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Trigonometry Tutorial by Superjoe Software LOADING... |
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Superjoe Software |
Trigonometry is sometimes confusing, but if you look in to it a little bit, Trig is very helpful and worth the extra bit of work it takes to implement. |
Continue |
Why Use Trig? |
Trig Tutorial by Superjoe Software |
Previous Step |
Previous Step |
Next Step |
You can create interesting effects using Trigonometry. All of these cool effects I created using Trig. |
The arrow points at the cursor. |
The fish points in the direction he swims. |
The clock hands point to the correct numbers. |
12 |
3 |
6 |
9 |
1 |
2 |
4 |
5 |
7 |
8 |
10 |
11 |
If you're still not convinced, you should know that you have to use Trig in a lot of games, to make bullets point in the direction they are fired, to make a helicopter point up a little bit when it rises, and so on. Plus, you'll probably have to learn it in Math class anyways. |
Trigonometry has to do with circles, angles, and triangles. |
A circle is broken down into 4 quadrants. |
I |
II |
III |
IV |
Trig Overview |
An angle is a specific amount that specifies a rotation. To show this rotation, we use degrees (°). 0° means no rotation, and 360° means rotated so far that it is rotated back to the beginning. |
The blue line marks 0° and 360°. |
Watch as the red line rotates. The number shows you what angle the red line makes with the blue line. |
0° |
The basics of Trigonometry is the fact that if you know a few things about a triangle, you can figure out everything else. |
The triangle must be a right triangle, meaning that one of its angles is 90°. |
This angle is 90 degrees |
Getting Into Mathematics |
We'll name the sides of our triangle x, y, and r. We only need to name one of the angles. We'll call it theta (ø). |
ø |
r |
y |
x |
With a triangle set up this way, all you need is 2 of the 4 variables in the drawing, and you can find the other 2 using Trig. To do this, use these equations. |
<p align="left"><font face="Courier New" size="20" color="#000000"><b>r^2 = x^2 + y^2</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>sin(ø) = y / r</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>cos(ø) = x / r</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>tan(ø) = y / x</b></font></p> |
Note that you will have to solve the equation for the variable you wish to use. |
sin(), cos(), and tan() are handy trig functions. You access them in flash by using Math.sin(), Math.cos(), and Math.tan(). However, these functions may not act like you expect them to if you supply angle arguments in degrees. These functions use a different measuring system: radians. |
Radians is the same thing as degrees, but instead of going from 0° to 360°, radians go from 0 to 2 * π. π is a mathematical constant approximately equal to 3.14. It is accessible in Flash using Math.PI. |
0° |
90° |
180° |
315° |
270° |
45° |
135° |
225° |
0 |
π/2 |
π |
7/4 * π |
3/2 * π |
π/4 |
3/4 * π |
5/4 * π |
It is easy to convert between degrees and radians. To do so, use these equations: |
<p align="left"><font face="Courier New" size="20" color="#000000"><b>radians = (degrees * π) / 180</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>degrees = (180 * radians) / π</b></font></p> |
Important! Take note that Flash uses degrees, but using Trig functions in Flash requires that you use radians. |
Let's look at the arrow again. |
When you create a symbol in Flash, the registration point is the point of rotation. For the arrow, I placed it in the center. All we have to do is make the arrow rotate to face the cursor point. |
Explaining the Demos - Rotating Arrow |
Are you seeing the triangle? |
ø |
r |
y |
x |
Theta (ø) is the angle we need to find. We can get x and y by subtracting the x and y locations of the arrow from the x and y locations of the mouse. |
<p align="left"><font face="Courier New" size="20" color="#000000"><b>x = Math.abs(_root._xmouse - mc_arrow._x);</b></font></p><p align="left"><font face="Courier New" size="20" color="#000000"><b>y = Math.abs(_root._ymouse - mc_arrow._y);</b></font></p> |
y |
x |
Now that know x and y, we can find theta. Remember the equations? |
ø |
The equation we need for this one is tan(ø) = y / x But we have a problem. We can't just enter that into a line of code. We have to solve for theta (ø). |
This is done by taking the arc tangent of both sides: ø = atan(y / x) |
Now all we have to do is convert theta (ø) to degrees and set the arrow's rotation. Assuming the name of the movie clip is "mc_arrow," this code will rotate it: |
mc_arrow |
<p align="left"><font face="Courier New" size="18" color="#000000">mc_arrow._rotation = (180 * theta) / Math.PI;</font></p> |
This works great - until the mouse exits the first quadrant. Remember the quadrant circle? |
We have to make a separate triangle for each quadrant. |
0° |
Remember that rotation starts from the 0° position. Theta (ø) is just an angle of a triangle. |
Once you find theta, there's a little bit more to it than converting to degrees. Rotation is absolute; theta is relative. You have to make a different reference point for each quadrant. |
I |
II |
III |
IV |
To overcome this challenge, we'll write code to handle the 4 different quadrants: |
<p align="left"><font face="Courier New" size="14" color="#000084">if<font color="#000000">(</font>_xmouse<font color="#000000"> >= mc_arrow.</font>_x<font color="#000000"> && </font>_ymouse<font color="#000000"> <= mc_arrow.</font>_y<font color="#000000">){</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> <font color="#808080">//quadrant I</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> mc_arrow.<font color="#000084">_rotation</font> = (180*theta)<font color="#000084">/Math</font>.<font color="#000084">PI</font>;</font></p><p align="left"><font face="Courier New" size="14" color="#000000">}<font color="#000084">else</font> <font color="#000084">if</font>(<font color="#000084">_xmouse</font> < <font color="#000084">mc_arrow</font>.<font color="#000084">_x</font> && <font color="#000084">_ymouse</font> <= mc_arrow.<font color="#000084">_y</font>){</font></p><p align="left"><font face="Courier New" size="14" color="#000000"> <font color="#808080">//quadrant II</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> mc_arrow.<font color="#000099">_rotation</font> = 180 - (180*theta)<font color="#000099">/Math</font>.<font color="#000099">PI;</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000">}<font color="#000084">else</font> <font color="#000084">if</font>(<font color="#000084">_xmouse</font> >= mc_arrow.<font color="#000099">_x</font> && <font color="#000099">_ymouse</font> > mc_arrow.<font color="#000099">_y</font>){</font></p><p align="left"><font face="Courier New" size="14" color="#000000"> <font color="#808080">//quadrant III</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> mc_arrow.<font color="#000099">_rotation</font> = 180 + (180*theta)<font color="#000099">/Math</font>.<font color="#000099">PI;</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000">}<font color="#000084">else</font> {</font></p><p align="left"><font face="Courier New" size="14" color="#000000"> <font color="#808080">//quadrant IV</font></font></p><p align="left"><font face="Courier New" size="14" color="#000000"> mc_arrow.<font color="#000099">_rotation</font> = 360 - (180*theta)/<font color="#000099">Math</font>.<font color="#000099">PI</font>;</font></p><p align="left"><font face="Courier New" size="14" color="#000000">}</font></p> |
All this does is start the rotation at 0°. |
Only one last thing stands before you and a finished rotating arrow Flash. It is this simple fact: Mathematics rotates counter-clockwise, while Flash MX rotates clockwise. This is an easy challenge to overcome. All you have to do is slap a negative sign (-) in front of the angle you specify for the _rotation property. Click here if you want to see the full source code listing for the rotating arrow. It may look different than what I've shown you so far, because I made the code more efficient. |
Rotating Arrow Code Listing |
<p align="left"><font face="Courier New" size="13" color="#000000">this.onEnterFrame = function(){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> xdist = Math.abs(_root._xmouse - mc_arrow._x);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> ydist = Math.abs(_root._ymouse - mc_arrow._y);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> theta = Math.atan(ydist/xdist);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(_root._xmouse >= mc_arrow._x && _root._ymouse <= <sbr />mc_arrow._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> angle = theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else if(_root._xmouse < mc_arrow._x && _root._ymouse <sbr /><= mc_arrow._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> angle = Math.PI - theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else if(_root._xmouse < mc_arrow._x && _root._ymouse > <sbr />mc_arrow._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> angle = Math.PI + theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else {</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> angle = (2 * Math.PI) - theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> mc_arrow._rotation = -((180*angle) / Math.PI);</font></p><p align="left"><font face="Courier New" size="13" color="#000000">}</font></p> |
On to the next Trig demo! This is the code I added for the ABS Fishtank. I made it so that the fish point in the direction they swim. Let's watch the fishy again. |
Explaining the Demos - Swimming Fish |
The movement of the fish is not particularly beautiful, but it gets my Trigonometry point across. I'm not going to explain all the code, just the Trig part. Basically, the fish picks a target location randomly within the box. The code uses Trig to point the fish in the right direction, and then the fish swims until it reaches its destination, starting the process over again. |
The fish is just sitting there, and then it decides a target point. It needs to rotate to point at the target. |
Are you seeing the triangle? |
Target |
x |
y |
r |
ø |
You should know how to do the rest of it from the arrow demo, but in case you forgot already, I'll walk you through it again real quick. |
1. Find x and y using x = targetX - fish._x; and y = targetY - fish._y; |
x |
y |
2. Find theta using theta = Math.atan(y / x); |
ø |
3. Edit your code so it works with all 4 quadrants. |
I |
IV |
II |
III |
In this case we have a problem. Unlike the arrow, the fish is not symmetrical. This means that when the fish is rotated so that it is facing left, it would be upside down. |
To correct this, place the fish inside a movie clip. In the first frame, make the fish face right. In the second frame, make the fish face left. Then, in your code, adjust the direction of the fish by using fish.gotoAndStop([1 or 2]); |
In quadrants 1 and 4, make the fish point right. In quadrants 2 and 3, make the fish point left. |
The final thing you need to do is adjust theta. Because the fish facing left starts at 180°, and not 0°, you have to subtract 180° from theta in quadrants 2 and 3. |
4. When you finally set the _rotation property, negate the angle. |
Obviously, there's more to the code for the fish than Trigonometry. The code I created for moving the fish around is poorly coded and not very good, but the code for setting the correct rotation is superb, so that's what you should pay attention to. Click here to see the full source listing for the swimming fish. |
Swimming Fish Code Listing |
<p align="left"><font face="Courier New" size="13" color="#000000">curTime = 0;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">targX = 0;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">targY = 0;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">fishSpd = 4;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">fishSwimming = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">xT = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">yT = false;</font></p><p align="left"></p><p align="left"><font face="Courier New" size="13" color="#000000">this.onEnterFrame = function(){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(!fishSwimming && getTimer() - curTime > 1000){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fishSwimming = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> targX = tank._x + Math.random() * tank._width;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> targY = tank._y + Math.random() * tank._height;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> //point the fish</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> xdist = Math.abs(targX - fish._x);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> ydist = Math.abs(targY - fish._y);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> theta = Math.atan(ydist/xdist);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(_root.targX >= fish._x && targY <= fish._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> angle = theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish.gotoAndStop(1);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else if(targX < fish._x && targY <= fish._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> angle = - theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish.gotoAndStop(2);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else if(targX < fish._x && targY > fish._y){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> angle = theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish.gotoAndStop(2);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else {</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> angle = (2 * Math.PI) - theta;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish.gotoAndStop(1);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._rotation = -((180*angle) / Math.PI);</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(fishSwimming){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(fish._x <= targX){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(fish._x+ fishSpd >= targX){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._x = targX;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> xT = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else{</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._x += fishSpd;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> } else if(fish._x >= targX) {</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(fish._x- fishSpd <= targX){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._x = targX;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> xT = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else{</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._x -= fishSpd;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(fish._y <= targY){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(fish._y+ fishSpd >= targY){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._y = targY;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> yT = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else{</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._y += fishSpd;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> } else if(fish._y >= targY) {</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(fish._y- fishSpd <= targY){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._y = targY;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> yT = true;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }else{</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fish._y -= fishSpd;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"></p><p align="left"><font face="Courier New" size="13" color="#000000"> if(xT && yT){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> fishSwimming = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> curTime = getTimer();</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> xT = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> yT = false;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> </font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> }</font></p><p align="left"><font face="Courier New" size="13" color="#000000">}</font></p> |
This example really doesn't have too much to do with Trig, but I put it in because it has to do with circles, angles, and rotation. The point is, if you're good at Trig, using the _rotation property is a cinch. Let's see what time it is. |
Hmm, it's been 1 hours, 32 minutes, and 56 seconds since you looked at this clock. |
Explaining the Demos - Clock |
The first thing you have to do is create the clock outline. I did a nice, simple one using the circle tool and the text tool. |
Next, I created the hands. Instead of making them point right, like I usually do, I made them point up, because that's where the clock starts. |
The important thing when making the hands is to set the registration point at the bottom. That way, when you rotate the hands, they rotate around the clock. |
Next, I simply positioned the registration point at the center of the clock. When we rotate it, the clock hands will act like they are supposed to. |
Now we come to the easy, fun part. We'll put some ActionScript in the frame with the clock. The code for retrieving the current time in Flash is: curTime = new Date(); That's all. The variable curTime now holds the current date and time. To extract hours, minutes, and seconds, use: hours = curTime.getHours(); minutes = curTime.getMinutes(); seconds = curTime.getSeconds(); |
Unforunately, I can't ask you if you're seeing the triangle, because there isn't one. All you have to do is make a proportion. Flash rotates clockwise, so all you have to do is decide how far to rotate. Well, the maximum amount of minutes is 60, so that ones easy: |
<p align="left"><font face="Courier New" size="19" color="#000000">minuteHand._rotation = (curTime.getMinutes() / 60) * 360;</font></p> |
And it's the same thing with the second hand: |
<p align="left"><font face="Courier New" size="19" color="#000000">secondHand._rotation = (curTime.getSeconds() / 60) * 360;</font></p> |
The only problem arises with the hour hand. When you use curTime.getHours(), it returns the hours in 24-hour time format. Three simple lines of code will overcome that: |
<p align="left"><font face="Courier New" size="19" color="#000000">hours = nowTime.getHours();</font></p><p align="left"><font face="Courier New" size="19" color="#000000">if (hours > 12) hours -= 12;</font></p><p align="left"><font face="Courier New" size="19" color="#000000">hourHand._rotation = (hours / 12) * 360;</font></p> |
You should be able to create a working clock now. That example was pretty easy. Click here to see the full source code listing for the clock. It's not very much code at all. |
Clock Code Listing |
<p align="left"><font face="Courier New" size="13" color="#000000">this.onEnterFrame = function(){</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> nowTime = new Date();</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> hours = nowTime.getHours();</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> if (hours > 12) hours -= 12;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> hourH._rotation = (hours / 12) * 360;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> minH._rotation = (nowTime.getMinutes() / 60) * 360;</font></p><p align="left"><font face="Courier New" size="13" color="#000000"> secH._rotation = (nowTime.getSeconds() / 60) * 360;</font></p><p align="left"><font face="Courier New" size="13" color="#000000">}</font></p> |
If you were paying attention, you should be able to use trig to assist your animations and games. Keep your chin up - Trig can get complicated. If something is not going as expected, mess around with theta. Try making it negative, or adding/subtracting 180°, or anything you can think of. Usually, it takes me 4 or 5 tries until my Trig code works out. Even when I was making this tutorial, the Trig didn't work out right at first. Keep trying and you'll get it eventually. |
Congratulations |
Congratulations, you just spent 5 hours, 56 minutes, and 23 seconds learning about Trigonometry. You should ask your teacher for extra credit or something. |
<p align="center"><font face="Arial" size="16" color="#000000">Made for <a href="http://www.albinoblacksheep.com">Albino Blacksheep</a></font></p> |
<p align="center"><font face="Arial" size="20" color="#000000">by</font></p><p align="center"><font face="Arial" size="49" color="#000000"><a href="http://www.geocities.com/joesarcade">Superjoe Software</a></font></p> |
ActionScript [AS1/AS2]
Frame 1if (_global.System) { System.security.allowDomain("mochibot.com"); } _level0.__com_mochibot__swfid = "47e14f78"; loadMovieNum ("http://mochibot.com/my/core.swf", 10301); loadPercent = _root.getBytesLoaded() / _root.getBytesTotal(); degrees = loadPercent * 360; ticker._rotation = degrees;Frame 2if (_root.getBytesLoaded() < _root.getBytesTotal()) { gotoAndPlay (1); }Frame 3stop();Frame 21stop();Frame 22curTime = 0; targX = 0; targY = 0; fishSpd = 4; fishSwimming = false; xT = false; yT = false; onEnterFrame = function () { xdist = Math.abs(_root._xmouse - mc_arrow._x); ydist = Math.abs(_root._ymouse - mc_arrow._y); theta = Math.atan(ydist / xdist); if ((_root._xmouse >= mc_arrow._x) && (_root._ymouse <= mc_arrow._y)) { angle = theta; } else if ((_root._xmouse < mc_arrow._x) && (_root._ymouse <= mc_arrow._y)) { angle = Math.PI - theta; } else if ((_root._xmouse < mc_arrow._x) && (_root._ymouse > mc_arrow._y)) { angle = Math.PI + theta; } else { angle = (Math.PI*2) - theta; } mc_arrow._rotation = -((180 * angle) / Math.PI); if ((!fishSwimming) && ((getTimer() - curTime) > 1000)) { fishSwimming = true; targX = tank._x + (Math.random() * tank._width); targY = tank._y + (Math.random() * tank._height); xdist = Math.abs(targX - fish._x); ydist = Math.abs(targY - fish._y); theta = Math.atan(ydist / xdist); if ((_root.targX >= fish._x) && (targY <= fish._y)) { angle = theta; fish.gotoAndStop(1); } else if ((targX < fish._x) && (targY <= fish._y)) { angle = -theta; fish.gotoAndStop(2); } else if ((targX < fish._x) && (targY > fish._y)) { angle = theta; fish.gotoAndStop(2); } else { angle = (Math.PI*2) - theta; fish.gotoAndStop(1); } fish._rotation = -((180 * angle) / Math.PI); } if (fishSwimming) { if (fish._x <= targX) { if ((fish._x + fishSpd) >= targX) { fish._x = targX; xT = true; } else { fish._x = fish._x + fishSpd; } } else if (fish._x >= targX) { if ((fish._x - fishSpd) <= targX) { fish._x = targX; xT = true; } else { fish._x = fish._x - fishSpd; } } if (fish._y <= targY) { if ((fish._y + fishSpd) >= targY) { fish._y = targY; yT = true; } else { fish._y = fish._y + fishSpd; } } else if (fish._y >= targY) { if ((fish._y - fishSpd) <= targY) { fish._y = targY; yT = true; } else { fish._y = fish._y - fishSpd; } } if (xT && (yT)) { fishSwimming = false; curTime = getTimer(); xT = false; yT = false; } } nowTime = new Date(); hours = nowTime.getHours(); if (hours > 12) { hours = hours - 12; } hourH._rotation = (hours / 12) * 360; minH._rotation = (nowTime.getMinutes() / 60) * 360; secH._rotation = (nowTime.getSeconds() / 60) * 360; clockTime = getTimer(); };Frame 26rot = 0; wid = redLine._width; this.onEnterFrame = function () { rot++; if (rot > 360) { rot = rot - 360; } redLine._rotation = -rot; degClip._x = redLine._x + (wid * Math.cos(((-rot) * Math.PI) / 180)); degClip._y = redLine._y + (wid * Math.sin(((-rot) * Math.PI) / 180)); degClip.numDegrees.text = rot + "\u00B0"; };Frame 34onEnterFrame = function () { xdist = Math.abs(_root._xmouse - mc_arrow._x); ydist = Math.abs(_root._ymouse - mc_arrow._y); theta = Math.atan(ydist / xdist); if ((_root._xmouse >= mc_arrow._x) && (_root._ymouse <= mc_arrow._y)) { angle = theta; } else if ((_root._xmouse < mc_arrow._x) && (_root._ymouse <= mc_arrow._y)) { angle = Math.PI - theta; } else if ((_root._xmouse < mc_arrow._x) && (_root._ymouse > mc_arrow._y)) { angle = Math.PI + theta; } else { angle = (Math.PI*2) - theta; } mc_arrow._rotation = -((180 * angle) / Math.PI); };Frame 43arrowCode._visible = false;Frame 44curTime = 0; targX = 0; targY = 0; fishSpd = 4; fishSwimming = false; xT = false; yT = false; this.onEnterFrame = function () { if ((!fishSwimming) && ((getTimer() - curTime) > 1000)) { fishSwimming = true; targX = tank._x + (Math.random() * tank._width); targY = tank._y + (Math.random() * tank._height); xdist = Math.abs(targX - fish._x); ydist = Math.abs(targY - fish._y); theta = Math.atan(ydist / xdist); if ((_root.targX >= fish._x) && (targY <= fish._y)) { angle = theta; fish.gotoAndStop(1); } else if ((targX < fish._x) && (targY <= fish._y)) { angle = -theta; fish.gotoAndStop(2); } else if ((targX < fish._x) && (targY > fish._y)) { angle = theta; fish.gotoAndStop(2); } else { angle = (Math.PI*2) - theta; fish.gotoAndStop(1); } fish._rotation = -((180 * angle) / Math.PI); } if (fishSwimming) { if (fish._x <= targX) { if ((fish._x + fishSpd) >= targX) { fish._x = targX; xT = true; } else { fish._x = fish._x + fishSpd; } } else if (fish._x >= targX) { if ((fish._x - fishSpd) <= targX) { fish._x = targX; xT = true; } else { fish._x = fish._x - fishSpd; } } if (fish._y <= targY) { if ((fish._y + fishSpd) >= targY) { fish._y = targY; yT = true; } else { fish._y = fish._y + fishSpd; } } else if (fish._y >= targY) { if ((fish._y - fishSpd) <= targY) { fish._y = targY; yT = true; } else { fish._y = fish._y - fishSpd; } } if (xT && (yT)) { fishSwimming = false; curTime = getTimer(); xT = false; yT = false; } } };Frame 53fishCode._visible = false;Frame 54secondsPassed = Math.floor((getTimer() - clockTime) / 1000); if (secondsPassed >= 60) { minutesPassed = Math.floor(secondsPassed / 60); secondsPassed = secondsPassed % 60; if (minutesPassed >= 60) { hoursPassed = Math.floor(minutesPassed / 60); minutesPassed = minutesPassed % 60; } } newText = "Hmm, it's been"; if (hoursPassed > 0) { newText = newText + (" " + hoursPassed); if (hoursPassed > 1) { newText = newText + " hours,"; } else { newText = newText + " hour,"; } } if (minutesPassed > 0) { if (secondsPassed > 0) { newText = newText + (" " + minutesPassed); } else { newText = newText + (" and " + minutesPassed); } if (minutesPassed > 1) { newText = newText + " minutes"; } else { newText = newText + " minute"; } if ((secondsPassed > 0) && (hoursPassed > 0)) { newText = newText + ","; } } if (secondsPassed > 0) { if ((minutesPassed > 0) || (hoursPassed > 0)) { newText = newText + (" and " + secondsPassed); } else { newText = newText + (" " + secondsPassed); } if (secondsPassed > 1) { newText = newText + " seconds"; } else { newText = newText + " second"; } } newText = newText + " since you last looked at this clock."; timePassed.text = newText; clockTime = getTimer(); this.onEnterFrame = function () { nowTime = new Date(); hours = nowTime.getHours(); if (hours > 12) { hours = hours - 12; } hourH._rotation = (hours / 12) * 360; minH._rotation = (nowTime.getMinutes() / 60) * 360; secH._rotation = (nowTime.getSeconds() / 60) * 360; };Frame 62clockCode._visible = false;Frame 64secondsPassed = Math.floor(getTimer() / 1000); if (secondsPassed >= 60) { minutesPassed = Math.floor(secondsPassed / 60); secondsPassed = secondsPassed % 60; if (minutesPassed >= 60) { hoursPassed = Math.floor(minutesPassed / 60); minutesPassed = minutesPassed % 60; } } newText = "Congratulations, you just spent"; if (hoursPassed > 0) { newText = newText + (" " + hoursPassed); if (hoursPassed > 1) { newText = newText + " hours,"; } else { newText = newText + " hour,"; } } if (minutesPassed > 0) { if (secondsPassed > 0) { newText = newText + (" " + minutesPassed); } else { newText = newText + (" and " + minutesPassed); } if (minutesPassed > 1) { newText = newText + " minutes"; } else { newText = newText + " minute"; } if ((secondsPassed > 0) && (hoursPassed > 0)) { newText = newText + ","; } } if (secondsPassed > 0) { if ((minutesPassed > 0) || (hoursPassed > 0)) { newText = newText + (" and " + secondsPassed); } else { newText = newText + (" " + secondsPassed); } if (secondsPassed > 1) { newText = newText + " seconds"; } else { newText = newText + " second"; } } newText = newText + " learning about Trigonometry. You should ask your teacher for extra credit or something."; timePassed.text = newText;Symbol 20 Buttonon (release) { play(); }Symbol 37 Buttonon (release) { nextFrame(); }Symbol 50 Buttonon (release) { gotoAndStop ("topic2"); }Symbol 52 Buttonon (release) { _root.onEnterFrame = null; nextFrame(); }Symbol 100 Buttonon (release) { gotoAndStop ("topic1"); }Symbol 110 Buttonon (release) { gotoAndStop ("topic3"); }Symbol 114 Buttonon (release) { gotoAndStop ("topic2"); }Symbol 126 Buttonon (release) { gotoAndStop ("topic4"); }Symbol 132 Buttonon (release) { gotoAndStop ("topic3"); }Symbol 162 Buttonon (release) { gotoAndStop ("topic5"); }Symbol 173 MovieClip Frame 40stop();Symbol 174 Buttonon (release) { gotoAndStop ("topic4"); }Symbol 190 MovieClip Frame 40stop();Symbol 206 Buttonon (press) { arrowCode._visible = true; }Symbol 208 Buttonon (press) { this._visible = false; }Symbol 214 Buttonon (release) { gotoAndStop ("topic6"); }Symbol 217 Buttonon (release) { gotoAndStop ("topic5"); }Symbol 229 MovieClip Frame 40stop();Symbol 251 Buttonon (press) { fishCode._visible = true; }Symbol 258 Buttonon (rollOver) { _parent.onEnterFrame = function () { fishCode._y = fishCode._y + 12; if (fishCode._y > fishTop) { fishCode._y = fishTop; } }; } on (rollOut) { _parent.onEnterFrame = null; }Symbol 259 Buttonon (rollOver) { _parent.onEnterFrame = function () { fishCode._y = fishCode._y - 12; if ((fishCode._y + fishCode._height) < fishBottom) { fishCode._y = fishBottom - fishCode._height; } }; } on (rollOut) { _parent.onEnterFrame = null; }Symbol 260 MovieClip Frame 1fishTop = fishCode._y; fishBottom = fishTop - fishCode._height;Symbol 264 Buttonon (release) { gotoAndStop ("topic7"); }Symbol 266 Buttonon (release) { gotoAndStop ("topic6"); }Symbol 281 Buttonon (press) { clockCode._visible = true; }Symbol 291 MovieClip Frame 40stop();Symbol 292 Buttonon (release) { gotoAndStop ("topic7"); }
Library Items
Symbol 1 Graphic | Used by:Timeline | |
Symbol 2 Font | Used by:3 4 5 6 7 8 9 10 11 12 105 106 107 108 | |
Symbol 3 Text | Uses:2 | Used by:Timeline |
Symbol 4 Text | Uses:2 | Used by:Timeline |
Symbol 5 Text | Uses:2 | Used by:Timeline |
Symbol 6 Text | Uses:2 | Used by:Timeline |
Symbol 7 Text | Uses:2 | Used by:Timeline |
Symbol 8 Text | Uses:2 | Used by:Timeline |
Symbol 9 Text | Uses:2 | Used by:Timeline |
Symbol 10 Text | Uses:2 | Used by:Timeline |
Symbol 11 Text | Uses:2 | Used by:Timeline |
Symbol 12 Text | Uses:2 | Used by:Timeline |
Symbol 13 Graphic | Used by:14 | |
Symbol 14 MovieClip | Uses:13 | Used by:Timeline |
Symbol 15 Graphic | Used by:20 | |
Symbol 16 Font | Used by:17 40 42 44 48 103 104 112 123 127 137 183 209 252 282 289 290 | |
Symbol 17 Text | Uses:16 | Used by:20 |
Symbol 18 Graphic | Used by:20 | |
Symbol 19 Graphic | Used by:20 | |
Symbol 20 Button | Uses:15 17 18 19 | Used by:Timeline |
Symbol 21 Graphic | Used by:206 208 251 258 259 281 291 Timeline | |
Symbol 22 Graphic | Used by:Timeline | |
Symbol 23 ShapeTweening | Used by:Timeline | |
Symbol 24 Font | Used by:25 134 157 177 186 202 210 254 274 276 278 283 | |
Symbol 25 Text | Uses:24 | Used by:Timeline |
Symbol 26 Sound | Used by:Timeline | |
Symbol 27 Graphic | Used by:Timeline | |
Symbol 28 Graphic | Used by:29 | |
Symbol 29 MovieClip | Uses:28 | Used by:30 |
Symbol 30 MovieClip | Uses:29 | Used by:Timeline |
Symbol 31 Font | Used by:32 34 51 53 54 55 61 62 63 64 65 66 67 68 69 70 71 72 101 103 104 112 113 116 117 122 123 124 127 128 129 130 131 133 135 137 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 158 159 160 164 168 169 170 171 176 178 179 180 181 182 183 184 187 191 193 194 195 201 203 205 212 215 220 221 222 224 225 226 227 230 231 232 233 234 235 237 242 244 245 246 248 250 261 262 265 267 268 271 272 273 275 277 280 285 288 289 290 | |
Symbol 32 Text | Uses:31 | Used by:Timeline |
Symbol 33 Graphic | Used by:37 52 | |
Symbol 34 Text | Uses:31 | Used by:37 52 |
Symbol 35 Graphic | Used by:37 52 | |
Symbol 36 Graphic | Used by:37 52 | |
Symbol 37 Button | Uses:33 34 35 36 | Used by:Timeline |
Symbol 38 Font | Used by:39 109 125 161 213 263 286 | |
Symbol 39 Text | Uses:38 | Used by:Timeline |
Symbol 40 Text | Uses:16 | Used by:Timeline |
Symbol 41 Graphic | Used by:46 100 114 132 174 217 266 292 | |
Symbol 42 Text | Uses:16 | Used by:46 100 114 132 174 217 266 292 |
Symbol 43 Graphic | Used by:46 100 114 132 174 217 266 292 | |
Symbol 44 Text | Uses:16 | Used by:46 100 114 132 174 217 266 292 |
Symbol 45 Graphic | Used by:46 50 100 110 114 126 132 162 174 214 217 264 266 287 292 | |
Symbol 46 Button | Uses:41 42 43 44 45 | Used by:Timeline |
Symbol 47 Graphic | Used by:50 110 126 162 214 264 287 | |
Symbol 48 Text | Uses:16 | Used by:50 110 126 162 214 264 287 |
Symbol 49 Graphic | Used by:50 110 126 162 214 264 287 | |
Symbol 50 Button | Uses:47 48 49 45 | Used by:Timeline |
Symbol 51 Text | Uses:31 | Used by:Timeline |
Symbol 52 Button | Uses:33 34 35 36 | Used by:Timeline |
Symbol 53 Text | Uses:31 | Used by:Timeline |
Symbol 54 Text | Uses:31 | Used by:Timeline |
Symbol 55 Text | Uses:31 | Used by:Timeline |
Symbol 56 Graphic | Used by:57 | |
Symbol 57 MovieClip | Uses:56 | Used by:189 Timeline |
Symbol 58 Graphic | Used by:59 | |
Symbol 59 MovieClip | Uses:58 | Used by:Timeline |
Symbol 60 Graphic | Used by:73 | |
Symbol 61 Text | Uses:31 | Used by:73 |
Symbol 62 Text | Uses:31 | Used by:73 |
Symbol 63 Text | Uses:31 | Used by:73 |
Symbol 64 Text | Uses:31 | Used by:73 |
Symbol 65 Text | Uses:31 | Used by:73 |
Symbol 66 Text | Uses:31 | Used by:73 |
Symbol 67 Text | Uses:31 | Used by:73 |
Symbol 68 Text | Uses:31 | Used by:73 |
Symbol 69 Text | Uses:31 | Used by:73 |
Symbol 70 Text | Uses:31 | Used by:73 |
Symbol 71 Text | Uses:31 | Used by:73 |
Symbol 72 Text | Uses:31 | Used by:73 |
Symbol 73 MovieClip | Uses:60 61 62 63 64 65 66 67 68 69 70 71 72 | Used by:Timeline |
Symbol 74 Graphic | Used by:75 | |
Symbol 75 MovieClip | Uses:74 | Used by:Timeline |
Symbol 76 Graphic | Used by:77 | |
Symbol 77 MovieClip | Uses:76 | Used by:Timeline |
Symbol 78 Graphic | Used by:79 | |
Symbol 79 MovieClip | Uses:78 | Used by:Timeline |
Symbol 80 Graphic | Used by:98 | |
Symbol 81 Graphic | Used by:82 | |
Symbol 82 MovieClip | Uses:81 | Used by:98 |
Symbol 83 Graphic | Used by:84 | |
Symbol 84 MovieClip | Uses:83 | Used by:98 |
Symbol 85 Graphic | Used by:97 | |
Symbol 86 Graphic | Used by:97 | |
Symbol 87 Graphic | Used by:88 | |
Symbol 88 MovieClip | Uses:87 | Used by:97 |
Symbol 89 Graphic | Used by:97 | |
Symbol 90 Graphic | Used by:97 | |
Symbol 91 Graphic | Used by:97 | |
Symbol 92 Graphic | Used by:97 | |
Symbol 93 Graphic | Used by:97 | |
Symbol 94 Graphic | Used by:97 | |
Symbol 95 Graphic | Used by:97 | |
Symbol 96 Graphic | Used by:97 | |
Symbol 97 MovieClip | Uses:85 86 88 89 90 91 92 93 94 95 96 | Used by:98 |
Symbol 98 MovieClip | Uses:80 82 84 97 | Used by:99 216 Timeline |
Symbol 99 MovieClip | Uses:98 | Used by:Timeline |
Symbol 100 Button | Uses:41 42 43 44 45 | Used by:Timeline |
Symbol 101 Text | Uses:31 | Used by:Timeline |
Symbol 102 Graphic | Used by:Timeline | |
Symbol 103 Text | Uses:31 16 | Used by:Timeline |
Symbol 104 Text | Uses:31 16 | Used by:Timeline |
Symbol 105 Text | Uses:2 | Used by:Timeline |
Symbol 106 Text | Uses:2 | Used by:Timeline |
Symbol 107 Text | Uses:2 | Used by:Timeline |
Symbol 108 Text | Uses:2 | Used by:Timeline |
Symbol 109 Text | Uses:38 | Used by:Timeline |
Symbol 110 Button | Uses:47 48 49 45 | Used by:Timeline |
Symbol 111 Graphic | Used by:Timeline | |
Symbol 112 Text | Uses:31 16 | Used by:Timeline |
Symbol 113 Text | Uses:31 | Used by:Timeline |
Symbol 114 Button | Uses:41 42 43 44 45 | Used by:Timeline |
Symbol 115 Graphic | Used by:Timeline | |
Symbol 116 Text | Uses:31 | Used by:Timeline |
Symbol 117 EditableText | Uses:31 | Used by:118 |
Symbol 118 MovieClip | Uses:117 | Used by:Timeline |
Symbol 119 Graphic | Used by:120 | |
Symbol 120 MovieClip | Uses:119 | Used by:Timeline |
Symbol 121 Graphic | Used by:Timeline | |
Symbol 122 Text | Uses:31 | Used by:Timeline |
Symbol 123 Text | Uses:31 16 | Used by:Timeline |
Symbol 124 Text | Uses:31 | Used by:Timeline |
Symbol 125 Text | Uses:38 | Used by:Timeline |
Symbol 126 Button | Uses:47 48 49 45 | Used by:Timeline |
Symbol 127 Text | Uses:31 16 | Used by:Timeline |
Symbol 128 Text | Uses:31 | Used by:Timeline |
Symbol 129 Text | Uses:31 | Used by:Timeline |
Symbol 130 Text | Uses:31 | Used by:Timeline |
Symbol 131 Text | Uses:31 | Used by:Timeline |
Symbol 132 Button | Uses:41 42 43 44 45 | Used by:Timeline |
Symbol 133 Text | Uses:31 | Used by:Timeline |
Symbol 134 EditableText | Uses:24 136 | Used by:Timeline |
Symbol 135 Text | Uses:31 | Used by:Timeline |
Symbol 136 Font | Used by:134 137 139 157 177 182 183 185 186 202 205 210 231 234 244 248 254 261 272 274 276 277 278 283 | |
Symbol 137 Text | Uses:31 136 16 | Used by:Timeline |
Symbol 138 Graphic | Used by:Timeline | |
Symbol 139 Text | Uses:31 136 | Used by:Timeline |
Symbol 140 Text | Uses:31 | Used by:Timeline |
Symbol 141 Text | Uses:31 | Used by:Timeline |
Symbol 142 Text | Uses:31 | Used by:Timeline |
Symbol 143 Text | Uses:31 | Used by:Timeline |
Symbol 144 Text | Uses:31 | Used by:Timeline |
Symbol 145 Text | Uses:31 | Used by:Timeline |
Symbol 146 Text | Uses:31 | Used by:Timeline |
Symbol 147 Text | Uses:31 | Used by:Timeline |
Symbol 148 Text | Uses:31 | Used by:Timeline |
Symbol 149 Text | Uses:31 | Used by:Timeline |
Symbol 150 Text | Uses:31 | Used by:Timeline |
Symbol 151 Text | Uses:31 | Used by:Timeline |
Symbol 152 Text | Uses:31 | Used by:Timeline |
Symbol 153 Text | Uses:31 | Used by:Timeline |
Symbol 154 Text | Uses:31 | Used by:Timeline |
Symbol 155 Text | Uses:31 | Used by:Timeline |
Symbol 156 Text | Uses:31 | Used by:Timeline |
Symbol 157 EditableText | Uses:24 136 | Used by:Timeline |
Symbol 158 Text | Uses:31 | Used by:Timeline |
Symbol 159 Text | Uses:31 | Used by:Timeline |
Symbol 160 Text | Uses:31 | Used by:Timeline |
Symbol 161 Text | Uses:38 | Used by:Timeline |
Symbol 162 Button | Uses:47 48 49 45 | Used by:Timeline |
Symbol 163 Graphic | Used by:Timeline | |
Symbol 164 Text | Uses:31 | Used by:Timeline |
Symbol 165 Graphic | Used by:166 | |
Symbol 166 MovieClip | Uses:165 | Used by:189 Timeline |
Symbol 167 Graphic | Used by:172 | |
Symbol 168 Text | Uses:31 | Used by:172 189 Timeline |
Symbol 169 Text | Uses:31 | Used by:172 189 Timeline |
Symbol 170 Text | Uses:31 | Used by:172 189 Timeline |
Symbol 171 Text | Uses:31 | Used by:172 189 Timeline |
Symbol 172 MovieClip | Uses:167 168 169 170 171 | Used by:173 |
Symbol 173 MovieClip | Uses:172 | Used by:Timeline |
Symbol 174 Button | Uses:41 42 43 44 45 | Used by:Timeline |
Symbol 175 Graphic | Used by:Timeline | |
Symbol 176 Text | Uses:31 | Used by:Timeline |
Symbol 177 EditableText | Uses:24 136 | Used by:Timeline |
Symbol 178 Text | Uses:31 | Used by:Timeline |
Symbol 179 Text | Uses:31 | Used by:Timeline |
Symbol 180 Text | Uses:31 | Used by:Timeline |
Symbol 181 Text | Uses:31 | Used by:Timeline |
Symbol 182 Text | Uses:31 136 | Used by:Timeline |
Symbol 183 Text | Uses:31 16 136 | Used by:Timeline |
Symbol 184 Text | Uses:31 | Used by:Timeline |
Symbol 185 Text | Uses:136 | Used by:Timeline |
Symbol 186 EditableText | Uses:24 136 | Used by:Timeline |
Symbol 187 Text | Uses:31 | Used by:Timeline |
Symbol 188 Graphic | Used by:189 | |
Symbol 189 MovieClip | Uses:188 57 166 168 169 170 171 | Used by:190 |
Symbol 190 MovieClip | Uses:189 | Used by:Timeline |
Symbol 191 Text | Uses:31 | Used by:Timeline |
Symbol 192 Graphic | Used by:Timeline | |
Symbol 193 Text | Uses:31 | Used by:Timeline |
Symbol 194 Text | Uses:31 | Used by:Timeline |
Symbol 195 Text | Uses:31 | Used by:Timeline |
Symbol 196 Font | Used by:197 198 199 200 238 239 240 241 | |
Symbol 197 Text | Uses:196 | Used by:Timeline |
Symbol 198 Text | Uses:196 | Used by:Timeline |
Symbol 199 Text | Uses:196 | Used by:Timeline |
Symbol 200 Text | Uses:196 | Used by:Timeline |
Symbol 201 Text | Uses:31 | Used by:Timeline |
Symbol 202 EditableText | Uses:24 136 | Used by:Timeline |
Symbol 203 Text | Uses:31 | Used by:Timeline |
Symbol 204 Graphic | Used by:Timeline | |
Symbol 205 Text | Uses:31 136 | Used by:Timeline |
Symbol 206 Button | Uses:21 | Used by:Timeline |
Symbol 207 Graphic | Used by:211 260 284 | |
Symbol 208 Button | Uses:21 | Used by:211 260 284 |
Symbol 209 Text | Uses:16 | Used by:211 |
Symbol 210 EditableText | Uses:24 136 | Used by:211 |
Symbol 211 MovieClip | Uses:207 208 209 210 | Used by:Timeline |
Symbol 212 Text | Uses:31 | Used by:Timeline |
Symbol 213 Text | Uses:38 | Used by:Timeline |
Symbol 214 Button | Uses:47 48 49 45 | Used by:Timeline |
Symbol 215 Text | Uses:31 | Used by:Timeline |
Symbol 216 MovieClip | Uses:98 | Used by:Timeline |
Symbol 217 Button | Uses:41 42 43 44 45 | Used by:Timeline |
Symbol 218 Graphic | Used by:219 | |
Symbol 219 MovieClip | Uses:218 | Used by:Timeline |
Symbol 220 Text | Uses:31 | Used by:Timeline |
Symbol 221 Text | Uses:31 | Used by:Timeline |
Symbol 222 Text | Uses:31 | Used by:Timeline |
Symbol 223 Graphic | Used by:228 Timeline | |
Symbol 224 Text | Uses:31 | Used by:228 Timeline |
Symbol 225 Text | Uses:31 | Used by:228 Timeline |
Symbol 226 Text | Uses:31 | Used by:228 Timeline |
Symbol 227 Text | Uses:31 | Used by:228 Timeline |
Symbol 228 MovieClip | Uses:223 224 225 226 227 | Used by:229 |
Symbol 229 MovieClip | Uses:228 | Used by:Timeline |
Symbol 230 Text | Uses:31 | Used by:Timeline |
Symbol 231 Text | Uses:31 136 | Used by:Timeline |
Symbol 232 Text | Uses:31 | Used by:Timeline |
Symbol 233 Text | Uses:31 | Used by:Timeline |
Symbol 234 Text | Uses:31 136 | Used by:Timeline |
Symbol 235 Text | Uses:31 | Used by:Timeline |
Symbol 236 Graphic | Used by:Timeline | |
Symbol 237 Text | Uses:31 | Used by:Timeline |
Symbol 238 Text | Uses:196 | Used by:Timeline |
Symbol 239 Text | Uses:196 | Used by:Timeline |
Symbol 240 Text | Uses:196 | Used by:Timeline |
Symbol 241 Text | Uses:196 | Used by:Timeline |
Symbol 242 Text | Uses:31 | Used by:Timeline |
Symbol 243 Font | Used by:244 289 290 | |
Symbol 244 Text | Uses:31 136 243 | Used by:Timeline |
Symbol 245 Text | Uses:31 | Used by:Timeline |
Symbol 246 Text | Uses:31 | Used by:Timeline |
Symbol 247 Graphic | Used by:Timeline | |
Symbol 248 Text | Uses:31 136 | Used by:Timeline |
Symbol 249 Graphic | Used by:Timeline | |
Symbol 250 Text | Uses:31 | Used by:Timeline |
Symbol 251 Button | Uses:21 | Used by:Timeline |
Symbol 252 Text | Uses:16 | Used by:260 |
Symbol 253 Graphic | Used by:260 | |
Symbol 254 EditableText | Uses:24 136 | Used by:255 |
Symbol 255 MovieClip | Uses:254 | Used by:260 |
Symbol 256 Graphic | Used by:257 | |
Symbol 257 MovieClip | Uses:256 | Used by:260 |
Symbol 258 Button | Uses:21 | Used by:260 |
Symbol 259 Button | Uses:21 | Used by:260 |
Symbol 260 MovieClip | Uses:207 208 252 253 255 257 258 259 | Used by:Timeline |
Symbol 261 Text | Uses:31 136 | Used by:Timeline |
Symbol 262 EditableText | Uses:31 | Used by:Timeline |
Symbol 263 Text | Uses:38 | Used by:Timeline |
Symbol 264 Button | Uses:47 48 49 45 | Used by:Timeline |
Symbol 265 Text | Uses:31 | Used by:Timeline |
Symbol 266 Button | Uses:41 42 43 44 45 | Used by:Timeline |
Symbol 267 Text | Uses:31 | Used by:Timeline |
Symbol 268 Text | Uses:31 | Used by:Timeline |
Symbol 269 Graphic | Used by:270 | |
Symbol 270 MovieClip | Uses:269 | Used by:Timeline |
Symbol 271 Text | Uses:31 | Used by:Timeline |
Symbol 272 Text | Uses:31 136 | Used by:Timeline |
Symbol 273 Text | Uses:31 | Used by:Timeline |
Symbol 274 EditableText | Uses:24 136 | Used by:Timeline |
Symbol 275 Text | Uses:31 | Used by:Timeline |
Symbol 276 EditableText | Uses:24 136 | Used by:Timeline |
Symbol 277 Text | Uses:31 136 | Used by:Timeline |
Symbol 278 EditableText | Uses:24 136 | Used by:Timeline |
Symbol 279 Graphic | Used by:Timeline | |
Symbol 280 Text | Uses:31 | Used by:Timeline |
Symbol 281 Button | Uses:21 | Used by:Timeline |
Symbol 282 Text | Uses:16 | Used by:284 |
Symbol 283 EditableText | Uses:24 136 | Used by:284 |
Symbol 284 MovieClip | Uses:207 208 282 283 | Used by:Timeline |
Symbol 285 Text | Uses:31 | Used by:Timeline |
Symbol 286 Text | Uses:38 | Used by:Timeline |
Symbol 287 Button | Uses:47 48 49 45 | Used by:Timeline |
Symbol 288 EditableText | Uses:31 | Used by:Timeline |
Symbol 289 EditableText | Uses:16 31 243 | Used by:Timeline |
Symbol 290 EditableText | Uses:16 31 243 | Used by:291 |
Symbol 291 MovieClip | Uses:21 290 | Used by:Timeline |
Symbol 292 Button | Uses:41 42 43 44 45 | Used by:Timeline |
Symbol 293 Sound | Used by:Timeline |
Instance Names
"ticker" | Frame 1 | Symbol 14 MovieClip |
"mc_arrow" | Frame 22 | Symbol 57 MovieClip |
"tank" | Frame 22 | Symbol 59 MovieClip |
"hourH" | Frame 22 | Symbol 75 MovieClip |
"secH" | Frame 22 | Symbol 77 MovieClip |
"minH" | Frame 22 | Symbol 79 MovieClip |
"fish" | Frame 22 | Symbol 99 MovieClip |
"degClip" | Frame 26 | Symbol 118 MovieClip |
"redLine" | Frame 26 | Symbol 120 MovieClip |
"mc_arrow" | Frame 34 | Symbol 57 MovieClip |
"mc_arrow" | Frame 41 | Symbol 57 MovieClip |
"arrowCode" | Frame 43 | Symbol 211 MovieClip |
"tank" | Frame 44 | Symbol 59 MovieClip |
"fish" | Frame 44 | Symbol 99 MovieClip |
"fishCode" | Frame 53 | Symbol 260 MovieClip |
"hourH" | Frame 54 | Symbol 75 MovieClip |
"secH" | Frame 54 | Symbol 77 MovieClip |
"minH" | Frame 54 | Symbol 79 MovieClip |
"timePassed" | Frame 54 | Symbol 262 EditableText |
"clockCode" | Frame 62 | Symbol 284 MovieClip |
"timePassed" | Frame 64 | Symbol 288 EditableText |
"numDegrees" | Symbol 118 MovieClip Frame 1 | Symbol 117 EditableText |
"mc_arrow" | Symbol 189 MovieClip Frame 1 | Symbol 57 MovieClip |
"fishCode" | Symbol 260 MovieClip Frame 1 | Symbol 255 MovieClip |
Labels
"topic1" | Frame 21 |
"topic2" | Frame 24 |
"topic3" | Frame 27 |
"topic4" | Frame 34 |
"topic5" | Frame 44 |
"topic6" | Frame 54 |
"topic7" | Frame 63 |
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