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Trojan Guard.swf

This is the info page for
Flash #22816

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


Text
.com

Visit us at:

LOADING

Keys: W R S F   or  U O J L

Keys: W R S F   or  U O J L

0

0

Score

PLAY

PLAY

INFO

INFO

You get 1 point per missile you destroy
You loose 1 point for hitting a grenadier
You loose 2 points for every missile that hits you
KEYS: W  R  S  F    or    U O J L
There are 9 levels

You get 1 point per missile you destroy
You loose 1 point for hitting a grenadier
You loose 2 points for every missile that hits you
KEYS: W  R  S  F    or    U O J L
There are 9 levels

0

0

0

0

ActionScript [AS1/AS2]

Frame 1
if (_root._totalFrames == _root._framesloaded) { _root.gotoAndStop("main"); } else { _root.gotoAndPlay(2); } function initialise() { this.bulletActive = new Array(); this.e_bulletActive1 = new Array(); this.e_bulletActive2 = new Array(); this.e_bulletActive3 = new Array(); this.e_bulletActive4 = new Array(); this.enemyReady = new Array(1, 2, 3, 4); this.enemyQue = new Array(); this.enemyReload = new Array(); this.eTimer = 0; this.sNum = 0; this.eNum = 1; _root.enemyActive = 1; i = 1; while (4 >= i) { this["reloadTimer" + i] = 1000; i++; } this.bulletCurrent = this.levelSettings[this.level][0]; this.e_bulletCurrent = this.levelSettings[this.level][1]; this.attackRate = this.levelSettings[this.level][2]; this.attackRateIncrease = this.levelSettings[this.level][3]; _root.levelTick = 0; _root.code.timer = 0; } function levelControl() { this.attackRate = this.attackRate / this.attackRateIncrease; } function e_reloadTimer() { i = 1; while (4 >= i) { this["reloadTimer" + i]++; i++; } } function fireControl(id) { if (this.bulletType[this.bulletCurrent - 1][1] < _root.code.timer) { var cFrm = _root.shooter._currentFrame; _root.shooter.gotoAndPlay("fire" + id); var newFrm = _root.shooter._currentFrame; _root.code.timer = 0; this.sNum = this.sNum + 2; _root.attachMovie("bullet" + this.bulletCurrent, "b" + this.sNum, this.sNum); _root["b" + this.sNum]._x = this.bulletPos[id - 1][0]; _root["b" + this.sNum]._y = this.bulletPos[id - 1][1]; if ((id == 1) || (id == 3)) { _root["b" + this.sNum]._rotation = this.bulletRotations[0]; } else { _root["b" + this.sNum]._rotation = this.bulletRotations[1]; } this.bulletCount = this.bulletActive.push(id, this.sNum, this.bulletCurrent) / 3; } } function bulletMove() { var i; var cnt = (this.bulletCount - 1); i = 0; while (cnt >= i) { var bDir = this.bulletActive[i * 3]; var bNum = this.bulletActive[(i * 3) + 1]; var bId = this.bulletActive[(i * 3) + 2]; var xMul = 1; var yMul = 1; if ((bDir == 3) || (bDir == 4)) { xMul = -1; } if ((bDir == 2) || (bDir == 3)) { yMul = -1; } _root["b" + bNum]._x = _root["b" + bNum]._x + (this.bulletType[bId - 1][0] * xMul); _root["b" + bNum]._y = _root["b" + bNum]._y + ((this.bulletType[bId - 1][0] * yMul) * this.movAngle); i++; } e_reloadTimer(); } function enemyFire() { this.eTimer++; var len = this.enemyReady.length; if ((this.eTimer >= this.attackRate) && (0 < len)) { var j = random(len - 1); this.enemySelect = this.enemyReady[j]; this.leveltimer(); this.enemyQue.push(enemySelect); this.enemyReady.splice(j, 1); _root["enemy" + enemySelect].gotoAndPlay("fire"); j = 1; this.eTimer = 0; this["reloadTimer" + enemySelect] = 0; } var len = (this.enemyQue.length - 1); i = 0; while (len >= i) { var j = this.enemyQue[i]; if (_root["enemy" + j]._currentFrame == this.enemyFireframeNum) { this.eNum = this.eNum + 2; _root.attachMovie("ebullet" + this.e_bulletCurrent, "eb" + this.eNum, this.eNum); _root["eb" + this.eNum]._x = this.e_bulletPos[j - 1][0]; _root["eb" + this.eNum]._y = this.e_bulletPos[j - 1][1]; _root["eb" + this.eNum]._rotation = element_rotation(j); this["e_bulletActive" + j].push(this.eNum, this.e_bulletCurrent); this.enemyQue.splice(i, 1); this.enemyReload.push(j); this.levelTick++; } i++; } var len = this.enemyReload.length; var k = this.e_bulletType[this.e_bulletCurrent - 1][1]; i = 0; while (i < len) { var j = this.enemyReload[i]; this["reloadTimer" + j]++; if (k < this["reloadTimer" + j]) { this["reloadTimer" + j] = 0; this.enemyReload.splice(i, 1); this.enemyReady.push(j); } i++; } } function e_bulletMove() { var i; var j; j = 1; while (4 >= j) { var cnt = (this["e_bulletActive" + j].length / 2); if (0 < cnt) { i = 0; while (i < cnt) { var ebNum = this["e_bulletActive" + j][i * 2]; var ebId = this["e_bulletActive" + j][(i * 2) + 1]; var xMul = -1; var yMul = -1; if ((j == 3) || (j == 4)) { xMul = 1; } if ((j == 2) || (j == 3)) { yMul = 1; } _root["eb" + ebNum]._x = _root["eb" + ebNum]._x + (this.e_bulletType[ebId - 1][0] * xMul); _root["eb" + ebNum]._y = _root["eb" + ebNum]._y + ((this.e_bulletType[ebId - 1][0] * yMul) * this.movAngle); i++; } } j++; } bulletHitCheck(); levelTimer(); } function bulletHitCheck() { var len = this.bulletActive.length; i = 0; while (i < len) { var bDir = this.bulletActive[i]; var bNum = this.bulletActive[i + 1]; var xPo = _root["b" + bNum]._x; var hitFlag = 0; if (0 < this["e_bulletActive" + bDir].length) { var ebNum = this["e_bulletActive" + bDir][0]; var exPo = _root["eb" + ebNum]._x; if ((bDir == 3) || (bDir == 4)) { if (xPo < exPo) { bulletHit(bNum, bDir, ebNum); hitflag = 1; } } if ((bDir == 1) || (bDir == 2)) { if (exPo < xPo) { bulletHit(bNum, bDir, ebNum); hitflag = 1; } } } if (hitFlag == 0) { if ((bDir == 3) || (bDir == 4)) { if (xPo < this.xMin) { bulletEnd(i, bNum, bDir); hitflag = 1; } } if ((bDir == 1) || (bDir == 2)) { if (this.xMax < xPo) { bulletEnd(i, bNum, bDir); hitflag = 1; } } } if (hitFlag == 1) { hitFlag = 0; i = i - 3; len--; } i = i + 3; } i = 1; while (4 >= i) { var ebNum = this["e_bulletActive" + i][0]; var exPo = _root["eb" + ebNum]._x; if (0 < exPo) { if ((i == 3) || (i == 4)) { if (this.shooterXMin < exPo) { e_bulletEnd(i, ebNum); } } if ((i == 1) || (i == 2)) { if (exPo < this.shooterXMax) { e_bulletEnd(i, ebNum); } } } i++; } } function bulletHit(bNum, bDir, ebNum) { _root.attachMovie("explosion", "xp", 500); _root.xp._x = _root["eb" + ebNum]._x; _root.xp._y = _root["eb" + ebNum]._y; _root["eb" + ebNum].removeMovieClip(); this["e_bulletActive" + bDir].splice(0, 2); _root["b" + bNum].removeMovieClip(); this.bulletActive.splice(i, 3); _root.scoreDisplay = _root.scoreDisplay + 1; } function e_bulletEnd(i, ebNum) { _root["eb" + ebNum].removeMovieClip(); this["e_bulletActive" + i].splice(0, 2); _root.shooter.forceField.gotoAndPlay(2); _root.scoreDisplay = _root.scoreDisplay - 2; } function bulletEnd(i, bNum, bDir) { _root["b" + bNum].removeMovieClip(); this.bulletActive.splice(i, 3); _root["enemy" + bDir].forceField.gotoAndPlay(2); _root.scoreDisplay = _root.scoreDisplay - 1; } function levelTimer() { if (_root.levelTick >= this.levelSettings[this.level][4]) { _root.enemyActive = 0; var j; var stillActive = 0; j = 1; while (4 >= j) { var cnt = (this["e_bulletActive" + j].length / 2); if (0 < cnt) { stillActive = 1; } j++; } if (stillActive == 0) { var cnt = this.bulletActive.length; i = 0; while (cnt >= i) { var bNum = this.bulletActive[i + 1]; _root["b" + bNum].removeMovieClip(); i = i + 3; } this.level++; if (this.level < 10) { initialise(); _root.gotoAndStop("levelReset"); } else { this.level = 0; initialise(); _root.gotoAndStop("main"); } } } } function element_rotation(id) { if (id == 1) { return(this.bulletRotations[0] + 180); } if (id == 2) { return(this.bulletRotations[1] - 180); } if (id == 3) { return(this.bulletRotations[0]); } if (id == 4) { return(this.bulletRotations[1]); } } this.bulletPos = new Array([337, 218], [346, 178], [280.5, 172], [254.5, 205]); this.e_bulletPos = new Array([508, 304], [507, 97], [107, 85], [104, 280]); this.bulletRotations = new Array(27, 333); this.bulletType = new Array([15, 4], [15, 3], [10, 2]); this.e_bulletType = new Array([5, 3], [5, 5], [12, 10], [2, 2]); this.levelSettings = new Array([1, 1, 15, 1, 30], [1, 1, 10, 1, 30], [1, 1, 8, 1, 30], [2, 2, 10, 1.003, 30], [2, 2, 10, 1.005, 30], [3, 3, 30, 1, 20], [3, 3, 20, 1, 20], [3, 4, 7, 1, 90], [3, 4, 5, 1, 90], [3, 1, 5, 1, 90]); this.xMin = 110; this.xMax = 495; this.shooterXMax = 340; this.shooterXMin = 260; this.movAngle = 0.5; this.enemyCount = 4; this.enemyFireframeNum = 5; this.level = 0; _root.scoreDisplay = 0; initialise();
Frame 4
if (5 < _root._framesloaded) { _root.gotoAndStop(5); } else { _root.gotoAndPlay(2); }
Instance of Symbol 38 MovieClip in Frame 5
onClipEvent (load) { _root.loading = 1; this.bytesTot = _root.getBytesTotal(); } onClipEvent (enterFrame) { this.bytesLoad = _root.getBytesLoaded(); this._xScale = (this.bytesLoad / this.bytesTot) * 100; if (this.bytesLoad == this.bytesTot) { _root.loading = 0; _root.gotoAndStop("main"); } }
Frame 10
stop();
Frame 20
stop();
Instance of Symbol 219 MovieClip "code" in Frame 20
onClipEvent (load) { this.timer; } onClipEvent (enterFrame) { this.timer++; if (Key.isDown(70) || (Key.isDown(76))) { _root.fireControl(1); } else if (Key.isDown(82) || (Key.isDown(79))) { _root.fireControl(2); } else if (Key.isDown(87) || (Key.isDown(85))) { _root.fireControl(3); } else if (Key.isDown(83) || (Key.isDown(74))) { _root.fireControl(4); } _root.bulletMove(); _root.e_bulletMove(); if (_root.enemyActive == 1) { _root.enemyFire(); } _root.levelControl(); }
Frame 25
stop();
Symbol 18 MovieClip [explosion] Frame 4
this.removeMovieClip();
Symbol 49 Button
on (release) { _root.scoreDisplay = 0; gotoAndStop (20); }
Symbol 52 Button
on (release) { gotoAndStop (15); }
Symbol 60 MovieClip Frame 1
stop();
Symbol 60 MovieClip Frame 2
play();
Symbol 108 MovieClip Frame 1
stop();
Symbol 108 MovieClip Frame 11
stop();
Symbol 108 MovieClip Frame 18
stop();
Symbol 108 MovieClip Frame 25
stop();
Symbol 108 MovieClip Frame 32
stop();
Symbol 111 MovieClip Frame 1
stop();
Symbol 111 MovieClip Frame 2
play();
Symbol 136 MovieClip Frame 1
stop();
Symbol 136 MovieClip Frame 5
var er = this._name.substring(5, this._name.length); _root.code["eReady" + er] = true; play();
Symbol 163 MovieClip Frame 1
stop();
Symbol 163 MovieClip Frame 5
var er = this._name.substring(5, this._name.length); _root.code["eReady" + er] = true; play();
Symbol 190 MovieClip Frame 1
stop();
Symbol 190 MovieClip Frame 5
var er = this._name.substring(5, this._name.length); _root.code["eReady" + er] = true; play();
Symbol 217 MovieClip Frame 1
stop();
Symbol 217 MovieClip Frame 5
var er = this._name.substring(5, this._name.length); _root.code["eReady" + er] = true; play();
Symbol 228 MovieClip Frame 1
this.levelNum = "LEVEL " + (_root.level + 1); if (_root.level == 1) { this.levelType = "A little faster"; } else if (_root.level == 2) { this.levelType = "Faster"; } else if (_root.level == 3) { this.levelType = "Pressure"; } else if (_root.level == 4) { this.levelType = "Increased Pressure"; } else if (_root.level == 5) { this.levelType = "Reflex"; } else if (_root.level == 6) { this.levelType = "Increased Reflex"; } else if (_root.level == 7) { this.levelType = "Volume"; } else if (_root.level == 8) { this.levelType = "Increase Volume"; } else if (_root.level == 9) { this.levelType = "Volume Mania"; }
Symbol 228 MovieClip Frame 46
_root.gotoAndStop("game");

Library Items

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Symbol 2 MovieClip [ebullet4]Uses:1
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Symbol 4 MovieClip [ebullet3]Uses:3
Symbol 5 GraphicUsed by:6
Symbol 6 MovieClip [ebullet2]Uses:5
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Symbol 8 MovieClip [ebullet1]Uses:7
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Symbol 10 MovieClip [bullet4]Uses:9
Symbol 11 GraphicUsed by:12
Symbol 12 MovieClip [bullet3]Uses:11
Symbol 13 GraphicUsed by:14
Symbol 14 MovieClip [bullet2]Uses:13
Symbol 15 GraphicUsed by:16 111
Symbol 16 MovieClip [forceField]Uses:15
Symbol 17 GraphicUsed by:18
Symbol 18 MovieClip [explosion]Uses:17
Symbol 19 GraphicUsed by:20
Symbol 20 MovieClip [bullet1]Uses:19Used by:Timeline
Symbol 21 GraphicUsed by:Timeline
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Instance Names

"shooter"Frame 20Symbol 108 MovieClip
"enemy2"Frame 20Symbol 136 MovieClip
"enemy1"Frame 20Symbol 163 MovieClip
"enemy3"Frame 20Symbol 190 MovieClip
"enemy4"Frame 20Symbol 217 MovieClip
"code"Frame 20Symbol 219 MovieClip
"forceField"Symbol 108 MovieClip Frame 1Symbol 60 MovieClip
"forceField"Symbol 136 MovieClip Frame 1Symbol 111 MovieClip
"forceField"Symbol 163 MovieClip Frame 1Symbol 111 MovieClip
"forceField"Symbol 190 MovieClip Frame 1Symbol 111 MovieClip
"forceField"Symbol 217 MovieClip Frame 1Symbol 111 MovieClip

Special Tags

Protect (24)Timeline Frame 10 bytes ""
ExportAssets (56)Timeline Frame 1Symbol 2 as "ebullet4"
ExportAssets (56)Timeline Frame 1Symbol 4 as "ebullet3"
ExportAssets (56)Timeline Frame 1Symbol 6 as "ebullet2"
ExportAssets (56)Timeline Frame 1Symbol 8 as "ebullet1"
ExportAssets (56)Timeline Frame 1Symbol 10 as "bullet4"
ExportAssets (56)Timeline Frame 1Symbol 12 as "bullet3"
ExportAssets (56)Timeline Frame 1Symbol 14 as "bullet2"
ExportAssets (56)Timeline Frame 1Symbol 16 as "forceField"
ExportAssets (56)Timeline Frame 1Symbol 18 as "explosion"
ExportAssets (56)Timeline Frame 1Symbol 20 as "bullet1"
ExportAssets (56)Timeline Frame 25Symbol 20 as "bullet1"

Labels

"main"Frame 10
"info"Frame 15
"game"Frame 20
"levelReset"Frame 25
"fire1"Symbol 108 MovieClip Frame 5
"fire2"Symbol 108 MovieClip Frame 12
"fire3"Symbol 108 MovieClip Frame 19
"fire4"Symbol 108 MovieClip Frame 26
"fire"Symbol 136 MovieClip Frame 5
"fire"Symbol 163 MovieClip Frame 5
"fire"Symbol 190 MovieClip Frame 5
"fire"Symbol 217 MovieClip Frame 5

Dynamic Text Variables

scoreDisplaySymbol 32 EditableText"0"
scoreDisplaySymbol 33 EditableText"0"
levelNumSymbol 222 EditableText"0"
levelNumSymbol 223 EditableText"0"
levelTypeSymbol 224 EditableText"0"
levelTypeSymbol 225 EditableText"0"




http://swfchan.com/5/22816/info.shtml
Created: 26/5 -2019 16:40:05 Last modified: 26/5 -2019 16:40:05 Server time: 20/05 -2024 22:41:25