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Grossology Lax in the Slack.swf

This is the info page for
Flash #23989

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


Text
?

Grossology © 2007 Nelvana Limited

LAX IN THE
SLACKS!

PLAY GAME

PLAY

INSTRUCTIONS

HIGHSCORES

Every level has 2 parts:
First, get the Poop Gun from Lance Boil without getting hit.
Secondly,  use the Poop Gun to subdue all of Boil's Henchmen.

to Move

to Fire

SPACEBAR

Power Ups
Keep an eye out for (and pick up) our experimental power-ups!

Speed Boost

3-Way fire

4-Way fire

Rapid fire

Play as
LANCE BOIL!

INSTRUCTIONS

TY

ABBY

SELECT A CHARACTER

+ TIME BONUS

LEVEL

20

20525 PTS

20

20525 PTS

flashx

flashy

x

y

z

<p align="left"><font face="Bliss Light" size="15" color="#191919" letterSpacing="0.200000" kerning="1">-999</font></p>

<p align="left"><font face="Bliss Light" size="15" color="#191919" letterSpacing="0.200000" kerning="1">-999</font></p>

<p align="left"><font face="Bliss Light" size="15" color="#191919" letterSpacing="0.200000" kerning="1">-999</font></p>

<p align="left"><font face="Bliss Light" size="15" color="#191919" letterSpacing="0.200000" kerning="1">-999</font></p>

<p align="left"><font face="Bliss Light" size="15" color="#191919" letterSpacing="0.200000" kerning="1">-999</font></p>

LEVEL GOAL

LEVEL 20

20

HENCHMEN

SUBDUE

START

GAME OVER

CONTINUE

NEXT LEVEL

LEVEL COMPLETE!!!

888888

888888

888888

LEVEL SCORE

LEVEL TOTAL

TIME BONUS

PTS

PTS

+

=

HIGH SCORES

SUBMIT INITIALS

Type your initials in the box below and click CONTINUE to
submit your highscore to the highscore table.

AAA

MAIN MENU

1.

WWW

100000000000

ActionScript [AS1/AS2]

Frame 1
function initialMusic() { music = {}; music.lastMusic = "none"; music.currentMusic = "none"; music.menuLoop = new Sound(); music.menuLoop.attachSound("musicLoopMenu"); music.gameLoop = new Sound(); music.gameLoop.attachSound("musicLoopGame"); } function initialSFX() { sfx = {}; sfx.buttonRelease = new Sound(); sfx.buttonRelease.attachSound("sfxButtonRelease"); sfx.buttonRollOver = new Sound(); sfx.buttonRollOver.attachSound("sfxButtonRollOver"); sfx.enemyEscape = new Sound(); sfx.enemyEscape.attachSound("sfxEnemyEscape"); sfx.shoot = new Sound(); sfx.shoot.attachSound("sfxShoot"); sfx.bossEscape = new Sound(); sfx.bossEscape.attachSound("sfxBossEscape"); sfx.player0Hit = new Sound(); sfx.player0Hit.attachSound("sfxPlayer0Hit"); sfx.player1Hit = new Sound(); sfx.player1Hit.attachSound("sfxPlayer1Hit"); sfx.bossLaugh = new Sound(); sfx.bossLaugh.attachSound("sfxBossLaugh"); } function playMusic(name) { if (music.currentMusic != "none") { stopMusic(music.currentMusic); } music.currentMusic = name; var _local1 = music[name]; _local1.start(); _local1.onSoundComplete = function () { playMusic(music.currentMusic); }; if (world.soundOn) { _local1.setVolume(100); } else { _local1.setVolume(0); } } function stopMusic(name) { music.currentMusic = "none"; var _local1 = music[name]; _local1.stop(); } function playSFX(name) { if (world.soundOn) { if (name == "enemyEscape") { stopSFX(name); } var _local2 = sfx[name]; _local2.start(); } } function stopSFX(name) { var _local1 = sfx[name]; _local1.stop(); } function initialWorldVariables() { world = {}; world.gameId = 227; world.fps = 30; world.path = this._url.substr(0, this._url.indexOf(".com") + 5); world.playerId = -1; world.currentLevel = 1; world.totalLevels = 12; world.playerName = null; world.score = 0; world.soundOn = true; world.player0Speed = 8; world.player0FramesShoot = 18; world.player1Speed = 7.4; world.player1FramesShoot = 12; } function resetWorldVariables() { world.playerId = -1; world.currentLevel = 1; world.totalLevels = 10; world.score = 0; } function initialSoundButton() { sound_btn.onRelease = function () { if (world.soundOn) { world.soundOn = false; music.menuLoop.setVolume(0); music.gameLoop.setVolume(0); music.lastMusic = music.currentMusic; this.gotoAndStop("off"); } else { world.soundOn = true; music.menuLoop.setVolume(100); music.gameLoop.setVolume(100); this.gotoAndStop("on"); } }; } function initialLevels() { var _local1 = (level1 = {}); _local1.framesBonus = 480; _local1.totalEnemies = 3; _local1.maxEnemiesOnField = 3; _local1.enemyMinWalkSpeed = 0.7; _local1.enemyMaxWalkSpeed = 1; _local1.enemyMinRunSpeed = 0.7; _local1.enemyMaxRunSpeed = 1.2; _local1.enemyMinFramesRest = 90; _local1.enemyMaxFramesRest = 240; _local1.framesBossShoot = 210; _local1.bossShootSpeed = 3; _local1.framesCreatePowerItem = 999999 /* 0x0F423F */; _local1.powerUp3Way = false; _local1.powerUpChange = false; _local1.powerUpSpeed = false; _local1.powerUpMachineGun = false; _local1.powerUp4Way = false; _local1 = (level2 = {}); _local1.framesBonus = 600; _local1.totalEnemies = 6; _local1.maxEnemiesOnField = 4; _local1.enemyMinWalkSpeed = 1.2; _local1.enemyMaxWalkSpeed = 1.5; _local1.enemyMinRunSpeed = 1.5; _local1.enemyMaxRunSpeed = 2; _local1.enemyMinFramesRest = 90; _local1.enemyMaxFramesRest = 180; _local1.framesBossShoot = 150; _local1.bossShootSpeed = 4; _local1.framesCreatePowerItem = 300; _local1.powerUp3Way = true; _local1.powerUpChange = false; _local1.powerUpSpeed = false; _local1.powerUpMachineGun = false; _local1.powerUp4Way = false; _local1 = (level3 = {}); _local1.framesBonus = 900; _local1.totalEnemies = 10; _local1.maxEnemiesOnField = 4; _local1.enemyMinWalkSpeed = 1.6; _local1.enemyMaxWalkSpeed = 2.2; _local1.enemyMinRunSpeed = 2.2; _local1.enemyMaxRunSpeed = 2.8; _local1.enemyMinFramesRest = 80; _local1.enemyMaxFramesRest = 160; _local1.framesBossShoot = 110; _local1.bossShootSpeed = 5; _local1.framesCreatePowerItem = 300; _local1.powerUp3Way = false; _local1.powerUpChange = true; _local1.powerUpSpeed = false; _local1.powerUpMachineGun = false; _local1.powerUp4Way = false; _local1 = (level4 = {}); _local1.framesBonus = 1200; _local1.totalEnemies = 15; _local1.maxEnemiesOnField = 4; _local1.enemyMinWalkSpeed = 2; _local1.enemyMaxWalkSpeed = 2.6; _local1.enemyMinRunSpeed = 2.6; _local1.enemyMaxRunSpeed = 3.2; _local1.enemyMinFramesRest = 70; _local1.enemyMaxFramesRest = 140; _local1.framesBossShoot = 80; _local1.bossShootSpeed = 6; _local1.framesCreatePowerItem = 270; _local1.powerUp3Way = true; _local1.powerUpChange = true; _local1.powerUpSpeed = false; _local1.powerUpMachineGun = false; _local1.powerUp4Way = false; _local1 = (level5 = {}); _local1.framesBonus = 1500; _local1.totalEnemies = 20; _local1.maxEnemiesOnField = 5; _local1.enemyMinWalkSpeed = 2; _local1.enemyMaxWalkSpeed = 2.6; _local1.enemyMinRunSpeed = 2.6; _local1.enemyMaxRunSpeed = 3.2; _local1.enemyMinFramesRest = 70; _local1.enemyMaxFramesRest = 140; _local1.framesBossShoot = 80; _local1.bossShootSpeed = 6; _local1.framesCreatePowerItem = 270; _local1.powerUp3Way = false; _local1.powerUpChange = false; _local1.powerUpSpeed = true; _local1.powerUpMachineGun = false; _local1.powerUp4Way = false; _local1 = (level6 = {}); _local1.framesBonus = 1800; _local1.totalEnemies = 25; _local1.maxEnemiesOnField = 5; _local1.enemyMinWalkSpeed = 2.2; _local1.enemyMaxWalkSpeed = 2.8; _local1.enemyMinRunSpeed = 2.8; _local1.enemyMaxRunSpeed = 3.4; _local1.enemyMinFramesRest = 60; _local1.enemyMaxFramesRest = 120; _local1.framesBossShoot = 70; _local1.bossShootSpeed = 6.5; _local1.framesCreatePowerItem = 270; _local1.powerUp3Way = false; _local1.powerUpChange = true; _local1.powerUpSpeed = true; _local1.powerUpMachineGun = false; _local1.powerUp4Way = false; _local1 = (level7 = {}); _local1.framesBonus = 2100; _local1.totalEnemies = 30; _local1.maxEnemiesOnField = 5; _local1.enemyMinWalkSpeed = 2.4; _local1.enemyMaxWalkSpeed = 3; _local1.enemyMinRunSpeed = 3; _local1.enemyMaxRunSpeed = 3.6; _local1.enemyMinFramesRest = 50; _local1.enemyMaxFramesRest = 100; _local1.framesBossShoot = 65; _local1.bossShootSpeed = 7; _local1.framesCreatePowerItem = 240; _local1.powerUp3Way = false; _local1.powerUpChange = false; _local1.powerUpSpeed = true; _local1.powerUpMachineGun = true; _local1.powerUp4Way = false; _local1 = (level8 = {}); _local1.framesBonus = 2400; _local1.totalEnemies = 35; _local1.maxEnemiesOnField = 6; _local1.enemyMinWalkSpeed = 2.4; _local1.enemyMaxWalkSpeed = 3; _local1.enemyMinRunSpeed = 3; _local1.enemyMaxRunSpeed = 3.6; _local1.enemyMinFramesRest = 50; _local1.enemyMaxFramesRest = 100; _local1.framesBossShoot = 65; _local1.bossShootSpeed = 7; _local1.framesCreatePowerItem = 240; _local1.powerUp3Way = false; _local1.powerUpChange = true; _local1.powerUpSpeed = true; _local1.powerUpMachineGun = true; _local1.powerUp4Way = false; _local1 = (level9 = {}); _local1.framesBonus = 2700; _local1.totalEnemies = 40; _local1.maxEnemiesOnField = 6; _local1.enemyMinWalkSpeed = 2.4; _local1.enemyMaxWalkSpeed = 3; _local1.enemyMinRunSpeed = 3.2; _local1.enemyMaxRunSpeed = 3.8; _local1.enemyMinFramesRest = 40; _local1.enemyMaxFramesRest = 80; _local1.framesBossShoot = 60; _local1.bossShootSpeed = 7.5; _local1.framesCreatePowerItem = 240; _local1.powerUp3Way = false; _local1.powerUpChange = true; _local1.powerUpSpeed = true; _local1.powerUpMachineGun = true; _local1.powerUp4Way = true; _local1 = (level10 = {}); _local1.framesBonus = 3600; _local1.totalEnemies = 50; _local1.maxEnemiesOnField = 7; _local1.enemyMinWalkSpeed = 3; _local1.enemyMaxWalkSpeed = 3.6; _local1.enemyMinRunSpeed = 3.5; _local1.enemyMaxRunSpeed = 4; _local1.enemyMinFramesRest = 20; _local1.enemyMaxFramesRest = 60; _local1.framesBossShoot = 50; _local1.bossShootSpeed = 8; _local1.framesCreatePowerItem = 240; _local1.powerUp3Way = true; _local1.powerUpChange = true; _local1.powerUpSpeed = true; _local1.powerUpMachineGun = true; _local1.powerUp4Way = true; _local1 = (level11 = {}); _local1.framesBonus = 4200; _local1.totalEnemies = 60; _local1.maxEnemiesOnField = 7; _local1.enemyMinWalkSpeed = 3.2; _local1.enemyMaxWalkSpeed = 3.8; _local1.enemyMinRunSpeed = 3.7; _local1.enemyMaxRunSpeed = 4.2; _local1.enemyMinFramesRest = 15; _local1.enemyMaxFramesRest = 50; _local1.framesBossShoot = 45; _local1.bossShootSpeed = 9; _local1.framesCreatePowerItem = 240; _local1.powerUp3Way = true; _local1.powerUpChange = true; _local1.powerUpSpeed = true; _local1.powerUpMachineGun = true; _local1.powerUp4Way = true; _local1 = (level12 = {}); _local1.framesBonus = 4800; _local1.totalEnemies = 70; _local1.maxEnemiesOnField = 7; _local1.enemyMinWalkSpeed = 3.4; _local1.enemyMaxWalkSpeed = 4; _local1.enemyMinRunSpeed = 3.8; _local1.enemyMaxRunSpeed = 4.4; _local1.enemyMinFramesRest = 15; _local1.enemyMaxFramesRest = 45; _local1.framesBossShoot = 45; _local1.bossShootSpeed = 10; _local1.framesCreatePowerItem = 240; _local1.powerUp3Way = true; _local1.powerUpChange = true; _local1.powerUpSpeed = true; _local1.powerUpMachineGun = true; _local1.powerUp4Way = true; } function gotoAndNextLevel() { world.currentLevel++; gotoAndPlay ("game"); } funcHITBOX = function (arEvent, arAction) { lString = ((("javascript: _hbLink ('/flash/" + arEvent.toLowerCase()) + "/") + arAction.toLowerCase()) + "','left','0,0,0,0')"; getURL (lString); }; main = this; initialWorldVariables(); initialLevels(); initialMusic(); initialSFX(); initialSoundButton();
Frame 2
function initialTitleButtons() { play_btn.onRollOver = function () { playSFX("buttonRollOver"); }; play_btn.onRelease = function () { playSFX("buttonRelease"); _root.funcHITBOX("play_activity", "play_from_title"); gotoAndPlay ("options"); }; instructions_btn.onRollOver = function () { playSFX("buttonRollOver"); }; instructions_btn.onRelease = function () { playSFX("buttonRelease"); _root.funcHITBOX("misc", "instructions"); gotoAndPlay ("instructions"); }; highScores_btn.onRollOver = function () { playSFX("buttonRollOver"); }; highScores_btn.onRelease = function () { playSFX("buttonRelease"); _root.funcHITBOX("misc", "high_scores"); gotoAndPlay ("highScores"); }; } function updateTitleMusic() { if (music.currentMusic != "menuLoop") { playMusic("menuLoop"); } } stop(); updateTitleMusic(); initialTitleButtons();
Frame 10
function initialInstructionButtons() { play_btn.onRollOver = function () { playSFX("buttonRollOver"); }; play_btn.onRelease = function () { _root.funcHITBOX("play_activity", "play_from_instructions"); playSFX("buttonRelease"); gotoAndPlay ("options"); }; } stop(); initialInstructionButtons();
Frame 20
function initialOptionsButtons() { player0_btn.onRollOver = function () { playSFX("buttonRollOver"); }; player0_btn.onRelease = function () { playSFX("buttonRelease"); _root.funcHITBOX("misc", "select_abby"); world.playerId = 0; gotoAndPlay ("game"); }; player1_btn.onRollOver = function () { playSFX("buttonRollOver"); }; player1_btn.onRelease = function () { playSFX("buttonRelease"); _root.funcHITBOX("misc", "select_ty"); world.playerId = 1; gotoAndPlay ("game"); }; } stop(); initialOptionsButtons();
Frame 30
function initialIsoWorld() { iso = {}; iso.alpha = 0; iso.theta = 45; iso.alphaRad = (iso.alpha * Math.PI) / 180; iso.thetaRad = (iso.theta * Math.PI) / 180; iso.sinAlpha = Math.sin(iso.alphaRad); iso.cosAlpha = Math.cos(iso.alphaRad); iso.sinTheta = Math.sin(iso.thetaRad); iso.cosTheta = Math.cos(iso.thetaRad); } function mapToScreen(xpp, ypp, zpp) { var _local4 = iso.sinTheta; var _local6 = iso.cosTheta; var _local1 = iso.sinAlpha; var _local2 = iso.cosAlpha; var _local5 = ypp; var _local7 = (xpp * _local2) + (zpp * _local1); var _local3 = (zpp * _local2) - (xpp * _local1); var _local9 = _local7; var _local8 = (_local5 * _local6) - (_local3 * _local4); return([_local9, _local8]); } function mapToIsoWorld(screenX, screenY) { var _local4 = iso.sinTheta; var _local7 = iso.cosTheta; var _local1 = iso.sinAlpha; var _local2 = iso.cosAlpha; var _local3 = ((screenX / _local2) - (screenY / (_local1 * _local4))) * (1 / ((_local2 / _local1) + (_local1 / _local2))); var _local5 = (1 / _local2) * (screenX - (_local3 * _local1)); return([_local5, _local3]); } function rearrangeItemClipsDepth() { var _local1 = []; var _local3 = player; _local1.push(_local3); _local3 = boss; _local1.push(_local3); var _local2 = 0; while (_local2 < enemy.currentId) { _local3 = main["enemy" + _local2]; _local1.push(_local3); _local2++; } _local1.sortOn("z", Array.DESCENDING | Array.NUMERIC); _local2 = 0; while (_local2 < _local1.length) { _local3 = _local1[_local2]; _local3.clipDepth = depth.itemMin + _local2; _local2++; } _local2 = 0; while (_local2 < _local1.length) { _local3 = _local1[_local2]; _local3.clip.swapDepths(_local3.clipDepth); _local2++; } } function isCollision(circle1_obj, circle2_obj) { var _local1 = circle1_obj.x - circle2_obj.x; var _local2 = circle1_obj.z - circle2_obj.z; var _local6 = Math.sqrt((_local1 * _local1) + (_local2 * _local2)); var _local5 = circle1_obj.radius + circle2_obj.radius; return(_local6 < _local5); } function checkCollisions() { if (game.mode == "catch") { if (player.status == "normal") { checkPlayerGetBoss(); checkBossBulletsGetPlayer(); checkEnemiesGetPlayer(); } } else if (game.mode == "shoot") { if (player.status == "normal") { checkPlayerGetPowerItems(); checkPlayerBulletsGetEnemies(); checkEnemiesGetPlayer(); } } } function checkPlayerGetPowerItems() { var _local2 = 0; while (_local2 < powerItem.currentId) { var _local1 = main["powerItem" + _local2]; if (_local1.status == "normal") { var _local3 = isCollision(player, _local1); if (_local3) { removePowerItem(_local1); if (player.powerUpStatus == "change") { changePlayerToBoss(); } playerPowerUp(_local1.type); } } _local2++; } } function checkBossBulletsGetPlayer() { var _local2 = 0; while (_local2 < bossBullet.currentId) { var _local1 = main["bossBullet" + _local2]; if (_local1.status == "air") { var _local3 = isCollision(_local1, player); if (_local3) { playSFX(("player" + world.playerId) + "Hit"); game.mode = "gameLose"; playerDie(); removeBossBullet(_local1); } } _local2++; } } function checkEnemiesGetPlayer() { var _local2 = 0; while (_local2 < enemy.currentId) { var _local1 = main["enemy" + _local2]; if ((_local1.status != "removed") && (_local1.status != "hit")) { var _local3 = isCollision(_local1, player); if (_local3) { playSFX(("player" + world.playerId) + "Hit"); game.mode = "gameLose"; playerDie(); } } _local2++; } } function checkPlayerBulletsGetEnemies() { var _local5 = 0; while (_local5 < playerBullet.currentId) { var _local3 = main["playerBullet" + _local5]; if (_local3.status == "air") { var _local2 = 0; while (_local2 < enemy.currentId) { var _local1 = main["enemy" + _local2]; if ((_local1.status != "removed") && (_local1.status != "hit")) { var _local4 = isCollision(_local3, _local1); if (_local4) { playSFX("enemyEscape"); addLevelScore(score.enemy); removePlayerBullet(_local3); hitEnemy(_local1); game.enemiesKilled++; game.enemiesOnField--; } } _local2++; } } _local5++; } } function checkPlayerGetBoss() { if (player.status != "hit") { var _local1 = isCollision(player, boss); if (_local1) { playSFX("bossEscape"); addLevelScore(score.boss); changeGameModeTo("bossEscape"); } } } function loadPlayer() { player.speed = world[("player" + world.playerId) + "Speed"]; player.framesShoot = world[("player" + world.playerId) + "FramesShoot"]; player.clip = field.clip.attachMovie("player" + world.playerId, "player_mc", depth.player); player.animationsClip = player.clip.animations_mc; player.x = player.initx; player.y = player.inity; player.z = player.initz; var _local1 = mapToScreen(player.x, player.y, player.z); player.flashx = _local1[0]; player.flashy = _local1[1]; player.clip._x = player.flashx; player.clip._y = player.flashy; player.clip._xscale = field.minClipScale + (((player.z - field.maxz) / field.minz) * (100 - field.minClipScale)); player.clip._yscale = field.minClipScale + (((player.z - field.maxz) / field.minz) * (100 - field.minClipScale)); player.status = "normal"; player.powerUpStatus = "none"; player.direction = "right"; } function playerPowerUp(type) { hideEnemiesQuestionSymbols(); player.powerUpStatus = type; if (player.powerUpStatus == "change") { changePlayerToBossLook(); showEnemiesQuestionSymbols(); player.powerUpEndFrame = game.frames + player.framesPowerUp; trace("power boss"); } else if (player.powerUpStatus == "speed") { player.powerUpEndFrame = game.frames + player.framesPowerUp; trace("power speed"); } else if (player.powerUpStatus == "machineGun") { player.powerUpEndFrame = game.frames + player.framesPowerUp; trace("power machineGun"); } else if (player.powerUpStatus == "3Way") { player.powerUpEndFrame = game.frames + player.framesPowerUp; trace("power 3Way"); } else if (player.powerUpStatus == "4Way") { player.powerUpEndFrame = game.frames + player.framesPowerUp; trace("power 4Way"); } else if (player.powerUpStatus == "bomb") { trace("power bomb"); } } function changePlayerToBossLook() { player.clip.removeMovieClip(); player.clip = field.clip.attachMovie("boss", "player_mc", depth.player); player.animationsClip = player.clip.animations_mc; } function changePlayerToBoss() { player.clip.removeMovieClip(); player.clip = field.clip.attachMovie("player" + world.playerId, "player_mc", depth.player); player.animationsClip = player.clip.animations_mc; } function playerDie() { trace("die"); player.xmov = 0; player.zmov = 0; player.status = "hit"; player.animationsClip.gotoAndStop(player.direction); player.animationsClip.char_mc.gotoAndPlay("hit"); } function captureKeys() { if (((game.mode == "catch") || (game.mode == "bossEscape")) || (game.mode == "shoot")) { if (player.status == "normal") { var _local3 = Key.isDown(37); var _local1 = Key.isDown(39); var _local2 = Key.isDown(38); var _local4 = Key.isDown(40); var _local5 = Key.isDown(32); if ((((!_local3) && (!_local1)) && (!_local2)) && (!_local4)) { player.xmov = 0; player.zmov = 0; } else if (_local3) { player.direction = "left"; player.xmov = -player.speed; if (player.powerUpStatus == "speed") { player.xmov = player.xmov * 2; } player.zmov = 0; } else if (_local1) { player.direction = "right"; player.xmov = player.speed; if (player.powerUpStatus == "speed") { player.xmov = player.xmov * 2; } player.zmov = 0; } else if (_local2) { player.xmov = 0; player.zmov = player.speed; if (player.powerUpStatus == "speed") { player.zmov = player.zmov * 2; } } else if (_local4) { player.xmov = 0; player.zmov = -player.speed; if (player.powerUpStatus == "speed") { player.zmov = player.zmov * 2; } } } } if (game.mode == "shoot") { if (player.status == "normal") { if (_local5) { if (game.frames > player.nextShootFrame) { playSFX("shoot"); playerShoot(player.direction); } } } } } function playerShoot() { var _local1 = 0; if (player.direction == "left") { if (player.powerUpStatus == "3Way") { createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, -player.shootSpeed, 0, -5); createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, -player.shootSpeed, 0, 5); createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, -player.shootSpeed, 0, 0); player.nextShootFrame = game.frames + player.framesShoot; } else if (player.powerUpStatus == "4Way") { createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, player.shootSpeed, 0, 0); createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, -player.shootSpeed, 0, 0); createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, 0, 0, player.shootSpeed); createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, 0, 0, -player.shootSpeed); player.nextShootFrame = game.frames + player.framesShoot; } else if (player.powerUpStatus == "machineGun") { createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, -player.shootSpeed, 0, 0); player.nextShootFrame = game.frames + player.framesPowerUpShoot; } else { createPlayerBullet(player.shootDamage, player.x - 25, player.y - 55, player.z, -player.shootSpeed, 0, 0); player.nextShootFrame = game.frames + player.framesShoot; } } else if (player.powerUpStatus == "3Way") { createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, player.shootSpeed, 0, -5); createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, player.shootSpeed, 0, 5); createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, player.shootSpeed, 0, 0); player.nextShootFrame = game.frames + player.framesShoot; } else if (player.powerUpStatus == "4Way") { createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, player.shootSpeed, 0, 0); createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, -player.shootSpeed, 0, 0); createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, 0, 0, player.shootSpeed); createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, 0, 0, -player.shootSpeed); player.nextShootFrame = game.frames + player.framesShoot; } else if (player.powerUpStatus == "machineGun") { createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, player.shootSpeed, 0, 0); player.nextShootFrame = game.frames + player.framesPowerUpShoot; } else { createPlayerBullet(player.shootDamage, player.x + 25, player.y - 55, player.z, player.shootSpeed, 0, 0); player.nextShootFrame = game.frames + player.framesShoot; } player.animationsClip.char_mc.gotoAndPlay("shoot"); } function createPlayerBullet(damage, x, y, z, xmov, ymov, zmov) { var _local1 = (main["playerBullet" + playerBullet.currentId] = {}); _local1.clip = field.clip.attachMovie("player bullet", ("playerBullet" + playerBullet.currentId) + "_mc", depth.playerBullets + playerBullet.currentId); _local1.damage = damage; _local1.radius = playerBullet.radius; _local1.x = x; _local1.y = y; _local1.z = z; _local1.xmov = xmov; _local1.ymov = ymov; _local1.zmov = zmov; var _local2 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local2[0]; _local1.flashy = _local2[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.status = "air"; playerBullet.currentId++; } function removePlayerBullet(bullet_obj) { bullet_obj.clip.removeMovieClip(); bullet_obj.status = "removed"; bullet_obj = {}; } function updatePlayerBullet() { var _local2 = 0; while (_local2 < playerBullet.currentId) { var _local1 = main["playerBullet" + _local2]; if (_local1.status == "air") { _local1.x = _local1.x + _local1.xmov; _local1.y = _local1.y + _local1.ymov; _local1.z = _local1.z + _local1.zmov; var _local3 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local3[0]; _local1.flashy = _local3[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); } _local2++; } } function updatePlayer() { var _local4 = field.minx + player.radius; var _local2 = field.maxx - player.radius; var _local3 = field.minz + player.radius; var _local1 = field.maxz - player.radius; player.x = player.x + player.xmov; player.y = player.y + player.ymov; player.z = player.z + player.zmov; if (player.x < _local4) { player.x = _local4; } else if (player.x > _local2) { player.x = _local2; } if (player.z < _local3) { player.z = _local3; } else if (player.z > _local1) { player.z = _local1; } var _local5 = mapToScreen(player.x, player.y, player.z); player.flashx = _local5[0]; player.flashy = _local5[1]; player.clip._x = player.flashx; player.clip._y = player.flashy; player.clip._xscale = field.minClipScale + (((player.z - field.maxz) / field.minz) * (100 - field.minClipScale)); player.clip._yscale = field.minClipScale + (((player.z - field.maxz) / field.minz) * (100 - field.minClipScale)); if (game.mode == "catch") { if (player.status == "normal") { player.animationsClip.gotoAndStop(player.direction); } else if (player.status == "hit") { if (player.animationsClip.char_mc._currentframe == player.animationsClip.char_mc._totalframes) { gameOver(); } } } else if (game.mode == "bossEscape") { if (player.status == "normal") { player.animationsClip.gotoAndStop(player.direction + "Gun"); } } else if (game.mode == "shoot") { if (player.powerUpStatus != "none") { if (game.frames > player.powerUpEndFrame) { if (player.powerUpStatus == "change") { changePlayerToBoss(); hideEnemiesQuestionSymbols(); } player.powerUpStatus = "none"; } } if (player.status == "normal") { player.animationsClip.gotoAndStop(player.direction + "Gun"); } } else if (game.mode == "gameLose") { if (player.status == "hit") { if (player.animationsClip.char_mc._currentframe == player.animationsClip.char_mc._totalframes) { gameOver(); } } } } function loadBoss() { boss.clip = field.clip.attachMovie("boss", "boss_mc", depth.boss); boss.animationsClip = boss.clip.animations_mc; boss.x = boss.initx; boss.y = boss.inity; boss.z = boss.initz; var _local1 = mapToScreen(boss.x, boss.y, boss.z); boss.flashx = _local1[0]; boss.flashy = _local1[1]; boss.clip._x = boss.flashx; boss.clip._y = boss.flashy; boss.clip._xscale = field.minClipScale + (((boss.z - field.maxz) / field.minz) * (100 - field.minClipScale)); boss.clip._yscale = field.minClipScale + (((boss.z - field.maxz) / field.minz) * (100 - field.minClipScale)); boss.nextShootFrame = game.frames + (boss.framesShoot / 3); boss.direction = "left"; boss.status = "rest"; boss.animationsClip.gotoAndStop(boss.direction + "Gun"); } function bossShoot() { var _local4 = player.x - boss.x; var _local5 = player.z - boss.z; var _local7 = Math.sqrt((_local4 * _local4) + (_local5 * _local5)); var _local1 = (boss.shootSpeed * _local4) / _local7; var _local6 = (boss.shootSpeed * _local5) / _local7; var _local3 = 0; var _local2 = 0.3; _local1 = _local1 * ((((_local2 * 2) * Math.random()) - _local2) + 1); _local3 = _local3 * ((((_local2 * 2) * Math.random()) - _local2) + 1); if (_local1 > 0) { playSFX("shoot"); boss.direction = "right"; createBossBullet(boss.shootDamage, boss.x + 20, boss.y - 35, boss.z, _local1, _local3, _local6); } else { playSFX("shoot"); boss.direction = "left"; createBossBullet(boss.shootDamage, boss.x - 20, boss.y - 35, boss.z, _local1, _local3, _local6); } boss.animationsClip.gotoAndStop(boss.direction + "Gun"); boss.animationsClip.char_mc.gotoAndPlay("shoot"); } function createBossBullet(damage, x, y, z, xmov, ymov, zmov) { var _local1 = (main["bossBullet" + bossBullet.currentId] = {}); _local1.clip = field.clip.attachMovie("boss bullet", ("bossBullet" + bossBullet.currentId) + "_mc", depth.bossBullets + bossBullet.currentId); _local1.damage = damage; _local1.radius = bossBullet.radius; _local1.x = x; _local1.y = y; _local1.z = z; _local1.xmov = xmov; _local1.ymov = ymov; _local1.zmov = zmov; var _local2 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local2[0]; _local1.flashy = _local2[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.status = "air"; bossBullet.currentId++; } function removeAllBossBullets() { var _local1 = 0; while (_local1 < bossBullet.currentId) { var _local2 = main["bossBullet" + _local1]; if (_local2.status == "air") { removeBossBullet(_local2); } _local1++; } } function removeBossBullet(bullet_obj) { bullet_obj.clip.removeMovieClip(); bullet_obj.status = "removed"; bullet_obj = {}; } function updateBossBullet() { var _local2 = 0; while (_local2 < bossBullet.currentId) { var _local1 = main["bossBullet" + _local2]; if (_local1.status == "air") { _local1.x = _local1.x + _local1.xmov; _local1.y = _local1.y + _local1.ymov; _local1.z = _local1.z + _local1.zmov; var _local3 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local3[0]; _local1.flashy = _local3[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); } _local2++; } } function updateBoss() { if (game.mode == "catch") { if (game.frames > boss.nextShootFrame) { bossShoot(); boss.nextShootFrame = game.frames + boss.framesShoot; } } else if (game.mode == "shoot") { if (boss.status == "escape") { } } } function createEnemy(type, radius, health, walkSpeed, runSpeed, maxWalkRadius, minFramesRest, maxFramesRest, x, y, z) { var _local1 = (main["enemy" + enemy.currentId] = {}); _local1.id = enemy.currentId; _local1.type = type; _local1.clip = field.clip.attachMovie("enemy" + _local1.type, ("enemy_" + _local1.id) + "_mc", depth.enemies + _local1.id); _local1.animationsClip = _local1.clip.animations_mc; _local1.radius = radius; _local1.walkSpeed = walkSpeed; _local1.runSpeed = runSpeed; _local1.maxWalkRadius = maxWalkRadius; _local1.minFramesRest = minFramesRest; _local1.maxFramesRest = maxFramesRest; _local1.initx = x; _local1.inity = y; _local1.initz = z; _local1.xmov = 0; _local1.ymov = 0; _local1.zmov = 0; _local1.x = _local1.initx; _local1.y = _local1.inity; _local1.z = _local1.initz; _local1.targetx = 0; _local1.targety = 0; _local1.targetz = 0; _local1.flashx = 0; _local1.flashy = 0; _local1.nextWalkFrame = 0; var _local2 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local2[0]; _local1.flashy = _local2[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip.animations_mc.question_mc._visible = false; _local1.status = "rest"; _local1.direction = "left"; game.enemiesOnField++; enemy.currentId++; } function checkCreateEnemy() { if ((game.enemiesOnField < game.maxEnemiesOnField) && (enemy.currentId < game.totalEnemies)) { var _local1 = main["level" + world.currentLevel]; var _local17 = 0; var _local2 = 15; var _local11 = 10; var _local9 = _local1.enemyMinWalkSpeed + ((_local1.enemyMaxWalkSpeed - _local1.enemyMinWalkSpeed) * Math.random()); var _local12 = _local1.enemyMinRunSpeed + ((_local1.enemyMaxRunSpeed - _local1.enemyMinRunSpeed) * Math.random()); var _local6 = 150; var _local10 = _local1.enemyMinFramesRest; var _local7 = _local1.enemyMaxFramesRest; if (enemy.currentId < game.maxEnemiesOnField) { var _local5 = field.minx + 100; var _local3 = field.maxx - 100; var _local18 = _local3 - _local5; var _local15 = Math.floor(_local5 + (Math.random() * _local18)); var _local4 = field.minz + 100; var _local8 = field.maxz - 100; var _local16 = _local8 - _local4; var _local13 = Math.floor(_local4 + (Math.random() * _local16)); } else { var _local5 = field.minx - 20; var _local3 = field.maxx + 20; var _local18 = _local3 - _local5; if (Math.random() < 0.5) { var _local15 = _local5; } else { var _local15 = _local3; } var _local4 = field.minz + _local2; var _local8 = field.maxz - _local2; var _local16 = _local8 - _local4; var _local13 = Math.floor(_local4 + (Math.random() * _local16)); } var _local14 = 0; createEnemy(_local17, _local2, _local11, _local9, _local12, _local6, _local10, _local7, _local15, _local14, _local13); } } function hitEnemy(enemy_obj) { enemy_obj.status = "hit"; enemy_obj.animationsClip.gotoAndStop(enemy_obj.direction + "Hit"); } function removeEnemy(enemy_obj) { enemy_obj.clip.removeMovieClip(); enemy_obj.status = "removed"; enemy_obj = {}; } function enemySetNextTarget(enemy_obj) { var _local4 = field.minx + enemy_obj.radius; var _local7 = field.maxx - enemy_obj.radius; var _local8 = _local7 - _local4; var _local3 = field.minz + enemy_obj.radius; var _local6 = field.maxz - enemy_obj.radius; var _local9 = _local6 - _local3; var _local2 = Math.floor(_local4 + (Math.random() * _local8)); var _local1 = Math.floor(_local3 + (Math.random() * _local9)); if (_local2 < _local4) { _local2 = _local4; } else if (_local2 > _local7) { _local2 = _local7; } if (_local1 < _local3) { _local1 = _local3; } else if (_local1 > _local6) { _local1 = _local6; } enemy_obj.targetx = _local2; enemy_obj.targetz = _local1; } function enemyWalkToTarget(enemy_obj) { var _local2 = enemy_obj.targetx - enemy_obj.x; var _local3 = enemy_obj.targetz - enemy_obj.z; var _local4 = Math.sqrt((_local2 * _local2) + (_local3 * _local3)); enemy_obj.xmov = (enemy_obj.walkSpeed * _local2) / _local4; enemy_obj.zmov = (enemy_obj.walkSpeed * _local3) / _local4; enemy_obj.status = "walk to target"; if (enemy_obj.xmov > 0) { enemy_obj.direction = "right"; } else { enemy_obj.direction = "left"; } enemy_obj.animationsClip.gotoAndStop(enemy_obj.direction); } function enemyRunToPlayer(enemy_obj) { var _local2 = player.x - enemy_obj.x; var _local3 = player.z - enemy_obj.z; var _local4 = Math.sqrt((_local2 * _local2) + (_local3 * _local3)); enemy_obj.xmov = (enemy_obj.runSpeed * _local2) / _local4; enemy_obj.zmov = (enemy_obj.runSpeed * _local3) / _local4; enemy_obj.status = "catch player"; } function enemySetNextWalkFrame(enemy_obj) { var _local2 = enemy_obj.maxFramesRest - enemy_obj.minFramesRest; enemy_obj.nextWalkFrame = (game.frames + enemy_obj.minFramesRest) + random(_local2); } function enemyArriveTarget(enemy_obj) { enemy_obj.x = enemy_obj.targetx; enemy_obj.z = enemy_obj.targetz; enemy_obj.status = "rest"; enemy_obj.animationsClip.gotoAndStop(enemy_obj.direction + "Rest"); enemySetNextWalkFrame(enemy_obj); } function showEnemiesQuestionSymbols() { var _local2 = 0; while (_local2 < enemy.currentId) { var _local1 = main["enemy" + _local2]; if ((_local1.status != "hit") && (_local1.status != "removed")) { _local1.clip.animations_mc.question_mc._visible = true; } _local2++; } } function hideEnemiesQuestionSymbols() { var _local1 = 0; while (_local1 < enemy.currentId) { var _local2 = main["enemy" + _local1]; _local2.clip.animations_mc.question_mc._visible = false; _local1++; } } function areAllEnemiesRemoved() { var _local1 = 0; while (_local1 < enemy.currentId) { var _local2 = main["enemy" + _local1]; if (_local2.status != "removed") { return(false); } _local1++; } return(true); } function updateEnemies() { var _local2 = 0; while (_local2 < enemy.currentId) { var _local1 = main["enemy" + _local2]; if (game.mode == "ready") { if (_local1.status == "rest") { enemySetNextTarget(_local1); enemyWalkToTarget(_local1); game.mode = "search"; } else if (_local1.status == "walk to target") { } } else if (game.mode == "catch") { if (_local1.status == "rest") { if (game.frames > _local1.nextWalkFrame) { enemySetNextTarget(_local1); enemyWalkToTarget(_local1); } } else if (_local1.status == "walk to target") { _local1.x = _local1.x + _local1.xmov; _local1.y = _local1.y + _local1.ymov; _local1.z = _local1.z + _local1.zmov; if (_local1.xmov == 0) { if (_local1.zmov == 0) { enemyArriveTarget(_local1); } else if (_local1.zmov > 0) { if (_local1.z > _local1.targetz) { enemyArriveTarget(_local1); } } else if (_local1.z < _local1.targetz) { enemyArriveTarget(_local1); } } else if (_local1.xmov > 0) { if (_local1.x > _local1.targetx) { enemyArriveTarget(_local1); } } else if (_local1.x < _local1.targetx) { enemyArriveTarget(_local1); } var _local3 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local3[0]; _local1.flashy = _local3[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); } } else if ((game.mode == "shoot") && (player.powerUpStatus == "change")) { if (_local1.status == "catch player") { if (game.frames > _local1.nextWalkFrame) { enemySetNextTarget(_local1); enemyWalkToTarget(_local1); } } else if (_local1.status == "rest") { if (game.frames > _local1.nextWalkFrame) { enemySetNextTarget(_local1); enemyWalkToTarget(_local1); } } else if (_local1.status == "walk to target") { _local1.x = _local1.x + _local1.xmov; _local1.y = _local1.y + _local1.ymov; _local1.z = _local1.z + _local1.zmov; if (_local1.xmov == 0) { if (_local1.zmov == 0) { enemyArriveTarget(_local1); } else if (_local1.zmov > 0) { if (_local1.z > _local1.targetz) { enemyArriveTarget(_local1); } } else if (_local1.z < _local1.targetz) { enemyArriveTarget(_local1); } } else if (_local1.xmov > 0) { if (_local1.x > _local1.targetx) { enemyArriveTarget(_local1); } } else if (_local1.x < _local1.targetx) { enemyArriveTarget(_local1); } var _local3 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local3[0]; _local1.flashy = _local3[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); } } else if (game.mode == "shoot") { if (_local1.status == "rest") { _local1.status = "catch player"; } else if (_local1.status == "walk to target") { _local1.status = "catch player"; } else if (_local1.status == "catch player") { enemyRunToPlayer(_local1); _local1.x = _local1.x + _local1.xmov; _local1.y = _local1.y + _local1.ymov; _local1.z = _local1.z + _local1.zmov; if (_local1.xmov > 0) { _local1.direction = "right"; } else { _local1.direction = "left"; } _local1.animationsClip.gotoAndStop(_local1.direction); var _local3 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local3[0]; _local1.flashy = _local3[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); } else if (_local1.status == "hit") { if (_local1.animationsClip.char_mc._currentframe == _local1.animationsClip.char_mc._totalframes) { removeEnemy(_local1); } } } _local2++; } } function createPowerItem(type, framesLast, x, y, z) { var _local1 = (main["powerItem" + powerItem.currentId] = {}); _local1.type = type; _local1.clip = field.clip.attachMovie("powerItem", ("powerItem" + powerItem.currentId) + "_mc", depth.powerItems + powerItem.currentId); _local1.clip.type_mc.gotoAndStop(type); _local1.radius = powerItem.radius; _local1.removeFrame = game.frames + framesLast; _local1.x = x; _local1.y = y; _local1.z = z; var _local2 = mapToScreen(_local1.x, _local1.y, _local1.z); _local1.flashx = _local2[0]; _local1.flashy = _local2[1]; _local1.clip._x = _local1.flashx; _local1.clip._y = _local1.flashy; _local1.clip._xscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.clip._yscale = field.minClipScale + (((_local1.z - field.maxz) / field.minz) * (100 - field.minClipScale)); _local1.status = "normal"; powerItem.currentId++; } function removePowerItem(powerItem_obj) { powerItem_obj.clip.removeMovieClip(); powerItem_obj.status = "removed"; powerItem_obj = {}; } function removeAllPowerItems() { var _local1 = 0; while (_local1 < powerItem.currentId) { var _local2 = main["powerItem" + _local1]; if (_local2.status == "normal") { removePowerItem(_local2); } _local1++; } } function checkCreatePowerItem() { if (game.frames > game.nextCreatePowerItemFrame) { var _local1 = []; if (game.powerUp3Way) { _local1.push("3Way"); } if (game.powerUpSpeed) { _local1.push("speed"); } if (game.powerUpChange) { _local1.push("change"); } if (game.powerUpMachineGun) { _local1.push("machineGun"); } if (game.powerUp4Way) { _local1.push("4Way"); } var _local11 = _local1[random(_local1.length)]; var _local3 = field.minx + 120; var _local5 = field.maxx - 120; var _local6 = _local5 - _local3; var _local2 = field.minz + 120; var _local4 = field.maxz - 120; var _local9 = _local4 - _local2; var _local10 = Math.floor(_local3 + (Math.random() * _local6)); var _local8 = 0; var _local7 = Math.floor(_local2 + (Math.random() * _local9)); createPowerItem(_local11, 240, _local10, _local8, _local7); game.nextCreatePowerItemFrame = game.frames + game.framesCreatePowerItem; } } function updatePowerItems() { var _local2 = 0; while (_local2 < powerItem.currentId) { var _local1 = main["powerItem" + _local2]; if (_local1.status == "normal") { if (game.frames > _local1.removeFrame) { removePowerItem(_local1); } } _local2++; } } function initialVariables() { depth = {}; depth.action = 1; depth.boss = 500; depth.enemies = 700; depth.player = 1000; depth.bossBullets = 2000; depth.playerBullets = 3000; depth.powerItems = 4000; depth.itemMin = 5000; field = {}; field.clip = field_mc; field.minx = 0; field.maxx = 550; field.minz = -430; field.maxz = 0; field.minClipScale = 70; game = {}; game.mode = "none"; game.status = "ready"; game.framesBossEscape = 20; game.framesBeforeLevelComplete = 120; game.levelCompleteFrame = 0; game.playerPickGun = 15; game.shootModeStartFrame = 0; game.maxEnemiesOnField = 0; game.enemiesOnField = 0; game.totalEnemies = 0; game.enemiesKilled = 0; game.powerUp3Way = false; game.powerUpSpeed = false; game.powerUpChange = false; game.powerUpMachineGun = false; game.powerUp4Way = false; game.framesCreatePowerItem = 0; game.nextCreatePowerItemFrame = 0; game.levelScore = 0; game.levelTimeBonus = 0; game.levelTotalScore = 0; game.framesTotal = 0; game.framesLeft = 0; game.frames = 0; popUp = {}; popUp.clip = popUp_mc; popUp.clip._visible = false; score = {}; score.boss = 100; score.enemy = 20; score.levelBase = 100; score.secondBonus = 8; player = {}; player.clip = null; player.animationsClip = null; player.initx = 80; player.inity = 0; player.initz = -350; player.speed = 5; player.radius = 15; player.framesIn = 10; player.framesShoot = 0; player.framesPowerUpShoot = 6; player.framesPowerUp = 240; player.shootSpeed = 15; player.powerUpEndFrame = 0; player.xmov = 0; player.ymov = 0; player.zmov = 0; player.x = 0; player.y = 0; player.z = 0; player.flashx = 0; player.flashy = 0; player.nextShootFrame = 0; player.direction = "none"; player.powerUpStatus = "none"; player.status = "ready"; enemy = {}; enemy.currentId = 0; boss = {}; boss.clip = null; boss.animationsClip = null; boss.framesShoot = 90; boss.shootSpeed = 8; boss.initx = 300; boss.inity = 0; boss.initz = -100; boss.speed = 5; boss.radius = 15; boss.xmov = 0; boss.ymov = 0; boss.zmov = 0; boss.x = 0; boss.y = 0; boss.z = 0; boss.flashx = 0; boss.flashy = 0; boss.nextShootFrame = 0; boss.direction = "none"; boss.status = "rest"; playerBullet = {}; playerBullet.radius = 5; playerBullet.currentId = 0; bossBullet = {}; bossBullet.radius = 5; bossBullet.currentId = 0; powerItem = {}; powerItem.radius = 30; powerItem.currentId = 0; } function loadLevel() { var _local1 = main["level" + world.currentLevel]; game.framesTotal = _local1.framesBonus; game.framesLeft = _local1.framesBonus; game.maxEnemiesOnField = _local1.maxEnemiesOnField; game.totalEnemies = _local1.totalEnemies; game.powerUp3Way = _local1.powerUp3Way; game.powerUpSpeed = _local1.powerUpSpeed; game.powerUpChange = _local1.powerUpChange; game.powerUpMachineGun = _local1.powerUpMachineGun; game.powerUp4Way = _local1.powerUp4Way; game.framesCreatePowerItem = _local1.framesCreatePowerItem; boss.framesShoot = _local1.framesBossShoot; boss.shootSpeed = _local1.bossShootSpeed; } function addLevelScore(score) { addScore(score); game.levelScore = game.levelScore + score; } function addTimeBonus() { var _local1 = Math.round(game.framesLeft / world.fps); if (_local1 < 0) { _local1 = 0; } addScore(_local1 * score.secondBonus); game.levelTimeBonus = _local1 * score.secondBonus; } function addScore(score) { world.score = world.score + score; } function showPopUp(type) { popUp.clip._visible = true; popUp.clip.gotoAndStop(type); if (type == "goal") { popUp.clip.level_txt.text = "LEVEL " + world.currentLevel; popUp.clip.enemies_txt.text = game.totalEnemies; popUp.clip.start_btn.onRollOver = function () { playSFX("buttonRollOver"); }; popUp.clip.start_btn.onRelease = function () { playSFX("buttonRelease"); hidePopUp(); startGame(); }; } else if (type == "gameOver") { playSFX("bossLaugh"); popUp.clip.continue_btn.onRollOver = function () { playSFX("buttonRollOver"); }; popUp.clip.continue_btn.onRelease = function () { playSFX("buttonRelease"); hidePopUp(); gotoAndPlay ("enterInitial"); }; } } function hidePopUp() { popUp.clip._visible = false; } function readyGame() { loadLevel(); showPopUp("goal"); showStats(); loadBoss(); updateStats(); } function startGame() { game.mode = "playerIn"; game.status = "start"; game.gameStartFrame = game.frames + player.framesIn; loadPlayer(); createActionControl(); } function levelComplete() { action_mc.onEnterFrame = null; action_mc.removeMovieClip(); gotoAndPlay ("levelComplete"); } function gameOver() { action_mc.onEnterFrame = null; action_mc.removeMovieClip(); showPopUp("gameOver"); trace("game overrr!"); } function changeGameModeTo(mode) { game.mode = mode; if (game.mode == "bossEscape") { boss.status = "escape"; game.shootModeStartFrame = game.frames + game.framesBossEscape; boss.animationsClip.gotoAndStop("caught"); player.animationsClip.gotoAndStop(player.direction + "Gun"); player.animationsClip.char_mc.gotoAndPlay("pickGun"); } else if (game.mode == "shoot") { game.nextCreatePowerItemFrame = game.frames + (game.framesCreatePowerItem / 3); removeAllBossBullets(); } } function checkLevelComplete() { if (game.enemiesKilled >= game.totalEnemies) { if (game.mode != "levelComplete") { game.levelCompleteFrame = game.frames + game.framesBeforeLevelComplete; removeAllPowerItems(); game.mode = "levelComplete"; } } } function showPositionText() { x_txt.text = player.x; y_txt.text = player.y; z_txt.text = player.z; flashx_txt.text = player.flashx; flashy_txt.text = player.flashy; } function showStats() { level_txt.text = world.currentLevel; } function updateStats() { var _local1 = Math.round((game.framesLeft / game.framesTotal) * 100); if (_local1 < 0) { _local1 = 0; } timer_txt.text = _local1; timer_mc.gotoAndStop(_local1 + 1); enemiesLeft_txt.text = game.totalEnemies - game.enemiesKilled; score_txt.text = world.score + " PTS"; } function updateGameMusic() { if (music.currentMusic != "gameLoop") { playMusic("gameLoop"); } } function createActionControl() { createEmptyMovieClip("action_mc", depth.action); action_mc.onEnterFrame = function () { checkCreateEnemy(); if (game.mode == "playerIn") { if (game.frames > game.gameStartFrame) { game.mode = "catch"; } rearrangeItemClipsDepth(); game.framesLeft--; updateStats(); game.frames++; } else if (game.mode == "catch") { checkCollisions(); captureKeys(); updatePlayer(); updateBoss(); updateEnemies(); updateBossBullet(); showPositionText(); rearrangeItemClipsDepth(); game.framesLeft--; updateStats(); game.frames++; } else if (game.mode == "bossEscape") { captureKeys(); updatePlayer(); updateBoss(); updateBossBullet(); if (game.frames > game.shootModeStartFrame) { changeGameModeTo("shoot"); } rearrangeItemClipsDepth(); game.framesLeft--; updateStats(); game.frames++; } else if (game.mode == "shoot") { if (game.enemiesKilled < game.totalEnemies) { checkCreatePowerItem(); } checkCollisions(); captureKeys(); updatePlayer(); updateEnemies(); updatePlayerBullet(); updatePowerItems(); showPositionText(); checkLevelComplete(); rearrangeItemClipsDepth(); game.framesLeft--; updateStats(); game.frames++; } else if (game.mode == "gameLose") { updatePlayer(); updatePlayerBullet(); } else if (game.mode == "levelComplete") { updatePlayerBullet(); if (game.frames > game.levelCompleteFrame) { addLevelScore(score.levelBase * world.currentLevel); addTimeBonus(); game.levelTotalScore = game.levelScore + game.levelTimeBonus; levelComplete(); } game.frames++; } }; } updateGameMusic(); initialVariables(); initialIsoWorld(); readyGame();
Frame 39
stop();
Frame 40
function initialLevelCompleteButtons() { nextLevel_btn.onRollOver = function () { playSFX("buttonRollOver"); }; nextLevel_btn.onRelease = function () { playSFX("buttonRelease"); if (world.currentLevel < world.totalLevels) { gotoAndNextLevel(); } else { gotoAndPlay ("enterInitial"); } }; } function showLevelCompleteStats() { levelScore_txt.text = game.levelScore; levelTimeBonus_txt.text = game.levelTimeBonus; levelTotalScore_txt.text = game.levelTotalScore; } function updateLevelCompleteMusic() { if (music.currentMusic != "menuLoop") { playMusic("menuLoop"); } } stop(); showLevelCompleteStats(); updateLevelCompleteMusic(); initialLevelCompleteButtons();
Frame 50
function initialEnterInitialButtons() { continue_btn.onRollOver = function () { playSFX("buttonRollOver"); }; continue_btn.onRelease = function () { playSFX("buttonRelease"); world.playerName = playerName_txt.text; submitScore(); }; } function submitScore() { var _local2 = codeInput_txt.text; var _local1 = new LoadVars(); _local1.onLoad = function (success) { if (success) { main.gotoAndPlay("highScores"); } }; _local1.load((((((world.path + "gamepad/play/games/writeGameHighScore.asp?gameID=") + world.gameId) + "&name=") + world.playerName) + "&score=") + world.score); } function updateEnterInitialMusic() { if (music.currentMusic != "menuLoop") { playMusic("menuLoop"); } } stop(); Selection.setFocus(playerName_txt); updateEnterInitialMusic(); initialEnterInitialButtons();
Frame 61
function initialHighScoresButtons() { title_btn.onRollOver = function () { playSFX("buttonRollOver"); }; title_btn.onRelease = function () { playSFX("buttonRelease"); _root.funcHITBOX("play_activity", "play_game"); gotoAndPlay ("title"); }; } function showHighScores() { var _local4 = new LoadVars(); _local4.onLoad = function (success) { temp_txt.text = temp_txt.text + ("load " + success); if (success) { i = 0; while (i < 10) { var _local2 = main[("score" + i) + "_mc"]; _local2.rank_txt.text = String(i + 1); var _local3 = this["name" + i]; if ((_local3 == null) || (_local3 == undefined)) { _local2.name_txt.text = "AA"; _local2.score_txt.text = 0; } else { _local2.name_txt.text = this["name" + i]; _local2.score_txt.text = this["score" + i]; } _local2._visible = true; temp_txt.text = temp_txt.text + (((((newline + i) + " ") + _local3) + " ") + this["score" + i]); i++; } } else { alert("NOMO"); } }; _local4.load((world.path + "/gamepad/play/games/getGameHighScores.asp?gameID=") + world.gameId); } function updateLevelHighScoresMusic() { if (music.currentMusic != "menuLoop") { playMusic("menuLoop"); } } stop(); showHighScores(); resetWorldVariables(); initialHighScoresButtons(); updateLevelHighScoresMusic();
Symbol 86 MovieClip Frame 16
stop();
Symbol 87 MovieClip Frame 12
gotoAndPlay ("walk");
Symbol 88 MovieClip Frame 36
stop();
Symbol 89 MovieClip Frame 1
stop();
Symbol 103 MovieClip Frame 23
Symbol 131 MovieClip Frame 23
Symbol 139 MovieClip Frame 16
stop();
Symbol 142 MovieClip Frame 127
stop();
Symbol 143 MovieClip Frame 1
stop();
Symbol 261 MovieClip Frame 18
gotoAndPlay ("walk");
Symbol 261 MovieClip Frame 110
stop();
Symbol 315 MovieClip Frame 18
gotoAndPlay ("walk");
Symbol 315 MovieClip Frame 31
gotoAndPlay ("walk");
Symbol 315 MovieClip Frame 55
gotoAndPlay ("walk");
Symbol 316 MovieClip Frame 10
stop();
Symbol 414 MovieClip Frame 18
gotoAndPlay ("walk");
Symbol 414 MovieClip Frame 110
stop();
Symbol 462 MovieClip Frame 18
gotoAndPlay ("walk");
Symbol 462 MovieClip Frame 32
gotoAndPlay ("walk");
Symbol 462 MovieClip Frame 58
gotoAndPlay ("walk");
Symbol 463 MovieClip Frame 10
stop();
Symbol 468 MovieClip Frame 8
gotoAndPlay (1);
Symbol 477 MovieClip Frame 1
stop();
Symbol 498 MovieClip Frame 1
play();
Symbol 498 MovieClip Frame 5
stop();
Symbol 500 MovieClip Frame 6
stop();
Symbol 502 MovieClip Frame 6
stop();
Symbol 508 MovieClip Frame 6
stop();
Symbol 512 MovieClip Frame 6
stop();
Symbol 517 MovieClip Frame 1
stop();
Symbol 531 MovieClip Frame 18
stop();
Symbol 554 MovieClip Frame 1
play();
Symbol 554 MovieClip Frame 5
stop();
Symbol 556 MovieClip Frame 6
stop();
Symbol 557 MovieClip Frame 6
stop();
Symbol 566 MovieClip Frame 5
stop();
Symbol 569 MovieClip Frame 6
stop();
Symbol 577 MovieClip Frame 6
stop();
Symbol 618 MovieClip Frame 6
stop();
Symbol 624 MovieClip Frame 6
stop();
Symbol 626 MovieClip Frame 1
btStart.onRelease = function () { gotoAndStop ("gameOver"); }; stop();
Symbol 626 MovieClip Frame 10
play();
Symbol 626 MovieClip Frame 15
stop(); btPlayAgain.onRelease = function () { _root.gotoAndStop("levelComplete"); };
Symbol 630 MovieClip Frame 6
stop();
Symbol 652 MovieClip Frame 6
stop();

Library Items

Symbol 1 Sound [sfxShoot]
Symbol 2 Sound [sfxPlayer1Hit]
Symbol 3 Sound [sfxPlayer0Hit]
Symbol 4 Sound [sfxEnemyEscape]
Symbol 5 Sound [sfxButtonRollOver]
Symbol 6 Sound [sfxButtonRelease]
Symbol 7 Sound [sfxBossLaugh]
Symbol 8 Sound [sfxBossEscape]
Symbol 9 Sound [musicLoopMenu]
Symbol 10 Sound [musicLoopGame]
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Symbol 13 GraphicUsed by:14
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Symbol 17 GraphicUsed by:77
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Symbol 19 GraphicUsed by:77 87
Symbol 20 GraphicUsed by:77
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Symbol 28 GraphicUsed by:77 87
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Symbol 30 GraphicUsed by:77 87
Symbol 31 GraphicUsed by:77 87
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Symbol 35 GraphicUsed by:77 87
Symbol 36 GraphicUsed by:77 87
Symbol 37 GraphicUsed by:77
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Symbol 39 GraphicUsed by:77
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Symbol 88 MovieClipUses:77 79Used by:89
Symbol 89 MovieClipUses:14 77 87 88Used by:90
Symbol 90 MovieClip [boss]Uses:89
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Symbol 92 GraphicUsed by:103 131 142
Symbol 93 GraphicUsed by:103 131 142
Symbol 94 GraphicUsed by:103 131
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Symbol 96 GraphicUsed by:103 131 142
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Symbol 106 MovieClipUses:105Used by:143
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Symbol 108 GraphicUsed by:131
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Symbol 110 GraphicUsed by:131
Symbol 111 GraphicUsed by:131
Symbol 112 GraphicUsed by:131
Symbol 113 GraphicUsed by:131
Symbol 114 GraphicUsed by:131
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Symbol 144 MovieClip [enemy0]Uses:143
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Symbol 146 GraphicUsed by:261
Symbol 147 GraphicUsed by:261 315
Symbol 148 GraphicUsed by:261
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Symbol 463 MovieClipUses:414 462Used by:464
Symbol 464 MovieClip [player1]Uses:463
Symbol 465 GraphicUsed by:466
Symbol 466 MovieClipUses:465Used by:468
Symbol 467 GraphicUsed by:468
Symbol 468 MovieClipUses:466 467Used by:469 470
Symbol 469 MovieClip [player bullet]Uses:468
Symbol 470 MovieClip [boss bullet]Uses:468
Symbol 471 GraphicUsed by:477
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Symbol 478 MovieClip [powerItem]Uses:477
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Symbol 632 GraphicUsed by:Timeline
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Symbol 634 EditableTextUses:104Used by:Timeline
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Symbol 653 ButtonUses:493 650 498 652 502 503Used by:Timeline
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Symbol 655 EditableTextUses:104Used by:657
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Symbol 657 MovieClipUses:654 655 656Used by:Timeline

Instance Names

"play_btn"Frame 1Symbol 505 Button
"instructions_btn"Frame 1Symbol 509 Button
"highScores_btn"Frame 1Symbol 513 Button
"sound_btn"Frame 1Symbol 517 MovieClip
"play_btn"Frame 10Symbol 558 Button
"player1_btn"Frame 20Symbol 571 Button
"player0_btn"Frame 20Symbol 578 Button
"field_mc"Frame 30Symbol 585 MovieClip
"timer_mc"Frame 30Symbol 592 MovieClip
"level_txt"Frame 30Symbol 595 EditableText
"score_txt"Frame 30Symbol 596 EditableText
"enemiesLeft_txt"Frame 30Symbol 597 EditableText
"timer_txt"Frame 30Symbol 598 EditableText
"flashx_txt"Frame 30Symbol 605 EditableText
"flashy_txt"Frame 30Symbol 606 EditableText
"x_txt"Frame 30Symbol 607 EditableText
"y_txt"Frame 30Symbol 608 EditableText
"z_txt"Frame 30Symbol 609 EditableText
"popUp_mc"Frame 30Symbol 626 MovieClip
"nextLevel_btn"Frame 40Symbol 631 Button
"levelScore_txt"Frame 40Symbol 634 EditableText
"levelTimeBonus_txt"Frame 40Symbol 635 EditableText
"levelTotalScore_txt"Frame 40Symbol 636 EditableText
"continue_btn"Frame 50Symbol 625 Button
"playerName_txt"Frame 50Symbol 649 EditableText
"title_btn"Frame 61Symbol 653 Button
"score0_mc"Frame 61Symbol 657 MovieClip
"score2_mc"Frame 61Symbol 657 MovieClip
"score4_mc"Frame 61Symbol 657 MovieClip
"score3_mc"Frame 61Symbol 657 MovieClip
"score1_mc"Frame 61Symbol 657 MovieClip
"score5_mc"Frame 61Symbol 657 MovieClip
"score6_mc"Frame 61Symbol 657 MovieClip
"score7_mc"Frame 61Symbol 657 MovieClip
"score8_mc"Frame 61Symbol 657 MovieClip
"score9_mc"Frame 61Symbol 657 MovieClip
"char"Symbol 88 MovieClip Frame 1Symbol 77 MovieClip
"char_mc"Symbol 89 MovieClip Frame 1Symbol 14 MovieClip
"char_mc"Symbol 89 MovieClip Frame 10Symbol 77 MovieClip
"char_mc"Symbol 89 MovieClip Frame 30Symbol 87 MovieClip
"char_mc"Symbol 89 MovieClip Frame 50Symbol 88 MovieClip
"animations_mc"Symbol 90 MovieClip [boss] Frame 1Symbol 89 MovieClip
"char_mc"Symbol 143 MovieClip Frame 1Symbol 103 MovieClip
"question_mc"Symbol 143 MovieClip Frame 1Symbol 106 MovieClip
"char_mc"Symbol 143 MovieClip Frame 21Symbol 131 MovieClip
"char_mc"Symbol 143 MovieClip Frame 41Symbol 142 MovieClip
"animations_mc"Symbol 144 MovieClip [enemy0] Frame 1Symbol 143 MovieClip
"char_mc"Symbol 316 MovieClip Frame 1Symbol 261 MovieClip
"char_mc"Symbol 316 MovieClip Frame 31Symbol 315 MovieClip
"animations_mc"Symbol 317 MovieClip [player0] Frame 1Symbol 316 MovieClip
"char_mc"Symbol 463 MovieClip Frame 1Symbol 414 MovieClip
"char_mc"Symbol 463 MovieClip Frame 31Symbol 462 MovieClip
"animations_mc"Symbol 464 MovieClip [player1] Frame 1Symbol 463 MovieClip
"type_mc"Symbol 478 MovieClip [powerItem] Frame 1Symbol 477 MovieClip
"level_txt"Symbol 626 MovieClip Frame 1Symbol 612 EditableText
"enemies_txt"Symbol 626 MovieClip Frame 1Symbol 613 EditableText
"start_btn"Symbol 626 MovieClip Frame 1Symbol 619 Button
"continue_btn"Symbol 626 MovieClip Frame 10Symbol 625 Button
"rank_txt"Symbol 657 MovieClip Frame 1Symbol 654 EditableText
"name_txt"Symbol 657 MovieClip Frame 1Symbol 655 EditableText
"score_txt"Symbol 657 MovieClip Frame 1Symbol 656 EditableText

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
ExportAssets (56)Timeline Frame 1Symbol 1 as "sfxShoot"
ExportAssets (56)Timeline Frame 1Symbol 2 as "sfxPlayer1Hit"
ExportAssets (56)Timeline Frame 1Symbol 3 as "sfxPlayer0Hit"
ExportAssets (56)Timeline Frame 1Symbol 4 as "sfxEnemyEscape"
ExportAssets (56)Timeline Frame 1Symbol 5 as "sfxButtonRollOver"
ExportAssets (56)Timeline Frame 1Symbol 6 as "sfxButtonRelease"
ExportAssets (56)Timeline Frame 1Symbol 7 as "sfxBossLaugh"
ExportAssets (56)Timeline Frame 1Symbol 8 as "sfxBossEscape"
ExportAssets (56)Timeline Frame 1Symbol 9 as "musicLoopMenu"
ExportAssets (56)Timeline Frame 1Symbol 10 as "musicLoopGame"
ExportAssets (56)Timeline Frame 1Symbol 90 as "boss"
ExportAssets (56)Timeline Frame 1Symbol 144 as "enemy0"
ExportAssets (56)Timeline Frame 1Symbol 317 as "player0"
ExportAssets (56)Timeline Frame 1Symbol 464 as "player1"
ExportAssets (56)Timeline Frame 1Symbol 469 as "player bullet"
ExportAssets (56)Timeline Frame 1Symbol 470 as "boss bullet"
ExportAssets (56)Timeline Frame 1Symbol 478 as "powerItem"

Labels

"title"Frame 2
"instructions"Frame 10
"options"Frame 20
"game"Frame 30
"levelComplete"Frame 40
"enterInitial"Frame 50
"highScores"Frame 61
"walk"Symbol 87 MovieClip Frame 1
"shoot"Symbol 87 MovieClip Frame 13
"default"Symbol 89 MovieClip Frame 1
"left"Symbol 89 MovieClip Frame 10
"right"Symbol 89 MovieClip Frame 20
"leftGun"Symbol 89 MovieClip Frame 30
"rightGun"Symbol 89 MovieClip Frame 40
"caught"Symbol 89 MovieClip Frame 50
"walk"Symbol 103 MovieClip Frame 1
"walk"Symbol 131 MovieClip Frame 1
"hit"Symbol 142 MovieClip Frame 1
"leftRest"Symbol 143 MovieClip Frame 1
"rightRest"Symbol 143 MovieClip Frame 11
"left"Symbol 143 MovieClip Frame 21
"right"Symbol 143 MovieClip Frame 31
"leftHit"Symbol 143 MovieClip Frame 41
"rightHit"Symbol 143 MovieClip Frame 51
"walk"Symbol 261 MovieClip Frame 1
"hit"Symbol 261 MovieClip Frame 19
"walk"Symbol 315 MovieClip Frame 1
"shoot"Symbol 315 MovieClip Frame 19
"pickGun"Symbol 315 MovieClip Frame 32
"in"Symbol 316 MovieClip Frame 1
"left"Symbol 316 MovieClip Frame 11
"right"Symbol 316 MovieClip Frame 21
"leftGun"Symbol 316 MovieClip Frame 31
"rightGun"Symbol 316 MovieClip Frame 41
"walk"Symbol 414 MovieClip Frame 1
"hit"Symbol 414 MovieClip Frame 19
"walk"Symbol 462 MovieClip Frame 1
"shoot"Symbol 462 MovieClip Frame 19
"pickGun"Symbol 462 MovieClip Frame 33
"in"Symbol 463 MovieClip Frame 1
"left"Symbol 463 MovieClip Frame 11
"right"Symbol 463 MovieClip Frame 21
"leftGun"Symbol 463 MovieClip Frame 31
"rightGun"Symbol 463 MovieClip Frame 41
"speed"Symbol 477 MovieClip Frame 1
"3Way"Symbol 477 MovieClip Frame 10
"4Way"Symbol 477 MovieClip Frame 21
"machineGun"Symbol 477 MovieClip Frame 31
"bomb"Symbol 477 MovieClip Frame 41
"change"Symbol 477 MovieClip Frame 51
"on"Symbol 517 MovieClip Frame 1
"off"Symbol 517 MovieClip Frame 11
"goal"Symbol 626 MovieClip Frame 1
"gameOver"Symbol 626 MovieClip Frame 10




http://swfchan.com/5/23989/info.shtml
Created: 25/5 -2019 16:58:14 Last modified: 25/5 -2019 16:58:14 Server time: 05/11 -2024 12:40:39