STORY LOOP FURRY PORN GAMES C SERVICES [?] [R] RND POPULAR | Archived flashes: 229703 |
/disc/ · /res/ — /show/ · /fap/ · /gg/ · /swf/ | P0001 · P2596 · P5192 |
This is the info page for Flash #27090 |
INSTRUCTIONS |
Help Squishy arrange the blocks so there is no empty space in each vertical column. Each time Squishy makes a solid column, it disappears and you get points. If blocks build up to the right side of the screen the game ends. Control the blocks by either falling on them while holding the down arrow, or by bumping up into them while holding the up arrow. While in the air Squishy may take 2 additional jumps. Rotate the block by pressing X, but only while standing on top of a block. Hold down [Shift] to speed up a block's movement across the screen. Move Squishy - [Arrow Keys] Jump - [Space] Rotate Block - [X] Speed up block movement - [Shift] |
LEVEL: |
<p align="left"><font face="Sydnie_26pt_st" size="26" color="#ffffff" letterSpacing="0.000000" kerning="1">SCORE:</font></p> |
Hosted on Albinoblacksheep |
NEW GAME |
INSTRUCTIONS |
Copyright © 2007 |
PWNSCONE.COM |
ActionScript [AS1/AS2]
Frame 1function buildMap(map) { this.attachMovie("empty", "tiles", 10000000); game.clip = this.tiles; var _local6 = map[0].length; var _local7 = map.length; var _local4 = 0; while (_local4 < _local7) { var _local3 = 0; while (_local3 < _local6) { var _local2 = (("t_" + _local4) + "_") + _local3; game[_local2] = new game["Tile" + map[_local4][_local3]](); game.clip.attachMovie("tile", _local2, (_local4 * 100) + (_local3 * 2)); game.clip[_local2]._x = _local3 * game.tileW; game.clip[_local2]._y = _local4 * game.tileH; game.clip[_local2].gotoAndStop(game[_local2].frame); _local3++; } _local4++; } game.clip.attachMovie("char", "char", 10000); char.clip = game.clip.char; char.x = (char.xtile * game.tileW) + (game.tileW / 2); char.width = char.clip._width / 2; char.height = char.clip._height / 2; char.y = ((char.ytile + 1) * game.tileH) - char.height; char.clip._x = char.x; char.clip._y = char.y; fall(char); score = 0; game.level = 1; scorez.text = "SCORE: 0"; levelz.text = "LEVEL: " + game.level; } function generateBrick() { this.bricktype = Math.floor(Math.random() * 7); if (Key.isDown(90)) { bricktype = 0; } if (bricktype == 0) { i = 0; while (i < 4) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 640 + (i * 32); this["brick" + bricks.num]._y = 128; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } } else if (bricktype == 1) { i = 0; while (i < 3) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 640 + (i * 32); this["brick" + bricks.num]._y = 128; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 704; this["brick" + bricks.num]._y = 160; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; } else if (bricktype == 2) { i = 0; while (i < 3) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 640 + (i * 32); this["brick" + bricks.num]._y = 128; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 704; this["brick" + bricks.num]._y = 96; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; } else if (bricktype == 3) { i = 0; while (i < 2) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 640 + (i * 32); this["brick" + bricks.num]._y = 128; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } i = 0; while (i < 2) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 640 + (i * 32); this["brick" + bricks.num]._y = 160; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } } else if (bricktype == 4) { i = 0; while (i < 3) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 640 + (i * 32); this["brick" + bricks.num]._y = 128; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 672; this["brick" + bricks.num]._y = 160; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; } else if (bricktype == 5) { i = 0; while (i < 2) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 640 + (i * 32); this["brick" + bricks.num]._y = 128; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } i = 0; while (i < 2) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 672 + (i * 32); this["brick" + bricks.num]._y = 160; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } } else if (bricktype == 6) { i = 0; while (i < 2) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 640 + (i * 32); this["brick" + bricks.num]._y = 160; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } i = 0; while (i < 2) { this.attachMovie("brick", "brick" + bricks.num, bricks.num + 1000); this["brick" + bricks.num]._x = 672 + (i * 32); this["brick" + bricks.num]._y = 128; this["brick" + bricks.num].gotoAndStop(bricktype + 10); currentBrick.push(this["brick" + bricks.num]); bricks.num++; i++; } } i = 0; while (i < 4) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); if (game[(("t_" + ob.yblock) + "_") + ob.xblock].frozen) { gamestopped = true; attachMovie("FAIL", "PHAIL", 10000000000); PHAIL.onRelease = function () { PHAIL._x = PHAIL._x + 10000; }; } i++; } } function brickMove() { i = 0; while (i < currentBrick.length) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); if (game[(("t_" + ob.yblock) + "_") + (ob.xblock - 1)].frozen) { j = 0; while (j < currentBrick.length) { ob = currentBrick[j]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].frozen = true; j++; } i = 0; while (i < 4) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game.clip[(("t_" + ob.yblock) + "_") + ob.xblock].gotoAndStop(bricktype + 10); game[(("t_" + ob.yblock) + "_") + ob.xblock].frame = bricktype + 10; removeMovieClip(ob); i++; } score = score + 5; scorez.text = "SCORE: " + score; checkRows(1); checkRows(1.5); checkRows(2); checkRows(2.5); currentBrick = []; generateBrick(); } else if (game[(("t_" + ob.yblock) + "_") + (ob.xblock - 1)].frame) { } else { j = 0; while (j < currentBrick.length) { ob = currentBrick[j]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].frozen = true; j++; } i = 0; while (i < 4) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game.clip[(("t_" + ob.yblock) + "_") + ob.xblock].gotoAndStop(bricktype + 10); game[(("t_" + ob.yblock) + "_") + ob.xblock].frame = bricktype + 10; removeMovieClip(ob); i++; } score = score + 5; scorez.text = "SCORE: " + score; checkRows(1); checkRows(1.5); checkRows(2); checkRows(2.5); currentBrick = []; generateBrick(); } i++; } i = 0; while (i < 4) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = true; i++; } i = 0; while (i < currentBrick.length) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); ob._x = ob._x - 32; ob.xblock = Math.floor(ob._x / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = false; getMyCorners(char.x, char.y, this.char); if (char.upright == false) { char.x = (ob.xblock * 32) - 12; char.x = char.x - char.speed; moveChar(char, 1, 0); } if (char.downright == false) { char.x = (ob.xblock * 32) - 12; char.x = char.x - char.speed; moveChar(char, 1, 0); } char.clip._x = char.x; char.clip._y = char.y; ob.xtile = Math.floor(ob.clip._x / game.tileW); ob.ytile = Math.floor(ob.clip._y / game.tileH); getMyCorners(char.x, char.y, this.char); if (char.upright == false) { splat(); } if (char.downright == false) { splat(); } fall(char); i++; } } function checkRows(plus) { h = 0; while (h < 20) { rowfull = true; i = 1; while (i <= 9) { if (game[(("t_" + i) + "_") + h].frozen) { } else { rowfull = false; } i++; } if (rowfull == true) { score = score + (100 * plus); scorez.text = "SCORE: " + score; if (score > 100) { game.level = 2; } if (score > 200) { game.level = 3; } if (score > 400) { game.level = 4; } if (score > 700) { game.level = 5; } if (score > 1100) { game.level = 6; } if (score > 1600) { game.level = 7; } if (score > 2200) { game.level = 8; } if (score > 2900) { game.level = 9; } if (score > 3700) { game.level = 10; } if (score > 4600) { game.level = 11; } if (score > 5600) { game.level = 12; } if (score > 6700) { game.level = 13; } if (score > 7900) { game.level = 14; } if (score > 9200) { game.level = 15; } if (score > 10600) { game.level = 16; } if (score > 12100) { game.level = 17; } if (score > 13700) { game.level = 18; } if (score > 15400) { game.level = 19; } if (score > 17200) { game.level = 20; } if (score > 20000) { game.level = 30; } levelz.text = "LEVEL: " + game.level; g = h; while (g < 20) { f = 1; while (f <= 9) { game.clip[(("t_" + f) + "_") + g].gotoAndStop(game[(("t_" + f) + "_") + (g + 1)].frame); game[(("t_" + f) + "_") + g].frame = game[(("t_" + f) + "_") + (g + 1)].frame; game[(("t_" + f) + "_") + g].frozen = game[(("t_" + f) + "_") + (g + 1)].frozen; game[(("t_" + f) + "_") + g].walkable = game[(("t_" + f) + "_") + (g + 1)].walkable; f++; } g++; } } h++; } } function splat() { } function rotate() { if (bricktype == 0) { center = currentBrick[1]; center.xblock = Math.floor(center._x / 32); center.yblock = Math.floor(center._y / 32); canrotate = false; if (game[(("t_" + (center.yblock - 1)) + "_") + center.xblock].frozen == false) { if (game[(("t_" + (center.yblock + 1)) + "_") + center.xblock].frozen == false) { if (game[(("t_" + center.yblock) + "_") + (center.xblock - 1)].frozen == false) { if (game[(("t_" + center.yblock) + "_") + (center.xblock + 1)].frozen == false) { canrotate = true; } } } } ob = currentBrick[3]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); if (ob._x < center._x) { if (game[(("t_" + (center.yblock - 2)) + "_") + center.xblock].frozen) { canrotate = false; } } else if (ob._x > center._x) { if (game[(("t_" + (center.yblock + 2)) + "_") + center.xblock].frozen) { canrotate = false; } } else if (ob._y > center._y) { if (game[(("t_" + center.yblock) + "_") + (center.xblock - 2)].frozen) { canrotate = false; } } else if (ob._y < center._y) { if (game[(("t_" + center.yblock) + "_") + (center.xblock + 2)].frozen) { canrotate = false; } } if (canrotate) { i = 0; while (i < 4) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = true; i++; } i = 0; while (i < 4) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); if (ob == currentBrick[3]) { if (ob._x < center._x) { ob._x = center._x; ob._y = ob._y - 64; } else if (ob._x > center._x) { ob._x = center._x; ob._y = ob._y + 64; } else if (ob._y > center._y) { ob._y = center._y; ob._x = ob._x - 64; } else if (ob._y < center._y) { ob._y = center._y; ob._x = ob._x + 64; } } else if (ob._x < center._x) { ob._x = center._x; ob._y = ob._y - 32; } else if (ob._x > center._x) { ob._x = center._x; ob._y = ob._y + 32; } else if (ob._y > center._y) { ob._y = center._y; ob._x = ob._x - 32; } else if (ob._y < center._y) { ob._y = center._y; ob._x = ob._x + 32; } ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = false; fall(char); i++; } i = 0; while (i < 4) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = false; i++; } } } else if ((bricktype == 2) or (bricktype == 1)) { center = currentBrick[1]; center.xblock = Math.floor(center._x / 32); center.yblock = Math.floor(center._y / 32); canrotate = false; if (game[(("t_" + (center.yblock - 1)) + "_") + center.xblock].frozen == false) { if (game[(("t_" + (center.yblock + 1)) + "_") + center.xblock].frozen == false) { if (game[(("t_" + center.yblock) + "_") + (center.xblock - 1)].frozen == false) { if (game[(("t_" + center.yblock) + "_") + (center.xblock + 1)].frozen == false) { canrotate = true; } } } } ob = currentBrick[3]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); if (ob._x > center._x) { if (ob._y > center._y) { if (game[(("t_" + (center.yblock + 1)) + "_") + (center.xblock - 1)].frozen) { canrotate = false; } } else if (game[(("t_" + (center.yblock + 1)) + "_") + (center.xblock + 1)].frozen) { canrotate = false; } } else if (ob._y > center._y) { if (game[(("t_" + (center.yblock - 1)) + "_") + (center.xblock - 1)].frozen) { canrotate = false; } } else if (game[(("t_" + (center.yblock - 1)) + "_") + (center.xblock + 1)].frozen) { canrotate = false; } if (canrotate) { i = 0; while (i < currentBrick.length) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = true; i++; } i = 0; while (i < 4) { ob = currentBrick[i]; if (ob == currentBrick[3]) { if (ob._x > center._x) { if (ob._y > center._y) { ob._x = ob._x - 64; } else { ob._y = ob._y + 64; } } else if (ob._y > center._y) { ob._y = ob._y - 64; } else { ob._x = ob._x + 64; } } else if (ob._x < center._x) { ob._x = center._x; ob._y = ob._y - 32; } else if (ob._x > center._x) { ob._x = center._x; ob._y = ob._y + 32; } else if (ob._y > center._y) { ob._y = center._y; ob._x = ob._x - 32; } else if (ob._y < center._y) { ob._y = center._y; ob._x = ob._x + 32; } ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = false; fall(char); i++; } } } else if (bricktype == 3) { } else if (bricktype == 4) { canrotate = false; center = currentBrick[1]; center.xblock = Math.floor(center._x / 32); center.yblock = Math.floor(center._y / 32); if (game[(("t_" + (center.yblock - 1)) + "_") + center.xblock].frozen == false) { if (game[(("t_" + (center.yblock + 1)) + "_") + center.xblock].frozen == false) { if (game[(("t_" + center.yblock) + "_") + (center.xblock - 1)].frozen == false) { if (game[(("t_" + center.yblock) + "_") + (center.xblock + 1)].frozen == false) { canrotate = true; } } } } if (canrotate) { i = 0; while (i < currentBrick.length) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = true; i++; } i = 0; while (i < 4) { ob = currentBrick[i]; if (ob._x < center._x) { ob._x = center._x; ob._y = ob._y - 32; } else if (ob._x > center._x) { ob._x = center._x; ob._y = ob._y + 32; } else if (ob._y > center._y) { ob._y = center._y; ob._x = ob._x - 32; } else if (ob._y < center._y) { ob._y = center._y; ob._x = ob._x + 32; } ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = false; fall(char); i++; } } } else if ((bricktype == 5) or (bricktype == 6)) { center = currentBrick[1]; canrotate = false; if (game[(("t_" + (center.yblock - 1)) + "_") + center.xblock].frozen == false) { if (game[(("t_" + (center.yblock + 1)) + "_") + center.xblock].frozen == false) { if (game[(("t_" + center.yblock) + "_") + (center.xblock - 1)].frozen == false) { if (game[(("t_" + center.yblock) + "_") + (center.xblock + 1)].frozen == false) { canrotate = true; } } } } ob = currentBrick[3]; if (ob._x > center._x) { if (ob._y > center._y) { if (game[(("t_" + (center.yblock + 1)) + "_") + (center.xblock - 1)].frozen) { canrotate = false; } } else if (game[(("t_" + (center.yblock + 1)) + "_") + (center.xblock + 1)].frozen) { canrotate = false; } } else if (ob._y > center._y) { if (game[(("t_" + (center.yblock - 1)) + "_") + (center.xblock - 1)].frozen) { canrotate = false; } } else if (game[(("t_" + (center.yblock - 1)) + "_") + (center.xblock + 1)].frozen) { canrotate = false; } if (canrotate) { i = 0; while (i < currentBrick.length) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = true; i++; } i = 0; while (i < 4) { ob = currentBrick[i]; if (ob == currentBrick[3]) { if (ob._x > center._x) { if (ob._y > center._y) { ob._x = ob._x - 64; } else { ob._y = ob._y + 64; } } else if (ob._y > center._y) { ob._y = ob._y - 64; } else { ob._x = ob._x + 64; } } else if (ob._x < center._x) { ob._x = center._x; ob._y = ob._y - 32; } else if (ob._x > center._x) { ob._x = center._x; ob._y = ob._y + 32; } else if (ob._y > center._y) { ob._y = center._y; ob._x = ob._x - 32; } else if (ob._y < center._y) { ob._y = center._y; ob._x = ob._x + 32; } ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = false; fall(char); i++; } } } } function detectKeys() { var _local2 = this.char; var _local3 = false; if (Key.isDown(32)) { if (!_local2.jump) { _local2.jumps = 2; _local2.jump = true; _local2.jumpspeed = _local2.jumpstart; } if ((_local2.jumps > 0) and (_local2.jumpspeed > 10)) { _local2.jump = true; _local2.jumpspeed = _local2.jumpstart; _local2.jumps = _local2.jumps - 1; } } if (Key.isDown(39)) { _local3 = this.moveChar(_local2, 1, 0); char.clip.gotoAndStop(1); } else if (Key.isDown(37)) { _local3 = this.moveChar(_local2, -1, 0); _local2.clip.gotoAndStop(2); } if (_local2.jump) { _local3 = this.jump(_local2); } if (Key.isDown(13)) { i = 0; while (i < 4) { _local2 = currentBrick[i]; _local2.xblock = Math.floor(_local2._x / 32); _local2.yblock = Math.floor(_local2._y / 32); game.clip[(("t_" + _local2.yblock) + "_") + _local2.xblock].walkable = false; game.clip[(("t_" + _local2.yblock) + "_") + _local2.xblock].frozen = false; removeMovieClip(_local2); i++; } currentBrick = []; buildMap(map); generateBrick(); gamestopped = false; this.PHAIL._x = this.PHAIL._x + 10000; } if (Key.isDown(88)) { if (xpressed == false) { char.xtile = Math.floor(char.x / 32); char.ytile = Math.floor(char.y / 32); i = 0; while (i < 4) { _local2 = currentBrick[i]; _local2.xblock = Math.floor(_local2._x / 32); _local2.yblock = Math.floor(_local2._y / 32); if (((_local2.yblock - 1) == char.ytile) && (_local2.xblock == char.xtile)) { rotate(); } i++; } } xpressed = true; } else { if (xpressed == true) { } xpressed = false; } } function jump(ob) { ob.jumpspeed = ob.jumpspeed + ob.gravity; if (ob.jumpspeed > (game.tileH - char.height)) { ob.jumpspeed = game.tileH - char.height; } if (ob.jumpspeed < 0) { moveChar(ob, 0, -1, -1); } else if (ob.jumpspeed > 0) { moveChar(ob, 0, 1, 1); } return(true); } function moveChar(ob, dirx, diry, jump) { if (!char.charging) { if (Math.abs(jump) == 1) { speed = ob.jumpspeed * jump; } else { speed = ob.speed; if (jump == 2) { speed = this.xchange; } else if (jump == 3) { speed = this.ychange; } } getMyCorners(ob.x, ob.y + (speed * diry), ob); if (diry == -1) { if (ob.upleft and ob.upright) { ob.y = ob.y + (speed * diry); } else { ob.y = (ob.ytile * game.tileH) + ob.height; ob.jumpspeed = 0; if (ob.upleftfrozen == false) { if (Key.isDown(38)) { canmoveup = true; i = 0; while (i < 4) { obj = currentBrick[i]; obj.xblock = Math.floor(obj._x / 32); obj.yblock = Math.floor(obj._y / 32); if (game[(("t_" + (obj.yblock - 1)) + "_") + obj.xblock].frozen == false) { } else { canmoveup = false; } i++; } if (canmoveup) { i = 0; while (i < 4) { obj = currentBrick[3 - i]; obj.xblock = Math.floor(obj._x / 32); obj.yblock = Math.floor(obj._y / 32); game[(("t_" + obj.yblock) + "_") + obj.xblock].walkable = true; i++; } i = 0; while (i < 4) { obj = currentBrick[3 - i]; obj.xblock = Math.floor(obj._x / 32); obj.yblock = Math.floor(obj._y / 32); obj._y = obj._y - 32; obj.yblock = Math.floor(obj._y / 32); game[(("t_" + obj.yblock) + "_") + obj.xblock].walkable = false; i++; } char.clip._x = char.x; char.clip._y = char.y; } } } } } if (diry == 1) { if (ob.downleft and ob.downright) { ob.y = ob.y + (speed * diry); } else { ob.y = ((ob.ytile + 1) * game.tileH) - ob.height; ob.jump = false; if (ob.downleftfrozen == false) { if (Key.isDown(40)) { if (ob.jumpspeed > 4) { canmovedown = true; i = 0; while (i < 4) { obj = currentBrick[i]; obj.xblock = Math.floor(obj._x / 32); obj.yblock = Math.floor(obj._y / 32); if (game[(("t_" + (obj.yblock + 1)) + "_") + obj.xblock].frozen == false) { } else { canmovedown = false; } i++; } if (canmovedown) { i = 0; while (i < 4) { obj = currentBrick[3 - i]; obj.xblock = Math.floor(obj._x / 32); obj.yblock = Math.floor(obj._y / 32); game[(("t_" + obj.yblock) + "_") + obj.xblock].walkable = true; i++; } i = 0; while (i < 4) { obj = currentBrick[3 - i]; obj.xblock = Math.floor(obj._x / 32); obj.yblock = Math.floor(obj._y / 32); obj._y = obj._y + 32; obj.yblock = Math.floor(obj._y / 32); game[(("t_" + obj.yblock) + "_") + obj.xblock].walkable = false; i++; } char.clip._x = char.x; char.clip._y = char.y; char.jump = true; char.jumpspeed = -10; } } } else { onliveblock = false; } } } } getMyCorners(ob.x + (speed * dirx), ob.y, ob); if (dirx == -1) { if (ob.downleft and ob.upleft) { ob.x = ob.x + (speed * dirx); fall(ob); } else { ob.x = (ob.xtile * game.tileW) + ob.width; } } if (dirx == 1) { if (ob.upright and ob.downright) { ob.x = ob.x + (speed * dirx); fall(ob); } else { ob.x = ((ob.xtile + 1) * game.tileW) - ob.width; } } ob.clip._x = ob.x; ob.clip._y = ob.y; ob.xtile = Math.floor(ob.clip._x / game.tileW); ob.ytile = Math.floor(ob.clip._y / game.tileH); if (game[(("t_" + ob.ytile) + "_") + ob.xtile].door and (ob == this.char)) { changeMap(ob); } return(true); } } function fall(ob) { if (!ob.jump) { getMyCorners(ob.x, ob.y + 1, ob); if (ob.downleft and ob.downright) { ob.jumpspeed = 0; ob.jump = true; } } } function getMyCorners(x, y, ob) { ob.downY = Math.floor(((y + ob.height) - 1) / game.tileH); ob.upY = Math.floor((y - ob.height) / game.tileH); ob.leftX = Math.floor((x - ob.width) / game.tileW); ob.rightX = Math.floor(((x + ob.width) - 1) / game.tileW); ob.upleft = game[(("t_" + ob.upY) + "_") + ob.leftX].walkable; ob.downleft = game[(("t_" + ob.downY) + "_") + ob.leftX].walkable; ob.upright = game[(("t_" + ob.upY) + "_") + ob.rightX].walkable; ob.downright = game[(("t_" + ob.downY) + "_") + ob.rightX].walkable; ob.downleftfrozen = game[(("t_" + ob.downY) + "_") + ob.leftX].frozen; ob.downrightfrozen = game[(("t_" + ob.downY) + "_") + ob.rightX].frozen; ob.upleftfrozen = game[(("t_" + ob.upY) + "_") + ob.leftX].frozen; ob.uprightfrozen = game[(("t_" + ob.upY) + "_") + ob.rightX].frozen; } map = [[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]]; game = {tileW:32, tileH:32, level:1, ticktimer:10}; bricks = {bricking:false, num:0}; char = {xtile:12, ytile:1, speed:8, jumpstart:-26, gravity:2, jump:false, xminus:0, charging:false, charge:0}; currentBrick = []; xpressed = false; gamestopped = false; score = 0; game.Tile0 = function () { }; game.Tile0.prototype.walkable = true; game.Tile0.prototype.frame = 1; game.Tile0.prototype.frozen = false; game.Tile1 = function () { }; game.Tile1.prototype.walkable = false; game.Tile1.prototype.frame = 2; game.Tile1.prototype.frozen = true; game.Tile2 = function () { }; game.Tile2.prototype.walkable = true; game.Tile2.prototype.frame = 3; game.Tile2.prototype.frozen = true; this.onEnterFrame = function () { if (game.ticktimer < 1) { if (!gamestopped) { brickMove(); } game.ticktimer = 60 - (game.level * 4); } else { game.ticktimer = game.ticktimer - 1; if (Key.isDown(16)) { game.ticktimer = game.ticktimer - 60; } } detectKeys(); }; newgame.onRelease = function () { i = 0; while (i < 4) { ob = currentBrick[i]; ob.xblock = Math.floor(ob._x / 32); ob.yblock = Math.floor(ob._y / 32); game.clip[(("t_" + ob.yblock) + "_") + ob.xblock].walkable = false; game.clip[(("t_" + ob.yblock) + "_") + ob.xblock].frozen = false; removeMovieClip(ob); i++; } currentBrick = []; buildMap(map); generateBrick(); gamestopped = false; PHAIL._x = PHAIL._x + 10000; }; this.instruct.onRelease = function () { if (structions._x == 0) { structions._x = structions._x + 2000; gamestopped = false; } else { attachMovie("instructions", "structions", 10000000000); gamestopped = true; } }; buildMap(map); pwnsco.onRelease = function () { getURL ("http://www.pwnscone.com", "_blank"); }; abs.onRelease = function () { getURL ("http://www.albinoblacksheep.com", "_blank"); };Symbol 10 MovieClip [tile] Frame 1stop();Symbol 13 MovieClip [char] Frame 1stop();
Library Items
Symbol 1 Graphic | Used by:10 | |
Symbol 2 Graphic | Used by:10 | |
Symbol 3 Graphic | Used by:10 14 | |
Symbol 4 Graphic | Used by:10 14 | |
Symbol 5 Graphic | Used by:10 14 | |
Symbol 6 Graphic | Used by:10 14 | |
Symbol 7 Graphic | Used by:10 14 | |
Symbol 8 Graphic | Used by:10 14 | |
Symbol 9 Graphic | Used by:10 14 | |
Symbol 10 MovieClip [tile] | Uses:1 2 3 4 5 6 7 8 9 | |
Symbol 11 Graphic | Used by:13 | |
Symbol 12 Graphic | Used by:13 | |
Symbol 13 MovieClip [char] | Uses:11 12 | |
Symbol 14 MovieClip [brick] | Uses:3 4 5 6 7 8 9 | |
Symbol 15 Graphic | Used by:17 22 Timeline | |
Symbol 16 Graphic | Used by:17 | |
Symbol 17 MovieClip [FAIL] | Uses:15 16 | |
Symbol 18 Font | Used by:19 24 25 28 30 | |
Symbol 19 Text | Uses:18 | Used by:22 |
Symbol 20 Font | Used by:21 26 32 33 | |
Symbol 21 Text | Uses:20 | Used by:22 |
Symbol 22 MovieClip [instructions] | Uses:15 19 21 | |
Symbol 23 MovieClip [empty] | Used by:Timeline | |
Symbol 24 EditableText | Uses:18 | Used by:Timeline |
Symbol 25 EditableText | Uses:18 | Used by:Timeline |
Symbol 26 Text | Uses:20 | Used by:Timeline |
Symbol 27 Graphic | Used by:29 31 | |
Symbol 28 Text | Uses:18 | Used by:29 |
Symbol 29 MovieClip | Uses:27 28 | Used by:Timeline |
Symbol 30 Text | Uses:18 | Used by:31 |
Symbol 31 MovieClip | Uses:27 30 | Used by:Timeline |
Symbol 32 Text | Uses:20 | Used by:Timeline |
Symbol 33 Text | Uses:20 | Used by:Timeline |
Symbol 34 Graphic | Used by:35 | |
Symbol 35 MovieClip | Uses:34 | Used by:Timeline |
Instance Names
"empty1" | Frame 1 | Symbol 23 MovieClip [empty] |
"levelz" | Frame 1 | Symbol 24 EditableText |
"scorez" | Frame 1 | Symbol 25 EditableText |
"newgame" | Frame 1 | Symbol 29 MovieClip |
"instruct" | Frame 1 | Symbol 31 MovieClip |
"pwnsco" | Frame 1 | Symbol 35 MovieClip |
"abs" | Frame 1 | Symbol 35 MovieClip |
Special Tags
FileAttributes (69) | Timeline Frame 1 | Access local files only, Metadata not present, AS1/AS2. |
ExportAssets (56) | Timeline Frame 1 | Symbol 10 as "tile" |
ExportAssets (56) | Timeline Frame 1 | Symbol 13 as "char" |
ExportAssets (56) | Timeline Frame 1 | Symbol 14 as "brick" |
ExportAssets (56) | Timeline Frame 1 | Symbol 17 as "FAIL" |
ExportAssets (56) | Timeline Frame 1 | Symbol 22 as "instructions" |
ExportAssets (56) | Timeline Frame 1 | Symbol 23 as "empty" |
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