + 59, this._y + 748, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 219, this._y + 631, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 310, this._y + 538, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 477, this._y + 472, 1, 5, false, 30);
(_root.enemysAction16('推车_车', this._x + 106, this._y + 912)).move_me();
(_root.enemysAction16('推车_车', this._x + 220, this._y + 833)).move_me();
(_root.enemysAction16('推车_车', this._x + 444, this._y + 681)).move_me();
(_root.enemysAction16('推车_车', this._x + 541, this._y + 621)).move_me();
}
}
frame 31 {
if (_root.game_diff_level == 0) {
(_root.enemysAction16('推车_车', this._x + 50, this._y + 551)).move_me();
(_root.enemysAction16('推车_车', this._x + 183, this._y + 455)).move_me();
(_root.enemysAction16('推车_车', this._x + 560, this._y + 321)).move_me();
var temp_mc1 = _root.enemysAction16('推车_车', this._x + 450, this._y + 320);
temp_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 500, this._y + 321, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
_root.hold_camera([temp_mc2], -8900);
}
}
frame 31 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction16('推车_车', this._x + 50, this._y + 551)).move_me();
(_root.enemysAction16('推车_车', this._x + 183, this._y + 455)).move_me();
(_root.enemysAction16('推车_车', this._x + 560, this._y + 321)).move_me();
var temp_mc1 = _root.enemysAction16('推车_车', this._x + 450, this._y + 320);
temp_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var temp_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 500, this._y + 321, 0, 'stand', 100);
temp_mc2.kick_things = temp_mc1;
_root.hold_camera([temp_mc2], -8900);
}
}
frame 32 {
if (_root.game_diff_level == 0) {
_root.enemysAction16('推车_车', this._x + 100, this._y + 320);
_root.enemysAction16('推车_车', this._x + 500, this._y + 320);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 230, this._y + 320, 5, 55, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 290, this._y + 320, 5, 53, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 330, this._y + 320, 5, 53, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 380, this._y + 320, 5, 55, 'stand', 100);
}
}
frame 32 {
if (_root.game_diff_level >= 1) {
_root.enemysAction16('推车_车', this._x + 100, this._y + 320);
_root.enemysAction16('推车_车', this._x + 500, this._y + 320);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 230, this._y + 320, 5, 55, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 290, this._y + 320, 5, 53, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 330, this._y + 320, 5, 53, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 380, this._y + 320, 5, 55, 'stand', 100);
}
}
frame 33 {
if (_root.game_diff_level == 0) {
(_root.enemysAction16('推车_车', this._x + 235, this._y + 320)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc1 = _root.blocksAction('å°æœ¨å¤´æˆ¿å', this._x + 120, this._y + 320, 1, 50, false, 30);
_root.hold_camera([enemy_mc1], -9750);
enemy_mc1.dieEvents2 = function () {
var v3 = _root.enemysAction18('敌人_日本æ¦å£«å†›å®˜', this._x, this._y, 1, 100);
v3.swapDepths(this);
_root.hold_camera([v3], -9750);
};
}
}
frame 33 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction16('推车_车', this._x + 235, this._y + 320)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc1 = _root.blocksAction('å°æœ¨å¤´æˆ¿å', this._x + 120, this._y + 320, 1, 50, false, 30);
_root.hold_camera([enemy_mc1], -9750);
enemy_mc1.dieEvents2 = function () {
var v3 = _root.enemysAction18('敌人_日本æ¦å£«å†›å®˜', this._x - 20, this._y, 2, 100);
v3.swapDepths(this);
var v4 = _root.enemysAction18('敌人_日本æ¦å£«å†›å®˜', this._x + 20, this._y, 2, 100);
v4.swapDepths(this);
_root.hold_camera([v3, v4], -9750);
};
}
}
frame 34 {
if (_root.game_diff_level == 0) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 318, false)).body.stop();
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 318, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 557, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 519, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 280, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 280, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 34 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 318, false)).body.stop();
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 318, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 557, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 519, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 280, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 280, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 280, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 36 {
if (_root.game_diff_level == 0) {
_root.blocksAction('奖励_油桶', this._x + 60, this._y + 319, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 100, this._y + 319, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 190, this._y + 319, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 230, this._y + 319, 2, 5, true, 10);
var enemy_mc1 = _root.enemysAction23('敌人_骑兵', this._x + 50, this._y + 320, 100);
var enemy_mc2 = _root.enemysAction23('敌人_骑兵', this._x - 680, this._y + 320, -100);
_root.hold_camera([enemy_mc1, enemy_mc2], -11195);
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 36 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('奖励_油桶', this._x + 60, this._y + 319, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 100, this._y + 319, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 190, this._y + 319, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 230, this._y + 319, 2, 5, true, 10);
var enemy_mc1 = _root.enemysAction03('德军_å¦å…‹1', this._x + 50, this._y + 320, 1, 1, 510, 1, 100);
var enemy_mc2 = _root.enemysAction03('德军_å¦å…‹1', this._x - 680, this._y + 320, 1, 1, 80, 1, -100);
_root.hold_camera([enemy_mc1, enemy_mc2], -11195);
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 37 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm1_3', true);
_root.player_min_x = 50;
(_root.enemysAction16('推车_车', this._x + 419, this._y + 298)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction16('推车_车', this._x + 523, this._y + 298)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 278, this._y + 298, 99, 53, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 325, this._y + 298, 99, 54, 'stand', 100);
}
}
frame 37 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm1_3', true);
_root.player_min_x = 50;
(_root.enemysAction16('推车_车', this._x + 419, this._y + 298)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction16('推车_车', this._x + 523, this._y + 298)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 278, this._y + 298, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 325, this._y + 298, 99, 1, 'stand', 100);
}
}
frame 39 {
if (_root.game_diff_level == 0) {
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 113, this._y + 398, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 197, this._y + 393, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 247, this._y + 395, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 363, this._y + 436, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 538, this._y + 484, 100);
}
}
frame 39 {
if (_root.game_diff_level >= 1) {
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 113, this._y + 398, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 197, this._y + 393, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 247, this._y + 395, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 363, this._y + 436, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 538, this._y + 484, 100);
}
}
frame 40 {
if (_root.game_diff_level == 0) {
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 80, this._y + 547, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 169, this._y + 559, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 240, this._y + 579, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 383, this._y + 628, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 483, this._y + 674, 100);
}
}
frame 40 {
if (_root.game_diff_level >= 1) {
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 80, this._y + 547, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 169, this._y + 559, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 240, this._y + 579, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 383, this._y + 628, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 483, this._y + 674, 100);
}
}
frame 41 {
if (_root.game_diff_level == 0) {
_root.add_creatures_08(this._x + 465, this._y + 555, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 113, this._y + 378, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 197, this._y + 373, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 247, this._y + 375, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 363, this._y + 416, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 538, this._y + 464, 100);
}
}
frame 41 {
if (_root.game_diff_level >= 1) {
_root.add_creatures_08(this._x + 465, this._y + 555, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 113, this._y + 378, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 197, this._y + 373, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 247, this._y + 375, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 363, this._y + 416, 100);
_root.enemysAction19('敌人_æ¥æžªå…µ', this._x + 538, this._y + 464, 100);
}
}
frame 42 {
if (_root.game_diff_level == 0) {
(_root.blocksAction('éšœç¢_沙袋', this._x + 444, this._y + 724, -1, 0, false, 0)).enemy_type = 3;
(_root.blocksAction('奖励_油桶', this._x + 580, this._y + 724, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 480, this._y + 725, 99, 0, 'crouch', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 520, this._y + 725, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 550, this._y + 725, 99, 0, 'grovel', 100);
}
}
frame 42 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('éšœç¢_沙袋', this._x + 444, this._y + 724, -1, 0, false, 0)).enemy_type = 3;
(_root.blocksAction('奖励_油桶', this._x + 580, this._y + 724, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 480, this._y + 725, 99, 0, 'crouch', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 520, this._y + 725, 99, 0, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 550, this._y + 725, 99, 0, 'grovel', 100);
}
}
frame 43 {
if (_root.game_diff_level == 0) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 374, false)).body.stop();
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 374, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 557, this._y + 336, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 519, this._y + 336, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 336, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 336, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 336, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 336, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc1 = _root.enemysAction14('敌人_汉奸', this._x + 240, this._y + 374, 1, 'stand', 100);
var enemy_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 350, this._y + 374, 1, 'stand', 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -3330);
}
}
frame 43 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 374, false)).body.stop();
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 374, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 557, this._y + 336, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 519, this._y + 336, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 336, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 336, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 336, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 336, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc1 = _root.enemysAction14('敌人_汉奸', this._x + 240, this._y + 374, 1, 'stand', 100);
var enemy_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 350, this._y + 374, 1, 'stand', 100);
var enemy_mc3 = _root.enemysAction14('敌人_汉奸', this._x + 460, this._y + 374, 1, 'stand', 100);
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3], -3330);
}
}
frame 44 {
if (_root.game_diff_level == 0) {
var enemy_mc = _root.enemysAction20('敌人_BOSS1', this._x + 770, this._y + 291);
_root.add_enemy_boss_healthbar(enemy_mc, 1);
enemy_mc.dieEvents = function () {
var v2 = _root.game_save_level_file(2);
_root.kill_boss(v2);
};
}
}
frame 44 {
if (_root.game_diff_level >= 1) {
var enemy_mc = _root.enemysAction20('敌人_BOSS1', this._x + 770, this._y + 291);
_root.add_enemy_boss_healthbar(enemy_mc, 1);
enemy_mc.dieEvents = function () {
var v2 = _root.game_save_level_file(2);
_root.kill_boss(v2);
};
}
}
}
movieClip 3516 {
}
movieClip 3522 {
}
movieClip 3528 {
}
movieClip 3532 {
}
movieClip 3536 {
}
movieClip 3540 {
}
movieClip 3544 {
}
movieClip 3548 {
}
movieClip 3558 {
}
movieClip 3565 {
}
movieClip 3569 {
}
movieClip 3573 {
}
movieClip 3579 {
}
movieClip 3582 {
}
movieClip 3586 {
}
movieClip 3590 {
}
movieClip 3594 {
}
movieClip 3601 {
}
movieClip 3613 {
}
movieClip 3614 {
}
movieClip 3620 {
frame 1 {
stop();
}
frame 6 {
_parent.shootAction();
}
}
movieClip 3626 {
frame 1 {
stop();
}
frame 10 {
_root.play_soundAction('轻型枪械4', false);
_root.play_soundAction('è½æ°´', false);
}
frame 26 {
_root.play_soundAction('轻型枪械4', false);
_root.play_soundAction('è½æ°´', false);
}
frame 41 {
stop();
}
}
movieClip 3629 {
}
movieClip 3633 {
}
movieClip 3636 {
}
movieClip 3639 {
}
movieClip 3665 {
}
movieClip 3688 {
}
movieClip 3695 {
}
movieClip 3708 {
}
movieClip 3715 {
}
movieClip 3734 {
frame 23 {
_parent.shootAction1();
}
}
movieClip 3745 {
frame 19 {
_parent.shootAction2(2, 4);
}
frame 21 {
_parent.shootAction2(5, 4);
}
frame 23 {
_parent.shootAction2(8, 4);
}
frame 25 {
_parent.shootAction2(11, 4);
}
frame 27 {
_parent.shootAction2(14, 4);
}
}
movieClip 3760 {
frame 5 {
_parent.attackAction();
}
}
movieClip 3777 {
frame 65 {
_parent.removeMovieClip();
}
}
movieClip 3788 {
}
movieClip 3791 敌人_飞镖 {
frame 1 {
stop();
}
}
movieClip 3792 敌人_黄包车强盗 {
frame 10 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 3793 {
}
movieClip 3794 NPC_马 {
}
movieClip 3801 {
}
movieClip 3864 {
}
movieClip 3865 {
frame 73 {
_root.play_soundAction('功夫_大笑', false);
}
frame 152 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 167 {
_root.play_soundAction('打击声音', false);
}
frame 168 {
_root.play_soundAction('敌兵æ»äº¡02', false);
_root.shake_screen();
}
frame 170 {
_root.play_soundAction('打击声音', false);
}
frame 171 {
_root.play_soundAction('敌兵æ»äº¡02', false);
}
frame 173 {
_root.play_soundAction('打击声音', false);
}
frame 174 {
_root.play_soundAction('敌兵æ»äº¡03', false);
}
frame 176 {
_root.play_soundAction('打击声音', false);
}
frame 177 {
_root.play_soundAction('敌兵æ»äº¡03', false);
}
}
movieClip 3866 {
frame 21 {
_root.play_soundAction('功夫_大笑', false);
}
}
movieClip 3879 {
}
movieClip 3896 {
}
movieClip 3897 {
frame 10 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 16 {
_parent.attackAction();
}
}
movieClip 3910 {
frame 10 {
if (!_parent.angry) {
_parent.shootAction('冲击波', 180);
} else {
_parent.shootAction('冲击波', 165);
_parent.shootAction('冲击波', 180);
_parent.shootAction('冲击波', -165);
}
}
}
movieClip 3923 {
frame 1 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 4 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 7 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 10 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 13 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 16 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 19 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 22 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 25 {
if (_parent.angry) {
_parent.shootAction('冲击波', 180);
}
_parent.attackAction();
}
frame 36 {
stop();
}
}
movieClip 3930 {
}
movieClip 3939 {
frame 1 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 3 {
_parent.attackAction();
}
frame 5 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 7 {
_parent.attackAction();
}
frame 9 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 11 {
_parent.attackAction();
}
frame 13 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 15 {
_parent.attackAction();
}
frame 17 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 19 {
_parent.attackAction();
}
frame 21 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 23 {
_parent.attackAction();
}
frame 25 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 27 {
_parent.attackAction();
}
frame 29 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 31 {
_parent.attackAction();
}
frame 33 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 35 {
_parent.attackAction();
}
frame 37 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 39 {
_parent.attackAction();
}
frame 41 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 43 {
_parent.attackAction();
}
frame 45 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 47 {
_parent.attackAction();
}
}
movieClip 3970 {
frame 109 {
_root.play_soundAction('å°åˆ€0' + (random(2) + 1), false);
}
frame 143 {
stop();
}
}
movieClip 3975 {
}
movieClip 3982 {
frame 7 {
_parent.removeMovieClip();
}
}
movieClip 3983 冲击波 {
frame 1 {
stop();
}
}
movieClip 3984 敌人_BOSS2 {
}
movieClip 3995 {
}
movieClip 4006 {
}
movieClip 4029 {
}
movieClip 4030 NPC_情侣_女 {
}
movieClip 4069 {
}
movieClip 4092 {
}
movieClip 4105 {
}
movieClip 4106 NPC_情侣_男 {
}
movieClip 4119 {
}
movieClip 4130 {
}
movieClip 4143 {
}
movieClip 4144 NPC_商人 {
}
movieClip 4179 {
}
movieClip 4190 {
}
movieClip 4209 {
}
movieClip 4210 NPC_å°åœ°ä¸» {
}
movieClip 4219 {
}
movieClip 4227 {
}
movieClip 4232 德军_装甲车2 {
frame 37 {
this.stand();
}
frame 61 {
this.shootAction2();
}
frame 63 {
this.shootAction2();
}
frame 65 {
this.shootAction2();
}
frame 67 {
this.shootAction2();
}
frame 69 {
this.shootAction2();
}
frame 87 {
this.stand();
}
frame 157 {
stop();
}
}
movieClip 4237 敌人_è¿è¾“机 {
frame 39 {
stop();
}
frame 74 {
stop();
}
}
movieClip 4242 {
}
movieClip 4249 德军_地雷 {
frame 45 {
this.removeMovieClip();
}
}
movieClip 4252 德军_飞船_å°ç‚® {
frame 45 {
this.removeMovieClip();
}
}
movieClip 4256 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 4263 {
}
movieClip 4266 NPC_汽车1 {
frame 53 {
stop();
}
}
movieClip 4270 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 4273 NPC_汽车2 {
frame 49 {
stop();
}
}
movieClip 4278 {
frame 1 {
stop();
}
}
movieClip 4281 雨阳篷 {
frame 8 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 4302 {
}
movieClip 4310 {
}
movieClip 4313 {
}
movieClip 4334 {
frame 31 {
stop();
_parent.removeMovieClip();
}
}
movieClip 4335 第二关物件群 {
frame 13 {
this.come_out_enemy(96, 218);
}
frame 14 {
this.come_out_enemy(86, 304);
}
frame 15 {
this.come_out_enemy(95, 260);
}
frame 18 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 19 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 20 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 21 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 22 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 23 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 24 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 25 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 26 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 27 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 28 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 29 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
frame 30 {
_root.shot_shine(_root, 'white', 1);
_root.play_soundAction('大爆炸', false);
}
frame 31 {
_root.shot_shine(_root, 'white', 1);
_root.play_soundAction('大爆炸', false);
}
frame 32 {
_root.shot_shine(_root, 'white', 1);
_root.play_soundAction('大爆炸', false);
}
}
movieClip 4338 å‰æ™¯_军需门 {
}
movieClip 4339 敌人_窗å£æ‰‹é›·å…µ {
}
movieClip 4346 奖励_å°èŠ±ç›†1 {
frame 13 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 4353 奖励_å°èŠ±ç›†2 {
frame 13 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 4360 奖励_å°èŠ±ç›†3 {
frame 13 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 4363 å‰æ™¯_å¢™å£ {
}
movieClip 4394 {
}
movieClip 4395 {
}
movieClip 4396 {
}
movieClip 4423 {
frame 1 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 7 {
_parent.attackAction1();
}
frame 15 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 22 {
_parent.attackAction1();
}
}
movieClip 4446 {
frame 1 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ3', false);
}
frame 5 {
_parent.attackAction2();
}
frame 15 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ3', false);
}
frame 18 {
_parent.attackAction2();
}
}
movieClip 4455 {
frame 5 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 7 {
_parent.attackAction1();
}
frame 10 {
_parent.attackAction1();
}
frame 13 {
_parent.attackAction1();
}
}
movieClip 4472 {
frame 10 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ1', false);
}
frame 13 {
_parent.attackAction2();
}
frame 16 {
_parent.attackAction2();
}
frame 19 {
_parent.attackAction2();
}
}
movieClip 4507 {
frame 125 {
_parent.removeMovieClip();
}
}
movieClip 4508 敌人_军曹 {
}
movieClip 4514 {
frame 1 {
stop();
}
frame 6 {
_parent.shootAction();
}
}
movieClip 4515 {
frame 1 {
stop();
}
frame 6 {
_parent.shootAction();
}
}
movieClip 4521 {
frame 1 {
stop();
}
frame 6 {
_parent.shootAction();
}
}
movieClip 4527 {
frame 1 {
stop();
}
frame 6 {
_parent.shootAction();
}
}
movieClip 4544 {
frame 60 {
_parent.removeMovieClip();
}
}
movieClip 4561 {
frame 67 {
_parent.removeMovieClip();
}
}
movieClip 4564 敌人_狙击镜 {
frame 1 {
stop();
}
}
movieClip 4565 敌人_狙击手 {
}
movieClip 4568 {
}
movieClip 4570 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 4573 巨大岩石 {
}
movieClip 4574 漂浮_油桶 {
}
movieClip 4577 {
}
movieClip 4580 {
}
movieClip 4581 敌人_å‰æ™®è½¦ {
frame 1 {
this.man.active_moved = this.active_moved;
}
}
movieClip 4584 {
}
movieClip 4585 mission2_start {
frame 46 {
_root.play_soundAction('å¡è½¦å¼€åŠ¨', false);
}
frame 63 {
_root.play_soundAction('士兵å—惊', false);
}
frame 74 {
_root.play_soundAction('打击声音', false);
}
frame 80 {
_root.play_soundAction('å¡è½¦åˆ¹è½¦', false);
}
frame 110 {
_root.play_soundAction('飞机跳出', false);
if (_root.game_player_sex == 1) {
player2.swapDepths(this.getNextHighestDepth());
player2.removeMovieClip();
player1.gotoAndPlay(14);
} else {
if (_root.game_player_sex == 2) {
player1.swapDepths(this.getNextHighestDepth());
player1.removeMovieClip();
player2.gotoAndPlay(14);
}
}
}
frame 182 {
_root.level_start();
this.removeMovieClip();
}
}
movieClip 4590 stage2_bg {
frame 1 {
g._visible = 0;
}
frame 2 {
if (_root.game_diff_level == 0) {
var temp_mc1 = _root.add_creatures_10('NPC_å°åœ°ä¸»', this._x + 145, this._y + 305, -100);
var temp_mc2 = _root.add_creatures_10('NPC_商人', this._x + 205, this._y + 305, 100);
var house_mc1 = _root.enemysAction22('第二关物件群', this._x + 59, this._y + 0, 30, 14);
var enemy_mc1 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 69, house_mc1._y + 125, 100);
var enemy_mc2 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 143, house_mc1._y + 125, 100);
house_mc1.dieEvents = function () {
enemy_mc1.to_die('blow', 15);
enemy_mc2.to_die('blow', 15);
temp_mc1.move_me();
temp_mc2.move_me();
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 60, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 156, this._y + 143, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 109, this._y + 140, 1, 5, false, 30);
};
var house_mc2 = _root.enemysAction22('第二关物件群', this._x + 272, this._y + 39, 30, 15);
var enemy_mc3 = _root.blocksAction('奖励_å°èŠ±ç›†1', house_mc2._x + 63, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc3.in_air = true;
var enemy_mc4 = _root.blocksAction('奖励_å°èŠ±ç›†1', house_mc2._x + 137, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc4.in_air = true;
house_mc2.dieEvents = function () {
enemy_mc3.to_die('blow', 15);
enemy_mc4.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 61, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 138, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 61, this._y + 140, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 138, this._y + 140, 1, 5, false, 30);
};
var house_mc3 = _root.enemysAction22('第二关物件群', this._x + 460, this._y + 88, 30, 13);
var enemy_mc5 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 55, house_mc3._y + 78, 100);
var enemy_mc6 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 139, house_mc3._y + 78, 100);
house_mc3.dieEvents = function () {
enemy_mc5.to_die('blow', 15);
enemy_mc6.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 67, this._y + 103, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 118, this._y + 104, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 77, this._y + 218, 1, 5, false, 30);
};
_root.enemysAction21('NPC_汽车2', this._x + 530, this._y + 360, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 25, this._y + 360, 99, 53, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 75, this._y + 360, 99, 54, 'stand', 100);
}
}
frame 2 {
if (_root.game_diff_level >= 1) {
var temp_mc1 = _root.add_creatures_10('NPC_å°åœ°ä¸»', this._x + 145, this._y + 305, -100);
var temp_mc2 = _root.add_creatures_10('NPC_商人', this._x + 205, this._y + 305, 100);
var house_mc1 = _root.enemysAction22('第二关物件群', this._x + 59, this._y + 0, 30, 14);
var enemy_mc1 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 69, house_mc1._y + 125, 100);
var enemy_mc2 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 143, house_mc1._y + 125, 100);
house_mc1.dieEvents = function () {
enemy_mc1.to_die('blow', 15);
enemy_mc2.to_die('blow', 15);
temp_mc1.move_me();
temp_mc2.move_me();
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 60, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 156, this._y + 143, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 109, this._y + 140, 1, 5, false, 30);
};
var house_mc2 = _root.enemysAction22('第二关物件群', this._x + 272, this._y + 39, 30, 15);
var enemy_mc3 = _root.blocksAction('奖励_å°èŠ±ç›†1', house_mc2._x + 63, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc3.in_air = true;
var enemy_mc4 = _root.blocksAction('奖励_å°èŠ±ç›†1', house_mc2._x + 137, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc4.in_air = true;
house_mc2.dieEvents = function () {
enemy_mc3.to_die('blow', 15);
enemy_mc4.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 61, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 138, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 61, this._y + 140, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 138, this._y + 140, 1, 5, false, 30);
};
var house_mc3 = _root.enemysAction22('第二关物件群', this._x + 460, this._y + 88, 30, 13);
var enemy_mc5 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 55, house_mc3._y + 78, 100);
var enemy_mc6 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 139, house_mc3._y + 78, 100);
house_mc3.dieEvents = function () {
enemy_mc5.to_die('blow', 15);
enemy_mc6.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 67, this._y + 103, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 118, this._y + 104, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 77, this._y + 218, 1, 5, false, 30);
};
_root.enemysAction21('NPC_汽车2', this._x + 530, this._y + 360, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 25, this._y + 360, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 75, this._y + 360, 99, 1, 'stand', 100);
}
}
frame 3 {
if (_root.game_diff_level == 0) {
var house_mc1 = _root.enemysAction22('第二关物件群', this._x + 59, this._y + 0, 30, 14);
var enemy_mc1 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 69, house_mc1._y + 125, 100);
var enemy_mc2 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 143, house_mc1._y + 125, 100);
house_mc1.dieEvents = function () {
enemy_mc1.to_die('blow', 15);
enemy_mc2.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 60, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 156, this._y + 143, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 109, this._y + 140, 1, 5, false, 30);
};
var house_mc2 = _root.enemysAction22('第二关物件群', this._x + 272, this._y + 39, 30, 15);
var enemy_mc3 = _root.blocksAction('奖励_å°èŠ±ç›†2', house_mc2._x + 63, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc3.in_air = true;
var enemy_mc4 = _root.blocksAction('奖励_å°èŠ±ç›†2', house_mc2._x + 137, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc4.in_air = true;
house_mc2.dieEvents = function () {
enemy_mc3.to_die('blow', 15);
enemy_mc4.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 61, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 138, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 61, this._y + 140, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 138, this._y + 140, 1, 5, false, 30);
};
var house_mc3 = _root.enemysAction22('第二关物件群', this._x + 460, this._y + 88, 30, 13);
var enemy_mc5 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 55, house_mc3._y + 78, 100);
var enemy_mc6 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 139, house_mc3._y + 78, 100);
house_mc3.dieEvents = function () {
enemy_mc5.to_die('blow', 15);
enemy_mc6.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 67, this._y + 103, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 118, this._y + 104, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 77, this._y + 218, 1, 5, false, 30);
};
_root.enemysAction22('第二关物件群', this._x + 130, this._y + 360, 5, 9);
_root.enemysAction22('第二关物件群', this._x + 490, this._y + 360, 5, 9);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 25, this._y + 360, 99, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 75, this._y + 360, 99, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 125, this._y + 360, 99, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 360, 99, -2, 'stand', 100);
var enemy_mc7 = _root.enemysAction31('敌人_狙击手', this._x + 530, this._y + 90, 'crouch', 100);
enemy_mc7.in_air = true;
enemy_mc7.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 3 {
if (_root.game_diff_level >= 1) {
var house_mc1 = _root.enemysAction22('第二关物件群', this._x + 59, this._y + 0, 30, 14);
var enemy_mc1 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 69, house_mc1._y + 125, 100);
var enemy_mc2 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 143, house_mc1._y + 125, 100);
house_mc1.dieEvents = function () {
enemy_mc1.to_die('blow', 15);
enemy_mc2.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 60, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 156, this._y + 143, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 109, this._y + 140, 1, 5, false, 30);
};
var house_mc2 = _root.enemysAction22('第二关物件群', this._x + 272, this._y + 39, 30, 15);
var enemy_mc3 = _root.blocksAction('奖励_å°èŠ±ç›†2', house_mc2._x + 63, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc3.in_air = true;
var enemy_mc4 = _root.blocksAction('奖励_å°èŠ±ç›†2', house_mc2._x + 137, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc4.in_air = true;
house_mc2.dieEvents = function () {
enemy_mc3.to_die('blow', 15);
enemy_mc4.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 61, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 138, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 61, this._y + 140, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 138, this._y + 140, 1, 5, false, 30);
};
var house_mc3 = _root.enemysAction22('第二关物件群', this._x + 460, this._y + 88, 30, 13);
var enemy_mc5 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 55, house_mc3._y + 78, 100);
var enemy_mc6 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 139, house_mc3._y + 78, 100);
house_mc3.dieEvents = function () {
enemy_mc5.to_die('blow', 15);
enemy_mc6.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 67, this._y + 103, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 118, this._y + 104, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 77, this._y + 218, 1, 5, false, 30);
};
_root.enemysAction22('第二关物件群', this._x + 130, this._y + 360, 5, 9);
_root.enemysAction22('第二关物件群', this._x + 490, this._y + 360, 5, 9);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 25, this._y + 360, 99, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 75, this._y + 360, 99, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 125, this._y + 360, 99, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 360, 99, -2, 'stand', 100);
var enemy_mc7 = _root.enemysAction31('敌人_狙击手', this._x + 530, this._y + 90, 'crouch', 100);
enemy_mc7.in_air = true;
enemy_mc7.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 4 {
if (_root.game_diff_level == 0) {
var house_mc1 = _root.enemysAction22('第二关物件群', this._x + 59, this._y + 0, 30, 14);
var enemy_mc1 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 69, house_mc1._y + 125, 100);
var enemy_mc2 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 143, house_mc1._y + 125, 100);
house_mc1.dieEvents = function () {
enemy_mc1.to_die('blow', 15);
enemy_mc2.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 60, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 156, this._y + 143, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 109, this._y + 140, 1, 5, false, 30);
};
var house_mc2 = _root.enemysAction22('第二关物件群', this._x + 272, this._y + 39, 30, 15);
var enemy_mc3 = _root.blocksAction('奖励_å°èŠ±ç›†3', house_mc2._x + 63, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc3.in_air = true;
var enemy_mc4 = _root.blocksAction('奖励_å°èŠ±ç›†3', house_mc2._x + 137, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc4.in_air = true;
house_mc2.dieEvents = function () {
enemy_mc3.to_die('blow', 15);
enemy_mc4.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 61, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 138, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 61, this._y + 140, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 138, this._y + 140, 1, 5, false, 30);
};
var house_mc3 = _root.enemysAction22('第二关物件群', this._x + 460, this._y + 88, 30, 13);
var enemy_mc5 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 55, house_mc3._y + 78, 100);
var enemy_mc6 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 139, house_mc3._y + 78, 100);
house_mc3.dieEvents = function () {
enemy_mc5.to_die('blow', 15);
enemy_mc6.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 67, this._y + 103, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 118, this._y + 104, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 77, this._y + 218, 1, 5, false, 30);
};
_root.enemysAction21('NPC_汽车2', this._x + 530, this._y + 360, 'stand', 100);
var enemy_mc7 = _root.enemysAction30('敌人_黄包车强盗', this._x + 50, this._y + 360, 2, 100, 450);
_root.hold_camera([enemy_mc7], -1160);
enemy_mc7.dieEvents2 = function () {
_root.add_weapon(this);
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 25, this._y + 360, 99, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 75, this._y + 360, 99, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 150, this._y + 360, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 175, this._y + 360, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 260, this._y + 360, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 360, 99, 1, 'stand', 100);
}
}
frame 4 {
if (_root.game_diff_level >= 1) {
var house_mc1 = _root.enemysAction22('第二关物件群', this._x + 59, this._y + 0, 30, 14);
var enemy_mc1 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 69, house_mc1._y + 125, 100);
var enemy_mc2 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc1._x + 143, house_mc1._y + 125, 100);
house_mc1.dieEvents = function () {
enemy_mc1.to_die('blow', 15);
enemy_mc2.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 60, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 156, this._y + 143, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 109, this._y + 140, 1, 5, false, 30);
};
var house_mc2 = _root.enemysAction22('第二关物件群', this._x + 272, this._y + 39, 30, 15);
var enemy_mc3 = _root.blocksAction('奖励_å°èŠ±ç›†3', house_mc2._x + 63, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc3.in_air = true;
var enemy_mc4 = _root.blocksAction('奖励_å°èŠ±ç›†3', house_mc2._x + 137, house_mc2._y + 141, 2, 2, false, 15);
enemy_mc4.in_air = true;
house_mc2.dieEvents = function () {
enemy_mc3.to_die('blow', 15);
enemy_mc4.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 61, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 138, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 61, this._y + 140, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 138, this._y + 140, 1, 5, false, 30);
};
var house_mc3 = _root.enemysAction22('第二关物件群', this._x + 460, this._y + 88, 30, 13);
var enemy_mc5 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 55, house_mc3._y + 78, 100);
var enemy_mc6 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', house_mc3._x + 139, house_mc3._y + 78, 100);
house_mc3.dieEvents = function () {
enemy_mc5.to_die('blow', 15);
enemy_mc6.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 67, this._y + 103, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 118, this._y + 104, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 77, this._y + 218, 1, 5, false, 30);
};
_root.enemysAction21('NPC_汽车2', this._x + 530, this._y + 360, 'stand', 100);
var enemy_mc7 = _root.enemysAction30('敌人_黄包车强盗', this._x + 50, this._y + 360, 2, 100, 450);
var enemy_mc8 = _root.enemysAction30('敌人_黄包车强盗', this._x + 150, this._y + 360, 2, 100, 250);
_root.hold_camera([enemy_mc7, enemy_mc8], -1160);
enemy_mc7.dieEvents2 = function () {
_root.add_weapon(this);
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 25, this._y + 360, 99, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 75, this._y + 360, 99, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 150, this._y + 360, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 175, this._y + 360, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 260, this._y + 360, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 360, 99, 1, 'stand', 100);
}
}
frame 5 {
if (_root.game_diff_level == 0) {
(_root.blocksAction('éšœç¢_沙袋', this._x + 80, this._y + 360, -1, 0, false, 0)).enemy_type = 3;
(_root.blocksAction('éšœç¢_沙袋', this._x + 500, this._y + 360, -1, 0, false, 0)).enemy_type = 3;
}
}
frame 5 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('éšœç¢_沙袋', this._x + 80, this._y + 360, -1, 0, false, 0)).enemy_type = 3;
(_root.blocksAction('éšœç¢_沙袋', this._x + 500, this._y + 360, -1, 0, false, 0)).enemy_type = 3;
}
}
frame 6 {
if (_root.game_diff_level == 0) {
(_root.add_creatures_10('NPC_情侣_男', this._x + 115, this._y + 307, -100)).scare = false;
(_root.add_creatures_10('NPC_情侣_女', this._x + 160, this._y + 307, 100)).scare = false;
_root.enemysAction22('第二关物件群', this._x + 135, this._y + 190, 20, 12);
_root.enemysAction22('第二关物件群', this._x + 140, this._y + 88, 30, 7);
var house_mc1 = _root.enemysAction22('第二关物件群', this._x + 300, this._y + 39, 30, 15);
var enemy_mc1 = _root.blocksAction('奖励_å°èŠ±ç›†1', house_mc1._x + 63, house_mc1._y + 141, 2, 2, false, 15);
enemy_mc1.in_air = true;
var enemy_mc2 = _root.blocksAction('奖励_å°èŠ±ç›†1', house_mc1._x + 137, house_mc1._y + 141, 2, 2, false, 15);
enemy_mc2.in_air = true;
house_mc1.dieEvents = function () {
enemy_mc1.to_die('blow', 15);
enemy_mc2.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 61, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 138, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 61, this._y + 140, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 138, this._y + 140, 1, 5, false, 30);
};
_root.enemysAction21('NPC_汽车2', this._x + 90, this._y + 360, 'stand', 100);
var temp_mc = _root.blocksAction('雨阳篷', this._x + 604, this._y + 188, 1, 15, false, -1);
temp_mc.enemy_type = 3;
temp_mc.in_air = true;
temp_mc.no_shine = true;
var enemy_mc3 = _root.enemysAction31('敌人_狙击手', this._x + 400, this._y + 50, 'crouch', 100);
enemy_mc3.in_air = true;
enemy_mc3.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc4 = _root.enemysAction30('敌人_黄包车强盗', this._x + 100, this._y + 360, 2, 100, 450);
var enemy_mc5 = _root.enemysAction30('敌人_黄包车强盗', this._x - 690, this._y + 360, 2, -100, 140);
_root.hold_camera([enemy_mc4, enemy_mc5], -2355);
enemy_mc4.dieEvents1 = function () {
_root.add_weapon(this);
};
enemy_mc5.dieEvents1 = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 6 {
if (_root.game_diff_level >= 1) {
(_root.add_creatures_10('NPC_情侣_男', this._x + 115, this._y + 307, -100)).scare = false;
(_root.add_creatures_10('NPC_情侣_女', this._x + 160, this._y + 307, 100)).scare = false;
_root.enemysAction22('第二关物件群', this._x + 135, this._y + 190, 20, 12);
_root.enemysAction22('第二关物件群', this._x + 140, this._y + 88, 30, 7);
var house_mc1 = _root.enemysAction22('第二关物件群', this._x + 300, this._y + 39, 30, 15);
var enemy_mc1 = _root.blocksAction('奖励_å°èŠ±ç›†1', house_mc1._x + 63, house_mc1._y + 141, 2, 2, false, 15);
enemy_mc1.in_air = true;
var enemy_mc2 = _root.blocksAction('奖励_å°èŠ±ç›†1', house_mc1._x + 137, house_mc1._y + 141, 2, 2, false, 15);
enemy_mc2.in_air = true;
house_mc1.dieEvents = function () {
enemy_mc1.to_die('blow', 15);
enemy_mc2.to_die('blow', 15);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 61, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 138, this._y + 140, 99, 0, 'stand', 100)).in_air = true;
_root.blocksAction('奖励_木箱å', this._x + 61, this._y + 140, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 138, this._y + 140, 1, 5, false, 30);
};
_root.enemysAction21('NPC_汽车2', this._x + 90, this._y + 360, 'stand', 100);
var temp_mc = _root.blocksAction('雨阳篷', this._x + 604, this._y + 188, 1, 15, false, -1);
temp_mc.enemy_type = 3;
temp_mc.in_air = true;
temp_mc.no_shine = true;
var enemy_mc3 = _root.enemysAction31('敌人_狙击手', this._x + 400, this._y + 50, 'crouch', 100);
enemy_mc3.in_air = true;
enemy_mc3.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc4 = _root.enemysAction30('敌人_黄包车强盗', this._x + 100, this._y + 360, 2, 100, 450);
var enemy_mc5 = _root.enemysAction30('敌人_黄包车强盗', this._x + 200, this._y + 360, 2, 100, 350);
var enemy_mc6 = _root.enemysAction30('敌人_黄包车强盗', this._x - 690, this._y + 360, 2, -100, 140);
_root.hold_camera([enemy_mc4, enemy_mc5, enemy_mc6], -2355);
enemy_mc4.dieEvents1 = function () {
_root.add_weapon(this);
};
enemy_mc5.dieEvents1 = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 7 {
if (_root.game_diff_level == 0) {
_root.enemysAction22('第二关物件群', this._x + 133, this._y + 310, 15, 8);
var enemy_mc1 = _root.enemysAction21('NPC_汽车1', this._x + 150, this._y + 360, 'come', 100);
var enemy_mc2 = _root.enemysAction21('NPC_汽车1', this._x + 300, this._y + 360, 'come', 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -2945);
}
}
frame 7 {
if (_root.game_diff_level >= 1) {
_root.enemysAction22('第二关物件群', this._x + 133, this._y + 310, 15, 8);
var enemy_mc1 = _root.enemysAction21('NPC_汽车1', this._x + 150, this._y + 360, 'come', 100);
var enemy_mc2 = _root.enemysAction21('NPC_汽车1', this._x + 300, this._y + 360, 'come', 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -2945);
}
}
frame 8 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction03('德军_装甲车2', this._x + 100, this._y + 360, 1, 1, 490, 1, 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 25, this._y + 360, 10, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 50, this._y + 360, 10, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 75, this._y + 360, 10, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 100, this._y + 360, 10, -1, 'stand', 100);
_root.hold_camera([enemy_mc1], -3535);
enemy_mc1.dieEvents2 = function () {
_root.add_weapon(this);
};
(_root.blocksAction('éšœç¢_沙袋', this._x + 300, this._y + 360, -1, 0, false, 0)).enemy_type = 3;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 360, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 322, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 322, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 322, 1, 5, false, 30);
_root.scene_end_arrow(this, 1, 410, 260);
}
}
frame 8 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction03('德军_装甲车2', this._x + 100, this._y + 360, 1, 1, 490, 1, 100);
var enemy_mc2 = _root.enemysAction03('德军_装甲车2', this._x - 690, this._y + 360, 1, 1, 100, 1, -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 25, this._y + 360, 10, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 50, this._y + 360, 10, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 75, this._y + 360, 10, -1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 100, this._y + 360, 10, -1, 'stand', 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -3535);
enemy_mc1.dieEvents2 = function () {
_root.add_weapon(this);
};
(_root.blocksAction('éšœç¢_沙袋', this._x + 300, this._y + 360, -1, 0, false, 0)).enemy_type = 3;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 360, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 322, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 322, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 322, 1, 5, false, 30);
_root.scene_end_arrow(this, 1, 410, 260);
}
}
frame 9 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
_root.add_frontpic('å‰æ™¯_军需门', this._x + 494, this._y);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 291, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 291, 1, 5, false, 30);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 420, this._y + 329, 99, 53, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 470, this._y + 329, 99, 54, 'stand', 100);
}
}
frame 9 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
_root.add_frontpic('å‰æ™¯_军需门', this._x + 494, this._y);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 291, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 291, 1, 5, false, 30);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 420, this._y + 329, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 470, this._y + 329, 99, 1, 'stand', 100);
}
}
frame 10 {
if (_root.game_diff_level == 0) {
_root.blocksAction('奖励_集装箱', this._x + 80, this._y + 328, 1, 15, false, 10);
var i = 0;
while (i <= 4) {
var j = 0;
while (j <= 1) {
_root.blocksAction('奖励_集装箱', this._x + 193 + 55 * i, this._y + 328 - j * 52, 1, 15, false, 10);
++j;
}
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 590, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 656, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 618, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 581, this._y + 291, 1, 5, false, 30);
var enemy_mc = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 656, this._y + 266, 99, 52, 'stand', -100);
enemy_mc.min_area_x = this._x + 490;
enemy_mc.max_area_x = this._x + 690;
}
}
frame 10 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('奖励_集装箱', this._x + 80, this._y + 328, 1, 15, false, 10);
var i = 0;
while (i <= 4) {
var j = 0;
while (j <= 1) {
_root.blocksAction('奖励_集装箱', this._x + 193 + 55 * i, this._y + 328 - j * 52, 1, 15, false, 10);
++j;
}
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 590, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 656, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 618, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 581, this._y + 291, 1, 5, false, 30);
var enemy_mc = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 656, this._y + 266, 99, 1, 'stand', -100);
enemy_mc.min_area_x = this._x + 490;
enemy_mc.max_area_x = this._x + 690;
}
}
frame 11 {
if (_root.game_diff_level == 0) {
var i = 0;
while (i <= 4) {
var j = 0;
while (j <= 2) {
_root.blocksAction('奖励_集装箱', this._x + 193 + 55 * i, this._y + 328 - j * 52, 1, 15, false, 10);
++j;
}
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 590, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 656, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 618, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 581, this._y + 291, 1, 5, false, 30);
var enemy_mc = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 618, this._y + 266, 99, 52, 'stand', -100);
enemy_mc.min_area_x = this._x + 490;
enemy_mc.max_area_x = this._x + 690;
}
}
frame 11 {
if (_root.game_diff_level >= 1) {
var i = 0;
while (i <= 4) {
var j = 0;
while (j <= 2) {
_root.blocksAction('奖励_集装箱', this._x + 193 + 55 * i, this._y + 328 - j * 52, 1, 15, false, 10);
++j;
}
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 590, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 656, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 618, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 581, this._y + 291, 1, 5, false, 30);
var enemy_mc = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 618, this._y + 266, 99, 1, 'stand', -100);
enemy_mc.min_area_x = this._x + 490;
enemy_mc.max_area_x = this._x + 690;
}
}
frame 12 {
if (_root.game_diff_level == 0) {
var i = 0;
while (i <= 3) {
var j = 0;
while (j <= 3) {
_root.blocksAction('奖励_集装箱', this._x + 193 + 55 * i, this._y + 328 - j * 52, 1, 15, false, 10);
++j;
}
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 590, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 656, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 618, this._y + 291, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 581, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 581, this._y + 266, 99, 52, 'stand', -100);
enemy_mc.min_area_x = this._x + 490;
enemy_mc.max_area_x = this._x + 690;
}
}
frame 12 {
if (_root.game_diff_level >= 1) {
var i = 0;
while (i <= 3) {
var j = 0;
while (j <= 3) {
_root.blocksAction('奖励_集装箱', this._x + 193 + 55 * i, this._y + 328 - j * 52, 1, 15, false, 10);
++j;
}
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 590, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 656, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 618, this._y + 291, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 581, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 581, this._y + 266, 99, 1, 'stand', -100);
enemy_mc.min_area_x = this._x + 490;
enemy_mc.max_area_x = this._x + 690;
}
}
frame 13 {
if (_root.game_diff_level == 0) {
var i = 0;
while (i <= 3) {
var j = 0;
while (j <= 4) {
_root.blocksAction('奖励_集装箱', this._x + 193 + 55 * i, this._y + 328 - j * 52, 1, 15, false, 10);
++j;
}
++i;
}
}
}
frame 13 {
if (_root.game_diff_level >= 1) {
var i = 0;
while (i <= 3) {
var j = 0;
while (j <= 4) {
_root.blocksAction('奖励_集装箱', this._x + 193 + 55 * i, this._y + 328 - j * 52, 1, 15, false, 10);
++j;
}
++i;
}
}
}
frame 14 {
if (_root.game_diff_level == 0) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 219, this._y + 68);
_root.scene_end_arrow(this, 1, 544, 120);
}
}
frame 14 {
if (_root.game_diff_level >= 1) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 219, this._y + 68);
_root.scene_end_arrow(this, 1, 544, 120);
}
}
frame 15 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
var temp_array = [];
temp_array[0] = [1, 1, 1, 1, 1];
temp_array[1] = [0, 1, 1, 1, 1];
temp_array[2] = [0, 0, 1, 1, 0];
var i = 0;
while (i <= 4) {
var j = 0;
while (j <= 2) {
if (temp_array[j][i] == 1) {
_root.blocksAction('奖励_油桶', this._x + 150 + 50 * i - (j % 2) * 15, this._y + 340 - j * 55, 2, 5, true, 10);
}
++j;
}
++i;
}
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 340, 99, 53, 'stand', -100)).min_area_x = 325;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 450, this._y + 340, 99, 54, 'stand', 100)).min_area_x = 325;
}
}
frame 15 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
var temp_array = [];
temp_array[0] = [1, 1, 1, 1, 1];
temp_array[1] = [0, 1, 1, 1, 1];
temp_array[2] = [0, 0, 1, 1, 0];
var i = 0;
while (i <= 4) {
var j = 0;
while (j <= 2) {
if (temp_array[j][i] == 1) {
_root.blocksAction('奖励_油桶', this._x + 150 + 50 * i - (j % 2) * 15, this._y + 340 - j * 55, 2, 5, true, 10);
}
++j;
}
++i;
}
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 340, 99, 1, 'stand', -100)).min_area_x = 325;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 450, this._y + 340, 99, 1, 'stand', 100)).min_area_x = 325;
}
}
frame 16 {
if (_root.game_diff_level == 0) {
var temp_array = [];
temp_array[0] = [1, 1, 1, 1, 1, 1, 1, 1, 1];
temp_array[1] = [0, 1, 1, 1, 1, 1, 1, 1, 0];
temp_array[2] = [0, 0, 1, 1, 1, 1, 1, 0, 0];
var i = 0;
while (i <= 8) {
var j = 0;
while (j <= 2) {
if (temp_array[j][i] == 1) {
_root.blocksAction('奖励_油桶', this._x + 100 + 50 * i - (j % 2) * 15, this._y + 340 - j * 55, 2, 5, true, 10);
}
++j;
}
++i;
}
}
}
frame 16 {
if (_root.game_diff_level >= 1) {
var temp_array = [];
temp_array[0] = [1, 1, 1, 1, 1, 1, 1, 1, 1];
temp_array[1] = [0, 1, 1, 1, 1, 1, 1, 1, 0];
temp_array[2] = [0, 0, 1, 1, 1, 1, 1, 0, 0];
var i = 0;
while (i <= 8) {
var j = 0;
while (j <= 2) {
if (temp_array[j][i] == 1) {
_root.blocksAction('奖励_油桶', this._x + 100 + 50 * i - (j % 2) * 15, this._y + 340 - j * 55, 2, 5, true, 10);
}
++j;
}
++i;
}
}
}
frame 17 {
if (_root.game_diff_level == 0) {
var waveA = function (check_dis) {
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 460, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 485, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v6 = _root.enemysAction14('敌人_汉奸', this._x + 510, this._y + 340 - 150 * random(2), -1, 'stand', -100);
var v7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 535, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 560, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
if (check_dis) {
_root.hold_camera([v4, v5, v6, v7, v3], 570);
v3.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v3.dieEvents2;
v6.dieEvents2 = v3.dieEvents2;
v5.dieEvents2 = v3.dieEvents2;
v4.dieEvents2 = v3.dieEvents2;
}
};
var waveB = function (check_dis) {
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 25, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 50, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v6 = _root.enemysAction14('敌人_汉奸', this._x + 1200 + 75, this._y + 340 - 150 * random(2), -1, 'stand', 100);
var v7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 100, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 125, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
if (check_dis) {
_root.hold_camera([v3, v4, v6, v7, v5], 570);
v5.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v5.dieEvents2;
v6.dieEvents2 = v5.dieEvents2;
v4.dieEvents2 = v5.dieEvents2;
v3.dieEvents2 = v5.dieEvents2;
}
};
wave_count = 0;
var waveC = function () {
++wave_count;
if (wave_count == 1) {
waveB(true);
} else {
if (wave_count == 2) {
waveA(true);
} else {
if (wave_count == 3) {
waveA(false);
waveB(true);
} else {
if (wave_count == 4) {
waveA(true);
waveB(false);
} else {
if (wave_count == 5) {
var v5 = [];
v5[0] = [1, 1, 1, 1, 1, 1, 1];
v5[1] = [0, 1, 1, 1, 1, 1, 0];
v5[2] = [0, 0, 1, 1, 1, 0, 0];
var v4 = 0;
while (v4 <= 6) {
var v3 = 0;
while (v3 <= 2) {
if (v5[v3][v4] == 1) {
_root.blocksAction('奖励_油桶', this._x + 250 + 50 * v4 - (v3 % 2) * 15, this._y + 340 - v3 * 55, 2, 5, true, 10);
}
++v3;
}
++v4;
}
}
}
}
}
}
};
waveA(true);
}
}
frame 17 {
if (_root.game_diff_level >= 1) {
var waveA = function (check_dis) {
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 460, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 485, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v6 = _root.enemysAction14('敌人_汉奸', this._x + 510, this._y + 340 - 150 * random(2), -1, 'stand', -100);
var v7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 535, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 560, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
if (check_dis) {
_root.hold_camera([v4, v5, v6, v7, v3], 570);
v3.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v3.dieEvents2;
v6.dieEvents2 = v3.dieEvents2;
v5.dieEvents2 = v3.dieEvents2;
v4.dieEvents2 = v3.dieEvents2;
}
};
var waveB = function (check_dis) {
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 25, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 50, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v6 = _root.enemysAction14('敌人_汉奸', this._x + 1200 + 75, this._y + 340 - 150 * random(2), -1, 'stand', 100);
var v7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 100, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 125, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
if (check_dis) {
_root.hold_camera([v3, v4, v6, v7, v5], 570);
v5.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v5.dieEvents2;
v6.dieEvents2 = v5.dieEvents2;
v4.dieEvents2 = v5.dieEvents2;
v3.dieEvents2 = v5.dieEvents2;
}
};
wave_count = 0;
var waveC = function () {
++wave_count;
if (wave_count == 1) {
waveB(true);
} else {
if (wave_count == 2) {
waveA(true);
} else {
if (wave_count == 3) {
waveA(false);
waveB(true);
} else {
if (wave_count == 4) {
waveA(true);
waveB(false);
} else {
if (wave_count == 5) {
var v5 = [];
v5[0] = [1, 1, 1, 1, 1, 1, 1];
v5[1] = [0, 1, 1, 1, 1, 1, 0];
v5[2] = [0, 0, 1, 1, 1, 0, 0];
var v4 = 0;
while (v4 <= 6) {
var v3 = 0;
while (v3 <= 2) {
if (v5[v3][v4] == 1) {
_root.blocksAction('奖励_油桶', this._x + 250 + 50 * v4 - (v3 % 2) * 15, this._y + 340 - v3 * 55, 2, 5, true, 10);
}
++v3;
}
++v4;
}
}
}
}
}
}
};
waveA(true);
}
}
frame 18 {
if (_root.game_diff_level == 0) {
(_root.blocksAction('奖励_油桶', this._x + 210, this._y + 340, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_油桶', this._x + 360, this._y + 340, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction25('敌人_油桶士兵', this._x + 260, this._y + 340, 100);
_root.enemysAction25('敌人_油桶士兵', this._x + 310, this._y + 340, 100);
}
}
frame 18 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('奖励_油桶', this._x + 210, this._y + 340, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_油桶', this._x + 360, this._y + 340, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction25('敌人_油桶士兵', this._x + 260, this._y + 340, 100);
_root.enemysAction25('敌人_油桶士兵', this._x + 310, this._y + 340, 100);
}
}
frame 19 {
if (_root.game_diff_level == 0) {
var waveA = function (check_dis) {
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 25, this._y + 340 - 150 * random(2), 99, -2, 'stand', 100);
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 50, this._y + 340 - 150 * random(2), 99, -2, 'stand', 100);
var v6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 510, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 535, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v3 = _root.enemysAction26('敌人_机枪兵', this._x + 560, this._y + 340, -1, -100);
if (check_dis) {
_root.hold_camera([v4, v5, v6, v7, v3], 1770);
v3.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v3.dieEvents2;
v6.dieEvents2 = v3.dieEvents2;
v5.dieEvents2 = v3.dieEvents2;
v4.dieEvents2 = v3.dieEvents2;
}
};
var waveB = function (check_dis) {
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 460, this._y + 340 - 150 * random(2), 99, -2, 'stand', -100);
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 485, this._y + 340 - 150 * random(2), 99, -2, 'stand', -100);
var v6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 75, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 100, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v5 = _root.enemysAction26('敌人_机枪兵', this._x + 1200 + 125, this._y + 340, -1, 100);
if (check_dis) {
_root.hold_camera([v3, v4, v6, v7, v5], 1770);
v5.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v5.dieEvents2;
v6.dieEvents2 = v5.dieEvents2;
v4.dieEvents2 = v5.dieEvents2;
v3.dieEvents2 = v5.dieEvents2;
}
};
wave_count = 0;
var waveC = function () {
++wave_count;
if (wave_count == 1) {
waveB(true);
} else {
if (wave_count == 2) {
waveA(true);
} else {
if (wave_count == 3) {
waveA(false);
waveB(true);
} else {
if (wave_count == 4) {
waveA(true);
waveB(false);
} else {
if (wave_count == 5) {
var v5 = [];
v5[0] = [1, 1, 1, 1, 1, 1, 1];
v5[1] = [0, 1, 1, 1, 1, 1, 0];
v5[2] = [0, 0, 1, 1, 1, 0, 0];
var v4 = 0;
while (v4 <= 6) {
var v3 = 0;
while (v3 <= 2) {
if (v5[v3][v4] == 1) {
_root.blocksAction('奖励_油桶', this._x + 250 + 50 * v4 - (v3 % 2) * 15, this._y + 340 - v3 * 55, 2, 5, true, 10);
}
++v3;
}
++v4;
}
}
}
}
}
}
};
waveA(true);
}
}
frame 19 {
if (_root.game_diff_level >= 1) {
var waveA = function (check_dis) {
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 25, this._y + 340 - 150 * random(2), 99, -2, 'stand', 100);
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 50, this._y + 340 - 150 * random(2), 99, -2, 'stand', 100);
var v6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 510, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 535, this._y + 340 - 150 * random(2), 99, -1, 'stand', -100);
var v3 = _root.enemysAction26('敌人_机枪兵', this._x + 560, this._y + 340, -1, -100);
if (check_dis) {
_root.hold_camera([v4, v5, v6, v7, v3], 1770);
v3.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v3.dieEvents2;
v6.dieEvents2 = v3.dieEvents2;
v5.dieEvents2 = v3.dieEvents2;
v4.dieEvents2 = v3.dieEvents2;
}
};
var waveB = function (check_dis) {
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 460, this._y + 340 - 150 * random(2), 99, -2, 'stand', -100);
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 485, this._y + 340 - 150 * random(2), 99, -2, 'stand', -100);
var v6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 75, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 1200 + 100, this._y + 340 - 150 * random(2), 99, -1, 'stand', 100);
var v5 = _root.enemysAction26('敌人_机枪兵', this._x + 1200 + 125, this._y + 340, -1, 100);
if (check_dis) {
_root.hold_camera([v3, v4, v6, v7, v5], 1770);
v5.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v5.dieEvents2;
v6.dieEvents2 = v5.dieEvents2;
v4.dieEvents2 = v5.dieEvents2;
v3.dieEvents2 = v5.dieEvents2;
}
};
wave_count = 0;
var waveC = function () {
++wave_count;
if (wave_count == 1) {
waveB(true);
} else {
if (wave_count == 2) {
waveA(true);
} else {
if (wave_count == 3) {
waveA(false);
waveB(true);
} else {
if (wave_count == 4) {
waveA(true);
waveB(false);
} else {
if (wave_count == 5) {
var v5 = [];
v5[0] = [1, 1, 1, 1, 1, 1, 1];
v5[1] = [0, 1, 1, 1, 1, 1, 0];
v5[2] = [0, 0, 1, 1, 1, 0, 0];
var v4 = 0;
while (v4 <= 6) {
var v3 = 0;
while (v3 <= 2) {
if (v5[v3][v4] == 1) {
_root.blocksAction('奖励_油桶', this._x + 250 + 50 * v4 - (v3 % 2) * 15, this._y + 340 - v3 * 55, 2, 5, true, 10);
}
++v3;
}
++v4;
}
}
}
}
}
}
};
waveA(true);
}
}
frame 20 {
if (_root.game_diff_level == 0) {
_root.scene_end_arrow(this, -1, 47, 120);
}
}
frame 20 {
if (_root.game_diff_level >= 1) {
_root.scene_end_arrow(this, -1, 47, 120);
}
}
frame 21 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
_root.enemysAction22('第二关物件群', this._x + 319, this._y + 305, 5, 6);
(_root.enemysAction22('第二关物件群', this._x + 570, this._y + 296, 10, 4)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction22('第二关物件群', this._x + 496, this._y + 308, 10, 5);
(_root.enemysAction22('第二关物件群', this._x + 390, this._y + 296, 10, 4)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction22('第二关物件群', this._x + 435, this._y + 312, 5, 6);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 270, this._y + 320, 99, 53, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 330, this._y + 320, 99, 52, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 370, this._y + 320, 99, 52, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 430, this._y + 320, 99, 52, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 470, this._y + 320, 99, 52, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 510, this._y + 320, 99, 54, 'stand', 100);
}
}
frame 21 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
_root.enemysAction22('第二关物件群', this._x + 319, this._y + 305, 5, 6);
(_root.enemysAction22('第二关物件群', this._x + 570, this._y + 296, 10, 4)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction22('第二关物件群', this._x + 496, this._y + 308, 10, 5);
(_root.enemysAction22('第二关物件群', this._x + 390, this._y + 296, 10, 4)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction22('第二关物件群', this._x + 435, this._y + 312, 5, 6);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 270, this._y + 320, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 330, this._y + 320, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 370, this._y + 320, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 430, this._y + 320, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 470, this._y + 320, 99, 1, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 510, this._y + 320, 99, 1, 'stand', 100);
}
}
frame 22 {
if (_root.game_diff_level == 0) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 113, this._y + 65);
(_root.enemysAction22('第二关物件群', this._x + 325, this._y + 320, 20, 1)).can_enemy_stand = true;
_root.enemysAction22('第二关物件群', this._x + 77, this._y + 309, 30, 10);
var enemy_mc1 = _root.enemysAction27('敌人_军曹', this._x + 450, this._y + 320, 0, 100);
_root.hold_camera([enemy_mc1], -570);
}
}
frame 22 {
if (_root.game_diff_level >= 1) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 113, this._y + 65);
(_root.enemysAction22('第二关物件群', this._x + 325, this._y + 320, 20, 1)).can_enemy_stand = true;
_root.enemysAction22('第二关物件群', this._x + 77, this._y + 309, 30, 10);
var enemy_mc1 = _root.enemysAction27('敌人_军曹', this._x + 450, this._y + 320, 0, 100);
_root.hold_camera([enemy_mc1], -570);
}
}
frame 23 {
if (_root.game_diff_level == 0) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 113, this._y + 65);
_root.enemysAction22('第二关物件群', this._x + 248, this._y + 305, 10, 3);
(_root.enemysAction22('第二关物件群', this._x + 352, this._y + 303, 5, 6)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction22('第二关物件群', this._x + 404, this._y + 306, 5, 6);
(_root.enemysAction22('第二关物件群', this._x + 510, this._y + 303, 10, 3)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction22('第二关物件群', this._x + 77, this._y + 309, 30, 10);
}
}
frame 23 {
if (_root.game_diff_level >= 1) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 113, this._y + 65);
_root.enemysAction22('第二关物件群', this._x + 248, this._y + 305, 10, 3);
(_root.enemysAction22('第二关物件群', this._x + 352, this._y + 303, 5, 6)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction22('第二关物件群', this._x + 404, this._y + 306, 5, 6);
(_root.enemysAction22('第二关物件群', this._x + 510, this._y + 303, 10, 3)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction22('第二关物件群', this._x + 77, this._y + 309, 30, 10);
}
}
frame 24 {
if (_root.game_diff_level == 0) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 113, this._y + 65);
_root.enemysAction22('第二关物件群', this._x + 319, this._y + 305, 5, 6);
_root.enemysAction22('第二关物件群', this._x + 390, this._y + 296, 10, 4);
_root.enemysAction22('第二关物件群', this._x + 435, this._y + 312, 5, 6);
(_root.enemysAction22('第二关物件群', this._x + 496, this._y + 308, 10, 5)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction22('第二关物件群', this._x + 570, this._y + 296, 10, 4);
_root.enemysAction22('第二关物件群', this._x + 77, this._y + 309, 30, 10);
}
}
frame 24 {
if (_root.game_diff_level >= 1) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 113, this._y + 65);
_root.enemysAction22('第二关物件群', this._x + 319, this._y + 305, 5, 6);
_root.enemysAction22('第二关物件群', this._x + 390, this._y + 296, 10, 4);
_root.enemysAction22('第二关物件群', this._x + 435, this._y + 312, 5, 6);
(_root.enemysAction22('第二关物件群', this._x + 496, this._y + 308, 10, 5)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction22('第二关物件群', this._x + 570, this._y + 296, 10, 4);
_root.enemysAction22('第二关物件群', this._x + 77, this._y + 309, 30, 10);
var enemy_mc1 = _root.enemysAction27('敌人_军曹', this._x + 450, this._y + 320, 0, 100);
_root.hold_camera([enemy_mc1], -1750);
}
}
frame 25 {
if (_root.game_diff_level == 0) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 113, this._y + 65);
_root.enemysAction22('第二关物件群', this._x + 355, this._y + 303, 10, 2);
_root.enemysAction22('第二关物件群', this._x + 490, this._y + 305, 10, 2);
_root.enemysAction22('第二关物件群', this._x + 77, this._y + 309, 30, 10);
}
}
frame 25 {
if (_root.game_diff_level >= 1) {
_root.add_frontpic('å‰æ™¯_墙å£', this._x + 113, this._y + 65);
_root.enemysAction22('第二关物件群', this._x + 355, this._y + 303, 10, 2);
_root.enemysAction22('第二关物件群', this._x + 490, this._y + 305, 10, 2);
_root.enemysAction22('第二关物件群', this._x + 77, this._y + 309, 30, 10);
}
}
frame 26 {
if (_root.game_diff_level == 0) {
(_root.enemysAction22('第二关物件群', this._x + 36, this._y + 303, 10, 2)).can_enemy_stand = true;
var enemy_mc1 = _root.enemysAction27('敌人_军曹', this._x + 30, this._y + 320, 0, 100);
var enemy_mc2 = _root.enemysAction27('敌人_军曹', this._x + 50, this._y + 200, 0, 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -2570);
enemy_mc1.dieEvents1 = function () {
_root.add_weapon(this);
};
enemy_mc2.dieEvents1 = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.scene_end_arrow(this, 2, 530, 270);
}
}
frame 26 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction22('第二关物件群', this._x + 36, this._y + 303, 10, 2)).can_enemy_stand = true;
var enemy_mc1 = _root.enemysAction27('敌人_军曹', this._x + 30, this._y + 320, 0, 100);
var enemy_mc2 = _root.enemysAction27('敌人_军曹', this._x + 50, this._y + 200, 0, 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -2570);
enemy_mc1.dieEvents1 = function () {
_root.add_weapon(this);
};
enemy_mc2.dieEvents1 = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.scene_end_arrow(this, 2, 530, 270);
}
}
frame 27 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
_root.player_min_x = 30;
var enemy_mc = _root.enemysAction22('第二关物件群', this._x + 523, this._y + 340, 25, 11);
enemy_mc.no_bonus = true;
enemy_mc.dieEvents = function () {
var v2 = _root.add_stage_arrow(2);
v2._x = 530;
v2._y = 270;
};
var temp_array = [];
temp_array[0] = [1, 1];
temp_array[1] = [1, 1];
temp_array[2] = [0, 1];
var i = 0;
while (i <= 1) {
var j = 0;
while (j <= 2) {
if (temp_array[j][i] == 1) {
_root.blocksAction('奖励_集装箱', this._x + 420 + 55 * i, this._y + 335 - j * 52, 1, 15, false, 10);
}
++j;
}
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 335, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 297, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 297, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 297, 1, 5, false, 30);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 335, 99, 52, 'stand', -100)).max_area_x = 380;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 335, 99, 52, 'stand', 100)).max_area_x = 380;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 340, this._y + 335, 99, 53, 'stand', 100)).max_area_x = 380;
}
}
frame 27 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
_root.player_min_x = 30;
var enemy_mc = _root.enemysAction22('第二关物件群', this._x + 523, this._y + 340, 25, 11);
enemy_mc.no_bonus = true;
enemy_mc.dieEvents = function () {
var v2 = _root.add_stage_arrow(2);
v2._x = 530;
v2._y = 270;
};
var temp_array = [];
temp_array[0] = [1, 1];
temp_array[1] = [1, 1];
temp_array[2] = [0, 1];
var i = 0;
while (i <= 1) {
var j = 0;
while (j <= 2) {
if (temp_array[j][i] == 1) {
_root.blocksAction('奖励_集装箱', this._x + 420 + 55 * i, this._y + 335 - j * 52, 1, 15, false, 10);
}
++j;
}
++i;
}
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 335, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 297, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 297, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 297, 1, 5, false, 30);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 335, 99, 1, 'stand', -100)).max_area_x = 380;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 335, 99, 1, 'stand', 100)).max_area_x = 380;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 340, this._y + 335, 99, 1, 'stand', 100)).max_area_x = 380;
}
}
frame 31 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_3', true);
_root.enemysAction28('巨大岩石', 'rock1', this._x + 282, this._y + 326, 15, 0, true);
}
}
frame 31 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_3', true);
_root.enemysAction28('巨大岩石', 'rock1', this._x + 130, this._y + 295, 15, 0, true);
}
}
frame 34 {
if (_root.game_diff_level == 0) {
var rock_mc = _root.enemysAction28('巨大岩石', 'rock1', this._x + 105, this._y + 327, 99999, 0, false);
rock_mc.min_area_x = this._x + 70;
rock_mc.max_area_x = this._x + 340;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 420, this._y + 303, 99, 52, 'stand', -100);
enemy_mc1.min_area_x = this._x + 400;
enemy_mc1.max_area_x = this._x + 580;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 460, this._y + 303, 99, 52, 'stand', 100);
enemy_mc2.min_area_x = this._x + 420;
enemy_mc2.max_area_x = this._x + 600;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 520, this._y + 303, 99, 51, 'stand', 100);
enemy_mc3.min_area_x = this._x + 440;
enemy_mc3.max_area_x = this._x + 620;
(_root.blocksAction('奖励_木箱å', this._x + 570, this._y + 303, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 34 {
if (_root.game_diff_level >= 1) {
var rock_mc = _root.enemysAction28('巨大岩石', 'rock1', this._x + 105, this._y + 327, 99999, 0, false);
rock_mc.min_area_x = this._x + 70;
rock_mc.max_area_x = this._x + 340;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 420, this._y + 303, 99, 1, 'stand', -100);
enemy_mc1.min_area_x = this._x + 400;
enemy_mc1.max_area_x = this._x + 580;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 460, this._y + 303, 99, 1, 'stand', 100);
enemy_mc2.min_area_x = this._x + 420;
enemy_mc2.max_area_x = this._x + 600;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 520, this._y + 303, 99, 1, 'stand', 100);
enemy_mc3.min_area_x = this._x + 440;
enemy_mc3.max_area_x = this._x + 620;
(_root.blocksAction('奖励_木箱å', this._x + 570, this._y + 303, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 35 {
if (_root.game_diff_level == 0) {
_root.blocksAction('陷阱盖å', this._x + 95, this._y + 368, 1, 5, false, 5);
_root.blocksAction('陷阱盖å', this._x + 295, this._y + 368, 1, 5, false, 5);
_root.blocksAction('陷阱盖å', this._x + 495, this._y + 368, 1, 5, false, 5);
}
}
frame 35 {
if (_root.game_diff_level >= 1) {
_root.blocksAction('陷阱盖å', this._x + 95, this._y + 368, 1, 5, false, 5);
_root.blocksAction('陷阱盖å', this._x + 295, this._y + 368, 1, 5, false, 5);
_root.blocksAction('陷阱盖å', this._x + 495, this._y + 368, 1, 5, false, 5);
}
}
frame 36 {
if (_root.game_diff_level == 0) {
var waveA = function () {
var v4 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 50, this._y + 90);
var v5 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 200, this._y + 120);
var v6 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 350, this._y + 90);
var v7 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 500, this._y + 120);
var v3 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 650, this._y + 90);
_root.hold_camera([v4, v5, v6, v7, v3], -2355);
v3.dieEvents2 = function () {
waveB();
};
v7.dieEvents2 = v3.dieEvents2;
v6.dieEvents2 = v3.dieEvents2;
v5.dieEvents2 = v3.dieEvents2;
v4.dieEvents2 = v3.dieEvents2;
};
var waveB = function () {
var v3 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 640, this._y + 90);
var v4 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 790, this._y + 120);
var v6 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 940, this._y + 150);
var v7 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 1090, this._y + 180);
var v5 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 1240, this._y + 210);
_root.hold_camera([v3, v4, v6, v7, v5], -2355);
v5.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v5.dieEvents2;
v6.dieEvents2 = v5.dieEvents2;
v4.dieEvents2 = v5.dieEvents2;
v3.dieEvents2 = v5.dieEvents2;
};
var waveC = function () {
var v6 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 50, this._y + 90);
var v5 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 200, this._y + 120);
var v4 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 350, this._y + 150);
var v3 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 500, this._y + 180);
var v10 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 640, this._y + 70);
var v9 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 790, this._y + 100);
var v8 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 940, this._y + 130);
var v7 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 1090, this._y + 160);
_root.hold_camera([v6, v5, v4, v3, v10, v9, v8, v7], -2355);
};
waveA();
var enemy_19 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 350, this._y + 305, false);
enemy_19.body.stop();
enemy_19.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var rock_mc = _root.enemysAction28('巨大岩石', 'rock2', this._x + 380, this._y + 267, 99999, 0, true);
rock_mc.max_area_x = this._x + 650;
}
}
frame 36 {
if (_root.game_diff_level >= 1) {
var waveA = function () {
var v4 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 50, this._y + 90);
var v5 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 200, this._y + 120);
var v6 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 350, this._y + 90);
var v7 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 500, this._y + 120);
var v3 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 650, this._y + 90);
_root.hold_camera([v4, v5, v6, v7, v3], -2355);
v3.dieEvents2 = function () {
waveB();
};
v7.dieEvents2 = v3.dieEvents2;
v6.dieEvents2 = v3.dieEvents2;
v5.dieEvents2 = v3.dieEvents2;
v4.dieEvents2 = v3.dieEvents2;
};
var waveB = function () {
var v3 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 640, this._y + 90);
var v4 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 790, this._y + 120);
var v6 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 940, this._y + 150);
var v7 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 1090, this._y + 180);
var v5 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 1240, this._y + 210);
_root.hold_camera([v3, v4, v6, v7, v5], -2355);
v5.dieEvents2 = function () {
waveC();
};
v7.dieEvents2 = v5.dieEvents2;
v6.dieEvents2 = v5.dieEvents2;
v4.dieEvents2 = v5.dieEvents2;
v3.dieEvents2 = v5.dieEvents2;
};
var waveC = function () {
var v6 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 50, this._y + 90);
var v5 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 200, this._y + 120);
var v4 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 350, this._y + 150);
var v3 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x + 500, this._y + 180);
var v10 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 640, this._y + 70);
var v9 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 790, this._y + 100);
var v8 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 940, this._y + 130);
var v7 = _root.enemysAction11('德军_飞船_å°ç‚®', this._x - 1090, this._y + 160);
_root.hold_camera([v6, v5, v4, v3, v10, v9, v8, v7], -2355);
};
waveA();
var enemy_19 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 350, this._y + 305, false);
enemy_19.body.stop();
enemy_19.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var rock_mc = _root.enemysAction28('巨大岩石', 'rock2', this._x + 380, this._y + 267, 99999, 0, true);
rock_mc.max_area_x = this._x + 650;
}
}
frame 37 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 140, 99, 1, 'crouch', 100);
enemy_mc1.min_area_x = this._x + 120;
enemy_mc1.max_area_x = this._x + 560;
enemy_mc1.cant_change_states = true;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 360, this._y + 140, 99, 1, 'crouch', 100);
enemy_mc2.min_area_x = this._x + 120;
enemy_mc2.max_area_x = this._x + 560;
enemy_mc2.cant_change_states = true;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 480, this._y + 140, 99, 1, 'grovel', 100);
enemy_mc3.min_area_x = this._x + 120;
enemy_mc3.max_area_x = this._x + 560;
enemy_mc3.cant_change_states = true;
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 180, this._y + 303, 99, 1, 'crouch', 100);
enemy_mc4.min_area_x = this._x + 120;
enemy_mc4.max_area_x = this._x + 560;
enemy_mc4.cant_change_states = true;
var enemy_mc5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 303, 99, 1, 'grovel', 100);
enemy_mc5.min_area_x = this._x + 120;
enemy_mc5.max_area_x = this._x + 560;
enemy_mc5.cant_change_states = true;
var enemy_mc6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 303, 99, 1, 'crouch', 100);
enemy_mc6.min_area_x = this._x + 120;
enemy_mc6.max_area_x = this._x + 560;
enemy_mc6.cant_change_states = true;
var enemy_mc7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 500, this._y + 303, 99, 1, 'grovel', 100);
enemy_mc7.min_area_x = this._x + 120;
enemy_mc7.max_area_x = this._x + 560;
enemy_mc7.cant_change_states = true;
}
}
frame 37 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 140, 99, 1, 'crouch', 100);
enemy_mc1.min_area_x = this._x + 120;
enemy_mc1.max_area_x = this._x + 560;
enemy_mc1.cant_change_states = true;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 360, this._y + 140, 99, 1, 'crouch', 100);
enemy_mc2.min_area_x = this._x + 120;
enemy_mc2.max_area_x = this._x + 560;
enemy_mc2.cant_change_states = true;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 480, this._y + 140, 99, 1, 'grovel', 100);
enemy_mc3.min_area_x = this._x + 120;
enemy_mc3.max_area_x = this._x + 560;
enemy_mc3.cant_change_states = true;
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 180, this._y + 303, 99, 1, 'crouch', 100);
enemy_mc4.min_area_x = this._x + 120;
enemy_mc4.max_area_x = this._x + 560;
enemy_mc4.cant_change_states = true;
var enemy_mc5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 303, 99, 1, 'grovel', 100);
enemy_mc5.min_area_x = this._x + 120;
enemy_mc5.max_area_x = this._x + 560;
enemy_mc5.cant_change_states = true;
var enemy_mc6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 303, 99, 1, 'crouch', 100);
enemy_mc6.min_area_x = this._x + 120;
enemy_mc6.max_area_x = this._x + 560;
enemy_mc6.cant_change_states = true;
var enemy_mc7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 500, this._y + 303, 99, 1, 'grovel', 100);
enemy_mc7.min_area_x = this._x + 120;
enemy_mc7.max_area_x = this._x + 560;
enemy_mc7.cant_change_states = true;
}
}
frame 38 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction14('敌人_汉奸', this._x + 300, this._y + 140, 1, 'grovel', 100);
enemy_mc1.min_area_x = this._x + 100;
enemy_mc1.max_area_x = this._x + 480;
enemy_mc1.cant_change_states = true;
var enemy_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 430, this._y + 140, 1, 'grovel', 100);
enemy_mc2.min_area_x = this._x + 100;
enemy_mc2.max_area_x = this._x + 480;
enemy_mc2.cant_change_states = true;
var enemy_mc3 = _root.enemysAction14('敌人_汉奸', this._x + 200, this._y + 303, 1, 'grovel', 100);
enemy_mc3.min_area_x = this._x + 255;
enemy_mc3.max_area_x = this._x + 490;
enemy_mc3.cant_change_states = true;
var enemy_mc4 = _root.enemysAction14('敌人_汉奸', this._x + 350, this._y + 303, 1, 'grovel', 100);
enemy_mc4.min_area_x = this._x + 255;
enemy_mc4.max_area_x = this._x + 490;
enemy_mc4.cant_change_states = true;
var enemy_mc5 = _root.enemysAction14('敌人_汉奸', this._x + 500, this._y + 303, 1, 'grovel', 100);
enemy_mc5.min_area_x = this._x + 255;
enemy_mc5.max_area_x = this._x + 490;
enemy_mc5.cant_change_states = true;
}
}
frame 38 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction14('敌人_汉奸', this._x + 300, this._y + 140, 1, 'grovel', 100);
enemy_mc1.min_area_x = this._x + 100;
enemy_mc1.max_area_x = this._x + 480;
enemy_mc1.cant_change_states = true;
var enemy_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 430, this._y + 140, 1, 'grovel', 100);
enemy_mc2.min_area_x = this._x + 100;
enemy_mc2.max_area_x = this._x + 480;
enemy_mc2.cant_change_states = true;
var enemy_mc3 = _root.enemysAction14('敌人_汉奸', this._x + 200, this._y + 303, 1, 'grovel', 100);
enemy_mc3.min_area_x = this._x + 255;
enemy_mc3.max_area_x = this._x + 490;
enemy_mc3.cant_change_states = true;
var enemy_mc4 = _root.enemysAction14('敌人_汉奸', this._x + 350, this._y + 303, 1, 'grovel', 100);
enemy_mc4.min_area_x = this._x + 255;
enemy_mc4.max_area_x = this._x + 490;
enemy_mc4.cant_change_states = true;
var enemy_mc5 = _root.enemysAction14('敌人_汉奸', this._x + 500, this._y + 303, 1, 'grovel', 100);
enemy_mc5.min_area_x = this._x + 255;
enemy_mc5.max_area_x = this._x + 490;
enemy_mc5.cant_change_states = true;
}
}
frame 39 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 304, false);
enemy_mc1.body.stop();
enemy_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc2 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 304, false);
enemy_mc2.body.stop();
enemy_mc2.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction02('敌人_è¿è¾“机', this._x + 295, this._y - 100, 20);
}
}
frame 39 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 304, false);
enemy_mc1.body.stop();
enemy_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc2 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 304, false);
enemy_mc2.body.stop();
enemy_mc2.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction02('敌人_è¿è¾“机', this._x + 295, this._y - 100, 20);
}
}
frame 40 {
if (_root.game_diff_level == 0) {
var waveA = function () {
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 370, this._y - 25, 99, -2, 'stand', 100);
v3.min_area_x = this._x - 590;
v3.max_area_x = this._x + 100;
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 330, this._y - 50, 99, -2, 'stand', 100);
v4.min_area_x = this._x - 590;
v4.max_area_x = this._x + 100;
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 290, this._y - 75, 99, -1, 'stand', 100);
v5.min_area_x = this._x - 590;
v5.max_area_x = this._x + 100;
var v6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 250, this._y - 100, 99, -1, 'stand', 100);
v6.min_area_x = this._x - 590;
v6.max_area_x = this._x + 100;
_root.hold_camera([v3, v4, v5, v6], -4715);
v6.dieEvents2 = function () {
waveB();
};
v5.dieEvents2 = v6.dieEvents2;
v4.dieEvents2 = v6.dieEvents2;
v3.dieEvents2 = v6.dieEvents2;
};
var waveB = function () {
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 330, this._y - 25, 99, -1, 'stand', 100);
v3.min_area_x = this._x - 590;
v3.max_area_x = this._x + 100;
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 370, this._y - 50, 99, -1, 'stand', 100);
v4.min_area_x = this._x - 590;
v4.max_area_x = this._x + 100;
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 250, this._y - 75, 99, -2, 'stand', 100);
v5.min_area_x = this._x - 590;
v5.max_area_x = this._x + 100;
var v6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 290, this._y - 100, 99, -2, 'stand', 100);
v6.min_area_x = this._x - 590;
v6.max_area_x = this._x + 100;
_root.hold_camera([v3, v4, v5, v6], -4715);
v6.dieEvents2 = function () {
waveC();
};
v5.dieEvents2 = v6.dieEvents2;
v4.dieEvents2 = v6.dieEvents2;
v3.dieEvents2 = v6.dieEvents2;
};
var waveC = function () {
var v6 = _root.enemysAction27('敌人_军曹', this._x - 370, this._y - 25, -1, -100);
v6.min_area_x = this._x - 590;
v6.max_area_x = this._x + 100;
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 330, this._y - 50, 99, -2, 'stand', 100);
v5.min_area_x = this._x - 590;
v5.max_area_x = this._x + 100;
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 290, this._y - 75, 99, -1, 'stand', 100);
v4.min_area_x = this._x - 590;
v4.max_area_x = this._x + 100;
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 250, this._y - 100, 99, -1, 'stand', 100);
v3.min_area_x = this._x - 590;
v3.max_area_x = this._x + 100;
_root.hold_camera([v6, v5, v4, v3], -4715);
};
waveA();
barrel.onEnterFrame = function () {
if ((_root.get_map_point(this))[0] < 660) {
this.play();
if (this._currentframe == this._totalframes) {
var v3 = _root.enemysAction31('敌人_狙击手', this._parent._x + this._x, this._parent._y + this._y - 38, 'crouch', 100);
v3.in_air = true;
v3.dieEvents = function () {
barrelAction();
};
delete this.onEnterFrame;
}
}
};
var barrelAction = function () {
barrel.swapDepths(this.getNextHighestDepth());
barrel.removeMovieClip();
var v3 = _root.blocksAction('漂浮_油桶', this._x + 350, this._y + 350, -1, 0, false, 0);
v3.always_on = true;
v3.enemy_type = 3;
v3.in_air = true;
v3.no_absorb = true;
v3.can_enemy_stand = false;
v3.can_move_targeter = 1;
v3.min_area_x = this._x + 190;
v3.max_area_x = this._x + 990;
v3.startAction = function (who) {
this.my_arrow.gotoAndStop('empty');
_root.active_map_drawer = this;
};
v3.enemy_limited_area_Action = function () {
if (this._x > (this.min_area_x + this.max_area_x) / 2) {
_root.active_map_drawer = 'main.player';
}
};
};
}
}
frame 40 {
if (_root.game_diff_level >= 1) {
var waveA = function () {
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 370, this._y - 25, 99, -2, 'stand', 100);
v3.min_area_x = this._x - 590;
v3.max_area_x = this._x + 100;
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 330, this._y - 50, 99, -2, 'stand', 100);
v4.min_area_x = this._x - 590;
v4.max_area_x = this._x + 100;
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 290, this._y - 75, 99, -1, 'stand', 100);
v5.min_area_x = this._x - 590;
v5.max_area_x = this._x + 100;
var v6 = _root.enemysAction26('敌人_机枪兵', this._x - 250, this._y - 100, -1, 100);
v6.min_area_x = this._x - 590;
v6.max_area_x = this._x + 100;
_root.hold_camera([v3, v4, v5, v6], -4715);
v6.dieEvents2 = function () {
waveB();
};
v5.dieEvents2 = v6.dieEvents2;
v4.dieEvents2 = v6.dieEvents2;
v3.dieEvents2 = v6.dieEvents2;
};
var waveB = function () {
var v3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 330, this._y - 25, 99, -1, 'stand', 100);
v3.min_area_x = this._x - 590;
v3.max_area_x = this._x + 100;
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 370, this._y - 50, 99, -1, 'stand', 100);
v4.min_area_x = this._x - 590;
v4.max_area_x = this._x + 100;
var v5 = _root.enemysAction26('敌人_机枪兵', this._x - 250, this._y - 75, -1, 100);
v5.min_area_x = this._x - 590;
v5.max_area_x = this._x + 100;
var v6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 290, this._y - 100, 99, -2, 'stand', 100);
v6.min_area_x = this._x - 590;
v6.max_area_x = this._x + 100;
_root.hold_camera([v3, v4, v5, v6], -4715);
v6.dieEvents2 = function () {
waveC();
};
v5.dieEvents2 = v6.dieEvents2;
v4.dieEvents2 = v6.dieEvents2;
v3.dieEvents2 = v6.dieEvents2;
};
var waveC = function () {
var v6 = _root.enemysAction27('敌人_军曹', this._x - 370, this._y - 25, -1, -100);
v6.min_area_x = this._x - 590;
v6.max_area_x = this._x + 100;
var v5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 330, this._y - 50, 99, -2, 'stand', 100);
v5.min_area_x = this._x - 590;
v5.max_area_x = this._x + 100;
var v4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x - 290, this._y - 75, 99, -1, 'stand', 100);
v4.min_area_x = this._x - 590;
v4.max_area_x = this._x + 100;
var v3 = _root.enemysAction26('敌人_机枪兵', this._x - 250, this._y - 100, -1, 100);
v3.min_area_x = this._x - 590;
v3.max_area_x = this._x + 100;
_root.hold_camera([v6, v5, v4, v3], -4715);
};
waveA();
barrel.onEnterFrame = function () {
if ((_root.get_map_point(this))[0] < 660) {
this.play();
if (this._currentframe == this._totalframes) {
var v3 = _root.enemysAction31('敌人_狙击手', this._parent._x + this._x, this._parent._y + this._y - 38, 'crouch', 100);
v3.in_air = true;
v3.dieEvents = function () {
barrelAction();
};
delete this.onEnterFrame;
}
}
};
var barrelAction = function () {
barrel.swapDepths(this.getNextHighestDepth());
barrel.removeMovieClip();
var v3 = _root.blocksAction('漂浮_油桶', this._x + 350, this._y + 350, -1, 0, false, 0);
v3.always_on = true;
v3.enemy_type = 3;
v3.in_air = true;
v3.no_absorb = true;
v3.can_enemy_stand = false;
v3.can_move_targeter = 1;
v3.min_area_x = this._x + 190;
v3.max_area_x = this._x + 990;
v3.startAction = function (who) {
this.my_arrow.gotoAndStop('empty');
_root.active_map_drawer = this;
};
v3.enemy_limited_area_Action = function () {
if (this._x > (this.min_area_x + this.max_area_x) / 2) {
_root.active_map_drawer = 'main.player';
}
};
};
}
}
frame 41 {
if (_root.game_diff_level >= 1) {
_root.enemysAction31('敌人_狙击手', this._x + 535, this._y + 303, 'crouch', 100);
}
}
frame 42 {
if (_root.game_diff_level == 0) {
_root.enemysAction06('德军_地雷', this._x + 67, this._y + 306);
_root.enemysAction06('德军_地雷', this._x + 164, this._y + 308);
_root.enemysAction06('德军_地雷', this._x + 280, this._y + 307);
_root.enemysAction06('德军_地雷', this._x + 330, this._y + 307);
_root.enemysAction06('德军_地雷', this._x + 495, this._y + 287);
_root.enemysAction06('德军_地雷', this._x + 547, this._y + 276);
}
}
frame 42 {
if (_root.game_diff_level >= 1) {
_root.enemysAction06('德军_地雷', this._x + 67, this._y + 306);
_root.enemysAction06('德军_地雷', this._x + 164, this._y + 308);
_root.enemysAction06('德军_地雷', this._x + 280, this._y + 307);
_root.enemysAction06('德军_地雷', this._x + 330, this._y + 307);
_root.enemysAction06('德军_地雷', this._x + 495, this._y + 287);
_root.enemysAction06('德军_地雷', this._x + 547, this._y + 276);
}
}
frame 43 {
if (_root.game_diff_level == 0) {
_root.enemysAction06('德军_地雷', this._x + 170, this._y + 602);
_root.enemysAction06('德军_地雷', this._x + 369, this._y + 510);
_root.enemysAction06('德军_地雷', this._x + 466, this._y + 485);
_root.enemysAction06('德军_地雷', this._x + 550, this._y + 462);
}
}
frame 43 {
if (_root.game_diff_level >= 1) {
_root.enemysAction06('德军_地雷', this._x + 170, this._y + 602);
_root.enemysAction06('德军_地雷', this._x + 369, this._y + 510);
_root.enemysAction06('德军_地雷', this._x + 466, this._y + 485);
_root.enemysAction06('德军_地雷', this._x + 550, this._y + 462);
}
}
frame 44 {
if (_root.game_diff_level == 0) {
_root.enemysAction06('德军_地雷', this._x + 118, this._y + 399);
_root.enemysAction06('德军_地雷', this._x + 255, this._y + 343);
_root.enemysAction06('德军_地雷', this._x + 462, this._y + 295);
_root.scene_end_arrow(this, -2, 495, 140);
}
}
frame 44 {
if (_root.game_diff_level >= 1) {
_root.enemysAction06('德军_地雷', this._x + 118, this._y + 399);
_root.enemysAction06('德军_地雷', this._x + 255, this._y + 343);
_root.enemysAction06('德军_地雷', this._x + 462, this._y + 295);
_root.enemysAction31('敌人_狙击手', this._x + 507, this._y + 193, 'grovel', 100);
_root.scene_end_arrow(this, -2, 495, 140);
}
}
frame 45 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_4', true);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 330, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 166, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 128, this._y + 292, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 91, this._y + 292, 1, 5, false, 30);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 330, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 292, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 292, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 240, this._y + 330, 99, 53, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 325, this._y + 330, 99, 54, 'stand', 100);
}
}
frame 45 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_4', true);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 330, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 166, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 128, this._y + 292, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 91, this._y + 292, 1, 5, false, 30);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 330, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 292, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 292, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 240, this._y + 330, 99, 53, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 325, this._y + 330, 99, 54, 'stand', 100);
}
}
frame 47 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction23('敌人_骑兵', this._x + 50, this._y + 330, 100);
var enemy_mc2 = _root.enemysAction23('敌人_骑兵', this._x + 100, this._y + 330, 100);
var enemy_mc3 = _root.enemysAction23('敌人_骑兵', this._x - 680, this._y + 330, -100);
var enemy_mc4 = _root.enemysAction23('敌人_骑兵', this._x - 780, this._y + 330, -100);
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4], -570);
enemy_mc1.dieEvents1 = function () {
_root.add_weapon(this);
};
enemy_mc3.dieEvents1 = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.player_max_x = this._x + 390;
(_root.blocksAction('奖励_油桶', this._x + 100, this._y + 330, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.blocksAction('奖励_油桶', this._x + 150, this._y + 330, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.blocksAction('奖励_油桶', this._x + 250, this._y + 330, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_油桶', this._x + 300, this._y + 330, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc = _root.blocksAction('NPC_马', this._x + 390, this._y + 330, -1, 0, false, 0);
enemy_mc.always_on = true;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_enemy_stand = false;
enemy_mc.can_move_targeter = 1;
enemy_mc.just_move_targeter = true;
enemy_mc.area_strict = 15;
enemy_mc.min_area_x = enemy_mc._x;
enemy_mc.max_area_x = this._x + 4015;
enemy_mc.temp_max_area_x = this._x + 4015;
enemy_mc.startAction = function () {
_root.play_soundAction('马声音2', false);
this.my_arrow.gotoAndStop('empty');
delete _root.player_max_x;
_root.active_map_drawer = this;
this.gotoAndStop('run');
this.move_speed = 0;
this.onEnterFrame = function () {
if (this.move_speed < 18) {
this.move_speed += 1;
} else {
this.move_speed = 18;
}
this.max_area_x = this.temp_max_area_x + _root.map_repeated_x * 590;
_root.enemy_move(this, this.move_speed, 0);
};
};
enemy_mc.enemy_limited_area_Action = function () {
if (this._x > (this.min_area_x + this.max_area_x) / 2) {
_root.play_soundAction('å¡è½¦åˆ¹è½¦', false);
delete this.max_area_x;
delete this.just_move_targeter;
delete _root.player_min_x;
delete _root.player_max_x;
_root.active_map_drawer = 'main.player';
this.gotoAndStop('stop');
this.onEnterFrame = function () {
this.move_speed -= 0.5;
_root.enemy_move(this, this.move_speed, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('stand');
delete this.onEnterFrame;
}
};
}
};
}
}
frame 47 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction23('敌人_骑兵', this._x + 50, this._y + 330, 100);
var enemy_mc2 = _root.enemysAction23('敌人_骑兵', this._x + 100, this._y + 330, 100);
var enemy_mc3 = _root.enemysAction23('敌人_骑兵', this._x - 680, this._y + 330, -100);
var enemy_mc4 = _root.enemysAction23('敌人_骑兵', this._x - 780, this._y + 330, -100);
var enemy_mc5 = _root.enemysAction08('德军_轰炸机', this._x, this._y - 400);
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5], -570);
enemy_mc1.dieEvents1 = function () {
_root.add_weapon(this);
};
enemy_mc3.dieEvents1 = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.player_max_x = this._x + 390;
(_root.blocksAction('奖励_油桶', this._x + 100, this._y + 330, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.blocksAction('奖励_油桶', this._x + 150, this._y + 330, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.blocksAction('奖励_油桶', this._x + 250, this._y + 330, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_油桶', this._x + 300, this._y + 330, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc = _root.blocksAction('NPC_马', this._x + 390, this._y + 330, -1, 0, false, 0);
enemy_mc.always_on = true;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_enemy_stand = false;
enemy_mc.can_move_targeter = 1;
enemy_mc.just_move_targeter = true;
enemy_mc.area_strict = 15;
enemy_mc.min_area_x = enemy_mc._x;
enemy_mc.max_area_x = this._x + 4015;
enemy_mc.temp_max_area_x = this._x + 4015;
enemy_mc.startAction = function () {
_root.play_soundAction('马声音2', false);
this.my_arrow.gotoAndStop('empty');
delete _root.player_max_x;
_root.active_map_drawer = this;
this.gotoAndStop('run');
this.move_speed = 0;
this.onEnterFrame = function () {
if (this.move_speed < 18) {
this.move_speed += 1;
} else {
this.move_speed = 18;
}
this.max_area_x = this.temp_max_area_x + _root.map_repeated_x * 590;
_root.enemy_move(this, this.move_speed, 0);
};
};
enemy_mc.enemy_limited_area_Action = function () {
if (this._x > (this.min_area_x + this.max_area_x) / 2) {
_root.play_soundAction('å¡è½¦åˆ¹è½¦', false);
delete this.max_area_x;
delete this.just_move_targeter;
delete _root.player_min_x;
delete _root.player_max_x;
_root.active_map_drawer = 'main.player';
this.gotoAndStop('stop');
this.onEnterFrame = function () {
this.move_speed -= 0.5;
_root.enemy_move(this, this.move_speed, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('stand');
delete this.onEnterFrame;
}
};
}
};
}
}
frame 49 {
if (_root.game_diff_level == 0) {
_root.game_medium_boss = true;
var enemy_mc1 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x - 150, -_root.main._y + 330, 5, 100, -100);
enemy_mc1.active_moved = true;
enemy_mc1.in_air = true;
enemy_mc1.dieEvents2 = function () {
var v5 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x - 150, -_root.main._y + 330, 5, 100, -100);
v5.active_moved = true;
v5.in_air = true;
v5.dieEvents2 = function () {
var v5 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x + 780, -_root.main._y + 330, -5, 500, -100);
v5.active_moved = true;
v5.in_air = true;
v5.dieEvents2 = function () {
var v6 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x + 780, -_root.main._y + 330, -5, 500, -100);
v6.active_moved = true;
v6.in_air = true;
v6.dieEvents2 = function () {
var v2 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x - 150, -_root.main._y + 330, 5, 100, -100);
v2.active_moved = true;
v2.in_air = true;
var v3 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x + 780, -_root.main._y + 330, -5, 500, -100);
v3.active_moved = true;
v3.in_air = true;
v3.dieEvents2 = function () {
var v2 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x - 150, -_root.main._y + 330, 5, 100, -100);
v2.active_moved = true;
v2.in_air = true;
var v3 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x + 780, -_root.main._y + 330, -5, 500, -100);
v3.active_moved = true;
v3.in_air = true;
v3.dieEvents2 = function () {
_root.game_medium_boss = false;
};
v2.dieEvents2 = v3.dieEvents2;
_root.enemy_team_die([v2, v3]);
};
v2.dieEvents2 = v3.dieEvents2;
_root.enemy_team_die([v2, v3]);
};
_root.enemy_team_die([v6]);
};
_root.enemy_team_die([v5]);
};
_root.enemy_team_die([v5]);
};
_root.enemy_team_die([enemy_mc1]);
}
}
frame 49 {
if (_root.game_diff_level >= 1) {
_root.game_medium_boss = true;
var enemy_mc1 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x - 150, -_root.main._y + 330, 5, 100, -100);
enemy_mc1.active_moved = true;
enemy_mc1.in_air = true;
enemy_mc1.dieEvents2 = function () {
var v5 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x - 150, -_root.main._y + 330, 5, 100, -100);
v5.active_moved = true;
v5.in_air = true;
v5.dieEvents2 = function () {
var v5 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x + 780, -_root.main._y + 330, -5, 500, -100);
v5.active_moved = true;
v5.in_air = true;
v5.dieEvents2 = function () {
var v6 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x + 780, -_root.main._y + 330, -5, 500, -100);
v6.active_moved = true;
v6.in_air = true;
v6.dieEvents2 = function () {
var v2 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x - 150, -_root.main._y + 330, 5, 100, -100);
v2.active_moved = true;
v2.in_air = true;
var v3 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x + 780, -_root.main._y + 330, -5, 500, -100);
v3.active_moved = true;
v3.in_air = true;
v3.dieEvents2 = function () {
var v2 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x - 150, -_root.main._y + 330, 5, 100, -100);
v2.active_moved = true;
v2.in_air = true;
var v3 = _root.enemysAction29('敌人_å‰æ™®è½¦', -_root.main._x + 780, -_root.main._y + 330, -5, 500, -100);
v3.active_moved = true;
v3.in_air = true;
v3.dieEvents2 = function () {
_root.game_medium_boss = false;
};
v2.dieEvents2 = v3.dieEvents2;
_root.enemy_team_die([v2, v3]);
};
v2.dieEvents2 = v3.dieEvents2;
_root.enemy_team_die([v2, v3]);
};
_root.enemy_team_die([v6]);
};
_root.enemy_team_die([v5]);
};
_root.enemy_team_die([v5]);
};
_root.enemy_team_die([enemy_mc1]);
}
}
frame 51 {
if (_root.game_diff_level == 0) {
repeat = -1;
}
}
frame 51 {
if (_root.game_diff_level >= 1) {
repeat = -1;
}
}
frame 54 {
if (_root.game_diff_level == 0) {
var object_mc = _root.blocksAction('éšœç¢_沙袋', this._x + 250, this._y + 330, -1, 0, false, 0);
object_mc.in_air = true;
object_mc.enemy_type = 3;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 330, 3, 53, 'stand', 100);
enemy_mc1.in_air = true;
enemy_mc1.min_area_x = this._x + 240;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 330, 3, 54, 'stand', -100);
enemy_mc2.in_air = true;
enemy_mc2.min_area_x = this._x + 260;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 330, 3, 54, 'stand', 100);
enemy_mc3.in_air = true;
enemy_mc3.min_area_x = this._x + 280;
}
}
frame 54 {
if (_root.game_diff_level >= 1) {
var object_mc = _root.blocksAction('éšœç¢_沙袋', this._x + 250, this._y + 330, -1, 0, false, 0);
object_mc.in_air = true;
object_mc.enemy_type = 3;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 330, 3, 1, 'stand', 100);
enemy_mc1.in_air = true;
enemy_mc1.min_area_x = this._x + 240;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 330, 3, 1, 'stand', -100);
enemy_mc2.in_air = true;
enemy_mc2.min_area_x = this._x + 260;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 330, 3, 1, 'stand', 100);
enemy_mc3.in_air = true;
enemy_mc3.min_area_x = this._x + 280;
}
}
frame 55 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction03('德军_装甲车2', this._x + 100, this._y + 330, 1, 1, 490, 1, 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 100, this._y + 330, 10, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 150, this._y + 330, 10, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 200, this._y + 330, 10, -2, 'stand', 100);
_root.hold_camera([enemy_mc1], -5310);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 250, this._y + 330, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 316, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 278, this._y + 292, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 241, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 55 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction03('德军_装甲车2', this._x + 100, this._y + 330, 1, 1, 490, 1, 100);
var enemy_mc2 = _root.enemysAction23('敌人_骑兵', this._x + 150, this._y + 330, 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 100, this._y + 330, 10, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 150, this._y + 330, 10, -2, 'stand', 100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 200, this._y + 330, 10, -2, 'stand', 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -5310);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 250, this._y + 330, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 316, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 278, this._y + 292, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 241, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 56 {
if (_root.game_diff_level == 0) {
_root.player_max_x = this._x + 460;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 330, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 292, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc = _root.enemysAction32('敌人_BOSS2', this._x + 460, this._y + 330, 0, 100);
_root.add_enemy_boss_healthbar(enemy_mc, 2);
enemy_mc.min_area_x = this._x + 20;
enemy_mc.max_area_x = this._x + 460;
enemy_mc.dieEvents = function () {
var v2 = _root.game_save_level_file(3);
_root.kill_boss(v2);
};
}
}
frame 56 {
if (_root.game_diff_level >= 1) {
_root.player_max_x = this._x + 460;
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 330, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 292, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 292, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc = _root.enemysAction32('敌人_BOSS2', this._x + 460, this._y + 330, 0, 100);
_root.add_enemy_boss_healthbar(enemy_mc, 2);
enemy_mc.min_area_x = this._x + 20;
enemy_mc.max_area_x = this._x + 460;
enemy_mc.dieEvents = function () {
var v2 = _root.game_save_level_file(3);
_root.kill_boss(v2);
};
}
}
}
movieClip 4599 NPC_è²å¾‹å®¾äºº1 {
}
movieClip 4606 NPC_è²å¾‹å®¾äºº3 {
}
movieClip 4610 {
}
movieClip 4616 {
}
movieClip 4621 {
}
movieClip 4625 {
}
movieClip 4631 {
}
movieClip 4635 {
}
movieClip 4639 {
}
movieClip 4643 {
}
movieClip 4645 {
}
movieClip 4651 {
}
movieClip 4655 {
}
movieClip 4659 {
}
movieClip 4663 {
}
movieClip 4666 {
}
movieClip 4670 {
}
movieClip 4674 {
}
movieClip 4678 {
}
movieClip 4682 {
}
movieClip 4691 {
}
movieClip 4695 {
}
movieClip 4699 {
}
movieClip 4703 {
}
movieClip 4707 {
}
movieClip 4711 {
}
movieClip 4715 {
}
movieClip 4719 {
}
movieClip 4725 {
}
movieClip 4731 {
}
movieClip 4735 {
}
movieClip 4741 {
}
movieClip 4745 {
}
movieClip 4750 {
}
movieClip 4755 {
}
movieClip 4759 {
}
movieClip 4763 {
}
movieClip 4767 {
}
movieClip 4771 {
}
movieClip 4775 {
}
movieClip 4778 {
}
movieClip 4783 {
}
movieClip 4804 水地_é“ä¸ç½‘ {
}
movieClip 4828 {
}
movieClip 4834 {
}
movieClip 4836 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 4837 {
}
movieClip 4838 NPC_ç«è½¦ {
}
movieClip 4847 {
}
movieClip 4872 {
}
movieClip 4873 NPC_è²å¾‹å®¾äºº2 {
}
movieClip 4882 {
}
movieClip 4895 {
frame 5 {
_parent.g._y += 10;
}
frame 9 {
_parent.g._y += 10;
}
frame 13 {
_parent.g._y += 10;
}
frame 17 {
_parent.g._y += 10;
}
frame 21 {
stop();
_parent.g._y += 10;
}
frame 25 {
_parent.g._y -= 10;
}
frame 29 {
_parent.g._y -= 10;
}
frame 33 {
_parent.g._y -= 10;
}
frame 37 {
_parent.g._y -= 10;
}
frame 41 {
_parent.g._y -= 10;
}
}
movieClip 4908 {
frame 1 {
_parent.can_move = false;
}
frame 9 {
_parent.can_move = true;
--_parent.g._y;
}
frame 13 {
--_parent.g._y;
}
frame 17 {
--_parent.g._y;
}
frame 21 {
++_parent.g._y;
}
frame 25 {
_parent.can_move = false;
++_parent.g._y;
}
frame 29 {
++_parent.g._y;
}
frame 33 {
_parent.can_move = true;
--_parent.g._y;
}
frame 37 {
--_parent.g._y;
}
frame 41 {
++_parent.g._y;
}
frame 45 {
++_parent.g._y;
}
}
movieClip 4909 NPC_大象 {
}
movieClip 4924 {
}
movieClip 4925 {
}
movieClip 4938 {
frame 13 {
_parent.attackAction();
}
}
movieClip 4953 {
}
movieClip 4954 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 4967 {
frame 13 {
_parent.attackAction();
}
}
movieClip 4984 {
frame 75 {
stop();
}
}
movieClip 4985 敌人_鳄鱼 {
}
movieClip 4998 {
}
movieClip 5003 {
}
movieClip 5014 {
}
movieClip 5027 {
frame 14 {
_parent.attackAction();
}
}
movieClip 5042 {
frame 10 {
_parent.shootAction();
}
frame 19 {
_parent.shootAction();
}
frame 28 {
_parent.shootAction();
}
}
movieClip 5051 {
frame 6 {
_parent.shootAction();
}
frame 15 {
_parent.shootAction();
}
frame 24 {
_parent.shootAction();
}
}
movieClip 5068 {
frame 50 {
_parent.removeMovieClip();
}
}
movieClip 5079 {
}
movieClip 5080 德军_巡逻机枪兵 {
}
movieClip 5085 {
}
movieClip 5098 {
}
movieClip 5109 {
}
movieClip 5124 {
frame 15 {
_parent.attackAction();
}
}
movieClip 5137 {
frame 10 {
_parent.shootAction();
}
}
movieClip 5150 {
frame 10 {
_parent.shootAction();
}
}
movieClip 5165 {
frame 49 {
stop();
_parent.removeMovieClip();
}
}
movieClip 5176 {
}
movieClip 5177 德军_巡逻军官 {
}
movieClip 5257 敌人_BOSS3 {
frame 7 {
this.backcanon1(this, -1);
}
frame 9 {
this.backcanon1(this, 1);
}
frame 11 {
this.backcanon1(this, -1);
}
frame 13 {
this.backcanon1(this, 1);
}
frame 13 {
_root.play_soundAction('飞机跳出', false);
}
frame 28 {
this.backcanon2(this);
}
frame 28 {
_root.play_soundAction('飞机跳出', false);
}
frame 44 {
_root.play_soundAction('飞机跳出', false);
}
frame 56 {
_root.play_soundAction('飞机跳出', false);
}
frame 61 {
this.machinegun(this, 90);
}
frame 63 {
this.machinegun(this, 110);
}
frame 65 {
this.machinegun(this, 135);
}
frame 67 {
this.machinegun(this, 155);
}
frame 71 {
_root.play_soundAction('飞机跳出', false);
}
frame 76 {
this.machinegun(this, 135);
}
frame 78 {
this.machinegun(this, 110);
}
frame 80 {
this.machinegun(this, 90);
}
frame 82 {
this.machinegun(this, 65);
}
frame 83 {
_root.play_soundAction('飞机跳出', false);
}
frame 84 {
this.machinegun(this, 45);
}
frame 86 {
this.machinegun(this, 25);
}
frame 95 {
this.machinegun(this, 45);
}
frame 95 {
_root.play_soundAction('飞机跳出', false);
}
frame 97 {
this.machinegun(this, 65);
}
frame 99 {
this.machinegun(this, 90);
}
frame 101 {
this.machinegun(this, 110);
}
frame 103 {
this.machinegun(this, 135);
}
frame 105 {
this.machinegun(this, 155);
}
frame 110 {
_root.play_soundAction('飞机跳出', false);
}
frame 114 {
this.machinegun(this, 135);
}
frame 116 {
this.machinegun(this, 110);
}
frame 118 {
this.machinegun(this, 90);
}
frame 138 {
_root.play_soundAction('飞机跳出', false);
}
frame 149 {
this.attackAction();
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ2', false);
_root.shake_screen();
}
frame 153 {
_root.play_soundAction('飞机跳出', false);
}
frame 178 {
_root.play_soundAction('飞机跳出', false);
}
frame 189 {
this.attackAction();
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ2', false);
_root.shake_screen();
}
frame 196 {
_root.play_soundAction('飞机跳出', false);
}
frame 210 {
_root.play_soundAction('大爆炸', false);
}
frame 213 {
_root.play_soundAction('大爆炸', false);
}
frame 216 {
_root.play_soundAction('大爆炸', false);
}
frame 219 {
_root.play_soundAction('大爆炸', false);
}
frame 222 {
_root.play_soundAction('大爆炸', false);
}
frame 243 {
stop();
}
}
movieClip 5264 {
}
movieClip 5275 {
}
movieClip 5276 NPC_蛇 {
}
movieClip 5281 {
}
movieClip 5286 {
}
movieClip 5293 {
}
movieClip 5296 敌人_普通士兵_伞 {
frame 1 {
stop();
if (can_go) {
play();
}
}
frame 29 {
stop();
this.removeMovieClip();
}
}
movieClip 5307 {
}
movieClip 5312 敌人_士兵_æ¦å™¨ç¾¤ {
frame 1 {
if (this.getDepth() < 0) {
if (_parent._parent.typ != undefined) {
this.gotoAndStop(4 - _parent._parent.typ);
} else {
this.gotoAndStop(4);
}
}
}
}
movieClip 5333 {
}
movieClip 5334 {
}
movieClip 5339 {
}
movieClip 5350 {
}
movieClip 5361 {
}
movieClip 5372 {
}
movieClip 5379 {
}
movieClip 5386 {
}
movieClip 5395 {
}
movieClip 5402 {
}
movieClip 5423 {
frame 20 {
_parent.throwAction();
}
}
movieClip 5442 {
frame 13 {
_parent.shootAction();
}
}
movieClip 5457 {
frame 10 {
_parent.shootAction();
}
}
movieClip 5464 {
frame 3 {
_parent.shootAction();
}
}
movieClip 5475 {
frame 6 {
_parent.shootAction();
}
}
movieClip 5482 {
frame 7 {
_parent.shootAction();
}
}
movieClip 5497 {
frame 16 {
_parent.attackAction();
}
}
movieClip 5516 {
frame 52 {
stop();
_parent.removeMovieClip();
}
}
movieClip 5529 {
frame 48 {
stop();
_parent.removeMovieClip();
}
}
movieClip 5552 {
frame 56 {
stop();
_parent.removeMovieClip();
}
}
movieClip 5563 {
}
movieClip 5566 敌人_ç«ç®ç‚® {
frame 1 {
stop();
}
}
movieClip 5567 德军_普通士兵 {
}
movieClip 5577 {
}
movieClip 5582 {
}
movieClip 5589 德军_装甲车1 {
frame 37 {
this.stand();
}
frame 66 {
this.shootAction2();
}
frame 68 {
this.shootAction2();
}
frame 70 {
this.shootAction1();
}
frame 87 {
this.stand();
}
frame 115 {
this.shootAction3();
}
frame 134 {
this.stand();
}
frame 204 {
stop();
}
}
movieClip 5606 {
}
movieClip 5607 {
}
movieClip 5608 {
}
movieClip 5619 {
frame 19 {
_parent.removeMovieClip();
}
}
movieClip 5620 ä¸ç«‹_å¸è¡€è‰ {
}
movieClip 5625 {
}
movieClip 5634 {
frame 10 {
_parent.attackAction();
}
}
movieClip 5643 {
frame 55 {
_parent.removeMovieClip();
}
}
movieClip 5644 ä¸ç«‹_蚊虫 {
}
movieClip 5652 å‰æ™¯_沼泽 {
}
movieClip 5663 {
frame 3 {
_parent.attackAction();
}
}
movieClip 5664 敌人_电网 {
frame 27 {
this.removeMovieClip();
}
}
movieClip 5683 木头_å°é˜¶ {
}
movieClip 5692 {
frame 1 {
stop();
}
frame 9 {
_root.play_soundAction('飞机跳出', false);
}
frame 21 {
frame = 'n';
my_rotation = 90;
stop();
}
frame 24 {
frame = 'dl';
my_rotation = 110;
}
frame 27 {
frame = 'l';
my_rotation = 135;
}
frame 30 {
frame = 'dr';
my_rotation = 70;
}
frame 33 {
frame = 'r';
my_rotation = 45;
}
}
movieClip 5697 {
}
movieClip 5698 {
}
movieClip 5713 {
frame 1 {
stop();
}
frame 13 {
_parent.machinegun(this, 30);
}
frame 17 {
_parent.machinegun(this, 50);
}
frame 21 {
_parent.machinegun(this, 70);
}
frame 25 {
_parent.machinegun(this, 90);
}
frame 29 {
_parent.machinegun(this, 110);
}
frame 33 {
_parent.machinegun(this, 130);
}
frame 37 {
_parent.machinegun(this, 150);
}
}
movieClip 5719 敌人_大炮弹 {
frame 1 {
stop();
}
frame 7 {
stop();
}
}
movieClip 5720 德军_巨型轰炸机 {
frame 9 {
_root.play_soundAction('大爆炸', false);
}
frame 40 {
_root.play_soundAction('大爆炸', false);
}
frame 70 {
this.removeMovieClip();
}
}
movieClip 5723 木头_桥 {
frame 1 {
stop();
}
frame 9 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 5747 激光枪02 {
}
movieClip 5761 激光枪01 {
}
movieClip 5768 {
frame 1 {
stop();
}
}
movieClip 5773 {
}
movieClip 5774 敌人_çˆ†ç‚¸çƒ {
frame 1 {
stop();
}
}
movieClip 5775 爆炸çƒ_ç‚® {
}
movieClip 5781 {
}
movieClip 5783 {
}
movieClip 5788 {
frame 1 {
stop();
}
}
movieClip 5793 {
frame 1 {
stop();
}
}
movieClip 5799 {
frame 1 {
stop();
}
frame 3 {
_root.play_soundAction('æ …æ å¼€å¯', false);
}
frame 29 {
stop();
}
frame 31 {
stop();
}
}
movieClip 5803 {
frame 1 {
stop();
}
frame 3 {
_root.play_soundAction('æ …æ å¼€å¯', false);
}
frame 23 {
stop();
}
frame 25 {
stop();
}
}
movieClip 5806 ä¼¸ç¼©å¹³å° {
}
movieClip 5807 mission3_start {
frame 1 {
if (_root.game_player_sex == 1) {
player2.swapDepths(this.getNextHighestDepth());
player2.removeMovieClip();
player1.stop();
} else {
if (_root.game_player_sex == 2) {
player1.swapDepths(this.getNextHighestDepth());
player1.removeMovieClip();
player2.stop();
}
}
}
frame 55 {
if (_root.game_player_sex == 1) {
player1.play();
} else {
if (_root.game_player_sex == 2) {
player2.play();
}
}
}
frame 140 {
_root.level_start();
this.removeMovieClip();
}
}
movieClip 5811 stage3_bg {
frame 1 {
g._visible = 0;
}
frame 2 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 355, this._y + 389)).gotoAndStop(1);
if (_root.main.player.getDepth() > _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 245, this._y + 334, 0, 'land', 100);
_root.hold_camera([enemy_mc1], -580);
}
}
frame 2 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 355, this._y + 389)).gotoAndStop(1);
if (_root.main.player.getDepth() > _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 245, this._y + 334, 0, 'land', 100);
_root.hold_camera([enemy_mc1], -580);
}
}
frame 3 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.enemysAction35('敌人_鳄鱼', this._x + 200, this._y + 334, 0, 'land', 100);
}
}
frame 3 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.enemysAction35('敌人_鳄鱼', this._x + 200, this._y + 334, 0, 'land', 100);
_root.enemysAction35('敌人_鳄鱼', this._x + 350, this._y + 334, 0, 'land', 100);
}
}
frame 4 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 87, this._y + 389)).gotoAndStop(3);
(_root.blocksAction('奖励_木箱å', this._x + 280, this._y + 252, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 340, this._y + 252, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 400, this._y + 252, 1, 5, false, 30);
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 500, this._y + 334, -1, 'land', 100);
var enemy_mc2 = _root.enemysAction35('敌人_鳄鱼', this._x - 790, this._y + 334, -1, 'land', -100);
_root.hold_camera([enemy_mc1, enemy_mc2], -1170);
}
}
frame 4 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 87, this._y + 389)).gotoAndStop(3);
(_root.blocksAction('奖励_木箱å', this._x + 280, this._y + 252, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 340, this._y + 252, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 400, this._y + 252, 1, 5, false, 30);
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 500, this._y + 334, -1, 'land', 100);
var enemy_mc2 = _root.enemysAction35('敌人_鳄鱼', this._x - 790, this._y + 334, -1, 'land', -100);
_root.hold_camera([enemy_mc1, enemy_mc2], -1170);
}
}
frame 5 {
if (_root.game_diff_level == 0) {
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
_root.blocksAction('奖励_木箱å', this._x + 80, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 150, this._y + 160, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 220, this._y + 160, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 420, this._y + 124, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 480, this._y + 124, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 5 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
_root.blocksAction('奖励_木箱å', this._x + 80, this._y + 160, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 150, this._y + 160, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 220, this._y + 160, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 420, this._y + 124, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 480, this._y + 124, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 6 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 335, this._y + 389)).gotoAndStop(1);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
}
}
frame 6 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 335, this._y + 389)).gotoAndStop(1);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
}
}
frame 7 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 87, this._y + 389)).gotoAndStop(3);
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 350, this._y + 252, 0, 'land', 100);
var enemy_mc2 = _root.enemysAction35('敌人_鳄鱼', this._x + 250, this._y + 334, 0, 'land', 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -3530);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
}
}
frame 7 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 87, this._y + 389)).gotoAndStop(3);
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 350, this._y + 252, 0, 'land', 100);
var enemy_mc2 = _root.enemysAction35('敌人_鳄鱼', this._x + 250, this._y + 334, 0, 'land', 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -3530);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
}
}
frame 8 {
if (_root.game_diff_level == 0) {
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.blocksAction('奖励_木箱å', this._x + 133, this._y + 172, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 198, this._y + 150, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 420, this._y + 167, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 480, this._y + 167, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 520, this._y + 167, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 450, this._y + 276, 1, 5, false, 30);
}
}
frame 8 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.blocksAction('奖励_木箱å', this._x + 133, this._y + 172, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 198, this._y + 150, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 420, this._y + 167, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 480, this._y + 167, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 520, this._y + 167, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 450, this._y + 276, 1, 5, false, 30);
}
}
frame 9 {
if (_root.game_diff_level == 0) {
var front_mc = _root.add_frontpic('å‰æ™¯_沼泽', this._x + 193, this._y + 339);
front_mc.gotoAndStop(4);
front_mc.onEnterFrame = function () {
if (this._x > this.targeter._x) {
this._visible = 0;
} else {
this._visible = 1;
}
};
_root.player_max_x = this._x + 180;
var enemy_mc1 = _root.enemysAction36('敌人_电网', 2, this._x + 148, this._y + 51, 0);
var enemy_mc2 = _root.enemysAction36('敌人_电网', 1, this._x + 148, this._y + 58, 15);
var enemy_mc3 = _root.enemysAction36('敌人_电网', 1, this._x + 235, this._y + 88, 15);
_root.hold_camera([enemy_mc2, enemy_mc3], -4475);
enemy_mc3.dieEvents2 = function () {
delete _root.player_max_x;
enemy_mc1.to_die(0, 0);
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
}
}
frame 9 {
if (_root.game_diff_level >= 1) {
var front_mc = _root.add_frontpic('å‰æ™¯_沼泽', this._x + 193, this._y + 339);
front_mc.gotoAndStop(4);
front_mc.onEnterFrame = function () {
if (this._x > this.targeter._x) {
this._visible = 0;
} else {
this._visible = 1;
}
};
_root.player_max_x = this._x + 180;
var enemy_mc1 = _root.enemysAction36('敌人_电网', 2, this._x + 148, this._y + 51, 0);
var enemy_mc2 = _root.enemysAction36('敌人_电网', 1, this._x + 148, this._y + 58, 15);
var enemy_mc3 = _root.enemysAction36('敌人_电网', 1, this._x + 235, this._y + 88, 15);
_root.hold_camera([enemy_mc2, enemy_mc3], -4475);
enemy_mc3.dieEvents2 = function () {
delete _root.player_max_x;
enemy_mc1.to_die(0, 0);
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
}
}
frame 10 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 355, this._y + 389)).gotoAndStop(1);
if (_root.main.player.getDepth() < _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
_root.enemysAction01('德军_普通士兵', this._x + 115, this._y + 266, 99, 1, 50, 1, -100);
_root.enemysAction01('德军_普通士兵', this._x + 155, this._y + 266, 99, 1, 51, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 180, this._y + 148, 99, 1, 50, 1, -100);
_root.enemysAction01('德军_普通士兵', this._x + 220, this._y + 148, 99, 1, 51, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 148, 99, 1, 51, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 400, this._y + 148, 99, 1, 50, 1, -100);
_root.enemysAction01('德军_普通士兵', this._x + 440, this._y + 148, 99, 1, 51, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 470, this._y + 148, 99, 1, 51, 1, 100);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 470, this._y + 335, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 536, this._y + 297, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 498, this._y + 297, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 461, this._y + 297, 1, 5, false, 30);
}
}
frame 10 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 355, this._y + 389)).gotoAndStop(1);
if (_root.main.player.getDepth() < _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
_root.enemysAction01('德军_普通士兵', this._x + 115, this._y + 266, 99, 1, 1, 1, -100);
_root.enemysAction01('德军_普通士兵', this._x + 155, this._y + 266, 99, 1, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 180, this._y + 148, 99, 1, 1, 1, -100);
_root.enemysAction01('德军_普通士兵', this._x + 220, this._y + 148, 99, 1, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 148, 99, 1, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 400, this._y + 148, 99, 1, 1, 1, -100);
_root.enemysAction01('德军_普通士兵', this._x + 440, this._y + 148, 99, 1, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 470, this._y + 148, 99, 1, 1, 1, 100);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 470, this._y + 335, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 536, this._y + 297, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 498, this._y + 297, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 461, this._y + 297, 1, 5, false, 30);
}
}
frame 11 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.blocksAction('奖励_木箱å', this._x + 435, this._y + 300, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 485, this._y + 300, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 535, this._y + 300, 1, 5, false, 30);
(_root.enemysAction01('德军_普通士兵', this._x + 10, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
(_root.enemysAction01('德军_普通士兵', this._x + 60, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
(_root.enemysAction01('德军_普通士兵', this._x + 110, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
(_root.enemysAction01('德军_普通士兵', this._x + 160, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
(_root.enemysAction01('德军_普通士兵', this._x + 210, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
_root.scene_end_arrow(this, 1, 300, 230);
}
}
frame 11 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.blocksAction('奖励_木箱å', this._x + 435, this._y + 300, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 485, this._y + 300, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 535, this._y + 300, 1, 5, false, 30);
(_root.enemysAction01('德军_普通士兵', this._x + 10, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
(_root.enemysAction01('德军_普通士兵', this._x + 60, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
(_root.enemysAction01('德军_普通士兵', this._x + 110, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
(_root.enemysAction01('德军_普通士兵', this._x + 160, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
(_root.enemysAction01('德军_普通士兵', this._x + 210, this._y + 334, 99, 2, -1, 1, 100)).max_area_x = this._x + 310;
_root.enemysAction03('德军_装甲车1', this._x + 102, this._y + 334, 0, 2, 590, 0, 100);
_root.enemysAction01('德军_普通士兵', this._x + 235, this._y + 317, 99, 2, 0, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 277, this._y + 290, 99, 2, 0, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 335, this._y + 270, 99, 2, 0, 2, 100);
_root.scene_end_arrow(this, 1, 300, 230);
}
}
frame 12 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
var door_mc = _root.enemysAction37('伸缩平å°', 5, this._x + 567, this._y + 335, 100);
_root.player_max_x = this._x + 550;
(_root.blocksAction('奖励_木箱å', this._x + 120, this._y + 170, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 160, this._y + 352, 99, 1, 50, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 352, 99, 1, 50, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 290, this._y + 276, 99, 1, 1, 1, 100);
var enemy_mc4 = _root.enemysAction01('德军_普通士兵', this._x + 330, this._y + 276, 99, 2, 1, 1, 100);
var enemy_mc5 = _root.enemysAction01('德军_普通士兵', this._x + 370, this._y + 276, 99, 2, 1, 1, 100);
var enemy_mc6 = _root.enemysAction01('德军_普通士兵', this._x + 410, this._y + 352, 99, 1, 1, 1, 100);
var enemy_mc7 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 352, 99, 2, 1, 1, 100);
var enemy_mc8 = _root.enemysAction01('德军_普通士兵', this._x + 490, this._y + 352, 99, 2, 1, 1, 100);
enemy_mc8.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc7.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc6.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc5.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc8.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6, enemy_mc7, enemy_mc8]);
}
}
frame 12 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
var door_mc = _root.enemysAction37('伸缩平å°', 5, this._x + 567, this._y + 335, 100);
_root.player_max_x = this._x + 550;
(_root.blocksAction('奖励_木箱å', this._x + 120, this._y + 170, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 160, this._y + 352, 99, 1, 1, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 352, 99, 1, 1, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 290, this._y + 276, 99, 1, 1, 1, 100);
var enemy_mc4 = _root.enemysAction01('德军_普通士兵', this._x + 330, this._y + 276, 99, 2, 1, 1, 100);
var enemy_mc5 = _root.enemysAction01('德军_普通士兵', this._x + 370, this._y + 276, 99, 2, 1, 1, 100);
var enemy_mc6 = _root.enemysAction01('德军_普通士兵', this._x + 410, this._y + 352, 99, 1, 1, 1, 100);
var enemy_mc7 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 352, 99, 2, 1, 1, 100);
var enemy_mc8 = _root.enemysAction01('德军_普通士兵', this._x + 490, this._y + 352, 99, 2, 1, 1, 100);
enemy_mc8.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc7.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc6.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc5.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc8.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6, enemy_mc7, enemy_mc8]);
}
}
frame 17 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_1', true);
if (_root.main.player.getDepth() > _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 200 + random(150), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 400 + random(150), this._y + 334);
}
}
frame 17 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_1', true);
if (_root.main.player.getDepth() > _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 200 + random(150), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 400 + random(150), this._y + 334);
}
}
frame 18 {
if (_root.game_diff_level == 0) {
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
}
}
frame 18 {
if (_root.game_diff_level >= 1) {
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
}
}
frame 19 {
if (_root.game_diff_level == 0) {
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
}
}
frame 19 {
if (_root.game_diff_level >= 1) {
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
}
}
frame 20 {
if (_root.game_diff_level == 0) {
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
var enemy_mc1 = _root.enemysAction08('德军_轰炸机', this._x + 100, this._y - 100);
_root.hold_camera([enemy_mc1], -1760);
}
}
frame 20 {
if (_root.game_diff_level >= 1) {
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(590), this._y + 334)).max_area_x = this._x + 590;
var enemy_mc1 = _root.enemysAction08('德军_轰炸机', this._x + 100, this._y - 100);
_root.hold_camera([enemy_mc1], -1760);
}
}
frame 21 {
if (_root.game_diff_level == 0) {
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(150), this._y + 334);
_root.blocksAction('奖励_木箱å', this._x + 435, this._y + 300, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 485, this._y + 300, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 535, this._y + 300, 1, 5, false, 30);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
_root.scene_end_arrow(this, 1, 286, 225);
}
}
frame 21 {
if (_root.game_diff_level >= 1) {
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(150), this._y + 334);
var enemy_mc = _root.enemysAction01('德军_普通士兵', this._x + 390, this._y + 84, 99, 3, 0, 2, 100);
enemy_mc.in_air = true;
enemy_mc.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 435, this._y + 300, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 485, this._y + 300, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 535, this._y + 300, 1, 5, false, 30);
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
(_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(300), this._y + 334)).max_area_x = this._x + 300;
_root.scene_end_arrow(this, 1, 286, 225);
}
}
frame 22 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
if (_root.main.player.getDepth() < _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
var door_mc = _root.enemysAction37('伸缩平å°', 5, this._x + 567, this._y + 335, 100);
_root.player_max_x = this._x + 550;
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 354, 99, -50, -100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 354, 99, -50, -100);
enemy_mc2.dieEvents1 = function () {
_root.add_weapon(this);
};
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 354, 99, -50, -100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 354, 99, -50, -100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 354, 99, -50, -100);
enemy_mc5.dieEvents1 = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 354, 99, -50, -100);
enemy_mc6.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc5.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc6.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6]);
}
}
frame 22 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
if (_root.main.player.getDepth() < _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
var door_mc = _root.enemysAction37('伸缩平å°', 5, this._x + 567, this._y + 335, 100);
_root.player_max_x = this._x + 550;
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 354, 99, -50, -100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 354, 99, -50, -100);
enemy_mc2.dieEvents1 = function () {
_root.add_weapon(this);
};
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 354, 99, -50, -100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 354, 99, -50, -100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 354, 99, -50, -100);
enemy_mc5.dieEvents1 = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc6 = _root.enemysAction05('德军_巡逻军官', this._x + 400, this._y + 354, 99, -50, -100);
enemy_mc6.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc5.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc6.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6]);
}
}
frame 27 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_1', true);
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
if (_root.main.player.getDepth() > _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
}
}
frame 27 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_1', true);
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
if (_root.main.player.getDepth() > _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
}
}
frame 28 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 245, this._y + 334, 0, 'land', 100);
_root.hold_camera([enemy_mc1], -580);
}
}
frame 28 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 245, this._y + 334, 0, 'land', 100);
_root.hold_camera([enemy_mc1], -580);
}
}
frame 29 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
_root.enemysAction35('敌人_鳄鱼', this._x + 200, this._y + 334, 0, 'land', 100);
}
}
frame 29 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
_root.enemysAction35('敌人_鳄鱼', this._x + 200, this._y + 334, 0, 'land', 100);
}
}
frame 30 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 100, this._y + 334, -1, 'land', 100);
var enemy_mc2 = _root.enemysAction35('敌人_鳄鱼', this._x + 500, this._y + 334, -1, 'land', 100);
enemy_mc2.dieEvents2 = function () {
if (_root.main.player.getDepth() < _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
};
enemy_mc1.dieEvents2 = enemy_mc2.dieEvents2;
_root.hold_camera([enemy_mc1, enemy_mc2], -1170);
}
}
frame 30 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 295, this._y + 389)).gotoAndStop(2);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 250 + random(100), this._y + 334);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 450 + random(100), this._y + 334);
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 100, this._y + 334, -1, 'land', 100);
var enemy_mc2 = _root.enemysAction35('敌人_鳄鱼', this._x + 500, this._y + 334, -1, 'land', 100);
enemy_mc2.dieEvents2 = function () {
if (_root.main.player.getDepth() < _root.main.enemies.getDepth()) {
_root.main.player.swapDepths(_root.main.enemies);
}
};
enemy_mc1.dieEvents2 = enemy_mc2.dieEvents2;
_root.hold_camera([enemy_mc1, enemy_mc2], -1170);
}
}
frame 31 {
if (_root.game_diff_level == 0) {
_root.player_max_x = this._x + 500;
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 87, this._y + 389)).gotoAndStop(3);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(75), this._y + 334);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 270, this._y + 306, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 336, this._y + 268, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 298, this._y + 268, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 261, this._y + 268, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.scene_end_arrow(this, 1, 430, 218);
}
}
frame 31 {
if (_root.game_diff_level >= 1) {
_root.player_max_x = this._x + 500;
(_root.add_frontpic('å‰æ™¯_沼泽', this._x + 87, this._y + 389)).gotoAndStop(3);
_root.enemysAction33('ä¸ç«‹_å¸è¡€è‰', this._x + 50 + random(75), this._y + 334);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 270, this._y + 306, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 336, this._y + 268, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 298, this._y + 268, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 261, this._y + 268, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.scene_end_arrow(this, 1, 430, 218);
}
}
frame 32 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
var door_mc = _root.enemysAction37('伸缩平å°', 5, this._x + 567, this._y + 335, 100);
_root.player_max_x = this._x + 550;
(_root.blocksAction('奖励_木箱å', this._x + 479, this._y + 153, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 230, this._y + 279, 99, 2, 50, 1, -100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 290, this._y + 279, 99, 2, 51, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 210, this._y + 189, 99, 1, 50, 1, -100);
var enemy_mc4 = _root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 189, 99, 1, 51, 1, 100);
var enemy_mc5 = _root.enemysAction01('德军_普通士兵', this._x + 290, this._y + 189, 99, 1, 51, 1, 100);
var enemy_mc6 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 355, 99, 3, 50, 1, -100);
var enemy_mc7 = _root.enemysAction01('德军_普通士兵', this._x + 490, this._y + 355, 99, 3, 51, 1, 100);
var enemy_mc8 = _root.enemysAction01('德军_普通士兵', this._x + 520, this._y + 355, 99, 3, 51, 1, 100);
enemy_mc8.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc7.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc6.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc5.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc8.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6, enemy_mc7, enemy_mc8]);
}
}
frame 32 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
var door_mc = _root.enemysAction37('伸缩平å°', 5, this._x + 567, this._y + 335, 100);
_root.player_max_x = this._x + 550;
(_root.blocksAction('奖励_木箱å', this._x + 479, this._y + 153, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 230, this._y + 279, 99, 2, 1, 1, -100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 290, this._y + 279, 99, 2, 1, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 210, this._y + 189, 99, 1, 1, 1, -100);
var enemy_mc4 = _root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 189, 99, 1, 1, 1, 100);
var enemy_mc5 = _root.enemysAction01('德军_普通士兵', this._x + 290, this._y + 189, 99, 1, 1, 1, 100);
var enemy_mc6 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 355, 99, 3, 1, 1, -100);
var enemy_mc7 = _root.enemysAction01('德军_普通士兵', this._x + 490, this._y + 355, 99, 3, 1, 1, 100);
var enemy_mc8 = _root.enemysAction01('德军_普通士兵', this._x + 520, this._y + 355, 99, 3, 1, 1, 100);
enemy_mc8.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc7.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc6.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc5.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc8.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6, enemy_mc7, enemy_mc8]);
}
}
frame 37 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_1', true);
_root.player_min_x = this._x + 35;
var arrow_mc = _root.add_stage_arrow(2);
arrow_mc._x = 435;
arrow_mc._y = 200;
}
}
frame 37 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_1', true);
_root.player_min_x = this._x + 35;
var arrow_mc = _root.add_stage_arrow(2);
arrow_mc._x = 435;
arrow_mc._y = 200;
}
}
frame 39 {
if (_root.game_diff_level == 0) {
var enemy_mc = _root.enemysAction35('敌人_鳄鱼', this._x + 450, this._y + 320, 1, 'water', 100);
enemy_mc.min_area_x = this._x;
enemy_mc.max_area_x = this._x + 540;
enemy_mc.min_area_y = this._y + 180;
enemy_mc.max_area_y = this._y + 330;
enemy_mc.dieEvents = function () {
_root.main_move_XY(undefined, -800);
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 13;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -5900;
};
_root.always_shine(enemy_mc, 'blue');
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 250 + random(100), this._y + 200 + random(100), temp_dir);
++i;
}
}
}
frame 39 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction35('敌人_鳄鱼', this._x + 450, this._y + 320, 1, 'water', 100);
enemy_mc1.min_area_x = this._x;
enemy_mc1.max_area_x = this._x + 540;
enemy_mc1.min_area_y = this._y + 180;
enemy_mc1.max_area_y = this._y + 330;
enemy_mc1.dieEvents = function () {
_root.main_move_XY(undefined, -800);
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 13;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -5900;
};
_root.always_shine(enemy_mc1, 'blue');
var enemy_mc2 = _root.enemysAction35('敌人_鳄鱼', this._x + 170, this._y + 200, 1, 'water', -100);
enemy_mc2.min_area_x = this._x;
enemy_mc2.max_area_x = this._x + 540;
enemy_mc2.min_area_y = this._y + 180;
enemy_mc2.max_area_y = this._y + 330;
_root.always_shine(enemy_mc2, 'blue');
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 250 + random(100), this._y + 200 + random(100), temp_dir);
++i;
}
}
}
frame 40 {
if (_root.game_diff_level == 0) {
var object_mc1 = _root.blocksAction('水地_é“ä¸ç½‘', this._x + 50, this._y + 535, 2, 30, false, 5);
object_mc1.enemy_type = 2;
object_mc1.can_enemy_stand = false;
object_mc1.dieEvents = function () {
var v3 = _root.add_food(this, 'food' + (random(3) + 1));
_root.always_shine(v3, 'blue');
};
var object_mc2 = _root.blocksAction('水地_é“ä¸ç½‘', this._x + 300, this._y + 535, 2, 30, false, 5);
object_mc2.enemy_type = 2;
object_mc2.can_enemy_stand = false;
object_mc2.dieEvents = function () {
var v3 = _root.add_food(this, 'food' + (random(3) + 1));
_root.always_shine(v3, 'blue');
};
var object_mc3 = _root.blocksAction('水地_é“ä¸ç½‘', this._x + 550, this._y + 535, 2, 30, false, 5);
object_mc3.enemy_type = 2;
object_mc3.can_enemy_stand = false;
object_mc3.dieEvents = function () {
var v3 = _root.add_weapon(this);
_root.always_shine(v3, 'blue');
};
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 250 + random(100), this._y + 380 + random(100), temp_dir);
++i;
}
}
}
frame 40 {
if (_root.game_diff_level >= 1) {
var object_mc1 = _root.blocksAction('水地_é“ä¸ç½‘', this._x + 50, this._y + 535, 2, 30, false, 5);
object_mc1.enemy_type = 2;
object_mc1.can_enemy_stand = false;
object_mc1.dieEvents = function () {
var v3 = _root.add_food(this, 'food' + (random(3) + 1));
_root.always_shine(v3, 'blue');
};
var object_mc2 = _root.blocksAction('水地_é“ä¸ç½‘', this._x + 300, this._y + 535, 2, 30, false, 5);
object_mc2.enemy_type = 2;
object_mc2.can_enemy_stand = false;
object_mc2.dieEvents = function () {
var v3 = _root.add_food(this, 'food' + (random(3) + 1));
_root.always_shine(v3, 'blue');
};
var object_mc3 = _root.blocksAction('水地_é“ä¸ç½‘', this._x + 550, this._y + 535, 2, 30, false, 5);
object_mc3.enemy_type = 2;
object_mc3.can_enemy_stand = false;
object_mc3.dieEvents = function () {
var v3 = _root.add_weapon(this);
_root.always_shine(v3, 'blue');
};
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 250 + random(100), this._y + 380 + random(100), temp_dir);
++i;
}
}
}
frame 41 {
if (_root.game_diff_level == 0) {
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 415, this._y + 270, true);
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 249, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 249, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 249, 99, -50, 100);
enemy_mc3.patrol_min_x = this._x + 260;
enemy_mc2.patrol_min_x = enemy_mc3.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc3.patrol_min_x;
enemy_mc3.patrol_max_x = this._x + 570;
enemy_mc2.patrol_max_x = enemy_mc3.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc3.patrol_max_x;
enemy_mc3.min_area_x = this._x + 255;
enemy_mc2.min_area_x = enemy_mc3.min_area_x;
enemy_mc1.min_area_x = enemy_mc3.min_area_x;
enemy_mc3.max_area_x = this._x + 575;
enemy_mc2.max_area_x = enemy_mc3.max_area_x;
enemy_mc1.max_area_x = enemy_mc3.max_area_x;
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 250 + random(100), this._y + 380 + random(100), temp_dir);
++i;
}
}
}
frame 41 {
if (_root.game_diff_level >= 1) {
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 415, this._y + 270, true);
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 249, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 249, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 249, 99, -50, 100);
enemy_mc3.patrol_min_x = this._x + 260;
enemy_mc2.patrol_min_x = enemy_mc3.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc3.patrol_min_x;
enemy_mc3.patrol_max_x = this._x + 570;
enemy_mc2.patrol_max_x = enemy_mc3.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc3.patrol_max_x;
enemy_mc3.min_area_x = this._x + 255;
enemy_mc2.min_area_x = enemy_mc3.min_area_x;
enemy_mc1.min_area_x = enemy_mc3.min_area_x;
enemy_mc3.max_area_x = this._x + 575;
enemy_mc2.max_area_x = enemy_mc3.max_area_x;
enemy_mc1.max_area_x = enemy_mc3.max_area_x;
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 250 + random(100), this._y + 380 + random(100), temp_dir);
++i;
}
}
}
frame 42 {
if (_root.game_diff_level == 0) {
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 415, this._y + 270, true);
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 249, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 249, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 249, 99, -50, 100);
enemy_mc3.patrol_min_x = this._x + 260;
enemy_mc2.patrol_min_x = enemy_mc3.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc3.patrol_min_x;
enemy_mc3.patrol_max_x = this._x + 570;
enemy_mc2.patrol_max_x = enemy_mc3.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc3.patrol_max_x;
enemy_mc3.min_area_x = this._x + 255;
enemy_mc2.min_area_x = enemy_mc3.min_area_x;
enemy_mc1.min_area_x = enemy_mc3.min_area_x;
enemy_mc3.max_area_x = this._x + 575;
enemy_mc2.max_area_x = enemy_mc3.max_area_x;
enemy_mc1.max_area_x = enemy_mc3.max_area_x;
var enemy_mc4 = _root.enemysAction35('敌人_鳄鱼', this._x + 350, this._y + 390, 1, 'water', 100);
enemy_mc4.min_area_x = this._x - 590;
enemy_mc4.max_area_x = this._x + 590;
enemy_mc4.min_area_y = this._y + 380;
enemy_mc4.max_area_y = this._y + 530;
_root.always_shine(enemy_mc4, 'blue');
var enemy_mc5 = _root.enemysAction35('敌人_鳄鱼', this._x + 150, this._y + 520, 1, 'water', 100);
enemy_mc5.min_area_x = this._x - 590;
enemy_mc5.max_area_x = this._x + 590;
enemy_mc5.min_area_y = this._y + 380;
enemy_mc5.max_area_y = this._y + 530;
_root.always_shine(enemy_mc5, 'blue');
_root.hold_camera([enemy_mc4, enemy_mc5], -1170);
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 250 + random(100), this._y + 380 + random(100), temp_dir);
++i;
}
}
}
frame 42 {
if (_root.game_diff_level >= 1) {
_root.add_object('æ°´é¢_å°èˆ¹', this._x + 415, this._y + 270, true);
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 249, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 249, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 249, 99, -50, 100);
enemy_mc3.patrol_min_x = this._x + 260;
enemy_mc2.patrol_min_x = enemy_mc3.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc3.patrol_min_x;
enemy_mc3.patrol_max_x = this._x + 570;
enemy_mc2.patrol_max_x = enemy_mc3.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc3.patrol_max_x;
enemy_mc3.min_area_x = this._x + 255;
enemy_mc2.min_area_x = enemy_mc3.min_area_x;
enemy_mc1.min_area_x = enemy_mc3.min_area_x;
enemy_mc3.max_area_x = this._x + 575;
enemy_mc2.max_area_x = enemy_mc3.max_area_x;
enemy_mc1.max_area_x = enemy_mc3.max_area_x;
var enemy_mc4 = _root.enemysAction35('敌人_鳄鱼', this._x + 350, this._y + 390, 1, 'water', 100);
enemy_mc4.min_area_x = this._x - 590;
enemy_mc4.max_area_x = this._x + 590;
enemy_mc4.min_area_y = this._y + 380;
enemy_mc4.max_area_y = this._y + 530;
_root.always_shine(enemy_mc4, 'blue');
var enemy_mc5 = _root.enemysAction35('敌人_鳄鱼', this._x + 150, this._y + 520, 1, 'water', 100);
enemy_mc5.min_area_x = this._x - 590;
enemy_mc5.max_area_x = this._x + 590;
enemy_mc5.min_area_y = this._y + 380;
enemy_mc5.max_area_y = this._y + 530;
_root.always_shine(enemy_mc5, 'blue');
_root.hold_camera([enemy_mc4, enemy_mc5], -1170);
var temp_dir = 100 * (random(2) * 2 - 1);
var i = 1;
while (i <= 15) {
_root.add_creatures_09(this._x + 250 + random(100), this._y + 380 + random(100), temp_dir);
++i;
}
}
}
frame 43 {
if (_root.game_diff_level == 0) {
var enemy_mc4 = _root.enemysAction35('敌人_鳄鱼', this._x + 120, this._y + 590, 1, 'water', 100);
enemy_mc4.min_area_x = this._x - 590;
enemy_mc4.max_area_x = this._x + 140;
enemy_mc4.min_area_y = this._y + 580;
enemy_mc4.max_area_y = this._y + 730;
_root.always_shine(enemy_mc4, 'blue');
var enemy_mc5 = _root.enemysAction35('敌人_鳄鱼', this._x + 130, this._y + 720, 1, 'water', 100);
enemy_mc5.min_area_x = this._x - 590;
enemy_mc5.max_area_x = this._x + 140;
enemy_mc5.min_area_y = this._y + 580;
enemy_mc5.max_area_y = this._y + 730;
_root.always_shine(enemy_mc5, 'blue');
_root.hold_camera([enemy_mc4, enemy_mc5], -1760);
(_root.enemysAction01('德军_普通士兵', this._x + 500, this._y + 313, 99, 3, 51, 1, -100)).min_area_x = this._x + 300;
(_root.enemysAction01('德军_普通士兵', this._x + 540, this._y + 313, 99, 3, 50, 1, 100)).min_area_x = this._x + 315;
var water_checker_mc = this.createEmptyMovieClip('water_checker', this.getNextHighestDepth());
water_checker_mc._x = 300;
water_checker_mc._y = 450;
water_checker_mc.targeter = enemy_mc4.targeter;
water_checker_mc.onEnterFrame = function () {
if (this.targeter.in_water) {
if ((_root.get_map_point(this))[0] < (_root.get_map_point(this.targeter))[0]) {
this.targeter.in_water = false;
_root.always_shine(this.targeter, 'normal');
}
}
};
}
}
frame 43 {
if (_root.game_diff_level >= 1) {
var enemy_mc4 = _root.enemysAction35('敌人_鳄鱼', this._x + 120, this._y + 590, 1, 'water', 100);
enemy_mc4.min_area_x = this._x - 590;
enemy_mc4.max_area_x = this._x + 140;
enemy_mc4.min_area_y = this._y + 580;
enemy_mc4.max_area_y = this._y + 730;
_root.always_shine(enemy_mc4, 'blue');
var enemy_mc5 = _root.enemysAction35('敌人_鳄鱼', this._x + 130, this._y + 720, 1, 'water', 100);
enemy_mc5.min_area_x = this._x - 590;
enemy_mc5.max_area_x = this._x + 140;
enemy_mc5.min_area_y = this._y + 580;
enemy_mc5.max_area_y = this._y + 730;
_root.always_shine(enemy_mc5, 'blue');
_root.hold_camera([enemy_mc4, enemy_mc5], -1760);
(_root.enemysAction01('德军_普通士兵', this._x + 500, this._y + 313, 99, 3, 1, 1, -100)).min_area_x = this._x + 300;
(_root.enemysAction01('德军_普通士兵', this._x + 540, this._y + 313, 99, 3, 1, 1, 100)).min_area_x = this._x + 315;
var water_checker_mc = this.createEmptyMovieClip('water_checker', this.getNextHighestDepth());
water_checker_mc._x = 300;
water_checker_mc._y = 450;
water_checker_mc.targeter = enemy_mc4.targeter;
water_checker_mc.onEnterFrame = function () {
if (this.targeter.in_water) {
if ((_root.get_map_point(this))[0] < (_root.get_map_point(this.targeter))[0]) {
this.targeter.in_water = false;
_root.always_shine(this.targeter, 'normal');
}
}
};
}
}
frame 44 {
if (_root.game_diff_level == 0) {
_root.player_max_x = this._x + 125;
var enemy_mc = _root.blocksAction('NPC_大象', this._x + 125, this._y + 305, -1, 0, false, 0);
enemy_mc.always_on = true;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_enemy_stand = false;
enemy_mc.can_move_targeter = 1;
enemy_mc.just_move_targeter = true;
enemy_mc.area_strict = 50;
enemy_mc.min_area_x = enemy_mc._x;
enemy_mc.max_area_x = this._x + 3200;
enemy_mc.find_player = function () {
this.onEnterFrame = function () {
if (this.targeter._x > this._x - 150) {
this.gotoAndStop('kneel');
delete this.onEnterFrame;
}
};
};
enemy_mc.startAction = function () {
_root.play_soundAction('大象å«å£°', false);
this.my_arrow.gotoAndStop('empty');
delete _root.player_max_x;
_root.active_map_drawer = this;
this.onEnterFrame = function () {
this.mc.play();
_root.enemy_move(this, 0, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('walk');
this.move_speed = 0;
this.onEnterFrame = function () {
if (this.can_move) {
if (this.move_speed < 3) {
this.move_speed += 0.5;
}
_root.enemy_move(this, this.move_speed, 0);
} else {
if (this.move_speed > 0) {
this.move_speed -= 0.25;
_root.shake_screen();
}
}
_root.touch_kill_enemy(this, this.hit, 'fly', '打击声音');
};
}
};
};
enemy_mc.enemy_limited_area_Action = function () {
if (this._x > (this.min_area_x + this.max_area_x) / 2) {
delete this.max_area_x;
delete this.just_move_targeter;
delete _root.player_min_x;
delete _root.player_max_x;
_root.active_map_drawer = 'main.player';
this.gotoAndStop('kneel');
delete this.onEnterFrame;
}
};
enemy_mc.find_player();
}
}
frame 44 {
if (_root.game_diff_level >= 1) {
_root.player_max_x = this._x + 125;
var enemy_mc = _root.blocksAction('NPC_大象', this._x + 125, this._y + 305, -1, 0, false, 0);
enemy_mc.always_on = true;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_enemy_stand = false;
enemy_mc.can_move_targeter = 1;
enemy_mc.just_move_targeter = true;
enemy_mc.area_strict = 50;
enemy_mc.min_area_x = enemy_mc._x;
enemy_mc.max_area_x = this._x + 3200;
enemy_mc.find_player = function () {
this.onEnterFrame = function () {
if (this.targeter._x > this._x - 100) {
this.gotoAndStop('kneel');
delete this.onEnterFrame;
}
};
};
enemy_mc.startAction = function () {
_root.play_soundAction('大象å«å£°', false);
this.my_arrow.gotoAndStop('empty');
delete _root.player_max_x;
_root.active_map_drawer = this;
this.onEnterFrame = function () {
this.mc.play();
_root.enemy_move(this, 0, 0);
if (this.mc._currentframe == this.mc._totalframes) {
this.gotoAndStop('walk');
this.move_speed = 0;
this.onEnterFrame = function () {
if (this.can_move) {
if (this.move_speed < 3) {
this.move_speed += 0.5;
}
_root.enemy_move(this, this.move_speed, 0);
} else {
if (this.move_speed > 0) {
this.move_speed -= 0.25;
_root.shake_screen();
}
}
_root.touch_kill_enemy(this, this.hit, 'fly', '打击声音');
};
}
};
};
enemy_mc.enemy_limited_area_Action = function () {
if (this._x > (this.min_area_x + this.max_area_x) / 2) {
delete this.max_area_x;
delete this.just_move_targeter;
delete _root.player_min_x;
delete _root.player_max_x;
_root.active_map_drawer = 'main.player';
this.gotoAndStop('kneel');
delete this.onEnterFrame;
}
};
enemy_mc.find_player();
}
}
frame 45 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 280, this._y + 270, 99, 1, 0, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 360, this._y + 270, 99, 1, 0, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 270, 99, 1, 0, 1, 100);
enemy_mc3.in_air = true;
enemy_mc2.in_air = enemy_mc3.in_air;
enemy_mc1.in_air = enemy_mc3.in_air;
enemy_mc3.no_bonus = true;
enemy_mc2.no_bonus = enemy_mc3.no_bonus;
enemy_mc1.no_bonus = enemy_mc3.no_bonus;
(_root.enemysAction01('德军_普通士兵', this._x + 50, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
}
}
frame 45 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 280, this._y + 270, 99, 3, 0, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 360, this._y + 270, 99, 3, 0, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 270, 99, 3, 0, 1, 100);
enemy_mc3.in_air = true;
enemy_mc2.in_air = enemy_mc3.in_air;
enemy_mc1.in_air = enemy_mc3.in_air;
enemy_mc3.no_bonus = true;
enemy_mc2.no_bonus = enemy_mc3.no_bonus;
enemy_mc1.no_bonus = enemy_mc3.no_bonus;
(_root.enemysAction01('德军_普通士兵', this._x + 50, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 415, 99, 1, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 350 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 450 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
}
}
frame 46 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 280, this._y + 270, 99, 2, 0, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 360, this._y + 270, 99, 2, 0, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 270, 99, 2, 0, 1, 100);
enemy_mc3.in_air = true;
enemy_mc2.in_air = enemy_mc3.in_air;
enemy_mc1.in_air = enemy_mc3.in_air;
enemy_mc3.no_bonus = true;
enemy_mc2.no_bonus = enemy_mc3.no_bonus;
enemy_mc1.no_bonus = enemy_mc3.no_bonus;
(_root.enemysAction01('德军_普通士兵', this._x + 50, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
}
}
frame 46 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 280, this._y + 270, 99, 2, 0, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 360, this._y + 270, 99, 2, 0, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 270, 99, 2, 0, 1, 100);
enemy_mc3.in_air = true;
enemy_mc2.in_air = enemy_mc3.in_air;
enemy_mc1.in_air = enemy_mc3.in_air;
enemy_mc3.no_bonus = true;
enemy_mc2.no_bonus = enemy_mc3.no_bonus;
enemy_mc1.no_bonus = enemy_mc3.no_bonus;
(_root.enemysAction01('德军_普通士兵', this._x + 50, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 415, 99, 2, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 550 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 650 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
}
}
frame 47 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 280, this._y + 270, 99, 3, 0, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 360, this._y + 270, 99, 3, 0, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 270, 99, 3, 0, 1, 100);
enemy_mc3.in_air = true;
enemy_mc2.in_air = enemy_mc3.in_air;
enemy_mc1.in_air = enemy_mc3.in_air;
enemy_mc3.no_bonus = true;
enemy_mc2.no_bonus = enemy_mc3.no_bonus;
enemy_mc1.no_bonus = enemy_mc3.no_bonus;
(_root.enemysAction01('德军_普通士兵', this._x + 50, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
}
}
frame 47 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 280, this._y + 270, 99, 3, 0, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 360, this._y + 270, 99, 3, 0, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 270, 99, 3, 0, 1, 100);
enemy_mc3.in_air = true;
enemy_mc2.in_air = enemy_mc3.in_air;
enemy_mc1.in_air = enemy_mc3.in_air;
enemy_mc3.no_bonus = true;
enemy_mc2.no_bonus = enemy_mc3.no_bonus;
enemy_mc1.no_bonus = enemy_mc3.no_bonus;
(_root.enemysAction01('德军_普通士兵', this._x + 50, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 250, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 315, 99, 3, -random(2) - 1, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 750 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 850 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
}
}
frame 48 {
if (_root.game_diff_level == 0) {
(_root.enemysAction01('德军_普通士兵', this._x + 350 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 450 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 550 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 650 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 750 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 850 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
}
}
frame 48 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction01('德军_普通士兵', this._x + 350 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 450 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 550 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 650 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 750 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 850 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
}
}
frame 49 {
if (_root.game_diff_level == 0) {
(_root.enemysAction01('德军_普通士兵', this._x + 350 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 450 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 550 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 650 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 750 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 850 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 49 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction01('德军_普通士兵', this._x + 350 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 450 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 550 - 590, this._y - 100 - random(50), 99, 3, -3, 1, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 650 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 750 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
(_root.enemysAction01('德军_普通士兵', this._x + 850 - 590, this._y - 100 - random(50), 99, 3, -3, 2, 100)).no_bonus = true;
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 50 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_2', true);
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 270, 99, -50, -100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 270, 99, -50, -100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 270, 99, -50, -100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 270, 99, -50, -100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻军官', this._x + 350, this._y + 270, 99, -50, -100);
enemy_mc5.patrol_min_x = this._x + 100;
enemy_mc4.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc5.patrol_max_x = this._x + 550;
enemy_mc4.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc5.patrol_max_x;
}
}
frame 50 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_2', true);
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 270, 99, -50, -100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 270, 99, -50, -100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 270, 99, -50, -100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 270, 99, -50, -100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻军官', this._x + 350, this._y + 270, 99, -50, -100);
enemy_mc5.patrol_min_x = this._x + 100;
enemy_mc4.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc5.patrol_max_x = this._x + 360;
enemy_mc4.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc5.patrol_max_x;
}
}
frame 51 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 330, 99, -50, -100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 330, 99, -50, -100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 330, 99, -50, -100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 330, 99, -50, -100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻军官', this._x + 400, this._y + 330, 99, -50, -100);
enemy_mc5.patrol_min_x = this._x + 70;
enemy_mc4.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc5.patrol_max_x = this._x + 550;
enemy_mc4.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc5.patrol_max_x;
}
}
frame 51 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 330, 99, -50, -100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 330, 99, -50, -100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 330, 99, -50, -100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 330, 99, -50, -100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻军官', this._x + 400, this._y + 330, 99, -50, -100);
enemy_mc5.patrol_min_x = this._x + 70;
enemy_mc4.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc5.patrol_max_x = this._x + 550;
enemy_mc4.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc5.patrol_max_x;
}
}
frame 52 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 156, this._y + 156, false)).gotoAndStop(1);
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 360, this._y + 60, false);
step_mc1.gotoAndStop(2);
step_mc1.startAction = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = -2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 7;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = 1600;
};
(_root.add_object('木头_å°é˜¶', this._x + 150, this._y + 5, false)).gotoAndStop(2);
_root.blocksAction('奖励_油桶', this._x + 380, this._y + 276, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 435, this._y + 276, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 490, this._y + 276, 2, 5, true, 10);
}
}
frame 52 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 156, this._y + 156, false)).gotoAndStop(1);
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 360, this._y + 60, false);
step_mc1.gotoAndStop(2);
step_mc1.startAction = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = -2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 7;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = 1600;
};
(_root.add_object('木头_å°é˜¶', this._x + 150, this._y + 5, false)).gotoAndStop(2);
_root.enemysAction03('德军_装甲车1', this._x + 230, this._y + 330, 0, 2, 590, 0, 100);
_root.blocksAction('奖励_油桶', this._x + 380, this._y + 276, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 435, this._y + 276, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 490, this._y + 276, 2, 5, true, 10);
}
}
frame 53 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 273, this._y + 292, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 393, this._y + 181, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 143, this._y + 145, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 247, this._y + 18, false)).gotoAndStop(4);
_root.blocksAction('奖励_木箱å', this._x + 273 + 44, this._y + 292 + 13, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 393 + 54, this._y + 181 + 13, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 143 + 54, this._y + 145 + 13, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 247 + 33, this._y + 18 + 13, 1, 5, false, 30);
}
}
frame 53 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 273, this._y + 292, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 393, this._y + 181, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 143, this._y + 145, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 247, this._y + 18, false)).gotoAndStop(4);
_root.blocksAction('奖励_木箱å', this._x + 273 + 44, this._y + 292 + 13, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 393 + 54, this._y + 181 + 13, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 143 + 54, this._y + 145 + 13, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 247 + 33, this._y + 18 + 13, 1, 5, false, 30);
}
}
frame 54 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 198, this._y + 328, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 376, this._y + 253, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 177, this._y + 168, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 397, this._y + 76, false)).gotoAndStop(4);
(_root.add_object('木头_å°é˜¶', this._x + 208, this._y + 10, false)).gotoAndStop(5);
_root.blocksAction('奖励_木箱å', this._x + 198 + 44, this._y + 328 + 13, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 376 + 44, this._y + 253 + 13, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 177 + 54, this._y + 168 + 13, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 397 + 33, this._y + 76 + 13, 1, 5, false, 30);
}
}
frame 54 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 198, this._y + 328, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 376, this._y + 253, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 177, this._y + 168, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 397, this._y + 76, false)).gotoAndStop(4);
(_root.add_object('木头_å°é˜¶', this._x + 208, this._y + 10, false)).gotoAndStop(5);
_root.blocksAction('奖励_木箱å', this._x + 198 + 44, this._y + 328 + 13, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 376 + 44, this._y + 253 + 13, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 177 + 54, this._y + 168 + 13, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 397 + 33, this._y + 76 + 13, 1, 5, false, 30);
}
}
frame 55 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 201, this._y + 294, false)).gotoAndStop(1);
(_root.add_object('木头_å°é˜¶', this._x + 400, this._y + 200, false)).gotoAndStop(4);
(_root.add_object('木头_å°é˜¶', this._x + 240, this._y + 120, false)).gotoAndStop(5);
(_root.add_object('木头_å°é˜¶', this._x + 140, this._y + 5, false)).gotoAndStop(4);
_root.blocksAction('奖励_木箱å', this._x + 201 + 73, this._y + 294 + 13, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 400 + 33, this._y + 200 + 13, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 140 + 33, this._y + 5 + 13, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 55 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 201, this._y + 294, false)).gotoAndStop(1);
(_root.add_object('木头_å°é˜¶', this._x + 400, this._y + 200, false)).gotoAndStop(4);
(_root.add_object('木头_å°é˜¶', this._x + 240, this._y + 120, false)).gotoAndStop(5);
(_root.add_object('木头_å°é˜¶', this._x + 140, this._y + 5, false)).gotoAndStop(4);
_root.blocksAction('奖励_木箱å', this._x + 201 + 73, this._y + 294 + 13, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 400 + 33, this._y + 200 + 13, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 140 + 33, this._y + 5 + 13, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 56 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 210, this._y + 315, false)).gotoAndStop(5);
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 350, this._y + 180, false);
step_mc1.gotoAndStop(4);
step_mc1.startAction = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 10;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -3540;
};
_root.blocksAction('奖励_木箱å', this._x + 350 + 33, this._y + 180 + 13, 1, 5, false, 30);
}
}
frame 56 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 210, this._y + 315, false)).gotoAndStop(5);
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 350, this._y + 180, false);
step_mc1.gotoAndStop(4);
step_mc1.startAction = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 10;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -3540;
};
_root.blocksAction('奖励_木箱å', this._x + 350 + 33, this._y + 180 + 13, 1, 5, false, 30);
}
}
frame 57 {
if (_root.game_diff_level == 0) {
(_root.enemysAction38('激光枪01', this._x + 100, this._y + 95, 1)).gotoAndPlay(45);
(_root.enemysAction38('激光枪01', this._x + 150, this._y + 95, 1)).gotoAndPlay(40);
(_root.enemysAction38('激光枪01', this._x + 200, this._y + 95, 1)).gotoAndPlay(35);
(_root.enemysAction38('激光枪01', this._x + 250, this._y + 95, 1)).gotoAndPlay(30);
(_root.enemysAction38('激光枪01', this._x + 300, this._y + 95, 1)).gotoAndPlay(25);
(_root.enemysAction38('激光枪01', this._x + 350, this._y + 95, 1)).gotoAndPlay(20);
(_root.enemysAction38('激光枪01', this._x + 400, this._y + 95, 1)).gotoAndPlay(15);
(_root.enemysAction38('激光枪01', this._x + 450, this._y + 95, 1)).gotoAndPlay(10);
(_root.enemysAction38('激光枪01', this._x + 500, this._y + 95, 1)).gotoAndPlay(5);
}
}
frame 57 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction38('激光枪01', this._x + 100, this._y + 95, 1)).gotoAndPlay(45);
(_root.enemysAction38('激光枪01', this._x + 150, this._y + 95, 1)).gotoAndPlay(40);
(_root.enemysAction38('激光枪01', this._x + 200, this._y + 95, 1)).gotoAndPlay(35);
(_root.enemysAction38('激光枪01', this._x + 250, this._y + 95, 1)).gotoAndPlay(30);
(_root.enemysAction38('激光枪01', this._x + 300, this._y + 95, 1)).gotoAndPlay(25);
(_root.enemysAction38('激光枪01', this._x + 350, this._y + 95, 1)).gotoAndPlay(20);
(_root.enemysAction38('激光枪01', this._x + 400, this._y + 95, 1)).gotoAndPlay(15);
(_root.enemysAction38('激光枪01', this._x + 450, this._y + 95, 1)).gotoAndPlay(10);
(_root.enemysAction38('激光枪01', this._x + 500, this._y + 95, 1)).gotoAndPlay(5);
}
}
frame 58 {
if (_root.game_diff_level == 0) {
(_root.enemysAction38('激光枪01', this._x + 100, this._y + 95, 1)).gotoAndPlay(45);
(_root.enemysAction38('激光枪01', this._x + 150, this._y + 95, 1)).gotoAndPlay(40);
(_root.enemysAction38('激光枪01', this._x + 200, this._y + 95, 1)).gotoAndPlay(35);
_root.enemysAction38('激光枪02', this._x + 250, this._y + 95, 2);
(_root.enemysAction38('激光枪01', this._x + 380, this._y + 95, 1)).gotoAndPlay(25);
(_root.enemysAction38('激光枪01', this._x + 430, this._y + 95, 1)).gotoAndPlay(20);
(_root.enemysAction38('激光枪01', this._x + 480, this._y + 95, 1)).gotoAndPlay(15);
}
}
frame 58 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction38('激光枪01', this._x + 100, this._y + 95, 1)).gotoAndPlay(45);
(_root.enemysAction38('激光枪01', this._x + 150, this._y + 95, 1)).gotoAndPlay(40);
(_root.enemysAction38('激光枪01', this._x + 200, this._y + 95, 1)).gotoAndPlay(35);
_root.enemysAction38('激光枪02', this._x + 250, this._y + 95, 2);
(_root.enemysAction38('激光枪01', this._x + 380, this._y + 95, 1)).gotoAndPlay(25);
(_root.enemysAction38('激光枪01', this._x + 430, this._y + 95, 1)).gotoAndPlay(20);
(_root.enemysAction38('激光枪01', this._x + 480, this._y + 95, 1)).gotoAndPlay(15);
}
}
frame 59 {
if (_root.game_diff_level == 0) {
(_root.blocksAction('éšœç¢_沙袋', this._x + 216, this._y + 322, -1, 0, false, 0)).enemy_type = 3;
_root.enemysAction03('德军_装甲车1', this._x + 375, this._y + 322, 0, 2, 365, 0, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 265, this._y + 322, 99, 0, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 360, this._y + 322, 99, 0, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 420, this._y + 322, 99, 0, 100);
_root.scene_end_arrow(this, 2, 417, 156);
}
}
frame 59 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('éšœç¢_沙袋', this._x + 216, this._y + 322, -1, 0, false, 0)).enemy_type = 3;
_root.enemysAction03('德军_装甲车1', this._x + 375, this._y + 322, 0, 2, 365, 0, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 265, this._y + 322, 99, 0, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 360, this._y + 322, 99, 0, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 420, this._y + 322, 99, 0, 100);
_root.scene_end_arrow(this, 2, 417, 156);
}
}
frame 60 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_2', true);
(_root.enemysAction01('德军_普通士兵', this._x + 140, this._y + 322, 99, 1, 50, 1, -100)).max_area_x = this._x + 530;
(_root.enemysAction01('德军_普通士兵', this._x + 180, this._y + 322, 99, 1, 50, 1, -100)).max_area_x = this._x + 540;
(_root.enemysAction01('德军_普通士兵', this._x + 360, this._y + 322, 99, 1, 50, 1, 100)).max_area_x = this._x + 550;
(_root.enemysAction01('德军_普通士兵', this._x + 400, this._y + 322, 99, 1, 50, 1, 100)).max_area_x = this._x + 560;
(_root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 322, 99, 1, 100)).max_area_x = this._x + 570;
(_root.enemysAction05('德军_巡逻机枪兵', this._x + 500, this._y + 322, 99, 1, 100)).max_area_x = this._x + 580;
(_root.enemysAction05('德军_巡逻机枪兵', this._x + 550, this._y + 322, 99, 1, 100)).max_area_x = this._x + 590;
}
}
frame 60 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_2', true);
(_root.enemysAction01('德军_普通士兵', this._x + 140, this._y + 322, 99, 1, 50, 1, -100)).max_area_x = this._x + 530;
(_root.enemysAction01('德军_普通士兵', this._x + 180, this._y + 322, 99, 1, 50, 1, -100)).max_area_x = this._x + 540;
(_root.enemysAction01('德军_普通士兵', this._x + 360, this._y + 322, 99, 1, 50, 1, 100)).max_area_x = this._x + 550;
(_root.enemysAction01('德军_普通士兵', this._x + 400, this._y + 322, 99, 1, 50, 1, 100)).max_area_x = this._x + 560;
(_root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 322, 99, 1, 100)).max_area_x = this._x + 570;
(_root.enemysAction05('德军_巡逻机枪兵', this._x + 500, this._y + 322, 99, 1, 100)).max_area_x = this._x + 580;
(_root.enemysAction05('德军_巡逻机枪兵', this._x + 550, this._y + 322, 99, 1, 100)).max_area_x = this._x + 590;
}
}
frame 61 {
if (_root.game_diff_level == 0) {
(_root.enemysAction38('激光枪01', this._x + 50, this._y + 95, 1)).gotoAndPlay(40);
(_root.enemysAction38('激光枪01', this._x + 90, this._y + 95, 1)).gotoAndPlay(35);
(_root.enemysAction38('激光枪01', this._x + 130, this._y + 95, 1)).gotoAndPlay(30);
(_root.enemysAction38('激光枪01', this._x + 170, this._y + 95, 1)).gotoAndPlay(25);
_root.enemysAction38('激光枪02', this._x + 210, this._y + 95, 2);
(_root.enemysAction38('激光枪01', this._x + 350, this._y + 95, 1)).gotoAndPlay(20);
(_root.enemysAction38('激光枪01', this._x + 390, this._y + 95, 1)).gotoAndPlay(15);
(_root.enemysAction38('激光枪01', this._x + 430, this._y + 95, 1)).gotoAndPlay(10);
(_root.enemysAction38('激光枪01', this._x + 470, this._y + 95, 1)).gotoAndPlay(5);
_root.enemysAction38('激光枪02', this._x + 510, this._y + 95, 2);
}
}
frame 61 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction38('激光枪01', this._x + 50, this._y + 95, 1)).gotoAndPlay(40);
(_root.enemysAction38('激光枪01', this._x + 90, this._y + 95, 1)).gotoAndPlay(35);
(_root.enemysAction38('激光枪01', this._x + 130, this._y + 95, 1)).gotoAndPlay(30);
(_root.enemysAction38('激光枪01', this._x + 170, this._y + 95, 1)).gotoAndPlay(25);
_root.enemysAction38('激光枪02', this._x + 210, this._y + 95, 2);
(_root.enemysAction38('激光枪01', this._x + 350, this._y + 95, 1)).gotoAndPlay(20);
(_root.enemysAction38('激光枪01', this._x + 390, this._y + 95, 1)).gotoAndPlay(15);
(_root.enemysAction38('激光枪01', this._x + 430, this._y + 95, 1)).gotoAndPlay(10);
(_root.enemysAction38('激光枪01', this._x + 470, this._y + 95, 1)).gotoAndPlay(5);
_root.enemysAction38('激光枪02', this._x + 510, this._y + 95, 2);
}
}
frame 62 {
if (_root.game_diff_level == 0) {
(_root.enemysAction38('激光枪01', this._x + 50, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
(_root.enemysAction38('激光枪01', this._x + 90, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
_root.enemysAction38('激光枪02', this._x + 130, this._y + 95, 2);
(_root.enemysAction38('激光枪01', this._x + 250, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
(_root.enemysAction38('激光枪01', this._x + 290, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
_root.enemysAction38('激光枪02', this._x + 330, this._y + 95, 2);
(_root.enemysAction38('激光枪01', this._x + 450, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
(_root.enemysAction38('激光枪01', this._x + 490, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
_root.enemysAction38('激光枪02', this._x + 530, this._y + 95, 2);
}
}
frame 62 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction38('激光枪01', this._x + 50, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
(_root.enemysAction38('激光枪01', this._x + 90, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
_root.enemysAction38('激光枪02', this._x + 130, this._y + 95, 2);
(_root.enemysAction38('激光枪01', this._x + 250, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
(_root.enemysAction38('激光枪01', this._x + 290, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
_root.enemysAction38('激光枪02', this._x + 330, this._y + 95, 2);
(_root.enemysAction38('激光枪01', this._x + 450, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
(_root.enemysAction38('激光枪01', this._x + 490, this._y + 95, 1)).gotoAndPlay(random(45) + 1);
_root.enemysAction38('激光枪02', this._x + 530, this._y + 95, 2);
}
}
frame 63 {
if (_root.game_diff_level == 0) {
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 280, this._y + 330, false);
step_mc1.gotoAndStop(2);
step_mc1.startAction = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 8;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -1600;
};
}
}
frame 63 {
if (_root.game_diff_level >= 1) {
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 280, this._y + 330, false);
step_mc1.gotoAndStop(2);
step_mc1.startAction = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 8;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -1600;
};
}
}
frame 64 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 71, this._y + 60, false)).gotoAndStop(1);
(_root.add_object('木头_å°é˜¶', this._x + 296, this._y + 129, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 107, this._y + 202, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 396, this._y + 288, false)).gotoAndStop(4);
(_root.add_object('木头_å°é˜¶', this._x + 177, this._y + 337, false)).gotoAndStop(1);
_root.blocksAction('奖励_油桶', this._x + 71 + 73, this._y + 60 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 296 + 54, this._y + 129 + 13, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 107 + 44, this._y + 202 + 13, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 396 + 33, this._y + 288 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 177 + 73, this._y + 337 + 13, 2, 5, true, 10);
}
}
frame 64 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 71, this._y + 60, false)).gotoAndStop(1);
(_root.add_object('木头_å°é˜¶', this._x + 296, this._y + 129, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 107, this._y + 202, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 396, this._y + 288, false)).gotoAndStop(4);
(_root.add_object('木头_å°é˜¶', this._x + 177, this._y + 337, false)).gotoAndStop(1);
_root.blocksAction('奖励_油桶', this._x + 71 + 73, this._y + 60 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 296 + 54, this._y + 129 + 13, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 107 + 44, this._y + 202 + 13, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 396 + 33, this._y + 288 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 177 + 73, this._y + 337 + 13, 2, 5, true, 10);
}
}
frame 65 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 290, this._y + 50, false)).gotoAndStop(1);
(_root.add_object('木头_å°é˜¶', this._x + 180, this._y + 150, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 280, this._y + 250, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 75, this._y + 300, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 400, this._y + 350, false)).gotoAndStop(5);
_root.blocksAction('奖励_油桶', this._x + 290 + 73, this._y + 50 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 180 + 44, this._y + 150 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 280 + 54, this._y + 250 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 75 + 54, this._y + 300 + 13, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 400 + 18, this._y + 350 + 13, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 65 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 290, this._y + 50, false)).gotoAndStop(1);
(_root.add_object('木头_å°é˜¶', this._x + 180, this._y + 150, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 280, this._y + 250, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 75, this._y + 300, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 400, this._y + 350, false)).gotoAndStop(5);
_root.blocksAction('奖励_油桶', this._x + 290 + 73, this._y + 50 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 180 + 44, this._y + 150 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 280 + 54, this._y + 250 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 75 + 54, this._y + 300 + 13, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 400 + 18, this._y + 350 + 13, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 66 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 120, this._y + 40, false)).gotoAndStop(5);
(_root.add_object('木头_å°é˜¶', this._x + 290, this._y + 60, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 290, this._y + 170, false)).gotoAndStop(5);
(_root.add_object('木头_å°é˜¶', this._x + 110, this._y + 230, false)).gotoAndStop(1);
(_root.add_object('木头_å°é˜¶', this._x + 295, this._y + 295, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 175, this._y + 335, false)).gotoAndStop(5);
_root.blocksAction('奖励_油桶', this._x + 120 + 18, this._y + 40 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 290 + 54, this._y + 60 + 13, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 290 + 18, this._y + 170 + 13, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 110 + 73, this._y + 230 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 295 + 54, this._y + 295 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 175 + 18, this._y + 335 + 13, 2, 5, true, 10);
}
}
frame 66 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 120, this._y + 40, false)).gotoAndStop(5);
(_root.add_object('木头_å°é˜¶', this._x + 290, this._y + 60, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 290, this._y + 170, false)).gotoAndStop(5);
(_root.add_object('木头_å°é˜¶', this._x + 110, this._y + 230, false)).gotoAndStop(1);
(_root.add_object('木头_å°é˜¶', this._x + 295, this._y + 295, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 175, this._y + 335, false)).gotoAndStop(5);
_root.blocksAction('奖励_油桶', this._x + 120 + 18, this._y + 40 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 290 + 54, this._y + 60 + 13, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 290 + 18, this._y + 170 + 13, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 110 + 73, this._y + 230 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 295 + 54, this._y + 295 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 175 + 18, this._y + 335 + 13, 2, 5, true, 10);
}
}
frame 67 {
if (_root.game_diff_level == 0) {
(_root.add_object('木头_å°é˜¶', this._x + 70, this._y + 10, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 350, this._y + 80, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 200, this._y + 150, false)).gotoAndStop(1);
_root.blocksAction('奖励_油桶', this._x + 70 + 44, this._y + 10 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 350 + 54, this._y + 80 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 200 + 73, this._y + 150 + 13, 2, 5, true, 10);
var enemy_mc1 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 329, false);
enemy_mc1.body.stop();
enemy_mc1.dieEvents = function () {
_root.main_move_XY(undefined, -1600);
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 10;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -3540;
};
_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 291, 1, 5, false, 30);
}
}
frame 67 {
if (_root.game_diff_level >= 1) {
(_root.add_object('木头_å°é˜¶', this._x + 70, this._y + 10, false)).gotoAndStop(3);
(_root.add_object('木头_å°é˜¶', this._x + 350, this._y + 80, false)).gotoAndStop(2);
(_root.add_object('木头_å°é˜¶', this._x + 200, this._y + 150, false)).gotoAndStop(1);
_root.blocksAction('奖励_油桶', this._x + 70 + 44, this._y + 10 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 350 + 54, this._y + 80 + 13, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 200 + 73, this._y + 150 + 13, 2, 5, true, 10);
var enemy_mc1 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 329, false);
enemy_mc1.body.stop();
enemy_mc1.dieEvents = function () {
_root.main_move_XY(undefined, -1600);
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 10;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -3540;
};
_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 291, 1, 5, false, 30);
_root.enemysAction05('德军_巡逻军官', this._x + 209, this._y + 311, 99, 0, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 161, this._y + 297, 99, 0, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 92, this._y + 273, 99, 0, 100);
}
}
frame 68 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 100, this._y + 330, 99, -1, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 330, 99, -1, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 330, 99, -1, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 330, 99, -1, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 330, 99, -1, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 330, 99, -1, 100);
enemy_mc6.patrol_min_x = this._x - 290;
enemy_mc5.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc4.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc6.patrol_max_x = this._x + 490;
enemy_mc5.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc4.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc6.patrol_max_x;
}
}
frame 68 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 100, this._y + 330, 99, -1, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 330, 99, -1, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 330, 99, -1, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 330, 99, -1, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 330, 99, -1, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 330, 99, -1, 100);
enemy_mc6.patrol_min_x = this._x - 290;
enemy_mc5.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc4.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc6.patrol_max_x = this._x + 490;
enemy_mc5.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc4.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc6.patrol_max_x;
}
}
frame 69 {
if (_root.game_diff_level == 0) {
_root.next_scence_blocked = true;
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 2, this._x + 372, this._y + 108, 100);
var temp_x = this._x;
var temp_y = this._y;
enemy_mc1.overAction = function () {
_root.enemysAction05('德军_巡逻军官', temp_x - 50, temp_y + 273, 99, -1, -100);
_root.enemysAction05('德军_巡逻机枪兵', temp_x - 100, temp_y + 297, 99, -1, -100);
_root.enemysAction05('德军_巡逻机枪兵', temp_x - 150, temp_y + 320, 99, -1, -100);
_root.enemysAction05('德军_巡逻机枪兵', temp_x - 200, temp_y + 330, 99, -1, -100);
_root.enemysAction05('德军_巡逻机枪兵', temp_x - 250, temp_y + 330, 99, -1, -100);
(_root.enemysAction05('德军_巡逻机枪兵', temp_x - 300, temp_y + 330, 99, -1, -100)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.next_scence_blocked = false;
var v3 = _root.add_stage_arrow(2);
v3._x = 407;
v3._y = 108;
};
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 3, this._x + 490, this._y + 155, 100);
enemy_mc2.child = enemy_mc1;
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 100, this._y + 270, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 270, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 270, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 270, 99, -50, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 270, 99, -50, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 270, 99, -50, 100);
enemy_mc6.patrol_min_x = this._x - 100;
enemy_mc5.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc4.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc6.patrol_max_x = this._x + 490;
enemy_mc5.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc4.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc6.patrol_max_x;
}
}
frame 69 {
if (_root.game_diff_level >= 1) {
_root.next_scence_blocked = true;
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 2, this._x + 372, this._y + 108, 100);
var temp_x = this._x;
var temp_y = this._y;
enemy_mc1.overAction = function () {
_root.enemysAction05('德军_巡逻军官', temp_x - 50, temp_y + 273, 99, -1, -100);
_root.enemysAction05('德军_巡逻机枪兵', temp_x - 100, temp_y + 297, 99, -1, -100);
_root.enemysAction05('德军_巡逻机枪兵', temp_x - 150, temp_y + 320, 99, -1, -100);
_root.enemysAction05('德军_巡逻机枪兵', temp_x - 200, temp_y + 330, 99, -1, -100);
_root.enemysAction05('德军_巡逻机枪兵', temp_x - 250, temp_y + 330, 99, -1, -100);
(_root.enemysAction05('德军_巡逻机枪兵', temp_x - 300, temp_y + 330, 99, -1, -100)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.next_scence_blocked = false;
var v3 = _root.add_stage_arrow(2);
v3._x = 407;
v3._y = 108;
};
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 3, this._x + 490, this._y + 155, 100);
enemy_mc2.child = enemy_mc1;
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 100, this._y + 270, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 270, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 270, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 270, 99, -50, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 270, 99, -50, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 270, 99, -50, 100);
enemy_mc6.patrol_min_x = this._x - 100;
enemy_mc5.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc4.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc6.patrol_max_x = this._x + 490;
enemy_mc5.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc4.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc6.patrol_max_x;
}
}
frame 70 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
var door_mc = _root.enemysAction37('伸缩平å°', 6, this._x + 569, this._y + 349, 100);
_root.player_max_x = this._x + 550;
(_root.blocksAction('奖励_木箱å', this._x + 560, this._y + 108, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 350, this._y + 350, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 400, this._y + 350, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 450, this._y + 350, 1, 5, false, 30);
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 530, this._y + 108, 99, 0, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 390, this._y + 108, 99, 0, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻军官', this._x + 290, this._y + 108, 99, 1, 100);
enemy_mc3.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc3.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3]);
}
}
frame 70 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
var door_mc = _root.enemysAction37('伸缩平å°', 6, this._x + 569, this._y + 349, 100);
_root.player_max_x = this._x + 550;
(_root.blocksAction('奖励_木箱å', this._x + 560, this._y + 108, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 350, this._y + 350, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 400, this._y + 350, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 450, this._y + 350, 1, 5, false, 30);
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 375, this._y + 350, 99, 2, 0, 1, 100);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 425, this._y + 350, 99, 2, 0, 1, 100);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 475, this._y + 350, 99, 2, 0, 1, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 530, this._y + 108, 99, 0, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 390, this._y + 108, 99, 0, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻军官', this._x + 290, this._y + 108, 99, 1, 100);
enemy_mc6.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc5.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc6.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6]);
}
}
frame 75 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_2', true);
_root.next_scence_blocked = true;
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 2, this._x + 108, this._y + 108, 100);
var temp_x = this._x;
var temp_y = this._y;
enemy_mc1.overAction = function () {
(_root.enemysAction01('德军_普通士兵', temp_x - 50, temp_y + 270, 99, 3, -2, 1, -100)).in_air = true;
(_root.enemysAction01('德军_普通士兵', temp_x - 100, temp_y + 270, 99, 3, -1, 1, -100)).in_air = true;
(_root.enemysAction01('德军_普通士兵', temp_x - 150, temp_y + 270, 99, 3, -1, 1, -100)).in_air = true;
_root.next_scence_blocked = false;
var v2 = _root.add_stage_arrow(2);
v2._x = 143;
v2._y = 108;
};
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 3, this._x + 490, this._y + 155, 100);
enemy_mc2.child = enemy_mc1;
_root.enemysAction03('德军_装甲车1', this._x + 420, this._y + 270, 1, 2, 380, 0, 100);
_root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 270, 99, 1, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 420, this._y + 270, 99, 3, 2, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 480, this._y + 270, 99, 3, 2, 1, 100);
}
}
frame 75 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_2', true);
_root.next_scence_blocked = true;
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 2, this._x + 108, this._y + 108, 100);
var temp_x = this._x;
var temp_y = this._y;
enemy_mc1.overAction = function () {
(_root.enemysAction01('德军_普通士兵', temp_x - 50, temp_y + 270, 99, 3, -2, 1, -100)).in_air = true;
(_root.enemysAction01('德军_普通士兵', temp_x - 100, temp_y + 270, 99, 3, -1, 1, -100)).in_air = true;
(_root.enemysAction01('德军_普通士兵', temp_x - 150, temp_y + 270, 99, 3, -1, 1, -100)).in_air = true;
_root.next_scence_blocked = false;
var v2 = _root.add_stage_arrow(2);
v2._x = 143;
v2._y = 108;
};
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 3, this._x + 490, this._y + 155, 100);
enemy_mc2.child = enemy_mc1;
_root.enemysAction03('德军_装甲车1', this._x + 420, this._y + 270, 1, 2, 380, 0, 100);
_root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 270, 99, 1, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 420, this._y + 270, 99, 3, 2, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 480, this._y + 270, 99, 3, 2, 1, 100);
}
}
frame 80 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
var door_mc = _root.enemysAction37('伸缩平å°', 6, this._x + 569, this._y + 349, 100);
_root.player_max_x = this._x + 550;
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 30, this._y + 207, 99, 0, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 150, 99, 0, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 455, this._y + 246, 99, 0, 100);
enemy_mc3.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc3.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3]);
}
}
frame 80 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
var door_mc = _root.enemysAction37('伸缩平å°', 6, this._x + 569, this._y + 349, 100);
_root.player_max_x = this._x + 550;
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 30, this._y + 207, 99, 0, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 150, 99, 0, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 455, this._y + 246, 99, 0, 100);
enemy_mc3.dieEvents2 = function () {
door_mc.mc.play();
delete _root.player_max_x;
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc3.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3]);
}
}
frame 85 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_2', true);
_root.next_scence_blocked = true;
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 2, this._x + 245, this._y + 108, 100);
enemy_mc1.overAction = function () {
_root.next_scence_blocked = false;
var v2 = _root.add_stage_arrow(2);
v2._x = 282;
v2._y = 108;
};
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 7, this._x - 110, this._y + 270, 100);
enemy_mc2.in_air = true;
var enemy_mc3 = _root.enemysAction37('伸缩平å°', 3, this._x + 490, this._y + 155, 100);
enemy_mc3.child = enemy_mc1;
enemy_mc3.sting = enemy_mc2;
}
}
frame 85 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_2', true);
_root.next_scence_blocked = true;
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 2, this._x + 245, this._y + 108, 100);
enemy_mc1.overAction = function () {
_root.next_scence_blocked = false;
var v2 = _root.add_stage_arrow(2);
v2._x = 282;
v2._y = 108;
};
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 7, this._x - 110, this._y + 270, 100);
enemy_mc2.in_air = true;
var enemy_mc3 = _root.enemysAction37('伸缩平å°', 3, this._x + 490, this._y + 155, 100);
enemy_mc3.child = enemy_mc1;
enemy_mc3.sting = enemy_mc2;
}
}
frame 90 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
_root.enemysAction39('爆炸çƒ_ç‚®', this._x + 530, this._y + 149, 0, 100);
var enemy_mc1 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 361, 99, -50, -100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 361, 99, -50, -100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 361, 99, -50, -100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻军官', this._x + 350, this._y + 361, 99, -50, -100);
enemy_mc4.patrol_min_x = this._x + 50;
enemy_mc3.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc4.patrol_max_x = this._x + 560;
enemy_mc3.patrol_max_x = enemy_mc4.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc4.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc4.patrol_max_x;
}
}
frame 90 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
_root.enemysAction39('爆炸çƒ_ç‚®', this._x + 530, this._y + 149, 0, 100);
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 300, this._y + 361, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 361, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 361, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 361, 99, -50, 100);
enemy_mc4.patrol_min_x = this._x + 50;
enemy_mc3.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc4.patrol_max_x = this._x + 560;
enemy_mc3.patrol_max_x = enemy_mc4.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc4.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc4.patrol_max_x;
}
}
frame 95 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_2', true);
var enemy_mc1 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 333, false);
enemy_mc1.body.stop();
_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 295, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 295, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 295, 1, 5, false, 30);
}
}
frame 95 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_2', true);
var enemy_mc1 = _root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 333, false);
enemy_mc1.body.stop();
_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 295, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 295, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 295, 1, 5, false, 30);
}
}
frame 96 {
if (_root.game_diff_level == 0) {
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 295, this._y + 135, false);
step_mc1.gotoAndStop(9);
step_mc1.startAction = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = -2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 6;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = 1600;
};
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 1, this._x + 408, this._y + 5, 100);
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 4, this._x + 400, this._y + 55, 100);
enemy_mc2.child = enemy_mc1;
}
}
frame 96 {
if (_root.game_diff_level >= 1) {
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 50, this._y + 180);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 200, this._y + 200);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 350, this._y + 180);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 500, this._y + 200);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 650, this._y + 180);
_root.enemysAction01('德军_普通士兵', this._x + 50, this._y + 334, 99, 1, -2, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 334, 99, 1, -2, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 334, 99, 2, -2, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 334, 99, 2, -2, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 347, this._y + 276, 99, 3, 0, 2, 100);
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 295, this._y + 135, false);
step_mc1.gotoAndStop(9);
step_mc1.startAction = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = -2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 6;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = 1600;
};
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 1, this._x + 408, this._y + 5, 100);
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 4, this._x + 400, this._y + 55, 100);
enemy_mc2.child = enemy_mc1;
}
}
frame 97 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 1, this._x + 408, this._y + 70, 100);
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 4, this._x + 400, this._y + 120, 100);
enemy_mc2.child = enemy_mc1;
(_root.add_object('木头_å°é˜¶', this._x + 165, this._y + 300, false)).gotoAndStop(8);
(_root.add_object('木头_å°é˜¶', this._x + 175, this._y + 180, false)).gotoAndStop(9);
}
}
frame 97 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 1, this._x + 408, this._y + 70, 100);
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 4, this._x + 400, this._y + 120, 100);
enemy_mc2.child = enemy_mc1;
(_root.add_object('木头_å°é˜¶', this._x + 165, this._y + 300, false)).gotoAndStop(8);
(_root.add_object('木头_å°é˜¶', this._x + 175, this._y + 180, false)).gotoAndStop(9);
}
}
frame 98 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 1, this._x + 408, this._y + 70, 100);
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 4, this._x + 400, this._y + 120, 100);
enemy_mc2.child = enemy_mc1;
(_root.add_object('木头_å°é˜¶', this._x + 170, this._y + 380, false)).gotoAndStop(9);
(_root.add_object('木头_å°é˜¶', this._x + 325, this._y + 260, false)).gotoAndStop(9);
(_root.add_object('木头_å°é˜¶', this._x + 175, this._y + 155, false)).gotoAndStop(8);
}
}
frame 98 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 1, this._x + 408, this._y + 70, 100);
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 4, this._x + 400, this._y + 120, 100);
enemy_mc2.child = enemy_mc1;
(_root.add_object('木头_å°é˜¶', this._x + 170, this._y + 380, false)).gotoAndStop(9);
(_root.add_object('木头_å°é˜¶', this._x + 325, this._y + 260, false)).gotoAndStop(9);
(_root.add_object('木头_å°é˜¶', this._x + 175, this._y + 155, false)).gotoAndStop(8);
}
}
frame 99 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 1, this._x + 408, this._y + 95, 100);
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 4, this._x + 400, this._y + 145, 100);
enemy_mc2.child = enemy_mc1;
(_root.add_object('木头_å°é˜¶', this._x + 320, this._y + 350, false)).gotoAndStop(9);
(_root.add_object('木头_å°é˜¶', this._x + 160, this._y + 220, false)).gotoAndStop(7);
}
}
frame 99 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction37('伸缩平å°', 1, this._x + 408, this._y + 95, 100);
var enemy_mc2 = _root.enemysAction37('伸缩平å°', 4, this._x + 400, this._y + 145, 100);
enemy_mc2.child = enemy_mc1;
(_root.add_object('木头_å°é˜¶', this._x + 320, this._y + 350, false)).gotoAndStop(9);
(_root.add_object('木头_å°é˜¶', this._x + 160, this._y + 220, false)).gotoAndStop(7);
}
}
frame 100 {
if (_root.game_diff_level == 0) {
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 150, this._y + 370, false);
step_mc1.gotoAndStop(9);
temp_x = this._x;
temp_y = this._y;
step_mc1.startAction = function () {
_root.main_move_XY(-590, 1600);
var v2 = _root.enemysAction03('德军_装甲车1', temp_x + 650, temp_y + 330, 1, 2, 520, 0, 100);
v2.in_air = true;
v2.dieEvents = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 7;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -1180;
};
};
(_root.add_object('木头_å°é˜¶', this._x + 160, this._y + 270, false)).gotoAndStop(8);
}
}
frame 100 {
if (_root.game_diff_level >= 1) {
var step_mc1 = _root.add_object('木头_å°é˜¶', this._x + 150, this._y + 370, false);
step_mc1.gotoAndStop(9);
temp_x = this._x;
temp_y = this._y;
step_mc1.startAction = function () {
_root.main_move_XY(-590, 1600);
var v2 = _root.enemysAction03('德军_å¦å…‹2', temp_x + 650, temp_y + 330, 1, 1, 520, 0, 100);
v2.in_air = true;
v2.dieEvents = function () {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 7;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -1180;
};
};
(_root.add_object('木头_å°é˜¶', this._x + 160, this._y + 270, false)).gotoAndStop(8);
}
}
frame 101 {
if (_root.game_diff_level == 0) {
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 101 {
if (_root.game_diff_level >= 1) {
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 102 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm3_3', true);
_root.player_min_x = this._x + 100;
(_root.enemysAction01('德军_普通士兵', this._x + 220, this._y + 328, 99, 1, 1, 1, 100)).min_area_x = this._x + 100;
(_root.enemysAction01('德军_普通士兵', this._x + 260, this._y + 328, 99, 1, 1, 1, 100)).min_area_x = this._x + 100;
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 440, this._y + 328, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 490, this._y + 328, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 540, this._y + 328, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 590, this._y + 328, 99, -50, 100);
enemy_mc4.min_area_x = this._x + 100;
enemy_mc3.min_area_x = enemy_mc4.min_area_x;
enemy_mc2.min_area_x = enemy_mc4.min_area_x;
enemy_mc1.min_area_x = enemy_mc4.min_area_x;
enemy_mc4.patrol_min_x = this._x + 300;
enemy_mc3.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc4.patrol_max_x = this._x + 560;
enemy_mc3.patrol_max_x = enemy_mc4.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc4.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc4.patrol_max_x;
}
}
frame 102 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm3_3', true);
_root.player_min_x = this._x + 100;
(_root.enemysAction01('德军_普通士兵', this._x + 220, this._y + 328, 99, 1, 1, 1, 100)).min_area_x = this._x + 100;
(_root.enemysAction01('德军_普通士兵', this._x + 260, this._y + 328, 99, 1, 1, 1, 100)).min_area_x = this._x + 100;
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 440, this._y + 328, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 490, this._y + 328, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 540, this._y + 328, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 590, this._y + 328, 99, -50, 100);
enemy_mc4.min_area_x = this._x + 100;
enemy_mc3.min_area_x = enemy_mc4.min_area_x;
enemy_mc2.min_area_x = enemy_mc4.min_area_x;
enemy_mc1.min_area_x = enemy_mc4.min_area_x;
enemy_mc4.patrol_min_x = this._x + 300;
enemy_mc3.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc4.patrol_min_x;
enemy_mc4.patrol_max_x = this._x + 560;
enemy_mc3.patrol_max_x = enemy_mc4.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc4.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc4.patrol_max_x;
}
}
frame 103 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 350, this._y + 328, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 328, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 328, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 500, this._y + 328, 99, -50, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 550, this._y + 328, 99, -50, 100);
enemy_mc5.patrol_min_x = this._x + 100;
enemy_mc4.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc5.patrol_max_x = this._x + 580;
enemy_mc4.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc5.patrol_max_x;
}
}
frame 103 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 350, this._y + 328, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 328, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 328, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 500, this._y + 328, 99, -50, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 550, this._y + 328, 99, -50, 100);
enemy_mc5.patrol_min_x = this._x + 100;
enemy_mc4.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc5.patrol_min_x;
enemy_mc5.patrol_max_x = this._x + 580;
enemy_mc4.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc5.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc5.patrol_max_x;
}
}
frame 104 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction03('德军_装甲车1', this._x - 500, this._y, -1, 2, 110, 2, -100);
var enemy_mc2 = _root.enemysAction03('德军_装甲车1', this._x - 90, this._y, -1, 2, 480, 2, 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -580);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 350, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 416, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 378, this._y + 291, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 341, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction01('德军_普通士兵', this._x - 100, this._y - random(100), 99, 3, -3, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x - 200, this._y - random(100), 99, 3, -3, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x - 300, this._y - random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x - 400, this._y - random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x - 500, this._y - random(100), 99, 3, -3, 2, 100);
}
}
frame 104 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction03('德军_å¦å…‹2', this._x - 500, this._y, -1, 1, 110, 2, -100);
var enemy_mc2 = _root.enemysAction03('德军_å¦å…‹2', this._x - 90, this._y, -1, 1, 480, 2, 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -580);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 350, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 416, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 378, this._y + 291, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 341, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction01('德军_普通士兵', this._x - 100, this._y - random(100), 99, 3, -3, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x - 200, this._y - random(100), 99, 3, -3, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x - 300, this._y - random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x - 400, this._y - random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x - 500, this._y - random(100), 99, 3, -3, 2, 100);
}
}
frame 105 {
if (_root.game_diff_level == 0) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 329, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 291, 1, 5, false, 30);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 291, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc = _root.enemysAction04('德军_巨型轰炸机', this._x + 590 + 295, this._y + 480, -4, 295, 200);
var step_mc = _root.blocksAction('木头_桥', this._x + 558, this._y + 335, -1, 0, false, 0);
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.get_postion = function () {
delete this.no_absorb;
delete this.no_damage;
};
enemy_mc.dieEvents = function () {
step_mc.dieEvents();
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 8;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -1200;
};
step_mc.always_on = true;
step_mc.no_absorb = true;
step_mc.no_damage = true;
_root.player_max_x = this._x + 920;
step_mc.dieEvents = function () {
delete _root.player_max_x;
_root.shot_shine(_root, 'white', 1);
_root.shake_screen();
_root.object_remove(this, 15);
this.yspeed = 5;
this.onEnterFrame = function () {
this._rotation -= 2;
this.yspeed += 1;
this._y += this.yspeed;
};
};
}
}
frame 105 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 150, this._y + 329, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 216, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 178, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 141, this._y + 291, 1, 5, false, 30);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 329, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 291, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 291, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 291, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc = _root.enemysAction04('德军_巨型轰炸机', this._x + 590 + 295, this._y + 480, -4, 295, 200);
var step_mc = _root.blocksAction('木头_桥', this._x + 558, this._y + 335, -1, 0, false, 0);
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.get_postion = function () {
delete this.no_absorb;
delete this.no_damage;
};
enemy_mc.dieEvents = function () {
step_mc.dieEvents();
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 8;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -1200;
};
step_mc.always_on = true;
step_mc.no_absorb = true;
step_mc.no_damage = true;
_root.player_max_x = this._x + 920;
step_mc.dieEvents = function () {
delete _root.player_max_x;
_root.shot_shine(_root, 'white', 1);
_root.shake_screen();
_root.object_remove(this, 15);
this.yspeed = 5;
this.onEnterFrame = function () {
this._rotation -= 2;
this.yspeed += 1;
this._y += this.yspeed;
};
};
}
}
frame 109 {
if (_root.game_diff_level == 0) {
var enemy_mc = _root.add_enemyAction('NPC_ç«è½¦', this._x - 80, this._y + 377, 0, 100);
_root.play_soundAction('ç«è½¦2', true);
enemy_mc.move_speed = 10;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_enemy_stand = true;
enemy_mc.in_air = true;
enemy_mc.always_on = true;
enemy_mc.onEnterFrame = function () {
_root.enemy_move(this, this.move_speed, 0);
};
enemy_mc.startAction = function (who) {
_root.play_soundAction('ç«è½¦1', false);
_root.active_map_drawer = this;
this.can_move_targeter = 1;
this.just_move_targeter = true;
_root.main_move_XY(undefined, -1200);
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 18;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -7670;
};
}
}
frame 109 {
if (_root.game_diff_level >= 1) {
var enemy_mc = _root.add_enemyAction('NPC_ç«è½¦', this._x - 80, this._y + 377, 0, 100);
_root.play_soundAction('ç«è½¦2', true);
enemy_mc.move_speed = 10;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_enemy_stand = true;
enemy_mc.in_air = true;
enemy_mc.always_on = true;
enemy_mc.onEnterFrame = function () {
_root.enemy_move(this, this.move_speed, 0);
};
enemy_mc.startAction = function (who) {
_root.play_soundAction('ç«è½¦1', false);
_root.active_map_drawer = this;
this.can_move_targeter = 1;
this.just_move_targeter = true;
_root.main_move_XY(undefined, -1200);
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 1;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 18;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -7670;
};
}
}
frame 110 {
if (_root.game_diff_level == 0) {
(_root.enemysAction01('德军_普通士兵', this._x - 200, this._y - random(100), 99, 3, -3, 1, 100)).active_moved = true;
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x - 250, this._y - random(100), 99, 3, -3, 1, 100);
enemy_mc1.active_moved = true;
enemy_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x - 300, this._y - random(100), 99, 3, -3, 2, 100);
enemy_mc2.active_moved = true;
enemy_mc2.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction01('德军_普通士兵', this._x - 350, this._y - random(100), 99, 3, -3, 2, 100)).active_moved = true;
(_root.enemysAction01('德军_普通士兵', this._x - 400, this._y - random(100), 99, 3, -3, 2, 100)).active_moved = true;
}
}
frame 110 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction01('德军_普通士兵', this._x - 200, this._y - random(100), 99, 3, -3, 1, 100)).active_moved = true;
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x - 250, this._y - random(100), 99, 3, -3, 1, 100);
enemy_mc1.active_moved = true;
enemy_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x - 300, this._y - random(100), 99, 3, -3, 2, 100);
enemy_mc2.active_moved = true;
enemy_mc2.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction01('德军_普通士兵', this._x - 350, this._y - random(100), 99, 3, -3, 2, 100)).active_moved = true;
(_root.enemysAction01('德军_普通士兵', this._x - 400, this._y - random(100), 99, 3, -3, 2, 100)).active_moved = true;
}
}
frame 113 {
if (_root.game_diff_level == 0) {
(_root.enemysAction01('德军_普通士兵', this._x - 100, this._y - random(100), 99, 3, -3, 1, 100)).active_moved = true;
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x - 200, this._y - random(100), 99, 3, -3, 1, 100);
enemy_mc1.active_moved = true;
enemy_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x - 300, this._y - random(100), 99, 3, -3, 2, 100);
enemy_mc2.active_moved = true;
enemy_mc2.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction01('德军_普通士兵', this._x - 400, this._y - random(100), 99, 3, -3, 2, 100)).active_moved = true;
(_root.enemysAction01('德军_普通士兵', this._x - 500, this._y - random(100), 99, 3, -3, 2, 100)).active_moved = true;
}
}
frame 113 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction01('德军_普通士兵', this._x - 100, this._y - random(100), 99, 3, -3, 1, 100)).active_moved = true;
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x - 200, this._y - random(100), 99, 3, -3, 1, 100);
enemy_mc1.active_moved = true;
enemy_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x - 300, this._y - random(100), 99, 3, -3, 2, 100);
enemy_mc2.active_moved = true;
enemy_mc2.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.enemysAction01('德军_普通士兵', this._x - 400, this._y - random(100), 99, 3, -3, 2, 100)).active_moved = true;
(_root.enemysAction01('德军_普通士兵', this._x - 500, this._y - random(100), 99, 3, -3, 2, 100)).active_moved = true;
}
}
frame 116 {
if (_root.game_diff_level == 0) {
_root.game_medium_boss = true;
var enemy_mc = _root.enemysAction40('敌人_BOSS3', this._x + 300, this._y - 800);
_root.add_enemy_boss_healthbar(enemy_mc, 3);
enemy_mc.active_moved = true;
enemy_mc.dieEvents = function () {
var v2 = _root.game_save_level_file(4);
_root.kill_boss(v2);
};
}
}
frame 116 {
if (_root.game_diff_level >= 1) {
_root.game_medium_boss = true;
var enemy_mc = _root.enemysAction40('敌人_BOSS3', this._x + 300, this._y - 800);
_root.add_enemy_boss_healthbar(enemy_mc, 3);
enemy_mc.active_moved = true;
enemy_mc.dieEvents = function () {
var v2 = _root.game_save_level_file(4);
_root.kill_boss(v2);
};
}
}
frame 118 {
if (_root.game_diff_level == 0) {
repeat = -1;
}
}
frame 118 {
if (_root.game_diff_level >= 1) {
repeat = -1;
}
}
}
movieClip 5815 {
}
movieClip 5819 {
}
movieClip 5823 {
}
movieClip 5829 {
}
movieClip 5833 {
}
movieClip 5837 {
}
movieClip 5841 {
}
movieClip 5845 {
}
movieClip 5849 {
}
movieClip 5867 {
}
movieClip 5871 {
}
movieClip 5873 {
}
movieClip 5877 {
}
movieClip 5881 {
}
movieClip 5885 {
}
movieClip 5889 {
}
movieClip 5893 {
}
movieClip 5931 {
frame 1 {
stop();
}
frame 14 {
stop();
}
}
movieClip 5935 {
}
movieClip 5939 {
}
movieClip 5944 {
}
movieClip 5948 {
}
movieClip 5960 {
}
movieClip 5962 {
}
movieClip 5970 {
}
movieClip 5976 {
}
movieClip 5980 {
}
movieClip 5984 {
}
movieClip 5988 {
}
movieClip 5992 {
}
movieClip 5996 {
}
movieClip 6000 {
}
movieClip 6004 {
}
movieClip 6011 {
}
movieClip 6014 {
}
movieClip 6019 {
}
movieClip 6027 {
}
movieClip 6035 {
}
movieClip 6045 {
}
movieClip 6061 {
}
movieClip 6066 {
}
movieClip 6069 {
frame 1 {
stop();
}
frame 150 {
_root.play_soundAction('功夫_大笑', false);
}
frame 192 {
_root.play_soundAction('功夫_旋风腿', false);
}
frame 280 {
_root.play_soundAction('ç›´å‡é£žæœº', true);
}
frame 357 {
_root.stop_soundAction('ç›´å‡é£žæœº');
stop();
}
}
movieClip 6083 {
}
movieClip 6088 {
}
movieClip 6090 {
}
movieClip 6091 {
}
movieClip 6097 {
}
movieClip 6099 {
}
movieClip 6101 {
}
movieClip 6103 {
}
movieClip 6104 {
}
movieClip 6106 {
}
movieClip 6108 {
}
movieClip 6120 {
}
movieClip 6121 追踪导弹 {
frame 1 {
stop();
}
frame 9 {
stop();
}
}
movieClip 6122 德军_巨型机器人 {
frame 15 {
this.machinegun();
}
frame 17 {
this.machinegun();
}
frame 19 {
this.machinegun();
}
frame 21 {
this.machinegun();
}
frame 23 {
this.machinegun();
}
frame 25 {
this.machinegun();
}
frame 27 {
this.machinegun();
}
frame 29 {
this.machinegun();
}
frame 31 {
this.machinegun();
}
frame 33 {
this.machinegun();
}
frame 35 {
this.machinegun();
}
frame 37 {
this.machinegun();
}
frame 39 {
this.machinegun();
}
frame 63 {
_root.play_soundAction('大爆炸', false);
}
frame 94 {
_root.play_soundAction('大爆炸', false);
}
frame 125 {
this.removeMovieClip();
}
}
movieClip 6125 {
}
movieClip 6128 德军_战斗机 {
frame 17 {
this.shootAction();
}
frame 94 {
stop();
}
}
movieClip 6133 {
}
movieClip 6146 {
}
movieClip 6157 {
frame 10 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 6168 {
}
movieClip 6177 {
}
movieClip 6190 {
frame 13 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 6203 {
frame 13 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 6224 {
frame 58 {
_parent.removeMovieClip();
}
}
movieClip 6241 {
frame 65 {
_parent.removeMovieClip();
}
}
movieClip 6244 敌人_å¹é•– {
frame 1 {
stop();
}
}
movieClip 6245 ä¸ç«‹_å°çŸ®äºº1 {
}
movieClip 6250 {
}
movieClip 6263 {
}
movieClip 6274 {
frame 11 {
_parent.attackAction();
}
}
movieClip 6289 {
frame 15 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 6310 {
frame 58 {
_parent.removeMovieClip();
}
}
movieClip 6313 敌人_æ ‡æžª {
frame 1 {
stop();
}
}
movieClip 6314 ä¸ç«‹_å°çŸ®äºº2 {
}
movieClip 6321 {
}
movieClip 6328 {
}
movieClip 6369 {
frame 19 {
_parent.shootAction('敌人_枪械åå¼¹', 180);
}
}
movieClip 6376 {
frame 7 {
_parent.attackAction();
}
frame 16 {
_parent.attackAction();
}
frame 26 {
_parent.attackAction();
}
}
movieClip 6391 {
frame 55 {
_parent.removeMovieClip();
}
}
movieClip 6408 {
frame 65 {
_parent.removeMovieClip();
}
}
movieClip 6413 {
}
movieClip 6414 敌人_é•¿è€é¢å…· {
frame 1 {
stop();
}
}
movieClip 6415 ä¸ç«‹_çŸ®äººé•¿è€ {
}
movieClip 6423 {
}
movieClip 6428 {
}
movieClip 6435 德军_å¦å…‹2 {
frame 37 {
this.stand();
}
frame 61 {
this.shootAction1_2(180);
this.shootAction1_2(170);
this.shootAction1_2(190);
}
frame 87 {
this.stand();
}
frame 169 {
stop();
}
}
movieClip 6443 {
}
movieClip 6444 {
}
movieClip 6453 {
}
movieClip 6458 {
}
movieClip 6465 敌人_巨型å¦å…‹_ç«ç® {
frame 1 {
stop();
}
frame 7 {
stop();
}
}
movieClip 6471 {
}
movieClip 6472 {
}
movieClip 6473 敌人_巨型å¦å…‹_炮弹 {
frame 1 {
stop();
}
}
movieClip 6474 德军_巨型å¦å…‹ {
frame 28 {
this.shootAction1();
}
frame 60 {
this.shootAction2(-1.5);
}
frame 62 {
this.shootAction2(-0.75);
}
frame 64 {
this.shootAction2(0);
}
frame 66 {
this.shootAction2(0.75);
}
frame 68 {
this.shootAction2(1.5);
}
frame 70 {
this.shootAction2(2.25);
}
frame 72 {
this.shootAction2(3);
}
frame 118 {
this.shootAction3();
}
frame 144 {
_root.play_soundAction('大爆炸', false);
}
frame 182 {
stop();
}
}
movieClip 6478 {
}
movieClip 6491 åŠæ¡¥ {
frame 1 {
stop();
g._visible = 0;
}
frame 34 {
_root.play_soundAction('å¿…æ€éŸ³æ•ˆ3', false);
}
frame 40 {
_root.play_soundAction('å°åˆ€02', false);
}
frame 79 {
this.removeMovieClip();
}
}
movieClip 6495 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 6500 藤蔓1 {
frame 1 {
stop();
g._visible = 0;
}
frame 12 {
stop();
}
}
movieClip 6504 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 6509 藤蔓2 {
frame 1 {
stop();
g._visible = 0;
}
frame 12 {
stop();
}
}
movieClip 6510 第四关水果 {
frame 18 {
this.removeMovieClip();
}
}
movieClip 6515 {
}
movieClip 6517 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 6518 导弹拖车2 {
}
movieClip 6523 {
frame 1 {
stop();
}
}
movieClip 6533 {
frame 13 {
stop();
}
}
movieClip 6534 å°é‡Žäºº_大锅 {
frame 8 {
_root.play_soundAction('çŽ»ç’ƒç ´ç¢Ž', false);
}
}
movieClip 6539 å‰æ™¯_å°é‡Žäºº_木结构 {
frame 45 {
gotoAndPlay(1);
}
frame 47 {
stop();
}
}
movieClip 6544 å‰æ™¯_毒气 {
}
movieClip 6549 {
frame 1 {
stop();
}
}
movieClip 6559 {
frame 10 {
stop();
}
}
movieClip 6560 建ç‘_å±é£Ž {
frame 7 {
_root.play_soundAction('æœ¨ç®±ç ´ç¢Ž', false);
}
}
movieClip 6564 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 6567 {
frame 1 {
_root.play_soundAction('大爆炸', false);
}
frame 6 {
_root.play_soundAction('大爆炸', false);
}
frame 10 {
_root.play_soundAction('大爆炸', false);
}
frame 14 {
_root.play_soundAction('大爆炸', false);
}
frame 18 {
_root.play_soundAction('大爆炸', false);
}
frame 22 {
_root.play_soundAction('大爆炸', false);
}
frame 26 {
_root.play_soundAction('大爆炸', false);
}
frame 30 {
_root.play_soundAction('大爆炸', false);
}
frame 55 {
stop();
}
}
movieClip 6568 导弹拖车1 {
}
movieClip 6569 {
frame 32 {
stop();
}
}
movieClip 6575 {
}
movieClip 6577 {
}
movieClip 6578 {
frame 1 {
stop();
}
frame 14 {
_root.play_soundAction('飞机进入', false);
}
frame 84 {
this.shootAction();
}
frame 87 {
this.shootAction();
}
frame 90 {
this.shootAction();
}
frame 93 {
this.shootAction();
}
frame 96 {
this.shootAction();
}
frame 99 {
this.shootAction();
}
frame 102 {
this.shootAction();
}
frame 105 {
this.shootAction();
}
frame 115 {
_root.play_soundAction('飞机进入', false);
}
}
movieClip 6580 敌人_BOSS4_1 {
}
movieClip 6585 {
}
movieClip 6589 {
}
movieClip 6591 {
frame 1 {
stop();
}
frame 44 {
_parent.shootAction(-8);
}
frame 45 {
_parent.shootAction(8);
}
frame 46 {
_parent.shootAction(-8);
}
frame 57 {
_parent.shootAction(-8);
}
frame 58 {
_parent.shootAction(8);
}
frame 59 {
_parent.shootAction(-8);
}
frame 70 {
_parent.shootAction(-8);
}
frame 71 {
_parent.shootAction(8);
}
frame 72 {
_parent.shootAction(-8);
}
}
movieClip 6594 {
}
movieClip 6623 {
frame 1 {
stop();
}
}
movieClip 6628 敌人_ç«ç®_åå¼¹ {
frame 1 {
stop();
}
}
movieClip 6629 敌人_BOSS4_2 {
}
movieClip 6633 {
}
movieClip 6634 {
}
movieClip 6637 {
}
movieClip 6639 {
}
movieClip 6641 {
}
movieClip 6645 {
frame 1 {
stop();
}
frame 2 {
_root.play_soundAction('ä¸åž‹æžªæ¢°4', false);
}
frame 8 {
_root.play_soundAction('ä¸åž‹æžªæ¢°4', false);
}
frame 14 {
_root.play_soundAction('ä¸åž‹æžªæ¢°4', false);
}
frame 20 {
_root.play_soundAction('ä¸åž‹æžªæ¢°4', false);
}
frame 33 {
_root.play_soundAction('ä¸åž‹æžªæ¢°4', false);
}
frame 39 {
_root.play_soundAction('ä¸åž‹æžªæ¢°4', false);
}
frame 45 {
_root.play_soundAction('ä¸åž‹æžªæ¢°4', false);
}
frame 51 {
_root.play_soundAction('ä¸åž‹æžªæ¢°4', false);
}
frame 79 {
_parent.shootAction(this.p1._x, this.p1._y - (_parent._y + 240));
_parent.shootAction(this.p2._x, this.p2._y - (_parent._y + 240));
_parent.shootAction(this.p3._x, this.p3._y - (_parent._y + 240));
_parent.shootAction(this.p4._x, this.p4._y - (_parent._y + 240));
_parent.shootAction(this.p5._x, this.p5._y - (_parent._y + 240));
_parent.shootAction(this.p6._x, this.p6._y - (_parent._y + 240));
_parent.shootAction(this.p7._x, this.p7._y - (_parent._y + 240));
_parent.shootAction(this.p8._x, this.p8._y - (_parent._y + 240));
}
}
movieClip 6648 {
}
movieClip 6662 {
frame 1 {
stop();
}
frame 47 {
_parent.shootAction(5, -20);
}
frame 57 {
_parent.shootAction(21, -20);
}
frame 67 {
_parent.shootAction(40, -20);
}
frame 77 {
_parent.shootAction(56, -20);
}
}
movieClip 6665 {
}
movieClip 6669 跟踪导弹2 {
frame 1 {
stop();
}
frame 9 {
stop();
}
}
movieClip 6670 è½é›¨å¯¼å¼¹ {
frame 1 {
stop();
}
frame 9 {
stop();
}
}
movieClip 6673 敌人_æ¿€å…‰æŸ {
frame 1 {
stop();
}
frame 9 {
stop();
}
}
movieClip 6674 敌人_BOSS4_3 {
}
movieClip 6677 {
frame 1 {
this._visible = 0;
this.cacheAsBitmap = true;
}
}
movieClip 6680 {
}
movieClip 6681 {
frame 1 {
stop();
}
frame 39 {
_parent.shootAction();
}
}
movieClip 6693 {
}
movieClip 6694 {
}
movieClip 6695 {
frame 1 {
stop();
}
}
movieClip 6704 {
}
movieClip 6713 {
}
movieClip 6734 {
}
movieClip 6743 {
}
movieClip 6752 {
}
movieClip 6761 {
}
movieClip 6762 {
frame 2 {
_root.play_soundAction('大爆炸', false);
}
frame 18 {
_root.play_soundAction('大爆炸', false);
}
frame 34 {
_root.play_soundAction('大爆炸', false);
}
frame 40 {
_root.play_soundAction('功夫_大笑', false);
}
frame 122 {
stop();
}
}
movieClip 6763 敌人_BOSS4_4 {
}
movieClip 6772 {
}
movieClip 6775 {
frame 1 {
_root.play_soundAction('大爆炸', false);
}
frame 30 {
_parent.dieEvents();
_root.play_soundAction('爆炸è¦æŠ¥', false);
}
frame 65 {
_root.play_soundAction('爆炸è¦æŠ¥', false);
}
frame 103 {
_root.play_soundAction('爆炸è¦æŠ¥', false);
}
frame 118 {
_root.play_soundAction('大爆炸', false);
_parent.g.swapDepths(_parent.getNextHighestDepth());
_parent.g.removeMovieClip();
}
frame 131 {
_root.play_soundAction('大爆炸', false);
}
frame 141 {
_root.play_soundAction('大爆炸', false);
}
frame 175 {
_parent.removeMovieClip();
}
}
movieClip 6776 å˜å½¢å¹³å° {
frame 5 {
_root.play_soundAction('飞机跳出', false);
}
frame 9 {
_root.play_soundAction('飞机跳出', false);
}
frame 13 {
_root.play_soundAction('飞机跳出', false);
}
frame 17 {
_root.play_soundAction('飞机跳出', false);
}
frame 19 {
stop();
}
}
movieClip 6779 {
}
movieClip 6780 mission4_start {
frame 1 {
if (_root.game_player_sex == 1) {
player2.swapDepths(this.getNextHighestDepth());
player2.removeMovieClip();
player1.gotoAndStop(25);
} else {
if (_root.game_player_sex == 2) {
player1.swapDepths(this.getNextHighestDepth());
player1.removeMovieClip();
player2.gotoAndStop(25);
}
}
}
frame 100 {
if (_root.game_player_sex == 1) {
player1.gotoAndStop(15);
} else {
if (_root.game_player_sex == 2) {
player2.gotoAndStop(15);
}
}
}
frame 113 {
if (_root.game_player_sex == 1) {
player1.gotoAndStop(16);
} else {
if (_root.game_player_sex == 2) {
player2.gotoAndStop(16);
}
}
}
frame 117 {
if (_root.game_player_sex == 1) {
player1.gotoAndPlay(18);
} else {
if (_root.game_player_sex == 2) {
player2.gotoAndPlay(18);
}
}
}
frame 185 {
_root.level_start();
}
frame 186 {
stop();
}
}
movieClip 6785 stage4_bg {
frame 1 {
g._visible = 0;
}
frame 2 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 285, this._y + 209, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 348, this._y + 191, 2, 5, true, 10);
}
}
}
frame 2 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 285, this._y + 209, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 348, this._y + 191, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 409, this._y + 173, 2, 5, true, 10);
}
}
}
frame 3 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 63, this._y + 115, 99, 53, 'stand', -100)).min_area_x = this._x - 590;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 121, this._y + 101, 99, 54, 'stand', 100)).min_area_x = this._x - 590;
}
}
}
frame 3 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 63, this._y + 115, 99, 53, 'stand', -100)).min_area_x = this._x - 590;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 121, this._y + 101, 99, 54, 'stand', 100)).min_area_x = this._x - 590;
}
}
}
frame 4 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 315, this._y + 265, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 385, this._y + 367, 99, 53, 'stand', -100)).max_area_x = this._x + 515;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 430, this._y + 367, 99, 54, 'stand', 100)).max_area_x = this._x + 515;
}
}
}
frame 4 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 315, this._y + 265, 99, 0, 'stand', 100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 385, this._y + 367, 99, 53, 'stand', -100)).max_area_x = this._x + 515;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 430, this._y + 367, 99, 54, 'stand', 100)).max_area_x = this._x + 515;
}
}
}
frame 5 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 506, this._y + 260, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 396, this._y + 239, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 286, this._y + 217, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 195, this._y + 197, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 85, this._y + 172, 99, 1, 'stand', -100);
}
}
}
frame 5 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 506, this._y + 260, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 396, this._y + 239, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 286, this._y + 217, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 195, this._y + 197, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 85, this._y + 172, 99, 1, 'stand', -100);
}
}
}
frame 6 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 305, this._y + 64, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 365, this._y + 68, 2, 5, true, 10);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 566, this._y + 148, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 504, this._y + 117, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 445, this._y + 94, 99, 1, 'stand', -100);
}
}
}
frame 6 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 305, this._y + 64, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 365, this._y + 68, 2, 5, true, 10);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 566, this._y + 148, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 504, this._y + 117, 99, 1, 'stand', -100);
_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 445, this._y + 94, 99, 1, 'stand', -100);
}
}
}
frame 7 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 390, this._y + 195, 99, 0, 'stand', -100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 355, this._y + 265, 99, 0, 'stand', -100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 435, this._y + 265, 99, 0, 'stand', -100)).in_air = true;
}
}
}
frame 7 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 390, this._y + 195, 99, 0, 'stand', -100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 355, this._y + 265, 99, 0, 'stand', -100)).in_air = true;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 435, this._y + 265, 99, 0, 'stand', -100)).in_air = true;
}
}
}
frame 9 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction15('滚动_油桶', this._x + 23, this._y + 120)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 93, this._y + 104)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 158, this._y + 89)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 237, this._y + 71)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 297, this._y + 59)).move_me(1);
}
}
}
frame 9 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction15('滚动_油桶', this._x + 23, this._y + 120)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 93, this._y + 104)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 158, this._y + 89)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 237, this._y + 71)).move_me(1);
(_root.enemysAction15('滚动_油桶', this._x + 297, this._y + 59)).move_me(1);
}
}
}
frame 10 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 426, this._y + 367, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 466, this._y + 367, 2, 5, true, 10);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 311, this._y + 255, 99, 0, 'stand', -100)).in_air = true;
_root.enemysAction26('敌人_机枪兵', this._x + 390, this._y + 367, 0, 100);
}
}
}
frame 10 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 426, this._y + 367, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 466, this._y + 367, 2, 5, true, 10);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 311, this._y + 255, 99, 0, 'stand', -100)).in_air = true;
_root.enemysAction26('敌人_机枪兵', this._x + 390, this._y + 367, 0, 100);
}
}
}
frame 12 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction15('滚动_油桶', this._x + 571, this._y + 149)).move_me(-1);
(_root.enemysAction15('滚动_油桶', this._x + 514, this._y + 123)).move_me(-1);
(_root.enemysAction15('滚动_油桶', this._x + 439, this._y + 91)).move_me(-1);
(_root.enemysAction15('滚动_油桶', this._x + 384, this._y + 73)).move_me(-1);
(_root.enemysAction15('滚动_油桶', this._x + 334, this._y + 65)).move_me(-1);
_root.enemysAction14('敌人_汉奸', this._x + 298, this._y + 64, 1, 'stand', 100);
_root.enemysAction14('敌人_汉奸', this._x + 357, this._y + 67, 1, 'stand', 100);
}
}
}
frame 12 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
(_root.enemysAction15('滚动_油桶', this._x + 571, this._y + 149)).move_me(-1);
(_root.enemysAction15('滚动_油桶', this._x + 514, this._y + 123)).move_me(-1);
(_root.enemysAction15('滚动_油桶', this._x + 439, this._y + 91)).move_me(-1);
(_root.enemysAction15('滚动_油桶', this._x + 384, this._y + 73)).move_me(-1);
(_root.enemysAction15('滚动_油桶', this._x + 334, this._y + 65)).move_me(-1);
_root.enemysAction14('敌人_汉奸', this._x + 298, this._y + 64, 1, 'stand', 100);
_root.enemysAction14('敌人_汉奸', this._x + 357, this._y + 67, 1, 'stand', 100);
}
}
}
frame 13 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
var enemy_mc = _root.blocksAction('奖励_油桶', this._x + 393, this._y + 215, 2, 5, true, 10);
enemy_mc.in_air = true;
enemy_mc.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
}
frame 13 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
var enemy_mc = _root.blocksAction('奖励_油桶', this._x + 393, this._y + 215, 2, 5, true, 10);
enemy_mc.in_air = true;
enemy_mc.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
}
frame 14 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.enemysAction01('德军_普通士兵', this._x + 204, this._y + 238, 99, 1, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 244, this._y + 226, 99, 1, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 294, this._y + 210, 99, 1, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 354, this._y + 192, 99, 1, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 414, this._y + 174, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 474, this._y + 157, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 534, this._y + 140, 99, 3, 1 + random(2), 1 + random(2), 100);
}
}
}
frame 14 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.enemysAction01('德军_普通士兵', this._x + 204, this._y + 238, 99, 1, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 244, this._y + 226, 99, 1, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 294, this._y + 210, 99, 1, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 354, this._y + 192, 99, 1, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 414, this._y + 174, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 474, this._y + 157, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 534, this._y + 140, 99, 3, 1 + random(2), 1 + random(2), 100);
}
}
}
frame 15 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.enemysAction01('德军_普通士兵', this._x + 69, this._y + 110, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 129, this._y + 96, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 199, this._y + 80, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 279, this._y + 63, 99, 3, 1 + random(2), 1 + random(2), 100);
}
}
}
frame 15 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.enemysAction01('德军_普通士兵', this._x + 69, this._y + 110, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 129, this._y + 96, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 199, this._y + 80, 99, 3, 1 + random(2), 1 + random(2), 100);
_root.enemysAction01('德军_普通士兵', this._x + 279, this._y + 63, 99, 3, 1 + random(2), 1 + random(2), 100);
}
}
}
frame 16 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 426, this._y + 367, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 466, this._y + 367, 2, 5, true, 10);
_root.enemysAction26('敌人_机枪兵', this._x + 490, this._y + 367, 0, 100);
}
}
}
frame 16 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 426, this._y + 367, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 466, this._y + 367, 2, 5, true, 10);
_root.enemysAction26('敌人_机枪兵', this._x + 490, this._y + 367, 0, 100);
}
}
}
frame 17 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.enemysAction05('德军_巡逻机枪兵', this._x + 506, this._y + 260, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 396, this._y + 239, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 286, this._y + 217, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 195, this._y + 197, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 85, this._y + 172, 99, 1, 100);
}
}
}
frame 17 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.enemysAction05('德军_巡逻机枪兵', this._x + 506, this._y + 260, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 396, this._y + 239, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 286, this._y + 217, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 195, this._y + 197, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 85, this._y + 172, 99, 1, 100);
}
}
}
frame 18 {
if (_root.game_diff_level == 0) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 310, this._y + 64, 2, 5, true, 10);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 496, this._y + 115, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 441, this._y + 91, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 392, this._y + 76, 99, 1, 100);
}
_root.specific_stage_changer(changer, 2);
}
}
frame 18 {
if (_root.game_diff_level >= 1) {
if (!_root.stg4_1_enemy_container['enemy' + this._currentframe]) {
_root.stg4_1_enemy_container['enemy' + this._currentframe] = true;
_root.blocksAction('奖励_油桶', this._x + 310, this._y + 64, 2, 5, true, 10);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 496, this._y + 115, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 441, this._y + 91, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 392, this._y + 76, 99, 1, 100);
}
_root.specific_stage_changer(changer, 2);
}
}
frame 22 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
_root.player_max_x = this._x + 550;
var door_mc = _root.enemysAction37('伸缩平å°', 5, this._x + 567, this._y + 335, 100);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 200, this._y + 345, 99, 1, 'stand', 100);
enemy_mc1.min_area_x = this._x + 30;
enemy_mc1.max_area_x = this._x + 560;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 345, 99, 1, 'stand', 100);
enemy_mc2.min_area_x = this._x + 30;
enemy_mc2.max_area_x = this._x + 560;
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 345, 99, 1, 'stand', 100);
enemy_mc3.min_area_x = this._x + 30;
enemy_mc3.max_area_x = this._x + 560;
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 345, 99, 1, 'stand', 100);
enemy_mc4.min_area_x = this._x + 30;
enemy_mc4.max_area_x = this._x + 560;
var enemy_mc5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 400, this._y + 345, 99, 1, 'stand', 100);
enemy_mc5.min_area_x = this._x + 30;
enemy_mc5.max_area_x = this._x + 560;
var enemy_mc6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 450, this._y + 345, 99, 1, 'stand', 100);
enemy_mc6.min_area_x = this._x + 30;
enemy_mc6.max_area_x = this._x + 560;
var enemy_mc7 = _root.enemysAction32('敌人_BOSS2', this._x + 500, this._y + 345, -1, 100);
enemy_mc7.min_area_x = this._x + 30;
enemy_mc7.max_area_x = this._x + 560;
enemy_mc7.dieEvents = function () {
_root.add_weapon(this);
door_mc.mc.play();
delete _root.player_max_x;
};
}
}
frame 22 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
_root.player_max_x = this._x + 550;
var door_mc = _root.enemysAction37('伸缩平å°', 5, this._x + 567, this._y + 335, 100);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 200, this._y + 345, 99, 1, 'stand', 100);
enemy_mc1.min_area_x = this._x + 30;
enemy_mc1.max_area_x = this._x + 560;
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 345, 99, 1, 'stand', 100);
enemy_mc2.min_area_x = this._x + 30;
enemy_mc2.max_area_x = this._x + 560;
var enemy_mc3 = _root.enemysAction18('敌人_日本æ¦å£«å†›å®˜', this._x + 350, this._y + 345, 2, 100);
enemy_mc3.min_area_x = this._x + 30;
enemy_mc3.max_area_x = this._x + 560;
var enemy_mc4 = _root.enemysAction32('敌人_BOSS2', this._x + 500, this._y + 345, -1, 100);
enemy_mc4.min_area_x = this._x + 30;
enemy_mc4.max_area_x = this._x + 560;
enemy_mc4.dieEvents = function () {
_root.add_weapon(this);
door_mc.mc.play();
delete _root.player_max_x;
};
}
}
frame 27 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_1', true);
_root.player_min_x = this._x + 85;
(_root.enemysAction41('第四关水果', this._x + 155, this._y + 161, 5, 1)).dieEvents = function () {
_root.add_food(this, 'foodA');
};
(_root.enemysAction41('第四关水果', this._x + 381, this._y + 265, 5, 2)).dieEvents = function () {
_root.add_food(this, 'foodB');
};
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 328, this._y + 374, 99, 53, 'stand', -100)).min_area_x = this._x + 85;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 368, this._y + 374, 99, 54, 'stand', 100)).min_area_x = this._x + 85;
}
}
frame 27 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_1', true);
_root.player_min_x = this._x + 85;
(_root.enemysAction41('第四关水果', this._x + 155, this._y + 161, 5, 1)).dieEvents = function () {
_root.add_food(this, 'foodA');
};
(_root.enemysAction41('第四关水果', this._x + 381, this._y + 265, 5, 2)).dieEvents = function () {
_root.add_food(this, 'foodB');
};
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 328, this._y + 374, 99, 1, 'stand', -100)).min_area_x = this._x + 85;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 368, this._y + 374, 99, 1, 'stand', 100)).min_area_x = this._x + 85;
}
}
frame 28 {
if (_root.game_diff_level == 0) {
(_root.enemysAction41('第四关水果', this._x + 244, this._y + 79, 5, 2)).dieEvents = function () {
_root.add_food(this, 'foodB');
};
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 212, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 556, this._y + 174, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 518, this._y + 174, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 174, 1, 5, false, 30);
}
}
frame 28 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction41('第四关水果', this._x + 244, this._y + 79, 5, 2)).dieEvents = function () {
_root.add_food(this, 'foodB');
};
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 212, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 556, this._y + 174, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 518, this._y + 174, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 174, 1, 5, false, 30);
}
}
frame 29 {
if (_root.game_diff_level == 0) {
(_root.enemysAction41('第四关水果', this._x + 119, this._y + 41, 5, 1)).dieEvents = function () {
_root.add_food(this, 'foodA');
};
(_root.enemysAction41('第四关水果', this._x + 533, this._y + 98, 5, 1)).dieEvents = function () {
_root.add_food(this, 'foodA');
};
_root.enemysAction08('德军_轰炸机', this._x + 100, this._y - 400);
}
}
frame 29 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction41('第四关水果', this._x + 119, this._y + 41, 5, 1)).dieEvents = function () {
_root.add_food(this, 'foodA');
};
(_root.enemysAction41('第四关水果', this._x + 533, this._y + 98, 5, 1)).dieEvents = function () {
_root.add_food(this, 'foodA');
};
_root.enemysAction08('德军_轰炸机', this._x + 100, this._y - 400);
}
}
frame 30 {
if (_root.game_diff_level == 0) {
(_root.enemysAction41('第四关水果', this._x + 342, this._y + 136, 5, 1)).dieEvents = function () {
_root.add_food(this, 'foodA');
};
var enemy_mc1 = _root.enemysAction26('敌人_机枪兵', this._x + 400, this._y + 333, 1, 100);
var enemy_mc2 = _root.enemysAction26('敌人_机枪兵', this._x + 500, this._y + 333, 1, 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -1700);
}
}
frame 30 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction41('第四关水果', this._x + 342, this._y + 136, 5, 1)).dieEvents = function () {
_root.add_food(this, 'foodA');
};
var enemy_mc1 = _root.enemysAction03('德军_装甲车2', this._x + 100, this._y + 312, 1, 1, 490, 0, 100);
var enemy_mc2 = _root.enemysAction26('敌人_机枪兵', this._x + 50, this._y + 324, 1, 100);
var enemy_mc3 = _root.enemysAction26('敌人_机枪兵', this._x + 75, this._y + 319, 1, 100);
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3], -1230);
}
}
frame 31 {
if (_root.game_diff_level == 0) {
var step_mc = _root.add_object('åŠæ¡¥', this._x + 23, this._y + 321, false);
temp_x = this._x;
temp_y = this._y;
step_mc.nextAction1 = function () {
this.onEnterFrame = function () {
if (_root.main._x == _root['allow_area_array_' + _root.stages + '_' + _root.stages_section]) {
_root.player_min_x = temp_x + 50;
_root.player_max_x = temp_x + 510;
var v3 = _root.enemysAction26('敌人_机枪兵', temp_x - 50, temp_y + 335, -1, -100);
v3.in_air = true;
v3.max_area_x = temp_x + 35;
var v4 = _root.enemysAction26('敌人_机枪兵', temp_x + 650, temp_y + 335, -1, 100);
v4.in_air = true;
v4.min_area_x = temp_x + 535;
var v10 = _root.enemysAction01('德军_普通士兵', temp_x + 50, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v13 = _root.enemysAction01('德军_普通士兵', temp_x + 100, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v5 = _root.enemysAction01('德军_普通士兵', temp_x + 150, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v6 = _root.enemysAction01('德军_普通士兵', temp_x + 250, temp_y - 100 - random(50), 99, 3, -3, 1, 100);
var v7 = _root.enemysAction01('德军_普通士兵', temp_x + 300, temp_y - 100 - random(50), 99, 3, -3, 1, 100);
var v11 = _root.enemysAction01('德军_普通士兵', temp_x + 350, temp_y - 100 - random(50), 99, 3, -3, 1, 100);
var v12 = _root.enemysAction01('德军_普通士兵', temp_x + 450, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v9 = _root.enemysAction01('德军_普通士兵', temp_x + 500, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v8 = _root.enemysAction01('德军_普通士兵', temp_x + 550, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
v8.dieEvents2 = function () {
step_mc.nextAction2();
};
v9.dieEvents2 = v8.dieEvents2;
v12.dieEvents2 = v8.dieEvents2;
v11.dieEvents2 = v8.dieEvents2;
v7.dieEvents2 = v8.dieEvents2;
v6.dieEvents2 = v8.dieEvents2;
v5.dieEvents2 = v8.dieEvents2;
v13.dieEvents2 = v8.dieEvents2;
v10.dieEvents2 = v8.dieEvents2;
v4.dieEvents2 = v8.dieEvents2;
v3.dieEvents2 = v8.dieEvents2;
_root.enemy_team_die([v3, v4, v10, v13, v5, v6, v7, v11, v12, v9, v8]);
delete this.onEnterFrame;
}
};
};
step_mc.nextAction2 = function () {
this.play();
this.onEnterFrame = function () {
if (this.g == undefined) {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 9;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -1600;
delete this.onEnterFrame;
}
};
};
step_mc.nextAction1();
}
}
frame 31 {
if (_root.game_diff_level >= 1) {
var step_mc = _root.add_object('åŠæ¡¥', this._x + 23, this._y + 321, false);
temp_x = this._x;
temp_y = this._y;
step_mc.nextAction1 = function () {
this.onEnterFrame = function () {
if (_root.main._x == _root['allow_area_array_' + _root.stages + '_' + _root.stages_section]) {
_root.player_min_x = temp_x + 50;
_root.player_max_x = temp_x + 510;
var v3 = _root.enemysAction26('敌人_机枪兵', temp_x - 50, temp_y + 335, -1, -100);
v3.in_air = true;
v3.max_area_x = temp_x + 35;
var v4 = _root.enemysAction26('敌人_机枪兵', temp_x + 650, temp_y + 335, -1, 100);
v4.in_air = true;
v4.min_area_x = temp_x + 535;
var v10 = _root.enemysAction01('德军_普通士兵', temp_x + 50, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v13 = _root.enemysAction01('德军_普通士兵', temp_x + 100, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v5 = _root.enemysAction01('德军_普通士兵', temp_x + 150, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v6 = _root.enemysAction01('德军_普通士兵', temp_x + 250, temp_y - 100 - random(50), 99, 3, -3, 1, 100);
var v7 = _root.enemysAction01('德军_普通士兵', temp_x + 300, temp_y - 100 - random(50), 99, 3, -3, 1, 100);
var v11 = _root.enemysAction01('德军_普通士兵', temp_x + 350, temp_y - 100 - random(50), 99, 3, -3, 1, 100);
var v12 = _root.enemysAction01('德军_普通士兵', temp_x + 450, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v9 = _root.enemysAction01('德军_普通士兵', temp_x + 500, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
var v8 = _root.enemysAction01('德军_普通士兵', temp_x + 550, temp_y - 200 - random(50), 99, 3, -3, 1, 100);
v8.dieEvents2 = function () {
step_mc.nextAction2();
};
v9.dieEvents2 = v8.dieEvents2;
v12.dieEvents2 = v8.dieEvents2;
v11.dieEvents2 = v8.dieEvents2;
v7.dieEvents2 = v8.dieEvents2;
v6.dieEvents2 = v8.dieEvents2;
v5.dieEvents2 = v8.dieEvents2;
v13.dieEvents2 = v8.dieEvents2;
v10.dieEvents2 = v8.dieEvents2;
v4.dieEvents2 = v8.dieEvents2;
v3.dieEvents2 = v8.dieEvents2;
_root.enemy_team_die([v3, v4, v10, v13, v5, v6, v7, v11, v12, v9, v8]);
delete this.onEnterFrame;
}
};
};
step_mc.nextAction2 = function () {
this.play();
this.onEnterFrame = function () {
if (this.g == undefined) {
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = 2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 9;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = -1600;
delete this.onEnterFrame;
}
};
};
step_mc.nextAction1();
}
}
frame 33 {
if (_root.game_diff_level == 0) {
var step_mc1 = _root.add_object('藤蔓1', this._x + 22, this._y + 40, false);
step_mc1.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
var step_mc2 = _root.add_object('藤蔓2', this._x + 22, this._y + 166, false);
step_mc2.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
}
}
frame 33 {
if (_root.game_diff_level >= 1) {
var step_mc1 = _root.add_object('藤蔓1', this._x + 22, this._y + 40, false);
step_mc1.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
var step_mc2 = _root.add_object('藤蔓2', this._x + 22, this._y + 166, false);
step_mc2.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
}
}
frame 34 {
if (_root.game_diff_level == 0) {
var step_mc1 = _root.add_object('藤蔓1', this._x + 22, this._y + 22, false);
step_mc1.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
var step_mc2 = _root.add_object('藤蔓2', this._x + 22, this._y + 46, false);
step_mc2.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
}
}
frame 34 {
if (_root.game_diff_level >= 1) {
var step_mc1 = _root.add_object('藤蔓1', this._x + 22, this._y + 22, false);
step_mc1.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
var step_mc2 = _root.add_object('藤蔓2', this._x + 22, this._y + 46, false);
step_mc2.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
}
}
frame 35 {
if (_root.game_diff_level == 0) {
var step_mc1 = _root.add_object('藤蔓1', this._x + 22, this._y + 2, false);
step_mc1.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
var step_mc2 = _root.add_object('藤蔓2', this._x + 22, this._y + 19, false);
step_mc2.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
_root.blocksAction('奖励_油桶', this._x + 285, this._y + 328, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 335, this._y + 328, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 385, this._y + 328, 2, 5, true, 10);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 230, this._y + 328, 99, 56, 'crouch', 100);
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 430, this._y + 328, 99, 56, 'crouch', 100);
var enemy_mc3 = _root.enemysAction08('德军_轰炸机', this._x - 100, this._y + 400);
enemy_mc3.dieEvents1 = function () {
_root.add_weapon(this);
};
enemy_mc3.dieEvents2 = function () {
delete _root.player_min_x;
delete _root.player_max_x;
_root.add_stage_arrow(1);
_root.add_stage_arrow(-1);
_root.specific_stage_changer(changer1, 4);
_root.specific_stage_changer(changer2, 5);
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc3.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3]);
}
}
frame 35 {
if (_root.game_diff_level >= 1) {
var step_mc1 = _root.add_object('藤蔓1', this._x + 22, this._y + 2, false);
step_mc1.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
var step_mc2 = _root.add_object('藤蔓2', this._x + 22, this._y + 19, false);
step_mc2.startAction = function () {
_root.play_soundAction('è—¤æ¡', false);
this.play();
};
_root.blocksAction('奖励_油桶', this._x + 285, this._y + 328, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 335, this._y + 328, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 385, this._y + 328, 2, 5, true, 10);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 230, this._y + 328, 99, 1, 'stand', 100);
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 430, this._y + 328, 99, 1, 'stand', 100);
var enemy_mc3 = _root.enemysAction08('德军_轰炸机', this._x - 100, this._y + 400);
enemy_mc3.dieEvents1 = function () {
_root.add_weapon(this);
};
enemy_mc3.dieEvents2 = function () {
delete _root.player_min_x;
delete _root.player_max_x;
_root.add_stage_arrow(1);
_root.add_stage_arrow(-1);
_root.specific_stage_changer(changer1, 4);
_root.specific_stage_changer(changer2, 5);
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc3.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3]);
}
}
frame 36 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
}
}
frame 36 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
}
}
frame 37 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_å°é‡Žäºº_木结构', this._x + 262, this._y + 106)).gotoAndPlay('n1');
(_root.blocksAction('å°é‡Žäºº_大锅', this._x + 190, this._y + 342, 1, 15, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
}
}
frame 37 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_å°é‡Žäºº_木结构', this._x + 262, this._y + 106)).gotoAndPlay('n1');
(_root.blocksAction('å°é‡Žäºº_大锅', this._x + 190, this._y + 342, 1, 15, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
}
}
frame 38 {
if (_root.game_diff_level == 0) {
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
}
}
frame 38 {
if (_root.game_diff_level >= 1) {
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
}
}
frame 39 {
if (_root.game_diff_level == 0) {
(_root.add_frontpic('å‰æ™¯_å°é‡Žäºº_木结构', this._x + 262, this._y + 106)).gotoAndPlay('n2');
(_root.blocksAction('å°é‡Žäºº_大锅', this._x + 190, this._y + 342, 1, 15, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
}
}
frame 39 {
if (_root.game_diff_level >= 1) {
(_root.add_frontpic('å‰æ™¯_å°é‡Žäºº_木结构', this._x + 262, this._y + 106)).gotoAndPlay('n2');
(_root.blocksAction('å°é‡Žäºº_大锅', this._x + 190, this._y + 342, 1, 15, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(500) + 50, this._y + 340, 1, 100);
}
}
frame 40 {
if (_root.game_diff_level == 0) {
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
}
}
frame 40 {
if (_root.game_diff_level >= 1) {
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
_root.enemysAction43('ä¸ç«‹_å°çŸ®äºº1', this._x + random(500) + 50, this._y + 340, 1, 100);
}
}
frame 41 {
if (_root.game_diff_level == 0) {
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(100) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(100) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(100) + 50, this._y + 340, 1, 100);
var enemy_mc1 = _root.enemysAction44('ä¸ç«‹_矮人长è€', this._x + 150, this._y + 340, 100);
_root.hold_camera([enemy_mc1], -2650);
_root.specific_stage_changer(changer, 6);
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 41 {
if (_root.game_diff_level >= 1) {
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(100) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(100) + 50, this._y + 340, 1, 100);
_root.enemysAction42('ä¸ç«‹_å°çŸ®äºº2', this._x + random(100) + 50, this._y + 340, 1, 100);
var enemy_mc1 = _root.enemysAction44('ä¸ç«‹_矮人长è€', this._x + 150, this._y + 340, 100);
var enemy_mc2 = _root.enemysAction44('ä¸ç«‹_矮人长è€', this._x + 250, this._y + 340, 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -2650);
_root.specific_stage_changer(changer, 6);
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 42 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
}
}
frame 42 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
}
}
frame 43 {
if (_root.game_diff_level == 0) {
var temp_mc = _root.add_frontpic('å‰æ™¯_毒气', this._x + 325, this._y + 125);
temp_mc.gotoAndStop(1);
temp_mc.attack_count = 0;
temp_mc.onEnterFrame = function () {
--this._x;
if (++this.attack_count == 55) {
this.attack_count = 0;
_root.enemy_killAction(this, this.targeter, 'kill', 3, 'ä¸æ¯’', undefined);
if ((_root.get_map_point(this))[0] < -this._width / 2) {
this.removeMovieClip();
}
}
};
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
}
}
frame 43 {
if (_root.game_diff_level >= 1) {
var temp_mc = _root.add_frontpic('å‰æ™¯_毒气', this._x + 325, this._y + 125);
temp_mc.gotoAndStop(1);
temp_mc.attack_count = 0;
temp_mc.onEnterFrame = function () {
--this._x;
if (++this.attack_count == 55) {
this.attack_count = 0;
_root.enemy_killAction(this, this.targeter, 'kill', 3, 'ä¸æ¯’', undefined);
if ((_root.get_map_point(this))[0] < -this._width / 2) {
this.removeMovieClip();
}
}
};
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
(_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50))).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50));
}
}
frame 44 {
if (_root.game_diff_level == 0) {
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
}
}
frame 44 {
if (_root.game_diff_level >= 1) {
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50));
}
}
frame 45 {
if (_root.game_diff_level == 0) {
var temp_mc = _root.add_frontpic('å‰æ™¯_毒气', this._x + 325, this._y + 105);
temp_mc.gotoAndStop(2);
temp_mc.attack_count = 0;
temp_mc.onEnterFrame = function () {
--this._x;
if (++this.attack_count == 55) {
this.attack_count = 0;
_root.enemy_killAction(this, this.targeter, 'kill', 3, 'ä¸æ¯’', undefined);
if ((_root.get_map_point(this))[0] < -this._width / 2) {
this.removeMovieClip();
}
}
};
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
}
}
frame 45 {
if (_root.game_diff_level >= 1) {
var temp_mc = _root.add_frontpic('å‰æ™¯_毒气', this._x + 325, this._y + 105);
temp_mc.gotoAndStop(2);
temp_mc.attack_count = 0;
temp_mc.onEnterFrame = function () {
--this._x;
if (++this.attack_count == 55) {
this.attack_count = 0;
_root.enemy_killAction(this, this.targeter, 'kill', 3, 'ä¸æ¯’', undefined);
if ((_root.get_map_point(this))[0] < -this._width / 2) {
this.removeMovieClip();
}
}
};
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
(_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50))).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 46 {
if (_root.game_diff_level == 0) {
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
}
}
frame 46 {
if (_root.game_diff_level >= 1) {
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction34('ä¸ç«‹_蚊虫', this._x + random(490) + 100, this._y + 334);
_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50));
}
}
frame 47 {
if (_root.game_diff_level == 0) {
var temp_mc = _root.add_frontpic('å‰æ™¯_毒气', this._x + 325, this._y + 125);
temp_mc.gotoAndStop(1);
temp_mc.attack_count = 0;
temp_mc.onEnterFrame = function () {
--this._x;
if (++this.attack_count == 55) {
this.attack_count = 0;
_root.enemy_killAction(this, this.targeter, 'kill', 3, 'ä¸æ¯’', undefined);
if ((_root.get_map_point(this))[0] < -this._width / 2) {
this.removeMovieClip();
}
}
};
var enemy_mc1 = _root.enemysAction03('德军_å¦å…‹2', this._x + 150, this._y + 340, 1, 1, 500, 0, 100);
var enemy_mc2 = _root.enemysAction08('德军_轰炸机', this._x + 500, this._y - 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 500, this._y + 340, 99, 1, 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -2350);
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 47 {
if (_root.game_diff_level >= 1) {
var temp_mc = _root.add_frontpic('å‰æ™¯_毒气', this._x + 325, this._y + 125);
temp_mc.gotoAndStop(1);
temp_mc.attack_count = 0;
temp_mc.onEnterFrame = function () {
--this._x;
if (++this.attack_count == 55) {
this.attack_count = 0;
_root.enemy_killAction(this, this.targeter, 'kill', 3, 'ä¸æ¯’', undefined);
if ((_root.get_map_point(this))[0] < -this._width / 2) {
this.removeMovieClip();
}
}
};
var enemy_mc1 = _root.enemysAction03('德军_å¦å…‹2', this._x + 150, this._y + 340, 1, 1, 500, 0, 100);
var enemy_mc2 = _root.enemysAction08('德军_轰炸机', this._x + 500, this._y - 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 400, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 450, this._y + 340, 99, 1, 100);
_root.enemysAction05('德军_巡逻机枪兵', this._x + 500, this._y + 340, 99, 1, 100);
_root.hold_camera([enemy_mc1, enemy_mc2], -2350);
_root.scene_end_arrow(this, 1, 544, 200);
}
}
frame 48 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
var enemy_mc = _root.blocksAction('导弹拖车2', this._x + 370, this._y + 370, -1, 0, false, 0);
enemy_mc.always_on = true;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_move_targeter = 1;
enemy_mc.just_move_targeter = true;
enemy_mc.area_strict = 185;
enemy_mc.in_air = true;
enemy_mc.min_area_x = enemy_mc._x;
enemy_mc.max_area_x = this._x + 370 + 2360;
enemy_mc.temp_max_area_x = this._x + 370 + 2360;
enemy_mc.startAction = function () {
var v3 = _root.enemysAction07('德军_巨型机器人', this._x - 225, this._y - 400, 145, 115);
v3.active_moved = true;
v3.dieEvents = function () {
_root.game_medium_boss = false;
};
_root.game_medium_boss = true;
_root.play_soundAction('å¡è½¦å¼€åŠ¨', false);
_root.active_map_drawer = this;
this.move_speed = 0;
this.onEnterFrame = function () {
if (this.move_speed < 10) {
this.move_speed += 1;
} else {
this.move_speed = 10;
}
this.max_area_x = this.temp_max_area_x + _root.map_repeated_x * 590;
_root.enemy_move(this, this.move_speed, 0);
this.w1._rotation += 40;
this.w2._rotation += 40;
this.w3._rotation += 40;
this.w4._rotation += 40;
this.w5._rotation += 40;
};
};
enemy_mc.enemy_limited_area_Action = function () {
if (this._x > (this.min_area_x + this.max_area_x) / 2) {
_root.play_soundAction('å¡è½¦åˆ¹è½¦', false);
delete this.max_area_x;
delete this.just_move_targeter;
delete _root.player_min_x;
delete _root.player_max_x;
_root.active_map_drawer = 'main.player';
this.g._name = 'g2';
this.onEnterFrame = function () {
_root.enemy_move(this, this.move_speed, 0);
this.w1._rotation += 40;
this.w2._rotation += 40;
this.w3._rotation += 40;
this.w4._rotation += 40;
this.w5._rotation += 40;
if ((_root.get_map_point(this))[0] > 800) {
_root.play_soundAction('大爆炸', false);
_root.shake_screen();
this.removeMovieClip();
}
};
}
};
_root.enemysAction01('德军_普通士兵', this._x + 110, this._y + 370, 99, 1, 50, 1, -100);
_root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 370, 99, 1, 51, 1, 100);
}
}
frame 48 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
var enemy_mc = _root.blocksAction('导弹拖车2', this._x + 370, this._y + 370, -1, 0, false, 0);
enemy_mc.always_on = true;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_move_targeter = 1;
enemy_mc.just_move_targeter = true;
enemy_mc.area_strict = 185;
enemy_mc.in_air = true;
enemy_mc.min_area_x = enemy_mc._x;
enemy_mc.max_area_x = this._x + 370 + 2360;
enemy_mc.temp_max_area_x = this._x + 370 + 2360;
enemy_mc.startAction = function () {
var v3 = _root.enemysAction07('德军_巨型机器人', this._x - 225, this._y - 400, 145, 115);
v3.active_moved = true;
v3.dieEvents = function () {
_root.game_medium_boss = false;
};
_root.game_medium_boss = true;
_root.play_soundAction('å¡è½¦å¼€åŠ¨', false);
_root.active_map_drawer = this;
this.move_speed = 0;
this.onEnterFrame = function () {
if (this.move_speed < 10) {
this.move_speed += 1;
} else {
this.move_speed = 10;
}
this.max_area_x = this.temp_max_area_x + _root.map_repeated_x * 590;
_root.enemy_move(this, this.move_speed, 0);
this.w1._rotation += 40;
this.w2._rotation += 40;
this.w3._rotation += 40;
this.w4._rotation += 40;
this.w5._rotation += 40;
};
};
enemy_mc.enemy_limited_area_Action = function () {
if (this._x > (this.min_area_x + this.max_area_x) / 2) {
_root.play_soundAction('å¡è½¦åˆ¹è½¦', false);
delete this.max_area_x;
delete this.just_move_targeter;
delete _root.player_min_x;
delete _root.player_max_x;
_root.active_map_drawer = 'main.player';
this.g._name = 'g2';
this.onEnterFrame = function () {
_root.enemy_move(this, this.move_speed, 0);
this.w1._rotation += 40;
this.w2._rotation += 40;
this.w3._rotation += 40;
this.w4._rotation += 40;
this.w5._rotation += 40;
if ((_root.get_map_point(this))[0] > 800) {
_root.play_soundAction('大爆炸', false);
_root.shake_screen();
this.removeMovieClip();
}
};
}
};
_root.enemysAction01('德军_普通士兵', this._x + 180, this._y + 370, 99, 1, 1, 1, -100);
_root.enemysAction01('德军_普通士兵', this._x + 220, this._y + 370, 99, 1, 1, 1, 100);
}
}
frame 50 {
if (_root.game_diff_level == 0) {
repeat = -1;
}
}
frame 50 {
if (_root.game_diff_level >= 1) {
repeat = -1;
}
}
frame 52 {
if (_root.game_diff_level == 0) {
_root.next_scence_blocked = true;
var object_mc1 = _root.blocksAction('奖励_å°èŠ±ç›†1', this._x + 270, this._y + 78, 2, 2, false, 15);
object_mc1.in_air = true;
object_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var object_mc2 = _root.blocksAction('奖励_å°èŠ±ç›†2', this._x + 310, this._y + 78, 2, 2, false, 15);
object_mc2.in_air = true;
var object_mc3 = _root.blocksAction('奖励_å°èŠ±ç›†1', this._x + 350, this._y + 78, 2, 2, false, 15);
object_mc3.in_air = true;
var object_mc4 = _root.blocksAction('奖励_å°èŠ±ç›†2', this._x + 270, this._y + 194, 2, 2, false, 15);
object_mc4.in_air = true;
var object_mc5 = _root.blocksAction('奖励_å°èŠ±ç›†2', this._x + 310, this._y + 194, 2, 2, false, 15);
object_mc5.in_air = true;
var object_mc6 = _root.blocksAction('奖励_å°èŠ±ç›†3', this._x + 350, this._y + 194, 2, 2, false, 15);
object_mc6.in_air = true;
object_mc6.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc1 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', this._x + 178, this._y + 78, 100);
var enemy_mc2 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', this._x + 445, this._y + 78, 100);
var enemy_mc3 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', this._x + 178, this._y + 192, 100);
var enemy_mc4 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', this._x + 445, this._y + 192, 100);
var enemy_mc5 = _root.enemysAction27('敌人_军曹', this._x + 250, this._y + 225, 0, 100);
enemy_mc5.in_air = true;
enemy_mc5.max_area_x = this._x + 580;
var enemy_mc6 = _root.enemysAction27('敌人_军曹', this._x + 375, this._y + 225, 0, 100);
enemy_mc6.in_air = true;
enemy_mc6.max_area_x = this._x + 580;
enemy_mc6.dieEvents2 = function () {
door_mc.play();
_root.play_soundAction('æ …æ å¼€å¯', false);
delete _root.next_scence_blocked;
var v2 = _root.add_stage_arrow(2);
v2._x = 304;
v2._y = 213;
};
enemy_mc5.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc6.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6]);
}
}
frame 52 {
if (_root.game_diff_level >= 1) {
_root.next_scence_blocked = true;
var object_mc1 = _root.blocksAction('奖励_å°èŠ±ç›†1', this._x + 270, this._y + 78, 2, 2, false, 15);
object_mc1.in_air = true;
object_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var object_mc2 = _root.blocksAction('奖励_å°èŠ±ç›†2', this._x + 310, this._y + 78, 2, 2, false, 15);
object_mc2.in_air = true;
var object_mc3 = _root.blocksAction('奖励_å°èŠ±ç›†1', this._x + 350, this._y + 78, 2, 2, false, 15);
object_mc3.in_air = true;
var object_mc4 = _root.blocksAction('奖励_å°èŠ±ç›†2', this._x + 270, this._y + 194, 2, 2, false, 15);
object_mc4.in_air = true;
var object_mc5 = _root.blocksAction('奖励_å°èŠ±ç›†2', this._x + 310, this._y + 194, 2, 2, false, 15);
object_mc5.in_air = true;
var object_mc6 = _root.blocksAction('奖励_å°èŠ±ç›†3', this._x + 350, this._y + 194, 2, 2, false, 15);
object_mc6.in_air = true;
object_mc6.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc1 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', this._x + 178, this._y + 78, 100);
var enemy_mc2 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', this._x + 445, this._y + 78, 100);
var enemy_mc3 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', this._x + 178, this._y + 192, 100);
var enemy_mc4 = _root.enemysAction24('敌人_窗å£æ‰‹é›·å…µ', this._x + 445, this._y + 192, 100);
var enemy_mc5 = _root.enemysAction27('敌人_军曹', this._x + 250, this._y + 225, 0, 100);
enemy_mc5.in_air = true;
enemy_mc5.max_area_x = this._x + 580;
var enemy_mc6 = _root.enemysAction27('敌人_军曹', this._x + 375, this._y + 225, 0, 100);
enemy_mc6.in_air = true;
enemy_mc6.max_area_x = this._x + 580;
enemy_mc6.dieEvents2 = function () {
door_mc.play();
_root.play_soundAction('æ …æ å¼€å¯', false);
delete _root.next_scence_blocked;
var v2 = _root.add_stage_arrow(2);
v2._x = 304;
v2._y = 213;
};
enemy_mc5.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc6.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6]);
}
}
frame 53 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_3', true);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 260, this._y + 349, 99, 1 - random(4), 'stand', 100);
enemy_mc1.blood *= 20;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 360, this._y + 308, 99, 1 - random(4), 'stand', 100);
enemy_mc2.blood *= 20;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 460, this._y + 308, 99, 1 - random(4), 'stand', 100);
enemy_mc3.blood *= 20;
_root.change_color(enemy_mc3, _root.STR_ColorMatrix);
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 560, this._y + 308, 99, 1 - random(4), 'stand', 100);
enemy_mc4.blood *= 20;
_root.change_color(enemy_mc4, _root.STR_ColorMatrix);
var enemy_mc5 = _root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 126, 99, 1, 0, 1, 100);
enemy_mc5.blood *= 20;
_root.change_color(enemy_mc5, _root.STR_ColorMatrix);
var enemy_mc6 = _root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 126, 99, 1, 0, 1, 100);
enemy_mc6.blood *= 20;
_root.change_color(enemy_mc6, _root.STR_ColorMatrix);
var enemy_mc7 = _root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 126, 99, 1, 0, 1, 100);
enemy_mc7.blood *= 20;
_root.change_color(enemy_mc7, _root.STR_ColorMatrix);
var enemy_mc8 = _root.enemysAction01('德军_普通士兵', this._x + 180, this._y + 62, 99, 1, 0, 1, 100);
enemy_mc8.blood *= 20;
_root.change_color(enemy_mc8, _root.STR_ColorMatrix);
this_mc = this;
_root.stage_move_restricter(this_mc, 1, 185, -2, 59);
enemy_mc8.dieEvents2 = function () {
_root.remove_move_restricter(this_mc);
};
enemy_mc7.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc6.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc5.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc8.dieEvents2;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6, enemy_mc7, enemy_mc8], 0);
}
}
frame 53 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_3', true);
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 260, this._y + 349, 99, 1 - random(4), 'stand', 100);
enemy_mc1.blood *= 20;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 360, this._y + 308, 99, 1 - random(4), 'stand', 100);
enemy_mc2.blood *= 20;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 460, this._y + 308, 99, 1 - random(4), 'stand', 100);
enemy_mc3.blood *= 20;
_root.change_color(enemy_mc3, _root.STR_ColorMatrix);
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 560, this._y + 308, 99, 1 - random(4), 'stand', 100);
enemy_mc4.blood *= 20;
_root.change_color(enemy_mc4, _root.STR_ColorMatrix);
var enemy_mc5 = _root.enemysAction01('德军_普通士兵', this._x + 100, this._y + 126, 99, 1, 0, 1, 100);
enemy_mc5.blood *= 20;
_root.change_color(enemy_mc5, _root.STR_ColorMatrix);
var enemy_mc6 = _root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 126, 99, 1, 0, 1, 100);
enemy_mc6.blood *= 20;
_root.change_color(enemy_mc6, _root.STR_ColorMatrix);
var enemy_mc7 = _root.enemysAction01('德军_普通士兵', this._x + 300, this._y + 126, 99, 1, 0, 1, 100);
enemy_mc7.blood *= 20;
_root.change_color(enemy_mc7, _root.STR_ColorMatrix);
var enemy_mc8 = _root.enemysAction01('德军_普通士兵', this._x + 180, this._y + 62, 99, 1, 0, 1, 100);
enemy_mc8.blood *= 20;
_root.change_color(enemy_mc8, _root.STR_ColorMatrix);
this_mc = this;
_root.stage_move_restricter(this_mc, 1, 185, -2, 59);
enemy_mc8.dieEvents2 = function () {
_root.remove_move_restricter(this_mc);
};
enemy_mc7.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc6.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc5.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc8.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc8.dieEvents2;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6, enemy_mc7, enemy_mc8], 0);
}
}
frame 54 {
if (_root.game_diff_level == 0) {
_root.specific_stage_changer(changer, 8);
}
}
frame 54 {
if (_root.game_diff_level >= 1) {
(_root.blocksAction('奖励_油桶', this._x + 150, this._y + 115, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_油桶', this._x + 200, this._y + 115, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 250, this._y + 115, 2, 5, true, 10);
_root.enemysAction31('敌人_狙击手', this._x + 100, this._y + 115, 'crouch', 100);
_root.specific_stage_changer(changer, 8);
}
}
frame 58 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_3', true);
_root.player_min_x = this._x + 135;
_root.player_max_x = this._x + 500;
var enemy_mc = _root.blocksAction('NPC_ç›´å‡é£žæœº', this._x + 306, this._y + 364, -1, 0, false, 0);
enemy_mc.w1.stop();
enemy_mc.w2.stop();
enemy_mc.always_on = true;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_enemy_stand = false;
enemy_mc.startAction = function () {
_root.play_soundAction('ç›´å‡é£žæœº', true);
this.w1.play();
this.w2.play();
_root.player_min_x = this._x - 35;
_root.player_max_x = this._x + 35;
this.onEnterFrame = function () {
this._y -= 3;
};
};
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 364, 99, 2, 50, 1, 100);
enemy_mc1.blood *= 20;
enemy_mc1.min_area_x = this._x + 135;
enemy_mc1.max_area_x = this._x + 500;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
enemy_mc1.dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 58 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_3', true);
_root.player_min_x = this._x + 135;
_root.player_max_x = this._x + 500;
var enemy_mc = _root.blocksAction('NPC_ç›´å‡é£žæœº', this._x + 306, this._y + 364, -1, 0, false, 0);
enemy_mc.w1.stop();
enemy_mc.w2.stop();
enemy_mc.always_on = true;
enemy_mc.no_absorb = true;
enemy_mc.no_damage = true;
enemy_mc.can_enemy_stand = false;
enemy_mc.startAction = function () {
_root.play_soundAction('ç›´å‡é£žæœº', true);
this.w1.play();
this.w2.play();
_root.player_min_x = this._x - 35;
_root.player_max_x = this._x + 35;
this.onEnterFrame = function () {
this._y -= 3;
};
};
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 364, 99, 2, 50, 1, 100);
enemy_mc1.blood *= 20;
enemy_mc1.min_area_x = this._x + 135;
enemy_mc1.max_area_x = this._x + 500;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
enemy_mc1.dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 60 {
if (_root.game_diff_level == 0) {
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 60 {
if (_root.game_diff_level >= 1) {
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 61 {
if (_root.game_diff_level == 0) {
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 61 {
if (_root.game_diff_level >= 1) {
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 62 {
if (_root.game_diff_level == 0) {
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 62 {
if (_root.game_diff_level >= 1) {
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 63 {
if (_root.game_diff_level == 0) {
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 63 {
if (_root.game_diff_level >= 1) {
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 64 {
if (_root.game_diff_level == 0) {
_root.specific_stage_changer(changer, 9);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 64 {
if (_root.game_diff_level >= 1) {
_root.specific_stage_changer(changer, 9);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
_root.enemysAction01('德军_普通士兵', this._x + 50 + random(500), this._y + 300 + random(100), 99, 3, -3, 2, 100);
}
}
frame 65 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_4', true);
}
}
frame 65 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_4', true);
}
}
frame 66 {
if (_root.game_diff_level == 0) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 359, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 166, this._y + 321, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 128, this._y + 321, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 91, this._y + 321, 1, 5, false, 30);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 359, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 321, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 321, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 321, 1, 5, false, 30);
_root.scene_end_arrow(this, 1, 470, 200);
}
}
frame 66 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 100, this._y + 359, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 166, this._y + 321, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 128, this._y + 321, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 91, this._y + 321, 1, 5, false, 30);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 359, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 321, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 321, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 321, 1, 5, false, 30);
_root.scene_end_arrow(this, 1, 470, 200);
}
}
frame 70 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 200, this._y + 333, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 266, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 228, this._y + 296, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 191, this._y + 296, 1, 5, false, 30);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 400, this._y + 333, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 466, this._y + 296, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 428, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 391, this._y + 296, 1, 5, false, 30);
}
}
frame 70 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 200, this._y + 333, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 266, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 228, this._y + 296, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 191, this._y + 296, 1, 5, false, 30);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 400, this._y + 333, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 466, this._y + 296, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 428, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_木箱å', this._x + 391, this._y + 296, 1, 5, false, 30);
}
}
frame 71 {
if (_root.game_diff_level == 0) {
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 100, this._y + 333, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 333, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 333, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 333, 99, -50, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 333, 99, -50, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 333, 99, -50, 100);
enemy_mc6.patrol_min_x = this._x - 100;
enemy_mc5.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc4.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc6.patrol_max_x = this._x + 600;
enemy_mc5.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc4.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc6.patrol_max_x;
}
}
frame 71 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 100, this._y + 333, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 333, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 333, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 333, 99, -50, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 333, 99, -50, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 350, this._y + 333, 99, -50, 100);
enemy_mc6.patrol_min_x = this._x - 400;
enemy_mc5.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc4.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc6.patrol_max_x = this._x + 400;
enemy_mc5.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc4.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc6.patrol_max_x;
}
}
frame 72 {
if (_root.game_diff_level == 0) {
_root.specific_stage_changer(changer1, 11);
_root.specific_stage_changer(changer2, 13);
_root.enemysAction01('德军_普通士兵', this._x + 430, this._y + 172, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 480, this._y + 172, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 530, this._y + 172, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 400, this._y + 333, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 333, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 500, this._y + 333, 99, 3, 1, 1, 100);
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 480, this._y + 172, 99, 3, 0, 2, 100);
enemy_mc1.blood *= 20;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 480, this._y + 333, 99, 3, 0, 2, 100);
enemy_mc2.blood *= 20;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
_root.hold_camera([enemy_mc1, enemy_mc2], -1100);
}
}
frame 72 {
if (_root.game_diff_level >= 1) {
_root.specific_stage_changer(changer1, 11);
_root.specific_stage_changer(changer2, 13);
_root.enemysAction01('德军_普通士兵', this._x + 430, this._y + 172, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 480, this._y + 172, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 530, this._y + 172, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 400, this._y + 333, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 333, 99, 3, 1, 1, 100);
_root.enemysAction01('德军_普通士兵', this._x + 500, this._y + 333, 99, 3, 1, 1, 100);
_root.enemysAction03('德军_装甲车2', this._x + 400, this._y + 333, 0, 1, 590, 2, 100);
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 480, this._y + 172, 99, 3, 0, 2, 100);
enemy_mc1.blood *= 20;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 480, this._y + 333, 99, 3, 0, 2, 100);
enemy_mc2.blood *= 20;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
_root.hold_camera([enemy_mc1, enemy_mc2], -1100);
}
}
frame 76 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 326, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 326, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 326, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
var enemy_mc1 = _root.enemysAction26('敌人_机枪兵', this._x + 300, this._y + 326, 0, 100);
enemy_mc1.min_area_x = this._x + 10;
var enemy_mc2 = _root.enemysAction26('敌人_机枪兵', this._x + 350, this._y + 326, 1, 100);
enemy_mc2.min_area_x = this._x + 10;
var enemy_mc3 = _root.enemysAction26('敌人_机枪兵', this._x + 450, this._y + 326, 1, 100);
enemy_mc3.min_area_x = this._x + 10;
var enemy_mc4 = _root.enemysAction26('敌人_机枪兵', this._x + 550, this._y + 326, 0, 100);
enemy_mc4.min_area_x = this._x + 10;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4], 0);
(_root.blocksAction('建ç‘_å±é£Ž', this._x + 680, this._y + 324, 1, 15, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 76 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 326, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 326, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 326, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
var enemy_mc1 = _root.enemysAction26('敌人_机枪兵', this._x + 300, this._y + 326, 0, 100);
enemy_mc1.min_area_x = this._x + 10;
var enemy_mc2 = _root.enemysAction26('敌人_机枪兵', this._x + 350, this._y + 326, 1, 100);
enemy_mc2.min_area_x = this._x + 10;
var enemy_mc3 = _root.enemysAction26('敌人_机枪兵', this._x + 450, this._y + 326, 1, 100);
enemy_mc3.min_area_x = this._x + 10;
var enemy_mc4 = _root.enemysAction27('敌人_军曹', this._x + 550, this._y + 326, -1, 100);
enemy_mc4.min_area_x = this._x + 10;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4], 0);
(_root.blocksAction('建ç‘_å±é£Ž', this._x + 680, this._y + 324, 1, 15, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 81 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
_root.specific_stage_changer(changer1, 17);
_root.specific_stage_changer(changer2, 15);
(_root.blocksAction('奖励_油桶', this._x + 67, this._y + 170, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_油桶', this._x + 369, this._y + 339, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 419, this._y + 339, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 469, this._y + 339, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 339, 99, 3, 50, 1, 100);
enemy_mc1.blood *= 20;
enemy_mc1.min_area_x = this._x + 10;
enemy_mc1.max_area_x = this._x + 580;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 339, 99, 3, 50, 1, 100);
enemy_mc2.blood *= 20;
enemy_mc2.min_area_x = this._x + 10;
enemy_mc2.max_area_x = this._x + 580;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
}
}
frame 81 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
_root.specific_stage_changer(changer1, 17);
_root.specific_stage_changer(changer2, 15);
(_root.blocksAction('奖励_油桶', this._x + 67, this._y + 170, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_油桶', this._x + 369, this._y + 339, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 419, this._y + 339, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 469, this._y + 339, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 150, this._y + 339, 99, 3, 50, 1, 100);
enemy_mc1.blood *= 20;
enemy_mc1.min_area_x = this._x + 10;
enemy_mc1.max_area_x = this._x + 580;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 200, this._y + 339, 99, 3, 50, 1, 100);
enemy_mc2.blood *= 20;
enemy_mc2.min_area_x = this._x + 10;
enemy_mc2.max_area_x = this._x + 580;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
}
}
frame 86 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
_root.player_max_x = this._x + 625;
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 400, this._y + 90);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 500, this._y + 120);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 600, this._y + 90);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 700, this._y + 120);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 800, this._y + 90);
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 352, 99, 1, 2, 1, 100);
enemy_mc1.blood *= 20;
enemy_mc1.min_area_x = this._x + 10;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 400, this._y + 352, 99, 1, 2, 1, 100);
enemy_mc2.blood *= 20;
enemy_mc2.min_area_x = this._x + 10;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 352, 99, 2, 1, 1, 100);
enemy_mc3.blood *= 20;
enemy_mc3.min_area_x = this._x + 10;
_root.change_color(enemy_mc3, _root.STR_ColorMatrix);
var enemy_mc4 = _root.enemysAction01('德军_普通士兵', this._x + 500, this._y + 352, 99, 2, 1, 1, 100);
enemy_mc4.blood *= 20;
enemy_mc4.min_area_x = this._x + 10;
_root.change_color(enemy_mc4, _root.STR_ColorMatrix);
var enemy_mc5 = _root.enemysAction01('德军_普通士兵', this._x + 575, this._y + 302, 99, 3, 0, 2, 100);
enemy_mc5.blood *= 20;
_root.change_color(enemy_mc5, _root.STR_ColorMatrix);
var enemy_mc6 = _root.enemysAction03('德军_å¦å…‹2', this._x + 722, this._y + 258, 0, 1, 590, 0, 100);
enemy_mc6.dieEvents2 = function () {
delete _root.player_max_x;
};
enemy_mc5.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc6.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6]);
}
}
frame 86 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
_root.player_max_x = this._x + 625;
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 400, this._y + 90);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 500, this._y + 120);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 600, this._y + 90);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 700, this._y + 120);
_root.enemysAction11('德军_飞船_å°ç‚®', this._x + 800, this._y + 90);
var enemy_mc1 = _root.enemysAction01('德军_普通士兵', this._x + 350, this._y + 352, 99, 1, 2, 1, 100);
enemy_mc1.blood *= 20;
enemy_mc1.min_area_x = this._x + 10;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction01('德军_普通士兵', this._x + 400, this._y + 352, 99, 1, 2, 1, 100);
enemy_mc2.blood *= 20;
enemy_mc2.min_area_x = this._x + 10;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
var enemy_mc3 = _root.enemysAction01('德军_普通士兵', this._x + 450, this._y + 352, 99, 2, 1, 1, 100);
enemy_mc3.blood *= 20;
enemy_mc3.min_area_x = this._x + 10;
_root.change_color(enemy_mc3, _root.STR_ColorMatrix);
var enemy_mc4 = _root.enemysAction01('德军_普通士兵', this._x + 500, this._y + 352, 99, 2, 1, 1, 100);
enemy_mc4.blood *= 20;
enemy_mc4.min_area_x = this._x + 10;
_root.change_color(enemy_mc4, _root.STR_ColorMatrix);
var enemy_mc5 = _root.enemysAction01('德军_普通士兵', this._x + 575, this._y + 302, 99, 3, 0, 2, 100);
enemy_mc5.blood *= 20;
_root.change_color(enemy_mc5, _root.STR_ColorMatrix);
var enemy_mc6 = _root.enemysAction03('德军_å¦å…‹2', this._x + 722, this._y + 258, 0, 1, 590, 0, 100);
enemy_mc6.dieEvents2 = function () {
delete _root.player_max_x;
};
enemy_mc5.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc6.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc6.dieEvents2;
_root.enemy_team_die([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6]);
}
}
frame 91 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm2_2', true);
_root.specific_stage_changer(changer1, 17);
_root.specific_stage_changer(changer2, 15);
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 450, this._y + 222, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 500, this._y + 222, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 550, this._y + 222, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 600, this._y + 222, 99, -50, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 650, this._y + 222, 99, -50, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 700, this._y + 222, 99, -50, 100);
enemy_mc6.patrol_min_x = this._x + 300;
enemy_mc5.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc4.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc6.patrol_max_x = this._x + 720;
enemy_mc5.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc4.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc6.patrol_max_x;
var enemy_mc7 = _root.enemysAction05('德军_巡逻军官', this._x + 350, this._y + 369, 99, -50, -100);
var enemy_mc8 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 369, 99, -50, -100);
var enemy_mc9 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 369, 99, -50, -100);
var enemy_mc10 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 369, 99, -50, -100);
var enemy_mc11 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 369, 99, -50, -100);
var enemy_mc12 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 100, this._y + 369, 99, -50, -100);
enemy_mc12.patrol_min_x = this._x + 180;
enemy_mc11.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc10.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc9.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc8.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc7.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc12.patrol_max_x = this._x + 720;
enemy_mc11.patrol_max_x = enemy_mc12.patrol_max_x;
enemy_mc10.patrol_max_x = enemy_mc12.patrol_max_x;
enemy_mc9.patrol_max_x = enemy_mc12.patrol_max_x;
enemy_mc8.patrol_max_x = enemy_mc12.patrol_max_x;
enemy_mc7.patrol_max_x = enemy_mc12.patrol_max_x;
}
}
frame 91 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm2_2', true);
_root.specific_stage_changer(changer1, 17);
_root.specific_stage_changer(changer2, 15);
var enemy_mc1 = _root.enemysAction05('德军_巡逻军官', this._x + 450, this._y + 222, 99, -50, 100);
var enemy_mc2 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 500, this._y + 222, 99, -50, 100);
var enemy_mc3 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 550, this._y + 222, 99, -50, 100);
var enemy_mc4 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 600, this._y + 222, 99, -50, 100);
var enemy_mc5 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 650, this._y + 222, 99, -50, 100);
var enemy_mc6 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 700, this._y + 222, 99, -50, 100);
enemy_mc6.patrol_min_x = this._x + 300;
enemy_mc5.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc4.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc3.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc2.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc1.patrol_min_x = enemy_mc6.patrol_min_x;
enemy_mc6.patrol_max_x = this._x + 720;
enemy_mc5.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc4.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc3.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc2.patrol_max_x = enemy_mc6.patrol_max_x;
enemy_mc1.patrol_max_x = enemy_mc6.patrol_max_x;
var enemy_mc7 = _root.enemysAction05('德军_巡逻军官', this._x + 350, this._y + 369, 99, -50, -100);
var enemy_mc8 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 300, this._y + 369, 99, -50, -100);
var enemy_mc9 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 250, this._y + 369, 99, -50, -100);
var enemy_mc10 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 200, this._y + 369, 99, -50, -100);
var enemy_mc11 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 150, this._y + 369, 99, -50, -100);
var enemy_mc12 = _root.enemysAction05('德军_巡逻机枪兵', this._x + 100, this._y + 369, 99, -50, -100);
enemy_mc12.patrol_min_x = this._x + 180;
enemy_mc11.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc10.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc9.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc8.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc7.patrol_min_x = enemy_mc12.patrol_min_x;
enemy_mc12.patrol_max_x = this._x + 720;
enemy_mc11.patrol_max_x = enemy_mc12.patrol_max_x;
enemy_mc10.patrol_max_x = enemy_mc12.patrol_max_x;
enemy_mc9.patrol_max_x = enemy_mc12.patrol_max_x;
enemy_mc8.patrol_max_x = enemy_mc12.patrol_max_x;
enemy_mc7.patrol_max_x = enemy_mc12.patrol_max_x;
}
}
frame 96 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
_root.player_max_x = this._x + 550;
_root.blocksAction('奖励_油桶', this._x + 250, this._y + 343, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 300, this._y + 343, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 350, this._y + 343, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 400, this._y + 343, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 450, this._y + 343, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 500, this._y + 343, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 550, this._y + 343, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 320, this._y + 230, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 370, this._y + 230, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 420, this._y + 230, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 470, this._y + 230, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 520, this._y + 230, 2, 5, true, 10);
}
}
frame 96 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
_root.player_max_x = this._x + 550;
_root.blocksAction('奖励_油桶', this._x + 250, this._y + 343, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 300, this._y + 343, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 350, this._y + 343, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 400, this._y + 343, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 450, this._y + 343, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 500, this._y + 343, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 550, this._y + 343, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 320, this._y + 230, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 370, this._y + 230, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 420, this._y + 230, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 470, this._y + 230, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 520, this._y + 230, 2, 5, true, 10);
}
}
frame 101 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
_root.player_max_x = this._x + 578;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 421, this._y + 258);
var enemy_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 445, this._y + 253, 0, 'stand', 100);
enemy_mc2.kick_things = temp_mc1;
var enemy_mc3 = _root.enemysAction26('敌人_机枪兵', this._x + 524, this._y + 247, 0, 100);
_root.enemysAction39('爆炸çƒ_ç‚®', this._x + 130, this._y + 36, 0, -100);
this_mc = this;
_root.stage_move_restricter(this_mc, -1, 315, -2, 59);
enemy_mc3.dieEvents2 = function () {
_root.remove_move_restricter(this_mc);
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
_root.hold_camera([enemy_mc2, enemy_mc3], 0);
}
}
frame 101 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
_root.player_max_x = this._x + 578;
var temp_mc1 = _root.enemysAction15('滚动_油桶', this._x + 421, this._y + 258);
var enemy_mc2 = _root.enemysAction14('敌人_汉奸', this._x + 445, this._y + 253, 0, 'stand', 100);
enemy_mc2.kick_things = temp_mc1;
var enemy_mc3 = _root.enemysAction26('敌人_机枪兵', this._x + 524, this._y + 247, 0, 100);
_root.enemysAction39('爆炸çƒ_ç‚®', this._x + 130, this._y + 36, 0, -100);
this_mc = this;
_root.stage_move_restricter(this_mc, -1, 315, -2, 59);
enemy_mc3.dieEvents2 = function () {
_root.remove_move_restricter(this_mc);
};
enemy_mc2.dieEvents2 = enemy_mc3.dieEvents2;
_root.hold_camera([enemy_mc2, enemy_mc3], 0);
}
}
frame 102 {
if (_root.game_diff_level == 0) {
_root.enemysAction31('敌人_狙击手', this._x + 540, this._y + 204, 'crouch', 100);
}
}
frame 102 {
if (_root.game_diff_level >= 1) {
_root.enemysAction31('敌人_狙击手', this._x + 540, this._y + 204, 'crouch', 100);
}
}
frame 103 {
if (_root.game_diff_level == 0) {
_root.specific_stage_changer(changer, 17);
}
}
frame 103 {
if (_root.game_diff_level >= 1) {
_root.specific_stage_changer(changer, 17);
}
}
frame 106 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
_root.player_min_x = this._x + 50;
_root.player_max_x = this._x + 550;
}
}
frame 106 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
_root.player_min_x = this._x + 50;
_root.player_max_x = this._x + 550;
var enemy_mc1 = _root.enemysAction18('敌人_日本æ¦å£«å†›å®˜', this._x + 150, this._y + 381, 2, 100);
enemy_mc1.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
enemy_mc1.min_area_x = this._x + 50;
enemy_mc1.max_area_x = this._x + 550;
}
}
frame 111 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
_root.player_min_x = this._x + 21;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 114, this._y + 251, 99, 0, 'stand', -100);
enemy_mc1.blood *= 20;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 222, this._y + 285, 99, 0, 'stand', -100);
enemy_mc2.blood *= 20;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 294, this._y + 328, 99, 0, 'stand', -100);
enemy_mc3.blood *= 20;
_root.change_color(enemy_mc3, _root.STR_ColorMatrix);
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 360, this._y + 350, 99, 0, 'stand', -100);
enemy_mc4.blood *= 20;
_root.change_color(enemy_mc4, _root.STR_ColorMatrix);
var enemy_mc5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 71, this._y + 180, 99, 0, 'crouch', -100);
enemy_mc5.blood *= 20;
_root.change_color(enemy_mc5, _root.STR_ColorMatrix);
var enemy_mc6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 182, this._y + 116, 99, 0, 'crouch', -100);
enemy_mc6.blood *= 20;
_root.change_color(enemy_mc6, _root.STR_ColorMatrix);
var enemy_mc7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 271, this._y + 66, 99, 0, 'crouch', -100);
enemy_mc7.blood *= 20;
_root.change_color(enemy_mc7, _root.STR_ColorMatrix);
this_mc = this;
_root.stage_move_restricter(this_mc, 1, 283, -2, 59);
enemy_mc7.dieEvents2 = function () {
_root.remove_move_restricter(this_mc);
};
enemy_mc6.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc5.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc7.dieEvents2;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6, enemy_mc7], 0);
}
}
frame 111 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
_root.player_min_x = this._x + 21;
var enemy_mc1 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 114, this._y + 251, 99, 0, 'stand', -100);
enemy_mc1.blood *= 20;
_root.change_color(enemy_mc1, _root.STR_ColorMatrix);
var enemy_mc2 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 222, this._y + 285, 99, 0, 'stand', -100);
enemy_mc2.blood *= 20;
_root.change_color(enemy_mc2, _root.STR_ColorMatrix);
var enemy_mc3 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 294, this._y + 328, 99, 0, 'stand', -100);
enemy_mc3.blood *= 20;
_root.change_color(enemy_mc3, _root.STR_ColorMatrix);
var enemy_mc4 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 360, this._y + 350, 99, 0, 'stand', -100);
enemy_mc4.blood *= 20;
_root.change_color(enemy_mc4, _root.STR_ColorMatrix);
var enemy_mc5 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 71, this._y + 180, 99, 0, 'crouch', -100);
enemy_mc5.blood *= 20;
_root.change_color(enemy_mc5, _root.STR_ColorMatrix);
var enemy_mc6 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 182, this._y + 116, 99, 0, 'crouch', -100);
enemy_mc6.blood *= 20;
_root.change_color(enemy_mc6, _root.STR_ColorMatrix);
var enemy_mc7 = _root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 271, this._y + 66, 99, 0, 'crouch', -100);
enemy_mc7.blood *= 20;
_root.change_color(enemy_mc7, _root.STR_ColorMatrix);
this_mc = this;
_root.stage_move_restricter(this_mc, 1, 283, -2, 59);
enemy_mc7.dieEvents2 = function () {
_root.remove_move_restricter(this_mc);
};
enemy_mc6.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc5.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc4.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc3.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc2.dieEvents2 = enemy_mc7.dieEvents2;
enemy_mc1.dieEvents2 = enemy_mc7.dieEvents2;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3, enemy_mc4, enemy_mc5, enemy_mc6, enemy_mc7], 0);
}
}
frame 112 {
if (_root.game_diff_level == 0) {
_root.enemysAction31('敌人_狙击手', this._x + 55, this._y + 204, 'crouch', 100);
}
}
frame 112 {
if (_root.game_diff_level >= 1) {
_root.enemysAction31('敌人_狙击手', this._x + 55, this._y + 204, 'crouch', 100);
}
}
frame 113 {
if (_root.game_diff_level == 0) {
_root.specific_stage_changer(changer, 19);
}
}
frame 113 {
if (_root.game_diff_level >= 1) {
_root.specific_stage_changer(changer, 19);
}
}
frame 116 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
_root.player_min_x = this._x + 50;
_root.player_max_x = this._x + 550;
}
}
frame 116 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
_root.player_min_x = this._x + 50;
_root.player_max_x = this._x + 550;
var enemy_mc1 = _root.enemysAction27('敌人_军曹', this._x + 460, this._y + 181, -1, 100);
enemy_mc1.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
enemy_mc1.min_area_x = this._x + 50;
enemy_mc1.max_area_x = this._x + 550;
}
}
frame 121 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
_root.player_max_x = this._x + 578;
_root.blocksAction('奖励_油桶', this._x + 100, this._y + 350, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 150, this._y + 350, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 200, this._y + 350, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 250, this._y + 350, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 450, this._y + 253, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 500, this._y + 250, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 90, this._y + 35, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 140, this._y + 35, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 190, this._y + 35, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 240, this._y + 35, 2, 5, true, 10);
}
}
frame 121 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
_root.player_max_x = this._x + 578;
_root.blocksAction('奖励_油桶', this._x + 100, this._y + 350, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 150, this._y + 350, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 200, this._y + 350, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 250, this._y + 350, 2, 5, true, 10)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_油桶', this._x + 450, this._y + 253, 2, 5, true, 10);
_root.blocksAction('奖励_油桶', this._x + 500, this._y + 250, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 90, this._y + 35, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 140, this._y + 35, 2, 5, true, 10);
(_root.blocksAction('奖励_油桶', this._x + 190, this._y + 35, 2, 5, true, 10)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.blocksAction('奖励_油桶', this._x + 240, this._y + 35, 2, 5, true, 10);
}
}
frame 122 {
if (_root.game_diff_level == 0) {
_root.enemysAction31('敌人_狙击手', this._x + 540, this._y + 204, 'crouch', 100);
}
}
frame 122 {
if (_root.game_diff_level >= 1) {
_root.enemysAction31('敌人_狙击手', this._x + 540, this._y + 204, 'crouch', 100);
}
}
frame 123 {
if (_root.game_diff_level == 0) {
_root.specific_stage_changer(changer, 21);
}
}
frame 123 {
if (_root.game_diff_level >= 1) {
_root.specific_stage_changer(changer, 21);
}
}
frame 126 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_2', true);
_root.player_min_x = this._x + 50;
_root.player_max_x = this._x + 550;
}
}
frame 126 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_2', true);
_root.player_min_x = this._x + 50;
_root.player_max_x = this._x + 550;
var enemy_mc1 = _root.enemysAction32('敌人_BOSS2', this._x + 150, this._y + 381, -1, -100);
enemy_mc1.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
enemy_mc1.min_area_x = this._x + 50;
enemy_mc1.max_area_x = this._x + 550;
}
}
frame 131 {
if (_root.game_diff_level == 0) {
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 250, this._y + 334, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 300, this._y + 334, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
(_root.enemysAction12('敌人_æ¥æžªå…µ', this._x + 350, this._y + 334, 99, 1, 'stand', 100)).min_area_x = this._x + 10;
var enemy_mc1 = _root.enemysAction18('敌人_日本æ¦å£«å†›å®˜', this._x + 450, this._y + 334, 2, 100);
enemy_mc1.min_area_x = this._x + 10;
var enemy_mc2 = _root.enemysAction27('敌人_军曹', this._x + 550, this._y + 334, -1, 100);
enemy_mc2.min_area_x = this._x + 10;
_root.hold_camera([enemy_mc1, enemy_mc2], 0);
}
}
frame 131 {
if (_root.game_diff_level >= 1) {
var enemy_mc1 = _root.enemysAction18('敌人_日本æ¦å£«å†›å®˜', this._x + 350, this._y + 334, 2, 100);
enemy_mc1.min_area_x = this._x + 10;
var enemy_mc2 = _root.enemysAction27('敌人_军曹', this._x + 450, this._y + 334, -1, 100);
enemy_mc2.min_area_x = this._x + 10;
var enemy_mc3 = _root.enemysAction27('敌人_军曹', this._x + 550, this._y + 334, -1, 100);
enemy_mc3.min_area_x = this._x + 10;
_root.hold_camera([enemy_mc1, enemy_mc2, enemy_mc3], 0);
}
}
frame 132 {
if (_root.game_diff_level == 0) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 334, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction31('敌人_狙击手', this._x + 478, this._y + 269, 'grovel', 100);
}
}
frame 132 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 450, this._y + 334, false)).body.stop();
(_root.blocksAction('奖励_木箱å', this._x + 516, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
(_root.blocksAction('奖励_木箱å', this._x + 478, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
(_root.blocksAction('奖励_木箱å', this._x + 441, this._y + 296, 1, 5, false, 30)).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction31('敌人_狙击手', this._x + 478, this._y + 269, 'grovel', 100);
}
}
frame 136 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_4', true);
_root.player_min_x = this._x + 50;
var enemy_mc = _root.blocksAction('导弹拖车1', this._x + 590, this._y + 358, 1, 50, true, -1);
enemy_mc.can_enemy_stand = false;
enemy_mc.always_on = true;
enemy_mc.dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 136 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_4', true);
_root.player_min_x = this._x + 50;
var enemy_mc = _root.blocksAction('导弹拖车1', this._x + 590, this._y + 358, 1, 50, true, -1);
enemy_mc.can_enemy_stand = false;
enemy_mc.always_on = true;
enemy_mc.dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 137 {
if (_root.game_diff_level == 0) {
var enemy_mc = _root.blocksAction('导弹拖车1', this._x + 780, this._y + 358, 1, 50, true, -1);
enemy_mc.can_enemy_stand = false;
enemy_mc.always_on = true;
enemy_mc.dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 137 {
if (_root.game_diff_level >= 1) {
var enemy_mc = _root.blocksAction('导弹拖车1', this._x + 780, this._y + 358, 1, 50, true, -1);
enemy_mc.can_enemy_stand = false;
enemy_mc.always_on = true;
enemy_mc.dieEvents = function () {
_root.add_weapon(this);
};
}
}
frame 138 {
if (_root.game_diff_level == 0) {
(_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50))).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50));
}
}
frame 138 {
if (_root.game_diff_level >= 1) {
(_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50))).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50));
}
}
frame 139 {
if (_root.game_diff_level == 0) {
_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
(_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50))).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50));
}
}
frame 139 {
if (_root.game_diff_level >= 1) {
_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
(_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50))).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50));
}
}
frame 140 {
if (_root.game_diff_level == 0) {
_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
(_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50))).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc = _root.enemysAction09('德军_巨型å¦å…‹', this._x + 140, this._y + 360);
_root.add_enemy_boss_healthbar(enemy_mc, 4);
_root.hold_camera([enemy_mc], -1770);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 360, false)).body.stop();
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 360, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 557, this._y + 322, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 519, this._y + 322, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 322, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 322, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 322, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 322, 1, 5, false, 30);
}
}
frame 140 {
if (_root.game_diff_level >= 1) {
_root.enemysAction10('德军_战斗机', this._x + 100, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 300, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 500, this._y + 50 + random(50), 590 + random(50));
_root.enemysAction10('德军_战斗机', this._x + 700, this._y + 50 + random(50), 590 + random(50));
(_root.enemysAction10('德军_战斗机', this._x + 900, this._y + 50 + random(50), 590 + random(50))).dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var enemy_mc = _root.enemysAction09('德军_巨型å¦å…‹', this._x + 140, this._y + 360);
_root.add_enemy_boss_healthbar(enemy_mc, 4);
_root.hold_camera([enemy_mc], -1770);
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 300, this._y + 360, false)).body.stop();
(_root.enemysAction13('敌人_è¿è¾“å¡è½¦', this._x + 490, this._y + 360, false)).body.stop();
_root.blocksAction('奖励_木箱å', this._x + 557, this._y + 322, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 519, this._y + 322, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 481, this._y + 322, 1, 5, false, 30);
_root.blocksAction('奖励_木箱å', this._x + 366, this._y + 322, 1, 5, false, 30);
(_root.blocksAction('奖励_木箱å', this._x + 328, this._y + 322, 1, 5, false, 30)).dieEvents = function () {
_root.add_weapon(this);
};
_root.blocksAction('奖励_木箱å', this._x + 291, this._y + 322, 1, 5, false, 30);
}
}
frame 141 {
if (_root.game_diff_level == 0) {
_root.play_music('bgm4_4', true);
var temp_mc1 = _root.blocksAction('奖励_油桶', this._x + 470, this._y + 200, 2, 5, true, 10);
temp_mc1.in_air = true;
temp_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var temp_mc2 = _root.blocksAction('奖励_油桶', this._x + 540, this._y + 200, 2, 5, true, 10);
temp_mc2.in_air = true;
temp_mc2.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var temp_mc3 = _root.blocksAction('奖励_油桶', this._x + 610, this._y + 200, 2, 5, true, 10);
temp_mc3.in_air = true;
temp_mc3.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 141 {
if (_root.game_diff_level >= 1) {
_root.play_music('bgm4_4', true);
var temp_mc1 = _root.blocksAction('奖励_油桶', this._x + 470, this._y + 200, 2, 5, true, 10);
temp_mc1.in_air = true;
temp_mc1.dieEvents = function () {
_root.add_weapon(this);
};
var temp_mc2 = _root.blocksAction('奖励_油桶', this._x + 540, this._y + 200, 2, 5, true, 10);
temp_mc2.in_air = true;
temp_mc2.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
var temp_mc3 = _root.blocksAction('奖励_油桶', this._x + 610, this._y + 200, 2, 5, true, 10);
temp_mc3.in_air = true;
temp_mc3.dieEvents = function () {
_root.add_food(this, 'food' + (random(6) + 1));
};
}
}
frame 142 {
if (_root.game_diff_level == 0) {
_root.player_max_x = this._x + 275;
this_x = this._x;
this_y = this._y;
rocket.onEnterFrame = function () {
if ((_root.get_map_point(this._parent))[0] < 100) {
this.play();
_root.play_soundAction('ç«ç®å‘å°„', false);
_root.main_move_XY(-590, 0);
this.onEnterFrame = function () {
_root.shake_screen();
if (this._currentframe == this._totalframes) {
var step_mc = _root.add_object('å˜å½¢å¹³å°', this_x + 171, this_y + 322, true);
var v5 = _root.add_stage_arrow(2);
v5._x = 170;
v5._y = 300;
step_mc.area_strict = 45;
step_mc.startAction = function () {
delete _root.player_max_x;
_root.game_medium_boss = true;
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = -2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 6;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = 1200;
_root.active_map_drawer = this;
this.move_speed = 0;
this.onEnterFrame = function () {
var v3 = (_root.get_map_point(this))[0] + this.targeter.xspeed;
if (v3 > 60 and v3 < 295) {
this._x += this.targeter.xspeed / 2;
}
_root.player_min_x = this._x - this.area_strict;
_root.player_max_x = this._x + this.area_strict;
if (this.move_speed > -10) {
this.move_speed -= 1;
} else {
this.move_speed = -10;
}
this._y += this.move_speed;
this.targeter._y += this.move_speed;
_root.active_object_speed = this.move_speed;
};
(_root.enemysAction45('敌人_BOSS4_1', this_x + 460, this_y - 400)).dieEvents = function () {
_root.play_soundAction('ç«ç®å‘å°„', false);
_root.shake_screen();
(_root.enemysAction46('敌人_BOSS4_2', this._x, this._y - 284)).dieEvents = function () {
_root.play_soundAction('ç«ç®å‘å°„', false);
_root.shake_screen();
(_root.enemysAction47('敌人_BOSS4_3', this._x, this._y - 284)).dieEvents = function () {
_root.play_soundAction('ç«ç®å‘å°„', false);
_root.shake_screen();
var v3 = _root.enemysAction48('敌人_BOSS4_4', this._x, this._y - 464);
v3.startAction = function (who) {
this.get_player = true;
this.step_mc.lose_player = true;
};
v3.dieEvents = function () {
var v2 = _root.game_save_level_file(5);
_root.kill_boss(v2);
};
_root.add_enemy_boss_healthbar(v3, 5);
};
};
};
};
step_mc.dieEvents = function () {
_root.active_map_drawer = this.final_boss;
var v4 = _root.add_stage_arrow(2);
v4._x = 450;
v4._y = 65;
this.onEnterFrame = function () {
var v3 = (360 - (_root.get_map_point(this))[0]) / 20;
var v4 = (150 - (_root.get_map_point(this))[1]) / 20;
this._x += v3;
this._y += v4;
this.targeter._x += v3;
this.targeter._y += v4;
this._y += this.move_speed;
this.targeter._y += this.move_speed;
if (Math.abs(v3) < 5) {
delete _root.player_min_x;
delete _root.player_max_x;
this.onEnterFrame = function () {
this._y += this.move_speed;
if (!this.lose_player) {
this.targeter._y += this.move_speed;
} else {
this.move_speed += 0.5;
}
};
}
};
};
delete this.onEnterFrame;
}
};
}
};
}
}
frame 142 {
if (_root.game_diff_level >= 1) {
_root.player_max_x = this._x + 275;
this_x = this._x;
this_y = this._y;
rocket.onEnterFrame = function () {
if ((_root.get_map_point(this._parent))[0] < 100) {
this.play();
_root.play_soundAction('ç«ç®å‘å°„', false);
_root.main_move_XY(-590, 0);
this.onEnterFrame = function () {
_root.shake_screen();
if (this._currentframe == this._totalframes) {
var step_mc = _root.add_object('å˜å½¢å¹³å°', this_x + 171, this_y + 322, true);
var v5 = _root.add_stage_arrow(2);
v5._x = 170;
v5._y = 300;
step_mc.area_strict = 45;
step_mc.startAction = function () {
delete _root.player_max_x;
_root.game_medium_boss = true;
_root['stg_direct_' + _root.stages + '_' + _root.stages_section] = -2;
_root['allow_next_map_' + _root.stages + '_' + _root.stages_section] = 6;
_root['allow_area_array_' + _root.stages + '_' + _root.stages_section] = 1200;
_root.active_map_drawer = this;
this.move_speed = 0;
this.onEnterFrame = function () {
var v3 = (_root.get_map_point(this))[0] + this.targeter.xspeed;
if (v3 > 60 and v3 < 295) {
this._x += this.targeter.xspeed / 2;
}
_root.player_min_x = this._x - this.area_strict;
_root.player_max_x = this._x + this.area_strict;
if (this.move_speed > -10) {
this.move_speed -= 1;
} else {
this.move_speed = -10;
}
this._y += this.move_speed;
this.targeter._y += this.move_speed;
_root.active_object_speed = this.move_speed;
};
(_root.enemysAction45('敌人_BOSS4_1', this_x + 460, this_y - 400)).dieEvents = function () {
_root.play_soundAction('ç«ç®å‘å°„', false);
_root.shake_screen();
(_root.enemysAction46('敌人_BOSS4_2', this._x, this._y - 284)).dieEvents = function () {
_root.play_soundAction('ç«ç®å‘å°„', false);
_root.shake_screen();
(_root.enemysAction47('敌人_BOSS4_3', this._x, this._y - 284)).dieEvents = function () {
_root.play_soundAction('ç«ç®å‘å°„', false);
_root.shake_screen();
var v3 = _root.enemysAction48('敌人_BOSS4_4', this._x, this._y - 464);
v3.startAction = function (who) {
this.get_player = true;
this.step_mc.lose_player = true;
};
v3.dieEvents = function () {
var v2 = _root.game_save_level_file(5);
_root.kill_boss(v2);
};
_root.add_enemy_boss_healthbar(v3, 5);
};
};
};
};
step_mc.dieEvents = function () {
_root.active_map_drawer = this.final_boss;
var v4 = _root.add_stage_arrow(2);
v4._x = 450;
v4._y = 65;
this.onEnterFrame = function () {
var v3 = (360 - (_root.get_map_point(this))[0]) / 20;
var v4 = (150 - (_root.get_map_point(this))[1]) / 20;
this._x += v3;
this._y += v4;
this.targeter._x += v3;
this.targeter._y += v4;
this._y += this.move_speed;
this.targeter._y += this.move_speed;
if (Math.abs(v3) < 5) {
delete _root.player_min_x;
delete _root.player_max_x;
this.onEnterFrame = function () {
this._y += this.move_speed;
if (!this.lose_player) {
this.targeter._y += this.move_speed;
} else {
this.move_speed += 0.5;
}
};
}
};
};
delete this.onEnterFrame;
}
};
}
};
}
}
frame 145 {
if (_root.game_diff_level == 0) {
repeat = -1;
}
}
frame 145 {
if (_root.game_diff_level >= 1) {
repeat = -1;
}
}
}