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<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/84588043?noj=FRM84588043-15DC" width="1" height="1"></div>

Hold Them Back.swf

This is the info page for
Flash #22030

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


Text
(press "R")

RELOAD !

GET READY

12/30

LEVEL COMPLETED

Level stats:

Shot bullets:

Killed enemies:

Hit rate:

(hit SPACE to continue)

0%

Loading

background music

PLAY NOW

INSTRUCTIONS

BACK

After years of battle you are the last that remains, the enemy is at
your door. The battle has raged long and hard for years and at this
desperate time you must take a stand. The enemy is depleted,
without ammunition they apply bayonets and attack your position...
Hold Them Back!

Use your mouse to aim your gun and left click to fire!
Hit "R" to reload

Game concept & graphics

Game development

PLAY AGAIN

Total shot bullets:

Total killed enemies:

Final hit rate:

Congratulations you've beaten the odds and defeated your enemy.
You've done your nation proud: you... Held Them Back!

PLAY ALL LEVELS NOW

You've completed the first level: to play FREELY the complete
game, simply visit GamePlayOnline.com by clicking below.
Missions include: Grass, Ice and City Missions,
the M16, dual Uzi's and the MINIGUN!

Sorry, you couldn't defeat your enemy.
Your nation was conquered because
you didn't hold them back!

Game initialization...

"ammo_out" sound

"reload" sound

"death" sound

"hit" sound

ActionScript [AS1/AS2]

Frame 1
iStatus = 0; setProperty("pbar", _xscale , 0);
Frame 2
iBytesTotal = _root.getBytesTotal(); iBytesLoaded = _root.getBytesLoaded(); iBytes = (iBytesLoaded / iBytesTotal) * 100; Kbytes = iBytesLoaded / 1024; Tkbytes = iBytesTotal / 1024; setProperty("pbar", _xscale , iBytes); ploaded = Math.round(iBytes) add "%"; sStatus = ((Math.round(Kbytes) add " KB Of ") add Math.round(Tkbytes)) add " KB Loaded";
Instance of Symbol 90 MovieClip in Frame 2
on (press) { getURL ("http://www.GamePlayOnline.com", "_self"); }
Frame 3
if (iBytes < 100) { gotoAndPlay (2); } else { sStatus = "COMPLETE"; gotoAndPlay (4); }
Frame 4
stop(); if (bgMusic._currentframe == 1) { bgMusic.gotoAndStop(2); }
Frame 5
stop();
Frame 6
stop();
Instance of Symbol 129 MovieClip in Frame 6
on (release) { getURL ("http://www.gotoandplay.it/", "_blank"); }
Instance of Symbol 134 MovieClip in Frame 6
on (release) { getURL ("http://www.gameplayonline.com/", "_blank"); }
Frame 7
stop(); hitRate.text = int((totalHitBullets / totalFiredBullets) * 100) + "%";
Instance of Symbol 90 MovieClip in Frame 7
on (press) { getURL ("http://www.GamePlayOnline.com", "_self"); }
Frame 8
stop();
Frame 9
stop();
Instance of Symbol 90 MovieClip in Frame 9
on (press) { getURL ("http://www.GamePlayOnline.com", "_self"); }
Frame 10
function initGame() { currentLevel = 0; totalFiredBullets = 0; totalHitBullets = 0; totalKilledEnemies = 0; mouseController.onMouseDown = mouseDown; mouseController.onMouseUp = mouseUp; Mouse.addListener(mouseController); if (!gameDemoMode) { bulletSpeed = 15; var _local1 = 5; levels = new Array(); level = new Object(); level.name = "Beach"; level.bgId = 1; level.weaponId = 1; level.fireRate = 2; level.maxBullets = 10; level.maxKills = 20; level.enemySpeed = 2; level.enemyHits = 1; levels[0] = level; level = new Object(); level.name = "Desert"; level.bgId = 2; level.weaponId = 2; level.fireRate = 5; level.maxBullets = 20; level.maxKills = 25; level.enemySpeed = 2.5; level.enemyHits = 2; levels[1] = level; level = new Object(); level.name = "Grass"; level.bgId = 3; level.weaponId = 3; level.fireRate = 8; level.maxBullets = 25; level.maxKills = 30; level.enemySpeed = 2.5; level.enemyHits = 3; levels[2] = level; level = new Object(); level.name = "Snow"; level.bgId = 4; level.weaponId = 4; level.fireRate = 10; level.maxBullets = 30; level.maxKills = 50; level.enemySpeed = 3; level.enemyHits = 4; levels[3] = level; level = new Object(); level.name = "City"; level.bgId = 5; level.weaponId = 5; level.fireRate = 15; level.maxBullets = 50; level.maxKills = 50; level.enemySpeed = 4; level.enemyHits = 5; levels[4] = level; initLevel(); } else { levels = new Array(); level = new Object(); level.name = demoName; level.bgId = demoBgId; level.weaponId = demoWeaponId; level.fireRate = demoFireRate; level.maxBullets = demoMaxBullets; level.maxKills = demoMaxKills; level.enemySpeed = demoEnemySpeed; level.enemyHits = demoEnemyHits; levels[0] = level; bulletSpeed = demoBulletSpeed; initLevel(); } } function parseXmlData(ok) { if (ok) { var _local4 = this.childNodes[0]; if (_local4.nodeName == "game") { bulletSpeed = Number(_local4.attributes.bulletSpeed); } var _local3 = this.lastChild.childNodes; levels = new Array(); if (_local3.length > 0) { var _local2 = 0; while (_local2 < _local3.length) { if (_local3[_local2].nodeName == "level") { level = new Object(); level.name = _local3[_local2].attributes.name; level.bgId = _local3[_local2].attributes.bgId; level.weaponId = _local3[_local2].attributes.weaponId; level.fireRate = _local3[_local2].attributes.fireRate; level.maxBullets = _local3[_local2].attributes.maxBullets; level.maxKills = _local3[_local2].attributes.maxKills; level.enemySpeed = _local3[_local2].attributes.enemySpeed; level.enemyHits = _local3[_local2].attributes.enemyHits; levels[_local2] = level; } _local2++; } initLevel(); } else { trace("ERROR: no 'level' tags in XML"); } } else { trace("ERROR: could not load XML"); } } function initLevel() { if (gameMC.bg == undefined) { gameMC.attachMovie("background", "bg", 0); } gameMC.bg.gotoAndStop(levels[currentLevel].bgId); gameMC.attachMovie("getReady", "getReady", 10); gameMC.getReady._x = stageW / 2; gameMC.getReady._y = stageH / 2; gameMC.attachMovie("weapon_" + levels[currentLevel].weaponId, "hero", 9); gameMC.hero._x = stageW / 2; gameMC.hero._y = stageH - 30; firing = false; gameMC.attachMovie("bulletCounter", "bulletsCnt", 1); gameMC.bulletsCnt._x = 15; gameMC.bulletsCnt._y = stageH - 15; remainingBullets = Number(levels[currentLevel].maxBullets); updateBullets(); outOfAmmo = false; levelFiredBullets = 0; levelHitBullets = 0; levelKilledEnemies = 0; waveEnemies = 0; gameMC.createEmptyMovieClip("bullets", 8); gameMC.createEmptyMovieClip("enemies", 7); gameMC.createEmptyMovieClip("blood", 6); Mouse.hide(); getReadyDelay = setInterval(getReadyThread, 1000); } function getReadyThread() { clearInterval(getReadyDelay); gameRunning = true; gameMC.getReady.removeMovieClip(); gameMC.hero.onEnterFrame = heroThread; nextEnemyWave(); } function updateBullets() { if (remainingBullets < 0) { remainingBullets = 0; } var _local1 = (String(remainingBullets) + " / ") + String(levels[currentLevel].maxBullets); gameMC.bulletsCnt.bulletCounter.text = _local1; } function heroThread() { if (gameRunning) { var _local7; if (_xmouse > stageW) { _local7 = stageW; } else if (_xmouse < 0) { _local7 = 0; } else { _local7 = _xmouse; } var _local8 = getAngle(this._x, this._y, _local7, stageH / 2); this._rotation = _local8; if ((firing && (getTimer() > fireRateTimer)) && (!outOfAmmo)) { fireRateTimer = getTimer() + (1000 / Number(levels[currentLevel].fireRate)); if (remainingBullets > 0) { this.play(); var _local6 = 0; if (this.bulletExitPoint_1 != undefined) { _local6 = 1; } var _local4 = 0; while (_local4 <= _local6) { var _local5 = gameMC.bullets.getNextHighestDepth(); gameMC.bullets.attachMovie("bullet", "bullet" + _local5, _local5); var _local3 = this["bulletExitPoint_" + _local4]; _local3.x = _local3._x; _local3.y = _local3._y; this.localToGlobal(_local3); var _local2; _local2 = gameMC.bullets["bullet" + _local5]; _local2._x = _local3.x; _local2._y = _local3.y; _local2._rotation = this._rotation; _local2.speedX = bulletSpeed * Math.cos(((90 - _local2._rotation) * Math.PI) / 180); _local2.speedY = bulletSpeed * Math.sin(((90 - _local2._rotation) * Math.PI) / 180); remainingBullets--; updateBullets(); totalFiredBullets++; levelFiredBullets++; _local2.onEnterFrame = bulletThread; _local4++; } } else { snd_ammoOut.gotoAndPlay(2); outOfAmmo = true; gameMC.attachMovie("reload", "reload", 10); gameMC.reload._x = stageW / 2; gameMC.reload._y = stageH / 2; } } if (Key.isDown(82) && (remainingBullets <= 0)) { snd_reload.gotoAndPlay(2); outOfAmmo = false; gameMC.reload.removeMovieClip(); remainingBullets = Number(levels[currentLevel].maxBullets); updateBullets(); } } } function getAngle(sx, sy, fx, fy) { var _local3 = ((Math.atan((fy - sy) / (fx - sx)) / Math.PI) * 180) + (((fx - sx) / Math.abs(fx - sx)) * 90); return(_local3); } function mouseDown() { if (gameRunning) { firing = true; } } function mouseUp() { if (gameRunning) { firing = false; outOfAmmo = false; } } function bulletThread() { this._x = this._x + this.speedX; this._y = this._y - this.speedY; var _local4 = 0; while (_local4 < enemiesCoords.length) { var _local2 = gameMC.enemies["enemy" + _local4]; if (_local2 != undefined) { if (_local2.hitArea_mc.hitTest(this._x, this._y) && (((_local2._x > 0) && (_local2._x < stageW)) && (_local2._y > 0))) { this.onEnterFrame = undefined; this.removeMovieClip(); _local2.hits--; totalHitBullets++; levelHitBullets++; var _local3 = gameMC.blood.getNextHighestDepth(); gameMC.blood.attachMovie("blood", "blood" + _local3, _local3); gameMC.blood["blood" + _local3]._x = _local2._x; gameMC.blood["blood" + _local3]._y = _local2._y; gameMC.blood["blood" + _local3].gotoAndPlay(int(Math.random() * 4) + 1); if (_local2.hits == 0) { _local2.onEnterFrame = undefined; _local2.removeMovieClip(); snd_death.gotoAndPlay(2); levelKilledEnemies++; totalKilledEnemies++; waveKilledEnemies++; if (levelKilledEnemies == Number(levels[currentLevel].maxKills)) { levelFinished(); } else if (waveKilledEnemies == enemiesCoords.length) { nextEnemyWave(); } } else { snd_hit.gotoAndPlay(2); } } } _local4++; } if (((this._x < -20) || (this._x > (stageW + 20))) || (this._y < -20)) { this.onEnterFrame = undefined; this.removeMovieClip(); } } function nextEnemyWave() { waveKilledEnemies = 0; enemiesCoords = new Array(); enemyInsPoint = new Array(); var _local3 = 0; while (_local3 < masterEnemyInsPoint.length) { enemyInsPoint[_local3] = masterEnemyInsPoint[_local3]; _local3++; } if (waveEnemies < masterEnemyInsPoint.length) { waveEnemies++; } if (waveEnemies > (Number(levels[currentLevel].maxKills) - levelKilledEnemies)) { waveEnemies = Number(levels[currentLevel].maxKills) - levelKilledEnemies; } var _local2 = 0; while (_local2 < waveEnemies) { var _local4 = int(Math.random() * enemyInsPoint.length); enemiesCoords[_local2] = enemyInsPoint[_local4]; enemyInsPoint.splice(_local4, 1); gameMC.enemies.attachMovie("enemy", "enemy" + _local2, _local2); var _local1 = gameMC.enemies["enemy" + _local2]; _local1._x = (_local1.sx = Number(enemiesCoords[_local2].sx)); _local1._y = (_local1.sy = Number(enemiesCoords[_local2].sy)); _local1._rotation = getAngle(_local1._x, _local1._y, gameMC.hero._x, gameMC.hero._y) - 180; var _local5 = Number(levels[currentLevel].enemySpeed); _local1.speedX = _local5 * Math.cos(((90 - _local1._rotation) * Math.PI) / 180); _local1.speedY = _local5 * Math.sin(((90 - _local1._rotation) * Math.PI) / 180); _local1.step = 1; _local1.dist = 0; _local1.hits = Number(levels[currentLevel].enemyHits); if (_local2 == 0) { _local1.startTime = 0; } else { _local1.startTime = getTimer() + (_local2 * enemyDelay); } _local1.onEnterFrame = enemyThread; _local2++; } } function enemyThread() { if (getTimer() >= this.startTime) { this._x = this._x - this.speedX; this._y = this._y + this.speedY; this.dist = Math.sqrt(Math.pow(this._x - this.sx, 2) + Math.pow(this._y - this.sy, 2)); if (this.dist >= (this.step * enemyStepSize)) { this.play(); this.step++; } if (this._y > (stageH + 20)) { this.onEnterFrame = undefined; this.removeMovieClip(); } if (this._y >= (gameMC.hero._y - 40)) { this.onEnterFrame = undefined; gameMC.hero.onEnterFrame = undefined; snd_death.gotoAndPlay(2); gameRunning = false; Mouse.removeListener(mouseController); Mouse.show(); gotoAndPlay ("gameover"); } } } function levelFinished() { gameMC.hero.onEnterFrame = undefined; gameMC.bulletsCnt.removeMovieClip(); gameMC.blood.removeMovieClip(); gameMC.bullets.removeMovieClip(); gameMC.enemies.removeMovieClip(); gameMC.attachMovie("levelCompleted", "levelCompleted", 10); gameMC.levelCompleted._x = stageW / 2; gameMC.levelCompleted._y = stageH / 2; gameMC.levelCompleted.shotBullets.text = levelFiredBullets; gameMC.levelCompleted.killedEnemies.text = levelKilledEnemies; gameMC.levelCompleted.hitRate.text = int((levelHitBullets / levelFiredBullets) * 100) + "%"; gameMC.levelCompleted.onEnterFrame = function () { if (Key.isDown(32)) { nextLevel(); } }; } function nextLevel() { trace("NEXT LEVEL"); gameMC.levelCompleted.removeMovieClip(); if (gameDemoMode) { gameRunning = false; Mouse.removeListener(mouseController); Mouse.show(); gotoAndPlay ("demo"); } else if (currentLevel != (levels.length - 1)) { currentLevel++; initLevel(); } else { gameRunning = false; Mouse.removeListener(mouseController); Mouse.show(); gotoAndPlay ("completed"); } } var gameDemoMode = false; var demoBulletSpeed = 15; var demoName = "demo"; var demoBgId = 1; var demoWeaponId = 1; var demoFireRate = 2; var demoMaxBullets = 10; var demoMaxKills = 20; var demoEnemySpeed = 1; var demoEnemyHits = 1; var gameRunning = false; var stageW = 600; var stageH = 400; var getReadyDelay; var mouseController = new Object(); var levels; var level; var currentLevel; var xmlData; var remainingBullets; var firing; var fireRateTimer = 0; var outOfAmmo; var bulletSpeed; var totalFiredBullets; var levelFiredBullets; var totalHitBullets; var levelHitBullets; var offset = 40; var masterEnemyInsPoint = [{sx:-offset, sy:(stageH / 8) * 3}, {sx:-offset, sy:stageH / 8}, {sx:stageW / 10, sy:-offset}, {sx:(stageW / 10) * 3, sy:-offset}, {sx:(stageW / 10) * 5, sy:-offset}, {sx:(stageW / 10) * 7, sy:-offset}, {sx:(stageW / 10) * 9, sy:-offset}, {sx:stageW + offset, sy:stageH / 8}, {sx:stageW + 30, sy:(stageH / 8) * 3}]; var enemyInsPoint; var enemiesCoords; var enemyStepSize = 20; var levelKilledEnemies; var totalKilledEnemies; var waveKilledEnemies; var waveEnemies; var enemyDelay = 300; stop(); initGame();
Symbol 11 MovieClip [background] Frame 1
stop();
Symbol 19 MovieClip [weapon_4] Frame 1
stop();
Symbol 26 MovieClip [weapon_5] Frame 1
stop();
Symbol 32 MovieClip [weapon_3] Frame 1
stop();
Symbol 37 MovieClip [weapon_2] Frame 1
stop();
Symbol 46 MovieClip [weapon_1] Frame 1
stop();
Symbol 51 MovieClip [reload] Frame 10
stop();
Symbol 63 MovieClip [enemy] Frame 1
stop();
Symbol 63 MovieClip [enemy] Frame 2
stop();
Symbol 72 MovieClip [blood] Frame 1
stop();
Symbol 72 MovieClip [blood] Frame 2
stop();
Symbol 72 MovieClip [blood] Frame 3
stop();
Symbol 72 MovieClip [blood] Frame 4
stop();
Instance of Symbol 89 MovieClip in Symbol 90 MovieClip Frame 1
on (press) { getURL ("http://www.GamePlayOnline.com", "_self"); }
Symbol 102 MovieClip Frame 1
stop();
Symbol 108 Button
on (release) { gotoAndPlay ("game"); }
Symbol 109 Button
on (press) { getURL ("http://www.GamePlayOnline.com", "_self"); }
Symbol 110 Button
on (press) { getURL ("http://www.GamePlayOnline.com", "_self"); }
Symbol 114 Button
on (release) { gotoAndPlay ("help"); }
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on (release) { gotoAndPlay ("title"); }
Symbol 140 Button
on (release) { gotoAndPlay ("title"); }
Symbol 171 MovieClip Frame 1
stop();
Symbol 174 MovieClip Frame 1
stop();
Symbol 177 MovieClip Frame 1
stop();
Symbol 180 MovieClip Frame 1
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Instance Names

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Special Tags

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ExportAssets (56)Timeline Frame 1Symbol 46 as "weapon_1"
ExportAssets (56)Timeline Frame 1Symbol 51 as "reload"
ExportAssets (56)Timeline Frame 1Symbol 53 as "getReady"
ExportAssets (56)Timeline Frame 1Symbol 56 as "bulletCounter"
ExportAssets (56)Timeline Frame 1Symbol 58 as "bullet"
ExportAssets (56)Timeline Frame 1Symbol 63 as "enemy"
ExportAssets (56)Timeline Frame 1Symbol 72 as "blood"
ExportAssets (56)Timeline Frame 1Symbol 84 as "levelCompleted"

Labels

"title"Frame 4
"help"Frame 5
"credits"Frame 6
"completed"Frame 7
"demo"Frame 8
"gameover"Frame 9
"game"Frame 10

Dynamic Text Variables

sStatusSymbol 95 EditableText""
ploadedSymbol 96 EditableText"0%"
totalFiredBulletsSymbol 145 EditableText" "
totalKilledEnemiesSymbol 146 EditableText""




http://swfchan.com/5/22030/info.shtml
Created: 27/5 -2019 06:56:52 Last modified: 27/5 -2019 06:56:52 Server time: 15/05 -2024 11:45:11