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<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/52048352?noj=FRM52048352-22DC" width="1" height="1"></div>

doomed.swf

This is the info page for
Flash #22020

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


Text
Loading!
good preloader
coming!

AMMO BONUS

AMMO BONUS

st

D

Sound FX

Options

Return to Game

View Map

Music

View Character

Quit Game

Back

Back

v 1.3

CREDITS

Thanks to:

Music by Jon Levene

PNFlashgames

Tonypa's tbg tutorial

All art and programming
by HappinessSam

CONTROLS

Arrow keys or w,a,s,d to
move. Mouse to aim and
shoot.
Buttons to change
weapons. ? button to
pause games/bring up
options screen.

OPTIONS

0000000000000

0000000000000

Continue

Continue

Max Health

Max Armour

Speed

Effect

Cost

9990->0200

99900

9990->0200

9990

9990->0200

9990

9990->0200

9990

9990->0200

9990

9990->0200

9990

9990->0200

9990

9990->0200

9990

Health

Armour

9990->0200

99900

9990->0200

9990

9990->0200

9990

9990->0200

9990

9990->0200

9990

9990->0200

9990

Points

Amount

9990->0200

99900

9990->0200

9990

9990->0200

9990

9990->0200

9990

9990->0200

9990

9990->0200

9990

Skip Levels

Level - 1

Money - 1

Points - 1

Health - 1

Armour - 1

Speed- 1

999

000

999

000

999

000

999

000

999

000

KILLERNATOR

9999999

9999999

999

ActionScript [AS1/AS2]

Frame 1
function loadFin() { gotoAndStop ("game"); } stop(); loader.onEnterFrame = function () { var _local3 = this._parent.getBytesLoaded(); var _local2 = this._parent.getBytesTotal(); if ((_local2 > 0) && (_local2 == _local3)) { this._parent.loadFin(); } else { this.loadAmount.htmlText = ("" + Math.floor((100 / _local2) * _local3)) + "%\n of\n433k"; } };
Frame 4
gotoAndStop (1);
Frame 32
function Point(x, y) { this.x = x; this.y = y; } function beginWipe() { wipeOver._visible = true; wipeOver.func = showStart; wipeOver.gotoAndPlay(2); delete startScreen.backButton.onRelease; if (sfxOn) { var _local1 = new Sound(); _local1.attachSound("_lwhoosh"); _local1.start(); } } function showStart() { startScreen.gotoAndStop("startScreen"); startScreen._visible = true; charStats._visible = false; shop._visible = false; options._visible = false; gameover._visible = false; wipeOver._visible = false; startScreen.startButton.onRelease = startWipe; startScreen.controls.onRelease = controlsWipe; startScreen.credits.onRelease = creditsWipe; startScreen.options.onRelease = optionsWipe; } function startWipe() { wipeOver._visible = true; wipeOver.func = startGame; wipeOver.gotoAndPlay(2); delete startScreen.startButton.onRelease; delete startScreen.controls.onRelease; delete startScreen.credits.onRelease; if (sfxOn) { var _local1 = new Sound(); _local1.attachSound("_lwhoosh"); _local1.start(); } } function creditsWipe() { wipeOver._visible = true; wipeOver.func = showCredits; wipeOver.gotoAndPlay(2); delete startScreen.startButton.onRelease; delete startScreen.controls.onRelease; delete startScreen.credits.onRelease; delete startScreen.options.onRelease; if (sfxOn) { var _local1 = new Sound(); _local1.attachSound("_lwhoosh"); _local1.start(); } } function showCredits() { startScreen.gotoAndStop("creditsScreen"); startScreen.backButton.onRelease = beginWipe; } function controlsWipe() { wipeOver._visible = true; wipeOver.func = showControls; wipeOver.gotoAndPlay(2); delete startScreen.startButton.onRelease; delete startScreen.controls.onRelease; delete startScreen.credits.onRelease; delete startScreen.options.onRelease; if (sfxOn) { var _local1 = new Sound(); _local1.attachSound("_lwhoosh"); _local1.start(); } } function showControls() { startScreen.gotoAndStop("controlsScreen"); startScreen.backButton.onRelease = beginWipe; } function optionsWipe() { wipeOver._visible = true; wipeOver.func = showOptions; wipeOver.gotoAndPlay(2); delete startScreen.startButton.onRelease; delete startScreen.controls.onRelease; delete startScreen.credits.onRelease; delete startScreen.options.onRelease; if (sfxOn) { var _local1 = new Sound(); _local1.attachSound("_lwhoosh"); _local1.start(); } } function showOptions() { startScreen.gotoAndStop("optionsScreen"); startScreen.backButton.onRelease = beginWipe; } function startGame() { startScreen._visible = false; crossHair._visible = true; level = 1; makeLevel(level); row = Math.floor(Math.random() * sSize); collumn = Math.floor(Math.random() * sSize); inGame = true; p = new Player(); var _local1 = {num:4}; var _local3 = new Room(level, row, collumn, true, _local1); gui.options.onRelease = pauseGame; canPause = true; paused = false; } function gameOver() { crossHair._visible = false; inGame = false; delete theScreen.onEnterFrame; gameover._visible = true; gameover.gotoAndPlay(2); var _local1 = 0; while (_local1 < 5) { delete gui["weaponButton" + _local1].onRelease; _local1++; } delete gui.options.onRelease; themeSounds[0].stop(); if (sfxOn) { var _local2 = new Sound(); _local2.attachSound("_lgameover"); _local2.start(); } } function quitGame() { options._visible = false; gameOver(); } function makeLevel(lev) { roomsDone = 0; sNum = 0; sSize = 10; mapRow = new Array(); var _local1 = 0; while (_local1 < sSize) { mapRow[_local1] = new Array(); _local1++; } soundSetup(); } function pauseGame() { if (canPause && (inGame)) { if (sfxOn) { var _local2 = new Sound(); _local2.attachSound("_lclick1"); _local2.start(); } if (!paused) { delete theScreen.onEnterFrame; theScreen._visible = false; paused = true; options._visible = true; var _local1 = 0; while (_local1 < 5) { delete gui["weaponButton" + _local1].onRelease; _local1++; } } else { removeMap(); paused = false; options._visible = false; charStats._visible = false; theScreen._visible = true; theScreen.onEnterFrame = detectKeys; p.changeAmmo(); } } } function finishExit() { theScreen.removeMovieClip(); showShop(); } function nextLevel() { level++; makeLevel(level); var _local1 = {num:4}; row = Math.floor(Math.random() * sSize); collumn = Math.floor(Math.random() * sSize); var _local3 = new Room(level, row, collumn, true, _local1); } function endPopulate() { populateStats(); charStats.back._visible = false; charStats.cont._visible = true; charStats.cont.onRelease = beginWipe; theScreen.removeMovieClip(); Mouse.show(); } function populateStats() { charStats.cont._visible = false; charStats._visible = true; charStats.title.text = names[Math.floor(score / pointsSpace)]; charStats.lev.text = "Level - " + level; charStats.mon.text = "Money - " + money; charStats.points.text = "Points - " + score; charStats.health.text = (("Health - " + p.hp) + "/") + p.maxhp; charStats.arm.text = (("Armour - " + p.armour) + "/") + p.maxArmour; charStats.speed.text = "Speed - " + (p.speedLevel + 1); var _local1 = 0; while (_local1 < 5) { charStats["wLev" + _local1].text = p.weapons[_local1] + 1; charStats["wAmmo" + _local1].text = p.ammo[_local1]; _local1++; } } function Enemy() { this.init(arguments); } function Zombie() { this.hitSound = "_lhitSound1"; this.clipName = "Zombie"; this.givePowerUp = false; this.rad = 11; this.myFunction = headTowards; this.hpFactor = 1; this.hpBase = 8; this.score = 10; this.speed = 3; this.stayDist = this.speed; this.hitDamage = 5; this.wussiness = 10; this.init(arguments[0], arguments[1], arguments[2], arguments[3]); } function Soldier() { this.hitSound = "_lsoldierHit"; this.clipName = "Soldier"; this.givePowerUp = false; this.rad = 11; this.myFunction = headTowardsAndShoot; this.hpFactor = 1; this.hpBase = 5; this.score = 12; this.speed = 2; this.stayDist = 60; this.hitDamage = 4; this.wussiness = 5; this.shotType = [0]; this.shotPower = [5]; this.shootTime = 30; this.shotFunc = singleAtPlayer; this.init(arguments[0], arguments[1], arguments[2], arguments[3]); } function Demon() { this.hitSound = "_lhitSound1"; this.clipName = "Zombie"; this.givePowerUp = false; this.rad = 11; this.myFunction = headTowardsAndShoot; this.hpFactor = 2; this.hpBase = 10; this.score = 24; this.speed = 3; this.stayDist = this.speed; this.hitDamage = 5; this.wussiness = 10; this.shotType = [0]; this.shotPower = [8]; this.shootTime = 60; this.shotFunc = singleAtPlayer; this.init(arguments[0], arguments[1], arguments[2], arguments[3]); } function Sludgeman() { this.hitSound = "_lhitSound1"; this.clipName = "Sludgeman"; this.givePowerUp = false; this.rad = 11; this.myFunction = headTowardsAndShoot; this.hpFactor = 3; this.hpBase = 12; this.score = 24; this.speed = 2; this.stayDist = this.speed; this.hitDamage = 5; this.wussiness = 10; this.shotType = [2]; this.shotPower = [4]; this.shootTime = 60; this.shotFunc = singleAtPlayer; this.init(arguments[0], arguments[1], arguments[2], arguments[3]); } function Boss0() { this.moveUp = true; this.moveCount = 0; this.hitSound = "_lclick1"; this.clipName = "Boss0"; this.givePowerUp = true; this.rad = 25; this.myFunction = boss0Move; this.hpFactor = 20; this.hpBase = 100; this.score = 120; this.speed = 2; this.hitDamage = 8; this.wussiness = 10; this.shotType = [0, 3]; this.shotPower = [10, 40]; this.shootTime = 30; this.shotFunc = [singleAtPlayer, rocketShot]; this.isBoss = true; this.init(arguments[0], arguments[1], arguments[2], arguments[3]); } function Boss1() { this.moveUp = true; this.moveCount = 0; this.hitSound = "_lhitSound1"; this.clipName = "Boss1"; this.givePowerUp = true; this.rad = 25; this.myFunction = boss1Move; this.hpFactor = 20; this.hpBase = 100; this.score = 120; this.speed = 2; this.hitDamage = 8; this.wussiness = 10; this.shotType = [0, 3]; this.shotPower = [10, 40]; this.shootTime = 30; this.shotFunc = [singleAtPlayer, rocketShot]; this.isBoss = true; this.init(arguments[0], arguments[1], arguments[2], arguments[3]); } function walkTile(slow) { this.walkable = true; this.shootThrough = true; this.walkFunction = null; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = slow; this.initFunc = null; this.freeTile = true; } function permWall(shootThrough) { this.walkable = false; this.shootThrough = shootThrough; this.walkFunction = null; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = 0; this.initFunc = null; } function walkDamageTile(dam, slow) { this.walkable = true; this.shootThrough = true; this.walkFunction = null; this.damage = dam; this.shootFunction = null; this.hp = 0; this.efFunction = damagePlayer; this.speedFactor = slow; this.initFunc = null; } function destroyableTile(hp, destroyFunction, destroyedTile) { this.walkable = false; this.shootThrough = false; this.walkFunction = null; this.damage = 0; this.shootFunction = destroyable; this.hp = hp; this.efFunction = null; this.speedFactor = 0; this.destroyFunction = changeTile; this.destroyedTile = destroyedTile; this.initFunc = null; } function laserFence(tileNum) { this.walkable = true; this.shootThrough = true; this.walkFunction = null; this.damage = 50; this.shootFunction = null; this.hp = 0; this.efFunction = damagePlayer; this.speedFactor = 0.5; this.laserFence = true; this.initFunc = null; this.destroyedTile = tileNum; this.destroyFunction = changeTile; } function laserFenceGenerator(destroyedTile) { this.walkable = false; this.shootThrough = false; this.walkFunction = null; this.damage = 0; this.shootFunction = destroyable; this.hp = 10; this.efFunction = null; this.speedFactor = 0; this.destroyFunction = destroyLaserFence; this.destroyedTile = destroyedTile; this.initFunc = laserFenceGenSetUp; this.num = null; } function walkSwitch(num) { this.walkable = true; this.shootThrough = true; this.walkFunction = toggleTiles; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = 1; this.destroyFunction = null; this.initFunc = associateTiles; this.num = num; } function switchTile(num, onTile, offTile) { this.num = num; this.onTile = onTile; this.offTile = offTile; this.state = "on"; var _local2 = tileDesc[onTile]; this.walkable = _local2.walkable; this.shootThrough = _local2.shootThrough; this.walkFunction = _local2.walkFunction; this.damage = _local2.damage; this.shootFunction = _local2.shootFunction; this.hp = _local2.hp; this.efFunction = _local2.efFunction; this.speedFactor = _local2.speedFactor; this.destroyFunction = null; this.initFunc = switchedTiles; } function switchTile(num, onTile, offTile) { this.num = num; this.onTile = onTile; this.offTile = offTile; this.state = "on"; var _local2 = tileDesc[onTile]; this.walkable = _local2.walkable; this.shootThrough = _local2.shootThrough; this.walkFunction = _local2.walkFunction; this.damage = _local2.damage; this.shootFunction = _local2.shootFunction; this.hp = _local2.hp; this.efFunction = _local2.efFunction; this.speedFactor = _local2.speedFactor; this.destroyFunction = null; this.initFunc = switchedTiles; } function monsterSpawners(monsterType, hp) { this.walkable = false; this.shootThrough = false; this.walkFunction = null; this.damage = 0; this.shootFunction = destroyable; this.hp = hp; this.efFunction = spawnMonsters; this.speedFactor = 0; this.destroyFunction = null; this.initFunc = monsterSpawn; this.num = monsterType; this.monsterType = monsterTypes[monsterType]; this.spawnInterval = 60; if (hp == 20) { this.destroyedTile = 152; } else { this.destroyedTile = 143; } this.destroyFunction = destroyMonsterSpawner; } function tileWalkFunction(walkFunction, initFunction) { this.walkable = true; this.shootThrough = true; this.walkFunction = walkFunction; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = 1; this.initFunc = initFunction; } function doorTile(walkFunction, num) { this.onTile = num; this.offTile = num + 10; this.walkable = true; this.shootThrough = true; this.walkFunction = walkFunction; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = 1; this.initFunc = null; } function ccTile(num, statesArray, compFunction) { this.num = num; this.statesArray = statesArray; this.walkable = true; this.shootThrough = true; this.walkFunction = cChange; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = 1; this.initFunc = cChangeInit; this.compFunction = compFunction; } function specialSpawner(num) { this.walkable = true; this.shootThrough = true; this.walkFunction = null; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = 1; this.destroyFunction = null; this.destroyedTile = null; this.initFunc = makeSpecial; this.num = num; } function rBarrierTile(onTile, offTile) { this.onTile = onTile; this.offTile = offTile; this.state = "on"; var _local2 = tileDesc[onTile]; this.walkable = _local2.walkable; this.shootThrough = _local2.shootThrough; this.walkFunction = _local2.walkFunction; this.damage = _local2.damage; this.shootFunction = _local2.shootFunction; this.hp = _local2.hp; this.efFunction = _local2.efFunction; this.speedFactor = _local2.speedFactor; this.destroyFunction = null; this.initFunc = barrierAssoc; } function specialSpawner(num) { this.walkable = true; this.shootThrough = true; this.walkFunction = null; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = 1; this.destroyFunction = null; this.destroyedTile = null; this.initFunc = makeSpecial; this.num = num; } function bossSpawner(num) { this.walkable = true; this.shootThrough = true; this.walkFunction = null; this.damage = 0; this.shootFunction = null; this.hp = 0; this.efFunction = null; this.speedFactor = 1; this.destroyFunction = null; this.destroyedTile = null; this.initFunc = spawnBoss; this.num = num; } function Sprite() { } function getAngle(x1, y1, x2, y2) { return(Math.atan2(y2 - y1, x2 - x1) / PiRads); } function getMyCorners(x, y, ob) { downY = Math.floor(((y + ob.rad) - 1) / tileH); upY = Math.floor((y - ob.rad) / tileH); leftX = Math.floor((x - ob.rad) / tileW); rightX = Math.floor(((x + ob.rad) - 1) / tileW); ob.upleft = currentRoom.tiles[upY][leftX].walkable; ob.downleft = currentRoom.tiles[downY][leftX].walkable; ob.upright = currentRoom.tiles[upY][rightX].walkable; ob.downright = currentRoom.tiles[downY][rightX].walkable; } function enemyBrain() { if (count > 15) { for (var _local1 in currentRoom.currentEnemies) { currentRoom.currentEnemies[_local1].myFunction(); } } } function moveBullets() { for (var _local8 in currentRoom.bullets) { var _local1 = currentRoom.bullets[_local8]; var _local5 = _local1.getTile(); if (_local5.shootThrough) { _local1.mc._x = (_local1.x = _local1.x + _local1.dirx); _local1.mc._y = (_local1.y = _local1.y + _local1.diry); if (_local1.pShot) { for (var _local7 in currentRoom.currentEnemies) { var _local2 = currentRoom.currentEnemies[_local7]; var _local4 = _local1.x - _local2.x; var _local3 = _local1.y - _local2.y; if (Math.sqrt((_local4 * _local4) + (_local3 * _local3)) < _local2.rad) { _local2.hurtMe(_local1.power); if (!_local1.shootThrough) { _local1.mc.gotoAndPlay("explode"); if (_local1.splashDamage) { _local1.doSplashDamge(); } if (sfxOn) { var _local6 = new Sound(); _local6.attachSound(_local1.explodeSound); _local6.start(); } delete currentRoom.bullets[_local8]; } } } } else { var _local4 = _local1.x - p.x; var _local3 = _local1.y - p.y; if (Math.sqrt((_local4 * _local4) + (_local3 * _local3)) < p.rad) { _local1.mc.gotoAndPlay("explode"); if (_local1.splashDamage) { _local1.doSplashDamge(); } p.hurtMe(_local1.power); _local1.mc.gotoAndPlay("explode"); delete currentRoom.bullets[_local8]; } } } else { _local1.mc.gotoAndPlay("explode"); if (_local1.splashDamage) { _local1.doSplashDamge(); } if (_local5.shootFunction != null) { _local5.shootFunction(_local1.power); } if (sfxOn) { var _local6 = new Sound(); _local6.attachSound(_local1.explodeSound); _local6.start(); } delete currentRoom.bullets[_local8]; } } for (var _local8 in currentRoom.mines) { var _local1 = currentRoom.mines[_local8]; for (var _local7 in currentRoom.currentEnemies) { var _local2 = currentRoom.currentEnemies[_local7]; var _local4 = _local1.x - _local2.x; var _local3 = _local1.y - _local2.y; if (Math.sqrt((_local4 * _local4) + (_local3 * _local3)) < (5 + _local2.rad)) { _local1.mc.gotoAndPlay("explode"); if (_local1.splashDamage) { _local1.doSplashDamge(); } _local2.hurtMe(_local1.power); _local1.mc.gotoAndPlay("explode"); delete currentRoom.mines[_local8]; } } } } function tileFunction() { for (i in currentRoom.efTiles) { currentRoom.efTiles[i].efFunction(); } } function detectKeys() { var _local6 = p; var _local5 = false; var _local4 = p.getAngle(_xmouse - roomX, _ymouse - roomY); p.mc._rotation = (p.angle = _local4 - 90); var _local3 = 0; var _local2 = 0; if (Key.isDown(39) || (Key.isDown(68))) { _local3++; } if (Key.isDown(37) || (Key.isDown(65))) { _local3--; } if (Key.isDown(38) || (Key.isDown(87))) { _local2--; } if (Key.isDown(40) || (Key.isDown(83))) { _local2++; } if ((_local3 != 0) || (_local2 != 0)) { p.moveChar(_local3, _local2); p.mc.mc.walk.play(); _local5 = true; } else { p.mc.mc.walk.stop(); } if ((_xmouse < (roomX + 375)) && (_ymouse < (roomY + 375))) { Mouse.hide(); crossHair._x = _xmouse; crossHair._y = _ymouse; } else { Mouse.show(); } _root.enemyBrain(); _root.moveBullets(); _root.tileFunction(); count++; } function headTowards() { if (this.free) { var _local3 = 0; var _local4 = 0; var _local2 = this.speed; if (this.gotoP) { this.xTo = p.x; this.yTo = p.y; } if (this.x < (this.xTo - _local2)) { _local3 = 1; } else if (this.x > (this.xTo + _local2)) { _local3 = -1; } if (this.y < (this.yTo - _local2)) { _local4 = 1; } else if (this.y > (this.yTo + _local2)) { _local4 = -1; } this.mc._rotation = this.moveChar(_local3, _local4); if ((!this.moving) && (this.gotoP)) { this.budgetPF(_local3, _local4); } if (!this.gotoP) { if (((this.gotoCount++) > 20) || (this.currentTile == this.gotoTile)) { this.gotoP = true; } } } } function headTowardsAndShoot() { if (this.free) { if (!this.shooting) { var _local3 = 0; var _local4 = 0; var _local2 = this.stayDist; if (this.gotoP) { this.xTo = p.x; this.yTo = p.y; } if (this.x < (this.xTo - _local2)) { _local3 = 1; } else if (this.x > (this.xTo + _local2)) { _local3 = -1; } if (this.y < (this.yTo - _local2)) { _local4 = 1; } else if (this.y > (this.yTo + _local2)) { _local4 = -1; } this.mc._rotation = this.moveChar(_local3, _local4); if ((!this.moving) && (this.gotoP)) { this.budgetPF(_local3, _local4); } if (!this.gotoP) { if (((this.gotoCount++) > 20) || (this.currentTile == this.gotoTile)) { this.gotoP = true; } } if ((this.shootCounter++) > this.shootTime) { this.shootCounter = Math.floor(Math.random() * this.shootTime); this.shotFunc(); this.mc._rotation = this.getAngle(p.x, p.y) + 90; this.shooting = true; this.shootWait = 0; } } else if ((this.shootWait++) > 10) { this.shooting = false; } } } function boss0Move() { if (this.free) { if (!this.shooting) { var _local3 = 0; var _local2 = 0; if (!this.moveUp) { if (((this.moveCount--) < 0) || (this.y < (this.rad + 35))) { this.moveUp = true; this.moveCount = Math.random() * 40; } else { _local2 = -1; } } else if (((this.moveCount--) < 0) || (this.y > (340 - this.rad))) { this.moveUp = false; this.moveCount = Math.random() * 40; } else { _local2 = 1; } this.moveChar(_local3, _local2); this.mc.mc.turret._rotation = this.getAngle(p.x, p.y) - 90; if ((this.shootCounter++) > this.shootTime) { this.mc.mc.turret.gotoAndPlay("shoot"); this.shootCounter = Math.floor(Math.random() * this.shootTime); if (Math.random() > 0.2) { this.doShot("atPlayer", 0); } else { this.doShot("atPlayer", 1); } this.shooting = true; this.shootWait = 0; } } else if ((this.shootWait++) > 10) { this.shooting = false; } } } function boss1Move() { if (this.free) { if (!this.shooting) { var _local3 = 0; var _local2 = 0; if (!this.moveUp) { if (((this.moveCount--) < 0) || (this.x < (this.rad + 35))) { this.moveUp = true; this.moveCount = Math.random() * 40; } else { _local3 = -1; } } else if (((this.moveCount--) < 0) || (this.x > (340 - this.rad))) { this.moveUp = false; this.moveCount = Math.random() * 40; } else { _local3 = 1; } this.moveChar(_local3, _local2); this.mc.mc.turret._rotation = this.getAngle(p.x, p.y) - 90; if ((this.shootCounter++) > this.shootTime) { this.mc.mc.turret.gotoAndPlay("shoot"); this.shootCounter = Math.floor(Math.random() * this.shootTime); if (Math.random() > 0.2) { this.doShot("atPlayer", 0); } else { this.doShot("atPlayer", 1); } this.shooting = true; this.shootWait = 0; } } else if ((this.shootWait++) > 10) { this.shooting = false; } } } function specialEF() { var _local6 = this.x - p.x; var _local5 = this.y - p.y; if (Math.sqrt((_local6 * _local6) + (_local5 * _local5)) < ((p.rad + this.rad) + 5)) { currentRoom.specialGot = true; if (sfxOn) { var _local3 = new Sound(); _local3.attachSound("_lscale"); _local3.start(); } this.mc.gotoAndPlay("got"); var _local2 = theScreen.attachMovie("_linfo", "inf" + exNum, explosionsDepth + exNum); _local2._x = this.x; _local2._y = this.y; if ((++exNum) > 50) { exNum = 0; } switch (this.pType) { case 0 : var _local4 = 100 * level; _local2.txt.txt0.htmlText = (_local2.txt.txt1.htmlText = "POINTS\n+" + _local4); score = score + _local4; break; case 1 : _local4 = 100 * level; _local2.txt.txt0.htmlText = (_local2.txt.txt1.htmlText = "MONEY\n+$" + _local4); money = money + _local4; break; case 2 : _local2.txt.txt0.htmlText = (_local2.txt.txt1.htmlText = "HEALTH\nBONUS"); p.maxhp = p.maxhp + upgrades[0].increment; p.hp = p.maxhp; upgrades[0].timesBought++; p.doHealth(); break; case 3 : _local2.txt.txt0.htmlText = (_local2.txt.txt1.htmlText = "ARMOUR\nBONUS"); p.maxArmour = p.maxArmour + upgrades[1].increment; p.armour = p.maxArmour; upgrades[1].timesBought++; p.doArmour(); break; case 4 : _local2.txt.txt0.htmlText = (_local2.txt.txt1.htmlText = "SPEED\nUPGRADE"); p.speedLevel = p.speedLevel + upgrades[2].increment; p.speed = p.speed + p.speedInc; upgrades[2].timesBought++; break; case 5 : _local2.txt.txt0.htmlText = (_local2.txt.txt1.htmlText = "AMMO\nBONUS"); p.ammo[1] = p.ammo[1] + 20; p.ammo[2] = p.ammo[2] + 20; p.ammo[3] = p.ammo[3] + 4; p.ammo[4] = p.ammo[4] + 5; p.changeAmmo(); } delete currentRoom.currentEnemies[this.num]; } } function rocketShot() { this.doShot("atPlayer", 1); } function singleAtPlayer() { this.doShot("atPlayer", 0); } function Shot(shotType, x, y, power, angle, pShot) { var _local2 = shotBehaviours[shotType]; if (pShot) { this.mc = theScreen.attachMovie("_l" + _local2.clipName, "shot" + n, shotDepth + n); } else { this.mc = theScreen.attachMovie("_l" + _local2.clipName, "shot" + n, shotDepth + n); } this.pShot = pShot; this.id = "shot" + n; n++; currentRoom.bullets[this.id] = this; this.shotType = shotType; this.hittable = true; this.mc._rotation = angle; this.mc.myObject = this; this.shootThrough = _local2.shootThrough; this.splashDamage = _local2.splashDamage; this.splashRadius = _local2.splashRadius; this.explodeSound = _local2.explodeSound; var _local3 = _local2.speed; this.power = power; this.dirx = _local3 * Math.cos(angle * PiRads); this.diry = _local3 * Math.sin(angle * PiRads); this.mc._x = (this.x = x + (_local2.startDist * this.dirx)); this.mc._y = (this.y = y + (_local2.startDist * this.diry)); if (shotType == 4) { this.mc.swapDepths(minesDepth + (minesD++)); this.mc._rotation = 0; if (minesD > 299) { minesD = 0; } currentRoom.mines[this.id] = this; } else { currentRoom.bullets[this.id] = this; } } function playerShoot() { if ((count - p.lastShot) > p.cooldown) { p.lastShot = count; p.doShot(); } } function shotDescObj(power, angle) { this.power = power; this.angle = angle; } function sqrShotObj() { this.soundN = "_lshotSound0"; this.explodeSound = "_lexplosion1"; this.startDist = 2; this.cost = 100; this.ammoCost = 10; this.shootThrough = false; this.coolDown = 7; this.speed = 7; this.clipName = "bullet"; this.splashDamage = false; this.levels = new Array(); var _local2 = 0; while (_local2 < 9) { this.levels[_local2] = new Array(); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, -2)); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, 2)); _local2++; } _local2 = 9; while (_local2 < 18) { this.levels[_local2] = new Array(); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, -3)); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, 3)); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, 0)); _local2++; } _local2 = 18; while (_local2 < 20) { this.levels[_local2] = new Array(); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, -3)); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, 1)); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, -1)); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 9, 3)); _local2++; } } function defShotObj() { this.soundN = "_lshotSound0"; this.explodeSound = "_lexplosion1"; this.startDist = 2; this.cost = 50; this.shootThrough = false; this.coolDown = 7; this.speed = 8; this.clipName = "bullet"; this.splashDamage = false; this.levels = new Array(); var _local2 = 0; while (_local2 < 20) { this.levels[_local2] = new Array(); this.levels[_local2].push(new shotDescObj((_local2 * 5) + 9, 0)); _local2++; } } function plasmaObj() { this.soundN = "_lplasmaEx"; this.explodeSound = "_lphaser"; this.startDist = 2; this.cost = 50; this.shootThrough = true; this.coolDown = 7; this.speed = 7; this.clipName = "plasma"; this.splashDamage = false; this.levels = new Array(); var _local2 = 0; while (_local2 < 20) { this.levels[_local2] = new Array(); this.levels[_local2].push(new shotDescObj((_local2 * 4) + 6, 0)); _local2++; } } function mineObj() { this.soundN = "_lclick"; this.explodeSound = "_lexplosion0"; this.startDist = 2; this.cost = 50; this.ammoCost = 50; this.shootThrough = false; this.coolDown = 12; this.speed = 0; this.clipName = "mine"; this.splashDamage = true; this.splashRadius = 65; this.levels = new Array(); var _local2 = 0; while (_local2 < 20) { this.levels[_local2] = new Array(); this.levels[_local2].push(new shotDescObj((_local2 * 15) + 30, 0)); _local2++; } } function missileObj() { this.soundN = "_lshotSound3"; this.explodeSound = "_lexplosion0"; this.startDist = 5; this.cost = 50; this.ammoCost = 100; this.shootThrough = false; this.coolDown = 24; this.speed = 7; this.clipName = "missile"; this.splashDamage = true; this.splashRadius = 40; this.levels = new Array(); var _local2 = 0; while (_local2 < 20) { this.levels[_local2] = new Array(); this.levels[_local2].push(new shotDescObj((_local2 * 12) + 20, 0)); _local2++; } } function chooseWeapon() { if (sfxOn) { var _local2 = new Sound(); _local2.attachSound("_lchangeWeapon"); _local2.start(); } p.shotType = this.num; p.changeAmmo(); } function Player() { this.width = 8; this.height = 8; this.rad = 9; this.speed = 4; this.speedLevel = 0; this.speedInc = 0.1; this.shotType = 0; this.weaponLevel = 0; this.cooldown = 7; this.xDispl = 5; this.yDispl = 8; this.maxArmour = 100; this.armour = this.maxArmour; this.maxhp = 200; this.hp = this.maxhp; this.weapons = [0, 0, 0, 0, 0, 0, 0]; this.ammo = [999, 30, 30, 2, 5, 0, 0]; score = 0; money = 0; } function Powerup(x, y, type) { this.num = enemyD++; currentRoom.currentEnemies[this.num] = this; this.mc = theScreen.attachMovie("_lpowerup", "enemy" + num, enemyDepth + this.num); this.mc.mc.gotoAndStop(type + 1); this.pType = type; this.mc.myObject = this; this.xTile = x; this.yTile = y; this.powerup = true; this.currentTile = currentRoom.tiles[y][x]; this.x = (this.xTile * tileW) + (tileW / 2); this.y = (this.yTile * tileH) + (tileH / 2); this.mc._x = this.x; this.mc._y = this.y; this.hittable = true; this.rad = 3; this.myFunction = specialEF; } function Room(lev, row, collumn, exitRoute, entryPoint) { currentRoom = this; this.init(); this.done = false; this.specialGot = false; this.barrierDone = false; this.collumn = collumn; this.row = row; if (exitRoute) { this.exitRoute = true; } this.mc.tc._visible = false; mapRow[row][collumn] = this; this.doors = [null, null, null, null, null]; var _local9 = level * 0.05; if (_local9 > 0.2) { _local9 = 0.2; } var _local7 = new Array(); var _local12 = 0.7 - _local9; var _local13 = 0.9 - _local9; var _local14 = 0.7 + _local9; var _local6 = [false, false, false, false, false]; if (roomsDone == 0) { var _local8 = [0, 4, 8, 12, 16, 20]; var _local3 = 0; while (level < _local8[_local3]) { _local3++; } _local3 = Math.ceil(Math.random() * _local3); var _local2 = 0; while (_local2 <= _local3) { _local6[Math.floor(Math.random() * 5)] = true; _local2++; } } if (entryPoint.isTeleporter) { this.doors[4] = new Teleport(this, entryPoint); this.teleport = true; if (entryPoint.exitRoute && (!exitFound)) { this.exitRoute = true; } var _local11 = 4; } else { var _local11 = entryPoint.num; if (((Math.random() > _local13) || (_local6[4])) || (roomsDone == 0)) { _local7.push(4); this.doors[4] = new Teleport(this, entryPoint); this.teleport = true; } } if (mapRow[row - 1][collumn] != undefined) { if (mapRow[row - 1][collumn].doors[3] != undefined) { this.doors[0] = new Door(0, this); if (mapRow[row - 1][collumn].doors[3].exitRoute && (!exitFound)) { this.exitRoute = true; } } } else if (((Math.random() > _local12) || (_local6[0])) && (row > 0)) { _local7.push(0); this.doors[0] = new Door(0, this); } if (mapRow[row + 1][collumn] != undefined) { if (mapRow[row + 1][collumn].doors[0] != undefined) { this.doors[3] = new Door(3, this); if (mapRow[row + 1][collumn].doors[0].exitRoute && (!exitFound)) { this.exitRoute = true; } } } else if (((Math.random() > _local12) || (_local6[3])) && (row < (sSize - 1))) { _local7.push(3); this.doors[3] = new Door(3, this); } if (mapRow[row][collumn - 1] != undefined) { if (mapRow[row][collumn - 1].doors[2] != undefined) { this.doors[1] = new Door(1, this); if (mapRow[row][collumn - 1].doors[2].exitRoute && (!exitFound)) { this.exitRoute = true; } } } else if (((Math.random() > _local12) || (_local6[1])) && (collumn > 0)) { _local7.push(1); this.doors[1] = new Door(1, this); } if (mapRow[row][collumn + 1] != undefined) { if (mapRow[row][collumn + 1].doors[1] != undefined) { this.doors[2] = new Door(2, this); if (mapRow[row][collumn + 1].doors[1].exitRoute && (!exitFound)) { this.exitRoute = true; } } } else if (((Math.random() > _local12) || (_local6[2])) && (collumn < (sSize - 1))) { _local7.push(2); this.doors[2] = new Door(2, this); } if (this.exitRoute) { if (((Math.random() > _local14) && (roomsDone > level)) || (_local7.length == 0)) { this.isExit = true; } else { this.isExit = false; this.doors[_local7[Math.floor(Math.random() * _local7.length)]].exitRoute = true; } } if (this.isExit) { this.map = exitMaps[_local11][Math.floor(Math.random() * exitMaps[_local11].length)]; } else if ((Math.random() > 0.75) && (level > 1)) { this.map = levelMaps[_local11][Math.floor(Math.random() * exitMaps[_local11].length)]; } else { this.map = levelMaps[5][Math.floor(Math.random() * levelMaps[5].length)]; } roomsDone++; this.makeRoom(entryPoint); } function Tile(tType, y, x) { this.walkedOn = false; this.id = (("tile" + y) + "_") + x; this.mc = theScreen.attachMovie("_ltile", this.id, tileDepth + (tileD++)); this.mc._x = x * tileW; this.mc._y = y * tileH; this.mc.myObject = this; this.x = x; this.y = y; this.mc.gotoAndStop(tType + 1); this.tType = tType; var _local2 = tileDesc[tType]; this.walkable = _local2.walkable; this.shootThrough = _local2.shootThrough; this.walkFunction = _local2.walkFunction; this.damage = _local2.damage; this.shootFunction = _local2.shootFunction; this.hp = level * _local2.hp; this.destroyFunction = _local2.destroyFunction; this.destroyedTile = _local2.destroyedTile; this.monsterType = _local2.monsterType; this.num = _local2.num; this.freeTile = _local2.freeTile == true; this.onTile = _local2.onTile; this.offTile = _local2.offTile; this.state = _local2.state; this.initFunc = _local2.initFunc; if (_local2.statesArray != undefined) { this.compFunction = _local2.compFunction; this.statesArray = _local2.statesArray; } this.efFunction = _local2.efFunction; if (this.efFunction != null) { currentRoom.efTiles[this.id] = this; this.dCount = 0; } if (_local2.laserFence) { this.laserFence = true; this.generators = 0; } this.speedFactor = _local2.speedFactor; } function Door(num, room) { this.exitRoute = false; this.num = num; } function Teleport(theRoom, entryPoint) { this.exitRoute = false; this.dest = entryPoint; this.myRoom = theRoom; this.isTeleporter = true; this.num = 4; } function openDoors() { var _local3 = currentRoom.doorTiles; if (currentRoom.doorsLocked) { var _local1 = 0; while (_local1 < _local3.length) { _local3[_local1].changeTileTo(_local3[_local1].onTile); _local1++; } } _local3 = currentRoom.entryTiles; var _local1 = 0; while (_local1 < _local3.length) { _local3[_local1].changeTileTo(_local3[_local1].onTile); _local1++; } currentRoom.done = true; if (currentRoom.barrierA.length > 0) { for (_local1 in currentRoom.barrierA) { currentRoom.barrierA[_local1].changeTileTo(currentRoom.barrierA[_local1].offTile); if (sfxOn) { var _local2 = new Sound(); _local2.attachSound("_ldoorClose"); _local2.start(); } } currentRoom.barrierDone = true; delete currentRoom.barrierA; } } function openEntryDoor() { var _local3 = currentRoom.entryTiles; var _local2 = 0; while (_local2 < _local3.length) { _local3[_local2].changeTileTo(_local3[_local2].onTile); _local2++; } if (this._parent.sfxOn) { var _local4 = new Sound(); _local4.attachSound("_ldoorClose"); _local4.start(); } } function lockDoors() { theScreen.tNum = 0; currentRoom.doorsLocked = true; theScreen.onEnterFrame = function () { var _local3 = currentRoom.doorTiles; if ((this.tNum % 4) == 0) { var _local2 = this.tNum / 4; if (_local2 < _local3.length) { _local3[_local2].changeTileTo(_local3[_local2].offTile); if (this._parent.sfxOn) { var _local4 = new Sound(); _local4.attachSound("_ldoorClose"); _local4.start(); } } else { delete this.tNum; this.onEnterFrame = detectKeys; } } this.tNum++; }; } function lockEntryDoor() { theScreen.tNum = 0; theScreen.onEnterFrame = function () { var _local3 = currentRoom.entryTiles; if ((this.tNum % 4) == 0) { var _local2 = this.tNum / 4; if (_local2 < _local3.length) { _local3[_local2].changeTileTo(_local3[_local2].offTile); if (this._parent.sfxOn) { var _local4 = new Sound(); _local4.attachSound("_ldoorClose"); _local4.start(); } } else { delete this.tNum; this.onEnterFrame = detectKeys; } } this.tNum++; }; } function removeMap() { sMap.removeMovieClip(); mapLines.removeMovieClip(); mapBack._visible = false; options._visible = true; } function showMap() { options._visible = false; mapBack._visible = true; sMap = this._parent._parent.createEmptyMovieClip("mapBG", mapDepth); mapLines = this._parent._parent.createEmptyMovieClip("mapBGLines", mapLinesDepth); sMap._x = (mapLines._x = roomX); sMap._y = (mapLines._y = roomY); var _local2 = (375 - (2 * sSize)) / sSize; var _local11 = (_local2 + 2) * sSize; sMap.beginFill(2236962, 100); sMap.lineStyle(0, 0, 0); sMap.moveTo(-2, -2); sMap.lineTo(_local11 + 2, -2); sMap.lineTo(_local11 + 2, _local11 + 2); sMap.lineTo(-2, _local11 + 2); sMap.lineTo(-2, -2); sMap.endFill(); var _local10 = 0; while (_local10 < sSize) { var _local8 = 0; while (_local8 < sSize) { var _local3 = mapRow[_local10][_local8]; var _local5 = 1 + ((_local2 + 2) * _local8); var _local4 = 1 + ((_local2 + 2) * _local10); sMap.lineStyle(0, 0, 50); if (_local3 == undefined) { sMap.beginFill(1118481, 0); } else if (_local3 != undefined) { if (_local3.isExit) { sMap.beginFill(14540066, 100); } else { sMap.beginFill(14540253, 100); } if (_local3 == currentRoom) { ch = sMap.attachMovie("pMarker", "px", 0); ch._x = _local5 + (_local2 / 2); ch._y = _local4 + (_local2 / 2); } } sMap.moveTo(_local5, _local4); sMap.lineTo(_local5 + _local2, _local4); sMap.lineTo(_local5 + _local2, _local4 + _local2); sMap.lineTo(_local5, _local4 + _local2); sMap.lineTo(_local5, _local4); sMap.endFill(); if (_local3 != undefined) { if (_local3.doors[4] != null) { var _local7 = _local5 + (_local2 / 2); var _local6 = _local4 + (_local2 / 2); sMap.lineStyle(0, 255, 100); sMap.beginFill(6711039); sMap.moveTo(_local7, _local6 - 3); sMap.lineTo(_local7 + 3, _local6); sMap.lineTo(_local7 - 3, _local6); sMap.lineTo(_local7, _local6 - 3); sMap.endFill(); sMap.beginFill(85); sMap.moveTo(_local7 - 3, _local6); sMap.lineTo(_local7 + 3, _local6); sMap.lineTo(_local7, _local6 + 3); sMap.lineTo(_local7 - 3, _local6); sMap.endFill(); var _local9 = _local3.doors[4].dest; if (_local9.isTeleporter) { mapLines.lineStyle(1, 13421823, 70); mapLines.moveTo(_local7, _local6); mapLines.lineTo(((_local2 + 2) * _local9.myRoom.collumn) + (_local2 / 2), ((_local2 + 2) * _local9.myRoom.row) + (_local2 / 2)); } } if (_local3.doors[0] != null) { drapMapSquare((_local5 + (_local2 / 2)) - 1, _local4 - 2); } if (_local3.doors[1] != null) { drapMapSquare(_local5 - 2, (_local4 + (_local2 / 2)) - 1); } if (_local3.doors[2] != null) { drapMapSquare(_local5 + _local2, (_local4 + (_local2 / 2)) - 1); } if (_local3.doors[3] != null) { drapMapSquare((_local5 + (_local2 / 2)) - 1, _local4 + _local2); } } _local8++; } _local10++; } } function drapMapSquare(x, y) { sMap.lineStyle(2, 16777215, 100); sMap.beginFill(85); sMap.moveTo(x, y); sMap.lineTo(x + 2, y); sMap.lineTo(x + 2, y + 2); sMap.lineTo(x, y + 2); sMap.lineTo(x, y); sMap.endFill(); } function toggleSFX() { if (sfxOn) { sfxOn = false; options.sfxTickbox.gotoAndStop(2); startScreen.sfxTickbox.gotoAndStop(2); } else { sfxOn = true; options.sfxTickbox.gotoAndStop(1); startScreen.sfxTickbox.gotoAndStop(1); } } function toggleMusic() { if (musicOn) { musicOn = false; options.musicTickbox.gotoAndStop(2); startScreen.musicTickbox.gotoAndStop(2); themeSounds[0].stop(); } else { musicOn = true; options.musicTickbox.gotoAndStop(1); startScreen.musicTickbox.gotoAndStop(1); if (inGame) { soundSetup(); } } } function setMusicVolume(vol) { musicVol = vol; themeSounds[0].setVolume(musicVol); options.musicBar.slideButton._x = -75 + (1.5 * vol); } function soundSetup() { if (musicOn) { soundMC = this.createEmptyMovieClip("sMC", 0); themeSounds = []; maxReps = [0, 2, 2, 2, 2, 2, 2, 2, 2]; clips = [0, 1, 4, 5, 6, 8]; var _local2 = 0; while (_local2 < 9) { themeSounds[_local2] = new Sound(soundMC); themeSounds[_local2].attachSound("music" + _local2); themeSounds[_local2].onSoundComplete = doNextSound; _local2++; } themeSounds[0].setVolume(musicVol); themeSounds[0].start(); themeSounds[0].onSoundComplete = doNextSound; soundNum = 1; } } function doNextSound() { var _local1 = Math.ceil(Math.random() * 2) * 2; while (_local1 == cSound) { _local1 = Math.ceil(Math.random() * 2) * 2; } cSound = _local1; var _local2 = clips[Math.ceil(Math.random() * 5)]; clipNum.text = _local2; themeSounds[_local2].start(0, cSound); } function showShop() { canPause = false; delete gui.options.onRelease; populateUpgrades(); shop._visible = true; shop.contButton.onRelease = removeShop; var _local1 = 0; while (_local1 < 5) { delete gui["weaponButton" + _local1].onRelease; _local1++; } shop.onEnterFrame = function () { Mouse.show(); }; themeSounds[0].stop(); if (musicOn) { shopSound = new Sound(soundMC); shopSound.attachSound("_lshop"); shopSound.start(0, 9999); } } function removeShop() { delete shop.onEnterFrame; shop._visible = false; shopSound.stop(); nextLevel(); } function populateUpgrades() { if (sfxOn) { var _local7 = new Sound(); _local7.attachSound("_lclick"); _local7.start(); } shop.gotoAndStop("upgrades"); shop.points.text = score; shop.mon.text = money; delete shop.upgrades.onRelease; shop.supplies.onRelease = populateSupplies; shop.specials.onRelease = populateSpecials; var _local2 = 0; while (_local2 < 8) { switch (_local2) { case 0 : var _local4 = p.maxhp; break; case 1 : _local4 = p.maxArmour; break; case 2 : _local4 = p.speedLevel + 1; break; case 3 : _local4 = p.weapons[0]; break; case 4 : _local4 = p.weapons[1]; break; case 5 : _local4 = p.weapons[2]; break; case 6 : _local4 = p.weapons[3]; break; case 7 : _local4 = p.weapons[4]; } var _local3 = upgrades[_local2]; var _local6 = _local4 + _local3.increment; var _local5 = _local3.cost + (_local3.cost * _local3.timesBought); if (_local3.timesBought < _local3.maxLevel) { shop["effect" + _local2].text = (_local4 + "->") + _local6; shop["cost" + _local2].text = _local5; } else { shop["effect" + _local2].text = _local4; shop["cost" + _local2].text = "-"; } if ((money < _local5) || (shop["cost" + _local2].text == "-")) { shop["buyButton" + _local2]._visible = false; } else { shop["buyButton" + _local2]._visible = true; shop["buyButton" + _local2].num = _local2; shop["buyButton" + _local2].onRelease = function () { this._parent._parent.buyUpgrade(this.num); }; } _local2++; } } function buyUpgrade(num) { switch (num) { case 0 : p.maxhp = p.maxhp + upgrades[num].increment; p.hp = p.hp + upgrades[num].increment; break; case 1 : p.maxArmour = p.maxArmour + upgrades[num].increment; p.armour = p.armour + upgrades[num].increment; break; case 2 : p.speedLevel = p.speedLevel + upgrades[num].increment; p.speed = p.speed + p.speedInc; break; case 3 : p.weapons[0] = p.weapons[0] + upgrades[num].increment; break; case 4 : p.weapons[1] = p.weapons[1] + upgrades[num].increment; break; case 5 : p.weapons[2] = p.weapons[2] + upgrades[num].increment; break; case 6 : p.weapons[3] = p.weapons[3] + upgrades[num].increment; break; case 7 : p.weapons[4] = p.weapons[4] + upgrades[num].increment; } var _local2 = upgrades[num]; money = money - (_local2.cost + (_local2.cost * _local2.timesBought)); _local2.timesBought++; p.doHealth(); p.doArmour(); populateUpgrades(); } function Upgrade(increment, cost, costIncrease, maxLevel) { this.increment = increment; this.cost = cost; this.costIncrease = costIncrease; this.maxLevel = maxLevel - 1; this.timesBought = 0; } function buildUpgradeBase() { upgrades = []; upgrades.push(new Upgrade(25, 50, 25, 999)); upgrades.push(new Upgrade(25, 50, 25, 999)); upgrades.push(new Upgrade(1, 50, 25, 20)); upgrades.push(new Upgrade(1, 100, 50, 20)); upgrades.push(new Upgrade(1, 100, 50, 20)); upgrades.push(new Upgrade(1, 100, 50, 20)); upgrades.push(new Upgrade(1, 100, 50, 20)); upgrades.push(new Upgrade(1, 100, 50, 20)); } function populateSupplies() { if (sfxOn) { var _local8 = new Sound(); _local8.attachSound("_lclick"); _local8.start(); } shop.gotoAndStop("supplies"); shop.points.text = score; shop.mon.text = money; shop.upgrades.onRelease = populateUpgrades; delete shop.supplies.onRelease; shop.specials.onRelease = populateSpecials; var _local2 = 0; while (_local2 < 6) { switch (_local2) { case 0 : var _local5 = p.hp; if (p.maxhp < 9999) { var _local6 = p.maxhp; } else { var _local6 = 9999; } break; case 1 : _local5 = p.armour; if (p.maxArmour < 9999) { var _local6 = p.maxArmour; } else { var _local6 = 9999; } break; case 2 : _local5 = p.ammo[1]; var _local6 = 999; break; case 3 : _local5 = p.ammo[2]; _local6 = 999; break; case 4 : _local5 = p.ammo[3]; _local6 = 999; break; case 5 : _local5 = p.ammo[4]; _local6 = 999; } var _local4 = supplies[_local2]; var _local7 = _local4.cost + (_local4.costIncrease * upgrades[_local4.ugNum].timesBought); var _local3 = _local5 + _local4.amount; if (_local3 > _local6) { _local3 = _local6; } shop["effect" + _local2].text = (_local5 + "->") + _local3; shop["cost" + _local2].text = _local7; if ((money < _local7) || (_local3 == _local5)) { shop["buyButton" + _local2]._visible = false; } else { shop["buyButton" + _local2]._visible = true; shop["buyButton" + _local2].num = _local2; shop["buyButton" + _local2].nextVal = _local3; shop["buyButton" + _local2].onRelease = function () { this._parent._parent.buySupply(this.num, this.nextVal); }; } _local2++; } } function buySupply(num, newVal) { switch (num) { case 0 : p.hp = newVal; break; case 1 : p.armour = newVal; break; case 2 : p.ammo[1] = newVal; break; case 3 : p.ammo[2] = newVal; break; case 4 : p.ammo[3] = newVal; break; case 5 : p.ammo[4] = newVal; } var _local2 = supplies[num]; money = money - (_local2.cost + (_local2.costIncrease * upgrades[_local2.ugNum].timesBought)); p.doHealth(); p.doArmour(); populateSupplies(); } function Supply(amount, cost, costIncrease, ugNum) { this.amount = amount; this.cost = cost; this.costIncrease = costIncrease; this.ugNum = ugNum; } function buildSupplyBase() { supplies = []; supplies.push(new Supply(50, 50, 0, 0)); supplies.push(new Supply(50, 50, 0, 1)); supplies.push(new Supply(10, 100, 10, 4)); supplies.push(new Supply(10, 100, 10, 5)); supplies.push(new Supply(1, 100, 20, 6)); supplies.push(new Supply(1, 50, 10, 7)); } function populateSpecials() { if (sfxOn) { var _local4 = new Sound(); _local4.attachSound("_lclick"); _local4.start(); } shop.gotoAndStop("specials"); shop.points.text = score; shop.mon.text = money; shop.upgrades.onRelease = populateUpgrades; shop.supplies.onRelease = populateSupplies; delete shop.specials.onRelease; var _local2 = 0; while (_local2 < 6) { var _local3 = specials[_local2]; shop["effect" + _local2].text = _local3.amount; shop["cost" + _local2].text = _local3.cost; if (money < _local3.cost) { shop["buyButton" + _local2]._visible = false; } else { shop["buyButton" + _local2]._visible = true; shop["buyButton" + _local2].num = _local2; shop["buyButton" + _local2].onRelease = function () { this._parent._parent.buySpecial(this.num); }; } _local2++; } } function buySpecial(num) { sp = specials[num]; if (num < 4) { score = score + sp.amount; } else { level = level + sp.amount; } money = money - sp.cost; populateSpecials(); } function Special(amount, cost) { this.amount = amount; this.cost = cost; } function buildSpecialBase() { specials = []; specials.push(new Special(10, 10)); specials.push(new Special(100, 100)); specials.push(new Special(1000, 1000)); specials.push(new Special(9999, 9999)); specials.push(new Special(1, 500)); specials.push(new Special(10, 2000)); } function monsterSpawn() { this.count = Math.floor(Math.random() * 170); this.spawnInterval = 280; this.spawnTiles = []; this.hp = this.hp + ((this.hp / 2) * level); this.score = (this.hp / 2) * level; currentRoom.possibleEnemies++; var _local4 = this.y - 1; while (_local4 < (this.y + 2)) { var _local3 = this.x - 1; while (_local3 < (this.x + 2)) { var _local2 = currentRoom.tiles[_local4][_local3]; if ((_local2.walkable && (_local2.damage == 0)) && (_local2 != this)) { this.spawnTiles.push(_local2); } _local3++; } _local4++; } } function associateTiles() { } function switchedTiles() { if (currentRoom.switchT[this.num] == undefined) { currentRoom.switchT[this.num] = []; } currentRoom.switchT[this.num].push(this); this.mc.gotoAndStop(this.onTile + 1); } function laserFenceGenSetUp() { this.fenceTiles = []; var _local3 = this.x + 1; var _local2 = this.y; while (currentRoom.tiles[_local2][_local3].laserFence) { this.fenceTiles.push(currentRoom.tiles[_local2][_local3]); currentRoom.tiles[_local2][_local3].generators++; _local3++; } _local3 = this.x - 1; _local2 = this.y; while (currentRoom.tiles[_local2][_local3].laserFence) { this.fenceTiles.push(currentRoom.tiles[_local2][_local3]); currentRoom.tiles[_local2][_local3].generators++; _local3--; } _local3 = this.x; _local2 = this.y + 1; while (currentRoom.tiles[_local2][_local3].laserFence) { this.fenceTiles.push(currentRoom.tiles[_local2][_local3]); currentRoom.tiles[_local2][_local3].generators++; _local2++; } _local3 = this.x; _local2 = this.y - 1; while (currentRoom.tiles[_local2][_local3].laserFence) { this.fenceTiles.push(currentRoom.tiles[_local2][_local3]); currentRoom.tiles[_local2][_local3].generators++; _local2--; } } function cChangeInit() { if (currentRoom.ccT[this.num] == undefined) { currentRoom.ccT[this.num] = []; } this.state = 0; this.numStates = this.statesArray.length; currentRoom.ccT[this.num].push(this); this.mc.gotoAndStop(this.statesArray[this.state] + 1); } function makeSpecial() { if (!currentRoom.specialGot) { var _local2 = this.num; if (_local2 > 5) { _local2 = Math.floor(Math.random() * 6); } var _local3 = new Powerup(this.x, this.y, _local2); } } function barrierAssoc() { if (!currentRoom.barrierDone) { currentRoom.barrierA.push(this); } else { this.changeTileTo(this.offTile); } } function spawnBoss() { if (!currentRoom.done) { var _local2 = new bosses[this.num](enemyD++, this.x, this.y); } } function destroyable(power) { this.hp = this.hp - power; if (this.hp <= 0) { this.destroyFunction(); } } function changeTile() { delete currentRoom.efTiles[this.id]; this.tType = this.destroyedTile; var _local2 = tileDesc[this.tType]; this.walkable = _local2.walkable; this.shootThrough = _local2.shootThrough; this.walkFunction = _local2.walkFunction; this.damage = _local2.damage; this.shootFunction = _local2.shootFunction; this.hp = _local2.hp; this.efFunction = _local2.efFunction; this.speedFactor = _local2.speedFactor; this.efFunction = _local2.efFunction; this.destroyedTile = _local2.destroyedTile; if (this.efFunction != null) { currentRoom.efTiles[this.id] = this; } this.mc.gotoAndStop(this.tType + 1); } function destroyMonsterSpawner() { if ((--currentRoom.possibleEnemies) == 0) { currentRoom.allKilledFunc(); } delete currentRoom.efTiles[this.id]; this.tType = this.destroyedTile; var _local2 = tileDesc[this.tType]; this.walkable = _local2.walkable; this.shootThrough = _local2.shootThrough; this.walkFunction = _local2.walkFunction; this.damage = _local2.damage; this.shootFunction = _local2.shootFunction; this.hp = _local2.hp; this.efFunction = _local2.efFunction; this.speedFactor = _local2.speedFactor; this.efFunction = _local2.efFunction; this.destroyedTile = _local2.destroyedTile; if (this.efFunction != null) { currentRoom.efTiles[this.id] = this; } money = money + this.score; score = score + this.score; this.mc.gotoAndStop(this.tType + 1); this.makeExplosion(); } function destroyLaserFence() { this.destroyed = true; for (i in this.fenceTiles) { if ((--this.fenceTiles[i].generators) == 0) { this.fenceTiles[i].destroyFunction(); } } this.mc.gotoAndStop(this.destroyedTile + 1); this.shootFunction = null; this.makeExplosion(); money = money + (4 * level); score = score + (5 + (5 * level)); } function damagePlayer() { if ((this.dCount++) > 4) { this.dCount = 0; if (p.currentTile == this) { p.hurtMe(this.damage); } for (var _local3 in currentRoom.currentEnemies) { var _local2 = currentRoom.currentEnemies[_local3]; if ((_local2.currentTile == this) && (this.damage > _local2.wussiness)) { _local2.hurtMe(this.damage); } } } } function spawnMonsters() { if (((this.count++) > this.spawnInterval) && (currentRoom.possibleEnemies < 11)) { this.count = Math.floor(Math.random() * this.spawnInterval); var _local5 = this.spawnTiles; var _local2 = _local5[Math.floor(Math.random() * _local5.length)]; var _local3 = true; for (var _local4 in currentRoom.currentEnemies) { if (currentRoom.currentEnemies[_local4].currentTile == _local2) { _local3 = false; } } if (p.currentTile == _local2) { _local3 = false; } if (_local3) { if (sfxOn) { var _local6 = new Sound(); _local6.attachSound("_lspawn"); _local6.start(); } var _local8 = new this.monsterType(enemyD++, _local2.x, _local2.y); var _local7 = theScreen.attachMovie("_lteleportInStuff", "ex" + exNum, explosionsDepth + exNum); _local7._x = (_local2.x * tileW) + (tileW / 2); _local7._y = (_local2.y * tileW) + (tileW / 2); if ((++exNum) > 50) { exNum = 0; } _local7 = theScreen.attachMovie("_lspawnlight", "ex" + exNum, explosionsDepth + exNum); _local7._x = (this.x * tileW) + (tileW / 2); _local7._y = (this.y * tileW) + (tileW / 2); if ((++exNum) > 50) { exNum = 0; } } } } function toggleTiles() { var _local2 = currentRoom.switchT[this.num]; for (var _local3 in _local2) { toggleTile(_local2[_local3]); } if (sfxOn) { var _local4 = new Sound(); _local4.attachSound("_ldoorClose"); _local4.start(); } } function cChange() { this.state++; if (this.state == this.numStates) { this.state = 0; } this.mc.gotoAndStop(this.statesArray[this.state] + 1); var _local2 = true; var _local3 = this.statesArray.length - 1; for (i in currentRoom.ccT[this.num]) { if (currentRoom.ccT[this.num][i].state != _local3) { _local2 = false; } } if (_local2) { this.compFunction(); for (i in currentRoom.ccT[this.num]) { currentRoom.ccT[this.num][i].walkFunction = null; } } } function doorWalk() { delete theScreen.onEnterFrame; theScreen.removeMovieClip(); switch (this.num) { case 0 : row--; break; case 1 : collumn--; break; case 2 : collumn++; break; case 3 : row++; } if (mapRow[row][collumn] == undefined) { var _local3 = new Room(1, row, collumn, this.exitRoute, currentRoom.doors[this.num]); } else { var _local2 = currentRoom.doors[this.num]; currentRoom = mapRow[row][collumn]; mapRow[row][collumn].makeRoom(_local2); } } function doTeleport() { delete theScreen.onEnterFrame; canPause = false; this.mc.mc.gotoAndPlay(2); this.mc.countDown = 30; if (sfxOn) { var _local2 = new Sound(); _local2.attachSound("_lteleport"); _local2.start(); } var _local3 = theScreen.attachMovie("_lteleportStuff", "tel", playerDepth - 1); _local3._x = (this.x * tileW) + (tileW / 2); _local3._y = (this.y * tileW) + (tileW / 2); this.mc.onEnterFrame = function () { if ((this.countDown--) > 0) { p.mc._rotation = p.mc._rotation + 20; p.mc._alpha = p.mc._alpha - 4; } else { this.myObject.finishTeleport(); } }; } function exitLevel() { delete theScreen.onEnterFrame; canPause = false; delete gui.options.onRelease; var _local2 = 0; while (_local2 < 5) { delete gui["weaponButton" + _local2].onRelease; _local2++; } p.mc._x = (this.x * tileW) + (tileW / 2); p.mc._y = (this.y * tileH) + (tileH / 2); if (sfxOn) { var _local4 = new Sound(); _local4.attachSound("_lexit"); _local4.start(); } var _local3 = theScreen.attachMovie("_linfo", "inf" + exNum, explosionsDepth + exNum); _local3._x = (this.x * tileW) + (tileW / 2); _local3._y = (this.y * tileH) + (tileH / 2); if ((++exNum) > 50) { exNum = 0; } var _local5 = 100 * level; _local3.txt.txt0.htmlText = (_local3.txt.txt1.htmlText = "LEVEL BONUS\n$" + _local5); p.mc.gotoAndPlay("exit"); money = money + _local5; } function toggleTile(t) { if (t.state == "on") { var _local2 = tileDesc[t.offTile]; t.state = "off"; t.mc.gotoAndStop(t.offTile + 1); } else { var _local2 = tileDesc[t.onTile]; t.state = "on"; t.mc.gotoAndStop(t.onTile + 1); } delete currentRoom.efTiles[t.id]; t.walkable = _local2.walkable; t.efFunction = _local2.efFunction; t.shootThrough = _local2.shootThrough; t.walkFunction = _local2.walkFunction; t.hp = _local2.hp; t.damage = _local2.damage; t.efFunction = _local2.efFunction; t.speedFactor = _local2.speedFactor; t.dCount = 0; if (t.efFunction != null) { currentRoom.efTiles[t.id] = t; } else { delete currentRoom.efTiles[t.id]; } } function traceYay() { if (currentRoom.colourUnlock) { var _local3 = currentRoom.doorTiles; var _local1 = 0; while (_local1 < _local3.length) { _local3[_local1].changeTileTo(_local3[_local1].onTile); _local1++; } _local3 = currentRoom.entryTiles; _local1 = 0; while (_local1 < _local3.length) { _local3[_local1].changeTileTo(_local3[_local1].onTile); _local1++; } } else if (currentRoom.barrierA.length > 0) { for (var _local1 in currentRoom.barrierA) { currentRoom.barrierA[_local1].changeTileTo(currentRoom.barrierA[_local1].offTile); if (sfxOn) { var _local2 = new Sound(); _local2.attachSound("_ldoorClose"); _local2.start(); } } currentRoom.barrierDone = true; delete currentRoom.barrierA; } } function colourchangeKill() { } Function.prototype.extend = function (superClass) { this.prototype.__proto__ = superClass.prototype; this.prototype.__constructor__ = superClass; ASSetPropFlags(this.prototype, ["__constructor__"], 1); }; ASSetPropFlags(Function.prototype, ["extend"], 1); MovieClip.prototype.mcExtends = function (superClass) { if (typeof(superClass) == "function") { this.__proto__ = superClass.prototype; if (typeof(this.attachMovie) == "undefined") { var _local4 = this.__proto__; var _local3 = _local4.__proto__.__proto__; while (_local3 != null) { _local3 = _local3.__proto__; _local4 = _local4.__proto__; } _local4.__proto__ = MovieClip.prototype; } arguments.splice(0, 1); superClass.apply(this, arguments); } else { trace("mcExtends: Incorrect superClass type or path - " + typeof(superClass)); } }; ASSetPropFlags(MovieClip.prototype, ["mcExtends"], 1); num = 0; PiRads = (Math.PI/180); roomX = 12; roomY = 12; tileW = 25; tileH = 25; mapWidth = 15; mapHeight = 15; var midTile = Math.floor(mapWidth / 2); startX0 = [midTile, mapWidth - 1, 0, midTile, midTile]; startY0 = [mapHeight - 1, midTile, midTile, 0, midTile]; startX1 = [midTile, mapWidth - 2, 1, midTile, midTile]; startY1 = [mapHeight - 2, midTile, midTile, 1, midTile]; doorPos = []; doorPos[0] = [new Point(midTile - 1, 0), new Point(midTile, 0), new Point(midTile + 1, 0)]; doorPos[1] = [new Point(0, midTile - 1), new Point(0, midTile), new Point(0, midTile + 1)]; doorPos[2] = [new Point(mapWidth - 1, midTile - 1), new Point(mapWidth - 1, midTile), new Point(mapWidth - 1, midTile + 1)]; doorPos[3] = [new Point(midTile - 1, mapHeight - 1), new Point(midTile, mapHeight - 1), new Point(midTile + 1, mapHeight - 1)]; telePortPos = [new Point(midTile, midTile), new Point(3, 3), new Point(11, 3), new Point(11, 3), new Point(11, 11)]; screenDepth = 1; crossHairsDepth = 2; optionsDepth = 3; mapDepth = 4; mapLinesDepth = 5; mapBackDepth = 6; charStatsDepth = 7; shopDepth = 8; gameoverDepth = 9; startScreenDepth = 10; wipeOverDepth = 20; guiDepth = 12343455 /* 0xBC589F */; tileDepth = 0; deadDepth = 1000; minesDepth = 1200; playerDepth = 1500; enemyDepth = 2000; shotDepth = 3000; explosionsDepth = 4000; names = ["FLUFFY", "WIMP", "RECRUIT", "INTERN", "PAINMERCHANT", "KILLERNATOR", "FRAGMEISTER", "BLOODDRENCHED", "HURTMAKER", "GOON", "DESTROYER", "FK'ER", "BERSERKER"]; pointsSpace = 1000; crossHair.swapDepths(crossHairsDepth); mapBack.swapDepths(mapBackDepth); charStats.swapDepths(charStatsDepth); shop.swapDepths(shopDepth); gui.swapDepths(guiDepth); options.swapDepths(optionsDepth); gameover.swapDepths(gameoverDepth); startScreen.swapDepths(startScreenDepth); wipeOver.swapDepths(wipeOverDepth); Enemy.extend(Sprite); Enemy.prototype.init = function (num, x, y) { this.level = level; this.num = num; this.hp = this.hpBase + (this.hpFactor * level); this.score = this.score * level; this.hitDamage = this.hitDamage * level; var _local2 = 0; while (_local2 < this.shotPower.length) { this.shotPower[_local2] = this.shotPower[_local2] * level; _local2++; } currentRoom.currentEnemies[this.num] = this; this.mc = theScreen.attachMovie("_l" + this.clipName, "enemy" + num, enemyDepth + num); this.mc.myObject = this; this.xTile = x; this.yTile = y; this.currentTile = currentRoom.tiles[y][x]; this.x = (this.xTile * tileW) + (tileW / 2); this.y = (this.yTile * tileH) + (tileH / 2); this.mc._x = this.x; this.mc._y = this.y; this.gotoP = Math.random() * 60; this.hittable = true; this.free = true; this.shootCounter = 0; this.gotoP = true; currentRoom.possibleEnemies++; }; Zombie.extend(Enemy); Soldier.extend(Enemy); Demon.extend(Enemy); Sludgeman.extend(Enemy); Boss0.extend(Enemy); Boss1.extend(Enemy); Enemy.prototype.hurtMe = function (damage) { if (sfxOn) { var _local2 = new Sound(); _local2.attachSound(this.hitSound); _local2.start(); } this.hp = this.hp - damage; if (this.hp <= 0) { score = score + this.score; money = money + this.score; this.hittable = false; this.mc.gotoAndPlay("destroy"); this.mc.swapDepths(deadDepth + (deadD++)); if (deadD > 199) { deadD = 0; } if ((--currentRoom.possibleEnemies) == 0) { currentRoom.allKilledFunc(); } if (this.givePowerUp) { var _local3 = new Powerup(this.currentTile.x, this.currentTile.y, Math.floor(Math.random() * 6)); } if (this.isBoss) { if (currentRoom.barrierA.length > 0) { for (i in currentRoom.barrierA) { currentRoom.barrierA[i].changeTileTo(currentRoom.barrierA[i].offTile); } currentRoom.barrierDone = true; if (sfxOn) { var _local2 = new Sound(); _local2.attachSound("_ldoorClose"); _local2.start(); } delete currentRoom.barrierA; } } delete currentRoom.currentEnemies[this.num]; } else { this.mc.gotoAndPlay("hurt"); } }; Enemy.prototype.checkCols = function (x, y) { var _local6 = (y + this.rad) - 1; var _local5 = (y - this.rad) + 1; var _local7 = (x - this.rad) + 1; var _local8 = (x + this.rad) - 1; for (var _local11 in currentRoom.currentEnemies) { var _local2 = currentRoom.currentEnemies[_local11]; if (_local2 != this) { var _local3 = x - _local2.x; var _local4 = y - _local2.y; if (Math.sqrt((_local3 * _local3) + (_local4 * _local4)) < ((_local2.rad + this.rad) - 1)) { _local3 = _local7 - _local2.x; _local4 = _local5 - _local2.y; this.upleft = Math.sqrt((_local3 * _local3) + (_local4 * _local4)) < (_local2.rad - 1); _local4 = _local6 - _local2.y; this.downleft = Math.sqrt((_local3 * _local3) + (_local4 * _local4)) < (_local2.rad - 1); _local3 = _local8 - _local2.x; _local4 = _local5 - _local2.y; this.upright = Math.sqrt((_local3 * _local3) + (_local4 * _local4)) < (_local2.rad - 1); _local4 = _local6 - _local2.y; this.downright = Math.sqrt((_local3 * _local3) + (_local4 * _local4)) < (_local2.rad - 1); } } } }; Enemy.prototype.getCorners = function (x, y) { downY = Math.floor(((y + this.rad) - 1) / tileH); upY = Math.floor((y - this.rad) / tileH); leftX = Math.floor((x - this.rad) / tileW); rightX = Math.floor(((x + this.rad) - 1) / tileW); this.upleft = currentRoom.tiles[upY][leftX].walkable && (currentRoom.tiles[upY][leftX].damage < this.wussiness); this.downleft = currentRoom.tiles[downY][leftX].walkable && (currentRoom.tiles[downY][leftX].damage < this.wussiness); this.upright = currentRoom.tiles[upY][rightX].walkable && (currentRoom.tiles[upY][rightX].damage < this.wussiness); this.downright = currentRoom.tiles[downY][rightX].walkable && (currentRoom.tiles[downY][rightX].damage < this.wussiness); }; Enemy.prototype.budgetPF = function (dirx, diry) { var _local2 = 0; var _local3 = 0; var _local4 = this.currentTile.y; var _local5 = this.currentTile.x; var _local13 = currentRoom.tiles[_local4 - 1][_local5].walkable && (currentRoom.tiles[_local4 - 1][_local5].damage < this.wussiness); var _local14 = currentRoom.tiles[_local4 + 1][_local5].walkable && (currentRoom.tiles[_local4 + 1][_local5].damage < this.wussiness); var _local12 = currentRoom.tiles[_local4][_local5 - 1].walkable && (currentRoom.tiles[_local4][_local5 - 1].damage < this.wussiness); var _local15 = currentRoom.tiles[_local4][_local5 + 1].walkable && (currentRoom.tiles[_local4][_local5 + 1].damage < this.wussiness); var _local9 = ((_local13 && (_local12)) && (currentRoom.tiles[_local4 - 1][_local5 - 1].walkable)) && (currentRoom.tiles[_local4 - 1][_local5 - 1].damage < this.wussiness); var _local6 = ((_local14 && (_local12)) && (currentRoom.tiles[_local4 + 1][_local5 - 1].walkable)) && (currentRoom.tiles[_local4 + 1][_local5 - 1].damage < this.wussiness); var _local7 = ((_local13 && (_local12)) && (currentRoom.tiles[_local4 - 1][_local5 + 1].walkable)) && (currentRoom.tiles[_local4 - 1][_local5 + 1].damage < this.wussiness); var _local8 = ((_local14 && (_local15)) && (currentRoom.tiles[_local4 + 1][_local5 + 1].walkable)) && (currentRoom.tiles[_local4 + 1][_local5 + 1].damage < this.wussiness); if (diry == 1) { if ((dirx == 1) && (_local6)) { _local2 = -1; _local3 = 1; } else if ((dirx == -1) && (_local8)) { _local2 = 1; _local3 = 1; } else if (_local6 && (!_local8)) { _local2 = -1; _local3 = 1; } else if ((!_local6) && (_local8)) { _local2 = 1; _local3 = 1; } else if (Math.random() > 0.5) { _local2 = 1; _local3 = 1; } else { _local2 = -1; _local3 = 1; } } else if (diry == -1) { if ((dirx == 1) && (_local9)) { _local2 = -1; _local3 = -1; } else if ((dirx == -1) && (_local7)) { _local2 = 1; _local3 = -1; } else if (_local6 && (!_local7)) { _local2 = -1; _local3 = -1; } else if ((!_local6) && (_local7)) { _local2 = 1; _local3 = -1; } else if (Math.random() > 0.5) { _local2 = 1; _local3 = -1; } else { _local2 = -1; _local3 = -1; } } else if (dirx == 1) { if ((diry == 1) && (_local7)) { _local2 = 1; _local3 = -1; } else if ((diry == -1) && (_local8)) { _local2 = 1; _local3 = 1; } else if (_local7 && (!_local8)) { _local2 = 1; _local3 = -1; } else if ((!_local7) && (_local8)) { _local2 = 1; _local3 = 1; } else if (Math.random() > 0.5) { _local2 = 1; _local3 = 1; } else { _local2 = 1; _local3 = -1; } } else if (dirx == -1) { if ((diry == 1) && (_local9)) { _local2 = -1; _local3 = -1; } else if ((diry == -1) && (_local6)) { _local2 = -1; _local3 = 1; } else if (_local9 && (!_local6)) { _local2 = -1; _local3 = -1; } else if ((!_local9) && (_local6)) { _local2 = -1; _local3 = 1; } else if (Math.random() > 0.5) { _local2 = -1; _local3 = 1; } else { _local2 = -1; _local3 = -1; } } this.xTo = (currentRoom.tiles[_local4 + _local3][_local5 + _local2].x * tileW) + (tileW / 2); this.yTo = (currentRoom.tiles[_local4 + _local3][_local5 + _local2].y * tileH) + (tileH / 2); this.gotoTile = currentRoom.tiles[_local4 + _local3][_local5 + _local2]; this.gotoP = false; this.gotoCount = 0; }; enemiesDef = []; enemiesDef[0] = []; enemiesDef[1] = [Zombie, Zombie]; enemiesDef[2] = [Soldier, Soldier]; enemiesDef[3] = [Demon, Demon]; enemiesDef[4] = [Sludgeman, Sludgeman]; monsterTypes = [Zombie, Soldier, Demon, Sludgeman]; tileDesc = []; var i = 0; while (i < 20) { tileDesc[i] = new walkTile(1); i++; } var i = 20; while (i < 40) { tileDesc[i] = new permWall(false); i++; } tileDesc[28] = new permWall(true); tileDesc[40] = new walkDamageTile(10, 1); tileDesc[41] = new walkDamageTile(5, 0.6); tileDesc[42] = new walkTile(0.6); tileDesc[43] = new permWall(true); var i = 44; while (i < 56) { tileDesc[i] = new walkTile(0.6); i++; } var i = 55; while (i < 65) { tileDesc[i] = new walkTile(0.8); i++; } tileDesc[65] = new laserFenceGenerator(67); tileDesc[66] = new laserFenceGenerator(142); tileDesc[67] = new permWall(false); tileDesc[142] = new permWall(false); var i = 68; while (i < 74) { tileDesc[i] = new laserFence(i - 68); i++; } var i = 74; while (i < 80) { tileDesc[i] = new laserFence(i - 74); i++; } var i = 80; while (i < 86) { tileDesc[i] = new laserFence(i - 80); i++; } var i = 86; while (i < 92) { tileDesc[i] = new laserFence(i - 86); i++; } var i = 92; while (i < 102) { tileDesc[i] = new destroyableTile(10, changeTile, i + 10); i++; } tileDesc[92] = new destroyableTile(10, changeTile, 102); tileDesc[93] = new destroyableTile(15, changeTile, 103); tileDesc[94] = new destroyableTile(5, changeTile, 104); tileDesc[95] = new destroyableTile(30, changeTile, 105); var i = 102; while (i < 112) { tileDesc[i] = new destroyableTile(10, changeTile, i - 102); i++; } var i = 112; while (i < 122) { tileDesc[i] = new walkSwitch(i - 112); i++; } var i = 122; while (i < 132) { tileDesc[i] = new switchTile(i - 122, i - 122, i - 82); i++; } var i = 132; while (i < 142) { tileDesc[i] = new switchTile(i - 132, i - 92, i - 132); i++; } tileDesc[122] = new switchTile(0, 60, 40); tileDesc[132] = new switchTile(0, 40, 60); tileDesc[123] = new switchTile(1, 0, 41); tileDesc[133] = new switchTile(1, 41, 0); tileDesc[124] = new switchTile(2, 0, 40); tileDesc[134] = new switchTile(2, 40, 0); tileDesc[125] = new switchTile(3, 0, 28); tileDesc[135] = new switchTile(3, 28, 0); var i = 144; while (i < 158) { tileDesc[i] = new monsterSpawners(i - 144, 20); i++; } var i = 148; while (i < 152) { tileDesc[i] = new monsterSpawners(i - 148, 40); i++; } tileDesc[152] = new permWall(true); tileDesc[143] = new permWall(true); var i = 161; while (i < 165) { tileDesc[i] = new doorTile(doorWalk, i); i++; } var i = 165; while (i < 171) { var a = [165, 166]; tileDesc[i] = new ccTile(i - 165, a, traceYay); i++; } var i = 171; while (i < 175) { tileDesc[i] = new permWall(false); i++; } tileDesc[175] = new doorTile(doTeleport, 175); tileDesc[176] = new doorTile(null, 176); tileDesc[217] = new tileWalkFunction(exitLevel, null); var i = 153; while (i < 161) { tileDesc[i] = new walkTile(1); i++; } tileDesc[185] = new walkTile(1); tileDesc[186] = new walkTile(1); var i = 187; while (i < 197) { tileDesc[i] = new specialSpawner(i - 187); i++; } var i = 197; while (i < 207) { tileDesc[i] = new rBarrierTile(28 + i, 0); i++; } tileDesc[197] = new rBarrierTile(29, 0); tileDesc[198] = new rBarrierTile(30, 0); tileDesc[199] = new rBarrierTile(31, 0); tileDesc[200] = new rBarrierTile(28, 0); tileDesc[201] = new rBarrierTile(40, 0); var i = 207; while (i < 217) { tileDesc[i] = new bossSpawner(i - 207); i++; } levelMaps = []; var i = 0; while (i < 6) { levelMaps[i] = []; i++; } levelMaps[0].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 150, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 150, 20], [22, 0, 0, 93, 0, 0, 0, 0, 0, 0, 0, 93, 0, 0, 20], [22, 0, 93, 166, 166, 166, 166, 166, 166, 166, 166, 166, 93, 0, 20], [22, 0, 0, 166, 0, 0, 0, 0, 0, 0, 0, 166, 0, 0, 20], [22, 0, 0, 166, 0, 0, 0, 0, 0, 0, 0, 166, 0, 0, 20], [22, 0, 41, 166, 0, 0, 0, 0, 0, 0, 0, 166, 41, 0, 20], [22, 0, 41, 166, 0, 0, 0, 0, 0, 0, 0, 166, 41, 0, 20], [22, 0, 41, 166, 0, 0, 0, 0, 0, 0, 0, 166, 41, 0, 20], [22, 0, 0, 166, 0, 0, 0, 0, 0, 0, 0, 166, 0, 0, 20], [22, 0, 0, 166, 166, 166, 166, 166, 166, 166, 166, 166, 0, 0, 20], [22, 0, 93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 93, 0, 20], [22, 0, 0, 93, 0, 0, 0, 0, 0, 0, 0, 93, 0, 0, 20], [22, 149, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 149, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 2, 1, 1]]); levelMaps[0].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 0, 0, 0, 94, 0, 0, 0, 94, 0, 0, 0, 0, 20], [22, 0, 94, 0, 0, 0, 0, 0, 0, 0, 0, 0, 94, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 147, 94, 0, 0, 0, 94, 147, 0, 0, 0, 20], [22, 94, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 94, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 20], [22, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 94, 94, 0, 0, 0, 94, 94, 0, 0, 0, 20], [22, 94, 0, 0, 0, 94, 0, 5, 0, 94, 0, 0, 0, 94, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 12, 13, 0, 0, 0, 20], [22, 0, 0, 94, 0, 94, 0, 0, 0, 94, 0, 94, 0, 0, 20], [22, 0, 94, 0, 0, 94, 10, 0, 0, 94, 0, 0, 94, 0, 20], [22, 145, 0, 0, 0, 94, 4, 0, 10, 94, 0, 0, 0, 145, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 4, 3]]); levelMaps[1].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 149, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 65, 68, 69, 68, 65, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 83, 135, 135, 135, 80, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 80, 135, 193, 135, 80, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 80, 135, 135, 135, 84, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 65, 68, 68, 68, 65, 0, 20], [22, 0, 146, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 93, 93, 0, 146, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 115, 93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [1, 0, 1, 2]]); levelMaps[1].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 148, 0, 0, 95, 0, 0, 0, 0, 0, 0, 0, 0, 151, 20], [22, 0, 0, 0, 95, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 95, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 123, 123, 123, 123, 123, 123, 123, 123, 0, 0, 0, 0, 20], [22, 0, 123, 123, 123, 123, 123, 123, 123, 123, 0, 0, 0, 0, 20], [22, 0, 123, 133, 133, 133, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 113, 133, 193, 133, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 123, 133, 133, 133, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 123, 123, 123, 123, 123, 123, 123, 123, 0, 0, 0, 0, 20], [22, 0, 123, 123, 123, 123, 123, 123, 123, 123, 0, 0, 0, 0, 20], [22, 0, 0, 0, 95, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 95, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 148, 0, 0, 95, 0, 0, 0, 0, 0, 0, 0, 0, 151, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 1, 2]]); levelMaps[2].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 145, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 145, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 93, 93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 40, 40, 40, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 40, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 40, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 40, 40, 0, 0, 0, 0, 16, 0, 0, 0, 0, 20], [22, 0, 0, 40, 40, 0, 0, 0, 0, 16, 0, 0, 0, 0, 20], [22, 40, 40, 40, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 93, 93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 145, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 145, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 2, 2, 2]]); levelMaps[2].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 94, 94, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 150, 94, 94, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 94, 94, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 148, 94, 94, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 94, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 94, 165, 165, 165, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 94, 165, 165, 165, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 94, 165, 165, 165, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 94, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 148, 94, 94, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 94, 94, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 150, 94, 94, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 94, 94, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 193, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [4, 2, 2, 2]]); levelMaps[3].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 134, 134, 134, 134, 0, 0, 0, 134, 134, 134, 134, 0, 20], [22, 0, 134, 134, 134, 134, 134, 0, 134, 134, 134, 134, 134, 0, 20], [22, 0, 134, 134, 134, 134, 134, 0, 134, 134, 134, 134, 134, 0, 20], [22, 0, 134, 134, 124, 124, 124, 124, 124, 124, 124, 134, 134, 0, 20], [22, 0, 134, 134, 124, 124, 124, 124, 124, 124, 124, 134, 134, 0, 20], [22, 134, 134, 134, 124, 124, 0, 0, 0, 124, 124, 134, 134, 134, 20], [22, 0, 134, 134, 134, 134, 0, 0, 0, 134, 134, 134, 134, 0, 20], [22, 0, 134, 134, 124, 124, 0, 114, 0, 124, 124, 134, 134, 0, 20], [22, 0, 134, 134, 124, 124, 124, 124, 124, 124, 124, 134, 134, 0, 20], [22, 0, 134, 134, 124, 124, 124, 124, 124, 124, 124, 134, 134, 0, 20], [22, 0, 134, 134, 134, 134, 134, 0, 134, 134, 134, 134, 134, 0, 20], [22, 0, 0, 134, 134, 134, 134, 0, 134, 134, 134, 134, 0, 0, 20], [22, 149, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 149, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 3, 2]]); levelMaps[3].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 41, 41, 41, 41, 41, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 41, 41, 41, 41, 41, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 147, 0, 0, 0, 0, 0, 147, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 95, 95, 95, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 95, 193, 95, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 95, 95, 95, 0, 0, 0, 0, 0, 20], [22, 0, 0, 144, 0, 0, 0, 0, 0, 0, 0, 144, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 3, 2]]); levelMaps[4].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 145, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 145, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 40, 40, 40, 0, 40, 40, 40, 0, 0, 0, 20], [22, 0, 0, 0, 40, 56, 56, 56, 56, 56, 40, 0, 0, 0, 20], [22, 0, 0, 0, 40, 56, 56, 56, 56, 56, 40, 0, 0, 0, 20], [22, 0, 0, 0, 0, 56, 56, 56, 56, 56, 0, 0, 0, 0, 20], [22, 0, 0, 0, 40, 56, 56, 56, 56, 56, 40, 0, 0, 0, 20], [22, 0, 0, 0, 40, 56, 56, 56, 56, 56, 40, 0, 0, 0, 20], [22, 0, 0, 0, 40, 40, 40, 0, 40, 40, 40, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 145, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 145, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 1, 1, 3]]); levelMaps[4].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 145, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 15, 61, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 12, 11, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 134, 134, 134, 124, 134, 134, 134, 0, 0, 0, 20], [22, 0, 0, 0, 134, 0, 0, 0, 0, 0, 134, 0, 0, 0, 20], [22, 0, 0, 0, 134, 0, 0, 0, 1, 0, 134, 0, 0, 0, 20], [22, 0, 0, 0, 124, 0, 0, 0, 0, 0, 124, 0, 0, 0, 20], [22, 0, 0, 0, 134, 0, 0, 114, 0, 0, 134, 0, 0, 0, 20], [22, 0, 0, 0, 1, 134, 134, 124, 134, 134, 0, 0, 0, 0, 20], [22, 0, 0, 147, 0, 0, 0, 0, 0, 0, 0, 145, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 3, 4]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 60, 60, 60, 60, 60, 60, 60, 60, 60, 60, 60, 144, 0, 20], [22, 0, 0, 1, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 20], [22, 0, 0, 0, 0, 144, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 65, 68, 68, 68, 65, 72, 68, 68, 68, 65, 0, 20], [22, 0, 0, 0, 0, 0, 0, 80, 0, 0, 0, 0, 0, 0, 20], [22, 122, 122, 122, 0, 0, 0, 80, 0, 132, 132, 132, 0, 0, 20], [22, 122, 122, 122, 0, 5, 0, 80, 0, 41, 41, 41, 5, 0, 20], [22, 112, 122, 122, 0, 0, 0, 83, 0, 0, 0, 0, 0, 0, 20], [22, 132, 122, 122, 0, 0, 0, 80, 0, 92, 92, 92, 0, 0, 20], [22, 122, 122, 122, 0, 4, 0, 65, 0, 92, 92, 92, 0, 0, 20], [22, 0, 0, 0, 3, 0, 0, 0, 0, 92, 92, 92, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [1, 0, 2, 3]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 92, 92, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 144, 0, 1, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 92, 92, 92, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 20], [22, 0, 0, 92, 92, 92, 1, 0, 3, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 1, 146, 0, 0, 0, 0, 0, 20], [22, 92, 92, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 20], [22, 0, 0, 0, 145, 0, 0, 0, 5, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 92, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 92, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [4, 0, 1, 2]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 145, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 145, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 40, 40, 40, 0, 40, 40, 40, 0, 0, 0, 20], [22, 0, 0, 0, 40, 56, 56, 56, 56, 56, 40, 0, 0, 0, 20], [22, 0, 0, 0, 40, 56, 56, 56, 56, 56, 40, 0, 0, 0, 20], [22, 0, 0, 0, 0, 56, 56, 56, 56, 56, 0, 0, 0, 0, 20], [22, 0, 0, 0, 40, 56, 56, 56, 56, 56, 40, 0, 0, 0, 20], [22, 0, 0, 0, 40, 56, 56, 56, 56, 56, 40, 0, 0, 0, 20], [22, 0, 0, 0, 40, 40, 40, 0, 40, 40, 40, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 145, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 145, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 1, 1, 3]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 20], [22, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 65, 68, 68, 68, 68, 68, 68, 68, 65, 0, 0, 20], [22, 0, 0, 80, 0, 0, 0, 0, 0, 0, 0, 80, 0, 0, 20], [22, 0, 0, 80, 0, 124, 124, 124, 124, 124, 0, 80, 0, 3, 20], [22, 0, 0, 80, 0, 124, 145, 0, 124, 124, 0, 84, 0, 0, 20], [22, 0, 0, 80, 0, 124, 124, 0, 124, 124, 0, 80, 0, 0, 20], [22, 0, 0, 80, 0, 124, 124, 0, 146, 124, 0, 80, 0, 0, 20], [22, 0, 0, 80, 0, 124, 124, 124, 124, 124, 0, 80, 0, 0, 20], [22, 0, 0, 80, 0, 0, 0, 0, 0, 0, 0, 80, 0, 0, 20], [22, 0, 3, 65, 68, 68, 68, 68, 68, 78, 68, 65, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 12, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 114, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 1, 3]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 144, 20], [22, 56, 56, 62, 56, 56, 56, 62, 56, 56, 60, 56, 59, 56, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 56, 62, 45, 48, 48, 48, 48, 48, 47, 56, 56, 56, 20], [22, 56, 56, 62, 51, 42, 42, 42, 42, 42, 49, 61, 56, 56, 20], [22, 56, 56, 56, 51, 42, 42, 42, 42, 42, 49, 56, 56, 56, 20], [22, 56, 58, 56, 51, 42, 42, 42, 42, 42, 49, 56, 56, 56, 20], [22, 56, 56, 62, 51, 42, 42, 42, 42, 42, 49, 56, 56, 56, 20], [22, 56, 56, 62, 51, 42, 42, 42, 42, 42, 49, 56, 56, 56, 20], [22, 56, 56, 62, 46, 50, 50, 50, 50, 50, 44, 56, 56, 56, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 144, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 57, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 1, 2]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 20], [22, 0, 165, 165, 165, 165, 165, 165, 165, 165, 165, 165, 165, 0, 20], [22, 0, 165, 28, 28, 28, 28, 0, 28, 28, 28, 28, 165, 0, 20], [22, 0, 165, 28, 145, 0, 0, 0, 0, 0, 1, 28, 165, 0, 20], [22, 0, 165, 28, 0, 0, 0, 0, 0, 0, 0, 28, 165, 3, 20], [22, 0, 165, 28, 0, 0, 0, 0, 0, 0, 0, 28, 165, 0, 20], [22, 0, 165, 0, 0, 0, 0, 0, 0, 0, 0, 0, 165, 0, 20], [22, 0, 165, 28, 197, 199, 197, 0, 0, 0, 0, 28, 165, 0, 20], [22, 0, 165, 28, 198, 187, 198, 0, 0, 0, 0, 28, 165, 0, 20], [22, 0, 165, 28, 197, 199, 197, 0, 0, 0, 145, 28, 165, 0, 20], [22, 0, 165, 28, 28, 28, 28, 0, 28, 28, 28, 28, 165, 0, 20], [22, 0, 165, 165, 165, 165, 165, 165, 165, 165, 165, 165, 165, 0, 20], [22, 144, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 2, 3]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 197, 197, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 193, 197, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [2, 1, 1, 3, 2, 2, 1]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 149, 92, 0, 0, 0, 0, 0, 92, 148, 0, 0, 20], [22, 0, 0, 92, 92, 0, 0, 0, 0, 0, 92, 92, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 92, 92, 0, 0, 0, 0, 0, 92, 92, 0, 0, 20], [22, 0, 0, 148, 92, 0, 0, 0, 0, 0, 92, 149, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 2, 3]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 146, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11, 145, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 65, 68, 68, 71, 68, 68, 68, 68, 68, 72, 68, 68, 65, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 65, 68, 68, 68, 69, 68, 68, 68, 68, 70, 68, 73, 65, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 10, 0, 0, 20], [22, 145, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 146, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 4, 2]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 40, 40, 40, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 20], [22, 40, 40, 40, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 20], [22, 40, 40, 40, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 20], [22, 40, 40, 40, 146, 0, 0, 0, 0, 0, 147, 40, 40, 40, 20], [22, 40, 40, 40, 0, 0, 0, 0, 0, 0, 0, 40, 40, 40, 20], [22, 40, 40, 40, 0, 0, 0, 0, 0, 0, 0, 40, 40, 40, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 40, 40, 40, 1, 0, 0, 0, 0, 0, 0, 40, 40, 40, 20], [22, 40, 40, 40, 0, 0, 0, 0, 0, 0, 0, 40, 40, 40, 20], [22, 40, 40, 40, 144, 0, 0, 0, 0, 0, 145, 40, 40, 40, 20], [22, 40, 40, 40, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 20], [22, 40, 40, 40, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 20], [22, 40, 40, 40, 40, 40, 40, 0, 40, 40, 40, 40, 40, 40, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 1, 4]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 94, 94, 0, 0, 0, 0, 0, 94, 94, 0, 0, 20], [22, 0, 0, 149, 94, 0, 0, 0, 0, 0, 149, 94, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 166, 166, 0, 0, 0, 0, 0, 166, 166, 0, 0, 20], [22, 0, 0, 94, 166, 166, 0, 0, 0, 166, 166, 94, 0, 0, 20], [22, 0, 0, 94, 94, 166, 0, 0, 0, 166, 94, 94, 0, 0, 20], [22, 0, 0, 145, 94, 94, 1, 1, 1, 94, 94, 145, 0, 0, 20], [22, 199, 197, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 193, 198, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [0, 0, 4, 1]]); levelMaps[5].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 144, 0, 0, 0, 0, 0, 94, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 41, 0, 0, 0, 94, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 41, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 94, 94, 0, 0, 20], [22, 0, 0, 0, 0, 0, 146, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 41, 41, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 145, 0, 0, 0, 0, 0, 0, 0, 147, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [2, 0, 4, 1]]); exitMaps = []; var i = 0; while (i < 6) { exitMaps[i] = []; i++; } exitMaps[4].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 207, 0, 0, 20], [22, 0, 0, 0, 0, 165, 165, 165, 165, 165, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 165, 0, 0, 145, 165, 0, 0, 0, 0, 20], [22, 0, 1, 0, 0, 165, 0, 0, 0, 165, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 165, 0, 0, 0, 165, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 165, 145, 0, 0, 165, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 165, 165, 165, 165, 165, 0, 0, 0, 0, 20], [22, 199, 199, 199, 197, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 153, 154, 155, 198, 0, 5, 0, 0, 0, 1, 0, 0, 0, 20], [22, 156, 217, 157, 198, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 158, 159, 160, 198, 0, 0, 0, 0, 0, 0, 6, 0, 0, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [1, 1, 1]]); exitMaps[0].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 144, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 145, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 4, 0, 0, 0, 208, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 92, 92, 0, 0, 0, 92, 92, 0, 0, 0, 20], [22, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 20], [22, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 20], [22, 199, 199, 199, 197, 42, 42, 42, 42, 42, 42, 42, 42, 42, 20], [22, 153, 154, 155, 198, 62, 60, 62, 62, 60, 60, 60, 56, 56, 20], [22, 156, 217, 157, 198, 56, 56, 56, 56, 56, 61, 57, 56, 56, 20], [22, 158, 159, 160, 198, 62, 56, 56, 58, 56, 57, 6, 57, 145, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [2, 1, 1]]); exitMaps[1].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 145, 122, 56, 56, 56, 56, 56, 56, 56, 56, 56, 122, 144, 20], [22, 122, 122, 56, 56, 56, 56, 56, 56, 56, 56, 56, 122, 122, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 6, 0, 1, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 0, 207, 0, 56, 112, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 0, 6, 3, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 56, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 197, 199, 199, 199, 20], [22, 56, 56, 56, 56, 56, 56, 56, 56, 56, 198, 153, 154, 155, 20], [22, 122, 122, 56, 56, 56, 56, 56, 56, 56, 198, 156, 217, 157, 20], [22, 145, 122, 56, 56, 56, 56, 56, 56, 56, 198, 158, 159, 160, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [2, 1, 1]]); exitMaps[3].push([[24, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 25], [22, 144, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 2, 0, 20], [22, 0, 92, 92, 0, 0, 0, 0, 0, 92, 92, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 20], [22, 0, 0, 3, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 208, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20], [22, 0, 0, 0, 1, 0, 3, 0, 0, 0, 197, 199, 199, 199, 20], [22, 0, 0, 92, 92, 0, 0, 92, 92, 0, 198, 153, 154, 155, 20], [22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 198, 156, 217, 157, 20], [22, 145, 0, 0, 0, 0, 0, 0, 0, 145, 198, 158, 159, 160, 20], [26, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 27], [3, 1, 1]]); Sprite.prototype.getAngle = function (x, y) { return(Math.atan2(y - this.y, x - this.x) / PiRads); }; Sprite.prototype.getTile = function () { return(currentRoom.tiles[Math.floor(this.y / tileH)][Math.floor(this.x / tileW)]); }; Sprite.prototype.hurtMe = function (damage) { var _local3 = 0; while ((this.armour > 0) && (damage > 0)) { this.armour = this.armour - 2; damage = damage - 2; _local3++; } damage = damage + _local3; this.hp = this.hp - damage; if (this.hp <= 0) { this.hittable = false; this.mc.gotoAndPlay("destroy"); this.mc.swapDepths(deadDepth + (deadD++)); if (deadD > 199) { deadD = 0; } if (this != p) { if ((--currentRoom.possibleEnemies) == 0) { currentRoom.allKilledFunc(); } delete currentRoom.currentEnemies[this.num]; } } else { this.mc.gotoAndPlay("hurt"); } p.doHealth(); p.doArmour(); }; Sprite.prototype.moveChar = function (dirx, diry) { var _local12 = null; this.dirx = dirx; this.diry = diry; var _local6 = this.getTile(); var _local5 = _local6.speedFactor * this.speed; if (diry != 0) { this.getCorners(this.x, this.y + (_local5 * diry)); var _local3 = 0; if (diry == -1) { if (this.upleft and this.upright) { _local3 = _local5 * diry; this.y = this.y + _local3; } else { this.y = (this.yTile * tileH) + this.rad; } } if (diry == 1) { if (this.downleft and this.downright) { _local3 = _local5 * diry; this.y = this.y + _local3; } else { this.y = ((this.yTile + 1) * tileH) - this.rad; } } } if (dirx != 0) { this.getCorners(this.x + (_local5 * dirx), this.y); var _local4 = 0; if (dirx == -1) { if (this.downleft and this.upleft) { _local4 = _local5 * dirx; this.x = this.x + _local4; } else { this.x = (this.xTile * tileW) + this.rad; } } if (dirx == 1) { if (this.upright and this.downright) { _local4 = _local5 * dirx; this.x = this.x + _local4; } else { this.x = ((this.xTile + 1) * tileW) - this.rad; } } } for (var _local9 in currentRoom.currentEnemies) { var _local2 = currentRoom.currentEnemies[_local9]; if (_local2 != this) { var _local11 = this.x - _local2.x; var _local10 = this.y - _local2.y; if (Math.sqrt((_local11 * _local11) + (_local10 * _local10)) < ((_local2.rad + this.rad) - 1)) { if ((_local4 > 0) && (this.x < _local2.x)) { this.x = this.x - _local4; } else if ((_local4 < 0) && (this.x > _local2.x)) { this.x = this.x - _local4; } if ((_local3 > 0) && (this.y < _local2.y)) { this.y = this.y - _local3; } else if ((_local3 < 0) && (this.y > _local2.y)) { this.y = this.y - _local3; } } } } if (this == p) { if (_local6 != this.currentTile) { this.currentTile = _local6; _local6.walkFunction(this); } } else { if (_local6 != this.currentTile) { this.currentTile = _local6; } var _local11 = this.x - p.x; var _local10 = this.y - p.y; if (Math.sqrt((_local11 * _local11) + (_local10 * _local10)) < ((p.rad + this.rad) - 1)) { this.mc.mc.gotoAndPlay("hittingPlayer"); p.hurtMe(this.hitDamage); this.free = false; _local12 = this.getAngle(p.x, p.y) + 90; if ((_local4 > 0) && (this.x < p.x)) { this.x = this.x - _local4; } else if ((_local4 < 0) && (this.x > p.x)) { this.x = this.x - _local4; } if ((_local3 > 0) && (this.y < p.y)) { this.y = this.y - _local3; } else if ((_local3 < 0) && (this.y > p.y)) { this.y = this.y - _local3; } } else if ((Math.abs(this.mc._x - this.x) + Math.abs(this.mc._y - this.y)) > 0.2) { _local12 = this.getAngle(this.mc._x, this.mc._y) - 90; this.mc.mc.walk.play(); this.moving = true; } else { this.mc.mc.walk.stop(); this.moving = false; } } this.mc._x = this.x; this.mc._y = this.y; this.xTile = Math.floor(this.mc._x / tileW); this.yTile = Math.floor(this.mc._y / tileH); return(_local12); }; Shot.extend(Sprite); Shot.prototype.doSplashDamge = function () { for (var _local3 in currentRoom.currentEnemies) { var _local2 = currentRoom.currentEnemies[_local3]; var _local5 = this.x - _local2.x; var _local4 = this.y - _local2.y; if (Math.sqrt((_local5 * _local5) + (_local4 * _local4)) < (_local2.rad + this.splashRadius)) { _local2.hurtMe(this.power); } } var _local5 = this.x - p.x; var _local4 = this.y - p.y; if (Math.sqrt((_local5 * _local5) + (_local4 * _local4)) < (p.rad + this.power)) { p.hurtMe(this.power); } }; Enemy.prototype.doShot = function (direction, i) { this.mc.mc.gotoAndPlay("shooting"); if (direction == "atPlayer") { var _local2 = this.getAngle(p.x, p.y); } else { var _local2 = direction; } var _local3 = new Shot(this.shotType[i], this.x, this.y, this.shotPower[i], _local2, false); }; Player.prototype.doShot = function () { var _local9 = shotBehaviours[this.shotType]; var _local3 = _local9.levels[this.weapons[this.shotType]]; var _local5 = getAngle(this.x, this.y, _xmouse - roomX, _ymouse - roomY) - 90; var _local7 = this.xDispl * Math.cos((_local5 - 180) * PiRads); var _local6 = this.yDispl * Math.sin((_local5 - 180) * PiRads); _local5 = _local5 + (2 - (Math.random() * 4)); var _local2 = 0; while (_local2 < _local3.length) { var _local4 = new Shot(this.shotType, this.x + _local7, this.y + _local6, _local3[_local2].power, (_local3[_local2].angle + _local5) + 90, true); _local2++; } if (sfxOn) { var _local8 = new Sound(); _local8.attachSound(_local9.soundN); _local8.start(); } if (this.shotType > 0) { while (((--this.ammo[this.shotType]) <= 0) && (this.shotType > 0)) { this.shotType--; } this.changeAmmo(); } this.mc.mc.gotoAndPlay("shooting" + this.shotType); }; Player.prototype.changeAmmo = function () { if (this.shotType == 0) { gui.weaponButton0.light.gotoAndStop("inUse"); gui.ammo = "999"; } else { gui.weaponButton0.light.gotoAndStop("available"); } gui.weaponButton0.gotoAndStop(1); gui.weaponButton0.onRelease = chooseWeapon; var _local2 = 1; while (_local2 < 5) { gui["weaponButton" + _local2].gotoAndStop(1); if (this.ammo[_local2] > 0) { if (this.shotType == _local2) { gui["weaponButton" + _local2].light.gotoAndStop("inUse"); gui.ammo = this.ammo[_local2]; } else { gui["weaponButton" + _local2].light.gotoAndStop("available"); } gui["weaponButton" + _local2].onRelease = chooseWeapon; } else { gui["weaponButton" + _local2].light.gotoAndStop("unavailable"); delete gui["weaponButton" + _local2].onRelease; } _local2++; } }; var i = 0; while (i < 5) { gui["weaponButton" + i].num = i; i++; } shotBehaviours = []; shotBehaviours[0] = new defShotObj(); shotBehaviours[1] = new sqrShotObj(); shotBehaviours[2] = new plasmaObj(); shotBehaviours[3] = new missileObj(); shotBehaviours[4] = new mineObj(); Player.extend(Sprite); Player.prototype.addMC = function (entryPoint) { this.mc = theScreen.attachMovie("_lchar", "char", playerDepth); if ((entryPoint.num == 4) || (roomsDone == 1)) { var _local4 = currentRoom.map[currentRoom.map.length - 1][0]; this.xTile = telePortPos[_local4].x; this.yTile = telePortPos[_local4].y - 1; var _local3 = theScreen.attachMovie("_lteleportInStuff", "ex" + exNum, explosionsDepth + exNum); _local3._x = (this.xTile * tileW) + (tileW / 2); _local3._y = (this.yTile * tileW) + (tileW / 2); if ((++exNum) > 50) { exNum = 0; } theScreen.countDown = 5; theScreen.onEnterFrame = function () { if ((this.countDown--) == 0) { delete this.countDown; currentRoom.startLevel(); } }; } else { this.xTile = startX0[entryPoint.num]; this.yTile = startY0[entryPoint.num]; this.sDir = entryPoint.num; theScreen.countDown = 10; theScreen.yDest = (startY1[entryPoint.num] * tileH) + (tileH / 2); theScreen.xDest = (startX1[entryPoint.num] * tileW) + (tileW / 2); theScreen.onEnterFrame = function () { if ((this.countDown--) <= 0) { delete this.countDown; currentRoom.startLevel(); } else { switch (p.sDir) { case 0 : if (p.y > this.yDest) { p.moveChar(0, -1); p.mc._rotation = 180; } break; case 1 : if (p.x > this.xDest) { p.moveChar(-1, 0); p.mc._rotation = 90; } break; case 2 : if (p.x < this.xDest) { p.moveChar(1, 0); p.mc._rotation = -90; } break; case 3 : if (p.y >= this.yDest) { break; } p.moveChar(0, 1); p.mc._rotation = 0; } } }; } this.x = (this.xTile * tileW) + (tileW / 2); this.y = (this.yTile * tileH) + (tileH / 2); this.currentTile = this.getTile(); this.mc._x = this.x; this.mc._y = this.y; this.mc.myObject = this; this.hittable = true; this.mc.gotoAndStop(this.frame); this.changeAmmo(); this.doArmour(); this.doHealth(); }; Player.prototype.hurtMe = function (damage) { if (sfxOn) { var _local4 = new Sound(); _local4.attachSound("_lhitSound0"); _local4.start(); } var _local3 = 0; while ((this.armour > 0) && (damage > 0)) { this.armour = this.armour - 2; damage = damage - 2; _local3++; } if (this.armour < 0) { this.armout = 0; } damage = damage + _local3; this.hp = this.hp - damage; if (this.hp <= 0) { this.hp = 0; this.hittable = false; this.mc.gotoAndPlay("destroy"); this.mc.swapDepths(deadDepth + (deadD++)); if (deadD > 199) { deadD = 0; } gameOver(); } else { this.mc.gotoAndPlay("hurt"); } this.doHealth(); this.doArmour(); }; Player.prototype.doHealth = function () { if (this.hp > 0) { gui.health.gotoAndStop(100 - Math.floor((99 / this.maxhp) * this.hp)); } else { gui.health.gotoAndStop(100); } }; Player.prototype.doArmour = function () { if (this.armour > 0) { gui.armour.gotoAndStop(100 - Math.floor((99 / this.maxArmour) * this.armour)); } else { gui.armour.gotoAndStop(100); } }; Player.prototype.getCorners = function (x, y) { downY = Math.floor(((y + this.rad) - 1) / tileH); upY = Math.floor((y - this.rad) / tileH); leftX = Math.floor((x - this.rad) / tileW); rightX = Math.floor(((x + this.rad) - 1) / tileW); this.upleft = currentRoom.tiles[upY][leftX].walkable; this.downleft = currentRoom.tiles[downY][leftX].walkable; this.upright = currentRoom.tiles[upY][rightX].walkable; this.downright = currentRoom.tiles[downY][rightX].walkable; }; Room.prototype.makeRoom = function (entryPoint) { theScreen = _root.createEmptyMovieClip("screen", screenDepth); theScreen._x = roomX; theScreen._y = roomY; theScreen.onPress = playerShoot; count = 0; p.lastShot = 0; n = 0; exNum = 0; var _local10 = this.map; this.condition = _local10[_local10.length - 1][1]; this.tiles = []; this.bullets = []; this.mines = []; this.efTiles = []; this.doorTiles = []; this.entryTiles = []; this.switchT = []; this.ccT = []; this.barrierA = []; this.possibleEnemies = 0; this.allKilledFunc = null; tileD = 0; enemyD = 0; deadD = 0; minesD = 0; var _local3 = []; if ((entryPoint.num == 4) || (roomsDone == 1)) { var _local18 = _local10[_local10.length - 1][0]; var _local13 = telePortPos[_local18].x; var _local14 = telePortPos[_local18].y - 1; } else { var _local13 = startX1[entryPoint.num]; var _local14 = startY1[entryPoint.num]; } var _local9 = 0; while (_local9 < mapHeight) { this.tiles[_local9] = []; var _local5 = 0; while (_local5 < mapWidth) { var _local7 = _local10[_local9][_local5]; this.tiles[_local9][_local5] = new Tile(_local7, _local9, _local5); if (this.tiles[_local9][_local5].freeTile) { if ((Math.abs(_local13 - _local5) + Math.abs(_local14 - _local9)) > 5) { _local3.push(this.tiles[_local9][_local5]); } } _local5++; } _local9++; } _local9 = 0; while (_local9 < 4) { if (this.doors[_local9] != null) { var _local5 = 0; while (_local5 < doorPos[_local9].length) { var _local16 = this.tiles[doorPos[_local9][_local5].y][doorPos[_local9][_local5].x]; _local16.changeTileTo(161 + _local9); _local16.num = _local9; _local16.onTile = tileDesc[161 + _local9].onTile; _local16.offTile = tileDesc[161 + _local9].offTile; this.doorTiles.push(_local16); _local5++; } } _local9++; } switch (entryPoint.num) { case 0 : var _local12 = 3; break; case 1 : _local12 = 2; break; case 2 : _local12 = 1; break; case 3 : _local12 = 0; break; case 4 : _local12 = 4; } if (_local12 < 4) { var _local5 = 0; while (_local5 < doorPos[_local12].length) { this.entryTiles.push(this.tiles[doorPos[_local12][_local5].y][doorPos[_local12][_local5].x]); _local5++; } } else { var _local18 = _local10[_local10.length - 1][0]; this.entryTiles.push(this.tiles[telePortPos[_local18].y][telePortPos[_local18].x]); this.entryTiles.push(this.tiles[telePortPos[_local18].y - 1][telePortPos[_local18].x]); } if (this.doors[4] != null) { var _local18 = _local10[_local10.length - 1][0]; var _local16 = this.tiles[telePortPos[_local18].y][telePortPos[_local18].x]; _local16.changeTileTo(175); _local16.onTile = tileDesc[175].onTile; _local16.offTile = tileDesc[175].offTile; _local16.num = 4; this.doorTiles.push(_local16); _local18 = _local10[_local10.length - 1][0]; _local16 = this.tiles[telePortPos[_local18].y - 1][telePortPos[_local18].x]; _local16.changeTileTo(176); _local16.onTile = tileDesc[176].onTile; _local16.offTile = tileDesc[176].offTile; this.doorTiles.push(_local16); } var _local19 = _local10[_local10.length]; this.currentEnemies = []; var _local15 = _local10[_local10.length - 1]; _local9 = 2; while (_local9 < _local15.length) { var _local8 = enemiesDef[_local15[_local9]]; var _local5 = 0; while (_local5 < _local8.length) { var _local4 = Math.floor(Math.random() * _local3.length); while (_local3[_local4] == "used") { _local4 = Math.floor(Math.random() * _local3.length); } var _local11 = new _local8[_local5](enemyD++, _local3[_local4].x, _local3[_local4].y); _local3[_local4] = "used"; _local5++; } _local9++; } _local9 = 0; while (_local9 < mapHeight) { var _local5 = 0; while (_local5 < mapWidth) { var _local6 = this.tiles[_local9][_local5]; if (_local6.initFunc != null) { _local6.initFunc(); } _local5++; } _local9++; } p.addMC(entryPoint); }; Room.prototype.startLevel = function () { canPause = true; gui.options.onRelease = pauseGame; if ((this.condition > 0) && (!this.done)) { switch (this.condition) { case 1 : if ((level > 1) || (this.isExit)) { lockDoors(); } else { lockEntryDoor(); } this.allKilledFunc = openDoors; break; case 2 : if ((level > 1) || (this.isExit)) { lockDoors(); } else { lockEntryDoor(); this.allKilledFunc = openEntryDoor; } this.colourUnlock = true; } } else { this.colourUnlock = false; this.allKilledFunc = openEntryDoor; lockEntryDoor(); } }; mapBack._visible = false; mapBack.onRelease = removeMap; sfxOn = true; musicOn = true; setMusicVolume(50); buildUpgradeBase(); buildSupplyBase(); buildSpecialBase(); bosses = [Boss0, Boss1]; Tile.prototype.changeTileTo = function (tNum) { delete currentRoom.efTiles[this.id]; this.tType = tNum; var _local2 = tileDesc[this.tType]; this.walkable = _local2.walkable; this.shootThrough = _local2.shootThrough; this.walkFunction = _local2.walkFunction; this.damage = _local2.damage; this.shootFunction = _local2.shootFunction; this.hp = _local2.hp; this.efFunction = _local2.efFunction; this.speedFactor = _local2.speedFactor; this.efFunction = _local2.efFunction; this.destroyedTile = _local2.destroyedTile; if (this.efFunction != null) { currentRoom.efTiles[this.id] = this; } this.mc.gotoAndStop(this.tType + 1); }; Tile.prototype.makeExplosion = function () { var _local3 = theScreen.attachMovie("_lexplosion", "ex" + exNum, explosionsDepth + exNum); _local3._x = (this.x * tileW) + (tileW / 2); _local3._y = (this.y * tileW) + (tileW / 2); if ((++exNum) > 50) { exNum = 0; } if (sfxOn) { var _local2 = new Sound(); _local2.attachSound("_lexplosion0"); _local2.start(); } }; Tile.prototype.finishTeleport = function () { theScreen.removeMovieClip(); var _local4 = currentRoom.doors[4]; if (_local4.dest.isTeleporter) { currentRoom = _local4.dest.myRoom; row = currentRoom.row; collumn = currentRoom.collumn; mapRow[row][collumn].makeRoom(_local4); } else { var _local2 = Math.floor(Math.random() * sSize); var _local3 = Math.floor(Math.random() * sSize); while (mapRow[_local3][_local2] != undefined) { _local2 = Math.floor(Math.random() * sSize); _local3 = Math.floor(Math.random() * sSize); } row = _local3; collumn = _local2; var _local5 = new Room(1, row, collumn, this.exitRoute, _local4); _local4.dest = _local5.doors[4]; } }; showStart(); stop();
Symbol 15 MovieClip Frame 1
stop();
Symbol 15 MovieClip Frame 2
play();
Symbol 15 MovieClip Frame 11
this._parent.myObject.free = true;
Symbol 15 MovieClip Frame 12
play();
Symbol 15 MovieClip Frame 18
this._parent.myObject.free = true;
Symbol 22 MovieClip [_lSludgeman] Frame 1
stop();
Symbol 22 MovieClip [_lSludgeman] Frame 9
if (this.myObject.hittable) { gotoAndStop (1); }
Symbol 22 MovieClip [_lSludgeman] Frame 10
play();
Symbol 22 MovieClip [_lSludgeman] Frame 30
this.removeMovieClip();
Symbol 33 MovieClip [_lexplosion] Frame 1
ex0._x = (Math.random() * 12) - 6; ex0._y = (Math.random() * 12) - 6;
Symbol 33 MovieClip [_lexplosion] Frame 5
ex1._x = (Math.random() * 12) - 6; ex1._y = (Math.random() * 12) - 6;
Symbol 33 MovieClip [_lexplosion] Frame 8
ex2._x = (Math.random() * 12) - 6; ex2._y = (Math.random() * 12) - 6;
Symbol 33 MovieClip [_lexplosion] Frame 18
this.removeMovieClip();
Symbol 46 MovieClip [_lbullet] Frame 1
stop();
Symbol 46 MovieClip [_lbullet] Frame 2
play();
Symbol 46 MovieClip [_lbullet] Frame 6
this.removeMovieClip();
Symbol 51 MovieClip [_linfo] Frame 28
this.removeMovieClip();
Symbol 62 MovieClip [_lmine] Frame 1
stop();
Symbol 62 MovieClip [_lmine] Frame 2
play();
Symbol 62 MovieClip [_lmine] Frame 10
this.removeMovieClip();
Symbol 72 MovieClip Frame 11
gotoAndPlay ("loop");
Symbol 77 MovieClip [_lmissile] Frame 1
stop();
Symbol 77 MovieClip [_lmissile] Frame 2
play();
Symbol 77 MovieClip [_lmissile] Frame 11
this.removeMovieClip();
Symbol 88 MovieClip [_lplasma] Frame 1
stop();
Symbol 88 MovieClip [_lplasma] Frame 2
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Symbol 88 MovieClip [_lplasma] Frame 7
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Symbol 105 MovieClip Frame 1
stop();
Symbol 106 MovieClip [_lpowerup] Frame 12
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Symbol 106 MovieClip [_lpowerup] Frame 13
play();
Symbol 106 MovieClip [_lpowerup] Frame 23
this.removeMovieClip();
Symbol 109 MovieClip [_lspawnlight] Frame 7
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Symbol 116 MovieClip [_lteleportInStuff] Frame 7
stop(); this.removeMovieClip();
Symbol 122 MovieClip Frame 1
this._rotation = Math.random() * 360; this._xscale = (this._yscale = 80 + (Math.random() * 40)); gotoAndPlay(Math.ceil(Math.random() * 8));
Symbol 280 MovieClip Frame 1
stop();
Symbol 280 MovieClip Frame 2
stop();
Symbol 343 MovieClip [_ltile] Frame 1
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Symbol 349 MovieClip Frame 1
Symbol 372 MovieClip Frame 1
stop();
Symbol 372 MovieClip Frame 2
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Symbol 372 MovieClip Frame 5
this._parent.myObject.free = true; if (this._parent.myObject.hittable) { gotoAndStop (1); }
Symbol 372 MovieClip Frame 6
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Symbol 372 MovieClip Frame 9
this._parent.myObject.free = true; if (this._parent.myObject.hittable) { gotoAndStop (1); }
Symbol 372 MovieClip Frame 10
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Symbol 372 MovieClip Frame 22
this._parent.myObject.free = true; if (this._parent.myObject.hittable) { gotoAndStop (1); }
Symbol 373 MovieClip [_lchar] Frame 1
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Symbol 373 MovieClip [_lchar] Frame 3
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Symbol 373 MovieClip [_lchar] Frame 6
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Symbol 373 MovieClip [_lchar] Frame 10
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Symbol 373 MovieClip [_lchar] Frame 20
this.removeMovieClip();
Symbol 373 MovieClip [_lchar] Frame 53
stop(); this._parent._parent.finishExit();
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Symbol 397 MovieClip Frame 17
this._parent.myObject.free = true;
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Symbol 397 MovieClip Frame 26
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stop();
Symbol 406 MovieClip [_lZombie] Frame 9
if (this.myObject.hittable) { gotoAndStop (1); }
Symbol 406 MovieClip [_lZombie] Frame 10
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Symbol 406 MovieClip [_lZombie] Frame 31
this.removeMovieClip();
Symbol 413 MovieClip Frame 1
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Symbol 413 MovieClip Frame 10
this._parent.myObject.free = true;
Symbol 413 MovieClip Frame 11
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Symbol 413 MovieClip Frame 13
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Symbol 421 MovieClip [_lSoldier] Frame 9
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Symbol 421 MovieClip [_lSoldier] Frame 33
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Symbol 430 MovieClip Frame 1
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Symbol 430 MovieClip Frame 2
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Symbol 431 MovieClip Frame 1
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Symbol 431 MovieClip Frame 3
this._parent.myObject.free = true;
Symbol 434 MovieClip [_lBoss0] Frame 1
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Symbol 434 MovieClip [_lBoss0] Frame 6
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Symbol 434 MovieClip [_lBoss0] Frame 9
if (this.myObject.hittable) { gotoAndStop (1); }
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Symbol 434 MovieClip [_lBoss0] Frame 45
this.removeMovieClip();
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Symbol 436 MovieClip Frame 3
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Symbol 437 MovieClip [_lBoss1] Frame 9
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Symbol 437 MovieClip [_lBoss1] Frame 45
this.removeMovieClip();
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stop();
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stop();
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stop();
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stop();
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Symbol 483 MovieClip Frame 1
slideConstr = 75; slideButton.onPress = function () { this.startDrag(false, -slideConstr, 0, slideConstr, 0); this.gotoAndStop(2); }; slideButton.onRelease = (slideButton.onReleaseOutside = function () { this.stopDrag(); this.gotoAndStop(1); var _local2 = Math.ceil((100 / (slideConstr * 2)) * (this._x + slideConstr)); this._parent._parent._parent.setMusicVolume(_local2); }); slideButton.onRollOver = function () { this.gotoAndStop(3); }; slideButton.onRollOut = function () { this.gotoAndStop(1); }; bg.onRelease = function () { var _local2 = Math.ceil((100 / (slideConstr * 2)) * (this._xmouse + slideConstr)); slideButton._x = this._xmouse; this._parent._parent._parent.setMusicVolume(_local2); }; slideButton._x = -75 + (1.5 * this._parent._parent.musicVol);
Symbol 485 MovieClip Frame 1
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Symbol 485 MovieClip Frame 3
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Symbol 487 MovieClip Frame 3
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Symbol 490 MovieClip Frame 2
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Symbol 490 MovieClip Frame 3
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Symbol 491 MovieClip Frame 1
returnToGame.onRelease = this._parent.pauseGame; viewMap.onRelease = this._parent.showMap; sfxButton.onRelease = this._parent.toggleSFX; musicButton.onRelease = this._parent.toggleMusic; viewChar.onRelease = this._parent.populateStats; quitButton.onRelease = this._parent.quitGame;
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stop();
Symbol 496 MovieClip Frame 2
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Symbol 496 MovieClip Frame 3
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Symbol 505 MovieClip Frame 2
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Symbol 534 MovieClip Frame 3
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Symbol 538 MovieClip Frame 1
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Symbol 538 MovieClip Frame 2
stop(); me.onRelease = function () { getURL ("http://www.utterlysuperb.com", "_blank"); }; pnflash.onRelease = function () { getURL ("http://www.pnflashgames.com", "_blank"); }; tonypa.onRelease = function () { getURL ("http://www.tonypa.pri.ee/tbw/", "_blank"); };
Symbol 538 MovieClip Frame 3
stop();
Symbol 538 MovieClip Frame 4
stop(); sfxButton.onRelease = this._parent.toggleSFX; musicButton.onRelease = this._parent.toggleMusic; if (!this._parent.sfxOn) { sfxTickbox.gotoAndStop(2); } if (!this._parent.musicOn) { musicTickbox.gotoAndStop(2); }
Symbol 549 MovieClip Frame 1
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Symbol 549 MovieClip Frame 2
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Symbol 549 MovieClip Frame 3
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Symbol 625 MovieClip Frame 2
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Symbol 625 MovieClip Frame 3
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Symbol 647 MovieClip Frame 1
back.onRelease = function () { this._parent._visible = false; this._parent._parent.options._visible = true; };
Symbol 658 MovieClip Frame 1
stop();
Symbol 658 MovieClip Frame 2
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Symbol 658 MovieClip Frame 23
this._parent.endPopulate();
Symbol 658 MovieClip Frame 72
this._visible = false;
Symbol 661 MovieClip Frame 1
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Symbol 661 MovieClip Frame 2
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Symbol 661 MovieClip Frame 6
this.func();
Symbol 661 MovieClip Frame 10
this._visible = false;
Symbol 668 MovieClip Frame 1
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Symbol 674 MovieClip Frame 3
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Symbol 702 MovieClip Frame 2
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Symbol 710 MovieClip Frame 1
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Symbol 438 Sound [_lchangeWeapon]Used by:Timeline
Symbol 439 Sound [_lclick]Used by:Timeline
Symbol 440 Sound [_lclick1]Used by:Timeline
Symbol 441 Sound [_ldoorClose]Used by:Timeline
Symbol 442 Sound [_lexit]Used by:Timeline
Symbol 443 Sound [_lexplosion0]Used by:Timeline
Symbol 444 Sound [_lexplosion1]Used by:Timeline
Symbol 445 Sound [_lgameover]Used by:Timeline
Symbol 446 Sound [_lhitSound0]Used by:Timeline
Symbol 447 Sound [_lhitSound1]Used by:Timeline
Symbol 448 Sound [_lphaser]Used by:Timeline
Symbol 449 Sound [_lplasmaEx]Used by:Timeline
Symbol 450 Sound [_lscale]Used by:Timeline
Symbol 451 Sound [_lshop]Used by:Timeline
Symbol 452 Sound [_lshotSound0]Used by:Timeline
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Symbol 454 Sound [_lsoldierHit]Used by:Timeline
Symbol 455 Sound [_lspawn]Used by:Timeline
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Symbol 458 Sound [music0]Used by:Timeline
Symbol 459 Sound [music1]Used by:Timeline
Symbol 460 Sound [music4]Used by:Timeline
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Symbol 462 Sound [music6]Used by:Timeline
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Instance Names

"loader"Frame 1Symbol 37 MovieClip
"options"Frame 32Symbol 491 MovieClip
"mapBack"Frame 32Symbol 496 MovieClip
"crossHair"Frame 32Symbol 498 MovieClip
"startScreen"Frame 32Symbol 538 MovieClip
"shop"Frame 32Symbol 625 MovieClip
"charStats"Frame 32Symbol 647 MovieClip
"gameover"Frame 32Symbol 658 MovieClip
"wipeOver"Frame 32Symbol 661 MovieClip
"gui"Frame 32Symbol 711 MovieClip
"mc"Symbol 22 MovieClip [_lSludgeman] Frame 1Symbol 15 MovieClip
"ex0"Symbol 33 MovieClip [_lexplosion] Frame 1Symbol 32 MovieClip
"ex1"Symbol 33 MovieClip [_lexplosion] Frame 5Symbol 32 MovieClip
"ex2"Symbol 33 MovieClip [_lexplosion] Frame 8Symbol 32 MovieClip
"loadAmount"Symbol 37 MovieClip Frame 1Symbol 36 EditableText
"txt1"Symbol 50 MovieClip Frame 1Symbol 48 EditableText
"txt0"Symbol 50 MovieClip Frame 1Symbol 49 EditableText
"txt"Symbol 51 MovieClip [_linfo] Frame 1Symbol 50 MovieClip
"mSmoke"Symbol 77 MovieClip [_lmissile] Frame 1Symbol 72 MovieClip
"mc"Symbol 106 MovieClip [_lpowerup] Frame 1Symbol 105 MovieClip
"mc"Symbol 343 MovieClip [_ltile] Frame 123Symbol 280 MovieClip
"walk"Symbol 372 MovieClip Frame 1Symbol 349 MovieClip
"mc"Symbol 373 MovieClip [_lchar] Frame 1Symbol 372 MovieClip
"walk"Symbol 397 MovieClip Frame 1Symbol 380 MovieClip
"walk"Symbol 397 MovieClip Frame 18Symbol 380 MovieClip
"mc"Symbol 406 MovieClip [_lZombie] Frame 1Symbol 397 MovieClip
"walk"Symbol 413 MovieClip Frame 1Symbol 349 MovieClip
"mc"Symbol 421 MovieClip [_lSoldier] Frame 1Symbol 413 MovieClip
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Labels

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http://swfchan.com/5/22020/info.shtml
Created: 27/5 -2019 07:19:14 Last modified: 27/5 -2019 07:19:14 Server time: 22/12 -2024 09:33:47