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Squishy's Great Tetris Adventure.swf

This is the info page for
Flash #27090

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


Text
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 1
function 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 1
stop();
Symbol 13 MovieClip [char] Frame 1
stop();

Library Items

Symbol 1 GraphicUsed by:10
Symbol 2 GraphicUsed by:10
Symbol 3 GraphicUsed by:10 14
Symbol 4 GraphicUsed by:10 14
Symbol 5 GraphicUsed by:10 14
Symbol 6 GraphicUsed by:10 14
Symbol 7 GraphicUsed by:10 14
Symbol 8 GraphicUsed by:10 14
Symbol 9 GraphicUsed by:10 14
Symbol 10 MovieClip [tile]Uses:1 2 3 4 5 6 7 8 9
Symbol 11 GraphicUsed by:13
Symbol 12 GraphicUsed by:13
Symbol 13 MovieClip [char]Uses:11 12
Symbol 14 MovieClip [brick]Uses:3 4 5 6 7 8 9
Symbol 15 GraphicUsed by:17 22  Timeline
Symbol 16 GraphicUsed by:17
Symbol 17 MovieClip [FAIL]Uses:15 16
Symbol 18 FontUsed by:19 24 25 28 30
Symbol 19 TextUses:18Used by:22
Symbol 20 FontUsed by:21 26 32 33
Symbol 21 TextUses:20Used by:22
Symbol 22 MovieClip [instructions]Uses:15 19 21
Symbol 23 MovieClip [empty]Used by:Timeline
Symbol 24 EditableTextUses:18Used by:Timeline
Symbol 25 EditableTextUses:18Used by:Timeline
Symbol 26 TextUses:20Used by:Timeline
Symbol 27 GraphicUsed by:29 31
Symbol 28 TextUses:18Used by:29
Symbol 29 MovieClipUses:27 28Used by:Timeline
Symbol 30 TextUses:18Used by:31
Symbol 31 MovieClipUses:27 30Used by:Timeline
Symbol 32 TextUses:20Used by:Timeline
Symbol 33 TextUses:20Used by:Timeline
Symbol 34 GraphicUsed by:35
Symbol 35 MovieClipUses:34Used by:Timeline

Instance Names

"empty1"Frame 1Symbol 23 MovieClip [empty]
"levelz"Frame 1Symbol 24 EditableText
"scorez"Frame 1Symbol 25 EditableText
"newgame"Frame 1Symbol 29 MovieClip
"instruct"Frame 1Symbol 31 MovieClip
"pwnsco"Frame 1Symbol 35 MovieClip
"abs"Frame 1Symbol 35 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
ExportAssets (56)Timeline Frame 1Symbol 10 as "tile"
ExportAssets (56)Timeline Frame 1Symbol 13 as "char"
ExportAssets (56)Timeline Frame 1Symbol 14 as "brick"
ExportAssets (56)Timeline Frame 1Symbol 17 as "FAIL"
ExportAssets (56)Timeline Frame 1Symbol 22 as "instructions"
ExportAssets (56)Timeline Frame 1Symbol 23 as "empty"




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Created: 21/5 -2019 22:23:05 Last modified: 21/5 -2019 22:23:05 Server time: 01/05 -2024 16:17:57