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<div style="position:absolute;top:-99px;left:-99px;"><img src="http://swfchan.com:57475/42142831?noj=FRM42142831-14DC" width="1" height="1"></div>

The Blackout.swf

This is the info page for
Flash #25148

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


Text
<p align="center"><font face="Arial" size="20" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>1</b></font></p>

Blackout

START

START

The space pirates are ready to
overtake the planet Earth.

To ensure a lack of resistance, they've
emptied the world's power supply, and
it's up to you to get enough energy to
power the United States' self-defense
systems.

NEXT

ABSORBING ENEMIES

To absorb an enemies power, and put it into
your power supply, put your cursor over
the enemy and press A.
Absorbing a red enemy will increase your
energy, and absorbing a blue one will set
your energy to zero!

= good

= bad

CONVERTING ENEMIES

You can convert blue enemies into red ones
by pressing the left mouse button with your
cursor over them. Be careful, this ability
comes at a cost of energy!
As you level up, it takes more clicks to
convert blues to reds. Upgrading your
converter can help with this.

RELEASING ENERGY

To put the energy you've collected into the
Earth's power supply, hold the S button
down.
Once you release a certain amount of energy,
you'll level up.

LEVELING UP & UPGRADES

When you release a certain amount of energy
into the earth's power, you will level up,
giving you the opportunity to buy upgrades
with money you earn from battle.

Increases the power of your conversion ability.

Increases your health and power storage capacity.

Increases the amount of money you earn from
enemies.

Increases health regeneration rate.

START

BOSS

The boss of the enemies will want
to stop you from getting your last
bit of energy.
You can't attack him during the
boss stage, and you will have to
dodge his weapon because it deals
some heavy damage.

<p align="center"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>100%</b></font></p>

<p align="center"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>100%</b></font></p>

<p align="left"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>LEVEL 1</b></font></p>

<p align="right"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>0%</b></font></p>

<p align="left"><font face="Arial" size="17" color="#333333" letterSpacing="0.000000" kerning="1"><b>0</b></font></p>

TIP!
When you're releasing energy into the core (that's S for all you tutorial
skimmers), try to save at least 25% of your energy so that you can convert
incoming blue space-pirates.

TIP!
Don't rush the level, and try to finish with full health! Killing many enemies
and sustaining high health is rewarded!  You get a bonus for the amount of
enemies you've killed as well as for the amount of health you have.

TIP!
If you see that you accidentally absorbed a blue space-pirate, press S
quickly so you don't lose all of your energy for nothing. You still have time
before the space-pirate reaches your gun.

TIP!
If you have no energy to convert blue space-pirates and there are no red
space-pirates around, absorb the blue ones anyways. They don't hurt your
health, and they're still added to your enemy bonus at the end.

TIP!
When you reach the boss level, you might want to find a steady supply of
energy before trying to take him down. This is important, because you may
run out of energy before you're able to defeat him!

STORE

Health/Energy + 2
Points: 30

Regeneration Rate
Points: 50

Converter Power + 1
Points: 70

Earnings + 1
Points: 100

RESULTS

Enemy Bonus:

Health Bonus:

Total Bonus:

2 x 10 = 20

30

100

Points
:

10

25%

50%

75%

100%

NEXT LEVEL

NEXT LEVEL

GAME OVER

MAIN MENU

MAIN MENU

Congratulations!

You have successfully powered enough
of the world to thwart off forthcoming
waves of space-pirates!
Your mission is a success!

ActionScript [AS1/AS2]

Frame 1
fscommand ("showmenu", false);
Frame 2
stop();
Frame 3
function Start() { X = Player._x; Y = Player._y; Speed = 10; Power = 0; Capacity = 30; Health = 30; APressed = false; CashIncrease = 1; Crosshair.swapDepths(1001); Energy = 0; Needed = 30; Cash = 0; Regeneration = 0.05; Converter = 1; Enemy = 0; Enemies = []; EnemyTime = 0; Delay = 1000; Level = 1; Killed = 0; LineDelay = 0; Pause = false; Music = new Sound(); Music.attachSound("Music"); Music.setVolume(25); Music.start(0, 50); } function Run() { Aim(); if (!Pause) { DisplayPower(); Grab(); Release(); ECreate(); EMove(); EraseLine(); if (Level == 4) { MoveBoss(); } } ShowMeter(); } function Click() { if (!Pause) { Shoot(); } } function Aim() { Crosshair._x = _xmouse; Crosshair._y = _ymouse; Crosshair._rotation = Crosshair._rotation + 10; Mouse.hide(); if (!Pause) { Difference = _ymouse - Player._y; Player._y = Player._y + (Difference / 4); } } function ECreate() { if (getTimer() > EnemyTime) { if (Math.random() > 0.5) { New = attachMovie("Enemy", "Enemy" + Enemy, Enemy); New._x = 600; New._y = int(Math.random() * 300) + 20; if (Math.random() > 0.6) { New.gotoAndStop(2); } NewSpeed = int(Math.random() * 2) + 3; Enemies.push({Clip:New, Grabbed:false, X:0, Y:0, Speed:NewSpeed + Level, Health:Level}); Enemy++; EnemyTime = getTimer() + Delay; } } } function EMove() { E = 0; while (E < Enemies.length) { Current = Enemies[E].Clip; CurrentPercent = Enemies[E].Health / Level; CurrentSpeed = Enemies[E].Speed; CurrentGrabbed = Enemies[E].Grabbed; if (!CurrentGrabbed) { if (Current.hitTest(Player)) { Player.Head.play(); if (Power > 0) { Power = Power - 0.5; } else { Health = Health - 0.5; if (Health <= 0) { LoseLife(); } } } Current._x = Current._x - CurrentSpeed; if (Current._x < -100) { Current.removeMovieClip(); Enemies[E].splice(E, 1); } } else { xDifference = Player._x - Current._x; yDifference = Player._y - Current._y; Difference = Math.sqrt((xDifference * xDifference) + (yDifference * yDifference)); if (Difference < 5) { if (Current._currentframe == 1) { Power = Power + 5; AddCash(CashIncrease); if (Power > Capacity) { Power = Capacity; } } else { Power = 0; } Current.removeMovieClip(); Enemies[E].splice(E, 1); } else { Current._x = Current._x + (xDifference / 4); Current._y = Player._y; Current._xscale = Current._xscale + ((-Current._xscale) / 10); Current._yscale = Current._yscale + ((-Current._yscale) / 10); Current._rotation = Current._rotation + 20; } } E++; } } function Grab() { if (Key.isDown(65)) { if (!APressed) { APressed = true; E = 0; while (E < Enemies.length) { Current = Enemies[E].Clip; if (Current.hitTest(_xmouse, _ymouse, true)) { if (Current._x > Player._x) { Enemies[E].Grabbed = true; Killed++; AbsorbSound = new Sound(); AbsorbSound.attachSound("Pull"); AbsorbSound.start(); Player.Brightness.play(); break; } } E++; } } } else { APressed = false; } } function DisplayPower() { if (Power > 0) { Power = Power - 0.05; if (Health < Capacity) { Health = Health + 0.05; } else { Health = Capacity; } } else if (Health > 0) { Health = Health - Regeneration; } Percent = int((Power / Capacity) * 100); if (Percent < 0) { Percent = 0; } Difference = Percent - PowerMeter._currentframe; Difference = Difference / 4; Frame = PowerMeter._currentframe; PowerMeter.Text = Percent + "%"; PowerMeter.gotoAndStop(int(PowerMeter._currentframe + Difference)); Percent = int((Health / Capacity) * 100); Difference = Percent - Meter.Bar._currentframe; Difference = Difference / 4; Frame = Meter.Bar._currentframe; Meter.Text = Percent + "%"; Meter.Bar.gotoAndStop(int(Meter.Bar._currentframe + Difference)); } function Shoot() { E = 0; while (E < Enemies.length) { Current = Enemies[E].Clip; if (Current.hitTest(_xmouse, _ymouse, true)) { if (Power > 0) { ShotSound = new Sound(); ShotSound.attachSound("Absorb"); ShotSound.start(); Shot = createEmptyMovieClip("Shot", 300000); Shot.lineStyle(3, 16711680, 100); Shot.moveTo(Player._x, Player._y); Shot.lineTo(Current._x - (Current._width / 3), _ymouse); Enemies[E].Health = Enemies[E].Health - Converter; if (Enemies[E].Health <= 0) { if (Current._currentframe == 2) { AddCash(1); Current.gotoAndStop(1); } } LineDelay = getTimer() + 50; Power = Power - 1; } } E++; } } function EraseLine() { if (getTimer() > LineDelay) { Shot.removeMovieClip(); } } function Release() { CashText = Cash; if (Key.isDown(83)) { if (Power > 0) { if (Energy < Needed) { Power--; Energy++; } else { Energy = Needed; } } else { Power = 0; } } } function ShowMeter() { Percent = int((Energy / Needed) * 100); Difference = Percent - Completion._currentframe; Difference = Difference / 4; Frame = Completion._currentframe; Completion.Percentage = Percent + "%"; Completion.gotoAndStop(Percent); if (Percent == 100) { if (Level == 4) { GameOver(); } else { LevelComplete.gotoAndStop(2); Percent = 0; Pause = true; E = 0; while (E < Enemies.length) { Enemies[E].Clip.removeMovieClip(); Enemies.splice(E, 1); E++; } } } if (Pause) { if (!LevelComplete._alpha) { EnemyBonus = Killed * 2; HealthBonus = Math.round(Health); TotalBonus = EnemyBonus + HealthBonus; Cash = Cash + TotalBonus; LevelComplete.Results.EnemyBonus = (Killed + " x 2 = ") + EnemyBonus; LevelComplete.Results.HealthBonus = HealthBonus; LevelComplete.Results.TotalBonus = TotalBonus; LevelComplete.Results.Map.gotoAndStop(Level); LevelComplete.Tips.gotoAndStop(Level); } LevelComplete.Results.Points = Cash; if (LevelComplete._alpha < 100) { LevelComplete._alpha = LevelComplete._alpha + 10; } else { LevelComplete.Next._visible = true; } } } function AddCash(Amount) { Cash = Cash + Amount; NewScore = attachMovie("AddScore", "AddScore" + Cash, Cash * 1000); NewScore._x = 218; NewScore._y = 26; NewScore.Plus.Earned = Amount; } function MoveBoss() { if (Boss._currentframe == 1) { Difference = Player._y - Boss._y; if ((Difference < 10) && (Difference > -10)) { Boss.play(); } Difference = Difference / 8; Boss._y = Boss._y + Difference; } } function LoseLife() { if (Lives._currentframe == 80) { Lives.play(); } else { Lives.play(); Health = Capacity; } } function GameOver(Status) { Mouse.show(); for (All in _root) { _root[All].removeMovieClip(); } stopAllSounds(); if (Status == "Lose") { gotoAndStop ("Lose"); } else { gotoAndStop ("Win"); } } stop();
Instance of Symbol 172 MovieClip in Frame 3
onClipEvent (load) { _root.Start(); } onClipEvent (mouseDown) { _root.Click(); } onClipEvent (enterFrame) { _root.Run(); }
Instance of Symbol 241 MovieClip "LevelComplete" in Frame 3
onClipEvent (load) { _alpha = 0; }
Symbol 9 MovieClip [AddScore] Frame 30
this.removeMovieClip();
Symbol 17 MovieClip [Enemy] Frame 1
stop();
Symbol 17 MovieClip [Enemy] Frame 2
stop();
Symbol 62 Button
on (release) { getURL ("http://www.newgrounds.com", "_blank"); }
Symbol 64 MovieClip Frame 40
stop();
Symbol 90 Button
on (release) { _root.play(); }
Symbol 91 MovieClip Frame 1
function onEnterFrame() { if (!loaded) { var _local3 = _root.getBytesLoaded() / _root.getBytesTotal(); if (_local3 >= 1) { play(); bar._x = initX; loaded = true; } else { bar._x = initX + ((_local3 - 1) * bar._width); } } var _local4 = getTimer() - time; timeAccum = timeAccum + _local4; while (timeAccum >= FRAME_TIME) { var _local2 = 0; while (_local2 < timeClips.length) { if (timeClips[_local2]._currentframe < timeClips[_local2]._totalframes) { timeClips[_local2].nextFrame(); } else { timeClips[_local2].gotoAndStop(1); } _local2++; } if (loaded && (_currentframe < _totalframes)) { nextFrame(); } timeAccum = timeAccum - FRAME_TIME; } time = time + _local4; } stop(); _root.stop(); var initX = bar._x; var time = getTimer(); var FRAME_TIME = 33.3333333333333; var timeAccum = 0; var loaded = false; timeClips = [bargfx, tank.mc0, tank.mc1, tank.mc2, tank.mc3, tank.mc4, tank.mc4.mc0, tank.mc4.mc1, tank.mc4.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc0.mc2, tank.mc4.mc0.mc0.mc0.mc3, tank.mc4.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc2, tank.mc5.mc0]; var i = 0; while (i < timeClips.length) { timeClips[i].stop(); i++; }
Symbol 91 MovieClip Frame 51
Symbol 98 Button
on (release) { nextFrame(); }
Symbol 104 MovieClip Frame 1
stop();
Symbol 110 Button
on (release) { nextFrame(); }
Symbol 137 Button
on (release) { _root.nextFrame(); }
Symbol 144 MovieClip Frame 1
stop();
Symbol 147 MovieClip Frame 1
stop();
Symbol 157 MovieClip Frame 1
stop();
Symbol 166 MovieClip Frame 1
stop();
Symbol 166 MovieClip Frame 30
if (_root.Player.hitTest(_root.Boss.Laser)) { _root.Player.Head.play(); if (_root.Power > 0) { _root.Power = _root.Power - 20; if (_root.Power < 0) { _root.Power = 0; } } else if (_root.Energy > 0) { _root.Energy = _root.Energy - 10; if (_root.Energy < 0) { _root.Energy = 0; } } else { _root.Health = _root.Health - 5; if (_root.Health < 0) { _root.Health = 0; _root.LoseLife(); } } }
Symbol 170 MovieClip Frame 1
stop();
Symbol 170 MovieClip Frame 40
stop();
Symbol 170 MovieClip Frame 80
stop();
Symbol 170 MovieClip Frame 120
_root.GameOver("Lose");
Symbol 175 MovieClip Frame 1
stop();
Symbol 184 MovieClip Frame 1
stop();
Symbol 189 MovieClip Frame 1
stop();
Symbol 198 MovieClip Frame 1
stop();
Symbol 210 Button
on (release) { if (_root.Cash >= 30) { _root.Cash = _root.Cash - 30; _root.Capacity = _root.Capacity + 2; } }
Symbol 211 Button
on (release) { if (_root.Cash >= 50) { _root.Cash = _root.Cash - 50; _root.Regeneration = _root.Regeneration + 0.05; } }
Symbol 212 Button
on (release) { if (_root.Cash >= 70) { _root.Cash = _root.Cash - 70; _root.Converter++; } }
Symbol 213 Button
on (release) { if (_root.Cash >= 100) { _root.Cash = _root.Cash - 100; _root.CashIncrease = _root.CashIncrease + 1; } }
Symbol 234 MovieClip Frame 1
stop();
Symbol 240 Button
on (release) { _root.LevelComplete.gotoAndStop(1); _root.LevelComplete._alpha = 0; _root.Energy = 0; _root.Needed = _root.Needed * 2; _root.Power = 0; _root.Pause = false; _root.Delay = _root.Delay - 75; _root.Killed = 0; _root.Level++; _root.Completion.Level = "LEVEL " + _root.Level; _root.Completion.gotoAndStop(1); }
Symbol 241 MovieClip Frame 1
stop();
Symbol 241 MovieClip Frame 2
Map.gotoAndStop(_root.Level); stop();
Symbol 248 Button
on (release) { gotoAndStop (1); }

Library Items

Symbol 1 Sound [Pull]
Symbol 2 Sound [Music]
Symbol 3 Sound [Convert]
Symbol 4 Sound [Absorb]
Symbol 5 GraphicUsed by:8
Symbol 6 FontUsed by:7 93 95 97 106 107 109 112 113 115 116 117 118 119 120 121 122 132 133 134 135 136 138 146 179 183 187 188 190 193 194 195 196 197 200 216 218 219 220 221 222 223 224 225 227 229 231 233 237 239 243 245 247 250 251
Symbol 7 EditableTextUses:6Used by:8
Symbol 8 MovieClipUses:5 7Used by:9
Symbol 9 MovieClip [AddScore]Uses:8
Symbol 10 GraphicUsed by:11
Symbol 11 MovieClipUses:10Used by:12
Symbol 12 MovieClipUses:11Used by:17 147
Symbol 13 GraphicUsed by:17
Symbol 14 GraphicUsed by:17
Symbol 15 GraphicUsed by:17
Symbol 16 GraphicUsed by:17
Symbol 17 MovieClip [Enemy]Uses:12 13 14 15 16Used by:147  Timeline
Symbol 18 GraphicUsed by:91
Symbol 19 GraphicUsed by:91
Symbol 20 GraphicUsed by:21
Symbol 21 MovieClipUses:20Used by:91
Symbol 22 GraphicUsed by:24
Symbol 23 GraphicUsed by:24
Symbol 24 MovieClipUses:22 23Used by:91
Symbol 25 GraphicUsed by:91
Symbol 26 GraphicUsed by:91
Symbol 27 GraphicUsed by:91
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Symbol 29 GraphicUsed by:35 64
Symbol 30 GraphicUsed by:35 64
Symbol 31 GraphicUsed by:35 64
Symbol 32 GraphicUsed by:35 64
Symbol 33 GraphicUsed by:35 64
Symbol 34 GraphicUsed by:35 64
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Symbol 95 TextUses:6Used by:98
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Symbol 151 BitmapUsed by:152
Symbol 152 GraphicUses:151Used by:Timeline
Symbol 153 GraphicUsed by:159
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Symbol 220 TextUses:6Used by:235
Symbol 221 EditableTextUses:6Used by:235
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Symbol 233 TextUses:6Used by:234
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Symbol 239 TextUses:6Used by:240
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Symbol 242 GraphicUsed by:Timeline
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Symbol 251 TextUses:6Used by:Timeline

Instance Names

"Player"Frame 3Symbol 159 MovieClip
"Crosshair"Frame 3Symbol 161 MovieClip
"Boss"Frame 3Symbol 166 MovieClip
"Lives"Frame 3Symbol 170 MovieClip
"Meter"Frame 3Symbol 180 MovieClip
"PowerMeter"Frame 3Symbol 184 MovieClip
"Completion"Frame 3Symbol 189 MovieClip
"LevelComplete"Frame 3Symbol 241 MovieClip
"Plus"Symbol 9 MovieClip [AddScore] Frame 1Symbol 8 MovieClip
"bar"Symbol 91 MovieClip Frame 1Symbol 21 MovieClip
"bargfx"Symbol 91 MovieClip Frame 1Symbol 24 MovieClip
"tank"Symbol 91 MovieClip Frame 1Symbol 38 MovieClip
"bargfx"Symbol 91 MovieClip Frame 2Symbol 24 MovieClip
"bargfx"Symbol 91 MovieClip Frame 20Symbol 24 MovieClip
"Head"Symbol 159 MovieClip Frame 1Symbol 104 MovieClip
"Brightness"Symbol 159 MovieClip Frame 1Symbol 157 MovieClip
"Laser"Symbol 166 MovieClip Frame 1Symbol 164 MovieClip
"Bar"Symbol 180 MovieClip Frame 1Symbol 175 MovieClip
"Map"Symbol 235 MovieClip Frame 1Symbol 234 MovieClip
"Tips"Symbol 241 MovieClip Frame 2Symbol 198 MovieClip
"Results"Symbol 241 MovieClip Frame 2Symbol 235 MovieClip
"Next"Symbol 241 MovieClip Frame 2Symbol 240 Button

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
ExportAssets (56)Timeline Frame 1Symbol 1 as "Pull"
ExportAssets (56)Timeline Frame 1Symbol 2 as "Music"
ExportAssets (56)Timeline Frame 1Symbol 3 as "Convert"
ExportAssets (56)Timeline Frame 1Symbol 4 as "Absorb"
ExportAssets (56)Timeline Frame 1Symbol 9 as "AddScore"
ExportAssets (56)Timeline Frame 1Symbol 17 as "Enemy"

Labels

"Lose"Frame 4
"Win"Frame 5
"LOAD"Symbol 91 MovieClip Frame 1
"COMPLETE_STOP"Symbol 91 MovieClip Frame 2

Dynamic Text Variables

EarnedSymbol 7 EditableText"<p align="center"><font face="Arial" size="20" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>1</b></font></p>"
TextSymbol 179 EditableText"<p align="center"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>100%</b></font></p>"
TextSymbol 183 EditableText"<p align="center"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>100%</b></font></p>"
LevelSymbol 187 EditableText"<p align="left"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>LEVEL 1</b></font></p>"
PercentageSymbol 188 EditableText"<p align="right"><font face="Arial" size="10" color="#ffffff" letterSpacing="0.000000" kerning="1"><b>0%</b></font></p>"
CashTextSymbol 190 EditableText"<p align="left"><font face="Arial" size="17" color="#333333" letterSpacing="0.000000" kerning="1"><b>0</b></font></p>"
EnemyBonusSymbol 221 EditableText"2 x 10 = 20"
HealthBonusSymbol 222 EditableText"30"
PointsSymbol 223 EditableText"100"
TotalBonusSymbol 225 EditableText"10"




http://swfchan.com/6/25148/info.shtml
Created: 24/5 -2019 01:32:18 Last modified: 24/5 -2019 01:32:18 Server time: 14/11 -2024 22:58:04