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The Tutorial Collab '06.swf

This is the info page for
Flash #37479

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


Text
class cliper extends mx.core.UIComponent  {
private var bbox:MovieClip;
private var topleft:MovieClip, topright:MovieClip;
function cliper() {}
private function init():Void {
super.init();
bbox.swapDepths(2);
bbox.removeMovieClip();
}
private function createChildren():Void
{
topleft = attachMovie("comp-cliper-box","topleft_box",1);
topright = attachMovie("comp-cliper-box","topright_box",2);
topleft.onPress = function() { this._visible = false; }
topleft.onRelease = topleft.onReleaseOutside =
function() { this._visible = true; }
}
private function draw():Void
{
topright._x = width-20;
topleft._width = width-20;
}
public function setSize(ssw:Number, ssh:Number):Void
{
__width = ssw;
__height = ssh;
invalidate();
}
}

import mx.events.EventDispatcher;
[IconFile("cliper.png")]
class cliper extends mx.core.UIComponent
{
private var bbox:MovieClip;
private var topleft:MovieClip, topright:MovieClip;
private var _col:Number;
[Inspectable(defaultValue="#000000", type=Color)]
public function set colour(c:Number):Void
{
_col = c;
}
public function get colour():Number
{
return 100;
}
function cliper() {}
private function init():Void
{
super.init();
bbox.swapDepths(2);
bbox.removeMovieClip();
EventDispatcher.initialize(this);
}
private function createChildren():Void
{
topleft = attachMovie("comp-cliper-box","topleft_box",1);
topright = attachMovie("comp-cliper-box","topright_box",2);
topleft.onPress = function()
{
this._visible = false;
this._parent.dispatchEvent({type:"press",target:this._parent,c:this._parent._col});
}
topleft.onRelease = topleft.onReleaseOutside = function() { this._visible = true; }
}
private function draw():Void
{
topright._x = width-20;
topleft._width = width-20;
}
public function setSize(ssw:Number, ssh:Number):Void
{
__width = ssw;
__height = ssh;
invalidate();
}
public function laughatme():String
{
return "lol, you lose";
}
}

Names

AS:Main

Play
Flash Games!

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B

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m

r

n

I

v

A

y

p

o

h

P

u

S

L

F

D

3

f

w

O

BACK

BACK

Basics

Simple Overhead Game

Simple Overhead Game

Flash Search Engine

Flash Search Engine

Paypal Button

Paypal Button

Simple RPG

Simple RPG

Intermediate

Duplicating MovieClips

Duplicating MovieClips

Collision Detection

Collision Detection

Random Scripting

Random Scripting

Making Text Follow the Mouse

Making Text Follow the Mouse

Backgrounds

Backgrounds

Arty

Shape Tweening

Shape Tweening

Motion Tweening

Motion Tweening

Explosions

Explosions

Background Objects

Background Objects

Ray Of Light

Ray Of Light

Fireworks - Buttons

Fireworks - Buttons

Fireworks - Uber Text

Fireworks - Uber Text

Fireworks - Filters/Backgrounds

Fireworks - Filters/Backgrounds

Drawing Bodies

Drawing Bodies

Simple BitmapData

Simple BitmapData

Perlin Noise(Bitmap Data)

Perlin Noise(Bitmap Data)

Advanced

Trigonometry

Trigonometry

Destrucable Terrain(Worms)

Destrucable Terrain(Worms)

Other

Starting Out

Starting Out

Helpful Template Files

Helpful Template Files

Get More Flash Help!

Get More Flash Help!

More Great Tutorials

More Great Tutorials

Flash BBS

Flash BBS

PHOTOSHOP FOR IDIOTS

BY CHAZ

Making Sigs

Making Sigs

Personalised Brushes

Personalised Brushes

Tips

Tips

Gloss Effect

Gloss Effect

Extras

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o

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B

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g

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Desktop Backgrounds

By Depredation

By CM Productions

1280x960

1024x768

800x600

By Blan Blan

By Chaz

By re2deemer

By blanblan

By DrRobot

2048x768

I'd like to say thanks to everyone who took part.
It was fun to run and all the parts are fantastically done.
These people made it possible...
Depredation, West-End-Pro, Pyromaniac, Chaz,  Re2deemer, -dEltaluca- , "BlanBlan,
Nuggs, DingoEatingFuzz, JD77, Possesed, Capt*inChu, Saza, DrRobot, DannyIsOnFire, LesPaulPlayer
Ands thanks to you for reading!

Author Bios- Depredation

Comments:
Thanks to everyone who took part in the collab. Its been good fun.
Hope you learned somthing from reading this collab, i know i did ;).

Alias:
Depredation

Parts:
I ran The Collab!

Site:
-None-

BACK

Author Bios- West-End-Pro

Comments:
I hope you learn something from this tut..I took along time on all of
the tuts..so..ENJOY!

Alias:
West-End-Pro

Parts:
Arrays, loadmovie, random,
varaibles,  motion tweens,
intervals, sound, basic math

Author Bios- Capt*in Chu

Comments:
This is the first colab that I've ever been in, and I'm very proud to
present my work to you!!!

Alias:
Capt*in Chu

Parts:
Arty (Fireworks Buttons,
Fireworks Backgrounds,
Über Text, and Ray-o-Lite tutorials)

<p align="center"><font face="Wet Paint" size="33" color="#ffffff" letterSpacing="0.000000" kerning="0"><b>Site:</b></font></p><p align="center"><font face="Wet Paint" size="24" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://captinchu.digs.it/"><b>captinchu.digs.it/</b></a></font></p>

Author Bios- LesPaulPlayer

Comments:
This collab is most educational ever. No doubt

Alias:
LesPaulPlayer

Parts:
Trigonometry

Author Bios- JD77

Comments:
Hope u like my tutorial and i hope u learn to use Bitmap Data since
its a really powerfull tool. Goodluck!

Alias:
JD77

Parts:
Bitmap Data

Author Bios- CM Productions

Comments:
My mic tut is great but my favorite is the wallpaper so download it
to remember the Collab's pwnageness.

Alias:
CM Productions

Parts:
Mic Tutorial,
Awsome wallpaper.

<p align="center"><font face="Wet Paint" size="33" color="#ffffff" letterSpacing="0.000000" kerning="0"><b>Site:</b></font></p><p align="center"><font face="Wet Paint" size="24" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://cmproductions.co.nr"><b>cmproductions.co.nr</b></a></font></p>

Author Bios- DingoEatingFuzz

Comments:
Although I was not a big part of this collaborative awesomeness, I
am still aware of the work and effort put into this project and I am
certain that in the end, it will all be worthwhile :)

Alias:
DingoEatingFuzz

Parts:
Cursor Effects

Author Bios- Pyromaniac

Comments:
I worked hard on this, and I hope this tutorial has helped you. This
is my first collab, and I have been with this one since it started.

Alias:
Pyromaniac

Parts:
Clip Events, Duplicating MovieClips,
Drawing Api, Tile Based Programming,
Platformer, Collision Detection, Functions,
Dynamic Colors

Author Bios- DannyIsOnFire

Comments:
Enjoy the tutorial collab, and check out my site.

Alias:
DannyIsOnFire

Parts:
PayPal Button Google Search,
TXT to flash

<p align="center"><font face="Wet Paint" size="33" color="#ffffff" letterSpacing="0.000000" kerning="0"><b>Site:</b></font></p><p align="center"><font face="Wet Paint" size="24" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://www.dannyisonfire.com"><b>dannyisonfire.com</b></a></font></p>

Author Bios- Saza

Comments:
(Just want to say thanks to everyone who took part in this collab)
Hi, my names Sam. I'm 12 years old, live in England, and been
working with flash for over a year, actionscripting and drawing.

Alias:
-Saza-

Parts:
Adventure Game
Basics

Author Bios- Chaz

Comments:
If this collab helps 1 person, then it was all worth while

Alias:
Chaz

Parts:
Photosop Tuts 1-4

<p align="center"><font face="Wet Paint" size="33" color="#ffffff" letterSpacing="0.000000" kerning="0"><b>Site:</b></font></p><p align="center"><font face="Wet Paint" size="24" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://calyptica.com/index2.html"><b>calyptica.com</b></a></font></p>

Author Bios- BlanBlan

Comments:
This collab is great. I'm sure you'll learn something out of it, as
we've got tons of experienced users. :)

Alias:
Blanblan

Parts:
Simple buttons, Compression,
and Background objects.

Author Bios- DrRobot

Comments:
Well, this is my first time participating in a collab, it was pretty
sweet, but boring at times when writing tuts, but, it was all for a
good cause....right? i mean, well, i didn't do this for nothing

Alias:
DrRobot AKA
Monster356, or Zeb

Parts:
Simple Overhead Game,
Ultra n00b Friendly FLStudio Tut

<p align="center"><font face="Wet Paint" size="33" color="#ffffff" letterSpacing="0.000000" kerning="0"><b>Site:</b></font></p><p align="center"><font face="Wet Paint" size="24" color="#ffffff" letterSpacing="0.000000" kerning="0"><a href="http://www.theorangeday.com"><b>www.theorangeday.com</b></a></font></p>

Author Bios- Possesed

Comments:
Well, i guess i just did this to get some flash
experience... and work with cool people, and get
some collab experience
enjoy everyone ;)

Alias:
Possesed

Parts:
Shapetweening,
Filters

Author Bios- Re2deemer

Comments:
Hope you have fun..I know I sure did

Alias:
re2deemer

Parts:
Simple Frame Actions,
TC wallpaper

Author Bios- dELtaluca

Comments:
vaffancullo :D

Alias:
dELtaluca

Parts:
3D Actionscripting,
Components

Author Bios- Penboy

Comments:
It was so much fun to work with all the great animators/game
makers at Newgrounds!
Cheers :).

Alias:
Penboy

Parts:
Drawing Bodies

Swift 3D

The Basics

The Basics

Author = Your Alias will go here

Simple Buttons

Learning how to make buttons is very simple, if explained
correctly.  That's why I'm going to make this as easy and
un- boring as I can!  You're welcome in advance.

Now let's get started!

Note: If at any time you are confused, don't worry.  There will be
better explanations in future pages.

First, draw what you want your button to be.  You should
start with something simple, like a rectangle!

Once you're done with that, convert it to a symbol by highlighting
it and hitting F8.  (You may also right click and press "Convert
to Symbol.")  Name it "button" or whatever, and convert it into
a button.

Now for the action scripting (AS) part.  To get into
the Action Script menu, click on the button and hit
F9.  To start off the button's actions, type this in (or
you could copy and paste it):

on (release)  {

This action means that once the button is released, it
would go to its next action, which will be explained on
the next page.

In some cases, you may also use on (press), or on (rollOver), etc.
(More info on next pages.)

There are many actions you can put into buttons, but let's stick
with the basic actions, which will be listed below and on the next
pages in copy and pasteable text.

<p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>on (release) &nbsp;{</b></font></p><p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>play();</b></font></p><p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p>

What this does is play your
animation.  Simple.

on (release)  {
gotoAndPlay(frame#)
}

This has the button go to and
play a desired frame number,
which you will put in the
parenthesis.

on (release)  {
gotoAndStop();
}

If you haven't already
figured it out, this action
goes to your desired frame,
and then stops the
animation.

When the button is pressed it
takes it to the previous Frame.
You may also use 'nextFrame'
to have the button lead to the
next frame.

on (release)  {
prevFrame();
}

<p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>on (release) &nbsp;{</b></font></p><p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>nextScene();</b></font></p><p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p>

This has the button go to
the next scene in your
animation.  You may also
use 'prevScene' to go to
the previous scene.

<p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>on (release) &nbsp;{</b></font></p><p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>stopAllSounds();</b></font></p><p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p>

This makes the button stop all
of the active sounds in your
flash.
Not much else to say about that.

Go to the next page for important facts! =O

If you were still wondering where to put your frame number, it
goes in the parenthesis of the action.  If you wanted it to go to
frame 4, it'd be like this:

<p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>on (release) &nbsp;{</b></font></p><p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>gotoAndPlay(4)</b></font></p><p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p>

If you're going to type all the AS manually, remember that
it is case sensitive!

All buttons in general should start with 'on' in their AS.
There are other actions besides 'release,' which will be
listed on the next page.

Since this is "Simple Buttons," we won't go into much
detail.  But here are some basic ones...

<p align="left"><font face="tahoma" size="26" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>on (press)</b></font></p>

Once the button is pressed, it goes
to its next command.

<p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>on (rollOver)</b></font></p>

Goes to next command if mouse
has rolled over it.

<p align="left"><font face="tahoma" size="25" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>on (rollOut)</b></font></p>

Once the mouse rolls into and
out of the button, it goes to
next command

I guess that's pretty much simple buttons for you.  I
hope this helped!  If not, sorry, but there are tons
of other tutorials for you to try out.

Still confused?  Go back and try to
re-read everything.  You probably
missed something!

If you think you're not good at drawing buttons,
there are plenty of preset buttons for you in flash.
Just go to Window , Common Libraries , Buttons.

-Nuggs-

Creating a hand-based clock

Creating a digital clock

Clocks in flash

To get started, create a movie clip of a circle. This will be your
clock face. Double click it and inside it make three different clips:
an hour hand, a second hand, and a minute hand. Give the second
hand an instance name of "second", the minute hand an instance
name of "minute", and the hour hand an instance name of "hour",
without the quotation marks of course. Make sure they are
centered, and that the registration point is where you want them
to rotate about.

Add this code to
the entire clock
symbol.

<p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>onClipEvent (enterFrame) {</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>date = new Date();</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>// grabs the time and date settings from your computer</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>hours = date.getHours();</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>// uses the date variable to get the hour</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>minutes = date.getMinutes();</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>// uses the date variable to get the minute</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>seconds = date.getSeconds();</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>// uses the date variable to get the second</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>hour._rotation = (1/(12/(hours+minutes/60)))*360;</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>minute._rotation = (1/(60/minutes))*360;</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>second._rotation = (1/(60/seconds))*360;</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>// simple math to determine the rotation</b></font></p><p align="left"><font face="Tahoma" size="13" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p>

*Important* make sure that the hands
are facing 12 when you make the clock

Creating a digital clock is much easier. Just create one
dynamic text boxes named "disp". Then apply this code to the
main timeline.

<p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>onEnterFrame = function () {</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>// happens every frame</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>var date:Date = new Date();</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>// grabs the time and date settings from your computer</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>hours = date.getHours();</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>//sets an hour variable</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>minutes = date.getMinutes();</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>//sets an minute variable</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>seconds = date.getSeconds();</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>//sets an second variable</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>if (seconds&lt;10) {</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>seconds = &quot;0&quot;+seconds;</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>if (minutes&lt;10) {</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>minutes = &quot;0&quot;+minutes;</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>/* if seconds or minutes is less than ten, stick a zero in front of them*/</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Tahoma" size="7" color="#ff0000" letterSpacing="1.000000" kerning="0"><b>if (hours&gt;12) {</b></font></p><p align="left"><font face="Tahoma" size="7" color="#ff0000" letterSpacing="1.000000" kerning="0"><b>hours -= 12;</b></font></p><p align="left"><font face="Tahoma" size="7" color="#ff0000" letterSpacing="1.000000" kerning="0"><b>/* tests every frame if the hour is greater than 12. If it is the code subtracts 12 from the <sbr />hour (sets it to 1) */</b></font></p><p align="left"><font face="Tahoma" size="7" color="#ff0000" letterSpacing="1.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>_root.disp = hours+&quot;:&quot;+minutes+&quot;:&quot;+seconds;</b></font></p><p align="left"><font face="Tahoma" size="7" color="#000000" letterSpacing="1.000000" kerning="0"><b>};</b></font></p>

To make a 24 hour clock, just remove the red part of the code.

Creating a clock is very easy, it is also a nice way to add some
flavor to you flash game or movie.

Thanks for
learning, try not
to copy and
paste

Author = Your Alias will go here

BitmapData

BitmapData is a class that allows you to modify Bitmaps in
runtime using ActionScript.
To start using BitmapData u need to include the class
Now that the Class is included you can start using it. First we create
an BitmapData object

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>include flash.display.bitmapData</b></font></p>

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>var BData:BitmapData = new BitmapData(width:Number, <sbr />height:Number, [transparent:Boolean], [fillColor:Number]);</b></font></p><p align="left"></p><p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>Example =</b></font></p><p align="left"></p><p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>var BData:BitmapData = new BitmapData(660,400,true,0xFFFFFFFF);</b></font></p>

BitmapData pt.2

Current Code =
if u didnt noticed the color value are 8, the normal is 6 if u didnt
know. The reason for it is the transparency, if you wanted it black it
would be like 0xFF000000. You can set transparency to false if
you won't be using transparency.
Now that the BitmapData is done we need to attacth it to the flash
cause if u dont u wont see it.

include flash.display.bitmapData
var BData:BitmapData = new BitmapData(550,400,true,0xFFFFFFFF

_root.attachBitmap(BData,1);

BitmapData pt.3

Current Code =
Ok so you're done creating a BitmapData. Now that your done here
are the commands used to modify a bitmapData!
With draw you can draw an jpeg,MovieClip,ect. onto your
Bitmapdata. Example =

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>include flash.display.bitmapData;</b></font></p><p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>var BData:BitmapData = new BitmapData(550,400,true,0xFFFFFFFF);</b></font></p><p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>_root.attachBitmap(BData,1);</b></font></p>

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>draw(source:Object, [matrix:Matrix], [colorTransform:ColorTransform], <sbr />[blendMode:Object], [clipRect:Rectangle], [smooth:Boolean]);</b></font></p>

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>BData.draw(MovieClip);</b></font></p>

BitmapData pt.4

loadBitmap(id:String)

Loads an object from the library onto the BitmapData

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>setPixel(x:Number, y:Number, color:Number)</b></font></p>

Sets a pixel into the BitmapData.

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>setPixel32(x:Number, y:Number, color:Number)</b></font></p>

Sets a pixel into the BitmapData but with transparency.

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>getPixel(x:Number, y:Number) &amp; getPixel32(x:Number, y:Number) </b></font></p>

Like setPixel, getPixel retunrns the color RGB/ARGB value

BitmapData pt.5

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>clone()</b></font></p>

Returns a copy of the BitmapData

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>noise(randomSeed:Number, [low:Number], [high:Number], <sbr />[channelOptions:Number], [grayScale:Boolean])</b></font></p>

Fills an image with pixels representing random noise.

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>scroll(x:Number, y:Number)</b></font></p>

Scrolls an image by a certain (x, y) pixel amount.

<p align="left"><font face="Tahoma" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>dispose() </b></font></p>

Frees memory that is used to store the BitmapData object. In
Other words it deletes it.

BitmapData Links

Thats nearly all there is to bitmapData to see some sample here
are some links and some reference links. The samples were made
with AS 3.0 so you will need to have the latest flash player.

<p align="left"><font face="Wet Paint" size="40" color="#000000" letterSpacing="0.000000" kerning="0"><a href="http://www.futureflashstudio.com/JD77/Flash9/bdatarain3.html" target = "_blank"><b>Sample 1</b></a></font></p><p align="left"><font face="Wet Paint" size="40" color="#000000" letterSpacing="0.000000" kerning="0"><a href="http://www.futureflashstudio.com/JD77/Flash9/Bdata3ddot3.html" target = "_blank"><b>Sample 2</b></a></font></p><p align="left"><font face="Wet Paint" size="40" color="#000000" letterSpacing="0.000000" kerning="0"><a href="http://www.futureflashstudio.com/JD77/Flash9/bdatamagnet3.html" target = "_blank"><b>Sample 3</b></a></font></p><p align="left"></p><p align="left"><font face="Wet Paint" size="40" color="#000000" letterSpacing="0.000000" kerning="0"><a href="http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00001942.html" target = "_blank"><b>Reference</b></a></font></p>

Author = Your Alias will go here

Filter tutorial

hello, and welcome to the filter part of the collab.
click the next button in the bottom right corner to get started!

Smoke

Beefy
graphics

Awesome
text

Note:
filters only work with
Flash 8

WARNING! you WILL learn to make:

Word

First, we will look at

This type of smoke is actualy just a
little blob of "paint" with a filter.
lets see how it looks;

Doesnt look too hard to draw eh?
hehe, well the magic lies in the filter

Moving on...

SMOKE

convert the blob into a movie clip.
then, in the bottom of the screen, (next to "properties")
click "filters"
then click the little blue plus.
now, you will get to choose from a variety of filters.
for smoke, choose "blur"'
now set the quality to "high" and the blur x and y to 12
or above... ...you should get something like this!

use your imagination, experiment with colours and amount of blur.
you will be a smoke artist in minutes!

ZOMFG! ITS BEEFYCRAPPYDRAWN CIG MAN!

BCDCM

AHEM... ...beefing up pictures can be done with
filters, as in this example.
you can combine the glow filter with the bevel filter
and so on...

BCDCM  filter:
Glow :
blur x/y=35
strength=100%
Q= high
Drop shadow:
Blur x/y=5
strength=100%
Q=low
Angle=45
Dist=5
Bevel:
Blur x/y=5
Strength=100%
Q=low
Angle=105
Dist=5

Filters and pictures

Yeah, try it out!
its pretty cool!

Moving on to:

HERE ARE SOME EXAMPLES:

ZOMFG!

Nice metallic text w green drop:

ZOMFG:
Gradient bevel:
Blur x/y=5
strength=45
Q=High
angle=90
dist=8
type: full

Gradient glow:
Blur x/y=5
Strength=140%
Q=low
Angle=45
dist= 45
type: inner

Drop shadow:
Blur x/y=5
Strength=100%
Q=low
angle=45
dist=5

Stnank w back glow and colour altering:

Stnank:
Glow:
Blur x/y=30
strength100%
Q=high
Colour: red

Colours: free choice, but remember to set the bevel
highlight to white!

Bevel:
blur x/y=5
Strenght=100%
Q=low
Angle=45
Dist=5

Adjust colour
Bright=50
Con=30
Sat=90
Hue=0

Use same filter on a lime green blob:

SHINEY!

So i hope you have learned alot about filters, and
that you are gonna use filters to create beautiful
flash.
I know alot of advanced animators will think that
this is so easy it shouldnt be in this collab,
but hell, i was really happy when i first learned
this stuff.
well, if you didnt know about filters, i hope you learned
to use them now.
-Posessed

Some tips:

To use a filter
many times,
save it as
a preset.
------------------

When making
smoke,
enter the movie-
clip and shape
tween the blob,
so it fades trough
20-50 frames.
it looks real
good

Author = Your Alias will go here

Variables

Variables are basically words that contain information, which can
either be a string (words), a number, or a boolean value (true or
false). The MOST important thing about variables is that they
can only store ONE piece of data, whilst arrays can store move than
one piece of data, but see that tut for that!
The data within variables can be changed during gameplay, and
allows you to do such things as score, lifes etc. all with the help of a
dynamic text box :)

var variableName = 9

Creating a variable

Creating a variable is very simple. All you have to do is write var
followed by what you want to call the variable. Then you have to
define it, like so:

This would create a new variable called "variableName", and it would
give it the value of "9".

var variableName =  "PIE"

Strings

Strings. What are they? Well, strings are words that can be used in
variables, e.g.

As you may see in the above example, "PIE" is in quotes. If you want
to declare a string in a variable, then you must include the words in
quotes!

var variableName =  786786

Numbers

As you may already know, numbers are the most common type of
variable as they are used in nearly everything. They are used in score,
the score of an object etc.
To declare a number you must put it after an equals sign.

var variableName =  true

var variableName =  false

Boolean values

Boolean values are true or false, and are mainly used for more
complicated actionscript such as conditionals and loops.
To declare a boolean value within a variable, you write this (it is
selectable):

or

var variableName =  hello

Where the variables "live"

There are three "scopes" as to where the variables live, which are
local, global, and timeline variables.
Local variables "live" in just the one function. They are declared by:

Local variables make the function independant from all of the other
code, and there can be different local variables with the same name.

_global.VariableName = value;

Global variables apply to the whole flahs file. These can be changed
and read from everywhere including the timeline and line of code. If
you want to use a global variable, then it is important that you know
that you can't use VAR!
GLobal variables take the form of:

var variableName = value;

Timeline variables are, as you would expect, present in the timeline
(insert "Wowwww!" here). A timeline variable is declared the same
way as a local variable. The difference between the two though, is
that its not declared within a function.
It takes this form:

var variableName:VariableType = value

var variableName:Number = 6

Strict data typing

When you define a variable, you can assign them a specific data type
(string, number or boolean) using strict data typing. To do this, you
would write this:

In the above statement, "VariableType" is what sort of data the
variable is to hold. You can replace "VariableName" with either a
"number" , "string" or a "boolean". Note that if you are doing this,
you must separate these with a colon (:)

var myScore
var Name1
var First_Name

Naming variables

When naming varialbes, make sure that you each name is unique.
Tips for this are if you are using separate words, put an underscore
between them, or capitalize some of the letters like so:

Remember that each name is case sensitive, so two things that look at
the same, may not be the same.

delete myScore
delete Name1
delete First_Name

Deleting variables

Deleting a varialbe is very simple! It just requires two words,
"Delete", and the name of the variable.

var myVariable

Summary!

Variables are words that store data (strings, numbers, abd booleans.)
To define a variable, you write var followed by what you want to call
the variable.

There are three different types of data that variables can store.
Strings are words e.g. hello. Numbers are....numbers. And booleans
are true or false values.

There are three places that variables live. Locally, globally, and in
the timeline.
You can define what type of data the variable can hold using a colon
follow my string, number or boolean.
When naming variables, make sure that each name is unique, You can
do this by using underscores, or capitalizing letters.
To delete a variable, all you have to do is write "delete" followe by
the name of the variable!

Thats the end of this!

and thank you for reading my tutorial on
variables!

Author = Your Alias will go here

Arrays

Arrays are alot like variables in that they are used to store data,
except these can store more than one piece of data, whether it is a
string (word), a number, or a boolean value.

var arrayName:Array = new Array();

Creating an array

To create an array, you must first write down the following code:

This creates a new array with the name of "arrayName". When
creating a new array, you should we weary that the names are case
sensitive, and that each name MUST be unique.

var ArrayName:Array = new Array("string", 3, true);
trace(ArrayName);

Your first steps in the world of arrays

An array can hold different values, which are strings (words e.g.
blahhh), numbers, and boolean values (true or false). With these in
mind, an array is set out like so:

If you now hit ctrl & enter, the outbox panel would show "string 3
true". What has happened is that the trace function has seen the
array, and that it contains different values, and then it is told to
trace it, into the outbox panel

var ArrayName:Array = new Array("string", 3, true);

Unique numbers

Within the brackets of an array, each number is given a unique
number, determined by its place in the array. The first value, is
given the unqiue number of "0", the second value the unique number
of "1", the third "2" and so on.

In the above example, "string" would be given the number "0", the
number "3" would be given the unique number of "1", and the
boolean value "true", would be given the nunber "2".

trace(ArrayName);

trace(ArrayName.length);

trace(ArrayName[0]);

Reading values

There are different reasons as to why you would need to read an
array, which are checking the contents of an array, finding the
number of values, or accessing a certain value. To do this, you would
use the trace function, the length function, and unique numbers.

var arrayName(1, 2, 3)

Reading values cont.

The trace function would be used to check the contents of the array.

The length function would be used to find how many values there are
within the array. If we were using the above example, and you used
the length function, the output panel would give give you the answer
of 3, as there are 3 values.

Unique numbers are used to target a particular value within the array.
If you put "[0]" after "arrayName" in the trace function, the output
panel would only show the first value, "1".

var ArrayName:Array = new Array(1, 2, 3)

ArrayName[1] = "1234"

Changing values

If you want to change a value within an array, all you have to do is
restate it. This involves unique numbers (sigh...) again. Here's how
you would do it. Example:

To restate it, you would have to firstly define the name of the array
(ArrayName), then define which value you want to change using
unique numbers, by putting the unique number in square brackets.

var ArrayName:Array = new Array(“a”, “b”, “c”);

ArrayName.push("d")

a b c d

Adding values

If you want to add an array, you have the choice of either using the
push function, the unshift function, or the splice function.

Push is used to add a value to the end of an array e.g.

So if you hit ctrl & enter, the output panel will display

ArrayName.unshift("aa")

aa a b c

Adding values cont.

Unshift is used to add a value to the beginning of an array e.g.

If you hit ctrl & enter, the output panel will now display

ArrayName.splice(1, 1, "f")

Splice is used to add a value to the middle of an array, but to do this,
you need to specify a insertion point, a value to delete, and a value to
insert. It takes the basic format of:
arrayName.splice(insertion point, delete count, value to insert)
If you do DO NOT want to delete any values, then put a "0" in the
place where the delete count is!

This will come up with:  "a f c"

ArrayName.pop();

ArrayName.shift();

ArrayName.splice(Insertion point, Value to insert);

Removing values

If you want to remove a value , you have the choice of either using the
pop function, the shift function, or the splice function.
These follow the basic format of

Removing values cont.

The pop function removes the LAST value of the array.
The shift funtion removes the FIRST value of the array.
The splice funtion takes a different format this time, and all you
have to do is declare a value to delete, and the unique number of the
number which you wish to delete.

ArrayName.reverse();

ArrayName:Array = new Array(1, 2, 3, 4)

4 3 2 1

Manipulating values

To manipulate the values, you use the .reverse(); function

Say you had this example, you could reverse it using:

and then if you hit ctrl & enter, the output panel would show:

var newArray:Array = new Array();

var newArray:Array = new Array("string", 6, false);

Summary!

To create an array, you write:

Arrays can hold strings, which is numbers, numbers, and boolean
values, which are true or false, and set out like this:

Each value within a array has its own unique number. The first value
has a unique number of "0", the second one a number of "1", and so
on!

You can read values, using the trace function, the length function, and
unique numbers.
To change the values within an array, all you have to do is restate it,
which, again, involves using unique numbers.
You can also add values to add array, using the push, unshift and
splice functions.
To remove values from arrays, you can use the pop, shift, and splice
functions. You can alos manipulate values, using the reverse function.

Thanks for reading my tutorial on arrays!

Platformer

Your Alias Goes Here

1/10

Platformer

By : pyromaniac

Sections

Example
Defining Variables
Making it work
Script Overview
Complete Script
Ground and Water
-End

Platformer

A platformer is acaully a lot easier to make
than it looks. It is really just combining a few
differnt scripts together.

To make a platformer you must know
-Variables
-Booleans
-Hittest and shapeflag
-ClipEvents
-Basic Actionscript

Example

To see an example of the final product please
click the link below.

Click Me

Click Me

Getting Started

First, set the frame rate to 40 FPS. Then you need to
make your character. Because it is a platformer, it is
going to need a few animations.  See the list below. If
you are too lazy, just make a block or something.

In this order-

Running/Walking
Jumping
Standing
Double Jumping (spinning)
Triple Jumping (slash attack)
Down Attack (sword held in hands facing down)
Normal Attack (slashing sword)
Sword Throw Attack

Putting The Character Together

Now make this animations into a movieclip, and put
each of them on a different frame. Make sure the +
sign is on the persons feet. (for all the frames)

Now, give this entrie movieclip the instance name of
"player" without the quotes. (player)
Now it is time to start the scripting.

Defining Variables

To start, we need to define the variables. For now copy
and paste this code into the actions of the player, and it
will all be explained on the next few pages. Right Click
then select all to make sure you get all of it.

<p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>onClipEvent (load) {</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var grav:Number = 0;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var run:Number = 5;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var wlk:Number = 2.5;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var speed:Number = run;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var jumpHeight:Number = 12;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var dbl:Number = 10;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var tri:Number = 10;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var djump:Boolean = false;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var tjump:Boolean = false;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var thro:Boolean = false;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var slow:Number = .7;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var slowspd:Number = speed/2;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var setspeed:Number = speed;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var scale:Number = _xscale;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>var ex:Number = 5;</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>this.gotoAndStop(2);</b></font></p><p align="center"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="center"></p>

onClipEvent (load) {
var grav:Number = 0;
// defines the gravity, how much it falls
var run:Number = 5;
// change to set how fast he runs
var wlk:Number = 2.5;
// change to set how fast he walks
var speed:Number = run;
// resets speed, dont change
var jumpHeight:Number = 12;
// how high the player can jump
var dbl:Number = 10;
// how high the player can double jump
var tri:Number = 10;
// how high the player can triple jump

Now here is the same code, but with comments to
explain it better.

Now here is the same code, but with comments to
explain it better. (Second Half)

var djump:Boolean = false;
// checks to see if the player is double jumping
var tjump:Boolean = false;
// checks to see if the player is triple jumping
var slow:Number = .7;
// how much water slows the player down
var slowspd:Number = speed/2;
// how fast the player walks in the water
var setspeed:Number = speed;
// resets speed
var scale:Number = _xscale;
// changes which way the player faces
var ex:Number = 5;
// checks for a better hitTest
this.gotoAndStop(2);
// stops the player on the standing frame
}

Making it work

Now its time to put these varialbes into action.
Copy and paste the rest of this script for now, and
it will be explained later. Make sure you get all of
it.

<p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">onClipEvent (enterFrame) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">grav++;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_y += grav;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (Key.isDown(65)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">setspeed = wlk;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">setspeed = run;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">while (_root.ground.hitTest(_x, _y, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">djump = false;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">tjump = false;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_y--;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">grav = 0;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (_root.water.hitTest(_x, _y, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">grav *= slow*1.25;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">speed = slowspd;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">speed = setspeed;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (Key.isDown(Key.RIGHT)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_x += speed;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_xscale = scale;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (_root.ground.hitTest(_x, _y+3, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(1);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (djump == false) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(2);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else if (tjump == false) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(4);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(5);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else if (Key.isDown(Key.LEFT)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_x -= speed;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_xscale = -scale;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (_root.ground.hitTest(_x, _y+3, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(1);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (djump == false) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(2);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else if (tjump == false) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(4);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(5);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (_root.ground.hitTest(_x, _y+3, true) &amp;&amp; !Key.isDown(68) &amp;&amp; !Key.isDown(83)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(3);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (Key.isDown(68) &amp;&amp; !Key.isDown(Key.UP) &amp;&amp; !Key.isDown(Key.RIGHT) &amp;&amp; !Key.isDown(Key.LEFT) &amp;&amp; !Key.isDown(83) &amp;&amp; _root.ground.hitTest(_x, _y+3, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(8);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (Key.isDown(83) &amp;&amp; !Key.isDown(Key.RIGHT) &amp;&amp; !Key.isDown(Key.LEFT) &amp;&amp; !Key.isDown(Key.UP) &amp;&amp; !Key.isDown(68) &amp;&amp; _root.ground.hitTest(_x, _y+3, true) &amp;&amp; _currentframe != 6) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(7);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else if (Key.isDown(83) &amp;&amp; grav&gt;1) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(6);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (Key.isDown(Key.UP) &amp;&amp; _root.ground.hitTest(_x, _y+3, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">grav = -jumpHeight;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_y -= 4;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(2);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else if (Key.isDown(Key.UP) &amp;&amp; djump == false &amp;&amp; grav&gt;0 &amp;&amp; tjump == false) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">grav = -dbl;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">djump = true;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(4);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">} else if (Key.isDown(68) &amp;&amp; tjump == false &amp;&amp; grav&gt;1) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">grav = -tri;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">tjump = true;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">this.gotoAndStop(5);</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (_root.ground.hitTest(_x+(_width/2)+ex, _y-(_height/2), true) || _root.ground.hitTest(_x+(_width/2)+ex, _y-(_height/6), true) || _root.ground.hitTest(_x+(_width/2)+ex, _y-_height, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_x -= speed;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (_root.ground.hitTest(_x-(_width/2)-ex, _y-(_height/2), true) || _root.ground.hitTest(_x-(_width/2)-ex, _y-(_height/6), true) || _root.ground.hitTest(_x-(_width/2)-ex, _y-_height, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">_x += speed;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">if (_root.ground.hitTest(_x, _y-_height-15, true)) {</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">grav = 1;</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="8" color="#000000" letterSpacing="0.000000" kerning="0">}</font></p><p align="left"></p>

Explanation

Now to explain the code. It may look hard and
long, but broken down it is really very simple.

onClipEvent (enterFrame) {
grav++;
_y += grav;

As you know, the enterFrame makes something happen
at the frame rate (in this case 40 times a second)
Now, the variable we called grav is going up at 40
times a second. The third line makes it so that the
players y position goes up with the gravity.

while (_root.ground.hitTest(_x, _y, true)) {
djump = false;
tjump = false;
_y--;
grav = 0;
}

This checks to see if the
player if touching the ground.
If he is, then it resets the
grav to 0, and makes the y
position go down by 1. This
stops him from falling.

if (_root.water.hitTest(_x, _y, true)) {
grav *= slow*1.25;
speed = slowspd;
} else {
speed = setspeed;
}

This checks to see if the
player is touching water. If
he is, then it slows down the
grav variable, and makes
walking slower.

if (Key.isDown(Key.RIGHT)) {
_x += speed;
_xscale = scale;
if (_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop(1);
} else {
if (djump == false) {
this.gotoAndStop(2);
} else if (tjump == false) {
this.gotoAndStop(4);
} else {
this.gotoAndStop(5);
}
}
}

This checks to see if the
right key is down. If it is,
then the playes x position
goes up by the speed
variable, and it makes the
player face right. The rest of
it makes the player go to a
certain frame depending on
what he is touching.

The next part is similar, but opposite because it is left.

if (Key.isDown(65)) {
setspeed = wlk;
} else {
setspeed = run;
}

This checks to see if the A
key is down. If it is, it
changes the speed to walking,
otherwise it makes it running
speed.

if (Key.isDown(Key.UP) && _root.ground.hitTest(_x, _y+3, true)) {
grav = -jumpHeight;
_y -= 4;
this.gotoAndStop(2);
} else if (Key.isDown(Key.UP) && djump == false && grav>0 && tjump == false) {
grav = -dbl;
djump = true;
this.gotoAndStop(4);
} else if (Key.isDown(68) && tjump == false && grav>1) {
grav = -tri;
tjump = true;
this.gotoAndStop(5);
}

This is the most important part of the script, the jumping.
When the jump key is pressed, it changes the grav variable to
the - jumping variable. It checks to see what key is pressed, and
then double jumps or triple jumps.

This script checks to see if any keys are down, and then goes to
the attacking frame. It checks to seewhere the player is, and
changes the attakc dpepending on that.

if (Key.isDown(68) && !Key.isDown(Key.UP) && !Key.isDown(Key.RIGHT) &&
!Key.isDown(Key.LEFT) && !Key.isDown(83) && _root.ground.hitTest(_x, _y+3,
true)) {
this.gotoAndStop(8);
}
if (Key.isDown(83) && !Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) &&
!Key.isDown(Key.UP) && !Key.isDown(68) && _root.ground.hitTest(_x, _y+3, true)
&& _currentframe != 6) {
this.gotoAndStop(7);
} else if (Key.isDown(83) && grav>1) {
this.gotoAndStop(6);
}

These are all the differnt hitTests for the cahracter, at differnt
points along the body. This makes it so that the character cant
go through any walls.

if (_root.ground.hitTest(_x+(_width/2)+ex, _y-(_height/2), true) || _root.ground.hitTest(_x+(_width/2)+ex, _y-(_height/6), true) ||
_root.ground.hitTest(_x+(_width/2)+ex, _y-_height, true)) {
_x -= speed;
}
if (_root.ground.hitTest(_x-(_width/2)-ex, _y-(_height/2), true) || _root.ground.hitTest(_x-(_width/2)-ex, _y-(_height/6), true) ||
_root.ground.hitTest(_x-(_width/2)-ex, _y-_height, true)) {
_x += speed;
}
if (_root.ground.hitTest(_x, _y-_height-15, true)) {
grav = 1;
}
}

Script Overview

The script itself is infact very simple. It makes a variable called
grav and then makes the characters Y go up along with it. Then
it makes it go down every frame, making the player fall. Then,
when the UP key is pressed, it makes the grav - of the jump
variable, making it go up. When the player touches the ground, it
makes grav 0 again, so he doesnt fall through

Complete Script

onClipEvent (load) {
var grav:Number = 0;
var run:Number = 5;
var wlk:Number = 2.5;
var speed:Number = run;
var jumpHeight:Number = 12;
var dbl:Number = 10;
var tri:Number = 10;
var djump:Boolean = false;
var tjump:Boolean = false;
var slow:Number = .7;
var slowspd:Number = speed/2;
var setspeed:Number = speed;
var scale:Number = _xscale;
var ex:Number = 5;
this.gotoAndStop(2);
}
onClipEvent (enterFrame) {
grav++;
_y += grav;
if (Key.isDown(65)) {
setspeed = wlk;
} else {
setspeed = run;
}
while (_root.ground.hitTest(_x, _y, true)) {
djump = false;
tjump = false;
_y--;
grav = 0;
}
if (_root.water.hitTest(_x, _y, true)) {
grav *= slow*1.25;
speed = slowspd;
} else {
speed = setspeed;
}
if (Key.isDown(Key.RIGHT)) {
_x += speed;
_xscale = scale;
if (_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop(1);
} else {
if (djump == false) {
this.gotoAndStop(2);
} else if (tjump == false) {
this.gotoAndStop(4);
} else {
this.gotoAndStop(5);
}
}
} else if (Key.isDown(Key.LEFT)) {
_x -= speed;
_xscale = -scale;
if (_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop(1);
} else {
if (djump == false) {
this.gotoAndStop(2);
} else if (tjump == false) {
this.gotoAndStop(4);
} else {
this.gotoAndStop(5);
}
}
} else {
if (_root.ground.hitTest(_x, _y+3, true) && !Key.isDown(68) && !Key.isDown(83)) {
this.gotoAndStop(3);
}
}
if (Key.isDown(68) && !Key.isDown(Key.UP) && !Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && !Key.isDown(83) && _root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop(8);
}
if (Key.isDown(83) && !Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && !Key.isDown(Key.UP) && !Key.isDown(68) && _root.ground.hitTest(_x, _y+3, true) && _currentframe != 6) {
this.gotoAndStop(7);
} else if (Key.isDown(83) && grav>1) {
this.gotoAndStop(6);
}
if (Key.isDown(Key.UP) && _root.ground.hitTest(_x, _y+3, true)) {
grav = -jumpHeight;
_y -= 4;
this.gotoAndStop(2);
} else if (Key.isDown(Key.UP) && djump == false && grav>0 && tjump == false) {
grav = -dbl;
djump = true;
this.gotoAndStop(4);
} else if (Key.isDown(68) && tjump == false && grav>1) {
grav = -tri;
tjump = true;
this.gotoAndStop(5);
}
if (_root.ground.hitTest(_x+(_width/2)+ex, _y-(_height/2), true) || _root.ground.hitTest(_x+(_width/2)+ex, _y-(_height/6), true) || _root.ground.hitTest(_x+(_width/2)+ex, _y-_height, true)) {
_x -= speed;
}
if (_root.ground.hitTest(_x-(_width/2)-ex, _y-(_height/2), true) || _root.ground.hitTest(_x-(_width/2)-ex, _y-(_height/6), true) || _root.ground.hitTest(_x-(_width/2)-ex, _y-_height, true)) {
_x += speed;
}
if (_root.ground.hitTest(_x, _y-_height-15, true)) {
grav = 1;
}
}

Ground and Water

All that is left to do is make the ground and water. Draw
the ground, and then make it into one movieclip, and give it
the instance name of ground. Then, draw the water and
make it into one movieclip, and give it the instance name
of water.

END

Thanks for going through this tutorial, I know it was long,
but I hope you learned something.

If you have any questions, just PM me.
(pyromaniac)

Please credit me if you are going
to use this script!!!

Author = Your Alias will go here

Intervals

Intervals are used to specify a time between which an action takes
place. They can be used as an autosave for games, a timer, and used
for a typewriter effect.
The main point of intervals is to allow an action to take place every
X seconds.
The most important thing you should know about when reading this
tutorial is that intervals are timed in milli seconds!

idvariable=setInterval (Function(),interval);

Creating an interval

To create an interval, you use the following code:

At the end of that script, notie how it says "interval". You must
replace this with how many milliseconds you want it to take for the
next action to be performed.

idvariable = setInterval(function () {
trace("blahblah");
}, 1000);

Examples

The following script would trace "blahblah" every second:

Explanation

A new function is created called "idvariable", and is told to be an
interval. The trace function is told to trace "blahblah", and then it
sees 1000 which tells it to do this every seconds.

clearInterval (idvariable);

Deleting an interval

To delete a interval, all you have to do is write:

In the brackets, you will see "idbariable". This is the name of the
interval, and so to delete the variable, you must put "crealInterval",
followed by the name of it in brackets.

var nTimer:Number = 0;
function fPlus(){
nTimer ++;
}
setInterval(fPlus, 1000);

Simple Timer

Here is the script for a simple timer! Enjoy!

This creates a new variable called "nTimer", and it sets it to 0. A
function is created called "fPlus", and "nTimer" is told to add 1 to
its value every second by the "1000" at the bottom!

var nTimer:Number = 0;
function fPlus(){
nTimer ++;
}
setInterval(fPlus, 1000);

To put this script into your flash, create a new dynamic text box,
and give it the variable name of "nTimer" (properties panel ctrl &
f3, bottom right.) Then paste this script into the frame.

and thank you for reading my tutorial on
intervals!

Author = Your Alias will go here

The Drawing API

API is a way of drawing using actionscript. It is
hard to do, and takes lots of time. Why bother then?
It reduces lag by a ton, and the filesize is very very
small, usually around a few KB. API can also
be used to make a bunch of cool mouse effects or other
effects that would be nearly impossible using movieclips.

Basics

Now, all API work is done in the actions panel of the
frame. It is all in code. So first open up a new .fla,
and then go to actions.
Here are some basic commands that you must know.

createEmptyMovieClip("instance name", depth)
lineStyle(thickness, colour, alpha)
lineTo(x, y)
moveTo(x, y)
curveTo(control X, control Y, anchor X, anchor Y)
beginFill(colour, alpha)
endFill()
with(instance name){ }

Now here is what each of these commands do

createEmptyMovieClip("instance name", depth)
//creates an empty movieClip with nothing in it. This is what you draw in
lineStyle(thickness, colour, alpha)
//sets what style the line is, what it looks like
lineTo(x, y)
//this draws the line to a certain _x and _y point
moveTo(x, y)
//this movies the object to a certain _y and _y point
beginFill(colour, alpha)
// this starts a fill inbetween some lines
endFill()
//this ends the beginFill command
with(instance name){ }
//this is a shortcut, you place the code inside the { }

Drawing

Now we are going to make a square in API, one of the
easier things to do. Copy and paste this code into the
first frame of your movie.

_root.createEmptyMovieClip("box", 1);
with(box){
lineStyle(3, 0x000000, 100);
beginFill(0xFF0000, 50);
lineTo(50, 0);
lineTo(50,50);
lineTo(0, 50);
lineTo(0, 0);
}

Explanation

_root.createEmptyMovieClip("box", 1);
//makes an empty movieclip, there is nothing in it
with(box){
//this makes it so that the code inisde the { } is being done to box
lineStyle(3, 0x000000, 100);
//this sets the line type. Now it is black, and  3 pixels wide
beginFill(0xFF0000, 50);
//makes the fill red, and 50% visible
lineTo(50, 0);
//draws a line from 0,0 (default starting point) to 50,0. (x,y)
lineTo(50,50);
lineTo(0, 50);
lineTo(0, 0);
}

Drawing

_x=100;
_y=100;
//moves the box's _x and _y to 100;

If you dont want the square there, add this code in.
Make sure it is inbetween the with("instancename")
brackets.

Important Code

_root.onEnterFrame=function(){}
//takes place of onClipEvent(enterFrame){}
_root.onLoad=function(){}
//takes place of onClipEvent(load){}
_root.onMouseDown=function(){}
//takes place of onClipEvent(mouseDown){}

When using API, or any code on the frame, you would
use different methods then you would on a movieclip.

There are more of course, but you get the gist of how
they work.

Line to the mouse

Now we are going to make a line to the mouse. Yey!
This could hardly be accomplished using movieclips.

_root.onEnterFrame = function() {
createEmptyMovieClip("line", 1);
with (line) {
moveTo(275, 200);
lineStyle(3, 0xFF0000, 100);
lineTo(_root._xmouse, _root._ymouse);
}
};

_root.onEnterFrame = function() {
//makes something happen at the framerate/sec
createEmptyMovieClip("line", 1);
//makes an emtpymovieclip every frame, called line, at depth 1
with (line) {
//this happens to the movieclip line
moveTo(275, 200);
//moves it to point 275,200. You can change this to a movieClips _x and _y too
lineStyle(3, 0xFF0000, 100);
//sets the style of the lines
lineTo(_root._xmouse, _root._ymouse);
//makes the line be drawn to the mouse
}
};

Textboxes

There are a lot of things that can be done with text
boxes, but ill only go over it breifly.
To insert a text box, all you need to do is add this code

createTextField(instanceName, depth, x, y, width, height);

Now that you have the code, the text box needs to
say something. It can be used for both static and
dynamic text. Copy and paste this code.

_root.createTextField("textA", 1 , 200, 25, 500, 100);

_root.textA.text="Insert your own text here!";

//createTextField(instanceName, depth, x, y, width, height);

Now to create a format for the text. Copy and paste
this in as well. (On the same docuament as before).

_root.createTextField("textA", 1, 200, 25, 500, 100);
var format:TextFormat = new TextFormat();
format.color = 0xFF0000;
format.size = 15;
format.font = "_typewriter";
_root.textA.setNewTextFormat(format);
_root.textA.text = "Insert your own text here!";

_root.createTextField("textA", 1, 200, 25, 500, 100);
//makes the text field and calls it textA
var format:TextFormat = new TextFormat();
//makes a new type of text format
format.color = 0xFF0000;
//sets what color the font is
format.size = 15;
//sets the size of the format
format.font = "_typewriter";
//makes the formats font be _typewriter
_root.textA.setNewTextFormat(format);
//makes the textField textA follow that format
_root.textA.text = "Insert your own text here!";
//makes textA say whats in the ""

Textfields

Textfeilds can also hold variables. This makes the
textfield hold the variable live and text.

var live:Number = 5;
_root.createTextField("textA", 1, 200, 25, 500, 100);
_root.textA.text = "Lives+"+live;

Cool things in API

This is a screensaver I made using some scripts in
completly API. Make sure you get it all.

textA = "Insert your text here. You can put as much as can fit on the screen. It loops.";
/// change to what you want it to say
_root.createTextField("clock", 5000, 200, 25, 500, 100);
_root.createTextField("showtext", 5001, 25, 150, Stage.width-25, 100);
var format:TextFormat = new TextFormat();
var formatB:TextFormat = new TextFormat();
format.color = 0xFFFFFF;
format.size = 40;
format.font = "Futura Lt BT";
formatB.color = 0xFFFFFF;
formatB.size = 15;
formatB.font = "_typewriter";
//change to the differnt font styles you want
showtext.multiline = true;
showtext.wordWrap = true;
var XX:Number = Stage.width/2;
var YY:Number = Stage.height/2;
// where the stars dupe from
var size:Number = 3;
// sioze of the stars
var speed:Number = 5;
//the stars speed
var acc:Number = 25;
// the stars accereration
var time:Number = 50;
//  how long until the stars dupe
var alpha:Number = 25;
// stars starting alpha
var i:Number = 1000;
var l:Number = textA.length;
var p:Number = 1;
var len:Number = 50;
var stay:Number = 15;
clock.setNewTextFormat(format);
showtext.setNewTextFormat(formatB);
var color:Array = new Array("0xFFFFFF", "0x00FF00", "0xFF0000", "0x0000FF", "0xFFFF00", "0x00FFFF");
function spelltext() {
showtext.text = textA.substring(0, p);
p++;
if (p == l+stay) {
p = 1;
}
}
write = setInterval(spelltext, len);
_root.onEnterFrame = function() {
var my_date:Date = new Date();
hours = my_date.getHours();
minutes = my_date.getMinutes();
seconds = my_date.getSeconds();
if (hours>12) {
hours -= 12;
}
if (seconds<10) {
seconds = "0"+seconds;
}
if (minutes<10) {
minutes = "0"+minutes;
}
if (hours<10) {
hours = "0"+hours;
}
clock.text = hours+":"+minutes+":"+seconds;
};
var timer = setInterval(function () {
create();
}, 1000/time);
function create() {
i++;
if (i>2000) {
i = 1000;
}
_root.createEmptyMovieClip("star"+i, i);
_root["star"+i].cacheAsBitmap = true;
with (_root["star"+i]) {
lineStyle(2, color[random(color.length)], 100);
lineTo(.2, 0);
_width = size;
_height = size;
_alpha = alpha;
_y = YY;
_x = XX;
_rotation = random(360);
}
_root["star"+i].spd = random(speed/2)+speed/2;
_root["star"+i].onEnterFrame = function() {
with (this) {
_alpha += 5;
spd *= 1+(acc/500);
_width *= 1+(acc/2500);
_height *= 1+(acc/2500);
if (_rotation>
180) {
_y += (spd*Math.cos(Math.PI/180*_rotation));
_x -= (spd*Math.sin(Math.PI/180*_rotation));
} else {
_y -= (spd*Math.cos(Math.PI/180*_rotation));
_x += (spd*Math.sin(Math.PI/180*_rotation));
}
if (_x<0 || _x>550 || _y>400 || _y<0) {
this.removeMovieClip();
}
}
};
}
_root.onMouseDown = function() {
XX = _root._xmouse;
YY = _root._ymouse;
};

Set the frame rate to
40FPS and the background
black.

END

For some futher reading in API, click the link below.

This is the end of the API tutorial by pyro111
and I hoped you learned something.
If you have any questions PM me.

Basic Math

West-End-Pro

Basic Math

Maths. So, what is maths (to all you amiercians out there "Math").
Maths is an essential part of actionscripting and is used to add
variables together and numbers.
Well, lets begin. I will teach you the basics of it in this tut. For
harder maths try the advanced math tut.

There are many different operators in maths, all of which do
different things. Press "next" to enter the mystical (lol) world of
basic math.

What do they do?

+

This adds two values together. E.g.

sum = sum1 + sum2
if(sum == 78){
_root.nextFrame();
}

-

This subtracts one value from another. E.g.

sum = 789 - 765
if(sum == 50){
_root.nextFrame();
}
else {
stop();
}

*

This multimplies 2 values togehter. E.g.

5*5 = sum
if(this._currentframe == sum){
_root.gotoAndPlay(13);
}

/

This divides one value by another. E.g.

60 / 2 = answer.
if(_root.answer == 30){
trace("Bloody hell! You're a genius!");
}

+=

This adds two values, and stores the result in the first value. E.g.

score = 4
_root.score += 10
if(_root.score == 14){
trace("My God! Why are you reading this tut");
}

-=

This subracts two values, and stores the result in the first value.
E.g.

Health = 100
if(_root.BANG.hitTest(_root.genius)){
_root.Health -= 50;
}

*=

This multiplies two values, and stores the result in the first value.
E.g.

Score = 100
Complete = 2
if(_root.gameComplete == true){
_root.score *= Complete
}

/=

This divides two values, and stores the result in the first value. E.g.

Lifes = 5
if(_root.health._currentframe == 100){
_root.Lifes /= 2;
trace("Theres no rounding here!! See the advanced tut for that!");
}

++

This adds on 1 to a value. E.g.

Str = 10
if(_root.player.hitTest(_root.BADBADPersoN!)){
_root.Str ++;
}

--

This subracts 1 from a value. E.g.

Lifes = 10;
if(_root.enemy.PNWZZZ(this){
Lifes --;
}

<

This sees if a value is less than another. E.g.

if(_root.hello < Yello){
_root.play();
} else {
stop();
}

>

This sees if a value is bigger than another. E.g.

if(_sum1 > sum2){
this.stop();
} else {
trace("You are an idiot!");
}

%

This divides two values and calculates a remainder. E.g.

twittwoo = Math.round(9%3);
trace(twittwoo);

=

This stores the values of a number

var hello:Number = 8908

==

This sees if something is equal to a certain number. E.g.

if(_root.hello == 789){
_root.play();
} else {
_root.stop;
trace("I'm an owl!");
}

!==

This sees if two values are different. E.g.

if(_this._currentfame !== 2){
trace("Singing du wad e dum diddydo dade duu etc etc.");
} else {
trace("How wrong did I get that?");
}

<=

This sees if a value is less than or equal to a number. E.g.

if(_root.health <= 50){
trave("One is almost dead");
}

>=

This sees if a value is greater than or equal to a number. E.g.

if(_root.health >= 50){
trave("You're not below half health....yet *insert evil laugh*");
}

%=

This divides two numbers, finds a remainder, and stores the value in
the first one.

TheAnswerIs = x %= 8;
if(_root.TheAnswerIs <= 3){
_root.play();
}

!=

This tests a value to see if a value is not equal to another one. E.g.

Meh = 100
Ye_M8 = 101
if(meh != Ye_M8){
getURL("http://virusesforall.com","_blank");
}

===

This sees if two values are both a number/boolean and if they are
the same value. E.g.

Alive = true;
HowFarFromDeath = 1;
if(Alive === HowFarFromDeath){
trace("You, sir, are almost dead!");
}

Wow

Thats alot of operators. Now i'm going to sleep, zzzz!

Compression

Author = Your Alias will go here

Compressing Your Flash

Compressing your flash animations before submitting them
to the portal is very important.  If your flash is over the
filesize limit of Newgrounds, you can compress it so that
your filsize can shrink!

In this section of the tutorial, I'm going to teach you
how to compress your flash.
Let's get started!

First, go to up to File.  Then click on Export, then
Export Movie.  Save your .swf file, and you will be
brought to this screen.

Go to the next page for a bigger
picture with explained methods of
reducing filesize.

Protect from import and
Compress movie.
--------
Check these two to help
reduce filesize.

JPEG quality
--------
Adjust the JPEG quality.
The lower the quality, the
lower the filesize.

Override sound settings
--------
Check this to... override
the sound settings.

Here are some ways to reduce filesize... I've color coded them for your
benefit.

The Bandwidth Profiler

This is another great tool to find out how big your movie is. It shows the
Total Movie Size (size:), the FPS, the kb per frame and loads more. With
this handy gadget you can check to see what frames are taking up all your
flash, then work on the frame to compress it. To open this, press Ctrl and
Enter on your flash, that'll bring up the preview window. Then click on
view, bandwidth profiler.

If your filesize is still too big, try these things.

-Get rid of excessive traced bitmaps.
-Get rid of unnecessary sounds.
-If you put your sounds into individual movie clips, try
not to for every sound. It makes it very slightly bigger:)

Good luck with your future animations and games!

Photoshop - Making Sigs

Author = Your Alias will go here

Refferences:
.psd = Photoshop File
.abr = Photoshop Brush Pack File
Most Useful HotKeys:
CTRL & SHIFT & N = new layer
v = move tool
m = marquee tool
SHIFT & Drag = keeps things constraint
CTRL & Drag = temporary move tool
ALT =transform objects from the middle outwards
SHIFT & ALT & Drag = keeps things in constraint and adjusted from the middle outwards
CTRL & T= transform tool
Okay, next we will be making a sig fit for the NG BBS.
1. Hit CTRL & N to start a new document. Set the dimensions to 400 width x 60 height. [pixels]. The
resolution should be 72 pixels/inch. Mode = RGB colour and contents transparent. Don't be scared, you only
have to set these once.
2. Now we have to set your foreground and background colours. Find the two coloured boxes on the left in
the tools window that look something like figure 1. [above].

<p align="left"><font face="Arial" size="11" color="#000000" letterSpacing="0.000000" kerning="1"><b>fig. 1</b></font></p>

Select the two colours that you would like your sig to be, primarily.
We do not have to stick with these colours. Don't make them contrast too much. Now,
hold CTRL and hit BACKSPACE. This will fill your layer with the background colour that
you selected.
3. Now, I will have to get you to hop on over to Deviantart.com and find a brush pack
suitable for the version of Photoshop that you are using. Just click on the browse tab,
and find Photoshop brushes under the resources section. Now download it. If it is in a
.zip folder, extract all files and make sure it contains an .abr file. If it doesn't, then delete
instantly and find a new brush pack. Now, click on your brushes tool, or if there is only a
pencil to be seen, right click it and select the brush tool. Right click anywhere on your
canvas now. Click on the small arrow in the top right corner and select 'Load Brush'
from the drop-down menu.

CLICK ME!

4. Find and load your downloaded brushes.
TIP: Hitting caps lock enables you to either see the brush, or hide it and
replace with a cross hair. This goes for any other tool like it, including the
cropping tool!
Now create a new layer...remember the shortcut? CTRL & SHIFT & N! name
it what you care. Get those artistic juices flowing and start painting. Once
you're done, right click the layer, and select blending options. Try messing
around with the blend mode, and the glow, bevel, stroke and drop shadow
options. These can all be adjusted to create various effects.
Here is a sig I made, by starting a new document, filling it white, painting on a
new layer [the Ché Guevara face is a brush] and adding some texts with
some over-used drop shadow settings.

Now all that is left is to save!
5. Merge all your layers togther by hitting SHIFT & CTRL & E, select the
marquee tool [M] and then hit CTRL & A to select all of the canvas. Right click
the selection, and select the stroke option.Select 1 pixel, #000000 [black],
inside, 100% opacity, blending mode normal and preserve transpareny option
un-checked. Then hit ok. This gives your sig a 1 pixel border, just a sweet
black line. Add some text if you wish, it starts a new layer automatically.
Try messing with the different text anti-aliasing effects in the top toolbar,
'smooth' is always a good option. Now go to File > Save For Web [we want it
as a .jpg, not a .psd, which Save As... does for it] and just save it from there -
ready to be uploaded and awed at!

Here is a few I made earlier...

<p align="left"><font face="Arial" size="11" color="#000000" letterSpacing="0.000000" kerning="1">All tutorial content and images © Chaz made for the Tutorial Collab 2006</font></p>

Lip Syncing

Hello There This Is 1337rtweeter Here And My Job Is To
Teach You How To Lip Sync First Off Draw Your Mouths...
Here Are Mine

Closed

a e i o u h sounds

l n sounds

c d j k g s t z n r s sounds

f v sounds

b m p sounds

q w y o sounds

Author = Your Alias will go here

Now That You Know The Mouths, Now How To Get Them To
Say Something, First Off You Need To Get Your Audio, First
Make Or Somehow Obtain Your Audio, Then Go To File, Import

Then When The Side Menu Comes Out(look at visual) Click On
"Import To Library"

Then Find Your Audio And Then Highlight It And Click
Open, After That To Get Your Audio Make Sure You
Have Nothing Selected In The Flash Except The Frame You
Want The Sound On(like this) And Open Properties And Youll
See Sound, Choose The Audio You Want
***NOTE*** If You Are Making Some One Talk or Using Things
At An Exact Moment Make Sure Its On  Stream

Well This Is The End Of My Part And May I Leave You
With One More Bit Of Advice, If You Wish To Repeat A Loop
Change The Sync To Loop, This Has Been A Tutorial By
DetonatingFuzz, Hope You Learned, Now Get Syncing:)

Overhead Game

Your Author Name Here

Hi, It's DrRobot.  This is my first tutorial.
I am covering top view movement like in
Stick RPG.  If there are any problems, send
me a pm.
Enjoy the Tut!
DrRobot

Now, the first thing to top view movement is to make a new movie
clip, then draw your character, and his walking animations.
Right-Click inside the library then go to new symbol. you should
get a box that looks like the one below(except it doesn't say Hero).

Type in the name of your character.  For this example, I am going
to use "Hero".  Click Movie Clip, then OK.  Open up Hero, and
draw your character, make sure you give him a walking animation.
Click "Next" to continue

This is the character I made:
I know, he is kinda big, but
it doesn't really matter.  If you are unsure how to make a
walking animation, I have provide a dowload link to my
hero.  Sorry, Flash 7 and above.
The second thing to do is make a map, start with a new
symbol, via, Right-Click, and New
symbol. Your map does not have to
be anything special, because this is
just a tut.  Here is the map I made
up real quick, but, scaled down abit.
Like I said, nothing special....

D
o
w
l
o
a
d

H
e
r
o

D
o
w
l
o
a
d

H
e
r
o

D
o
w
l
o
a
d

H
e
r
o

onClipEvent (load) {
_global.speed = 5;
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.UP)) {
play();
_root.map._y -= -_root._global.speed;
_rotation = 0;
}
if (Key.isDown(Key.DOWN)) {
play();
_root.map._y -= _root._global.speed;
_rotation = 180;
}
if (Key.isDown(Key.LEFT)) {
play();
_root.map._x -= -_root._global.speed;
_rotation = 270;
}
if (Key.isDown(Key.RIGHT)) {
play();
_root.map._x -= _root._global.speed;
_rotation = 90;
}

if (Key.isDown(Key.UP)) {
if (Key.isDown(Key.RIGHT)) {
_rotation = 45;
}
}
if (Key.isDown(Key.DOWN)) {
if (Key.isDown(Key.RIGHT)) {
_rotation = 135;
}
}
if (Key.isDown(Key.LEFT)) {
if (Key.isDown(Key.DOWN)) {
_rotation = 225;
}
}
if (Key.isDown(Key.UP)) {
if (Key.isDown(Key.LEFT)) {
_rotation = 315;
}
}
}

Last, but most confusing part of my tutorial is...The actionscript.
The first part is to put both,
your map, and hero on the
stage, and give them instance
names, lets give the map an
instance of "map", and the
character an instance of
"hero".
Now, the Actionscript!!
Put this code on "hero":
the other part is for an 8 way directional system.

<p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">onClipEvent (load) {</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_global.speed = 5;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">onClipEvent (enterFrame) {</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">if (Key.isDown(Key.UP)) {</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">play();</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_root.map._y -= -_root._global.speed;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_rotation = 0;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">if (Key.isDown(Key.DOWN)) {</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">play();</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_root.map._y -= _root._global.speed;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_rotation = 180;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">if (Key.isDown(Key.LEFT)) {</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">play();</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_root.map._x -= -_root._global.speed;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_rotation = 270;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">if (Key.isDown(Key.RIGHT)) {</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">play();</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_root.map._x -= _root._global.speed;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_rotation = 90;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p>

Code Explanations!
The different thing about coding this move-
ment style is, its mostly backwards.  But, I'll
explain the backwards part later.  Lets take the
first part, for example:

Now, that part is telling
Flash to load the variable "_global.speed = 5".
We are using a global varible because its used in
later Actionscript codes.

This tells Flash to play the
walking animation, and that
if you are pressing UP, it subtracts "-speed"from
the maps Y coordinate.  It's basically the same
with the rest, except that they're different keys, and different
coordinates.

<p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">onClipEvent (load) {</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_global.speed = 5;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p>

<p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">if (Key.isDown(Key.UP)) {</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">play();</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_root.map._y -= -_root._global.speed;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">_rotation = 0;</font></p><p align="left"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p>

This is the result so
far:

Now, lets spice things up abit with hitTests!

hitTests
Start with drawing a box, call it box, then give it an instance
name of box.  Put it anywhere on the
stage, as long as it's on the same frame
as the hero and map.  Make sure its not
below the map.
Action Script
Add these codes to hero, under the key button if statements:
Much like the map codes, you do the same with the box.  You press
up, the map and box go down.  That makes it look like you're
walking...

UP                 DOWN                 LEFT             RIGHT

_root.box._y -= -_global.speed

_root.box._y -= _global.speed

_root.box._x -= -_global.speed

_root.box._y -= _global.speed

More Action Script
Put this code on the box, it covers the
hittests with the hero and box.  Here is
some info on hittests with this walking
system:
--When you hit something, you don't
subract/add from/to the coords on
yourself, but, everything around you.
--For this walking system, the hittest I
provide seems to work better than most.
--To make a clean stop, make sure the
"push" variable is equal to the speed of
your hero.
-- you can bounce away from the box, only if you raise/lower the
"push" variable to/from the heros speed

onClipEvent (enterFrame) {
with (_root.hero) {
push = 5;
if (this.hitTest(getBounds(_root).xMax, _y, true)) {
this._x += push;
_root.map._x += push;
}
if (this.hitTest(getBounds(_root).xMin, _y, true)) {
this._x -= push;
_root.map._x -= push;
}
if (this.hitTest(_x, getBounds(_root).yMax, true)) {
this._y += push;
_root.map._y += push;
}
if (this.hitTest(_x, getBounds(_root).yMin, true)) {
this._y -= push;
_root.map._y -= push;
}
}
}

Action Script Explanation!
Here is the code again, but commented out for ya!

onClipEvent (enterFrame) {
with (_root.hero) {
//code only works if "_root.hero" exists
push = 5;
//variable thats equal to speed
if (this.hitTest(getBounds(_root).xMax, _y, true)) {
this._x += push;
_root.map._x += push;
}end if
//if you hit the right side of the object, push the box and map away, to look like collision
if (this.hitTest(getBounds(_root).xMin, _y, true)) {
this._x -= push;
_root.map._x -= push;
}end if
//if you hit the left side of the object, push the box and map away, to look like collision

if (this.hitTest(_x, getBounds(_root).yMax, true)) {
this._y += push;
_root.map._y += push;
}endif
//if you hit the top of the object, push the box and map away, to look like collision
if (this.hitTest(_x, getBounds(_root).yMin, true)) {
this._y -= push;
_root.map._y -= push;
}//endif
//if you hit the bottom of the object, push the box and map away, to look like collision
}//end with
}//end event

This is the real finished product!

Download the
real finished
product

<p align="center"><font face="Wet Paint" size="37" color="#ff0000" letterSpacing="0.000000" kerning="0"><a href="http://denvish.net/ulf/1160221419_DrR-EG.php"><b>View It Here :D</b></a></font></p><p align="center"><font face="Wet Paint" size="21" color="#ff0000" letterSpacing="0.000000" kerning="0"><a href="http://denvish.net/ulf/1160221419_DrR-EG.php"><b>(popup)</b></a></font></p>

There ya go, you have successfully created
a topview(also know as a birds eye view)
movement system, and collison detection!
Happy Action Scripting!
The Tutorial was made by DrRobot,
AKA Monster356

Sound

Author = Your Alias will go here

Sound

Welcome to this tutorial on sound. It this, you will learn how to
import sound into flash, how to use it, and how to manipulate it.
So, what is sound used for?
Well, sound is used to add effects to a movie or game with sound
effects or songs which go along with the movie. It is used to
emphasize what is happening in the flash.

Importing sound into flash

To start with sound in flash, you need to import it. To do this, press
"Ctrl & R" or follow the following movieclip.

File

Import

Import to stage    ctrl + R

When you have located your sound, press "ok", and your sound will of
been imported it into flash. But, how do you use it now?
In the timeline, click on the keyframe that you want the sound to
start on, and open up the properties panel (Ctrl & F3), and on the
right, there will be a drop-down menu, which is where your sound will
be located. Select the sound you want, and in the keyframe, a funny
little squiggel will appear.
NOTE: You can do this anywhere you want! whether it is in a
movieclip, or in a button.

stop();

Makin a button play music.

Say you want a button to play music when you click on it. Heres how!
Create a new movieclip with two blank keyframes (F7) and insert a
stop action on each frame.

Then, click on the second key frame, and select your music from the
properties panel (Ctrl & F3).

sound

on(press){
_root.sound.gotoAndPlay(2);
}

You have now finished with the movieclip. Drag the blank movieclip
onto the stage, and then give it the instance name of

Now, create the button that you want to use to play the music, press
F9, and insert these actions:

Changing the volume

To start making a volume slider, you will first need to draw the bar
thingy =). Example below.

Convert this to a
movieclip, and give it
the insatnce name of
"slider"

Convert this into a
movieclip, and give
it the instance name
of "slideRail"

Then, put the "slider" on top of the "slideRail".

theSong = new Sound();
theSong.attachSound("mySong");
slideRailBound = slideRail.getBounds(_root);
slider.onPress = function() {
slider.startDrag(false, slideRail._x, slideRailBound.yMin, slideRail._x, slideRailBound.yMax);
};
slider.onRelease = function() {
slider.stopDrag();
};

Now, put this script into the FRAME with the slider on.

slider.onReleaseOutside = function() {
slider.stopDrag();
};
_root.onEnterFrame = function() {
theSong.setVolume(slideRailBound.yMax-slider._y);
};
_root.onLoad = function() {
theSong.setVolume(100);
slider._y = slideRailBound.yMin;
slider._x = slideRail._x;
};

Put this script after the script on the last page in the actions panel.

Script explanation

What the script does is defines a new song and calls it "theSong". It
then uses get bounds to define the area of the "slideRail" and creates
a function which allows you to drag along the "slideRail" but only
until you reach the end of it. Then, "setVolume" is used to set the
volume of the song depending upon where the "slider" is on the
"slideRail".

mySong

The MOST important part! With your sound imported, open up the
library (ctrl & l),  locate the sound that you want to be able to
change the volume of, rigth click, and select linkage.
A new dialog box wil open up, and check "export for actionscript".
Now, you will be able to type in the box named "indentifier." In that
box, type

Now, click ok and you are done.

and thankyou for reading my tutorial on
sound!

Custom Cursors

Pimp My Cursor

Page 1

Well here we go, a custom cursor.  It's the moment you have all been waiting for....
right?  Well if you weren't you should have been    .  To begin with, let's look at
what a custom cursor is and what makes them so nifty.

Look at all of them... aren't they pretty?  Well they're also useful.  Imagine a
shooter game without cross hairs, What about a flash based user interface with
the bland looser cursor?  You need to spice up your flash, and this is a good way
to do it.

DingoEatingFuzz

Pimp My Cursor

Page 2

Ok, now it's your turn to design a cursor.  All you have to do is create a new
movie clip and draw/animate what you want your cursor to look like and make
sure the point at which you want to click is at the origin (the little plus in the
center of the stage).

Quit reading this and go do it!  You can't make a cursor with no cursor!

Repeat After Me

Page 3

Now that you have your cursor drawn, put it on the stage and open up the actions
panel.

Brace yourself for some heavy duty scripting before pressing next.

Code For The Basic

Page 4

Now put this code in.  Make sure that
you have your cursor  movie clip selected
or this won't work.

OMG, leik, it works now right?

onClipEvent(load){
Mouse.hide();
this.startDrag(true);
}

Page 5

-Line One-
This line opens the handler for what should
happen when the symbol is loaded.
-Line Two=
This hides the default mouse cursor.  To show it
again change hide to show.
-Line Three-
This starts a drag command, meaning wherever
you move the mouse, your MC will follow.
-Line Last-
This little curly bracket closes the
onClipEvent(load) handler.

Code  Explained

onClipEvent(load){
Mouse.hide();
this.startDrag(true);
}

w00t!! It works!
I <3 AS :D

Pimp My Cursor

Page 6

Cooler Cursors

Ok, you have a cursor.  It moves around the screen when you move the mouse.
Thats cool and all, but meh, big woop.  You want a cursor like the ones in this
tutorial.  You want a cursor that will change when you press a button, that will
yell at you for moving to fast.  You want mouse trails,.  YOU WANT IT
ALL!!!  Cool points galore with your awesome cursor.  Every cool kid on your
block will be jealous of you and your awesome cursor.

Ok, enough fantasies, let's make this all a reality :D

Cool Kid Cursor
FTW !! XD

Page 7

CKC 1:  The X-Ray

This is a very simple technique, but also very cool, it makes an X-ray vision
effect.  It requires the same code, but within your stage, you need to set up a
masking.  Set up your masking like this:
Cursor (Mask)
The Stuff You See Through To (Masked)
The Normal Scene (Normal)

Click Next And See The Final Product

Page 8

CKC 1:  The X-Ray (cont)

I hope your cursor turned out like mine did :D  Move your mouse across the
kitchen components to see whats inside.

You wouldn't believe how long it took to make that kitchen...

Oooh! That's
nifty!!

Page 9

CKC 2:  The Rotater

It took 7/8ths of a gigabyte of RAM to process that kitchen if any of you
were wondering.  But now for a side note, that just happens to be the actual
topic, time for another cool kid cursor.  This one is dynamic to the x position if
your mouse, but that can be customized also.

Quick! Quick! Click teh next!!Math.PI

Page 10

Are you ready for this?  It's going to be
pretty intense.  Click next when your ready.
I can hold your hand if you want.  Do you
want me to hold your hand?

Page 11

CKC 2:  The Rotater (cont)

This is another fairly simple cursor.  All you have to do is draw your cursor like
you have been, then get ready for a little more actionscript.

Dibs on this
one!

Page 12

CKC 2:  The Rotater (code)

Now you have drawn your cursor in a movie clip and put that movie clip on the
stage.  Well what next?  If you remember the steps, it goes draw, stage, code.
So lets get busy with the code:D

Oh noes! The code isn't selectable!! Yep, that's because You learn more
if you do it yourself.

onClipEvent(load){
Mouse.hide();
this.startDrag(true);
}
onClipEvent (enterFrame) {
this._rotation = this._x/Stage.width*360;
}

Page 13

CKC 2:  Code Explained

You should already know what the stuff in the first handler does, it makes the
cursor a cursor.  But what about that enterFrame stuff?

onClipEvent(enterFrame){
//stuff
}

This is the onClipEvent(enterFrame) handler.  What ever code replaces
//stuff will be executed continuously

Page 14

this._rotation = this._x/Stage.width*360;

This is your stuff.  It tells your cursor to have a certain rotation for its x value.

this._rotation

this._x

Stage.width

The current rotation of the object specified, which happens to be this, the cursor.

The x value of the object specified.

The width of your stage in pixels.

Page 15

Now you know what each part does, lets put it together.  You set the rotation
equal to the relative number the x coordinate in degrees in comparison the width
of the stage....  what?   Well think of a graded test, 90/100, .90.  Well x
value of 36.7/550 = xDecimal.  For a test you multiply that .90 by 100 to
find the percent.  We multiply the decimal by 360 because there are 360 degrees
in a circle.  If you want a half rotation, change 360 to 180, quarter rotation?
90.  It is that simple.  In fact I had never made this kind of cursor before and I
thought up this code in a matter of seconds.

Page 16

CKC 2: Expand

You learned about the onClipEvent(enterFrame) handler and its affect on
making cursors. I only showed you how to make a rotating cursor on the x axis.
You can do the same with the y axis, or using the distance formula you can do it
with a coordinate plane.  And why stop at rotation?  What about changing
alphas, tints, size, volume of a sound, or frames?  With frames you can have a
muffin transform into a pie as you glide your cursor across the screen.  Actually,
I'm feeling generous and that sounds pretty cool, I will give you the code.

onClipEvent(load){
this.stop();
Mouse.hide();
this.startDrag(true);
}
onClipEvent (enterFrame) {
gotoAndStop(Math.round(this._x/Stage.width*this._totalframes));
}

I'm not explaining this one, you can figure it out yourself, it will be good for you.

Page 17

CKC 3: Speed Tracking

Time for cool kid cursor numbah three!  This one deals with speed tracking.  It
calculates the distance your mouse has moved in the last frame and does
something accordingly.  One example would be a crosshair that gets bigger as
you move the cursor faster.  We could do that cursor with all that xscale and
yscale jazz, or we could make a simpler cursor that uses the same principle.

The cursor will change frames when at a certain speed.

Page 18

When designing your cursor, make two frames with a stop(); action in the first
one.  The first frame will be your cursor normally, the second frame will be your
speedy cursor.

Next up, actionscript!

Frame 1

Frame 2

Page 19

Here is your actionscript!

Don't worry, it will be explained.

onClipEvent (load) {
speed = 20;
this.startDrag(true);
track2x = this._x;
track2y = this._y;
}
onClipEvent (enterFrame) {
track1x = this._x;
track1y = this._y;
dist = Math.sqrt((Math.pow(track2x-track1x, 2))+(Math.pow(track2y-track1y, 2)));
dist>=speed ? this.gotoAndStop(2) : this.gotoAndStop(1);
track2x = this._x;
track2y = this._y;
}

Page 20

Oh boy... A lot to explain.  Believe it is just as hard to explain it as it is to
understand it.

Ugh... Well lets start.

Page 21

Lets start with the first handler, onClipEvent(load);

Now for the fun part...

onClipEvent (load) {
speed = 20;
this.startDrag(true);
track2x = this._x;
track2y = this._y;
}

We first open our handler with the first line.  Then
we establish four things, three variables and a
command.  We start our drag like always, but what
are these variables?
The first one is speed, how fast the mouse has to be
moving in pixels to get the cursor to change.
The other two are half of the four variables for speed
detection.  For speed detection you need to know the
current coordinates and the coordinates before you
move the MC.  This may seem weird now, but it
shouldn't after the next handler is explained.

Page 22

onClipEvent(enterFrame), slide one.

onClipEvent (enterFrame) {
track1x = this._x;
track1y = this._y;
dist = Math.sqrt((Math.pow(track2x-track1x, 2))+(Math.pow(track2y-track1y, 2)));
dist>=speed ? this.gotoAndStop(2) : this.gotoAndStop(1);
track2x = this._x;
track2y = this._y;
}

We open the handler like always then do some stuff like always.  The two
variables at the top are the second half of the distance calculating variables I
was talking about.  Next line we establish another variable called dist.  This
variable calculates the distance between the current coordinates of the mouse
and the old coordinates of the mouse.  Click next for the rest, I'm running out of
room here.

Page 23

The next line of code may look foreign.  It uses a command called a conditional.
It is a one line command for the simplex if else statement.  This one says if dist
is greater than speed then go to the speedy frame, else goto the first normal
frame.  After that line is two variables that you already saw.  These now catch
the current mouse coordinates so they can be tested with the new ones that will
be found when the code runs again.  We had to set these to a value in load or
else they would have been undefined and the conditional wouldn't work.

Page 24

onClipEvent (load) {
once = true;
this.startDrag(true);
track2x = this._x;
track2y = this._y;
var scream:Sound = new Sound(this);
yells = new Array("DEF1_dis1", "DEF1_dis2", "DEF1_dis3");
}
onClipEvent (enterFrame) {
track1x = this._x;
track1y = this._y;
if (Math.abs(Math.sqrt((Math.pow(track2x-track1x, 2))+(Math.pow(track2y-track1y, 2))))>=30 and once == true) {
scream.attachSound(yells[random(yells.length)]);
scream.start();
once = false;
}
track2x = this._x;
track2y = this._y;
scream.onSoundComplete = function() {
once = true;
};
}

Here is a little doodad I made using the same technique.

Page 25

CKC 4: Enter The Mouse Trails

We've all seen them, those awesome mouse trails that you see in flash.  At one
point or another we have also all wanted to make one.  Well here we go, a dream
come true right?

It's pretty nifty isn't it?

Page 26

The first step is to create the movie clip with the animation you desire.  The
animation for the trail you just saw looks like the clip below.  Put a keyframe at
the end of the movie clip.  In the keyframe put in this action:

w00t! Graphic r done, now for the next step!

removeMovieClip(this);

Page 27

The second step is to right click the animation within the library and select
linkage.  Check export for actionscript and in the indentifier text box type in
myMT.

myMT can actually be something different, but it has to match the myMT
instances in the actions.

I'm back and still
poorly drawn :)

Page 28

The third step is to put in your actionscript.  DON'T put an instance of the
symbol on the stage, it will result in an error and a possiblily of death.  Put this
actionscript ona frame in your main timeline:

q = 0;
onEnterFrame = function () {
q++;
_root.attachMovie("myMT", "myMT"+q, q);
spa = _root["myMT"+q];
spa._x = _xmouse;
spa._y = _ymouse;
};

Page 29

This code is actually a lot simpler than it may look.

Not complex at all, was it?

The variable q is used to make unique names for
each symbol that is attahed.
The handler you see next is an onEnterFrame
once again meaning the code is tested  once a
frame.  So once a frame the value of q goes up
one and an instance of your mouse trail graphic is
attached at the mouse coordinates.

Page 30

EXPAND

Now that you have seen a few examples of what can be done with cursors, put it
all together.  Expiriment and learn.  Think of something that no one else has
yet. Let your trials go as far as your imagination.

Inspiration is everywhere, but it takes imagination to find it.

Shape Tweening

Author = Your Alias will go here

Shape  Tweening

you've probably heard of motiontweening,
(if you havent heard of it, then check out
west-end-pros awesome tutorial
on it.
but shapetweening is a very different story.

this is a thypical shapetween.
with shapetweening you ca gradualy change colour
and of course shape.

Shapetweening is applied like this:
create a box, like this one

Click it, and in the botom of the screen, select
properties.

Now make a 5 frame interval and then create a red
box.

Juzz likez thatzzzz...

And now! apply the magic!
click the space between the
two frames and in the bottom
of the screen, select "properties"
and then, under tween, select shape

(i added ease for the looks of it, try it out
yourself!)

"yeah, leik rly awesome" you might think
(and youre right, of course)
but what can you use shapetweening for?
Well, let me tell you!

Fading:

Shapetween something
through 20 frames, on 10
set the alpha to 0

Lineshaping:

Blood drop.

One shapetweened circle and
two quadrants.

just shapetween
some lines youve
tweaked with
the selection or
envelope tool

Yeah! learnt something?
experiment a little around with shapetweening,
its a great tool.
Oh, and check out all the other amazing tutorials!

Tips:

You cannot chapetween symbols and unbreaked text.
To tween text; break the text (Rclick-break text) then
select all the letters and Rclick-break
them too, THEN you can shapetween it,
i only reccomend colour and fade tweening on text though

dont wear your moms underwear... ....no seriously...

eat vegetables...

---------

Posessed

Functions

Pyromaniac

Functions

Functions are very usefull ways to keep code organized
and shorter. It can also be used to do usefull things
without having to change the script a lot. Functions can
be as basic or as complex as you want them to be.

function multiply(x:Number, y:Number):Void {
trace(x*y);
}
multiply(10, 5);

function functionName(param:Type,param2:Type....paramN:Type):returnType{
return returntType;
}

Basics

To start off, I am going to show you a basic function,
and then explain what it does.

The basic syntax for a fucntion is as follows

function multiply(x:Number, y:Number):Void {
trace(x*y);
}
multiply(10, 5);

Now to explain the code.
function shows that it is a function. multiply is the name
of the function. (x,y) is the paremetars of the function.
The code inside the { } is what is exucuted when the
code is called. multiply(10,5) calls the function, and then
tells what numbers are to be used. You could change the
two numbers inside the ( ) and the outcome would vary.

function write(myMessage:String):Void {
trace(myMessage);
}
write("This is what is traced.");

Another example of a function.

This is similar to the last function, except that it
traces what is written instead of multiplying two
numbers.

How their used

You may be wondering whats so great about
functions? Well, your about to find out. They are
great for shortening code. Lets say you want to reset
all your varaibles after you lose. So you just make a
reset function, instead of retyping all those
variables. Then you could make a lose function so
that whenever you want the game to end, you just
call that.

function reset():Void {
speed = 0;
maxhp = 100;
hp = maxhp;
damage = 10;
time = 0;
lives = 3;
text_hold.text = "";
}
_root.reset();
function lose():Void {
_root.player.gotoAndStop("Die");
_root.text_hold.text = "Game Over!";
_root.reset();
_root.gotoAndStop("Gameover");
}

How their used

That code resets all the variables to begin with,
and then makes a lose function that does thing that
you woudl do when thew game ends.
The code is just an example, it wont do anything
bcause the variables mean nothing!

mulitiply(x,y);

Calling Functions

To call a function, all you do is write its name and
its paremeters. Well go back to the first function we
made. To call it you would say.
You would change the (x,y) to any two numbers,
because that is how the function works.
If the function has no parameters, then just say the
name followed by (). IE lose();

function functionName(param:Type,param2:Type....paramN:Type):returnType{
return returntType;
}

Proper Syntax

Proper syntax for a function is as follows

So for the parematers inside the function you would say
what type it is. IF it is a number, you would put :Number
after it. If it is a string, you would put :String after it.
After the () brackets, you would put the return type.
If it is a mixture or none of the other choices, you would
put :Void

Overview

Functions are hard to explain because they can vary
so much, and do so many things. If you dont use
functions already, you should start to, it saves lots
of time, and makes coding that much more
orangized and easier.
For more reading on functions, click the link below.
If you have any questions, Pm me. (Pyromaniac)

Photoshop - Making Brushes

Welcome students, today we will learn about creating
custom brushes! The first thing that would help, is to think of an idea you would like to create
a brush out of. An image, a famous person, grunge, blood, metal ... your choice.
Surf the net for an image you'd like to use to make a brush out of.
Paste it into a new document. I'll use a guitar.

Now hit CTRL & U to bring up the colour options window, and drag the saturation slider
to the maximum left. This makes the image able to adjust to any colour that
anyone using the brush may want to set it to. Now lets move on.

Author = Your Alias will go here

You might want to use the Magic Wand tool to delete te BG of the image.
Now all we have to do is click on Edit > Define Brush and call it what you want.

Now, to save your brushes into a pack, repeat the previous steps and make
as many brushes as you freakin' wish. Then right click on teh canvas with the
brush tool selected and scroll to the bottom of your brush list to find your very
own brush!
Delete the rest and make sure that only your brushes are left. Hit the small
arrow in the top right hand corner and click 'Save Brushes' to save your pack
of brushes as an .abr pack. See tutorial one for more detail on Photoshop
extensions.
That's it! Not very hard at all is it now?
Try to incorperate this technique into your set of graphics including website
layouts, sigs and avatars.

Now all that is left is to save!
5. Merge all your layers togther by hitting SHIFT & CTRL & E, select the
marquee tool [M] and then hit CTRL & A to select all of the canvas. Right click
the selection, and select the stroke option.Select 1 pixel, #000000 [black],
inside, 100% opacity, blending mode normal and preserve transpareny option
un-checked. Then hit ok. This gives your sig a 1 pixel border, just a sweet
black line. Add some text if you wish, it starts a new layer automatically.
Try messing with the different text anti-aliasing effects in the top toolbar,
'smooth' is always a good option. Now go to File > Save For Web [we want it
as a .jpg, not a .psd, which Save As... does for it] and just save it from there -
ready to be uploaded and awed at!

UsingTheMike

Using the Mike

Warning! This section of the tutorial requires a microphone! If you
don't have one then there's not much point doing it, but hey, its
your choice!

Welcome to CM Productions' part of the tutorial. You're going to
learn how to use the Mike to make a percentage bar to show how
loud you are making a noise into the Mic (activity level), and a
bar that looks like a preloader bar that will change depending on
the activity level. On the next page, a little box will pop up
asking if it can access your camera and microphone. Press allow or
the example won't work. Let's get started then!

<p align="justify"><font face="Wet Paint" size="30" color="#ffffff" letterSpacing="0.000000" kerning="0">CM Productions</font></p>

Example

Below is an example that I made. Over the next few pages, I will
guide you through how to make it. Take your time to play with it.
I'll see you on the next page.

<p align="justify"><font face="Wet Paint" size="30" color="#ffffff" letterSpacing="0.000000" kerning="0">CM Productions</font></p>

Getting started

Start by opening Flash and drawing
a rectangle, like the one on the
previous page and give it an outline.
Then convert ONLY THE FILL
(without the outline) to a Movie
Clip and make sure the registration
is set to the second down to the left.
Name it what you like, I'm going to

Click to enlarge

name it
"rectangle" (no quotes). Next, give your rectangle
an instance name of "rectangle" (no quotes again).

Back to example

Back to example

Back to example

Dynamic text

Next, make a text box below your rectangle and set it to "Dynamic
Text" (directly above the "instance name" input area). Ok, here comes
the tricky bit: making the text box a Variable. Make sure your text box
is selected and in the "Var:" area in the properties pannel, type
"activityPercent". This is the name that we will use to "address" the
text box, e.g. if the text box was a person named Bob, his variable
would be "Bob". We can call his name and he will respond.

Click to enlarge

Always AS

Time for some Action(script)! Click your rectangle so it's selected,
open the actions pannel and paste the following code in NOW! Over
the next few pages I'll explain what the code means.

onClipEvent (enterFrame) {
mic = Microphone.get();
attachAudio(mic);
mic.setUseEchoSuppression(true);
_root.rectangle._xscale = mic.activityLevel;
_root.activityPercent = mic.activityLevel+"%";
}

Copy & paste this
to the Actions
pannel NOW!

Always AS 2/8

mic = Microphone.get();
attachAudio(mic);
mic.setUseEchoSuppression(true);
_root.rectangle._xscale = mic.activityLevel;
_root.activityPercent =
mic.activityLevel+"%";
}

<p align="justify"><font face="Tahoma" size="12" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>onClipEvent (enterFrame) {</b></font></p>

Lets go one line at a time. On the first
line it says "onClipEvent (enterFrame) {"
this means that whenever the Movie
Clip enters the a frame (when the movie

gets to a frame with this Movie Clip on it), it will do the commands
between the "{" and "}". You can see the opening "{" at the end of
the first line.

Always AS 3/8

attachAudio(mic);
mic.setUseEchoSuppression(true);
_root.rectangle._xscale = mic.activityLevel;
_root.activityPercent =
mic.activityLevel+"%";
}

<p align="justify"><font face="Tahoma" size="11" color="#000000" letterSpacing="0.000000" kerning="0">onClipEvent (enterFrame) {</font></p>

Ok, line two. "mic = Microphone.get();".
This line is creating a new variable
(remember Bob?) called "mic" and
making it equal to "Microphone.get()"

which is just telling your computer to start taking input from your
microphone (making that little window come up asking for access).
The "()" and ";" are just part of the AS language.

<p align="justify"><font face="Tahoma" size="12" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>mic = Microphone.get();</b></font></p>

Tip: Don't forget to save!

Always AS 4/8

mic.setUseEchoSuppression(true);
_root.rectangle._xscale = mic.activityLevel;
_root.activityPercent =
mic.activityLevel+"%";
}

Line three. "attachAudio(mic)". This line
attaches the audio from your microphone
to "mic" so an object can access it with
the object "mic".

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">mic = Microphone.get();</font></p>

Tip: Eat your veggies!

<p align="justify"><font face="Tahoma" size="12" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>attachAudio(mic);</b></font></p>

<p align="justify"><font face="Tahoma" size="11" color="#000000" letterSpacing="0.000000" kerning="0">onClipEvent (enterFrame) {</font></p>

Always AS 5/8

_root.rectangle._xscale = mic.activityLevel;
_root.activityPercent =
mic.activityLevel+"%";
}

Line four.
"mic.setUseEchoSuppression(true);".
This never-ending bit of code actually
makes that awful echo go away by
lowering the amount of feedback from

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">mic = Microphone.get();</font></p>

Tip: Always have an extra tip... *cough cough*

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">attachAudio(mic);</font></p>

<p align="justify"><font face="Tahoma" size="11" color="#000000" letterSpacing="0.000000" kerning="0">onClipEvent (enterFrame) {</font></p>

mic.setUseEchoSuppression(true);

the mic, and is accessible in the flash movie properties and settings.
If it was set to "(false);", then it would still echo. I kinda like that
effect though, so do what suites what your making.

Always AS 6/8

_root.activityPercent =
mic.activityLevel+"%";
}

"_root.rectangle._xscale = mic.activityLevel;".
"_root.rectangle._xscale" is the rectangle's
scale from its full length. E.g. if the
"_xscale" was 50 (half of 100) then the
length of the rectangle along the "x"

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">mic = Microphone.get();</font></p>

Tip: Take a look at the example to check you're correct

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">attachAudio(mic);</font></p>

<p align="justify"><font face="Tahoma" size="11" color="#000000" letterSpacing="0.000000" kerning="0">onClipEvent (enterFrame) {</font></p>

mic.setUseEchoSuppression(true);

<p align="justify"><font face="Tahoma" size="12" color="#ff0000" letterSpacing="0.000000" kerning="0">_root.rectangle._xscale = mic.activityLevel;</font></p>

would be half of its full length. And "activityLevel" returns a number
between 0 and 100 depending on how much noise you make. So if
"_xscale = mic.activityLevel;", it would fill up if it was 100, be half
full if it was 50 and be 0 if you forgot to plug in your mic lol.

Always AS 7/8

}

Sorry, I'm just squeezing this to one line
like its supposed to be! Ok,
"_root.activityPercent = mic.activityLevel+"%";".
We're now going to the text box which
we made a variable named

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">mic = Microphone.get();</font></p>

Tip: Always leave room for writing...

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">attachAudio(mic);</font></p>

<p align="justify"><font face="Tahoma" size="11" color="#000000" letterSpacing="0.000000" kerning="0">onClipEvent (enterFrame) {</font></p>

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">_root.rectangle._xscale = mic.activityLevel;</font></p>

<p align="justify"><font face="Tahoma" size="11" color="#ff0000" letterSpacing="0.000000" kerning="0">_root.activityPercent = mic.activityLevel+&quot;%&quot;;</font></p>

"activityPercent". which equals the activity level of the mic (0 - 100)
PLUS the "%" sign to show that it's a percentage. Oh, and I won't
do the next line because we all know what it's for. If you dont then
this tutorial probably didn't make any sense to you!

Always AS 8/8

Now I've finished explaining the code. If
you found it hard to understand then
there's a site called kirupa.com which has
a really good mic tutorial (I learned most
of the microphone AS off Kirupa).

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">mic = Microphone.get();</font></p>

Tip: Don't ignore the tips (espescially this one)

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">attachAudio(mic);</font></p>

<p align="justify"><font face="Tahoma" size="11" color="#000000" letterSpacing="0.000000" kerning="0">onClipEvent (enterFrame) {</font></p>

<p align="justify"><font face="Tahoma" size="12" color="#000000" letterSpacing="0.000000" kerning="0">_root.rectangle._xscale = mic.activityLevel;</font></p>

<p align="justify"><font face="Tahoma" size="11" color="#000000" letterSpacing="0.000000" kerning="0">_root.activityPercent = mic.activityLevel+&quot;%&quot;;</font></p>

Go to kirupa

Go to kirupa

Go to kirupa

Now you know

Now you can make this simple mic game (hopefully), you know how to
make some really good games! For example, you could make a racing
game where the harder you blow, the faster you go (yeah, it does
sound really random) or a game where there's a pic of some famous
person and when you talk, their mouth moves.

Tip: Remember what you learn (very handy).

onClipEvent (enterFrame) {
mic = Microphone.get();
attachAudio(mic);
mic.setUseEchoSuppression(false);
if (mic.activityLevel>10) {
_root.famous guy.gotoAndStop(2);
}
}

Example
(may not work)

The End

That's it from me! Thanks to everyone that helped me and
THANKS FOR READING MY TUTORIAL!!!

Tip: Remember that THE TUTORIAL COLLAB PWNS!!!!!

<p align="justify"><font face="Wet Paint" size="30" color="#ffffff" letterSpacing="0.000000" kerning="0">CM Productions</font></p>

3D In Flash

dELtaluca

- 3D -

There are different ways of doing 3D in flash, one way is
modelling something, maybe an entire animation in another
program, and importing it in.

You might draw it into flash frame by frame,
The type of 3D in this tutorials, is scripted 3D.
If you don't like, or are not too good with actionscript,
I suggest you turn away now :p

This tutorial will be split into 3 sections

To skip directly to a section, click on its name above

* Basics

* Intermediate

* Advanced

- Basic -

In flash, we work in 2 dimensions, working on the xy 'plane'

x

y

any position in this plane can be expressed by a
coordinate with its x and y displacement from the origin

(x,y)

To work in 3 dimensions we have to
add another axis the 'z' axis, and any
point in this space, can be expressed by
a coordinate  with its x,y and z
displacement from the origin.

(x,y,z)

z

But flash only displays things in 2 dimensions, so the idea is
to 'project' the 3D coordinates of objects, onto the screen, so that
you can see them in 2D.

view plane

the 3D coordinates on the
right have been projected
onto the viewing plane, and
this is the most important
part of all scripted 3D, not
only in flash but anything

(x,y,z)

(x,y,viewdistance)

viewdistance

The maths behind the projection is very simple in this case.
We start with the 3D coordinate (x,y,z) and we want to find the
coordinate on the line to the origin with z  viewdistance. All we
have to do is this:

=

var pers:Number = viewdistance/z;
var newx:Number = x*pers;
var newy:Number = y*pers;

A good value, or atleast, the one i use for viewdistance, is 500, but
you can mess around to give different effects.

Now, the new variable, 'pers' is very useful for us, we can use this value
to also scale objects, to show that they are far away, or close up. You
could also use it to fade objects away in the distance, and the most
important to sort the objects, but just using the 'z' value of the
coordinate might be better.

All you have to remember, is that the closer the object is, the larger
the value of pers with be, and that the farther the object is, the smaller.

object._xscale = object._yscale = 100*pers;

You could scale an object, like this using pers.

The last thing, for this section, is z-sorting, what this means, is sorting
the objects being rendered in 3D so that the ones that are infront, appear
infront, and the ones behind appear behind. Since we are dealing with
just movieclips here, all we have to do is use swapDepth, with some value
that depends on the z coordinate of the object. Since there is only
integer depths in flash, the z coordintea should be multiplied by something
to give more depths available for better sorting when objects are close.

object.swapDepth(1000-z*10);

Note how the object
moves towards the
centre as it moves
back.The fading is done by
modifying the objects
alpha property, in respect
to the objects z value.

<p align="center"><font face="Wet Paint" size="60" color="#ff0000" letterSpacing="0.000000" kerning="0"><a href="http://denvish.net/ulf/1160907611_3D-EG1.php">Click For Example</a></font></p><p align="center"><font face="Wet Paint" size="19" color="#ff0000" letterSpacing="0.000000" kerning="0"><a href="http://denvish.net/ulf/1160907611_3D-EG1.php">(popup)</a></font></p>

- Intermediate -

First of all for this section, i will show you how you can
rotate coordinates in 3D space.

For this i will be introducing Matrices, but dont worry if you
know what they are and you don't like them, you dont actually
have to use them.

A matrice is a mathematical object, that can be used to transform
coordinates, translate them, rotate them, scew them, whatever.

As far as rotations go, you will be using a 3x3 matrix.

A matrix is written in the form of a 2D array of numbers

This is then multiplied with our coordinate
in the style of a 3x1 matrix.

x
y
z

x

=

z

i

+

y

h

x

g

f

e

d

c

b

a

And this is the basis of rotating coordinates, using different rotation
matrices, we get a different rotation around the origin.

To rotate a coordinate
around the x axis we
use the matrix

1       0         0
0    cosθ   -sinθ
0    sinθ    cosθ

θ

Where    is the angle in
radians that we want
to rotate by.
To convert from
degrees to radians
you have to multiply the
amount in degrees, by

To rotate a coordinate
around the y axis we
use the matrix

cosθ    0    sinθ
0        1      0
-sinθ    0    cosθ

To rotate a coordinate
around the z axis we
use the matrix

cosθ   -sinθ     0
sinθ    cosθ     0
0         0        1

π

180

Math.PI/180

So, for example, if i wanted to rotate my coordinate 40 degrees
around the y axis, i would do this.

var rad:Number = Math.PI/180; //at start of script

//then in rotation
var ang:Number = 40*rad;
var cos:Number = Math.cos(ang);
var sin:Number = Math.sin(ang);
var newx:Number = cos*x + sin*z;
var newz:Number = cos*z - sin*x;

note, that in y axis rotation, the
y value does not change,
similarly in x axis rotation, x does
not change, and in z axis, z does
not change.

But what if you dont want to rotate around the origin?

For z axis rotation:

newx = x * cos - sin * y
newy = x * sin + cos * y

For x axis rotation:

newy = y * cos - sin * z
newz = y * sin + cos * z

For y axis rotation:

newx = x * cos + sin * z
newz = z * cos - sin * x

If you dont want to rotate around the origin, its simply
a case of translating the coordinate, rotating, then translating back.
i.e. if you wanted to rotate around the coordinate (100,50,75)
you would take away 100 from x, 50 from y, 75 from z, rotate
then add 100 to x, 50 to y, and 75 to z.

In this sample, use the mouse to rotate around the x,y axis
and the up and down arrows to rotate around the z axis.

<p align="center"><font face="Wet Paint" size="60" color="#000000" letterSpacing="0.000000" kerning="0"><a href="http://denvish.net/ulf/1160907481_3D-EG1.php">Click For Example</a></font></p><p align="center"><font face="Wet Paint" size="19" color="#000000" letterSpacing="0.000000" kerning="0"><a href="http://denvish.net/ulf/1160907481_3D-EG1.php">(popup)</a></font></p>

Next, is rendering polygons, filled faces.
From the rest of this tutorial, you have learnt enough
to make an engine that would render the mesh of an
object, but what if you want to have filled faced with colour
rather than just lines? This requires sorting the faces in
the correct order

First of all, you'll need a system to set up the polygons.
There are two ways you could go about this, each with their advantage

The first, and simplest, is to simply define each polygon as an array
of vertices (coordinates of corners). However, there is another way,
that although is more complicated, can make your engine run faster
with less computations.
The second way, is to define an array of vertices, and then another
array of polygons, and the polygons store a list of numbers, referring
to what item in the vertex array, the vertice is at. The second way
is what i use, and will use in the tutorial. The advantage of this, is
that for vertices used more than once, you only need to rotate, and put
it into perspective once, rather than multiple times.

So, lets try a small cube.

var vertex:Array =
[[-50,-50,-50], //0
[-50,50,-50], //1
[50,50,-50], //2
[50,-50,-50], //3
[-50,-50,50], //4
[-50,50,50], //5
[50,50,50], //6
[50,-50,50]];  //7

var polys:Array =
[{vert:[0,1,2,3], col:0xff0000}, //0
{vert:[0,4,5,1], col:0xff00}, //1
{vert:[1,5,6,2], col:0xff}, //2
{vert:[3,2,6,7], col:0xff00ff}, //3
{vert:[7,6,5,4], col:0xffff}, //4
{vert:[4,0,3,7], col:0xffff00}]; //5

Now, an important note for later. Look at each
polygon vertex list, and look at the diagram
below, and note, how if you were to look at that
polygon's front side, the outside of cube, the
vertices, are listed in a clockwise order.

In a proper 3d engine, polygons are split into triangles, and each
triangle is scan lined to get the pixels it covers on the screen, and
a z-buffer is used so that only the pixels infront are rendered, we cant
do that in flash yet, so we can only sort the polygons by their average z
to try and make sure the ones infront, are infront.
We could do this in two major ways, one would be to render each polygon
in its own movieclip and use swapDepths() and the other would be to
sort the actual polygon array using Array.sortOn() and render from front
to back. Im going to use the first method, because it opens up more
oppurtunites when rendering movieclips with the polygons.
For this, in the polys array, each polygon, also has a movieclip in it for
drawing, this wasn't shown on the previous page.

Heres a sample with polygons using the polygons set up before

Although it doesn't happen here, due to the nature of the polygons in
the cube, there is a problem with z-sorting, and that is, it's not perfect
often, when rendering shapes, polygons will pop infront, that should be
behind, and this can be reduced by something called back face culling,
which is also a nice thing to speed up engines by reducing polygons.

What I do, is I
loop through each
vertice, rotating
and putting into
perspective, storing
the new coordinates
in a new array.

Then i loop through
each polygon, and draw
it to a movieclip, which
is then sorted by the
average z coordinate of
the vertices.

Recall when discussing how to set up polygon data, that i noted
how each vertice was listed in clockwise order when facing the
polygon from outside the shape. This is important for finding
the polygon normal, a vector perpendicular to the polygon which
is used in backface culling and things like shading, and even
collision detection in game engines.

The green vector here, is perpendicular
to the polygon, it is the polygon normal.
It is found by finding the cross product
between the red and blue vectors that span
the polygon.

You can find the length of a vector, its magnitude, by using good ol'
Pythagoreus' theorem about right angled triangles, i.e. The length
of a vector v, is  v  which is equal to the square root of the sum of its
components squared.
When you normalise a vector, we divide each component by the vectors
length, such that the normalised vector has a length of one.

v->length = sqrt(v.x^2 + v.y^2 + v.z^2);
var nd:Number = 1/Math.sqrt(x*x+y*y+z*z);
var nx:Number = x*nd;
var ny:Number = y*nd;
var nz:Number = z*nd;

Cross product, is a vector operation, which is redundant in 2 dimensions
but in 3 dimensions, will return another vector which is perpendicular
to both of the vectors involved in the operation, due to its nature, if you
do U cross V, you will get one vector, and if you do V cross U you will get
the same vector, but negated, so its important to do it in the right order.
Cross product will not always give a unit vector for unit u and v, and so
to get a unit normal, you also have to normalise the cross product, and by
some simple vector math, it can be shown that it is therefore redundant
to normalise u and v.

u×v = x (u v - u v ) + y (u v - u v ) + z (u v - u v )

u

v

u×v

v×u = -(u×v)

The polygon normal will always point out of the polygon, so that in a
cube the polygon normals woud face out from the middle of the cube.
You can calculate the normal once for every polygon at the start of the
code to be used throughout, however, for simple polygons like the cube,
you can predefine the normal in code very easily so that you dont need to
worry about whether the vertices are in clockwise order or not, the reason
of which is like i said in cross product, vxu = -(uxv), and if not in
clockwise order, the normals will be facing the wrong direction.
Remember that any rotations to the polygons you must also rotate
the normal.
So for example, for the front face of the cube, the polygon normal will be
(0,0,-1) and for the left face: (-1,0,0).

So, given the first 3 vertices v0,v1,v2  the normal can be calculated like
this.

var s1:Array = [v1.x-v0.x,v1.y-v0.y,v1.z-v0.z];
var s2:Array = [v2.x-v0.x,v2.y-v0.y,v2.z-v0.z];
var n:Object = {};
n.x = s1[1]*s2[2]-s1[2]*s2[1];
n.y = s1[2]*s2[0]-s1[0]*s2[2];
n.z = s1[0]*s2[1]-s1[1]*s2[0];
var d:Number = 1/Math.sqrt(n.x*n.x+n.y*n.y+n.z*n.z);
n.x *= d; n.y *= d; n.z *= d;

One of the most useful uses of the polygon normal, is in backface culling.
Backface culling is the process of removing polygons from the rendering
process, because the normal is facing away from the camera, such that you
would be looking at the back of the polygon. What this means is you only
render polygons, that you can actually see, such that you dont waste time
dealing with ones that you can't see anyways.
We do this by determing if the normal points away from the camera, of
which the fastest way is to find the vector from any vertex on the polygon
to the camera, and take the dot product with the normal, if it is more than
0. Then the polygon can be culled.    For two normalised vectors, the dot
product will return the cosine of the angle between the two vectors.

u•v = u.x*v.x + u.y*v.y + u.z*v.z

With some more vector math, we can find that the vector between the
vertex and the camera does not need to be normalised, since its
normalisation will not change the sign of the dot product, whether its
negative or positive, and since we only need to know if its more than 0
the magnitude of the resulting number does not matter. Heres a little
diagram of our backface culling.

An important thing you might
notice, is that you can cull back
facing polygons, before anything else
you don't need to even think about
perspective.

The diagram has  90  90 on it, the angle
between the vectors, but we dont actually
calculate this.

I referred to a camera in previous pages, from what the tutorial has been
through, the camera is just the origin, and so, to find if a polygon is back
facing, given a point on it, v and its normal n, we do it like this.

var backfacing:Boolean = (-n.x*v.x-n.y*v.y-n.z*v.z)>=0;

Since the camera is the origin, the vector from vertex to camera, is the
negation of the vertex, and so to make things neater, we can just do this.
The reason it is more than or equal to/less than or equal to, is if the
polygon appears completely perpendicular to the camera, its not taking up
any space on the screen, and we can discard it in the culling process.

var backfacing:Boolean = (n.x*v.x+n.y*v.y+n.z*v.z)<=0;

One last note for the intermediate section, that is to do with
back face culling. Recall that we used the first 3 vertices arranged
in clock wise order, but there is something you have to remember
when doing this. although the vertices might be in clockwise order
around edge of polygon, if the polygon is concave, the first 3 vertices
might not be in clockwise order when isolated, for example.

0

1

2

3

4

5

Here, although in clockwise order
the first 3 vertices, 0,1,2 are in
counter clockwise orientation.
What i suggest, is to just use convex
polygons to be on the safe side.

Heres a sample using the polygons set up before, normals calculated
initially as before, semi transparent to see the back face culling in action.

Use Space key to toggle back face culling.

- Advanced -

First of all, shading. Shading cannot be done very well with this
method of rendering, only simple flat shading can be done but it still
gives a nice effect and there are a couple of ways you can do it.
Flat shading means a single colour for the whole polygon, before going
into the different ways of doing flat shading, this is how you might
shade your polygon colour in rendering.
Given that fade is somewhere from 0 to 1. The best way to shade
the colour would be like this.

var r:Number = col>>16;
var b:Number = col-(r<<16);
var g:Number = b>>
8;
b -= g<<8;
var col2:Number = ((r*fade)<<16)|((g*fade)<<8)|(b*fade);

Im not going to explain how this works,
because it has nothing to do with 3d
and is not what the tutorial is for. To
look up on this, the operators are called
bitwise shifts and bitwise OR.

Alternatively, to speed things up that tiny little bit when working
with lots of polygons, rather than specifying the colour for the polygon
you could specify the individual colour channels, so that the fading
calculations are reduced to just
because the individual RGB channels are already known.
i.e. instead of defining the colour for the polygon like col = 0x80ff40
specify it like:  colr = 0x80; colg = 0xff; colb = 0x40;

var col2:Number = ((r*fade)<<16)|((g*fade)<<8)|(b*fade);

Now, there are different ways you can find 'fade' using different types
of lights. The first is a directional light, this is placed at infinity, with
a direction for the light.

Here, you would calculate fade by
fade = -L  N
The dot operator, symbolises the
dot product for vectors. Dot product
is useful, because for two normalised
vectors, the dot product returns the
cosine of the angle between them.

N

L

+

=

The next type is a point light. A point light has a position, but no
direction, it is like a virtual sun, spreading light in all directions from
a fixed point in space.

L

There are two ways you could do this,
one would be to calculate the value of fade for
all vertices of the polgon, and then average
them.
The other would be to find the centre of the
polygon by adding all the vertices together, and
dividing by the number of vertices - averaging
them. This could be stored with the rest of the
polygon data, and if you really wanted to, you
could try both methods and averaging out the
fade value from each.

To calculate fade in a point light lighting, you find the normal from
the vertex to the light, and take the dot product with the normal, dividing
the result by the distance between the vertex and the light. In otherwords.
Given the light, L and vertex V and normal N, fade can be calculated.

var s:Array = [l.x-v.x, l.y-v.y, l.z-v.z];
var d:Number = 1/Math.sqrt(s[0]*s[0]+s[1]*s[2]+s[2]*s[2]);
var fade:Number = (s[0]*n.x+s[1]*n.y+s[2]*n.z)*d;

Note, that for both light sources, fade can become negative, so any value
calculated should be clipped if less than 0 so that it is always more than
or equal to 0.

Here is a sample with both lighting methods
Press space to flick between Directional light, and the two
methods of point light shading.

Directional

Directional:
direction is
unit vector
of (2,1,2)

Pointlight:
placed at
(100,200,-100)

Cameras, i mentioned them earlier in backface culling, now ill teach you
about them.
Cameras are a very useful concept that allow you to navigate around
3D space, without moving anything around like you would have to without
using a camera.
The camera is defined by its position, and base axis, and everything in
the world is translated and rotated by these two things so that the objects
are in camera space, rather than world space, from which they can then be
put into perspective.
Positioning of the camera doesnt need any explanation, but the base axis
can be difficult to comprehend.

The world base axis, are the x,y,z axis (1 0 0) (0 1 0) and (0 0 1)
together they make a transformation matrix which is the rotational
matrix that will transform a given coordinate into world space, but ofcourse
there is no transformation needed, as shown in the matrix being an identity
matrix. (An identity matrix, is the equivalent of '1' in numbers, where each
index going diagonally down is 1, with all others 0)
from the 3 base axis, you get a matrix like this, which multiplies with the
coordinate (a b c) being transformed to give the resulting coordinate.

x   x   x
y   y   y
z   z   z

=

ax +bx +cx

ay +by +cy

az +bz +cz

a
b
c

To find the x,y,z axis of the cameras coordiante system, you can simply
rotate the 3 vectors (1 0 0) (0 1 0) (0 0 1) accordingly for x,y,z
in whatever way you want, the same for each one, and finnaly to fully
transform the coordinate in world space to camera space, you have to:
Take the world coordinate, subtract the cameras positional coordinate
then apply the transformation on the previous page to rotate it into
the camera's coordinate system, at which point you can proceed with
normal rendering on the transformed coordinates.

Here is a sample where you control a camera with y axis
rotation for its axis vectors using the sprite approach of
rendering.
Use arrow keys to move around.

There is ofcourse, alot more i could talk about, ive decided to stop the
tutorial here, because for the majority of people, it would be pointless.
What i could go on to talk about is polygon clipping against the viewing
frustum, useful when you want a fully immersive polygonal engine
allowing proper navigation without dodgy rendering and slowdowns.
I could talk about other methods like ray casting, made famous by games
like wolfenstein 3D and Doom, and even ray tracing. But i won't :p
I hope this tutorial has been helpful, informative, and a learning experiance.

Drawing Backgrounds

Creating Backgrounds

What not to do

Shading

Complex objects examples

Drawing Backgrounds

The most simple background you can make is an outdoor scene,
with the sky and grass. Most people assume that even a simple
background is very easy, but if you want your background to
look good, don't just slap a gradient for a ground, solid blue
color for the sky, and a generic sun in the top right corner.

BAD

To create a GOOD background, use as much detail as possible.
For example, grass is not flat; it has its own texture and
millions of different colors. You can create this effect by first,
creating a solid green square:

I used the color #02A001.The next step is to choose a slightly
darker color. You can do this by lowering the brightness in the
color mixer panel or by dragging the color slider down a notch

After choosing this color. If you have flash 8 change the
smoothing setting on the brush to 100 and the smallest brush
setting. zoom in on the grass. and apply small brush strokes on
your green block. make sure that these strokes are spread apart.

Even though this effect is subtle, it adds a texture to your
ground.

Now that you have finished. It is time to add a lighter color to
the grass.

Pick a brighter color green, zoom in again, but this time create
large chunks of grass. The brighter color makes your piece look
lively and more lifelike. I'll highlight these places so you can see
them easier.

Now, we will go back to a darker and grayer color. Lower the
brightness again to a little bit darker than your individual
strands of grass, also lower the saturation a bit.

Now that we have a darker color, think of where the sun is
going to be in the piece... done? you will want these clumps on
the opposite side of the lighter colored clumps from where the
sun will be.

Add dark color in other places also. This adds texture to the
grass.

Done with the grass; on to the sky.

If you look outside right now, you will realize that the sky is not
a solid blue color, but a gradient coming from where ever the
sun is. This makes the sky the easiest part of the background.

The colors that I use are : #9293FE and #DBDBFF,  but for
a more gloomy and darker scene, choose a grayer color.
The sun is another easy thing to do.

To create a sun. I make a radial gradient from #FFFF99 to
an invisible white. I create a movie clip, add blur of about
40, and then move the sun to its desired place.

You can add a light yellow glow if you want.

no- blur

Blur

Add some elements to the picture, such as mountains and rocks
and your done. Now can you tell me which one looks better?

The Key to creating realistic backgrounds is shading. It gives
all of your objects faux depths, making them seem more
realistic. Line shading, involves creating an object, then
drawing a line, bending it, then filling the selected area with a
darker color, then repeating that step with a smaller, lighter
shade, facing the light source.

VS

Personally, I think that line shading takes away the texture of
objects. So I choose to brush shade. Brush shading, although
harder, yields more realistic results, but it is all preference.

Line

Brush

The thing I like about brush shading, is that it shows objects
texture, making objects in the background look more realistic.
Also, brush shading, allows you to create more complex objects,
look real. For example, look at the mountains that I drew for
the simple background section:

This drawing could not have been made with line shading.

Objects in your background need to be shaded, no matter how
odd  or complex they look, even smoke and explosions. In order
to shade complex objects follow these steps:
1. Think where the light source comes from
2. Ask if there are any over hanging edges in your background
3. Select your object select the brush tool and switch on paint
selection in the options tab. This shading this way will remove
the possibility of coloring outside the object.
4. Paint light where overhanging ledges are and dark on the
underside of them.
5. To create holes inside of objects reverse the light and dark
shades.

examples

examples

Motion Tweening

West-End-Pro

Motion tweens & guides

There are different types of tweens in flash, and in this tut, I am
going to cover motion twens and motion guides.
So, what are they used for?
Motion tweens are used to make an object move to another place at
an equal speed, or to do something in equal amounts.
Motion guides are used to make an object follow a specific guide.
Press "next!"

Motion tweens: Examples

This is an example of a movement tween.

and this is an example of "alpha."

Motion guide: Example

This is an example of a motion guide.

Crazy? Isn't it?

How to: Motion tweens

So, to begin creating your motion tween, draw a symbol, and convert
it into a symbol. Make SURE you make it a MOVIECLIP!

F8

Now, along the timeline. insert a key frame (F6), and drag the
movieclip to whereever you want it to move to.
Press next to continue.

Now with that done, open up the properties panel (Ctrl & F3), and
on the timeline, click in the area between the motion tween to-be.
On the properties panel, a drop down menu will appear, labeled
tween, and next to it, it will display none. Click on the menu, and
select motion.
Now, test your tween, and it should hopeful work. If not, click on the
button below.

CLICK ME

How to: Alpha

Alpha is also an example of a motion tween. To use alpha, first
convert your object to a movieclip.

and then along the main timeline, insert a keyframe (F6). Open up
the proprties panel (ctrl & F3), select your object, and on the right,
there is a drop down menu called colour, and in that select alpha.

Next to alpha, a percentage bar will appear, saying 100%. Set that
down to 0%.
Now, create your motion tween, and look at it go!

How to: Motion guides

Now that we have covered motino tweens, we will now cover motion
guides (fun, fun, fun!!!).
So to begin, you will need to draw something, convert it to a
movieclip (F8).

With that done, we have to go to the main timeline, and create a
"guide layer". To do this, locate this button:

and, surpisingly, click it XD. A new layer, will come up called:
Guide: Layer 1, or something like that, but it will be different from
different layers, it has the above symbol in front of i.

So, lock the layer with the symbol that you want to move, and in the
new "guide" layer, draw what you want the object to move along. In
this example, I will use the below line.

Now with objects in both layers, drag the object that you want to
move onto the guide layer, so that, when the object that is selected,
the circle at the centre of it, is in the middle.

When selected, it
will look like this.

Make sure it looks like this:

Now with that done XD, insert a keyframe on the layer that the
object is on up the frame depending upon how fast you want it to
move, and place the object at the end of it. Remember to also insert
a frame on the guide layer aswell. Then insert a tween!

Now that that is done, you're finished! How ever, if you are still
having problems with these, you can download the .fla of this on the
button below!

and thank you for reading my tutorial on
motion tweens and guides!

Explosions

Nuggs

Creating a stylized explosion

Today you will learn to create an explosion that looks like this:

Creating a stylized explosion

Creating this is very simple, but when you are done it looks
super-cool. To begin you will want to create a movie clip (press
control and F8) with two layers: "shadow" for the top layer, and
"explosion" for the bottom. Lock the shadow layer and create a
white egg shaped object, with a light gray outline. I used the
color  #DDDDDD, but, as long as it is light gray, don't worry.

Now, make another key frame, and bend or use the eraser on the
egg shape until it looks something like #2. Move the #2 shape
up a notch or two (zoom out to 100% select the shape and press
up) this part is very important. Continue this process of creating
key frames and bending/erasing and  moving until #4, then
turn to the next page.

#1                   #2                 #3                   #4

Continue until you reach #9. What you have been doing, is
making your smoke and explosion. When you look at an explosion,
it starts off very quickly, so the transition from frame one to two
is drastic, then it slows down, making the rest of the frames
gradual.

#5                       #6                 #7                 #8        #9

This is the way I
set up my frames

Creating a shadow is the most important part of a realistic
explosion, it gives it a depth, and makes it look puffy. What I do
for this is use the line tool and cut off a section of the bottom,
copy it, paste it into the top layer, then change the color to black
and the alpha of the section to around 5%. I used a radial
gradient in mine, but you can make it solid if you wish. It's just
preference.

Final product

The next step to the process, is to create 2 layers on the main
time line, the top one for smoke and the bottom one for fire.
We'll start off with the bottom layer so lock the smoke one. To
create the fire of this explosion, you need to create 5-10 movie
clips and rotate them so they are all facing outward. This is the
layout I chose.

Now, change the tint of each explosion to a light red, yellow, or
orange: red at the bottom, then light red, darker yellow, then
light Yellow. Do you see how the light gray line is a little darker
that the main shape. That is what we are aiming for.

The final product of the fire should look like this.

The smoke in an explosion is delayed a little, so to create this
effect, move the top layer over a couple of frames.

Smoke is also a ton bigger and more dense than the fire, so make
a lot of large spaced close together movie clips. Go on to the next
page to see my smoke. I won't fit on this page.

The red outline, is where the fire should be.

That's it, you're done. Here is the final product, with a bouncy
ball. I hope that you learned something.

Paypal Button

Author = Your Alias will go here

In this tutorial, we will learn how to create a
paypal button within your flash, so viewers can
support your work by donating to you.
An example of the finished product is below.
(Feel free to donate to me by the way     )

So, to start with you need to create a button
that will show users they can click to donate to
you.
You can make your own, or you could visit the
official paypal website, and get one similar to
the one below.

Now make your image a movie clip (Ctrl + F8)
and name it PayPal Button.

<p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>The next step, is to select the MC and open up</b></font></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>the actions pannel (F9). Then paste the</b></font></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>following actionscript in it.</b></font></p><p align="center"></p><p align="center"><font face="tahoma" size="22" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>on (release) {</b></font></p><p align="center"><font face="tahoma" size="22" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>getURL(&quot;https://www.paypal.com/xclick/business</b></font></p><p align="center"><font face="tahoma" size="22" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>=danny@dannyisonfire.com&quot; , &quot;_blank&quot;);</b></font></p><p align="center"><font face="tahoma" size="22" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="center"></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>I will explain the script and some of the variables</b></font></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>you can use on the next page.</b></font></p>

business=someone@email.com - Where the
money is being sent.
item_name=Donation - What they are sending the
money for.
quantity=2 - How many of the product they are
buying.
on0=Bob - Buyers first name.
on1=Miller - Buyers second name.

<p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>So, if we wanted to make a button link to paypal</b></font></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>with the business bob</b><font face="Verdana Ref"><b>@</b></font><b>test.com, the item name</b></font></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>as Donation, and the buyers first name as</b></font></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>Eve, we would use the following code.</b></font></p><p align="center"></p><p align="left"><font face="tahoma" size="18" color="#000000" letterSpacing="0.000000" kerning="0"><b>on (release) {</b></font></p><p align="left"><font face="tahoma" size="18" color="#000000" letterSpacing="0.000000" kerning="0"><b>getURL(&quot;https://www.paypal.com/xclick/business</b></font></p><p align="left"><font face="tahoma" size="18" color="#000000" letterSpacing="0.000000" kerning="0"><b>=bob@test.com&amp;item_name=Donation&amp;on0=Eve</b></font></p><p align="left"><font face="tahoma" size="18" color="#000000" letterSpacing="0.000000" kerning="0"><b>&quot; , &quot;_blank&quot;);</b></font></p><p align="left"><font face="tahoma" size="18" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="center"></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>Simple. I hope you learned somthing new, and now you can get</b></font></p><p align="center"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b> money for your flash, yay :D.</b></font></p>

Search Engine

Author = Your Alias will go here

In this tutorial, we will learn how to create a
simple Google search tool in flash.
The finished product is shown below.

First thing first, open up flash and create a new
document.
Now you need to find a google logo, you can
use to show your users that the search they are
using is a google search.

Next, bring up the Components menu (Ctrl + F7).
Drop down the area labelled "User Interface"
and scroll until you see the component
"Text Input". Click and drag out onto your
workspace. Then click on it, go to the properties
menu, and set its Instance Name to "search"
with no quotes

Again, go to the components menu. Scroll until
you see the "Button" component, and drag it
out onto your workspace. Click on it, go to its
Properties / Parameters, and set its Instance
Name to "Google Search" with no quotes. Make
its label in parameters say "Google Search"
as well.

The next step is to click on the Button you just
dragged out onto the stage. Open up the
actions area (F9). Type in this code:
on (release) {
getURL("http://www.google.com/search?hl=en
&q=" + _root.terms.text, "_blank");
}
Basically this will open up the viewers browser
at google.com and whatever they have entered
in the text box, will be searched for.

You should now be able to export the flash, and
test it. If you have done everything correctly, it
should appear exactly as below.
If not, it is likley you have done something
wrong, you look back over the tutorial and
check it is all correct.
Play around with it, you could even make a multi site search engine :).

Background Objects

BlanBlan

Background Objects
You might have already seen -Nuggs-'s tutorial on backgrounds,
and if you did, good!  That means you already know the basic
stuff on making backgrounds.
But most of the time, backgrounds just aren't complete if they
only have the ground, the sky, the clouds, and the sun.  You need
some background objects to fit the environment.

Some basic background objects would be a tree, if your scene
involves outdoor environments.
Or maybe a trash can or dumpster type things, if your scene
involves urban-like environments.

Your objects should be shaded correctly, based on the location of
the sun, (as explained in Nuggs's tutorial).  If there is another
object blocking the sunlight, the object should become darker.

Anyways, need some hints on drawing some basic background
stuff?
Click on one of the following below to get some tips.
Those are just some basic background objects.  If you want to
draw different ones, go outside and sketch what you see.  Then
come in and draw them here when you're ready!
Thanks for reading!

Trees

Trash cans

To Menu

Here are some tips on drawing trees.
Let's start with the trunk of the tree.  No, not the elephant
kind of trunk, a TREE trunk.  It can be straight for a smooth
look, or jagged for a more frictiony (?) look.

Put some brush lines in the trunk to add texture to it, and shade
it accordingly.
Now onto the leaves.

Drawing the leaves of a tree can be hard if you are going to draw
each leaf individually.  That's why you should take the lazy way
and draw it as if it were a bush!  Your leaves can either look
sharp, round, or a combination of both.  They may also be a two
or three clumps that are bunched together.  Here are a few
examples.

Put the two together, shade accordingly, and tada!!1!1one11
You've got yourself a tree.

Here are some pointers on drawing trash cans.
To start off, draw a rectangle, a smaller one on top of that,
and then a slighty curved dome.

Then, add some pencil lines to make four or mor sections on the
bottom rectangle.
Fill in the sections with different shades of grey, depending on
where the light source is.  Then do the same thing for the lid, or
you could use a gradient fill.

Now switch the eraser type to the "erase lines" tool, and erase the
lines on your garbage can.  Add a handle if you want, and you
should have somethine similar to the garbage can below.
Congratulations, you've just learned how to draw a basic garbage
can!!

Trigonometry

LesPaul Player

Pshh, math, who cares? Well, you should!
Trigonometry is one of the most important and
helpful things ever in creating a game in flash.
Trigonometry is used to have something rotate
or shoot at the mouse or any moving object; it’s
used for having a character move in any
direction (like asteroids); it is used for having a
character that is not angled at a right angle
relative to the origin shoot in a straight line (like
an overhead tank game or something). Yeah, so
trigonometry is some pretty useful stuff if you
want your games to be AWESOME

Side A

a

b

c

First of all, let me formally explain what
trigonometry is. Trigonometry is the relations of
sides and angles of a right triangle. So lets take
a look at this triangle here.
It's a righ triangle with
angle a being 90 degrees.
Now let's think of a way to
find the measurements of
angle b or c. You can't do
it! Ahh, but you can, with
trigonometry.

Ok so let me introduce some trig things. They
are Sine, Cosine, and Tangent. All these are are
ratios between the sides.
Sine, or sin for short, is the
ratio of the side opposite
an angle to the
hypotenuse (Side C in
this case). So sin(a) = C/C,
sin(b) = A/C, and sin(c) =
B/C.

Cosine, or cos, is the ratio of the non-
hypotenuse side adjacent to the angle to the
hypotenuse. So cos(b) = B/C and cos(c) = A/C.
Tangent, or tan is the ratio
of the side opposite an
angle to the non-
hypotenuse side adjacent
to the angle. So tan(c) =
B/A, and tan(b) = A/B.
When dealing with right
triangles, always remember to  adjust the ratios
to how the triangle is noted.

Now how does this help you find the other
angles? Good question. Almost every computer
or scientific calculator is programmed to know
the angles which correspond
with certain sin, cos, and
tan values. So if you
told your computer that
side A was 3 and side B
was 4, your computer
could tell you that angle b
was was 36 degrees. This is because tan(b) =
3/4, or .75. Your computer then looks at its chart
and finds out what x = when tan(x) = .75, which
is 36

90

x

y

Now how does this relate to flash? Let's find
out. Let's say we want the square to
rotate to the mouse, or in other words
we want the rotation of the square
to be x degrees. Now we can
just write _rotation = x, we need to
define x. First, we need to find
the lengths of this triangle.
We know the points of all three vertices of the
triangle. They are (_x,_y),(_xmouse,_ymouse),
and (_xmouse,_ymouse).

5

3

4

So we need to find the distances between these
points. Distance formula! The formula for
finding the distance between two
points is :
D=squareroot((x1-x2)^2+(y1-y2)^2).
Of course if the lines of a triangle
are paralel with the x or y axis
D=x1-x2 or y1-y2. Lets just
say for now its a 3-4-5 triangle. Since we know
all the sides we can use sin, cos, or tan. I pick
tan. tan(x)=.75, so x = about 36. So rotation =
36, right?

Wrong! Flash uses radians instead of normal
degrees, so we have to convert 36 into
radians. The formula for converting
degrees into radians is:
r=d*180/PI. so rotation = r.
wow, were done with the
learning! The next page has
the script

<p align="left"><font face="Wet Paint" size="36" color="#ff0000" letterSpacing="0.000000" kerning="0"><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php">P</a><font color="#000000"><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php">ress</a></font><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php"> T</a><font color="#000000"><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php">o</a></font><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php"> S</a><font color="#000000"><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php">ee</a></font><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php"> A</a><font color="#000000"><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php">n</a></font><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php"> E</a><font color="#000000"><a href="http://denvish.net/ulf/1159013841_TRIGEG1.php">xample</a></font></font></p>

<p align="left"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>//add this code to your movie clip</b></font></p><p align="left"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>onClipEvent (enterFrame) </b><font face="Verdana Ref"><b>{</b></font></font></p><p align="left"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>Dx = </b><font face="Verdana Ref"><b>_</b></font><b>root.</b><font face="Verdana Ref"><b>_</b></font><b>xmouse-</b><font face="Verdana Ref"><b>_</b></font><b>x;</b></font></p><p align="left"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>Dy = </b><font face="Verdana Ref"><b>_</b></font><b>root.</b><font face="Verdana Ref"><b>_</b></font><b>ymouse-</b><font face="Verdana Ref"><b>_</b></font><b>y;</b></font></p><p align="left"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>D = Math.atan2(Dy, Dx);</b></font></p><p align="left"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>//easy way of the finding angle x.</b></font></p><p align="left"><font face="Verdana Ref" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>_</b><font face="Wet Paint"><b>rotation = D*180/Math.PI</b></font><b>+</b><font face="Wet Paint"><b>90;</b></font></font></p><p align="left"><font face="Wet Paint" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>//i dont know why, but it makes you add 90</b></font></p><p align="left"><font face="Verdana Ref" size="25" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"></p>

Ok, so now that we've covered the basics, we
can move on to more interesting stuff. How would you like to
make a movie clip shoot another movie clip at the mouse? You
would love it. First of all, draw a gun from an overhead view and
a bullet from an overhead view. Convert them to movie clips and
give them instance names of gun and bullet.

Now copy the code from earlier about how to make an object
rotate towards the mouse and put it in the gun's AS. Good almost
done. Now for the bullet. Now we want the bullet to have the x
posion, the y position, and the rotation of the gun each time it's
duped, right? Right. So put this code into the bullet's AS:
If you don't understand this, please choose a different tutorial
that explains it.

onClipEvent(load){
_x=_root.gun._x;
_y=_root.gun._y;
_rotation= _root.gun._rotation;
}

Good, now all that is good and stuff, but the bullet won't move
when it is duped, so add in this code to the bullet:

onClipEvent(enterFrame){
if (_rotation>180) {
_y += (20*Math.cos( Math.PI/180*_rotation));
_x -= (20*Math.sin( Math.PI/180*_rotation));
} else {
_y -= (20*Math.cos (Math.PI/180*_rotation));
_x += (20*Math.sin( Math.PI/180*_rotation));
}
if(_x>Stage.width || _x<0 || _y<0 || _y>Stage.height){
}
}

x

90

What that does is move the bullet a certain amount of pixels up
and right depending on it's rotation. It finds the angle of
rotation and then creates a right triangle using that angle as
angle x. The bullet is then moved along the hypotenuse from one
vertex to the other.

<p align="left"><font face="Wet Paint" size="36" color="#ff0000" letterSpacing="0.000000" kerning="0"><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php">P</a><font color="#000000"><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php">ress</a></font><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php"> T</a><font color="#000000"><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php">o</a></font><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php"> S</a><font color="#000000"><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php">ee</a></font><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php"> A</a><font color="#000000"><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php">n</a></font><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php"> E</a><font color="#000000"><a href="http://denvish.net/ulf/1159013816_TRIGEG2.php">xample</a></font></font></p>

And finaly, this code goes on the frame:

var bc=1000;
_root.onMouseDown=function(){
bc++;
if(bc>1100){ bc=1000; }
duplicateMovieClip("bullet", "b"+bc, bc);
}gun.swapDepths(10000);

Ok now lets do a driving game. The code is incredibly similar to
that shooting game so im not even going to bother explaining it.
Left and right to rotate, space to accelerate.

<p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>onClipEvent (load) {</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>spd = 0;</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>onClipEvent (enterFrame) {</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>if (_rotation&gt;180) {</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>_y += (spd*Math.cos(Math.PI/180*_rotation));</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>_x -= (spd*Math.sin(Math.PI/180*_rotation));</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>} else {</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>_y -= (spd*Math.cos(Math.PI/180*_rotation));</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>_x += (spd*Math.sin(Math.PI/180*_rotation));</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>if (Key.isDown(Key.RIGHT)) {</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>_rotation += 5;</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>if (Key.isDown(Key.LEFT)) {</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>_rotation -= 5;</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>if (Key.isDown(Key.SPACE) &amp;&amp; spd&lt;15) {</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>spd++;</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>if (!Key.isDown(Key.SPACE)) {</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>spd *= .6;</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="tahoma" size="17" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p>

Well, thats about it. I hope you enjoyed this tutorial. Please
experiment with these codes! You can do so much with trig that
can help you make awesome games. Here are a couple of ideas: Car
that's controlled by mouse, tank that is controlled by keys but
turret by mouse, a platformer with a target that is controlled by
mouse (thingthing), etc. Ok peace

-LesPaulPlayer

Ray of Light Effect

Capt*inChu

When I did my first Ray-O-Lite, I was very
confused as where to go, and how to do it. The
tutorials I found were agravating and incoherent.
That is why I've made this ray-o-lite tutorial.
Ray-o-Lite has been done two ways: Actionscript
way and manual way. The manual way is
outrageously hard, so we'll be seeing how to do it
with actionscript.

Ray-o-Lite

First of all, I suggest that the dimensions of your
flash are 500w x 150h at 30fps with a black
background. Make two layers, the Gray layer below
and the Lite layer above.
In the gray layer, create text that you want to turn
into the ray o lite effect and make sure the text is
gray. If it is visible a little, that's just fine.
On the Lite layer, mimic EXACTLY the same
text, but make it white. Make sure it's the same
size and coordinates.

Turn the white text on the Lite layer into a
movieclip, and give it an instance of ray.
Go into that movieclip. Make two layers, the one
above contains nothing, the one below contains the
white text. On the one above, create a box that
motion tweens all the way across the text, either
horizontally or vertically. I suggest about 100
frames or less, depending on the fps and legnth of
text.
Here's an important part: right click the top layer
and choose masking. The text should only be seen
when the box is over it.

<p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>i = 1;</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>alpha = 1;</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>maxlight = 20;</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>while (i&lt;=maxlight) {</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>Ray = duplicateMovieClip(&quot;ray&quot;, &quot;ray&quot;+i, 800-i);</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>this[&quot;ray&quot;+i]._xscale = this[&quot;ray&quot;+i]._yscale = this[&quot;ray&quot;+(i-<sbr />1)]._xscale+i*alpha;</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>this[&quot;ray&quot;+i]._alpha = 10-i*(0.5/50);</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>i += 1;</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>ray0._visible = false;</b></font></p><p align="center"><font face="Tahoma" size="10" color="#000000" letterSpacing="0.000000" kerning="0"><b>stop();</b></font></p>

Go back to the timeline.
On the Grey Layer, enter the following actionscript:

Then, watch the magic!!! If you want to see an
example, click the next button below. I made it for a
company, which is how I learned this little trick in
the first place.
Mind you, this is not an easy thing to understand. If
you want an fla file, e-mail me and I'll send you an
example of the ray of lite effect
I hope you enjoyed the tutorial!

RAY-O-LITE

RAY-O-LITE

Clip Events

Author = Your Alias will go here

Clip Events

If you want to start learning actionscript, you are going to need
to learn Clip Events. Clip Events are code that go in a movieclip,
and they are needed to make the code run. Different Clip Events
execute the code in  differnt ways.
On the next page there will be a list of all the clip events, then
how to use them, and then what each one does.

Here is a list of all the different Clip Events

load
unload
enterFrame
mouseDown
mouseUp
mouseMove
keyDown
keyUp
data

To use a Clip Event put this code in a MOVIECLIP.
Change type to whatever clip event you want. The code
executed is the code inbetween the {   }

onClipEvent(type){ }

load

load executes when the movieClip first appears
or when it is on the stage. This only happens once.

onClipEvent(load){ }

unload

unload executes when the movieClip is deleted or removed
off the screen. This only happens once.

onClipEvent(unload){ }

enterFrame

enterFrame is the most commonly used Clip Event, and
it happens  fps/sec. So if your framerate is 24, it would
execute 24 times a second. This is where you would
put a code that you would want to happen more than once.

onClipEvent(enterFrame){ }

mouseDown

mouseDown happens when the left mouse button is pressed.
You cannot hold the mouse down (keep it pressed), it will still
only happen once.

onClipEvent(mouseDown){ }

mouseUp

mouseUp happens when the left mouse button is released

onClipEvent(mouseUp){ }

mouseMove

mouseMove executed when the mouse is moved

onClipEvent(mouseMove){ }

keyDown

keyDown is executed when a key is pressed

onClipEvent (keyDown) {  }

keyUp

keyUp is executed when a key is released

onClipEvent (keyUp) {  }

data

data executes when data is recieved,  this usually only happens
once, and data can only be revieved in certain ways

onClipEvent (data) {  }

Flash

This is what the Flash Help(F1) says about ClipEvents

load The action is initiated as soon as the movie clip is instantiated and appears in the Timeline.
unload The action is initiated in the first frame after the movie clip is removed from the Timeline.
The actions associated with the Unload movie clip event are processed before any actions are
attached to the affected frame.
enterFrame The action is triggered continually at the frame rate of the movie clip. The actions
associated with the enterFrame clip event are processed before any frame actions that are attached
to the affected frames.
mouseMove The action is initiated every time the mouse is moved. Use the _xmouse and _ymouse
properties to determine the current mouse position.
mouseDown The action is initiated when the left mouse button is pressed.
mouseUp The action is initiated when the left mouse button is released.
keyDown The action is initiated when a key is pressed. Use Key.getCode() to retrieve information
about the last key pressed.
keyUp The action is initiated when a key is released. Use the Key.getCode() method to retrieve
information about the last key pressed.
data The action is initiated when data is received in a loadVariables() or loadMovie() action. When
specified with a loadVariables() action, the data event occurs only once, when the last variable is
loaded. When specified with a loadMovie() action, the data event occurs repeatedly, as each section
of data is retrieved.

The End

This is the end of the tutorial, I hope it helped someone.
If you have any questions, PM me at pyromaniac

Fireworks - Uber Text

Author = Your Alias will go here

Uber text is wicked sweet. If you have normal,
boring text in a flash, it gives the viewer a sense
that the author, you, did not work hard. However,
with eye candy like Uber text, you can say
"YES! I, the author, have done a half decent job
on this flash!"

The text above is coupling a gradient, green
outline, and shadow. The way I gave the red
shadow to look like it was from a comic book was
by using sold shadow, a filter. Using filters is the
best way to create custom text to your design.

By using a radial blurr, you can add a special
flair to any rotating movieclip. You can also use
motion blurr if you want the movieclip to go to or
from the sides or top/bottom.

You can also get a fantastic focus effect by using
a gausian blur. This works on text or images,
especially well if it's through something like a
telescope.

To make your text look like it's in 3D, add a
drop shadow. You can change the distance with
the distance option.
Notice that I've been using different fonts
throughout the tutorial? That's because one font
just makes it boring. Different fonts, colors, and
filters make a flash exciting! It's great to make
your own Uber texts.

However, premade text works just as well. While
selecting your text, go to the left and click on the
arrow next to "assets." You should see a bunch
of premade styles for text and backgrounds.
And, that's my tutorial! I hope you enjoyed!!!

Fireworks - Backgrounds

Backgrounds

Do your backgrounds suck? If they do, read through this
tutorial. You can get some ideas for parts and sequences.

Gradients and effects are your friend. It's the thing that
fireworks does much better than flash. If you have both,
forget making images in flash!!! Fireworks has much
better image making tools and better control of image
manipulation than flash.
So, make a layer all the way at the bottem and call it
"Background." That is where you'll put your
backgrounds.

If there is a dream or thought sequence, here's a good
gradient combo to use. Get up a radial gradient that fits
your background. Set it so that it goes from white to
white by choosing fill options and pressing edit. Set the
middle white color to an alpha of 0. Feather the sides,
and you have a fantastic dream sequence background!

If there is a TV in the movie, or you want your movie to
look like it's on a TV, Use the noise filter on a white
square. I wouldn't suggest feathering. Get random noises,
and put them together in a movieclip that's between 5-
10 frames.

Backgrounds

And finally, anything goes! You can make your background any color you wish, put on any effects, and just mess around and have fun! Creativity is what art is about, and I find fun makes people feel more creative, as creativity usually makes people feel more fun.
I will show you a full diagram of the image editing features at the end of this tutorial.

Color and style of outline

Corner roundness

Small effects

Filter list

Alpha

Color and style of fill

Filtration area

Shape, size, and location

Fireworks - Buttons

Capt*in Chu

Making a Button

Making a button in flash is very
simple. You merely turn any graphic or
movieclip or anything into a button
symbol.
However, making a good looking button
is a bit harder...

You like my "next button?" I made it with
fireworks. Here's how I made it.
First, I start with a base: A green arrow. You
can make this by holding the square tool and
scrolling down until you see arrow. Then, color
it green.
I used a cone gradient

From there, I set the texture to
Chiffon. This is possible by clicking
the image and selecting the texture.
You can also feather the image, but I
find that doesn't work well with
buttons.

After that, I go all the way to the right
and click on the "plus filter" sign. I go
to bevel and emboss and choose "Inner
Bevel." Outer Bevell is good for circle
buttons, but I find inner works best on
images.

Drag the button image and bring it into Flash.
Once there, press F8 and convert it into a
button. ALMOST THERE!!!
Now, click on the button you've just made and
make sure that your beveled image is on the
first two frames, Up and Over

Go back to fireworks and double click on the
filter for the SAME BUTTON IMAGE.
You'll find options, and then you'll see a
selection called "Raised." Change it to
Inverted. It should look like the image below.
Set the inverted image to Down and Hit

Tada!!!!!! That is how you make a wicked
sweet button! You can change the image, color,
gradient, texture, and beveling to your style.
Thank you for going through my tutorial!!

FLStudio

DrRobot

Hey, it's me again!
In this tutorial I am going to cover the basics
of FL Studio!  If you have any questions,
send me a PM.
Now....
On with the basics!!!

Hmm, the turned triangle is the Play Button, the square is the Stop Button,
and the circle is the Switch Recording Button.  We won't be using the Switch
Recording Button in this tutorial, so, forget about it.
Okay, now the rest of the buttons, the little bar is the Seek bar.  "Pat" is an
abbreviation of "Pattern", right now now we are on Pattern 1.  If you want to
switch between layers, put your cursor over the "1" in "Pat 1", and click drag up
or down depending on the Pattern you're on.
Patterns are pretty much like layers in flash, but the only way to to see the
"Layers" is to visit the "Playlist", the "Song" button is used to play what is set
on the Playlist, but we'll get into the playlist later.
Last, is Tempo, you use tempo to adjust the speed of the song, you change it the
same way you do with the Pattern.

The Step Sequencer
The below is a basic loop, most techno songs have a constant beat
like this.   that is also the default instruments/sounds they start
you with
that adjusts the length
of the pattern by
multiples of four.
Turns off the sound/
instrument right next to it
Adjusts channel panning Adjusts sound/instrument volume.

Put the below steps in pattern 1
Click play to listen to what you've done
Sounds kind of bland, eh?
Click next to learn how to add instruments

Adding Instruments
Firstly, change the pattern to "Pat 2"
Secondly, Right Click on any of the current 4 sounds instruments,
and go to "Add Channel", go down to, and click on "WASP".
Sorry, for the emptiness, click "Next" to find out why

Then click here, that brings up the the "Keyboard Editor" and do
something like
I did here(you
don't have to).
Now click on
the play button.
How is it?

The Playlist
Okay, Start by clicking the "PL" button, short for "Playlist" in the
shortcuts panel. That should bring up
this screen(but with out the squares and
other words):
To change the
name from the
original name,
just right click,
and click rename.
To make a color in the playlist, just click the left mouse button, to
remove a grey block, right click on it.  To play what you've drawn...

you have to change "Pat" to "Song"
this:
to this:
Now, click play to listen to what's
written/drawn on the play list
There, that's the end of my tut, hope you enjoyed!
-Dr. Robot

Duplicating MovieClips

Author = Your Alias will go here

Duplicating movie clips is a basic and essentail skill to have.
Almost every Flash game duplicates or attaches movieClips. It
is very simple to do, and the rewards are great.
There are two ways to copy a movieClip, and they are
duplicateMovieClip();
and
attachMovie();

Duplicating Movie Clips

Duplicating Movie Clips

The syntax for duplicating movieclips is also very simple

duplicateMovieClip(target, new name, depth);

The  target is the movieclip that is going to be copied, It
must allready be out on teh stage for it to work!
New name is the new name of the movieclip, what it is going
to be called.
Depth is what depth the movieclip is at, how deep it is

Here is an example of how to duplicate a moiveClip

duplicateMovieClip(_root.dog, "doggy" , 10);

This will only make one copy, and because they are all at the
same depths, the older ones will be erased. To fix this, well
make a vairable to help us dupe them.

This is a way to make more than one without the old one
getting replaced.

duplicateMovieClip(_root.dog, "doggy"+i , i);
i++;

The new movieClips would be called doggy1, doggy2, doggy3,
and so on.

Now lets test it out. Make a 2 movieclips, one square and
one circle. Give the square the instance name of dupe. Now
add this code onto the circle.

onClipEvent (load) {
var i:Number = 100;
}
on (press) {
duplicateMovieClip(_root.dupe, "newdupe"+i, i);
_root["newdupe"+i]._x = random(Stage.width);
_root["newdupe"+i]._y = random(Stage.height);
_root["newdupe"+i]._rotation = random(360);
_root["newdupe"+i]._alpha = random(75)+25;
i++;
}

onClipEvent (load) {
var i:Number = 100;
// the duping variable
}
on (press) {
duplicateMovieClip(_root.dupe, "newdupe"+i, i);
// makes a new movieclip, sets name and depth
_root["newdupe"+i]._x = random(Stage.width);
_root["newdupe"+i]._y = random(Stage.height);
_root["newdupe"+i]._rotation = random(360);
_root["newdupe"+i]._alpha = random(75)+25;
// to dupe a movieclip you must state its new _x and _y
i++;
//makes i one more so that the depth and name changes
}

Another way to put movieClips on the screen is
attachMovie()
Once again, the syntaz is very easy, the only difference is
that attachMovie doesnt copy and code from the original
movieClip, it pulls the symbol from the library.

attachMovie(idName, newName, depth);

Attach Movie

Here is an example of attaching a movieClip

attachMovie("Sword", "atsword", 1000);

As before this will only make on copy, so you would want to
make a variable that hold the name and depth like before.

attachMovie("Sword", "atsword"+i, i);
i++;

Attach Movie wont work unless you have the symbol in the
library. To make it work, you must give the symbol a linkage
name. To do that, go to the library, then click Linkage... then
click Export For Actionscript, then give it a name.
See the next page for pictures

Attach Movie

Deleting Duped MC's

To delete any movieClip with a positive depth, you would use
removeMovieClip();
But because dupedMovieClips have a wide range of names
and depths, you would make a for loop and then delete them
in that.

Deleting Duped MC's

If you remember from before, each duped or attached
movieClip has to have a unique name and depth. IE- ball1,
ball2, ball3, ect. To remove them, you could do it in a
vararity of ways. To remove just one you would use

_root["ball"+10].removeMovieClip();

You would change 10 to which one you would want to remove.

Deleting Duped MCs

To remove more than one, you would want to use a for loop.
You would find out how amny were duped, and remove them
from there.

for (z=0; z<duped; z++) {
_root["ball"+z].removeMovieClip();
}

This would cycle through all the movieClips, deleting them
all. That is assuming the variable you used to count them was
called duped.

END

This is the end of the tutorial.
If you have any questions, PM me at
pyromaniac

Collision Detection

Author = Your Alias will go here

Collision Detection

Collision Detections are a very important part of any
game, and its one of the more important things to learn in
Flash.
Basicly what Collision Detection does is that it checks to
see if two objects are touching,  and there are various
differnt ways to check to see if they are.

HitTest is one of the most common ways to check to see if
two objects are touching. HitTest checks to see if the two
blue boxes around the movieclips are touching, see example
below.

HitTest

Use the arrow keys to control the red box, and then make
it touch the green box. The textbox in the bottem should
say touching when they are touching.

HitTest

To use HitTest you must have two movieclips, and one or
the other would have to have an instance name. To add
an instance name, click on Properties on the bottem bar
after clicking on a movieclip, then fill in its instance
name.

To start, make two movieclips, one green
sqaure and one red sqaure. Name the red
one red  and the green one green.

Before we start copy and pasting script, let me show you
the code, explain it, then well finish that example.

if(_root.mc1.hitTest(_root.mc2))

Is in an if
statement

one of the
movieclips that
the collision is
checking for

calls the
hitTest

the other
movieclip the
hitTest is
checking for

Now for a full hitTest code

onClipEvent (enterFrame) {
if (this.hitTest(_root.green)) {
trace("touching");
// add the actions here
}
}

You can change a movieclips name with this, and it refers
to the movieclip the code is in.  You can also change the
order of the hitTest.

if (_root.green.hitTest(this)) {

Add that code to the red box, and make it so that the two
boxes are touching each other. When you test the movie, it
should say touching in the output box. If not, then make
sure you got all of the code in the box.

Shapeflag

Shapeflag is another way to check for collision detection.
Shapeflag checks between 2 points on an object, and is
just as usefull as hitTest, because it DOESNT use the
blue boxes around the movieClip.

When you move your cursor over the blob, the box at the
bottem should say touching.

Shapeflag

Shapeflag has a similar form to hitTest, and this is what
it looks like.

if (_root.movieclip.hitTest(_x, _y, true)) {

For Shapeflag, the first movieclip is the one tbhat gets
checked all around, like the blob in the previous example.
The second part checks for a single X and Y point on
another object.

To make the example that I had before, make a blob, and
add this code to it.

onClipEvent (enterFrame) {
if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
_root.text_hold.text = "Touching";
} else {
_root.text_hold.text = "--------------";
}
}

Now make a dynamic text box, and give it the
INSTANCE NAME of text_hold

The End

Thats it for hitTests, if you have any questions just PM
me at pyromaniac.
For further reading on hitTests, click on the link below.

Click Me!

Click Me!

Click Me!

Tile based Programming

Author = Your Alias will go here

Tile Based Programming

Tile based programming is a very important way to
make an RPG easier, and it is great for making
maps. It reduces the art and maps are simple to
make. Hittests are never off this way, and you can
also make a map editor so it is a great way to
simplifify your game with only a little bit of coding.

Tile Based Programming

To see an example of a tile based game click the link
below. We wont be doing the items, but after this
tutorial you should be able to figure it out yourself.

Tile based programming pulls all the info from a
matrix, which is a two dimentional array. You may
be asking wtf?!
What this means is that a map is just a bunch of
numbers, and flash loops through them and cahnges
the tile to look like the number it is on. Lets start
coding and it will all become clear.

Copy and paste this code into the first  frame. It
will all be expalined, dont worry.

tw = 50;
th = 50;
map1 = new Array([0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], [0, 0, 0, 0, 0, 0, 1, 0, 0, 3, 3], [1, 0, 0, 0, 1, 0, 0, 0, 0, 3, 3], [0, 0, 1, 0, 0, 0, 1, 0, 3, 3, 2], [0, 0, 0, 1, 0, 0, 0, 3, 3, 3, 2], [1, 0, 0, 0, 0, 3, 3, 3, 3, 2, 2], [0, 1, 0, 0, 0, 3, 3, 3, 2, 2, 2], [0, 0, 0, 3, 3, 3, 2, 2, 2, 2, 2]);
function buildMap(map) {
for (z=0; z<map.length; z++) {
for (j=0; j<map[0].length; j++) {
attachMovie("Tile", "t_"+z+"_"+j, _root.getNextHighestDepth());
_root["t_"+z+"_"+j].gotoAndStop(map[z][j]+1);
_root["t_"+z+"_"+j]._x = j*tw;
_root["t_"+z+"_"+j]._y = z*th;
_root["t_"+z+"_"+j]._width = tw;
_root["t_"+z+"_"+j]._height = th;
}
}
}
buildMap(map1);
_root.attachMovie("Guy", "guy", _root.getNextHighestDepth());
_root.guy._x = 4*tw;
_root.guy._y = 5*th;

Ok, I will explain it right after I finish telling you
how to acually make the tile. As of now it should do
nothing.
Ok, first get some tiles offline, and make a new
movieclip. Call it "Tile" without the quotes. Make
sure the + is on the top left! Now put one tile on
each frame.

Now go to the library and find the tile. Right click
and go to linkage. Then Export for Actionscript and
call it "Tile" without the quotes. Good. Now delete
the tile MC off the screen, and make sure it is in
your library.

Now to explain the code.

th and tw stand for tile height and tile width. The current map fits a default
stage (550x400) perfectly, so 50x50 is a good size. The next thing is the
map, and each number represents a different tile. Well get back to that later.

tw = 50;
// tile hieght
th = 50;
// tile width
map1 = new Array([0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1], [0, 0, 0, 0, 0, 0, 1, 0, 0, 3, 3], [1, 0, 0, 0, 1,
0, 0, 0, 0, 3, 3], [0, 0, 1, 0, 0, 0, 1, 0, 3, 3, 2], [0, 0, 0, 1, 0, 0, 0, 3, 3, 3, 2], [1, 0, 0, 0, 0, 3, 3,
3, 3, 2, 2], [0, 1, 0, 0, 0, 3, 3, 3, 2, 2, 2], [0, 0, 0, 3, 3, 3, 2, 2, 2, 2, 2]);
// ignore for now

function buildMap(map) {
// starts a function
for (z=0; z<map.length; z++) {
// a for loop to cycle through the map array
for (j=0; j<map[0].length; j++) {
// a for loop to cycle through the map array
attachMovie("Tile", "t_"+z+"_"+j, _root.getNextHighestDepth());
// attaches the tile MC from the library

To start making the map, I made a function so it is easier to reuse for more
than one map. The for loops cycle through each part of the map array, so it
finds each position. The first one goes through the entire map, and the second
one goes through each bracket. The first one is the # of rows, the second one
is the number in each row. The last part attaches the tile, but we have to
define its position and other things first. It also gives it a unquie name, which
looks like this t_0_0, t_0_1, t_0_2 ect ect.

Now this is the hard part of the code, but its really very simple once you
understand it. The first line makes the MC stop on the right frame, the for
loops go through the map, and it stops on the number that it is looping through,
and makes the current tile stop on that frame. The next two lines loop
throguh  it, and changes the X and Y pos depending on the pos in the array
that it is looping through. The next 2 lines are self explanetory, and change
the width and height to what you specified before.

_root["t_"+z+"_"+j].gotoAndStop(map[z][j]+1);
// stops the tile on the frame the number is on
_root["t_"+z+"_"+j]._x = j*tw;
// sets the X pos depending on the pos in the map
_root["t_"+z+"_"+j]._y = z*th;
// sets the Y pos depending on the pos in the map
_root["t_"+z+"_"+j]._width = tw;
// sets the tiles width
_root["t_"+z+"_"+j]._height = th;
// sets the tiles height

The rest of this code is pretty easy, and just closes up the function, then calls
on it using map1. The rest of the code just attaches a MC called guy which
we are just about to make.

}
}
}
// closes the function and the for loops
buildMap(map1);
// calls the function, and specifies the first map, map1
_root.attachMovie("Guy", "guy", _root.getNextHighestDepth());
// attaches the guy MC (not made yet)
_root.guy._x = 4*tw;
_root.guy._y = 5*th;
// sets the guys X and Y pos

Good, now we have tiles, but no main character. Lets fix
that. Make 4 animations of the guy walking. Put them all
in a movieclip, and call it GuyInside (or anything but guy).
Now on each of those animations of the person walking,
give each one of them the instance name of walking. Now
name each frame respectable "left", "right", "down" and
"up" all without the quotes. Now make the whole MC
another movieClip, and call it Guy. Also give it the linkage
name of "Guy" without the quotes.

I realize that was slightly confusing, so I made a chart to
help you.

Guy

Guy-Inside

left

right

down

up

Each of the walking MC's have the instance name of
walking as well.

Ok, now add this code to the INSIDEGUY. Make sure to
get all of it.

onClipEvent (load) {
spd = 10;
gotoAndStop("down");
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
_parent._x += spd;
gotoAndStop("right");
this.walking.play();
} else if (Key.isDown(Key.LEFT)) {
_parent._x -= spd;
gotoAndStop("left");
this.walking.play();
} else if (Key.isDown(Key.UP)) {
_parent._y -= spd;
gotoAndStop("up");
this.walking.play();
} else if (Key.isDown(Key.DOWN)) {
_parent._y += spd;
gotoAndStop("down");
this.walking.play();
} else {
this.walking.gotoAndStop(1);
}
for (i in _root) {
if (_root[i]._name.indexOf("t_") != -1) {
if (_root[i]._currentframe != 1 && _root[i]._currentframe != 4) {
if (_root[i].hitTest(_parent._x+_parent._width/2, _parent._y, true)) {
_parent._x -= spd;
}
if (_root[i].hitTest(_parent._x-_parent._width/2, _parent._y, true)) {
_parent._x += spd;
}
if (_root[i].hitTest(_parent._x, _parent._y-_parent._height/2, true)) {
_parent._y += spd;
}
if (_root[i].hitTest(_parent._x, _parent._y+_parent._height/2, true)) {
_parent._y -= spd;
}
}
}
}
if (_parent._x>Stage.width) {
_parent._x -= spd;
}
if (_parent._x<5) {
_parent._x += spd;
}
if (_parent._y>
Stage.height-5) {
_parent._y -= spd;
}
if (_parent._y<0) {
_parent._y += spd;
}
}

That code basicly checks for anything with the instance
name of "t_" and does a noramal shapeflag hitTest with
them. The only thing is it does everyhting using _parent
because the code wont stay through attachMovie , so we had to
think of a clever way around it.

Thats the end of the tile based programming tutorial, yet
another one done by Pyromaniac. If you have any
questions, PM me.

Simple RPG

Author = Your Alias will go here

<p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">onClipEvent (enterFrame) {</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">if (Key.isDown(Key.UP)) {</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">this._y -= 4;</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">if (Key.isDown(Key.DOWN)) {</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">this._y += 4;</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">if (Key.isDown(Key.LEFT)) {</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">this._x -= 4;</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">if (Key.isDown(Key.RIGHT)) {</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">this._x += 4;</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p><p align="left"></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p><p align="left"></p>

<p align="left"><font face="wet paint" size="31" color="#000000" letterSpacing="2.000000" kerning="0">var name</font></p>

<p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">onClipEvent(enterFrame){</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">if(this.hitTest(_root.player)){</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">this.gotoAndStop(2)</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">_root.totalmoney+=1</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p>

<p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">onClipEvent(enterFrame){</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">_root.lifebar._width = _root.life</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">if (_root.life&lt;=0) {</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">_root.gotoAndPlay(2);</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p>

<p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">totalmoney = 0</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">life = 100</font></p><p align="left"></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">stop();</font></p>

<p align="left"><font face="tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">onClipEvent(enterFrame){</font></p><p align="left"><font face="tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">if(this.hitTest(_root.player)){</font></p><p align="left"><font face="tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">_root.life-=1</font></p><p align="left"><font face="tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p><p align="left"><font face="tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p>

<p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">on(release){</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">_root.gotoAndPlay(1)</font></p><p align="left"><font face="Tahoma" size="11" color="#000066" letterSpacing="2.000000" kerning="0">}</font></p>

<p align="left"><font face="_typewriter" size="16" color="#000066" letterSpacing="1.000000" kerning="0">0</font></p>

<p align="left"><font face="_typewriter" size="16" color="#000066" letterSpacing="1.000000" kerning="0">Money:</font></p>

<p align="left"><font face="_typewriter" size="16" color="#000066" letterSpacing="1.000000" kerning="0">life</font></p>

Frame Actions

Re2deemer

What will we learn today?
Basic Timeline Control
(yay)

It is pretty much the most basic thing in Flash,
yet it is most needed at making
menus/games.

That button uses timeline control
Click on it, to explore the world
of timeline control

I wanna make this one clear i won't allow
you to copy-paste the code. First of all,
timeline control script varies from 6-13
letters. Not so hard to remember.
Second of all, it's much easier to learn it
by rewriting it.
With that clear, push to the blue button to continue the magic

play();

stop();

Look familiar? These two suckers
eiter make the movie/game play or stop.
That simple.

To apply this code on a frame (essential
for menus) simply click on the frame
and press F9. Then write one of them in.

PS: if on main timeline, the stop(); script wont stop Movieclips

But what if you want the movie to
stop, when a button is pressed? You do
know how to make a button, do you?
No? :(

Take a look at blanblans tutorial then...

You got a button now? (yay)
Select it and then press F9 again and
then write the code there.

on(release){
play();
}

Why did I tell you this? Beacuse if you
accidentally put the button script on main
timeline or a Movieclip, then it's useless.
Moving on...
gotoAndPlay();      gotoAndStop();

At this moment, something should click
in your head. Unless your dumb

Can't you see he's retarded???

These two pieces of code can take you
everywhere on main timeline. Simply put
the number of the frame between the
brackets. If you are using scenes, then
put "SN", FN in the brackets. SN
means scene number and FN frame
number.
PS. At some points script assist can
be really heplful

Now is a good moment to say, that instead
of frame number you can also put the frame
label in the brackets. To give the frame a
label simply click on it and write the name
into the box, as shown below. If using
labels, you have to put the
name of the frame between
these ""

Why does flash
keep flipping screenshots?

Frame labels also make
finding your animatons
easier.

nextFrame();

prevFrame();

You problably figured that one out... first
takes you to the next frame and second
to previous frame. Useless in movies, but
they are good replacements to
gotoAndStop(); or play(); and stop();.
Save you from alot of trouble

The end!
I hope you learned
somthing. Frame Actions Are
Very Handy!

More Math

Author = Your Alias will go here

More Math
by LesPaulPlayer
Ok, this section of the tutorial collab. is going to cover some basic
math functions. Thats about it for an introduction so let's get
started.

Math.sqrt()     This function finds the squareroot of the number
in between the ()

Math.random()*#     This function finds a random number
between 0 and the number after the * sign.

Math.round()     This function rounds the number in between the
() to the nearest integer

Math.ceil()     This function rounds the number in between the ()
to the nearest integer that is greater than than the number in
between the ()

Math.floor()     This function rounds the number in between the
() to the nearest integer that is less than than the number in
between the ()

Math.floor()     This function rounds the number in between the
() to the nearest integer that is less than than the number in
between the ()

16

Thats all for this tutorial. hope you learned something new
-LPP

Photoshop - Tips

Author

Photoshop is wonderful! In this section I will explain a few things which makes
it great, what it allows you to do, how you should do it and where to find the best
resources.
I started using Photoshop in late 2003. I joined a graphics community and recieved an email from an
administrator of a graphics designs site, Concept Designs. The email explained it was looking for staff.
This is how I joined and discovered the wonders of Photoshop. Being a GFX community I was introduced to
making sigs and avatars, and swiftly moved on [with a display of suprising patience on my behalf] to design
and code my own sites using Photoshop. I now freelance in web design thanks to teaching myself everything
I know about the program yet. You can do this too, with just the right resources, patience, and determination
to nail a new application. When I opened up PS for the first time I was lost. This brings me to my first point.
KNOW WHERE TO GO
Here is a list of sites that you should visit before thinking about taking your first steps into Photoshop.
www.pixel2life.com << Quite possibly the single most helpful website you could use to develop your skills.
www.deviantart.com << This was a very helpful site in the way of resources, including brushes and patterns,
but due to the new site overhaul it isn't as easy to use and is less quset friendly.

At these sites you can find various tutorials on helping you create a perfect graphic. Now this tutorial is only
a bit of a pep talk to get you on the road to mastering a few of the key features in Photoshop, so next we shall
do a little excerise.

What we are going to do here is a key feature to pretty things in Photosohp. Create a graphic.
[Refer to my other Photoshop tutorials to find out how to do this.]
Select the top layer of your sig or graphic, and go to Layer > New Adjustment Layer> Color Balance
And mess around with the sliders.

Do this a few times more, until you have about 4 - 6 layers. You can, of course, have as many as you want.
Within reason.
Now go to Filter > Render > Clouds. Select each adjustment layer, and hit CTRL & F
a few times to mix up the colours.

This is a vital technique for creating unique
and tasteful graphics in your Photoshop
document.

These are key hidden features locked away within Photoshop
and visiting the sites mentioned before will help you to tap into
the really underused features in the program. Onto the next part.

MAKING ICONS
Now let me take you through, step-by-step, the vital ingredients
to making an icon for a Flash that you have made, and want to
upload to www.newgrounds.com

Make a new document, and size it 46 x 46 pixels.

ENLARGE

OK hotness!
Now find a picture you'd like to use in your icon or take a
screenshot of your Flash.
THEN:
Press Print Scrn, the button on the direct right of F12 [to take a
screenshot o the thing on your monitor. Open a new Photoshop
document and paste it in. Use the crop tool to cut out the bit you
want, and if you found a picture, also crop the part you want to
use.
Then use CTRL + T to resize your image and hit V to select the
move tool. Then drag your adjusted image onto your 46x46
blank document. You can always use FREE TRANSFORM to
adjust it some more if you like, and mess around with the
blending options for extra effects.

Crop
Tool

Move
Tool

loadMovie

West-End-Pro

LoadMovie

In this tut, I am going to explain about the loadMovie command.
So, say you are making a movie in flash, and you, somehow, go past
the 16000 frame limit, or you go past the file size limit, what do you
do? You use the loadMovie command XD to add a movie from a
URL.
Click next to begin.

loadMovie(url, target, method)

The code

In order to use loadMovie, you have to know the code. Its pretty
simple, and looks like this:

Of course that is not what it really looks like, but that is how it is
formed, so in the next few pages, I will show you how!!

"http://www.newgrounds.com/whatever.swf"

loadMovie("http://www.newgrounds.com/whatever.swf",target, method);

URL

The first thing which we have to change is "URL". To do this, just
use the below code.

This is just the URL that it is to be loaded from. Don't forget the ".
So, now it looks like:

loadMovie("http://www.newgrounds.com/whatever.swf",_root, method);

Target

The "target" is the second parameter that we have to change. This
is where we want the movie to be loaded.
You have a choice of root or parent here, but root is the one most
commonly used.

Method

The third and final parameter is the method of how the movie is
loaded.
There are two ways to do this:
GET
POST
Press next to find out about them!

loadMovie("http://www.newgrounds.com/whatever.swf",_root, "POST");

The Methods

GET: The get method appends the variables which are loaded to the
end of the URL which you are to load, and is used for a small amount
of variables.
POST: The post method send all of the variables to a separate
http:// header, and is used for the opposite of GET, long strings of
variables

Post or get has to go in ".

loadMovie("http://www.newgrounds.com/whatever.swf",_root, "POST");

loadMovie("http://www.newgrounds.com/whatever.swf",_root, "GET");

Summary

LoadMovie is a very helpful command, and takes the below form(s):

Thanx

For reading this tut, and I hope you learnt something. I know I did =P

Random

Random

So.....In this tut, I will cover the different uses of random,
from words, array, x and y co-ordinates and other stuff...so
I hope you learn something! Press next to continue..

Beginning....

So..How to you use random? Its quite simple. Its..

Math.random()

When you use random, it is vital to know that it is mainly used with
variables and arrays in things such as games where you hit a random
number of damage against something...
I will go onto x and y co-ordinates now..

on(press){
_root.hello._x = Math.random()*550;
_root.hello._y = Math.random()*400;
}

X and Y co-ordinates...

So to kick-start this tut, I will explain about x and y co-
ordinates..... which are RANDOM!
To begin, create a movieclip, and give it the instance name of "hello"
for simplicity's sake. Now, create a button, press F9, and put this
code in it..

on(press){
// This is the "handler" for a button.
_root.hello._x = Math.random()*550;
// Gives "hello" a random x co-ordinate from 1 to 550 (thats the *550 at work =P)
_root.hello._y = Math.random()*400;
// Gives "hello" a random y co-ordinate from 1 to 440
}
// Closes the button handler.

The code.....explained

!

w

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l

e

b

k

,

p

m

i

S

?

d

c

h

t

s

a

.

g

n

r

'

u

y

Example..

Click the button below to see an example..

Its works!! It works!!

on(press){
_root.hello = Math.random();
}

Do I really need to explain the code?

On to numbers..

Numbers...This is a simple code aswell like the co-ordinates. So,
"What do I do?" you say. Easy.
Create a dynamic text box (Ctrl & F3 and select dynamic from the
drop-down menu) and then give it the variable name of "hello"
again...XD. Now, create a button, and give it this script:

on(press){
_root.hello = Math.random()*7
}

Limitations

When / If, you try this out, you may notice that it only generates a
number between 0 and 0.9999999999999999 etc. So, to
change this, we can put:

Now if you try this, you will notice that it will generate a number
between 0 and 6.99999 etc..all by adding on "*7".
How handy!

on(press){
_root.hello = Math.round(Math.random()*7)
}

Limitations: Rounding

You may also notice that it isn't a whole number, so to get a random
whole number, you can do:

and this will generate a number between 6 and 7.

on(press){
_root.hello = Math.random()+2
}

Limitations: Specific Numbers

Another thing you can do is create a random number which always
"begins" with say 2, so....2.5646, 2.576 etc. To do this, you quite
simply put:

This will only generate number beginning with 2.
NOTE: Do not put Math.round, otherwise you will only ever get 2.

on(press){
_root.gotoAndStop(Math.round(Math.random()*10));

GotoAndPlay Random

Unless you are extremely stupid, you should know what topic we're on
now....gotoAndPlay Random!!!
So, to begin, create 10 frames on your root timeline, and put a stop
command on each one. You may wanna put some sorta thing on your
frames to identify what frame it is...but you don't have to =P. Create
a button, press F9, and put this script on it..

1

2

3

4

5

6

7

8

9

10

GotoAndPlay Random Example

If you try it, you should get something like this:

This will go to a random frame number of 1 to 10.

Limitations: Arrays

BUT, and this is a big BUT...what if you want to go to a random
frame which aren't consecutive numbers (e.g. 1, 5, 7 and 10)??
Well, then you use ARRAYS!! If you havn't used arrays before, see
my tut on it.
On the root timeline insert 10 frames and on each put its number
along with a stop(); command in the actions box. Create a button,
and put the script on the next frame in it.

on (press) {
// Opens the button handler
meh = new Array(1, 3, 5, 8);
// Creates a new Array called "meh" and gives it 4 differnet values
gotoAndStop(meh[random(4)]);
// Tells the root timeline to go a one of the four values within meh.
}
Closes the button handler.

Limitations: The script!

Limitations: Array example!

This will go to a random frame number of 1, 3, 5 or 8.

on(press){
meh = new Array("West", "end", "pro", "collab");
// Creates a new Array with 4 values.
_root.hello = _root.meh[random(4)];
// Tells "hello" to display a random value from the four.
}

Arrays and random in general..

Arrays aren't just used in going to frame numbers..They can be used
with strings aswell..Random words...
Create a dynamic text box, and again, give it the instance name of
"hello". Then create a button, and bung this script into it:

That will generate a random word, like you can see in the below
example..

So...

Now I've finished this tut. I hope you learnt something, but don't
worry, if you are having trouble with anything PM me.

Starting Out In Flash

Author = Your Alias will go here

So, youv'e been on the internet a while and have
played a few games correct ?
Now, you want to have a bash at making a game
or two correct ?
If so, read on. If not, close this right now and go
play Alien Hominid or something.
<3 Tom :P

Now, to start with you need to get the program
used to create flash movies and games.
Oddly enough, its called Flash, and can be
downloaded at the developers Adobe's (formley
Macromedia's) website.
www.adobe.com/products/flash
Theres a free 30 day trial available, but the full
product costs a whopping $700.
To much ?
If so read on for some cheaper alternatives.

The only free flash maker at the moment goes by
the name of LiveSwif.
It can be downloaded at www.soft32.com.
Although its not a patch on flash, it gets the job
done in an ok fashion.
You can also buy student editions of flash at
places like www.creationengine.com which have
all the same features of flash but dont allow you
to make money
You could also always give Ebay a shot as well,
for a second hand version of the program.

So, for the purpose of this tutorial we will asume
youv'e managed to get your grubby little paws on
a copy of flash.
If your using LiveSwif or some other alternative,
the basic features are pretty much the same.
Now, when you first open Flash, it can be mighty
confusing.
You'll see a few toolbars and a big white stage.
Throughout this tutorial  i intend to help you
around the scary world of flash.

You should now have a look at the tutorial on
flashes tools.
Ill wait here while you familiarise yourself with
them.
*waits*
So, your back and all tooled up ?
Excellent.

So, take a tool of your choosing and draw
something on the stage.
It can be pretty much anything.
Now look just above the stage and you will see a
pretty little thing we like to call the Timeline.
You'll see a grey rectangle with a black dot in it,
under the number one and not much else.
If you right click the rectangle next to it and
select "Insert Keyframe" an empty rectangle will
appear.

Now draw something else on the stage.
Next if you press Ctrl + Enter, you should see
your first creation pop up.
What should be happening is that the two things
you drew should be flashing on and off the
screen like below.

If you want to save your lovley little flash to work
on some more later, go to File ---> Save.
To upload it to websites like Newgrounds.com
it needs to be in .swf format.
To make it this format go to File --> Publish.
So there you have it, you've created your first
flash animation.
Im well aware i said we would be making a game
at the begining, but that requires ActionScript.
Head on over to the AS section to learn about that.

Thats that i guess. You've created your first
masterpeice and are well on your way to
creating your own flash legacy.
The only limitations in flash are the things you
see as limitations.
Everything else is within your grasp.

Dynamic Colors

Author = Your Alias will go here

RGB and Color Transform

This tutorial is all about RGB and color transform,
which is extremly usefull in API and is also good in
normal games for some cool color effects. Ill start off
by explaining RGB, because you need to know that
first to do anything else.

RGB

RGB stands for Red Green Blue. These colors
combined can make any color. RGB is also known as
Hexidecimal.
Colors can range from things being basic and easy to
understand and memorize, to being complicated.

In RGB colors are assigned a number or a letter for a
value. The higher the number the more that color it is.
The values are:

A=10 B=11 C=12 D=13 E=14 F=15

0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A , B, C ,D, E ,F

There are 6 numbers to each RGB code. There are
two for each number.

000000 = Black
FFFFFF = White
FF0000 = Red
00FF00 = Green
0000FF = Blue

000000
R  G  B

You can mess around with these to get any color. IF
you go to the colro toolbar you will notice that it gives
you the Hexidecimal value of the color in a box under
it.

In Flash RGB is always expressed as this:
There is always a 0x infront of the value

0x000000

Practice with RGB here. The box at the bottem will
change according to what you type in the input box.
Click the mouse to change the color.

Changing RGB

I made that last example by changing the RGB of the
object through actionscript. Now I am going to teach
you how to do that.
First make a box, and call it whatever you want.
Then give it the instance name of box. Then make
an input text box and give it the instance name of
color.

Now add this code to the frame.

var box = new Color("box");
color.text = "000000";
box.setRGB("0x"+color.text);
_root.onMouseDown = function() {
box.setRGB("0x"+color.text);
};

To explain the code.

var box = new Color("box");
// makes a variable called box, and it refers to the box MC
color.text = "000000";
// makes the color text box be 000000
box.setRGB("0x"+color.text);
//changes the MC box RGB to the text boxes text
_root.onMouseDown = function() {
// when the mouse is down
box.setRGB("0x"+color.text);
//changes the MC box RGB to the text boxes text
};

The code could be done differntly, there could be a
number instead of taking it from a text box.

var box = new Color("box");
box.setRGB(0xFF00FF);

Color Transform

Replace the code on the frame with this to make a
colorTransform, which can change everyhting about
the MC's color.

var my_color:Color = new Color(box);
var myTransform:Object = my_color.getTransform();
var myTransform:Object = {ra:50, rb:244, ga:40, gb:112, ba:12, bb:90, aa:40, ab:70};
my_color.setTransform(myTransform);

You just need to know what all those numbers mean,
so here is the explanation.

ra is the percentage for the red component (-100 to 100).
rb is the offset for the red component (-255 to 255).
ga is the percentage for the green component (-100 to 100).
gb is the offset for the green component (-255 to 255).
ba is the percentage for the blue component (-100 to 100).
bb is the offset for the blue component (-255 to 255).
aa is the percentage for alpha (-100 to 100).
ab is the offset for alpha (-255 to 255).

END

Thats all you really need to know on changing colors
and how RGB works.
If you have any questions, please PM me at
Pyromaniac.
Thanks, and I hoep you learned something.

Swift 3D -Basics

CM Productions

Swift 3D: Main Toolbar

Welcome to another tutorial by CM Productions! This tutorial will
teach you about the Main Toolbar. You will need to have Swift
3D for this tutorial. You can download the free trial       . Swift
3D looks hard but actually it is easier to learn than Flash! It uses
keyframes and tweens for animating but that's in another tutorial.

here

here

here

Swift 3D: Main Toolbar

Ok, we'll start off with the main toolbar.

First is the Create Text tool. With this, you have the ability to
create 3D text from any font on your computer!

Swift 3D: Main Toolbar

Second, is the Create Sphere tool. And do you know what it does?
Yep! You draw spheres with it! You have the ability to Change the
radius of the sphere, as well as the longitude and latitude for the
segmentation. It's a bit hard to explain
so if you don't understand, try it
yourself!

Next is the Create GeoSphere tool. You can also change the radius
as you could with the Create Sphere tool. There is another thing
you can do with this tool. You can change the subdivision depth.
You can change it to even look exactly like a sphere! But for
spheres, I would recomend the sphere tool. I know it's hard to
understand so try it out yourself.

Ok, now for the Create Box tool. You can change the width, hight
and depth of your box. You can also adjust the segmentation.

Next is the Create Pyramid tool. With this, you can change the
width, hight and depth of your pyramid.

Now is the Create Cone tool. You can change the cone's size with the Top Radius, Bottom Radius, and Length. You have the ability to change the segmentation of your cone along the axial and radial. There is also a feature that lets you have a closed or open base to your cone.

Now for the Create Cylinder tool. You may change a cylinder's
sizing on its radius and length and you may change the axial and
radial segmentation. You may also chose for your cylinder to have a
closed top and bottom, or an open one.

We are now up to the Create Torus tool. With this shape, you can
change the minor and major radius, and the minor and major
segmentation.

Now for the Create Plane tool. A plane is just a flat square. It is
used to be made into useful things e.g. a car window. You may
change its width and hight and its segmentation's width and hight.

The Create Polyhedron tool. Use your
imagination and you will find lots of ways
to use this tool and shape. There are alot
of options and they are hard to explain so
fiddle around with it.

Now you know about the main toolbar, you can create some simple
objects by putting them together. For example, a car made of four
torus's as wheels, a rectangle for the body of the car and of course,
a plane for the windows!

That's the end of my tutorial of the Main Toolbar. In my next
tutorial, you will learn about the diferent modelers and editors. I
hope this tutorial helped you with learning how to use Swift 3D.
See you in the next tut!

Perlin Noise

Author = Your Alias will go here

The mysterious perlinNoise
and other dynamic AS effects
by LesPaulPlayer

Learn to make that, and more.

That was a pretty neat smoke effect, wasn't it?
In this tutorial, I'll teach you how to make dynamic smoke, fog,
cloud, and vapor effects.
First of all, let me tell you how I made that smoke. I used a
function built in to flash called perlinNoise(). This function was
invented by Ken Perlin to help animate the movie Tron,
surprisingly enough. This however, is not were we will begin our
journey into the land of noise.

perlinNoise is a variation on another function which is simply
Noise(), or white noise. Surely you have heard of this before, it's
the sound generated by a radio when theres no reception. In
visual terms, it's basicaly a series of random red, green, or blue
squares, or more commonly, white or black squares, put together,
like this. Click to change to color

<p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>import flash.display.BitmapData;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//imports the nessacary classes</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>bmp = new BitmapData(500, 100, false, 0x000000);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>createEmptyMovieClip(&quot;mc&quot;, getNextHighestDepth());</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//creates the bitmap and it&apos;s host movieclip</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>bmp.noise(5, 0, 255, 1 | 2 | 4, true);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//creates the actual noise of the bitmap, this will be</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//explained in greater detail on the next page.</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>mc.attachBitmap(bmp, getNextHighestDepth());</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//attaches the bitmap to the movieclip</b></font></p><p align="left"></p>

This is the code for generating random noise bitmaps.

Ok, heres what that noise function is composed of:
1. mc.noise( - this attaches the function to the movieclip
2. The first variable: this number determines the pattern of
colors, this is a number
3. The second variable: sets the low number, leave this at 0
4. The third variable: sets the high number, leave this at 255
5.  The fourth variable: This sets the color options for the noise
image. 1 corresponds to red, 2 to green, 4 to blue and 8 to alpha.
(more)

5. (continued)  The correct syntax for this slot is: 1 | 2 | 4 |
8, where the | represents "or". You can remove any of those
numbers to acheive a noise that you like.
6. The last slot is for grayscale or not. This is a boolean, true or
false. If you want a color noise, say false, if you want a black
and white noise, say true.
Ok, thats about it for the regular noise function. You can use it
for a few things in flash, most importantly having fuzzy tvs.

Now that you have a basic understanding of what noise is, I am
going to introduce perlinNoise. What perlinNoise does is overlap
regular noises and then it blends them together, creating a foggy
effect. perlinNoise is also used to generate random, 3d maps, but
while it looks real cool serves no purpose because the maps are not
interractive and cannot be used for the benefit of games.
The perlinNoise script is on the next page.

<p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>import flash.display.BitmapData;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//imports the nessacary classes</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>bmp = new BitmapData(300, 200, false, 0x000000);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>createEmptyMovieClip(&quot;mc&quot;, getNextHighestDepth());</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//creates the bitmap and it&apos;s host movieclip</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>bmp.perlinNoise(300, 200, 4, 13, true, true, 1, true, null);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//creates the actual noise of the bitmap, this will be</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//explained in greater detail on the next page.</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>mc.attachBitmap(bmp, getNextHighestDepth());</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//attaches the bitmap to the movieclip</b></font></p><p align="left"></p>

Ok, here is the code for perlinNoise:

And the explanation of the code:
1. The first variable is the width, fairly easy to understand.
2. The second variable is the height, again fairly self
explanitory.
3. The third variable is tricky. This is the number of 'octaves'
in the image. What this means is the number of layers blurred
together, so a lower number is more smooth, a higher number
creates a rougher image and lags your computer like crazy. I
suggest using between 1 and 5 for this attribute.

4. The fourth attribute of perlinNoise is the randomseed.
perlinNoise is not truly random, only seemingly random.
perlinNoise is actualy a mapping function meaning that it creates
the same image for each randomseed. This number can be
anything positive and whole.
5. The fifth element is the stitch attribute. This determines
weather or not the bitmap can be tiled seamlessly. This is either
true or false, but I usual say true.

6. The sixth attribute is the fractalNoise. The image can either
be determined by fractals or turbulence. When it is determined
by fractals, there are no visible discontinuties in the image.
When it is determined by turbulence, there are some. Turbulence
is better for fire or water, while fractal is good for gasses and
such. Fractals are good for vapors and smoke.
7. The seventh attribute is the channel options. This is the
color. To manipulate this, you take zero and add 1 if you want
red, 2 if you want green and 4 if you want blue.

8. The last important element is the grayscale. It functions the
same way it does for regular noise.
Well, all that stuff is good, but I dont see how you can make very
good clouds, or other stuff for that matter, with that. The best
way to find new ways to make environtments is to just play
around with the different attributes of perlinNoise and the
bitmap. For example, I will show a code to make the best AS
water you've ever seen on the next page.

<p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>import flash.display.BitmapData;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>var bg = new BitmapData(550, 400, false, 0x00CCFF);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//makes a blue background</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>var bmp:BitmapData = new BitmapData(550, 400, true, 0xFFFFFF);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>bmp.perlinNoise(550, 400, 4, 13, true, false, 4 | 8, false);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//medium-rough,stitched,turbulence generated, see-thru and blue</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>createEmptyMovieClip(&quot;mc&quot;, getNextHighestDepth());</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>mc.attachBitmap(bmp, 2);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>mc.attachBitmap(bg, 1);</b></font></p><p align="left"></p>

By using differnet colors and everything, there is no limit to
what you can make with perlinNoise.

This tutorial is now over. I hope that you learned something new
and will use this technique in the future
-LPP

Binary

Author = Your Alias will go here

Binary in Flash
by LesPaulPlayer

Chapters:
Basic
Intermediate
Advanced

So what exactly is binary? Well, binary is the replacement of
boolean variables by their numerical correspondants. Huh? What
that means is that instead of a variable being true or false, it
becomes 0 or 1. That's not so bad is it? Binary is important to
learn because it elimates the need for if statements and pretty
much it looks made sweet.

if (cool == true) {
stuff++
}

if (cool == 1) {
stuff++
}

Ok, so now that you know what binary is, let's begin. The first
thing that you need to know is that 0 is equivalent to false and 1
is equivalent to true. Therefore:
is the same as

So what? Well, that's only the beginning.

if (cool == 1) {
stuff++
}

stuff+=cool

Well, since true is the same as 1, that means that true shares the
same mathematical properties as 1 does. This means that
can be written as
Since true = 1, you are essentialy saying stuff+=1. And it's a lot
shorter to write it in binary, and no if statements. The next
page is even cooler, I promise.

stuff*=(cool+1)
//multiplies stuff //by two when //cool is true

stuff-=cool
//subtracts 1 //from stuff when
//cool is true

stuff/=(cool+1)
//divides stuff by //two when
//cool is true

Now, using what you've learned so far, let's elaborate on these
binary theories. Since you can add by variables, you can also
multiply, divide and subtract. Here are some examples:
Binary can be easily manipulated to compact long lines of code
into simple, one line statements by using a bit of logic. Go on for
examples.

If (Key.isDown(Key.SPACE)) {
stuff++
}
// This simple keypress code is in essence a boolean statement, it is either true or false
//It can therefore be written as
If(Key.isDown(Key.SPACE)==true) {
stuff++
}
// And, since a boolean statement also has a // numerical value, the code can be written as
if(Key.isDown(Key.SPACE)==1) {
stuff++
}

You can also use binary for more complex codes, such as key
presses or hit tests. Observe:

Code continued on next
page>>>

<p align="center"><font face="Arial" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>If (Key.isDown(Key.SPACE)==1) {</b></font></p><p align="center"><font face="Arial" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>stuff++</b></font></p><p align="center"><font face="Arial" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="center"><font face="Arial" size="15" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>// hmm, when the key press equals one, we</b></font></p><p align="center"><font face="Arial" size="15" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>// add one to stuff. Give you any ideas?</b></font></p><p align="center"><font face="Arial" size="15" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>stuff+=(Key.isDown(Key.SPACE))</b></font></p><p align="center"><font face="Arial" size="15" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>//Wow! No if statements, and it&apos;s only 1 line <sbr />//long! stuff only goes up when the boolean <sbr />//is true, which is exactly the same as what </b></font></p><p align="center"><font face="Arial" size="15" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>//we were doing before. </b></font></p>

<p align="center"><font face="Arial" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>stuff+=(Key.isDown(Key.UP))-(Key.isDown(Key.DOWN))</b></font></p><p align="center"><font face="Arial" size="15" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>//This script adds 1 to stuff when the up key is pressed and subtracts 1</b></font></p><p align="center"><font face="Arial" size="15" color="#ff0000" letterSpacing="0.000000" kerning="0"><b>// from stuff when the down key is pressed, all in one line and no if <sbr />//statements</b></font></p>

Now that's all good, but what about for scripts that involve
multiple boolean statements? The script is simple, so is the logic
behind it.

if (stuff<25) {
stuff+=(Key.isDown(Key.UP))
}
//Well, we know that actions can be true or false, but what about //inequalities? Of course they can. Any equation can be either incorrect //or correct, or true or false. Using this knowledge, we can safely say
if ((stuff<25)==true) {
stuff+=(Key.isDown(Key.UP))
}
// Which then becomes:
if ((stuff<25)==1) {
stuff+=(Key.isDown(Key.UP))
}

What about setting limits on variables, sureley you can't do that
in binary. Well, you can. Heres how:

if ((stuff<25)==1) {
stuff+=(Key.isDown(Key.UP))
}
// Yes, that's all good, but theres still the if statement. This next step
// requires a little logic:
stuff+=(Key.isDown(Key.UP))-(stuff>
25)
//What I did here is change stuff<25 to stuff>25 for math reasons. If stuff
//gets larger whenever stuff is less that 25, then it will automatically get //larger until stuff>=25. Instead, we take the contrapositive, the opposite //of the inverse, and say that stuff gets smaller when stuff>
25. Therefore
//if stuff equals 25 and you press the up key, stuff will get larger by one //and get smaller by one, and in effect will stay the same.

What you can do with binary is only limmited by the amount of
logic you posses. But binary does have some bad qualities. Go on
for examples.

Bad qualities of binary:
1. You cannot define variables as boolean or numerical. When you
say stuff+=(boolean), Flash looks for a numerical variable but
finds a text string instead.
2. It can get real confusing, especialy when dealing with large
if...else statements.
3. Some people who know AS do not understand binary, making
it harder to share your AS with them if you use binary.

This tutorial is now over. I hope that you learned something new
and will use this technique in the future
-LPP

Destrucatble Terrain

Author = Your Alias will go here

Creating worms-style destructable terrain
by LesPaulPlayer

Before starting this tutorial, you should have an intermediate
understanding of AS. I will try and explain everything as best
as I can but you shouldn't try and learn this before you know:
duplicating movie clips, functions, for loops, changing movieclip
properties. That said, lets begin.

Hi, and welcome to the tutorial on destructable terrain.
Destructable terrain is a feautre used most famously in the game
worms, and allows a player to alter the landscape with bullets
and stuff. Using destructable terrain can either enhance or hinder
your game, so make sure that this feature will improve your game
before adding it. Destructable terrain relies heavily on bitmap
data and its qualities. It works by erasing a portion of the
bitmap when it comes into contact with another object.

The first thing you need to do is create the nessacary movieclips
that will be used later in this tutorial. Create a circle movieclip.
This will be the explosion area so use your judgement for size.
Give it a linkage name of "hole". Next create your map, or
landscape. Have it be around 550x200 with the left-most
point being 0 and the uppermost point being 0 as well (in
respect to the movieclip, not root). Give this a linkage name of
"map0". And lastly create a small square which will act as the
bullet. Give it a linkage name "square".

<p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>import flash.display.BitmapData;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>import flash.geom.ColorTransform;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>import flash.geom.Matrix;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//imports the nessacary classes</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>var max:Number = 400;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// sets a variable which aids in duplicating movieclips</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>var myMatrix:Matrix = new Matrix();</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// creates a matrix. matrices are used to translate, rotate, skew, and scale things </b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// using AS. Matrices are important in this script because they allow the blendMode</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// attribute of the draw() function to be activated, so to speak. Otherwise, they </b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// serve no purpose in this script.</b></font></p>

I am going to give you a code for a basic destructable terrain, but
please do not just copy and paste it. Try to understand and learn
what is happening so that you can customize and get the most out
of this code.

var myCT:ColorTransform = new ColorTransform(1, 1, 1, 1, 0, 0, 0, 0);
// changes the ratios of the colors in RGB. The 1's represent the amount the current
// RGBA is being multiplied by, so it stays the same, and the 0's are the offsets, or
// the amount being added to each RGBA value, so it stays the same. In this script
// the ColorTransform serves the same purpose as the Matrix, however if you really
// wanted to you could switch the colors around.
var myBmp:BitmapData = new BitmapData(1000, 1000, true, 0x00000000);
// creates a bitmap 1000 pixels X 1000 pixels
attachBitmap(myBmp, 0, "never", false);
// attaches the bitmap to the stage
attachMovie("hole", "hole_mc", 10);
hole_mc._visible = false;
// attaches the hole movie clip to the stage and makes it invisible
myMatrix.translate(0, 120);
// defines the created matrix. In this case, the matrix is going to translate the
// map 120 pixels down
attachMovie("square", "square_mc", 11);
// attaches the square movieclip to the stage

function makeMap(x) {
attachMovie("map"+x, "map"+x, 5);
myBmp.draw("map"+x, myMatrix, myCT, "layer");
removeMovieClip("map"+x);
}
// creates a function that will build a map. it attaches a map in the library, then
// draws the map to a bitmap, and then erases the original mc, leaving the bitmap
// behind with an image of the map drawn on it. This allows the map to be edited as
// a bitmap and therefore having destructable terrain.
onMouseDown = function () {
duplicateMovieClip(square_mc, "square"+max, max);
max++;
};
onEnterFrame = function () {
square_mc._x = _xmouse;
square_mc._y = _ymouse;
square_mc._visible = false;
if (max>400) {
max = 300;
}

for (i in _root) {
// sets a variable i in the scope of _root. basicaly this checks everything
// root.
if (_root[i]._name.indexOf("square") != -1) {
// checks if the name of something in _root. starts with square, in this
// case the duped square mc.
_root[i]._y += 20;
// adds 20 pixels to the square to make it fall.
if (_root[i]._name != "square_mc") {
// if the mc is not the original
if (myBmp.getPixel(_root[i]._x, _root[i]._y) != 0) {
// checks the color value of the x,y coordinates of the duped
// square. If the coordinates are outside of the bitmap, it
// returns 0, otherwise returns a number. if the function
// returns a number then the square hit the bitmap
var myMatrix:Matrix = new Matrix();
myMatrix.translate(_root[i]._x, _root[i]._y);
// creates a matrix that will translate the hole movie clip
// to the x,y coordinates of the duped square

<p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>myBmp.draw(hole_mc, myMatrix, myCT, &quot;erase&quot;);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// uses the draw function to draw the image of the hole over</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// the bitmap. the 2nd and 3rd attributes move the hole</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// to the square and adjust the color. The 4th attribute is </b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// the blend mode. what this does is change the way the hole</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// is drawn over the map. The erase means that the bitmap is</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// getting erased where the hole touches it. This is the </b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// most important part of destructable terrain. other </b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// blendModes are: invert-inverts the color, layer- layers the </b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// two objects, darken-creates a semi-see-thru effect, and a </b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// lot more. Erase is the only blendMode that will work for</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// destructable terrain because all the other ones just change</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// colors instead of removing pixels. </b></font></p><p align="left"></p>

This is by far the most important part of destrucable terrain.
This does the actual destructing.

<p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>_root[i].removeMovieClip();</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// removes the square. duh</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>};</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>makeMap(0);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// uses the created function to attach the map to the bitmap.</b></font></p><p align="left"></p>

This May be a waste of a page, but it's important to close up all
if, for, and on statements. Anyways, thats it for the most part.
Check out some of the other bitmap tutorials in this collab for
more information.

Making Text Follow the Mouse

Author = Your Alias will go here

Text Following Mouse
by LesPaulPlayer

This is a basic tutorial that will teach you how to have text
follow the mouse, like on this page.

Hi, this tutorial will teach you how to make dynamic text that
will follow the mouse. This script uses for loops to transfer a
string to individual movie clips which can then be easily
manipulated to follow the mouse. If you do not understand any of
that, you should probably check out some other tutorials before
continuing.

<p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>var string1:String = &quot;Insert Text Here&quot;;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>//creates a string of text of your liking</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>function stringToMovieClips(string:String):Void {</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// cretes a function to change strings to movieclips</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>for (a=0; a&lt;string.length; a++) {</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// creates a for loop that cycles through the chacters in the string</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>createEmptyMovieClip(&quot;mc_&quot;+a, a);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// creates a movieclip for each character in the string</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>_root[&quot;mc_&quot;+a].createTextField(&quot;my_txt_&quot;+a, a+1000, 0, 0, 300, 100);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// creates a textfield in each movie clip to hold one character of the string</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>_root[&quot;mc_&quot;+a][&quot;my_txt_&quot;+a].selectable = false;</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// makes the textbox unselectable</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>_root[&quot;mc_&quot;+a][&quot;my_txt_&quot;+a].text = string.charAt(a);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// attaches one letter of the string to the textbox</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>onEnterFrame = function () {</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// this happens on every frame</b></font></p><p align="left"></p>

Here is the code:

<p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>Mouse.hide();</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// hides the mouse</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>for (a=0; a&lt;string.length; a++) {</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// cycles through the string again</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>_root[&quot;mc_&quot;+a]._y += (_root._ymouse-_root[&quot;mc_&quot;+a]._y)/(a+1);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// finds the horizontal distance between the mouse and the movieclips</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// and adds that to the y coordinate of the movieclip</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>_root[&quot;mc_&quot;+a]._x += (_root._xmouse-_root[&quot;mc_&quot;+a]._x+a*10)/(a+1);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// does the samething except with horizontal distances and x coordinates</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>};</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>}</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>stringToMovieClips(string1);</b></font></p><p align="left"><font face="Times New Roman" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><b>// calls the function</b></font></p>

As you can see, the code is fairly simple and the result is pretty
sweet. This code is good to use on websites and such.

This tutorial is now over. I hope that you learned something new
and will use this technique in the future
-LPP

Drawing Faces

Drawing Faces

Getting the Outline

Ears

Nose

Mouth

Shading

Examples

Eyes

Adding on Features

To get started, draw a curvy line. This will be the main outline
for the face. I usually use the color #F5D478.

We all know that faces are somewhat symmetrical... correct. So
what we will do is copy and past this, then flip it horizontally.

After you get what is below, you can strech and skew it as much
as you want to get the desired effect

After

Before

Now that we have this we can begin to add the hair.

Getting the Outline

Creating hair is very easy. To begin first group (ctrl+G) the
face. Next draw the outline of the hair with a slightly darker color
than you wish the actual hair to be. After you are finished, group
this also.

Adding on Features

You can clean up some of the lines at this point if you wish, and
you can close up some gaps for filling the object in later.

Adding on Eyes

Eyes can come in a multitude of varieies and they express the
emotions of your character: angry, happy, sad, suprised, tired...
The creation of the eye also depends on how cartoony you wish
your character to look. For a non-realistic character just use some
elongated ovals with a white inside and a skin color (the one used
on the outline of the face). Other wise use a football shaped eye.

Now we need to add the color to the eye. Make the eye a
movieclip. Create a mask on the top layer, over the eye, with the
eye's exact shape.

Eye

Mask

Create a circle on a new layer, under the mask, with the color that
you want the eye to be. Do not worry about overlappiny that is
why we created the mask.

Create a layer above the mask with the skin color outline of the
eye. Now on another layer below the mask add a pupil. You should
end up with somthing like this:

You can now add this to the face outline with one eye on both
sides.
Eyebrows are optional, but are usually one ore two brown lines
with about 70% alpaha.

You should end up with somthing like this:

Adding on Ears

In my oppinion ears are very simple. Just draw a curvy line in the
shape of a peanut and make this shape a movie clip.

Now you need to add some detail to this ear befor you stick it on
to the head.

To begin fill the movieclip in with the color that you want the
face to be. NOT THE OUTLINE COLOR! I usually create a
lump coming out the side of the movieclip just so that the ear
doesn't look detached

Now add a swirly line with a color inbetween the color of the
outline and the skin color. This line should follow the curvature of
the ear. and it should begin with a oval. I will highlight it to
make it easier to see.

You can now tack this ear onto the outline of the face. You can
fill in the face and hair if you want.

Your face is
beginning to
take shape

Adding on Nose

Noses are also very simple and you can take them any way you
want its up to you to deciede. Just remember to use the outline
color that you used for the face. Here are some examples.

Choose your favorite and add it to your charater. If your nose is
overlapping somthing, fill it in.

Adding on Mouth

The mouth is a very important part of your animation. It, allong
with the eyes expresses emotion in your character, so make sure
that the mouth's emotion and the eye emotion match. Here are
some examples of mouthes.

The color of the lips are a slightly redder version of the skin tone
color.

More Details

Now it is time to add some shading and texture. We will start
with the hair.

For the different types of shading check out my background
tutorial. I'll summarize on the next page

There are two types of shading line and brish. brush creates a
more textured feel, while line makes objects look smooth and
gives them more depth. Personally I like brish shading better,
even though it takes longer. I only use line when the object is
smooth, which is usually never the case in real life.

Shading

If you read any of that you will realize that we need to use the
brush to shade this.

Begin with a darker color than the main hair but lighter than the
outiline.

When looking at a persons hair, usually it is in clumps, and that
is how we will draw it. Begin with a small brush and add som
squiggly lines.

Now add a lighter color and use a smaller brush size.

Now we are done with the hair. You can add as many lines as you
want. Use more for grungy hair and less for straighter.

Examples

Drawing Bodies

How to draw bodies
By Penboy

Learning how to draw  bodies in Flash is crucial to making a good movie/game.
Over the next few pages,
I'll teach you all how to draw anatomically correct bodies at an easy pace for you
to understand.
Now pick up that mouse, and lets get to it!

Author = Your Alias will go here

Lets start with the basics. . .

In drawing, everything, and I mean EVERYTHING is
made up of shapes. Lets start out by drawing different
shapes in an empty flash document
- File>New>FlashDocument

Now onto bodies. . .

There are many ways to draw bodies from the start. Either as:
-Stick
-Mannequin

Reasons for stick. . .

However, the Stick is easier to draw  than the Mannequin for obvious reasons:
-It's quicker to draw
-It's more flexable
-It looks cooler

Tip:

Remember, you don't have to do Stick if you don't want to,
but that'swhat I'll be covering in this tutorial

How to draw them. . .

1.

3.

2.

Your finished characters wont look like sticks, so don't worry.

Basic Anatomy. . .

Cranium

Torso

Pelvis

Humerus

Ulna

Femur

Tibia

Lets at some skin. . .

Now, lets add some skin onto our charters. . .
Or, in more detail. . .

Insert new layer

Draw skin on new layer

Delete previous layer

Insert>Timeline>Layer

Now you should have something like this. . .

Male Anatomy in detail. . .

The Head:

Lines decide where eyes, nose and mouth go

Ear starts up near the eyebrow, ends at the bottom of the nose

Neck starts near the ears

The Tosro:

The waist gets thinner, then thicker again on males:

The  two muscles on the neck always end up at the collarbone :

Pectorals are rectangular shaped :

Arms:

The hand does not have to be in detail

The elbow has a minor point when bent

Legs:

Simplify toe

Leg is thicker at the top

Knee is thin

Ankles are shown as bumps

Female Anatomy in detail. . .

The female has pretty much the same characteristics as that of a male,
except the torso. For obvious reasons. . .You get the picture. . .

Clothes. . .

Yay, now we get to put clothes on your chatacters!

Clothes wrap themselves around characters

In more detail. . .

Here are some exmples of
folds and creases. . .

That's it. . .

I hope that you've learnt how to draw basic characters in Flash. I know it can
be hard at first, but if you keep on trying, you'll eventully get there!

Photoshop - Gloss Effect

Chaz

Welcome to the glossy text effect tutorial. This is a technique that once you learn, will be able to
use on any graphic and not just text..
I guarentee you'll use this a lot... :)
Anyway let's get started...

You can also perform this effect in Flash with
images and text. Do it but creating your image,
hitting CTRL + B to break it apart, highlight the
top half, head to the color swatch and lift the
shade up a few hexes.
In Photoshop, enter your text. Hold CTRL +
click on the text layer in the layers palette. This
will bring up your selection. Make a new layer
without deselecting [CTRL + ALT + N]. Without
deselecting, hold ALT and use the rectangle
marquee tool to slice off half of the selection. Fill
it with white. For a quick way of doing this hit X,
then D, hold CTRL and hit the backspace button.
Hit CTRL and D to deselect everything, right
click the new white layer and change the opacity
under the blending options.

If you are going to
be using the gloss effect, you have to make
sure to use colours that contrast well with
each other. Just hit up the shade a bit from
our original colours for a nice effect.

Also don't be too shy to experiment with the other
different effects you can use like glow and shadows
and such. It'll look nice in a sig or web layout in the
future!

Components

-Components-

Components are a very handy feature of Flash.
In this tutorial, you will learn how to create your own
components that you can share with others.
(This is exclusive to Actionscript2 - Flash MX2004/Flash 8)

*Flash part
*sample

First of all, open Flash and create a 100x100 square with a 'hairline'
black edge and white interior, this is the bounding box which appears
when you have Live Preview disabled in Flash.
Convert this to a movieclip and name it what you like. Then, convert
this to another movieclip and name it by you're components name, with
linkage as you're components name, and AS2 Class as you're
components name. Give the bounding box an instance name of 'bbox'.
Save the .fla where you like under you're components name (for neatness)
Now, in youre component clip, put a stop(); action on the frame with the
bounding box, and create an empty keyframe on second frame.
In here is where you have to place every movieclip your'e component will use.

For every movieclip you place in this second frame. The movieclip
should have whatever library name you want to give it, but you should
use a special naming convention for the linkage names (linkage names
are necesarry for them to be used in you're component)
You need to make sure you have no possible naming conflicts with
whoever might be using you're component, so you should name you're
linkage names with a prefix of whatever your'e components name is.
So if you're component is named 'cliper' and one of the asset clips is
named 'box' you should set its linkage name to something like
'comp-cliper-box'
Make sure that none of these linked clips have export for first frame
This includes the main component clip itself.

Now, once you have all the clips you want to be used, named and linked
in you're component clip. In the library right click on you're component
movieclip and go to Component Definition.
Leave everything the way it is, but set AS2 Class to you're components
name and if you want you're component to show up in components panel
set Display In Components Panel to true. Tool Tip Text is what will
appear when you're component is rolled over in the component window.
Now comes the most important part, the component class file.
Open up a new .as file in flash. (For the rest of this tutorial i am going
to refer to a component named 'cliper' of which the final sample file
is named) Save this .as file in the same folder as the .fla under the same
name.

This will be the start of you're .as file

class cliper extends mx.core.UIComponent
{}

Now, any movieclip you will ever use in the component, needs to be
declared, including the bounding box clip itself. So following what
will be in the sample file at end, you might have something like this.

class cliper extends mx.core.UIComponent
{
private var bbox:MovieClip;
private var topleft:MovieClip, topright:MovieClip;
}

Note how the are declared private.

There are 4 functions that MUST be declared in you're component class
for it to function. These are the class constructor, init functino,
createChildren function and draw function.
The class constructor can be left empty, and i almost always do, since
anything you have in here, can be placed in the init function, which is
the function called for each component before anything else happens.
So the class might
now look like this:
Note that im also
removing the
bounding box here.
Don't worry about
super.init(), just realise
that its needed.

class cliper extends mx.core.UIComponent  {
private var bbox:MovieClip;
private var topleft:MovieClip, topright:MovieClip;
function cliper() {}
private function init():Void {
super.init();
bbox.swapDepths(2);
bbox.removeMovieClip();
}
}

createChildren is the function where you will attach all the clips you need
that were in the second frame of components clip, or any new clips created
through createEmptyMovieClip. You would also set any constant positions
that dont need to change, and any mouse handlers for buttons or the sort.
it might look something like this.

private function createChildren():Void
{
topleft = attachMovie("comp-cliper-box","topleft_box",1);
topright = attachMovie("comp-cliper-box","topright_box",2);
topleft.onPress = function() { this._visible = false; }
topleft.onRelease = topleft.onReleaseOutside =
function() { this._visible = true; }
}

The draw function is where all you're drawing, placing, resizing of
movieclips will be defined. Anywhere were you want to refresh the look
of the movieclip, you can call 'invalidate();' (you could ofcourse call draw,
but invalidate is better (to do with the imported UIComponent) ).
It could look something like this.

private function draw():Void
{
topright._x = width-20;
topleft._width = width-20;
}

'width' and 'height' can be used
to access the components current
width and height on the stage,
this is ofcourse necessary for
anything you do.

There is one more function, which isnt necessary, but is almost
a standard with components, all flash components will have this
anyways, the setSize() function, accessible by users of the component
to set the size of the component through actionscript.
its format is simply.

public function setSize(ssw:Number, ssh:Number):Void
{
__width = ssw;
__height = ssh;
invalidate();
}

Don't ask why you need the double underscore before with and height
to set the width and height, i honestly couldn't tell you.

We now have something that looks like this.

With this you can create a perfectly cool looking component that when
you place on the stage you can resize it and watch it dynamically draw
itself into correct proportions.
However, its rather useless.
You know those parameter things you have with components?
Well they would be pretty handy no? Lets see how you would define
them in the component class file (note that you can do this in component
definition, but its more limiting than this method)

The parameter declaration consists of a very peculiar looking tag, and
a pair of set, get functions. For example take a look at this one!

private var _col:Number;
[Inspectable(defaultValue="#000000", type=Color)]
public function set colour(c:Number):Void
{
_col = c;
}
public function get colour():Number
{
return 100;
}

The parameter type and default
value is given in the Inspectable tag.
The parameter name is defined
by the name of the get, set functions.

the set function is called if the user were to type in like blah.colour = 0xff;
and the get function is called if the users were to maybe type
var a:Number = blah.colour;

You can see the advantage you have with this method.
first of all, note how i have a private variable declared where the actual
value that is used is stored, and that in the get function i return 100.
This means that with this set up, the user can set the value of col through
the set function, but its impossible for the user to know what value it
currently has because when he trys to retrieve it, he always gets 100.
This means you can use whatever naming convention you like in your class
and then have the user modify it through a neat name. Where you can
modify what is happening simply and easily.

The next, very important thing are Events. youve probably use an
event listener before, you can easily modify the class code to allow it to
register events like this.

import mx.events.EventDispatcher;
class cliper extends mx.core.UIComponent
{
....
private function init():Void
{
...
EventDispatcher.initialize(this);
}
...
}

Now, you can dispatch any event you like, whenever you like using the
format:
dispatchEvent({type:"press", target:this, c:_col});

In this case, an event 'press' is dispatched with an object containing
the variables 'target' and 'c'. 'target' is just a standard variable to
contain in the dispatched object so that from the event, you know
which component sent it.
The user can respond to this event by doing this.

var listener:Object = {};
listener.press = function(obj:Object)
{
trace(obj.c);
}
blah.addEventListener("press",listener);

Now, back to the child movieclips attached or created in the createChildren
function, any handler you give them, onPress whatever, to target the
component instance, you need to use                 , this is also no different for
dispatching events. If you want a child clip to dispatch an event from one of
its clip handlers, you need to use:

this._parent

this._parent.dispatchEvent();

private function createChildren():Void
{
topleft = attachMovie("comp-cliper-box","topleft_box",1);
topright = attachMovie("comp-cliper-box","topright_box",2);
topleft.onPress = function() {
this._visible = false;
this._parent.dispatchEvent({type:"press",target:this._parent,c:this._parent._col});
}
topleft.onRelease = topleft.onReleaseOutside =
function() { this._visible = true; }
}

For example from AS file before.

You can ofcourse, create you're own private functions for you're components
own use, and public functions for the users use. Just define them as private
and public along with the rest of the class functions.
Now, what about those little pictures that go with the components? How
can i have one of them? Well, what you need to do, is create whatever
icon you want to show up as an 18x18 .png image. Save it in the same
directory as .fla and .as of component, under the same name, and modify
the class .as file like this. Couldn't be any simpler, although there is another
one of those strange tags.

...
[IconFile("cliper.png")]
class cliper extends mx.core.UIComponent
{
...
}

So, in the end, the .as component class file, may look sometihng along
the lines of this:

Now, theres only one thing left to do, compile it. But first, you might
notice that the little icon you gave it hasnt shown up in library, to
'refresh' the component clip with the .as file, right click and go to the
Component Definition, but dont edit anything, just press OK, and you
should see you're icon appear.
Right click on the component clip in the stage, and choose
'Convert to Compiled Clip'. What you will now see is an identical
movieclip appear but with the  SWF added to the end of the name.
Drag this onto the stage and play around resizing it to test it. Then
mess around with what ever interactivity and functions it should have.
(next page)

Now you need to export the SWC file, right click on the component clip
and click Export SWC file...  for the moment, go back to you're directory
containing the .fla, .as, .swf and save it there.
(this is for easy access for distribution)
Now, you need to make a copy of the SWC file in flashes directory
if you have Flash MX2004, go to and place the .swc at:
if you have Flash 8, go to and place the .swc at:

C:\Program Files\Macromedia\Flash 8\en\Configuration\Components

Note, that you can create you're own folder for the components panel
by placing the component in a sub folder of the directory.

C:\Documents and Settings\[User Name]\Local Settings\Application Data\Macromedia\Flash MX 2004\en\Configuration\Components

where [User Name] should be replaced with youre windows login name. Also note
that this folder is 'hidden' so you have to type directory to get to it.

-Sample File-

This sample file is the source to a very stupid, but simple
component using everything discussed in this tutorial, this should be
used as a guide in case you don't understand how anything is meant
to be built.

One other note, there is alot of stuff you can add to you're component to
make it better, namely a proper XML, XMI, MXP, HTML file set. Which
allows for a proper packaged component with code hinting, documentation and
syntax highlighting for your're component. But this will not be discussed here.

<p align="center"><font face="Wet Paint" size="31" color="#ff0000" letterSpacing="0.000000" kerning="0"><a href="http://www.dannyisonfire.com/notsiterelated/cliper.zip">SAMPLE FILE</a></font></p><p align="center"><font face="Wet Paint" size="15" color="#000000" letterSpacing="0.000000" kerning="0"><a href="http://www.dannyisonfire.com/notsiterelated/cliper.zip">(popup)</a></font></p>

ActionScript [AS1/AS2]

Frame 1
function __com_mochibot__(swfid, mc, lv, trk) { var x; var g; var s; var fv; var sb; var u; var res; var mb; var mbc; mb = "__mochibot__"; mbc = "mochibot.com"; g = (_global ? (_global) : (_level0._root)); if (g[mb + swfid]) { return(g[mb + swfid]); } s = System.security; x = mc._root.getSWFVersion; fv = (x ? (mc.getSWFVersion()) : ((_global ? 6 : 5))); if (!s) { s = {}; } sb = s.sandboxType; if (sb == "localWithFile") { return(null); } x = s.allowDomain; if (x) { s.allowDomain(mbc); } x = s.allowInsecureDomain; if (x) { s.allowInsecureDomain(mbc); } u = (((((((((((("http://" + mbc) + "/my/core.swf?mv=7&fv=") + fv) + "&v=") + escape(getVersion())) + "&swfid=") + escape(swfid)) + "&l=") + lv) + "&f=") + mc) + (sb ? ("&sb=" + sb) : "")) + (trk ? "&t=1" : ""); lv = ((fv > 6) ? (mc.getNextHighestDepth()) : ((g[mb + "level"] ? (g[mb + "level"] + 1) : (lv)))); g[mb + "level"] = lv; if (fv == 5) { res = "_level" + lv; if (!eval (res)) { loadMovieNum (u, lv); } } else { res = mc.createEmptyMovieClip(mb + swfid, lv); res.loadMovie(u); } return(res); } __com_mochibot__("bdfcafc7", this, 10301, true); function itemHandler1(obj, item) { } function itemHandler2(obj, item) { } function itemHandler3(obj, item) { _quality = "HIGH"; } function itemHandler4(obj, item) { _quality = "MEDIUM"; } function itemHandler5(obj, item) { _quality = "LOW"; } function itemHandler6(obj, item) { } function itemHandler7(obj, item) { if (cursor._currentframe < 5) { _root.cursor.nextFrame(); } else { _root.cursor.gotoAndStop(1); } } stop(); root_cm = new ContextMenu(); root_cm.hideBuiltInItems(); aaa_cmi = new ContextMenuItem("The Tutorial Collab 2006", itemHandler1); ccc_cmi = new ContextMenuItem("High Quality(1337)", itemHandler3); ddd_cmi = new ContextMenuItem("Medium quality(Mkay)", itemHandler4); eee_cmi = new ContextMenuItem("Low quality(For Slow Computers)", itemHandler5); fff_cmi = new ContextMenuItem("60 Tutorials, Over 600 Pages and 16 Authors made this possible", itemHandler6); aaa_cmi.separatorBefore = true; ccc_cmi.separatorBefore = true; root_cm.customItems.push(aaa_cmi, fff_cmi, ccc_cmi, ddd_cmi, eee_cmi); _root.menu = root_cm; if (_root.loading) { onMouseDown = function () { _root.createEmptyMovieClip("line", 1); line.lineStyle(3, 0, 60); _root.line.moveTo(_xmouse, _ymouse); line.onMouseMove = function () { _root.line.lineTo(_xmouse, _ymouse); }; }; onMouseUp = function () { delete line.onMouseMove; removeMovieClip("line"); }; }
Instance of Symbol 167 MovieClip in Frame 1
onClipEvent (load) { totalb = _root.getBytesTotal(); totalkb = int(totalb / 1024); } onClipEvent (enterFrame) { var loadedb = _root.getBytesLoaded(); if (loadedb == totalb) { _root.play(); this.gotoAndStop(100); } else { loadedkb = int(loadedb / 1024); percent = (loadedb / totalb) * 100; this.gotoAndStop(int(percent)); } }
Frame 2
loading = false; delete onMouseDown; delete onMouseUp; removeMovieClip("line");
Frame 3
creaking = new Sound(); creaking.attachSound("creak"); creaking.start();
Frame 5
loader.gotoAndStop(100);
Frame 9
loader.gotoAndStop(100);
Frame 15
track2 = new Sound(); track2.attachSound("Music2"); track2.start(0, 9999999); loader.gotoAndStop(100);
Frame 18
smash = new Sound(); smash.attachSound("smash"); smash.start();
Instance of Symbol 231 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); }
Instance of Symbol 236 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.cursornumber = _root.cursornumber + 1; _root.cursor.gotoAndStop(_root.cursornumber); if (_root.cursornumber == 4) { _root.cursornumber = 1; } }
Instance of Symbol 239 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); getURL ("www.flashfury.com", "_blank"); }
Instance of Symbol 246 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); }
Instance of Symbol 255 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); }
Instance of Symbol 259 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); }
Instance of Symbol 262 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); }
Instance of Symbol 268 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); }
Instance of Symbol 275 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); }
Instance of Symbol 281 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); }
Instance of Symbol 284 MovieClip in Frame 21
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); }
Instance of Symbol 231 MovieClip in Frame 30
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); getURL ("http://www.newgrounds.com/bbs/topic.php?id=229808&page=99999", "_blank"); }
Instance of Symbol 236 MovieClip in Frame 30
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("extras"); }
Instance of Symbol 239 MovieClip in Frame 30
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); getURL ("http://www.flashrage.com", "_blank"); }
Frame 31
stop(); cursor._x = _xmouse; cursor._y = _ymouse; cursor._rotation = int(_xmouse / 4) + 40; cursor.gotoAndStop(cursornumber);
Instance of Symbol 246 MovieClip in Frame 31
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); _root.gotoAndStop("basic"); }
Instance of Symbol 255 MovieClip in Frame 31
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); _root.gotoAndStop("intermediate"); }
Instance of Symbol 259 MovieClip in Frame 31
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); _root.gotoAndStop("advanced"); }
Instance of Symbol 262 MovieClip in Frame 31
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); _root.gotoAndStop("arty"); }
Instance of Symbol 268 MovieClip in Frame 31
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); _root.gotoAndStop("photoshop"); }
Instance of Symbol 275 MovieClip in Frame 31
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); _root.gotoAndStop(76); }
Instance of Symbol 281 MovieClip in Frame 31
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); _root.gotoAndStop("swift"); }
Instance of Symbol 284 MovieClip in Frame 31
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); _root.gotoAndStop("other"); }
Instance of Symbol 231 MovieClip in Frame 42
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); }
Instance of Symbol 239 MovieClip in Frame 42
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); getURL ("www.flashfury.com", "_blank"); }
Frame 43
stop();
Frame 97
gotoAndStop (31);
Symbol 18 MovieClip [DEF1_cur] Frame 2
stop();
Symbol 24 MovieClip [DEF1_MT] Frame 21
this.removeMovieClip();
Symbol 32 MovieClip [BrdrShdw] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "shadowColor");
Symbol 34 MovieClip [BrdrFace] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "buttonColor");
Symbol 37 MovieClip [BrdrBlk] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "borderColor");
Symbol 39 MovieClip [BrdrHilght] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "highlightColor");
Symbol 42 MovieClip [Defaults] Frame 1
#initclip 36 Object.registerClass("Defaults", mx.skins.halo.Defaults); #endinitclip
Symbol 43 MovieClip [UIObjectExtensions] Frame 1
#initclip 37 Object.registerClass("UIObjectExtensions", mx.core.ext.UIObjectExtensions); #endinitclip
Symbol 44 MovieClip [UIObject] Frame 1
#initclip 38 Object.registerClass("UIObject", mx.core.UIObject); #endinitclip stop();
Symbol 47 Button
on (keyPress "<Tab>") { this.tabHandler(); }
Symbol 48 MovieClip Frame 1
#initclip 39 Object.registerClass("FocusManager", mx.managers.FocusManager); if (_root.focusManager == undefined) { _root.createClassObject(mx.managers.FocusManager, "focusManager", mx.managers.DepthManager.highestDepth--); } #endinitclip
Symbol 49 MovieClip [FocusRect] Frame 1
#initclip 40 Object.registerClass("FocusRect", mx.skins.halo.FocusRect); #endinitclip
Symbol 50 MovieClip [FocusManager] Frame 1
#initclip 41 Object.registerClass("FocusManager", mx.managers.FocusManager); #endinitclip stop();
Symbol 51 MovieClip [UIComponentExtensions] Frame 1
#initclip 42 Object.registerClass("UIComponentExtensions", mx.core.ext.UIComponentExtensions); #endinitclip
Symbol 52 MovieClip [UIComponent] Frame 1
#initclip 43 Object.registerClass("UIComponent", mx.core.UIComponent); #endinitclip stop();
Symbol 53 MovieClip [SimpleButton] Frame 1
#initclip 44 Object.registerClass("SimpleButton", mx.controls.SimpleButton); #endinitclip stop();
Symbol 54 MovieClip [Border] Frame 1
#initclip 45 Object.registerClass("Border", mx.skins.Border); #endinitclip stop();
Symbol 55 MovieClip [RectBorder] Frame 1
#initclip 46 mx.skins.SkinElement.registerElement(mx.skins.RectBorder.symbolName, Object(mx.skins.RectBorder)); Object.registerClass("RectBorder", mx.skins.halo.RectBorder); #endinitclip stop();
Symbol 56 MovieClip [ButtonSkin] Frame 1
#initclip 47 Object.registerClass("ButtonSkin", mx.skins.halo.ButtonSkin); #endinitclip
Symbol 57 MovieClip [Button] Frame 1
#initclip 48 Object.registerClass("Button", mx.controls.Button); #endinitclip stop();
Instance of Symbol 53 MovieClip [SimpleButton] in Symbol 57 MovieClip [Button] Frame 2
//component parameters onClipEvent (initialize) { selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 58 MovieClip [CustomBorder] Frame 1
#initclip 49 Object.registerClass("CustomBorder", mx.skins.CustomBorder); mx.skins.SkinElement.registerElement("CustomBorder", mx.skins.CustomBorder); #endinitclip
Symbol 70 MovieClip [ScrollThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 72 MovieClip [ScrollThemeColor2] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 83 MovieClip [ThumbThemeColor1] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 85 MovieClip [ThumbThemeColor3] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 92 MovieClip [ThumbThemeColor2] Frame 1
mx.skins.ColoredSkinElement.setColorStyle(this, "themeColor");
Symbol 113 MovieClip [BtnDownArrow] Frame 1
#initclip 50 Object.registerClass("BtnDownArrow", mx.controls.SimpleButton); #endinitclip
Symbol 114 MovieClip [BtnUpArrow] Frame 1
#initclip 51 Object.registerClass("BtnUpArrow", mx.controls.SimpleButton); #endinitclip
Symbol 116 MovieClip [VScrollBar] Frame 1
#initclip 52 Object.registerClass("VScrollBar", mx.controls.VScrollBar); #endinitclip stop();
Instance of Symbol 57 MovieClip [Button] in Symbol 116 MovieClip [VScrollBar] Frame 2
//component parameters onClipEvent (initialize) { icon = ""; label = "Button"; labelPlacement = "right"; selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Instance of Symbol 53 MovieClip [SimpleButton] in Symbol 116 MovieClip [VScrollBar] Frame 2
//component parameters onClipEvent (initialize) { selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 117 MovieClip [HScrollBar] Frame 1
#initclip 53 Object.registerClass("HScrollBar", mx.controls.HScrollBar); #endinitclip stop();
Instance of Symbol 57 MovieClip [Button] in Symbol 117 MovieClip [HScrollBar] Frame 2
//component parameters onClipEvent (initialize) { icon = ""; label = "Button"; labelPlacement = "right"; selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Instance of Symbol 53 MovieClip [SimpleButton] in Symbol 117 MovieClip [HScrollBar] Frame 2
//component parameters onClipEvent (initialize) { selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 118 MovieClip [UIScrollBar] Frame 1
#initclip 54 Object.registerClass("UIScrollBar", mx.controls.UIScrollBar); #endinitclip stop();
Instance of Symbol 116 MovieClip [VScrollBar] in Symbol 118 MovieClip [UIScrollBar] Frame 2
//component parameters onClipEvent (initialize) { enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Instance of Symbol 117 MovieClip [HScrollBar] in Symbol 118 MovieClip [UIScrollBar] Frame 2
//component parameters onClipEvent (initialize) { enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 148 MovieClip [View] Frame 1
#initclip 55 Object.registerClass("View", mx.core.View); #endinitclip stop();
Symbol 149 MovieClip [ScrollView] Frame 1
#initclip 56 Object.registerClass("ScrollView", mx.core.ScrollView); #endinitclip stop();
Instance of Symbol 117 MovieClip [HScrollBar] in Symbol 149 MovieClip [ScrollView] Frame 2
//component parameters onClipEvent (initialize) { enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Instance of Symbol 116 MovieClip [VScrollBar] in Symbol 149 MovieClip [ScrollView] Frame 2
//component parameters onClipEvent (initialize) { enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 150 MovieClip [ScrollPane] Frame 1
#initclip 57 Object.registerClass("ScrollPane", mx.containers.ScrollPane); #endinitclip stop();
Symbol 155 MovieClip [TextInput] Frame 1
#initclip 58 Object.registerClass("TextInput", mx.controls.TextInput); #endinitclip stop();
Symbol 167 MovieClip Frame 100
root.play(); stop();
Symbol 168 MovieClip Frame 1
function fountian() { if (loading) { count++; attachMovie("EffectItem", "Item" + count, count + 1); this["Item" + count]._x = Math.random() * Stage.width; this["Item" + count]._y = Math.random() * Stage.height; this["Item" + count]._alpha = 70; this["Item" + count]._xscale = (this["Item" + count]._yscale = Math.random() * 300); this["Item" + count]._rotation = Math.random() * 90; this["Item" + count].nametxt = names[nameno]; nameno = nameno + 1; if (nameno == names.length) { nameno = 0; } this["Item" + count].onEnterFrame = function () { this._alpha = this._alpha - alphaspeed; this._yscale = (this._xscale = this._xscale + speed); if (this._alpha <= 0) { removeMovieClip(this); } }; } } var count = 0; var alphaspeed = 1.5; var speed = 10; var seconds = 0.3; var maxcount = 50; var pos = new Array(3, -3); var names = new Array("Depredation", "West-End-Pro", "Pyromaniac", "Chaz", " Re2deemer", "-dEltaluca- ", "BlanBlan", " Nuggs", "DingoEatingFuzz", "JD77", "Possesed", "Capt*inChu", "Saza", "DrRobot", "DannyIsOnFire", "LesPaulPlayer", "CMProductions", "Penboy"); loading = true; nameno = 0; setInterval(fountian, seconds * 1000);
Symbol 25 MovieClip [__Packages.mx.core.UIObject] Frame 0
class mx.core.UIObject extends MovieClip { var _width, _height, _x, _y, _parent, _minHeight, _minWidth, _visible, dispatchEvent, _xscale, _yscale, methodTable, onEnterFrame, tfList, __width, __height, moveTo, lineTo, createTextField, attachMovie, buildDepthTable, findNextAvailableDepth, idNames, childrenCreated, _name, createAccessibilityImplementation, _endInit, validateNow, hasOwnProperty, initProperties, stylecache, className, ignoreClassStyleDeclaration, _tf, fontFamily, fontSize, color, marginLeft, marginRight, fontStyle, fontWeight, textAlign, textIndent, textDecoration, embedFonts, styleName, enabled; function UIObject () { super(); constructObject(); } function get width() { return(_width); } function get height() { return(_height); } function get left() { return(_x); } function get x() { return(_x); } function get top() { return(_y); } function get y() { return(_y); } function get right() { return(_parent.width - (_x + width)); } function get bottom() { return(_parent.height - (_y + height)); } function getMinHeight(Void) { return(_minHeight); } function setMinHeight(h) { _minHeight = h; } function get minHeight() { return(getMinHeight()); } function set minHeight(h) { setMinHeight(h); //return(minHeight); } function getMinWidth(Void) { return(_minWidth); } function setMinWidth(w) { _minWidth = w; } function get minWidth() { return(getMinWidth()); } function set minWidth(w) { setMinWidth(w); //return(minWidth); } function setVisible(x, noEvent) { if (x != _visible) { _visible = x; if (noEvent != true) { dispatchEvent({type:(x ? "reveal" : "hide")}); } } } function get visible() { return(_visible); } function set visible(x) { setVisible(x, false); //return(visible); } function get scaleX() { return(_xscale); } function set scaleX(x) { _xscale = x; //return(scaleX); } function get scaleY() { return(_yscale); } function set scaleY(y) { _yscale = y; //return(scaleY); } function doLater(obj, fn) { if (methodTable == undefined) { methodTable = new Array(); } methodTable.push({obj:obj, fn:fn}); onEnterFrame = doLaterDispatcher; } function doLaterDispatcher(Void) { delete onEnterFrame; if (invalidateFlag) { redraw(); } var _local3 = methodTable; methodTable = new Array(); if (_local3.length > 0) { var _local2; while (_local2 = _local3.shift() , _local2 != undefined) { _local2.obj[_local2.fn](); } } } function cancelAllDoLaters(Void) { delete onEnterFrame; methodTable = new Array(); } function invalidate(Void) { invalidateFlag = true; onEnterFrame = doLaterDispatcher; } function invalidateStyle(Void) { invalidate(); } function redraw(bAlways) { if (invalidateFlag || (bAlways)) { invalidateFlag = false; var _local2; for (_local2 in tfList) { tfList[_local2].draw(); } draw(); dispatchEvent({type:"draw"}); } } function draw(Void) { } function move(x, y, noEvent) { var _local3 = _x; var _local2 = _y; _x = x; _y = y; if (noEvent != true) { dispatchEvent({type:"move", oldX:_local3, oldY:_local2}); } } function setSize(w, h, noEvent) { var _local2 = __width; var _local3 = __height; __width = w; __height = h; size(); if (noEvent != true) { dispatchEvent({type:"resize", oldWidth:_local2, oldHeight:_local3}); } } function size(Void) { _width = __width; _height = __height; } function drawRect(x1, y1, x2, y2) { moveTo(x1, y1); lineTo(x2, y1); lineTo(x2, y2); lineTo(x1, y2); lineTo(x1, y1); } function createLabel(name, depth, text) { createTextField(name, depth, 0, 0, 0, 0); var _local2 = this[name]; _local2._color = textColorList; _local2._visible = false; _local2.__text = text; if (tfList == undefined) { tfList = new Object(); } tfList[name] = _local2; _local2.invalidateStyle(); invalidate(); _local2.styleName = this; return(_local2); } function createObject(linkageName, id, depth, initobj) { return(attachMovie(linkageName, id, depth, initobj)); } function createClassObject(className, id, depth, initobj) { var _local3 = className.symbolName == undefined; if (_local3) { Object.registerClass(className.symbolOwner.symbolName, className); } var _local4 = createObject(className.symbolOwner.symbolName, id, depth, initobj); if (_local3) { Object.registerClass(className.symbolOwner.symbolName, className.symbolOwner); } return(_local4); } function createEmptyObject(id, depth) { return(createClassObject(mx.core.UIObject, id, depth)); } function destroyObject(id) { var _local2 = this[id]; if (_local2.getDepth() < 0) { var _local4 = buildDepthTable(); var _local5 = findNextAvailableDepth(0, _local4, "up"); var _local3 = _local5; _local2.swapDepths(_local3); } _local2.removeMovieClip(); delete this[id]; } function getSkinIDName(tag) { return(idNames[tag]); } function setSkin(tag, linkageName, initObj) { if (_global.skinRegistry[linkageName] == undefined) { mx.skins.SkinElement.registerElement(linkageName, mx.skins.SkinElement); } return(createObject(linkageName, getSkinIDName(tag), tag, initObj)); } function createSkin(tag) { var _local2 = getSkinIDName(tag); createEmptyObject(_local2, tag); return(this[_local2]); } function createChildren(Void) { } function _createChildren(Void) { createChildren(); childrenCreated = true; } function constructObject(Void) { if (_name == undefined) { return(undefined); } init(); _createChildren(); createAccessibilityImplementation(); _endInit(); if (validateNow) { redraw(true); } else { invalidate(); } } function initFromClipParameters(Void) { var _local4 = false; var _local2; for (_local2 in clipParameters) { if (hasOwnProperty(_local2)) { _local4 = true; this["def_" + _local2] = this[_local2]; delete this[_local2]; } } if (_local4) { for (_local2 in clipParameters) { var _local3 = this["def_" + _local2]; if (_local3 != undefined) { this[_local2] = _local3; } } } } function init(Void) { __width = _width; __height = _height; if (initProperties == undefined) { initFromClipParameters(); } else { initProperties(); } if (_global.cascadingStyles == true) { stylecache = new Object(); } } function getClassStyleDeclaration(Void) { var _local4 = this; var _local3 = className; while (_local3 != undefined) { if (ignoreClassStyleDeclaration[_local3] == undefined) { if (_global.styles[_local3] != undefined) { return(_global.styles[_local3]); } } _local4 = _local4.__proto__; _local3 = _local4.className; } } function setColor(color) { } function __getTextFormat(tf, bAll) { var _local8 = stylecache.tf; if (_local8 != undefined) { var _local3; for (_local3 in mx.styles.StyleManager.TextFormatStyleProps) { if (bAll || (mx.styles.StyleManager.TextFormatStyleProps[_local3])) { if (tf[_local3] == undefined) { tf[_local3] = _local8[_local3]; } } } return(false); } var _local6 = false; for (var _local3 in mx.styles.StyleManager.TextFormatStyleProps) { if (bAll || (mx.styles.StyleManager.TextFormatStyleProps[_local3])) { if (tf[_local3] == undefined) { var _local5 = _tf[_local3]; if (_local5 != undefined) { tf[_local3] = _local5; } else if ((_local3 == "font") && (fontFamily != undefined)) { tf[_local3] = fontFamily; } else if ((_local3 == "size") && (fontSize != undefined)) { tf[_local3] = fontSize; } else if ((_local3 == "color") && (color != undefined)) { tf[_local3] = color; } else if ((_local3 == "leftMargin") && (marginLeft != undefined)) { tf[_local3] = marginLeft; } else if ((_local3 == "rightMargin") && (marginRight != undefined)) { tf[_local3] = marginRight; } else if ((_local3 == "italic") && (fontStyle != undefined)) { tf[_local3] = fontStyle == _local3; } else if ((_local3 == "bold") && (fontWeight != undefined)) { tf[_local3] = fontWeight == _local3; } else if ((_local3 == "align") && (textAlign != undefined)) { tf[_local3] = textAlign; } else if ((_local3 == "indent") && (textIndent != undefined)) { tf[_local3] = textIndent; } else if ((_local3 == "underline") && (textDecoration != undefined)) { tf[_local3] = textDecoration == _local3; } else if ((_local3 == "embedFonts") && (embedFonts != undefined)) { tf[_local3] = embedFonts; } else { _local6 = true; } } } } if (_local6) { var _local9 = styleName; if (_local9 != undefined) { if (typeof(_local9) != "string") { _local6 = _local9.__getTextFormat(tf, true, this); } else if (_global.styles[_local9] != undefined) { _local6 = _global.styles[_local9].__getTextFormat(tf, true, this); } } } if (_local6) { var _local10 = getClassStyleDeclaration(); if (_local10 != undefined) { _local6 = _local10.__getTextFormat(tf, true, this); } } if (_local6) { if (_global.cascadingStyles) { if (_parent != undefined) { _local6 = _parent.__getTextFormat(tf, false); } } } if (_local6) { _local6 = _global.style.__getTextFormat(tf, true, this); } return(_local6); } function _getTextFormat(Void) { var _local2 = stylecache.tf; if (_local2 != undefined) { return(_local2); } _local2 = new TextFormat(); __getTextFormat(_local2, true); stylecache.tf = _local2; if (enabled == false) { var _local3 = getStyle("disabledColor"); _local2.color = _local3; } return(_local2); } function getStyleName(Void) { var _local2 = styleName; if (_local2 != undefined) { if (typeof(_local2) != "string") { return(_local2.getStyleName()); } return(_local2); } if (_parent != undefined) { return(_parent.getStyleName()); } return(undefined); } function getStyle(styleProp) { var _local3; _global.getStyleCounter++; if (this[styleProp] != undefined) { return(this[styleProp]); } var _local6 = styleName; if (_local6 != undefined) { if (typeof(_local6) != "string") { _local3 = _local6.getStyle(styleProp); } else { var _local7 = _global.styles[_local6]; _local3 = _local7.getStyle(styleProp); } } if (_local3 != undefined) { return(_local3); } var _local7 = getClassStyleDeclaration(); if (_local7 != undefined) { _local3 = _local7[styleProp]; } if (_local3 != undefined) { return(_local3); } if (_global.cascadingStyles) { if (mx.styles.StyleManager.isInheritingStyle(styleProp) || (mx.styles.StyleManager.isColorStyle(styleProp))) { var _local5 = stylecache; if (_local5 != undefined) { if (_local5[styleProp] != undefined) { return(_local5[styleProp]); } } if (_parent != undefined) { _local3 = _parent.getStyle(styleProp); } else { _local3 = _global.style[styleProp]; } if (_local5 != undefined) { _local5[styleProp] = _local3; } return(_local3); } } if (_local3 == undefined) { _local3 = _global.style[styleProp]; } return(_local3); } static function mergeClipParameters(o, p) { for (var _local3 in p) { o[_local3] = p[_local3]; } return(true); } static var symbolName = "UIObject"; static var symbolOwner = mx.core.UIObject; static var version = "2.0.2.126"; static var textColorList = {color:1, disabledColor:1}; var invalidateFlag = false; var lineWidth = 1; var lineColor = 0; var tabEnabled = false; var clipParameters = {visible:1, minHeight:1, minWidth:1, maxHeight:1, maxWidth:1, preferredHeight:1, preferredWidth:1}; }
Symbol 26 MovieClip [__Packages.mx.core.UIComponent] Frame 0
class mx.core.UIComponent extends mx.core.UIObject { var __width, __height, invalidate, stylecache, removeEventListener, dispatchEvent, drawFocus, addEventListener, _xscale, _yscale, _focusrect, watch, enabled; function UIComponent () { super(); } function get width() { return(__width); } function get height() { return(__height); } function setVisible(x, noEvent) { super.setVisible(x, noEvent); } function enabledChanged(id, oldValue, newValue) { setEnabled(newValue); invalidate(); delete stylecache.tf; return(newValue); } function setEnabled(enabled) { invalidate(); } function getFocus() { var selFocus = Selection.getFocus(); return(((selFocus === null) ? null : (eval (selFocus)))); } function setFocus() { Selection.setFocus(this); } function getFocusManager() { var _local2 = this; while (_local2 != undefined) { if (_local2.focusManager != undefined) { return(_local2.focusManager); } _local2 = _local2._parent; } return(undefined); } function onKillFocus(newFocus) { removeEventListener("keyDown", this); removeEventListener("keyUp", this); dispatchEvent({type:"focusOut"}); drawFocus(false); } function onSetFocus(oldFocus) { addEventListener("keyDown", this); addEventListener("keyUp", this); dispatchEvent({type:"focusIn"}); if (getFocusManager().bDrawFocus != false) { drawFocus(true); } } function findFocusInChildren(o) { if (o.focusTextField != undefined) { return(o.focusTextField); } if (o.tabEnabled == true) { return(o); } return(undefined); } function findFocusFromObject(o) { if (o.tabEnabled != true) { if (o._parent == undefined) { return(undefined); } if (o._parent.tabEnabled == true) { o = o._parent; } else if (o._parent.tabChildren) { o = findFocusInChildren(o._parent); } else { o = findFocusFromObject(o._parent); } } return(o); } function pressFocus() { var _local3 = findFocusFromObject(this); var _local2 = getFocus(); if (_local3 != _local2) { _local2.drawFocus(false); if (getFocusManager().bDrawFocus != false) { _local3.drawFocus(true); } } } function releaseFocus() { var _local2 = findFocusFromObject(this); if (_local2 != getFocus()) { _local2.setFocus(); } } function isParent(o) { while (o != undefined) { if (o == this) { return(true); } o = o._parent; } return(false); } function size() { } function init() { super.init(); _xscale = 100; _yscale = 100; _focusrect = _global.useFocusRect == false; watch("enabled", enabledChanged); if (enabled == false) { setEnabled(false); } } function dispatchValueChangedEvent(value) { dispatchEvent({type:"valueChanged", value:value}); } static var symbolName = "UIComponent"; static var symbolOwner = mx.core.UIComponent; static var version = "2.0.2.126"; static var kStretch = 5000; var focusEnabled = true; var tabEnabled = true; var origBorderStyles = {themeColor:16711680}; var clipParameters = {}; static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.core.UIComponent.prototype.clipParameters, mx.core.UIObject.prototype.clipParameters); }
Symbol 27 MovieClip [__Packages.mx.controls.scrollClasses.ScrollBar] Frame 0
class mx.controls.scrollClasses.ScrollBar extends mx.core.UIComponent { var isScrolling, scrollTrack_mc, scrollThumb_mc, __height, tabEnabled, focusEnabled, boundingBox_mc, setSkin, upArrow_mc, _minHeight, _minWidth, downArrow_mc, createObject, createClassObject, enabled, _height, dispatchEvent, minMode, maxMode, plusMode, minusMode, _parent, getStyle, scrolling, _ymouse; function ScrollBar () { super(); } function get scrollPosition() { return(_scrollPosition); } function set scrollPosition(pos) { _scrollPosition = pos; if (isScrolling != true) { pos = Math.min(pos, maxPos); pos = Math.max(pos, minPos); var _local3 = (((pos - minPos) * (scrollTrack_mc.height - scrollThumb_mc._height)) / (maxPos - minPos)) + scrollTrack_mc.top; scrollThumb_mc.move(0, _local3); } //return(scrollPosition); } function get pageScrollSize() { return(largeScroll); } function set pageScrollSize(lScroll) { largeScroll = lScroll; //return(pageScrollSize); } function set lineScrollSize(sScroll) { smallScroll = sScroll; //return(lineScrollSize); } function get lineScrollSize() { return(smallScroll); } function get virtualHeight() { return(__height); } function init(Void) { super.init(); _scrollPosition = 0; tabEnabled = false; focusEnabled = false; boundingBox_mc._visible = false; boundingBox_mc._width = (boundingBox_mc._height = 0); } function createChildren(Void) { if (scrollTrack_mc == undefined) { setSkin(skinIDTrack, scrollTrackName); } scrollTrack_mc.visible = false; var _local3 = new Object(); _local3.enabled = false; _local3.preset = mx.controls.SimpleButton.falseDisabled; _local3.initProperties = 0; _local3.autoRepeat = true; _local3.tabEnabled = false; var _local2; if (upArrow_mc == undefined) { _local2 = createButton(upArrowName, "upArrow_mc", skinIDUpArrow, _local3); } _local2.buttonDownHandler = onUpArrow; _local2.clickHandler = onScrollChanged; _minHeight = _local2.height; _minWidth = _local2.width; if (downArrow_mc == undefined) { _local2 = createButton(downArrowName, "downArrow_mc", skinIDDownArrow, _local3); } _local2.buttonDownHandler = onDownArrow; _local2.clickHandler = onScrollChanged; _minHeight = _minHeight + _local2.height; } function createButton(linkageName, id, skinID, o) { if (skinID == skinIDUpArrow) { o.falseUpSkin = upArrowUpName; o.falseDownSkin = upArrowDownName; o.falseOverSkin = upArrowOverName; } else { o.falseUpSkin = downArrowUpName; o.falseDownSkin = downArrowDownName; o.falseOverSkin = downArrowOverName; } var _local3 = createObject(linkageName, id, skinID, o); this[id].visible = false; this[id].useHandCursor = false; return(_local3); } function createThumb(Void) { var _local2 = new Object(); _local2.validateNow = true; _local2.tabEnabled = false; _local2.leftSkin = thumbTopName; _local2.middleSkin = thumbMiddleName; _local2.rightSkin = thumbBottomName; _local2.gripSkin = thumbGripName; createClassObject(mx.controls.scrollClasses.ScrollThumb, "scrollThumb_mc", skinIDThumb, _local2); } function setScrollProperties(pSize, mnPos, mxPos, ls) { var _local4; var _local2 = scrollTrack_mc; pageSize = pSize; largeScroll = (((ls != undefined) && (ls > 0)) ? (ls) : (pSize)); minPos = Math.max(mnPos, 0); maxPos = Math.max(mxPos, 0); _scrollPosition = Math.max(minPos, _scrollPosition); _scrollPosition = Math.min(maxPos, _scrollPosition); if (((maxPos - minPos) > 0) && (enabled)) { var _local5 = _scrollPosition; if (!initializing) { upArrow_mc.enabled = true; downArrow_mc.enabled = true; } _local2.onPress = (_local2.onDragOver = startTrackScroller); _local2.onRelease = releaseScrolling; _local2.onDragOut = (_local2.stopScrolling = stopScrolling); _local2.onReleaseOutside = releaseScrolling; _local2.useHandCursor = false; if (scrollThumb_mc == undefined) { createThumb(); } var _local3 = scrollThumb_mc; if (scrollTrackOverName.length > 0) { _local2.onRollOver = trackOver; _local2.onRollOut = trackOut; } _local4 = (pageSize / ((maxPos - minPos) + pageSize)) * _local2.height; if (_local4 < _local3.minHeight) { if (_local2.height < _local3.minHeight) { _local3.__set__visible(false); } else { _local4 = _local3.minHeight; _local3.__set__visible(true); _local3.setSize(_minWidth, _local3.minHeight + 0); } } else { _local3.__set__visible(true); _local3.setSize(_minWidth, _local4); } _local3.setRange(upArrow_mc.__get__height() + 0, (virtualHeight - downArrow_mc.__get__height()) - _local3.__get__height(), minPos, maxPos); _local5 = Math.min(_local5, maxPos); scrollPosition = (Math.max(_local5, minPos)); } else { scrollThumb_mc.__set__visible(false); if (!initializing) { upArrow_mc.enabled = false; downArrow_mc.enabled = false; } delete _local2.onPress; delete _local2.onDragOver; delete _local2.onRelease; delete _local2.onDragOut; delete _local2.onRollOver; delete _local2.onRollOut; delete _local2.onReleaseOutside; } if (initializing) { scrollThumb_mc.__set__visible(false); } } function setEnabled(enabledFlag) { super.setEnabled(enabledFlag); setScrollProperties(pageSize, minPos, maxPos, largeScroll); } function draw(Void) { if (initializing) { initializing = false; scrollTrack_mc.visible = true; upArrow_mc.__set__visible(true); downArrow_mc.__set__visible(true); } size(); } function size(Void) { if (_height == 1) { return(undefined); } if (upArrow_mc == undefined) { return(undefined); } var _local3 = upArrow_mc.__get__height(); var _local2 = downArrow_mc.__get__height(); upArrow_mc.move(0, 0); var _local4 = scrollTrack_mc; _local4._y = _local3; _local4._height = (virtualHeight - _local3) - _local2; downArrow_mc.move(0, virtualHeight - _local2); setScrollProperties(pageSize, minPos, maxPos, largeScroll); } function dispatchScrollEvent(detail) { dispatchEvent({type:"scroll", detail:detail}); } function isScrollBarKey(k) { if (k == 36) { if (scrollPosition != 0) { scrollPosition = (0); dispatchScrollEvent(minMode); } return(true); } if (k == 35) { if (scrollPosition < maxPos) { scrollPosition = (maxPos); dispatchScrollEvent(maxMode); } return(true); } return(false); } function scrollIt(inc, mode) { var _local3 = smallScroll; if (inc != "Line") { _local3 = ((largeScroll == 0) ? (pageSize) : (largeScroll)); } var _local2 = _scrollPosition + (mode * _local3); if (_local2 > maxPos) { _local2 = maxPos; } else if (_local2 < minPos) { _local2 = minPos; } if (scrollPosition != _local2) { scrollPosition = (_local2); var _local4 = ((mode < 0) ? (minusMode) : (plusMode)); dispatchScrollEvent(inc + _local4); } } function startTrackScroller(Void) { _parent.pressFocus(); if (_parent.scrollTrackDownName.length > 0) { if (_parent.scrollTrackDown_mc == undefined) { _parent.setSkin(skinIDTrackDown, scrollTrackDownName); } else { _parent.scrollTrackDown_mc.visible = true; } } _parent.trackScroller(); _parent.scrolling = setInterval(_parent, "scrollInterval", getStyle("repeatDelay"), "Page", -1); } function scrollInterval(inc, mode) { clearInterval(scrolling); if (inc == "Page") { trackScroller(); } else { scrollIt(inc, mode); } scrolling = setInterval(this, "scrollInterval", getStyle("repeatInterval"), inc, mode); } function trackScroller(Void) { if ((scrollThumb_mc._y + scrollThumb_mc.__get__height()) < _ymouse) { scrollIt("Page", 1); } else if (scrollThumb_mc._y > _ymouse) { scrollIt("Page", -1); } } function dispatchScrollChangedEvent(Void) { dispatchEvent({type:"scrollChanged"}); } function stopScrolling(Void) { clearInterval(_parent.scrolling); _parent.scrollTrackDown_mc.visible = false; } function releaseScrolling(Void) { _parent.releaseFocus(); stopScrolling(); _parent.dispatchScrollChangedEvent(); } function trackOver(Void) { if (_parent.scrollTrackOverName.length > 0) { if (_parent.scrollTrackOver_mc == undefined) { _parent.setSkin(skinIDTrackOver, scrollTrackOverName); } else { _parent.scrollTrackOver_mc.visible = true; } } } function trackOut(Void) { _parent.scrollTrackOver_mc.visible = false; } function onUpArrow(Void) { _parent.scrollIt("Line", -1); } function onDownArrow(Void) { _parent.scrollIt("Line", 1); } function onScrollChanged(Void) { _parent.dispatchScrollChangedEvent(); } static var symbolOwner = mx.core.UIComponent; var className = "ScrollBar"; var minPos = 0; var maxPos = 0; var pageSize = 0; var largeScroll = 0; var smallScroll = 1; var _scrollPosition = 0; var scrollTrackName = "ScrollTrack"; var scrollTrackOverName = ""; var scrollTrackDownName = ""; var upArrowName = "BtnUpArrow"; var upArrowUpName = "ScrollUpArrowUp"; var upArrowOverName = "ScrollUpArrowOver"; var upArrowDownName = "ScrollUpArrowDown"; var downArrowName = "BtnDownArrow"; var downArrowUpName = "ScrollDownArrowUp"; var downArrowOverName = "ScrollDownArrowOver"; var downArrowDownName = "ScrollDownArrowDown"; var thumbTopName = "ScrollThumbTopUp"; var thumbMiddleName = "ScrollThumbMiddleUp"; var thumbBottomName = "ScrollThumbBottomUp"; var thumbGripName = "ScrollThumbGripUp"; static var skinIDTrack = 0; static var skinIDTrackOver = 1; static var skinIDTrackDown = 2; static var skinIDUpArrow = 3; static var skinIDDownArrow = 4; static var skinIDThumb = 5; var idNames = new Array("scrollTrack_mc", "scrollTrackOver_mc", "scrollTrackDown_mc", "upArrow_mc", "downArrow_mc"); var clipParameters = {minPos:1, maxPos:1, pageSize:1, scrollPosition:1, lineScrollSize:1, pageScrollSize:1, visible:1, enabled:1}; static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.scrollClasses.ScrollBar.prototype.clipParameters, mx.core.UIComponent.prototype.clipParameters); var initializing = true; }
Symbol 28 MovieClip [__Packages.mx.controls.UIScrollBar] Frame 0
class mx.controls.UIScrollBar extends mx.controls.scrollClasses.ScrollBar { var textField, wasHorizontal, __width, __height, _parent, synchScroll, setScrollProperties, __set__scrollPosition, initializing, _rotation, _xscale, hScroller, vScroller, onChanged, onScroller, scrollPosition, dispatchEvent; function UIScrollBar () { super(); } function init(Void) { super.init(); textField.owner = this; horizontal = (wasHorizontal); if (horizontal) { ((textField != undefined) ? (super.setSize(textField._width, 16)) : (super.setSize(__width, __height))); } else { ((textField != undefined) ? (super.setSize(16, textField._height)) : (super.setSize(__width, __height))); } if (horizontal) { var _local3 = __width; __height = __width; width = _local3; __width = 16; } textField.onScroller = function () { this.hPosition = this.hscroll; this.vPosition = this.scroll - 1; }; if (_targetInstanceName != undefined) { setScrollTarget(_targetInstanceName); _targetInstanceName.addListener(this); } } function get _targetInstanceName() { return(textField); } function get height() { if (wasHorizontal) { return(__width); } return(__height); } function get width() { if (wasHorizontal) { return(__height); } return(__width); } function size(Void) { super.size(); onTextChanged(); } function draw() { super.draw(); } function set _targetInstanceName(t) { if (t == undefined) { textField.removeListener(this); delete textField[(horizontal ? "hScroller" : "vScroller")]; if ((textField.hScroller != undefined) && (textField.vScroller != undefined)) { textField.unwatch("text"); textField.unwatch("htmltext"); } } var _local3 = _parent[t]; textField = _parent[t]; onTextChanged(); //return(_targetInstanceName); } function setSize(w, h) { if (horizontal) { super.setSize(h, w); } else { super.setSize(w, h); } } function onTextChanged(Void) { if (textField == undefined) { return(undefined); } clearInterval(synchScroll); if (horizontal) { var _local2 = textField.hscroll; setScrollProperties(textField._width, 0, textField.maxhscroll); __set__scrollPosition(Math.min(_local2, textField.maxhscroll)); } else { var _local2 = textField.scroll; var _local3 = textField.bottomScroll - textField.scroll; setScrollProperties(_local3, 1, textField.maxscroll); __set__scrollPosition(Math.min(_local2, textField.maxscroll)); } } function get horizontal() { return(wasHorizontal); } function set horizontal(v) { wasHorizontal = v; if (v and initializing) { if (_rotation == 90) { return; } _xscale = -100; _rotation = -90; } if (!initializing) { if (v) { if (_rotation == 0) { _rotation = -90; _xscale = -100; } } else if (_rotation == -90) { _rotation = 0; _xscale = 100; } } //return(horizontal); } function callback(prop, oldval, newval) { clearInterval(hScroller.synchScroll); clearInterval(vScroller.synchScroll); hScroller.synchScroll = setInterval(hScroller, "onTextChanged", 50); vScroller.synchScroll = setInterval(vScroller, "onTextChanged", 50); return(newval); } function setScrollTarget(tF) { if (tF == undefined) { textField.removeListener(this); delete textField[(horizontal ? "hScroller" : "vScroller")]; if ((textField.hScroller != undefined) && (textField.vScroller != undefined)) { textField.unwatch("text"); textField.unwatch("htmltext"); } } textField = undefined; if (!(tF instanceof TextField)) { return(undefined); } textField = tF; if (horizontal) { textField.hScroller = this; textField.hScroller.lineScrollSize = 5; } else { textField.vScroller = this; textField.vScroller.lineScrollSize = 1; } onTextChanged(); onChanged = function (Void) { this.onTextChanged(); }; onScroller = function (Void) { if (!this.isScrolling) { if (!this.horizontal) { this.scrollPosition = this.textField.scroll; } else { this.scrollPosition = this.textField.hscroll; } } }; textField.addListener(this); textField.watch("text", callback); textField.watch("htmlText", callback); } function scrollHandler(Void) { if (horizontal) { var _local2 = textField.background; textField.hscroll = scrollPosition; textField.background = _local2; } else { textField.scroll = scrollPosition; } } function setEnabled(enable) { super.setEnabled(enable); if (enable) { textField.addListener(this); } else { textField.removeListener(); } } function dispatchScrollEvent(detail) { dispatchEvent({type:"scroll"}); } static var symbolName = "UIScrollBar"; static var symbolOwner = mx.controls.UIScrollBar; var className = "UIScrollBar"; var clipParameters = {_targetInstanceName:1, horizontal:1}; static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.UIScrollBar.prototype.clipParameters); static var version = "2.0.2.126"; }
Symbol 119 MovieClip [__Packages.mx.skins.SkinElement] Frame 0
class mx.skins.SkinElement extends MovieClip { var _visible, _x, _y, _width, _height; function SkinElement () { super(); } static function registerElement(name, className) { Object.registerClass(name, ((className == undefined) ? (mx.skins.SkinElement) : (className))); _global.skinRegistry[name] = true; } function __set__visible(visible) { _visible = visible; } function move(x, y) { _x = x; _y = y; } function setSize(w, h) { _width = w; _height = h; } }
Symbol 120 MovieClip [__Packages.mx.styles.CSSTextStyles] Frame 0
class mx.styles.CSSTextStyles { function CSSTextStyles () { } static function addTextStyles(o, bColor) { o.addProperty("textAlign", function () { return(this._tf.align); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.align = x; }); o.addProperty("fontWeight", function () { return(((this._tf.bold != undefined) ? ((this._tf.bold ? "bold" : "none")) : undefined)); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.bold = x == "bold"; }); if (bColor) { o.addProperty("color", function () { return(this._tf.color); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.color = x; }); } o.addProperty("fontFamily", function () { return(this._tf.font); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.font = x; }); o.addProperty("textIndent", function () { return(this._tf.indent); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.indent = x; }); o.addProperty("fontStyle", function () { return(((this._tf.italic != undefined) ? ((this._tf.italic ? "italic" : "none")) : undefined)); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.italic = x == "italic"; }); o.addProperty("marginLeft", function () { return(this._tf.leftMargin); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.leftMargin = x; }); o.addProperty("marginRight", function () { return(this._tf.rightMargin); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.rightMargin = x; }); o.addProperty("fontSize", function () { return(this._tf.size); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.size = x; }); o.addProperty("textDecoration", function () { return(((this._tf.underline != undefined) ? ((this._tf.underline ? "underline" : "none")) : undefined)); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.underline = x == "underline"; }); o.addProperty("embedFonts", function () { return(this._tf.embedFonts); }, function (x) { if (this._tf == undefined) { this._tf = new TextFormat(); } this._tf.embedFonts = x; }); } }
Symbol 121 MovieClip [__Packages.mx.styles.StyleManager] Frame 0
class mx.styles.StyleManager { function StyleManager () { } static function registerInheritingStyle(styleName) { inheritingStyles[styleName] = true; } static function isInheritingStyle(styleName) { return(inheritingStyles[styleName] == true); } static function registerColorStyle(styleName) { colorStyles[styleName] = true; } static function isColorStyle(styleName) { return(colorStyles[styleName] == true); } static function registerColorName(colorName, colorValue) { colorNames[colorName] = colorValue; } static function isColorName(colorName) { return(colorNames[colorName] != undefined); } static function getColorName(colorName) { return(colorNames[colorName]); } static var inheritingStyles = {color:true, direction:true, fontFamily:true, fontSize:true, fontStyle:true, fontWeight:true, textAlign:true, textIndent:true}; static var colorStyles = {barColor:true, trackColor:true, borderColor:true, buttonColor:true, color:true, dateHeaderColor:true, dateRollOverColor:true, disabledColor:true, fillColor:true, highlightColor:true, scrollTrackColor:true, selectedDateColor:true, shadowColor:true, strokeColor:true, symbolBackgroundColor:true, symbolBackgroundDisabledColor:true, symbolBackgroundPressedColor:true, symbolColor:true, symbolDisabledColor:true, themeColor:true, todayIndicatorColor:true, shadowCapColor:true, borderCapColor:true, focusColor:true}; static var colorNames = {black:0, white:16777215, red:16711680, green:65280, blue:255, magenta:16711935, yellow:16776960, cyan:65535, haloGreen:8453965, haloBlue:2881013, haloOrange:16761344}; static var TextFormatStyleProps = {font:true, size:true, color:true, leftMargin:false, rightMargin:false, italic:true, bold:true, align:true, indent:true, underline:false, embedFonts:false}; static var TextStyleMap = {textAlign:true, fontWeight:true, color:true, fontFamily:true, textIndent:true, fontStyle:true, lineHeight:true, marginLeft:true, marginRight:true, fontSize:true, textDecoration:true, embedFonts:true}; }
Symbol 122 MovieClip [__Packages.mx.styles.CSSStyleDeclaration] Frame 0
class mx.styles.CSSStyleDeclaration { var _tf; function CSSStyleDeclaration () { } function __getTextFormat(tf, bAll) { var _local5 = false; if (_tf != undefined) { var _local2; for (_local2 in mx.styles.StyleManager.TextFormatStyleProps) { if (bAll || (mx.styles.StyleManager.TextFormatStyleProps[_local2])) { if (tf[_local2] == undefined) { var _local3 = _tf[_local2]; if (_local3 != undefined) { tf[_local2] = _local3; } else { _local5 = true; } } } } } else { _local5 = true; } return(_local5); } function getStyle(styleProp) { var _local2 = this[styleProp]; var _local3 = mx.styles.StyleManager.getColorName(_local2); return(((_local3 == undefined) ? (_local2) : (_local3))); } static function classConstruct() { mx.styles.CSSTextStyles.addTextStyles(mx.styles.CSSStyleDeclaration.prototype, true); return(true); } static var classConstructed = classConstruct(); static var CSSTextStylesDependency = mx.styles.CSSTextStyles; }
Symbol 123 MovieClip [__Packages.mx.skins.Border] Frame 0
class mx.skins.Border extends mx.core.UIObject { function Border () { super(); } function init(Void) { super.init(); } static var symbolName = "Border"; static var symbolOwner = mx.skins.Border; var className = "Border"; var tagBorder = 0; var idNames = new Array("border_mc"); }
Symbol 124 MovieClip [__Packages.mx.skins.CustomBorder] Frame 0
class mx.skins.CustomBorder extends mx.skins.Border { var __width, __height, l_mc, setSkin, minHeight, minWidth, m_mc, r_mc; function CustomBorder () { super(); } function get width() { return(__width); } function get height() { return(__height); } function init(Void) { super.init(); } function createChildren(Void) { } function draw(Void) { if (l_mc == undefined) { var _local2 = setSkin(tagL, leftSkin); if (horizontal) { minHeight = l_mc._height; minWidth = l_mc._width; } else { minHeight = l_mc._height; minWidth = l_mc._width; } } if (m_mc == undefined) { setSkin(tagM, middleSkin); if (horizontal) { minHeight = m_mc._height; minWidth = minWidth + m_mc._width; } else { minHeight = minHeight + m_mc._height; minWidth = m_mc._width; } } if (r_mc == undefined) { setSkin(tagR, rightSkin); if (horizontal) { minHeight = r_mc._height; minWidth = minWidth + r_mc._width; } else { minHeight = minHeight + r_mc._height; minWidth = r_mc._width; } } size(); } function size(Void) { l_mc.move(0, 0); if (horizontal) { r_mc.move(width - r_mc.width, 0); m_mc.move(l_mc.width, 0); m_mc.setSize(r_mc.x - m_mc.x, m_mc.height); } else { r_mc.move(0, height - r_mc.height, 0); m_mc.move(0, l_mc.height); m_mc.setSize(m_mc.width, r_mc.y - m_mc.y); } } static var symbolName = "CustomBorder"; static var symbolOwner = mx.skins.CustomBorder; static var version = "2.0.2.126"; var className = "CustomBorder"; static var tagL = 0; static var tagM = 1; static var tagR = 2; var idNames = new Array("l_mc", "m_mc", "r_mc"); var leftSkin = "F3PieceLeft"; var middleSkin = "F3PieceMiddle"; var rightSkin = "F3PieceRight"; var horizontal = true; }
Symbol 125 MovieClip [__Packages.mx.controls.scrollClasses.ScrollThumb] Frame 0
class mx.controls.scrollClasses.ScrollThumb extends mx.skins.CustomBorder { var useHandCursor, ymin, ymax, datamin, datamax, scrollMove, lastY, _ymouse, _y, _parent, onMouseMove, grip_mc, setSkin, gripSkin, __get__width, __get__height; function ScrollThumb () { super(); } function createChildren(Void) { super.createChildren(); useHandCursor = false; } function setRange(_ymin, _ymax, _datamin, _datamax) { ymin = _ymin; ymax = _ymax; datamin = _datamin; datamax = _datamax; } function dragThumb(Void) { scrollMove = _ymouse - lastY; scrollMove = scrollMove + _y; if (scrollMove < ymin) { scrollMove = ymin; } else if (scrollMove > ymax) { scrollMove = ymax; } _parent.isScrolling = true; _y = scrollMove; var _local2 = Math.round(((datamax - datamin) * (_y - ymin)) / (ymax - ymin)) + datamin; _parent.scrollPosition = _local2; _parent.dispatchScrollEvent("ThumbTrack"); updateAfterEvent(); } function stopDragThumb(Void) { _parent.isScrolling = false; _parent.dispatchScrollEvent("ThumbPosition"); _parent.dispatchScrollChangedEvent(); delete onMouseMove; } function onPress(Void) { _parent.pressFocus(); lastY = _ymouse; onMouseMove = dragThumb; super.onPress(); } function onRelease(Void) { _parent.releaseFocus(); stopDragThumb(); super.onRelease(); } function onReleaseOutside(Void) { _parent.releaseFocus(); stopDragThumb(); super.onReleaseOutside(); } function draw() { super.draw(); if (grip_mc == undefined) { setSkin(3, gripSkin); } } function size() { super.size(); grip_mc.move((__get__width() - grip_mc.width) / 2, (__get__height() - grip_mc.height) / 2); } static var symbolOwner = mx.skins.CustomBorder.symbolOwner; var className = "ScrollThumb"; var btnOffset = 0; var horizontal = false; var idNames = new Array("l_mc", "m_mc", "r_mc", "grip_mc"); }
Symbol 126 MovieClip [__Packages.mx.controls.SimpleButton] Frame 0
class mx.controls.SimpleButton extends mx.core.UIComponent { static var emphasizedStyleDeclaration; var preset, boundingBox_mc, useHandCursor, skinName, linkLength, iconName, destroyObject, __width, _width, __height, _height, __emphaticStyleName, styleName, enabled, invalidate, pressFocus, dispatchEvent, autoRepeat, interval, getStyle, releaseFocus, createLabel, invalidateStyle; function SimpleButton () { super(); } function init(Void) { super.init(); if (preset == undefined) { boundingBox_mc._visible = false; boundingBox_mc._width = (boundingBox_mc._height = 0); } useHandCursor = false; } function createChildren(Void) { if (preset != undefined) { var _local2 = this[idNames[preset]]; this[refNames[preset]] = _local2; skinName = _local2; if (falseOverSkin.length == 0) { rolloverSkin = fus; } if (falseOverIcon.length == 0) { rolloverIcon = fui; } initializing = false; } else if (__state == true) { setStateVar(true); } else { if (falseOverSkin.length == 0) { rolloverSkin = fus; } if (falseOverIcon.length == 0) { rolloverIcon = fui; } } } function setIcon(tag, linkageName) { return(setSkin(tag + 8, linkageName)); } function changeIcon(tag, linkageName) { linkLength = linkageName.length; var _local2 = stateNames[tag] + "Icon"; this[_local2] = linkageName; this[idNames[tag + 8]] = _local2; setStateVar(getState()); } function changeSkin(tag, linkageName) { var _local2 = stateNames[tag] + "Skin"; this[_local2] = linkageName; this[idNames[tag]] = _local2; setStateVar(getState()); } function viewIcon(varName) { var _local4 = varName + "Icon"; var _local3 = this[_local4]; if (typeof(_local3) == "string") { var _local5 = _local3; if (__emphasized) { if (this[_local3 + "Emphasized"].length > 0) { _local3 = _local3 + "Emphasized"; } } if (this[_local3].length == 0) { return(undefined); } _local3 = setIcon(tagMap[_local5], this[_local3]); if ((_local3 == undefined) && (_global.isLivePreview)) { _local3 = setIcon(0, "ButtonIcon"); } this[_local4] = _local3; } iconName._visible = false; iconName = _local3; iconName._visible = true; } function removeIcons() { var _local3 = 0; while (_local3 < 2) { var _local2 = 8; while (_local2 < 16) { destroyObject(idNames[_local2]); this[stateNames[_local2 - 8] + "Icon"] = ""; _local2++; } _local3++; } refresh(); } function setSkin(tag, linkageName, initobj) { var _local3 = super.setSkin(tag, linkageName, ((initobj != undefined) ? (initobj) : ({styleName:this}))); calcSize(tag, _local3); return(_local3); } function calcSize(Void) { __width = _width; __height = _height; } function viewSkin(varName, initObj) { var _local3 = varName + "Skin"; var _local2 = this[_local3]; if (typeof(_local2) == "string") { var _local4 = _local2; if (__emphasized) { if (this[_local2 + "Emphasized"].length > 0) { _local2 = _local2 + "Emphasized"; } } if (this[_local2].length == 0) { return(undefined); } _local2 = setSkin(tagMap[_local4], this[_local2], ((initObj != undefined) ? (initObj) : ({styleName:this}))); this[_local3] = _local2; } skinName._visible = false; skinName = _local2; skinName._visible = true; } function showEmphasized(e) { if (e && (!__emphatic)) { if (emphasizedStyleDeclaration != undefined) { __emphaticStyleName = styleName; styleName = emphasizedStyleDeclaration; } __emphatic = true; } else { if (__emphatic) { styleName = __emphaticStyleName; } __emphatic = false; } } function refresh(Void) { var _local2 = getState(); if (enabled == false) { viewIcon("disabled"); viewSkin("disabled"); } else { viewSkin(phase); viewIcon(phase); } setView(phase == "down"); iconName.enabled = enabled; } function setView(offset) { if (iconName == undefined) { return(undefined); } var _local2 = (offset ? (btnOffset) : 0); iconName._x = ((__width - iconName._width) / 2) + _local2; iconName._y = ((__height - iconName._height) / 2) + _local2; } function setStateVar(state) { if (state) { if (trueOverSkin.length == 0) { rolloverSkin = tus; } else { rolloverSkin = trs; } if (trueOverIcon.length == 0) { rolloverIcon = tui; } else { rolloverIcon = tri; } upSkin = tus; downSkin = tds; disabledSkin = dts; upIcon = tui; downIcon = tdi; disabledIcon = dti; } else { if (falseOverSkin.length == 0) { rolloverSkin = fus; } else { rolloverSkin = frs; } if (falseOverIcon.length == 0) { rolloverIcon = fui; } else { rolloverIcon = fri; } upSkin = fus; downSkin = fds; disabledSkin = dfs; upIcon = fui; downIcon = fdi; disabledIcon = dfi; } __state = state; } function setState(state) { if (state != __state) { setStateVar(state); invalidate(); } } function size(Void) { refresh(); } function draw(Void) { if (initializing) { initializing = false; skinName.visible = true; iconName.visible = true; } size(); } function getState(Void) { return(__state); } function setToggle(val) { __toggle = val; if (__toggle == false) { setState(false); } } function getToggle(Void) { return(__toggle); } function set toggle(val) { setToggle(val); //return(toggle); } function get toggle() { return(getToggle()); } function set value(val) { setSelected(val); //return(value); } function get value() { return(getSelected()); } function set selected(val) { setSelected(val); //return(selected); } function get selected() { return(getSelected()); } function setSelected(val) { if (__toggle) { setState(val); } else { setState((initializing ? (val) : (__state))); } } function getSelected() { return(__state); } function setEnabled(val) { if (enabled != val) { super.setEnabled(val); invalidate(); } } function onPress(Void) { pressFocus(); phase = "down"; refresh(); dispatchEvent({type:"buttonDown"}); if (autoRepeat) { interval = setInterval(this, "onPressDelay", getStyle("repeatDelay")); } } function onPressDelay(Void) { dispatchEvent({type:"buttonDown"}); if (autoRepeat) { clearInterval(interval); interval = setInterval(this, "onPressRepeat", getStyle("repeatInterval")); } } function onPressRepeat(Void) { dispatchEvent({type:"buttonDown"}); updateAfterEvent(); } function onRelease(Void) { releaseFocus(); phase = "rollover"; if (interval != undefined) { clearInterval(interval); delete interval; } if (getToggle()) { setState(!getState()); } else { refresh(); } dispatchEvent({type:"click"}); } function onDragOut(Void) { phase = "up"; refresh(); dispatchEvent({type:"buttonDragOut"}); } function onDragOver(Void) { if (phase != "up") { onPress(); return(undefined); } phase = "down"; refresh(); } function onReleaseOutside(Void) { releaseFocus(); phase = "up"; if (interval != undefined) { clearInterval(interval); delete interval; } } function onRollOver(Void) { phase = "rollover"; refresh(); } function onRollOut(Void) { phase = "up"; refresh(); } function getLabel(Void) { return(fui.text); } function setLabel(val) { if (typeof(fui) == "string") { createLabel("fui", 8, val); fui.styleName = this; } else { fui.text = val; } var _local4 = fui._getTextFormat(); var _local2 = _local4.getTextExtent2(val); fui._width = _local2.width + 5; fui._height = _local2.height + 5; iconName = fui; setView(__state); } function get emphasized() { return(__emphasized); } function set emphasized(val) { __emphasized = val; var _local2 = 0; while (_local2 < 8) { this[idNames[_local2]] = stateNames[_local2] + "Skin"; if (typeof(this[idNames[_local2 + 8]]) == "movieclip") { this[idNames[_local2 + 8]] = stateNames[_local2] + "Icon"; } _local2++; } showEmphasized(__emphasized); setStateVar(__state); invalidateStyle(); //return(emphasized); } function keyDown(e) { if (e.code == 32) { onPress(); } } function keyUp(e) { if (e.code == 32) { onRelease(); } } function onKillFocus(newFocus) { super.onKillFocus(); if (phase != "up") { phase = "up"; refresh(); } } static var symbolName = "SimpleButton"; static var symbolOwner = mx.controls.SimpleButton; static var version = "2.0.2.126"; var className = "SimpleButton"; var style3dInset = 4; var btnOffset = 1; var __toggle = false; var __state = false; var __emphasized = false; var __emphatic = false; static var falseUp = 0; static var falseDown = 1; static var falseOver = 2; static var falseDisabled = 3; static var trueUp = 4; static var trueDown = 5; static var trueOver = 6; static var trueDisabled = 7; var falseUpSkin = "SimpleButtonUp"; var falseDownSkin = "SimpleButtonIn"; var falseOverSkin = ""; var falseDisabledSkin = "SimpleButtonUp"; var trueUpSkin = "SimpleButtonIn"; var trueDownSkin = ""; var trueOverSkin = ""; var trueDisabledSkin = "SimpleButtonIn"; var falseUpIcon = ""; var falseDownIcon = ""; var falseOverIcon = ""; var falseDisabledIcon = ""; var trueUpIcon = ""; var trueDownIcon = ""; var trueOverIcon = ""; var trueDisabledIcon = ""; var phase = "up"; var fui = "falseUpIcon"; var fus = "falseUpSkin"; var fdi = "falseDownIcon"; var fds = "falseDownSkin"; var frs = "falseOverSkin"; var fri = "falseOverIcon"; var dfi = "falseDisabledIcon"; var dfs = "falseDisabledSkin"; var tui = "trueUpIcon"; var tus = "trueUpSkin"; var tdi = "trueDownIcon"; var tds = "trueDownSkin"; var trs = "trueOverSkin"; var tri = "trueOverIcon"; var dts = "trueDisabledSkin"; var dti = "trueDisabledIcon"; var rolloverSkin = mx.controls.SimpleButton.prototype.frs; var rolloverIcon = mx.controls.SimpleButton.prototype.fri; var upSkin = mx.controls.SimpleButton.prototype.fus; var downSkin = mx.controls.SimpleButton.prototype.fds; var disabledSkin = mx.controls.SimpleButton.prototype.dfs; var upIcon = mx.controls.SimpleButton.prototype.fui; var downIcon = mx.controls.SimpleButton.prototype.fdi; var disabledIcon = mx.controls.SimpleButton.prototype.dfi; var initializing = true; var idNames = ["fus", "fds", "frs", "dfs", "tus", "tds", "trs", "dts", "fui", "fdi", "fri", "dfi", "tui", "tdi", "tri", "dti"]; var stateNames = ["falseUp", "falseDown", "falseOver", "falseDisabled", "trueUp", "trueDown", "trueOver", "trueDisabled"]; var refNames = ["upSkin", "downSkin", "rolloverSkin", "disabledSkin"]; var tagMap = {falseUpSkin:0, falseDownSkin:1, falseOverSkin:2, falseDisabledSkin:3, trueUpSkin:4, trueDownSkin:5, trueOverSkin:6, trueDisabledSkin:7, falseUpIcon:0, falseDownIcon:1, falseOverIcon:2, falseDisabledIcon:3, trueUpIcon:4, trueDownIcon:5, trueOverIcon:6, trueDisabledIcon:7}; }
Symbol 127 MovieClip [__Packages.mx.controls.VScrollBar] Frame 0
class mx.controls.VScrollBar extends mx.controls.scrollClasses.ScrollBar { var scrollIt; function VScrollBar () { super(); } function init(Void) { super.init(); } function isScrollBarKey(k) { if (k == 38) { scrollIt("Line", -1); return(true); } if (k == 40) { scrollIt("Line", 1); return(true); } if (k == 33) { scrollIt("Page", -1); return(true); } if (k == 34) { scrollIt("Page", 1); return(true); } return(super.isScrollBarKey(k)); } static var symbolName = "VScrollBar"; static var symbolOwner = mx.core.UIComponent; static var version = "2.0.2.126"; var className = "VScrollBar"; var minusMode = "Up"; var plusMode = "Down"; var minMode = "AtTop"; var maxMode = "AtBottom"; }
Symbol 128 MovieClip [__Packages.mx.controls.Button] Frame 0
class mx.controls.Button extends mx.controls.SimpleButton { var initializing, labelPath, initIcon, getState, enabled, phase, idNames, __width, __height, setState, invalidate, iconName, refresh, createLabel, _iconLinkageName, removeIcons, hitArea_mc, createEmptyObject; function Button () { super(); } function init(Void) { super.init(); } function draw() { if (initializing) { labelPath.visible = true; } super.draw(); if (initIcon != undefined) { _setIcon(initIcon); } delete initIcon; } function onRelease(Void) { super.onRelease(); } function createChildren(Void) { super.createChildren(); } function setSkin(tag, linkageName, initobj) { return(super.setSkin(tag, linkageName, initobj)); } function viewSkin(varName) { var _local3 = (getState() ? "true" : "false"); _local3 = _local3 + (enabled ? (phase) : "disabled"); super.viewSkin(varName, {styleName:this, borderStyle:_local3}); } function invalidateStyle(c) { labelPath.invalidateStyle(c); super.invalidateStyle(c); } function setColor(c) { var _local2 = 0; while (_local2 < 8) { this[idNames[_local2]].redraw(true); _local2++; } } function setEnabled(enable) { labelPath.enabled = enable; super.setEnabled(enable); } function calcSize(tag, ref) { if ((__width == undefined) || (__height == undefined)) { return(undefined); } if (tag < 7) { ref.setSize(__width, __height, true); } } function size(Void) { setState(getState()); setHitArea(__width, __height); var _local3 = 0; while (_local3 < 8) { var _local4 = idNames[_local3]; if (typeof(this[_local4]) == "movieclip") { this[_local4].setSize(__width, __height, true); } _local3++; } super.size(); } function set labelPlacement(val) { __labelPlacement = val; invalidate(); //return(labelPlacement); } function get labelPlacement() { return(__labelPlacement); } function getLabelPlacement(Void) { return(__labelPlacement); } function setLabelPlacement(val) { __labelPlacement = val; invalidate(); } function getBtnOffset(Void) { if (getState()) { var _local2 = btnOffset; } else if (phase == "down") { var _local2 = btnOffset; } else { var _local2 = 0; } return(_local2); } function setView(offset) { var _local16 = (offset ? (btnOffset) : 0); var _local12 = getLabelPlacement(); var _local7 = 0; var _local6 = 0; var _local9 = 0; var _local8 = 0; var _local5 = 0; var _local4 = 0; var _local3 = labelPath; var _local2 = iconName; var _local15 = _local3.textWidth; var _local14 = _local3.textHeight; var _local10 = (__width - borderW) - borderW; var _local11 = (__height - borderW) - borderW; if (_local2 != undefined) { _local7 = _local2._width; _local6 = _local2._height; } if ((_local12 == "left") || (_local12 == "right")) { if (_local3 != undefined) { _local9 = Math.min(_local10 - _local7, _local15 + 5); _local3._width = _local9; _local8 = Math.min(_local11, _local14 + 5); _local3._height = _local8; } if (_local12 == "right") { _local5 = _local7; if (centerContent) { _local5 = _local5 + (((_local10 - _local9) - _local7) / 2); } _local2._x = _local5 - _local7; } else { _local5 = (_local10 - _local9) - _local7; if (centerContent) { _local5 = _local5 / 2; } _local2._x = _local5 + _local9; } _local4 = 0; _local2._y = _local4; if (centerContent) { _local2._y = (_local11 - _local6) / 2; _local4 = (_local11 - _local8) / 2; } if (!centerContent) { _local2._y = _local2._y + Math.max(0, (_local8 - _local6) / 2); } } else { if (_local3 != undefined) { _local9 = Math.min(_local10, _local15 + 5); _local3._width = _local9; _local8 = Math.min(_local11 - _local6, _local14 + 5); _local3._height = _local8; } _local5 = (_local10 - _local9) / 2; _local2._x = (_local10 - _local7) / 2; if (_local12 == "top") { _local4 = (_local11 - _local8) - _local6; if (centerContent) { _local4 = _local4 / 2; } _local2._y = _local4 + _local8; } else { _local4 = _local6; if (centerContent) { _local4 = _local4 + (((_local11 - _local8) - _local6) / 2); } _local2._y = _local4 - _local6; } } var _local13 = borderW + _local16; _local3._x = _local5 + _local13; _local3._y = _local4 + _local13; _local2._x = _local2._x + _local13; _local2._y = _local2._y + _local13; } function set label(lbl) { setLabel(lbl); //return(label); } function setLabel(label) { if (label == "") { labelPath.removeTextField(); refresh(); return(undefined); } if (labelPath == undefined) { var _local2 = createLabel("labelPath", 200, label); _local2._width = _local2.textWidth + 5; _local2._height = _local2.textHeight + 5; if (initializing) { _local2.visible = false; } } else { delete labelPath.__text; labelPath.text = label; refresh(); } } function getLabel(Void) { return(((labelPath.__text != undefined) ? (labelPath.__text) : (labelPath.text))); } function get label() { return(getLabel()); } function _getIcon(Void) { return(_iconLinkageName); } function get icon() { if (initializing) { return(initIcon); } return(_iconLinkageName); } function _setIcon(linkage) { if (initializing) { if (linkage == "") { return(undefined); } initIcon = linkage; } else { if (linkage == "") { removeIcons(); return(undefined); } super.changeIcon(0, linkage); super.changeIcon(1, linkage); super.changeIcon(3, linkage); super.changeIcon(4, linkage); super.changeIcon(5, linkage); _iconLinkageName = linkage; refresh(); } } function set icon(linkage) { _setIcon(linkage); //return(icon); } function setHitArea(w, h) { if (hitArea_mc == undefined) { createEmptyObject("hitArea_mc", 100); } var _local2 = hitArea_mc; _local2.clear(); _local2.beginFill(16711680); _local2.drawRect(0, 0, w, h); _local2.endFill(); _local2.setVisible(false); } static var symbolName = "Button"; static var symbolOwner = mx.controls.Button; var className = "Button"; static var version = "2.0.2.126"; var btnOffset = 0; var _color = "buttonColor"; var __label = "default value"; var __labelPlacement = "right"; var falseUpSkin = "ButtonSkin"; var falseDownSkin = "ButtonSkin"; var falseOverSkin = "ButtonSkin"; var falseDisabledSkin = "ButtonSkin"; var trueUpSkin = "ButtonSkin"; var trueDownSkin = "ButtonSkin"; var trueOverSkin = "ButtonSkin"; var trueDisabledSkin = "ButtonSkin"; var falseUpIcon = ""; var falseDownIcon = ""; var falseOverIcon = ""; var falseDisabledIcon = ""; var trueUpIcon = ""; var trueDownIcon = ""; var trueOverIcon = ""; var trueDisabledIcon = ""; var clipParameters = {labelPlacement:1, icon:1, toggle:1, selected:1, label:1}; static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.Button.prototype.clipParameters, mx.controls.SimpleButton.prototype.clipParameters); var centerContent = true; var borderW = 1; }
Symbol 129 MovieClip [__Packages.mx.events.EventDispatcher] Frame 0
class mx.events.EventDispatcher { function EventDispatcher () { } static function _removeEventListener(queue, event, handler) { if (queue != undefined) { var _local4 = queue.length; var _local1; _local1 = 0; while (_local1 < _local4) { var _local2 = queue[_local1]; if (_local2 == handler) { queue.splice(_local1, 1); return(undefined); } _local1++; } } } static function initialize(object) { if (_fEventDispatcher == undefined) { _fEventDispatcher = new mx.events.EventDispatcher(); } object.addEventListener = _fEventDispatcher.addEventListener; object.removeEventListener = _fEventDispatcher.removeEventListener; object.dispatchEvent = _fEventDispatcher.dispatchEvent; object.dispatchQueue = _fEventDispatcher.dispatchQueue; } function dispatchQueue(queueObj, eventObj) { var _local7 = "__q_" + eventObj.type; var _local4 = queueObj[_local7]; if (_local4 != undefined) { var _local5; for (_local5 in _local4) { var _local1 = _local4[_local5]; var _local3 = typeof(_local1); if ((_local3 == "object") || (_local3 == "movieclip")) { if (_local1.handleEvent != undefined) { _local1.handleEvent(eventObj); } if (_local1[eventObj.type] != undefined) { if (exceptions[eventObj.type] == undefined) { _local1[eventObj.type](eventObj); } } } else { _local1.apply(queueObj, [eventObj]); } } } } function dispatchEvent(eventObj) { if (eventObj.target == undefined) { eventObj.target = this; } this[eventObj.type + "Handler"](eventObj); dispatchQueue(this, eventObj); } function addEventListener(event, handler) { var _local3 = "__q_" + event; if (this[_local3] == undefined) { this[_local3] = new Array(); } _global.ASSetPropFlags(this, _local3, 1); _removeEventListener(this[_local3], event, handler); this[_local3].push(handler); } function removeEventListener(event, handler) { var _local2 = "__q_" + event; _removeEventListener(this[_local2], event, handler); } static var _fEventDispatcher = undefined; static var exceptions = {move:1, draw:1, load:1}; }
Symbol 130 MovieClip [__Packages.mx.events.UIEventDispatcher] Frame 0
class mx.events.UIEventDispatcher extends mx.events.EventDispatcher { var dispatchQueue, owner, __sentLoadEvent, __origAddEventListener; function UIEventDispatcher () { super(); } static function addKeyEvents(obj) { if (obj.keyHandler == undefined) { var _local1 = (obj.keyHandler = new Object()); _local1.owner = obj; _local1.onKeyDown = _fEventDispatcher.onKeyDown; _local1.onKeyUp = _fEventDispatcher.onKeyUp; } Key.addListener(obj.keyHandler); } static function removeKeyEvents(obj) { Key.removeListener(obj.keyHandler); } static function addLoadEvents(obj) { if (obj.onLoad == undefined) { obj.onLoad = _fEventDispatcher.onLoad; obj.onUnload = _fEventDispatcher.onUnload; if (obj.getBytesTotal() == obj.getBytesLoaded()) { obj.doLater(obj, "onLoad"); } } } static function removeLoadEvents(obj) { delete obj.onLoad; delete obj.onUnload; } static function initialize(obj) { if (_fEventDispatcher == undefined) { _fEventDispatcher = new mx.events.UIEventDispatcher(); } obj.addEventListener = _fEventDispatcher.__addEventListener; obj.__origAddEventListener = _fEventDispatcher.addEventListener; obj.removeEventListener = _fEventDispatcher.removeEventListener; obj.dispatchEvent = _fEventDispatcher.dispatchEvent; obj.dispatchQueue = _fEventDispatcher.dispatchQueue; } function dispatchEvent(eventObj) { if (eventObj.target == undefined) { eventObj.target = this; } this[eventObj.type + "Handler"](eventObj); dispatchQueue(mx.events.EventDispatcher, eventObj); dispatchQueue(this, eventObj); } function onKeyDown(Void) { owner.dispatchEvent({type:"keyDown", code:Key.getCode(), ascii:Key.getAscii(), shiftKey:Key.isDown(16), ctrlKey:Key.isDown(17)}); } function onKeyUp(Void) { owner.dispatchEvent({type:"keyUp", code:Key.getCode(), ascii:Key.getAscii(), shiftKey:Key.isDown(16), ctrlKey:Key.isDown(17)}); } function onLoad(Void) { if (__sentLoadEvent != true) { dispatchEvent({type:"load"}); } __sentLoadEvent = true; } function onUnload(Void) { dispatchEvent({type:"unload"}); } function __addEventListener(event, handler) { __origAddEventListener(event, handler); var _local3 = lowLevelEvents; for (var _local5 in _local3) { if (mx.events.UIEventDispatcher[_local5][event] != undefined) { var _local2 = _local3[_local5][0]; mx.events.UIEventDispatcher[_local2](this); } } } function removeEventListener(event, handler) { var _local6 = "__q_" + event; mx.events.EventDispatcher._removeEventListener(this[_local6], event, handler); if (this[_local6].length == 0) { var _local2 = lowLevelEvents; for (var _local5 in _local2) { if (mx.events.UIEventDispatcher[_local5][event] != undefined) { var _local3 = _local2[_local5][1]; mx.events.UIEventDispatcher[_local2[_local5][1]](this); } } } } static var keyEvents = {keyDown:1, keyUp:1}; static var loadEvents = {load:1, unload:1}; static var lowLevelEvents = {keyEvents:["addKeyEvents", "removeKeyEvents"], loadEvents:["addLoadEvents", "removeLoadEvents"]}; static var _fEventDispatcher = undefined; }
Symbol 131 MovieClip [__Packages.mx.skins.ColoredSkinElement] Frame 0
class mx.skins.ColoredSkinElement { var getStyle, _color, onEnterFrame; function ColoredSkinElement () { } function setColor(c) { if (c != undefined) { var _local2 = new Color(this); _local2.setRGB(c); } } function draw(Void) { setColor(getStyle(_color)); onEnterFrame = undefined; } function invalidateStyle(Void) { onEnterFrame = draw; } static function setColorStyle(p, colorStyle) { if (p._color == undefined) { p._color = colorStyle; } p.setColor = mixins.setColor; p.invalidateStyle = mixins.invalidateStyle; p.draw = mixins.draw; p.setColor(p.getStyle(colorStyle)); } static var mixins = new mx.skins.ColoredSkinElement(); }
Symbol 132 MovieClip [__Packages.mx.core.ext.UIObjectExtensions] Frame 0
class mx.core.ext.UIObjectExtensions { function UIObjectExtensions () { } static function addGeometry(tf, ui) { tf.addProperty("width", ui.__get__width, null); tf.addProperty("height", ui.__get__height, null); tf.addProperty("left", ui.__get__left, null); tf.addProperty("x", ui.__get__x, null); tf.addProperty("top", ui.__get__top, null); tf.addProperty("y", ui.__get__y, null); tf.addProperty("right", ui.__get__right, null); tf.addProperty("bottom", ui.__get__bottom, null); tf.addProperty("visible", ui.__get__visible, ui.__set__visible); } static function Extensions() { if (bExtended == true) { return(true); } bExtended = true; var _local6 = mx.core.UIObject.prototype; var _local9 = mx.skins.SkinElement.prototype; addGeometry(_local9, _local6); mx.events.UIEventDispatcher.initialize(_local6); var _local13 = mx.skins.ColoredSkinElement; mx.styles.CSSTextStyles.addTextStyles(_local6); var _local5 = MovieClip.prototype; _local5.getTopLevel = _local6.getTopLevel; _local5.createLabel = _local6.createLabel; _local5.createObject = _local6.createObject; _local5.createClassObject = _local6.createClassObject; _local5.createEmptyObject = _local6.createEmptyObject; _local5.destroyObject = _local6.destroyObject; _global.ASSetPropFlags(_local5, "getTopLevel", 1); _global.ASSetPropFlags(_local5, "createLabel", 1); _global.ASSetPropFlags(_local5, "createObject", 1); _global.ASSetPropFlags(_local5, "createClassObject", 1); _global.ASSetPropFlags(_local5, "createEmptyObject", 1); _global.ASSetPropFlags(_local5, "destroyObject", 1); _local5.__getTextFormat = _local6.__getTextFormat; _local5._getTextFormat = _local6._getTextFormat; _local5.getStyleName = _local6.getStyleName; _local5.getStyle = _local6.getStyle; _global.ASSetPropFlags(_local5, "__getTextFormat", 1); _global.ASSetPropFlags(_local5, "_getTextFormat", 1); _global.ASSetPropFlags(_local5, "getStyleName", 1); _global.ASSetPropFlags(_local5, "getStyle", 1); var _local7 = TextField.prototype; addGeometry(_local7, _local6); _local7.addProperty("enabled", function () { return(this.__enabled); }, function (x) { this.__enabled = x; this.invalidateStyle(); }); _local7.move = _local9.move; _local7.setSize = _local9.setSize; _local7.invalidateStyle = function () { this.invalidateFlag = true; }; _local7.draw = function () { if (this.invalidateFlag) { this.invalidateFlag = false; var _local2 = this._getTextFormat(); this.setTextFormat(_local2); this.setNewTextFormat(_local2); this.embedFonts = _local2.embedFonts == true; if (this.__text != undefined) { if (this.text == "") { this.text = this.__text; } delete this.__text; } this._visible = true; } }; _local7.setColor = function (color) { this.textColor = color; }; _local7.getStyle = _local5.getStyle; _local7.__getTextFormat = _local6.__getTextFormat; _local7.setValue = function (v) { this.text = v; }; _local7.getValue = function () { return(this.text); }; _local7.addProperty("value", function () { return(this.getValue()); }, function (v) { this.setValue(v); }); _local7._getTextFormat = function () { var _local2 = this.stylecache.tf; if (_local2 != undefined) { return(_local2); } _local2 = new TextFormat(); this.__getTextFormat(_local2); this.stylecache.tf = _local2; if (this.__enabled == false) { if (this.enabledColor == undefined) { var _local4 = this.getTextFormat(); this.enabledColor = _local4.color; } var _local3 = this.getStyle("disabledColor"); _local2.color = _local3; } else if (this.enabledColor != undefined) { if (_local2.color == undefined) { _local2.color = this.enabledColor; } } return(_local2); }; _local7.getPreferredWidth = function () { this.draw(); return(this.textWidth + 4); }; _local7.getPreferredHeight = function () { this.draw(); return(this.textHeight + 4); }; TextFormat.prototype.getTextExtent2 = function (s) { var _local3 = _root._getTextExtent; if (_local3 == undefined) { _root.createTextField("_getTextExtent", -2, 0, 0, 1000, 100); _local3 = _root._getTextExtent; _local3._visible = false; } _root._getTextExtent.text = s; var _local4 = this.align; this.align = "left"; _root._getTextExtent.setTextFormat(this); this.align = _local4; return({width:_local3.textWidth, height:_local3.textHeight}); }; if (_global.style == undefined) { _global.style = new mx.styles.CSSStyleDeclaration(); _global.cascadingStyles = true; _global.styles = new Object(); _global.skinRegistry = new Object(); if (_global._origWidth == undefined) { _global.origWidth = Stage.width; _global.origHeight = Stage.height; } } var _local4 = _root; while (_local4._parent != undefined) { _local4 = _local4._parent; } _local4.addProperty("width", function () { return(Stage.width); }, null); _local4.addProperty("height", function () { return(Stage.height); }, null); _global.ASSetPropFlags(_local4, "width", 1); _global.ASSetPropFlags(_local4, "height", 1); return(true); } static var bExtended = false; static var UIObjectExtended = Extensions(); static var UIObjectDependency = mx.core.UIObject; static var SkinElementDependency = mx.skins.SkinElement; static var CSSTextStylesDependency = mx.styles.CSSTextStyles; static var UIEventDispatcherDependency = mx.events.UIEventDispatcher; }
Symbol 133 MovieClip [__Packages.mx.skins.halo.Defaults] Frame 0
class mx.skins.halo.Defaults { var beginGradientFill, beginFill, moveTo, lineTo, curveTo, endFill; function Defaults () { } static function setThemeDefaults() { var _local2 = _global.style; _local2.themeColor = 8453965 /* 0x80FF4D */; _local2.disabledColor = 8684164 /* 0x848284 */; _local2.modalTransparency = 0; _local2.filled = true; _local2.stroked = true; _local2.strokeWidth = 1; _local2.strokeColor = 0; _local2.fillColor = 16777215 /* 0xFFFFFF */; _local2.repeatInterval = 35; _local2.repeatDelay = 500; _local2.fontFamily = "_sans"; _local2.fontSize = 12; _local2.selectionColor = 13500353 /* 0xCDFFC1 */; _local2.rollOverColor = 14942166 /* 0xE3FFD6 */; _local2.useRollOver = true; _local2.backgroundDisabledColor = 14540253 /* 0xDDDDDD */; _local2.selectionDisabledColor = 14540253 /* 0xDDDDDD */; _local2.selectionDuration = 200; _local2.openDuration = 250; _local2.borderStyle = "inset"; _local2.color = 734012 /* 0x0B333C */; _local2.textSelectedColor = 24371; _local2.textRollOverColor = 2831164 /* 0x2B333C */; _local2.textDisabledColor = 16777215 /* 0xFFFFFF */; _local2.vGridLines = true; _local2.hGridLines = false; _local2.vGridLineColor = 6710886 /* 0x666666 */; _local2.hGridLineColor = 6710886 /* 0x666666 */; _local2.headerColor = 15395562 /* 0xEAEAEA */; _local2.indentation = 17; _local2.folderOpenIcon = "TreeFolderOpen"; _local2.folderClosedIcon = "TreeFolderClosed"; _local2.defaultLeafIcon = "TreeNodeIcon"; _local2.disclosureOpenIcon = "TreeDisclosureOpen"; _local2.disclosureClosedIcon = "TreeDisclosureClosed"; _local2.popupDuration = 150; _local2.todayColor = 6710886 /* 0x666666 */; _local2 = (_global.styles.ScrollSelectList = new mx.styles.CSSStyleDeclaration()); _local2.backgroundColor = 16777215 /* 0xFFFFFF */; _local2.borderColor = 13290186 /* 0xCACACA */; _local2.borderStyle = "inset"; _local2 = (_global.styles.ComboBox = new mx.styles.CSSStyleDeclaration()); _local2.borderStyle = "inset"; _local2 = (_global.styles.NumericStepper = new mx.styles.CSSStyleDeclaration()); _local2.textAlign = "center"; _local2 = (_global.styles.RectBorder = new mx.styles.CSSStyleDeclaration()); _local2.borderColor = 14015965 /* 0xD5DDDD */; _local2.buttonColor = 7305079 /* 0x6F7777 */; _local2.shadowColor = 15658734 /* 0xEEEEEE */; _local2.highlightColor = 12897484 /* 0xC4CCCC */; _local2.shadowCapColor = 14015965 /* 0xD5DDDD */; _local2.borderCapColor = 9542041 /* 0x919999 */; var _local4 = new Object(); _local4.borderColor = 16711680 /* 0xFF0000 */; _local4.buttonColor = 16711680 /* 0xFF0000 */; _local4.shadowColor = 16711680 /* 0xFF0000 */; _local4.highlightColor = 16711680 /* 0xFF0000 */; _local4.shadowCapColor = 16711680 /* 0xFF0000 */; _local4.borderCapColor = 16711680 /* 0xFF0000 */; mx.core.UIComponent.prototype.origBorderStyles = _local4; var _local3; _local3 = (_global.styles.TextInput = new mx.styles.CSSStyleDeclaration()); _local3.backgroundColor = 16777215 /* 0xFFFFFF */; _local3.borderStyle = "inset"; _global.styles.TextArea = _global.styles.TextInput; _local3 = (_global.styles.Window = new mx.styles.CSSStyleDeclaration()); _local3.borderStyle = "default"; _local3 = (_global.styles.windowStyles = new mx.styles.CSSStyleDeclaration()); _local3.fontWeight = "bold"; _local3 = (_global.styles.dataGridStyles = new mx.styles.CSSStyleDeclaration()); _local3.fontWeight = "bold"; _local3 = (_global.styles.Alert = new mx.styles.CSSStyleDeclaration()); _local3.borderStyle = "alert"; _local3 = (_global.styles.ScrollView = new mx.styles.CSSStyleDeclaration()); _local3.borderStyle = "inset"; _local3 = (_global.styles.View = new mx.styles.CSSStyleDeclaration()); _local3.borderStyle = "none"; _local3 = (_global.styles.ProgressBar = new mx.styles.CSSStyleDeclaration()); _local3.color = 11187123 /* 0xAAB3B3 */; _local3.fontWeight = "bold"; _local3 = (_global.styles.AccordionHeader = new mx.styles.CSSStyleDeclaration()); _local3.fontWeight = "bold"; _local3.fontSize = "11"; _local3 = (_global.styles.Accordion = new mx.styles.CSSStyleDeclaration()); _local3.borderStyle = "solid"; _local3.backgroundColor = 16777215 /* 0xFFFFFF */; _local3.borderColor = 9081738 /* 0x8A938A */; _local3.headerHeight = 22; _local3.marginLeft = (_local3.marginRight = (_local3.marginTop = (_local3.marginBottom = -1))); _local3.verticalGap = -1; _local3 = (_global.styles.DateChooser = new mx.styles.CSSStyleDeclaration()); _local3.borderColor = 9542041 /* 0x919999 */; _local3.headerColor = 16777215 /* 0xFFFFFF */; _local3 = (_global.styles.CalendarLayout = new mx.styles.CSSStyleDeclaration()); _local3.fontSize = 10; _local3.textAlign = "right"; _local3.color = 2831164 /* 0x2B333C */; _local3 = (_global.styles.WeekDayStyle = new mx.styles.CSSStyleDeclaration()); _local3.fontWeight = "bold"; _local3.fontSize = 11; _local3.textAlign = "center"; _local3.color = 2831164 /* 0x2B333C */; _local3 = (_global.styles.TodayStyle = new mx.styles.CSSStyleDeclaration()); _local3.color = 16777215 /* 0xFFFFFF */; _local3 = (_global.styles.HeaderDateText = new mx.styles.CSSStyleDeclaration()); _local3.fontSize = 12; _local3.fontWeight = "bold"; _local3.textAlign = "center"; } function drawRoundRect(x, y, w, h, r, c, alpha, rot, gradient, ratios) { if (typeof(r) == "object") { var _local18 = r.br; var _local16 = r.bl; var _local15 = r.tl; var _local10 = r.tr; } else { var _local10 = r; var _local15 = _local10; var _local16 = _local15; var _local18 = _local16; } if (typeof(c) == "object") { if (typeof(alpha) != "object") { var _local9 = [alpha, alpha]; } else { var _local9 = alpha; } if (ratios == undefined) { ratios = [0, 255]; } var _local14 = h * 0.7; if (typeof(rot) != "object") { var _local11 = {matrixType:"box", x:-_local14, y:_local14, w:w * 2, h:h * 4, r:rot * 0.0174532925199433 /* Math.PI/180 */}; } else { var _local11 = rot; } if (gradient == "radial") { beginGradientFill("radial", c, _local9, ratios, _local11); } else { beginGradientFill("linear", c, _local9, ratios, _local11); } } else if (c != undefined) { beginFill(c, alpha); } r = _local18; var _local13 = r - (r * 0.707106781186547); var _local12 = r - (r * 0.414213562373095); moveTo(x + w, (y + h) - r); lineTo(x + w, (y + h) - r); curveTo(x + w, (y + h) - _local12, (x + w) - _local13, (y + h) - _local13); curveTo((x + w) - _local12, y + h, (x + w) - r, y + h); r = _local16; _local13 = r - (r * 0.707106781186547); _local12 = r - (r * 0.414213562373095); lineTo(x + r, y + h); curveTo(x + _local12, y + h, x + _local13, (y + h) - _local13); curveTo(x, (y + h) - _local12, x, (y + h) - r); r = _local15; _local13 = r - (r * 0.707106781186547); _local12 = r - (r * 0.414213562373095); lineTo(x, y + r); curveTo(x, y + _local12, x + _local13, y + _local13); curveTo(x + _local12, y, x + r, y); r = _local10; _local13 = r - (r * 0.707106781186547); _local12 = r - (r * 0.414213562373095); lineTo((x + w) - r, y); curveTo((x + w) - _local12, y, (x + w) - _local13, y + _local13); curveTo(x + w, y + _local12, x + w, y + r); lineTo(x + w, (y + h) - r); if (c != undefined) { endFill(); } } static function classConstruct() { mx.core.ext.UIObjectExtensions.Extensions(); setThemeDefaults(); mx.core.UIObject.prototype.drawRoundRect = mx.skins.halo.Defaults.prototype.drawRoundRect; return(true); } static var classConstructed = classConstruct(); static var CSSStyleDeclarationDependency = mx.styles.CSSStyleDeclaration; static var UIObjectExtensionsDependency = mx.core.ext.UIObjectExtensions; static var UIObjectDependency = mx.core.UIObject; }
Symbol 134 MovieClip [__Packages.mx.managers.DepthManager] Frame 0
class mx.managers.DepthManager { var _childCounter, createClassObject, createObject, _parent, swapDepths, _topmost, getDepth; function DepthManager () { MovieClip.prototype.createClassChildAtDepth = createClassChildAtDepth; MovieClip.prototype.createChildAtDepth = createChildAtDepth; MovieClip.prototype.setDepthTo = setDepthTo; MovieClip.prototype.setDepthAbove = setDepthAbove; MovieClip.prototype.setDepthBelow = setDepthBelow; MovieClip.prototype.findNextAvailableDepth = findNextAvailableDepth; MovieClip.prototype.shuffleDepths = shuffleDepths; MovieClip.prototype.getDepthByFlag = getDepthByFlag; MovieClip.prototype.buildDepthTable = buildDepthTable; _global.ASSetPropFlags(MovieClip.prototype, "createClassChildAtDepth", 1); _global.ASSetPropFlags(MovieClip.prototype, "createChildAtDepth", 1); _global.ASSetPropFlags(MovieClip.prototype, "setDepthTo", 1); _global.ASSetPropFlags(MovieClip.prototype, "setDepthAbove", 1); _global.ASSetPropFlags(MovieClip.prototype, "setDepthBelow", 1); _global.ASSetPropFlags(MovieClip.prototype, "findNextAvailableDepth", 1); _global.ASSetPropFlags(MovieClip.prototype, "shuffleDepths", 1); _global.ASSetPropFlags(MovieClip.prototype, "getDepthByFlag", 1); _global.ASSetPropFlags(MovieClip.prototype, "buildDepthTable", 1); } static function sortFunction(a, b) { if (a.getDepth() > b.getDepth()) { return(1); } return(-1); } static function test(depth) { if (depth == reservedDepth) { return(false); } return(true); } static function createClassObjectAtDepth(className, depthSpace, initObj) { var _local1; switch (depthSpace) { case kCursor : _local1 = holder.createClassChildAtDepth(className, kTopmost, initObj); break; case kTooltip : _local1 = holder.createClassChildAtDepth(className, kTop, initObj); break; } return(_local1); } static function createObjectAtDepth(linkageName, depthSpace, initObj) { var _local1; switch (depthSpace) { case kCursor : _local1 = holder.createChildAtDepth(linkageName, kTopmost, initObj); break; case kTooltip : _local1 = holder.createChildAtDepth(linkageName, kTop, initObj); break; } return(_local1); } function createClassChildAtDepth(className, depthFlag, initObj) { if (_childCounter == undefined) { _childCounter = 0; } var _local3 = buildDepthTable(); var _local2 = getDepthByFlag(depthFlag, _local3); var _local6 = "down"; if (depthFlag == kBottom) { _local6 = "up"; } var _local5; if (_local3[_local2] != undefined) { _local5 = _local2; _local2 = findNextAvailableDepth(_local2, _local3, _local6); } var _local4 = createClassObject(className, "depthChild" + (_childCounter++), _local2, initObj); if (_local5 != undefined) { _local3[_local2] = _local4; shuffleDepths(_local4, _local5, _local3, _local6); } if (depthFlag == kTopmost) { _local4._topmost = true; } return(_local4); } function createChildAtDepth(linkageName, depthFlag, initObj) { if (_childCounter == undefined) { _childCounter = 0; } var _local3 = buildDepthTable(); var _local2 = getDepthByFlag(depthFlag, _local3); var _local6 = "down"; if (depthFlag == kBottom) { _local6 = "up"; } var _local5; if (_local3[_local2] != undefined) { _local5 = _local2; _local2 = findNextAvailableDepth(_local2, _local3, _local6); } var _local4 = createObject(linkageName, "depthChild" + (_childCounter++), _local2, initObj); if (_local5 != undefined) { _local3[_local2] = _local4; shuffleDepths(_local4, _local5, _local3, _local6); } if (depthFlag == kTopmost) { _local4._topmost = true; } return(_local4); } function setDepthTo(depthFlag) { var _local2 = _parent.buildDepthTable(); var _local3 = _parent.getDepthByFlag(depthFlag, _local2); if (_local2[_local3] != undefined) { shuffleDepths(this, _local3, _local2, undefined); } else { swapDepths(_local3); } if (depthFlag == kTopmost) { _topmost = true; } else { delete _topmost; } } function setDepthAbove(targetInstance) { if (targetInstance._parent != _parent) { return(undefined); } var _local2 = targetInstance.getDepth() + 1; var _local3 = _parent.buildDepthTable(); if ((_local3[_local2] != undefined) && (getDepth() < _local2)) { _local2 = _local2 - 1; } if (_local2 > highestDepth) { _local2 = highestDepth; } if (_local2 == highestDepth) { _parent.shuffleDepths(this, _local2, _local3, "down"); } else if (_local3[_local2] != undefined) { _parent.shuffleDepths(this, _local2, _local3, undefined); } else { swapDepths(_local2); } } function setDepthBelow(targetInstance) { if (targetInstance._parent != _parent) { return(undefined); } var _local6 = targetInstance.getDepth() - 1; var _local3 = _parent.buildDepthTable(); if ((_local3[_local6] != undefined) && (getDepth() > _local6)) { _local6 = _local6 + 1; } var _local4 = lowestDepth + numberOfAuthortimeLayers; var _local5; for (_local5 in _local3) { var _local2 = _local3[_local5]; if (_local2._parent != undefined) { _local4 = Math.min(_local4, _local2.getDepth()); } } if (_local6 < _local4) { _local6 = _local4; } if (_local6 == _local4) { _parent.shuffleDepths(this, _local6, _local3, "up"); } else if (_local3[_local6] != undefined) { _parent.shuffleDepths(this, _local6, _local3, undefined); } else { swapDepths(_local6); } } function findNextAvailableDepth(targetDepth, depthTable, direction) { var _local5 = lowestDepth + numberOfAuthortimeLayers; if (targetDepth < _local5) { targetDepth = _local5; } if (depthTable[targetDepth] == undefined) { return(targetDepth); } var _local2 = targetDepth; var _local1 = targetDepth; if (direction == "down") { while (depthTable[_local1] != undefined) { _local1--; } return(_local1); } while (depthTable[_local2] != undefined) { _local2++; } return(_local2); } function shuffleDepths(subject, targetDepth, depthTable, direction) { var _local9 = lowestDepth + numberOfAuthortimeLayers; var _local8 = _local9; var _local5; for (_local5 in depthTable) { var _local7 = depthTable[_local5]; if (_local7._parent != undefined) { _local9 = Math.min(_local9, _local7.getDepth()); } } if (direction == undefined) { if (subject.getDepth() > targetDepth) { direction = "up"; } else { direction = "down"; } } var _local1 = new Array(); for (_local5 in depthTable) { var _local7 = depthTable[_local5]; if (_local7._parent != undefined) { _local1.push(_local7); } } _local1.sort(sortFunction); if (direction == "up") { var _local3; var _local11; do { if (_local1.length <= 0) { break; } _local3 = _local1.pop(); } while (_local3 != subject); do { if (_local1.length <= 0) { break; } _local11 = subject.getDepth(); _local3 = _local1.pop(); var _local4 = _local3.getDepth(); if (_local11 > (_local4 + 1)) { if (_local4 >= 0) { subject.swapDepths(_local4 + 1); } else if ((_local11 > _local8) && (_local4 < _local8)) { subject.swapDepths(_local8); } } subject.swapDepths(_local3); } while (_local4 != targetDepth); } else if (direction == "down") { var _local3; do { if (_local1.length <= 0) { break; } _local3 = _local1.shift(); } while (_local3 != subject); do { if (_local1.length <= 0) { break; } var _local11 = _local3.getDepth(); _local3 = _local1.shift(); var _local4 = _local3.getDepth(); if ((_local11 < (_local4 - 1)) && (_local4 > 0)) { subject.swapDepths(_local4 - 1); } subject.swapDepths(_local3); } while (_local4 != targetDepth); } } function getDepthByFlag(depthFlag, depthTable) { var _local2 = 0; if ((depthFlag == kTop) || (depthFlag == kNotopmost)) { var _local5 = 0; var _local7 = false; var _local8; for (_local8 in depthTable) { var _local9 = depthTable[_local8]; var _local3 = typeof(_local9); if ((_local3 == "movieclip") || ((_local3 == "object") && (_local9.__getTextFormat != undefined))) { if (_local9.getDepth() <= highestDepth) { if (!_local9._topmost) { _local2 = Math.max(_local2, _local9.getDepth()); } else if (!_local7) { _local5 = _local9.getDepth(); _local7 = true; } else { _local5 = Math.min(_local5, _local9.getDepth()); } } } } _local2 = _local2 + 20; if (_local7) { if (_local2 >= _local5) { _local2 = _local5 - 1; } } } else if (depthFlag == kBottom) { for (var _local8 in depthTable) { var _local9 = depthTable[_local8]; var _local3 = typeof(_local9); if ((_local3 == "movieclip") || ((_local3 == "object") && (_local9.__getTextFormat != undefined))) { if (_local9.getDepth() <= highestDepth) { _local2 = Math.min(_local2, _local9.getDepth()); } } } _local2 = _local2 - 20; } else if (depthFlag == kTopmost) { for (var _local8 in depthTable) { var _local9 = depthTable[_local8]; var _local3 = typeof(_local9); if ((_local3 == "movieclip") || ((_local3 == "object") && (_local9.__getTextFormat != undefined))) { if (_local9.getDepth() <= highestDepth) { _local2 = Math.max(_local2, _local9.getDepth()); } } } _local2 = _local2 + 100; } if (_local2 >= highestDepth) { _local2 = highestDepth; } var _local6 = lowestDepth + numberOfAuthortimeLayers; for (var _local9 in depthTable) { var _local4 = depthTable[_local9]; if (_local4._parent != undefined) { _local6 = Math.min(_local6, _local4.getDepth()); } } if (_local2 <= _local6) { _local2 = _local6; } return(_local2); } function buildDepthTable(Void) { var _local5 = new Array(); var _local4; for (_local4 in this) { var _local2 = this[_local4]; var _local3 = typeof(_local2); if ((_local3 == "movieclip") || ((_local3 == "object") && (_local2.__getTextFormat != undefined))) { if (_local2._parent == this) { _local5[_local2.getDepth()] = _local2; } } } return(_local5); } static var reservedDepth = 1048575; static var highestDepth = 1048574; static var lowestDepth = -16383; static var numberOfAuthortimeLayers = 383; static var kCursor = 101; static var kTooltip = 102; static var kTop = 201; static var kBottom = 202; static var kTopmost = 203; static var kNotopmost = 204; static var holder = _root.createEmptyMovieClip("reserved", reservedDepth); static var __depthManager = new mx.managers.DepthManager(); }
Symbol 135 MovieClip [__Packages.mx.managers.SystemManager] Frame 0
class mx.managers.SystemManager { static var _xAddEventListener, addEventListener, __addEventListener, _xRemoveEventListener, removeEventListener, __removeEventListener, form, __screen, dispatchEvent; function SystemManager () { } static function init(Void) { if (_initialized == false) { _initialized = true; mx.events.EventDispatcher.initialize(mx.managers.SystemManager); Mouse.addListener(mx.managers.SystemManager); Stage.addListener(mx.managers.SystemManager); _xAddEventListener = addEventListener; addEventListener = __addEventListener; _xRemoveEventListener = removeEventListener; removeEventListener = __removeEventListener; } } static function addFocusManager(f) { form = f; f.focusManager.activate(); } static function removeFocusManager(f) { } static function onMouseDown(Void) { var _local1 = form; _local1.focusManager._onMouseDown(); } static function onResize(Void) { var _local7 = Stage.width; var _local6 = Stage.height; var _local9 = _global.origWidth; var _local8 = _global.origHeight; var _local3 = Stage.align; var _local5 = (_local9 - _local7) / 2; var _local4 = (_local8 - _local6) / 2; if (_local3 == "T") { _local4 = 0; } else if (_local3 == "B") { _local4 = _local8 - _local6; } else if (_local3 == "L") { _local5 = 0; } else if (_local3 == "R") { _local5 = _local9 - _local7; } else if (_local3 == "LT") { _local4 = 0; _local5 = 0; } else if (_local3 == "TR") { _local4 = 0; _local5 = _local9 - _local7; } else if (_local3 == "LB") { _local4 = _local8 - _local6; _local5 = 0; } else if (_local3 == "RB") { _local4 = _local8 - _local6; _local5 = _local9 - _local7; } if (__screen == undefined) { __screen = new Object(); } __screen.x = _local5; __screen.y = _local4; __screen.width = _local7; __screen.height = _local6; _root.focusManager.relocate(); dispatchEvent({type:"resize"}); } static function get screen() { init(); if (__screen == undefined) { onResize(); } return(__screen); } static var _initialized = false; static var idleFrames = 0; static var isMouseDown = false; static var forms = new Array(); }
Symbol 136 MovieClip [__Packages.mx.managers.FocusManager] Frame 0
class mx.managers.FocusManager extends mx.core.UIComponent { var __defaultPushButton, defPushButton, form, move, tabEnabled, _width, _height, _x, _y, _alpha, _parent, tabCapture, watch, lastMouse, _visible, lastFocus, doLater, lastSelFocus, cancelAllDoLaters, _searchKey, _lastTarget, _firstNode, _nextIsNext, _nextNode, _lastx, _prevNode, _needPrev, _foundList, _prevObj, _nextObj, _firstObj, _lastObj, _lastNode, lastTabFocus, findFocusFromObject; function FocusManager () { super(); } function get defaultPushButton() { return(__defaultPushButton); } function set defaultPushButton(x) { if (x != __defaultPushButton) { __defaultPushButton.__set__emphasized(false); __defaultPushButton = x; defPushButton = x; x.__set__emphasized(true); } //return(defaultPushButton); } function getMaxTabIndex(o) { var _local3 = 0; var _local6; for (_local6 in o) { var _local2 = o[_local6]; if (_local2._parent == o) { if (_local2.tabIndex != undefined) { if (_local2.tabIndex > _local3) { _local3 = _local2.tabIndex; } } if (_local2.tabChildren == true) { var _local4 = getMaxTabIndex(_local2); if (_local4 > _local3) { _local3 = _local4; } } } } return(_local3); } function getNextTabIndex(Void) { return(getMaxTabIndex(form) + 1); } function get nextTabIndex() { return(getNextTabIndex()); } function relocate(Void) { var _local2 = mx.managers.SystemManager.__get__screen(); move(_local2.x - 1, _local2.y - 1); } function init(Void) { super.init(); tabEnabled = false; _width = (_height = 1); _x = (_y = -1); _alpha = 0; _parent.focusManager = this; _parent.tabChildren = true; _parent.tabEnabled = false; form = _parent; _parent.addEventListener("hide", this); _parent.addEventListener("reveal", this); mx.managers.SystemManager.init(); mx.managers.SystemManager.addFocusManager(form); tabCapture.tabIndex = 0; watch("enabled", enabledChanged); Selection.addListener(this); lastMouse = new Object(); _global.ASSetPropFlags(_parent, "focusManager", 1); _global.ASSetPropFlags(_parent, "tabChildren", 1); _global.ASSetPropFlags(_parent, "tabEnabled", 1); } function enabledChanged(id, oldValue, newValue) { _visible = newValue; return(newValue); } function activate(Void) { Key.addListener(this); activated = (_visible = true); if (lastFocus != undefined) { bNeedFocus = true; if (!mx.managers.SystemManager.isMouseDown) { doLater(this, "restoreFocus"); } } } function deactivate(Void) { Key.removeListener(this); activated = (_visible = false); var _local2 = getSelectionFocus(); var _local3 = getActualFocus(_local2); if (isOurFocus(_local3)) { lastSelFocus = _local2; lastFocus = _local3; } cancelAllDoLaters(); } function isOurFocus(o) { if (o.focusManager == this) { return(true); } while (o != undefined) { if (o.focusManager != undefined) { return(false); } if (o._parent == _parent) { return(true); } o = o._parent; } return(false); } function onSetFocus(o, n) { if (n == null) { if (activated) { bNeedFocus = true; } } else { var _local2 = getFocus(); if (isOurFocus(_local2)) { bNeedFocus = false; lastFocus = _local2; lastSelFocus = n; } } } function restoreFocus(Void) { var _local2 = lastSelFocus.hscroll; if (_local2 != undefined) { var _local5 = lastSelFocus.scroll; var _local4 = lastSelFocus.background; } lastFocus.setFocus(); var _local3 = Selection; Selection.setSelection(_local3.lastBeginIndex, _local3.lastEndIndex); if (_local2 != undefined) { lastSelFocus.scroll = _local5; lastSelFocus.hscroll = _local2; lastSelFocus.background = _local4; } } function onUnload(Void) { mx.managers.SystemManager.removeFocusManager(form); } function setFocus(o) { if (o == null) { Selection.setFocus(null); } else if (o.setFocus == undefined) { Selection.setFocus(o); } else { o.setFocus(); } } function getActualFocus(o) { var _local1 = o._parent; while (_local1 != undefined) { if (_local1.focusTextField != undefined) { while (_local1.focusTextField != undefined) { o = _local1; _local1 = _local1._parent; if (_local1 == undefined) { return(undefined); } if (_local1.focusTextField == undefined) { return(o); } } } if (_local1.tabEnabled != true) { return(o); } o = _local1; _local1 = o._parent; } return(undefined); } function getSelectionFocus() { var m = Selection.getFocus(); var o = eval (m); return(o); } function getFocus(Void) { var _local2 = getSelectionFocus(); return(getActualFocus(_local2)); } function walkTree(p, index, groupName, dir, lookup, firstChild) { var _local5 = true; var _local11; for (_local11 in p) { var _local2 = p[_local11]; if ((((_local2._parent == p) && (_local2.enabled != false)) && (_local2._visible != false)) && ((_local2.tabEnabled == true) || ((_local2.tabEnabled != false) && ((((((((_local2.onPress != undefined) || (_local2.onRelease != undefined)) || (_local2.onReleaseOutside != undefined)) || (_local2.onDragOut != undefined)) || (_local2.onDragOver != undefined)) || (_local2.onRollOver != undefined)) || (_local2.onRollOut != undefined)) || (_local2 instanceof TextField))))) { if (_local2._searchKey == _searchKey) { continue; } _local2._searchKey = _searchKey; if (_local2 != _lastTarget) { if (((_local2.groupName != undefined) || (groupName != undefined)) && (_local2.groupName == groupName)) { continue; } if ((_local2 instanceof TextField) && (_local2.selectable == false)) { continue; } if (_local5 || (((_local2.groupName != undefined) && (_local2.groupName == _firstNode.groupName)) && (_local2.selected == true))) { if (firstChild) { _firstNode = _local2; firstChild = false; } } if (_nextIsNext == true) { if ((((_local2.groupName != undefined) && (_local2.groupName == _nextNode.groupName)) && (_local2.selected == true)) || ((_nextNode == undefined) && ((_local2.groupName == undefined) || ((_local2.groupName != undefined) && (_local2.groupName != groupName))))) { _nextNode = _local2; } } if ((_local2.groupName == undefined) || (groupName != _local2.groupName)) { if (((_lastx.groupName != undefined) && (_local2.groupName == _lastx.groupName)) && (_lastx.selected == true)) { } else { _lastx = _local2; } } } else { _prevNode = _lastx; _needPrev = false; _nextIsNext = true; } if (_local2.tabIndex != undefined) { if (_local2.tabIndex == index) { if (_foundList[_local2._name] == undefined) { if (_needPrev) { _prevObj = _local2; _needPrev = false; } _nextObj = _local2; } } if (dir && (_local2.tabIndex > index)) { if (((_nextObj == undefined) || ((_nextObj.tabIndex > _local2.tabIndex) && (((_local2.groupName == undefined) || (_nextObj.groupName == undefined)) || (_local2.groupName != _nextObj.groupName)))) || ((((_nextObj.groupName != undefined) && (_nextObj.groupName == _local2.groupName)) && (_nextObj.selected != true)) && ((_local2.selected == true) || (_nextObj.tabIndex > _local2.tabIndex)))) { _nextObj = _local2; } } else if ((!dir) && (_local2.tabIndex < index)) { if (((_prevObj == undefined) || ((_prevObj.tabIndex < _local2.tabIndex) && (((_local2.groupName == undefined) || (_prevObj.groupName == undefined)) || (_local2.groupName != _prevObj.groupName)))) || ((((_prevObj.groupName != undefined) && (_prevObj.groupName == _local2.groupName)) && (_prevObj.selected != true)) && ((_local2.selected == true) || (_prevObj.tabIndex < _local2.tabIndex)))) { _prevObj = _local2; } } if (((_firstObj == undefined) || ((_local2.tabIndex < _firstObj.tabIndex) && (((_local2.groupName == undefined) || (_firstObj.groupName == undefined)) || (_local2.groupName != _firstObj.groupName)))) || ((((_firstObj.groupName != undefined) && (_firstObj.groupName == _local2.groupName)) && (_firstObj.selected != true)) && ((_local2.selected == true) || (_local2.tabIndex < _firstObj.tabIndex)))) { _firstObj = _local2; } if (((_lastObj == undefined) || ((_local2.tabIndex > _lastObj.tabIndex) && (((_local2.groupName == undefined) || (_lastObj.groupName == undefined)) || (_local2.groupName != _lastObj.groupName)))) || ((((_lastObj.groupName != undefined) && (_lastObj.groupName == _local2.groupName)) && (_lastObj.selected != true)) && ((_local2.selected == true) || (_local2.tabIndex > _lastObj.tabIndex)))) { _lastObj = _local2; } } if (_local2.tabChildren) { getTabCandidateFromChildren(_local2, index, groupName, dir, _local5 && (firstChild)); } _local5 = false; } else if (((_local2._parent == p) && (_local2.tabChildren == true)) && (_local2._visible != false)) { if (_local2 == _lastTarget) { if (_local2._searchKey == _searchKey) { continue; } _local2._searchKey = _searchKey; if (_prevNode == undefined) { var _local3 = _lastx; var _local7 = false; while (_local3 != undefined) { if (_local3 == _local2) { _local7 = true; break; } _local3 = _local3._parent; } if (_local7 == false) { _prevNode = _lastx; } } _needPrev = false; if (_nextNode == undefined) { _nextIsNext = true; } } else if (!((_local2.focusManager != undefined) && (_local2.focusManager._parent == _local2))) { if (_local2._searchKey == _searchKey) { continue; } _local2._searchKey = _searchKey; getTabCandidateFromChildren(_local2, index, groupName, dir, _local5 && (firstChild)); } _local5 = false; } } _lastNode = _lastx; if (lookup) { if (p._parent != undefined) { if (p != _parent) { if ((_prevNode == undefined) && (dir)) { _needPrev = true; } else if ((_nextNode == undefined) && (!dir)) { _nextIsNext = false; } _lastTarget = _lastTarget._parent; getTabCandidate(p._parent, index, groupName, dir, true); } } } } function getTabCandidate(o, index, groupName, dir, firstChild) { var _local2; var _local3 = true; if (o == _parent) { _local2 = o; _local3 = false; } else { _local2 = o._parent; if (_local2 == undefined) { _local2 = o; _local3 = false; } } walkTree(_local2, index, groupName, dir, _local3, firstChild); } function getTabCandidateFromChildren(o, index, groupName, dir, firstChild) { walkTree(o, index, groupName, dir, false, firstChild); } function getFocusManagerFromObject(o) { while (o != undefined) { if (o.focusManager != undefined) { return(o.focusManager); } o = o._parent; } return(undefined); } function tabHandler(Void) { bDrawFocus = true; var _local5 = getSelectionFocus(); var _local4 = getActualFocus(_local5); if (_local4 != _local5) { _local5 = _local4; } if (getFocusManagerFromObject(_local5) != this) { _local5 == undefined; } if (_local5 == undefined) { _local5 = form; } else if (_local5.tabIndex != undefined) { if ((_foundList != undefined) || (_foundList.tabIndex != _local5.tabIndex)) { _foundList = new Object(); _foundList.tabIndex = _local5.tabIndex; } _foundList[_local5._name] = _local5; } var _local3 = Key.isDown(16) != true; _searchKey = getTimer(); _needPrev = true; _nextIsNext = false; _lastx = undefined; _firstNode = undefined; _lastNode = undefined; _nextNode = undefined; _prevNode = undefined; _firstObj = undefined; _lastObj = undefined; _nextObj = undefined; _prevObj = undefined; _lastTarget = _local5; var _local6 = _local5; getTabCandidate(_local6, ((_local5.tabIndex == undefined) ? 0 : (_local5.tabIndex)), _local5.groupName, _local3, true); var _local2; if (_local3) { if (_nextObj != undefined) { _local2 = _nextObj; } else { _local2 = _firstObj; } } else if (_prevObj != undefined) { _local2 = _prevObj; } else { _local2 = _lastObj; } if (_local2.tabIndex != _local5.tabIndex) { _foundList = new Object(); _foundList.tabIndex = _local2.tabIndex; _foundList[_local2._name] = _local2; } else { if (_foundList == undefined) { _foundList = new Object(); _foundList.tabIndex = _local2.tabIndex; } _foundList[_local2._name] = _local2; } if (_local2 == undefined) { if (_local3 == false) { if (_nextNode != undefined) { _local2 = _nextNode; } else { _local2 = _firstNode; } } else if ((_prevNode == undefined) || (_local5 == form)) { _local2 = _lastNode; } else { _local2 = _prevNode; } } if (_local2 == undefined) { return(undefined); } lastTabFocus = _local2; setFocus(_local2); if (_local2.emphasized != undefined) { if (defPushButton != undefined) { _local5 = defPushButton; defPushButton = _local2; _local5.emphasized = false; _local2.emphasized = true; } } else if ((defPushButton != undefined) && (defPushButton != __defaultPushButton)) { _local5 = defPushButton; defPushButton = __defaultPushButton; _local5.emphasized = false; __defaultPushButton.__set__emphasized(true); } } function onKeyDown(Void) { mx.managers.SystemManager.idleFrames = 0; if (defaultPushButtonEnabled) { if (Key.getCode() == 13) { if (defaultPushButton != undefined) { doLater(this, "sendDefaultPushButtonEvent"); } } } } function sendDefaultPushButtonEvent(Void) { defPushButton.dispatchEvent({type:"click"}); } function getMousedComponentFromChildren(x, y, o) { for (var _local7 in o) { var _local2 = o[_local7]; if (((_local2._visible && (_local2.enabled)) && (_local2._parent == o)) && (_local2._searchKey != _searchKey)) { _local2._searchKey = _searchKey; if (_local2.hitTest(x, y, true)) { if ((_local2.onPress != undefined) || (_local2.onRelease != undefined)) { return(_local2); } var _local3 = getMousedComponentFromChildren(x, y, _local2); if (_local3 != undefined) { return(_local3); } return(_local2); } } } return(undefined); } function mouseActivate(Void) { if (!bNeedFocus) { return(undefined); } _searchKey = getTimer(); var _local2 = getMousedComponentFromChildren(lastMouse.x, lastMouse.y, form); if (_local2 instanceof mx.core.UIComponent) { return(undefined); } _local2 = findFocusFromObject(_local2); if (_local2 == lastFocus) { return(undefined); } if (_local2 == undefined) { doLater(this, "restoreFocus"); return(undefined); } var _local3 = _local2.hscroll; if (_local3 != undefined) { var _local6 = _local2.scroll; var _local5 = _local2.background; } setFocus(_local2); var _local4 = Selection; Selection.setSelection(_local4.lastBeginIndex, _local4.lastEndIndex); if (_local3 != undefined) { _local2.scroll = _local6; _local2.hscroll = _local3; _local2.background = _local5; } } function _onMouseDown(Void) { bDrawFocus = false; if (lastFocus != undefined) { lastFocus.drawFocus(false); } mx.managers.SystemManager.idleFrames = 0; var _local3 = Selection; _local3.lastBeginIndex = Selection.getBeginIndex(); _local3.lastEndIndex = Selection.getEndIndex(); lastMouse.x = _root._xmouse; lastMouse.y = _root._ymouse; _root.localToGlobal(lastMouse); } function onMouseUp(Void) { if (_visible) { doLater(this, "mouseActivate"); } } function handleEvent(e) { if (e.type == "reveal") { mx.managers.SystemManager.activate(form); } else { mx.managers.SystemManager.deactivate(form); } } static function enableFocusManagement() { if (!initialized) { initialized = true; Object.registerClass("FocusManager", mx.managers.FocusManager); if (_root.focusManager == undefined) { _root.createClassObject(mx.managers.FocusManager, "focusManager", mx.managers.DepthManager.highestDepth--); } } } static var symbolName = "FocusManager"; static var symbolOwner = mx.managers.FocusManager; static var version = "2.0.2.126"; var className = "FocusManager"; var bNeedFocus = false; var bDrawFocus = false; var defaultPushButtonEnabled = true; var activated = true; static var initialized = false; static var UIObjectExtensionsDependency = mx.core.ext.UIObjectExtensions; }
Symbol 137 MovieClip [__Packages.mx.skins.halo.FocusRect] Frame 0
class mx.skins.halo.FocusRect extends mx.skins.SkinElement { var boundingBox_mc, _xscale, _yscale, clear, beginFill, drawRoundRect, endFill, _visible; function FocusRect () { super(); boundingBox_mc._visible = false; boundingBox_mc._width = (boundingBox_mc._height = 0); } function draw(o) { o.adjustFocusRect(); } function setSize(w, h, r, a, rectCol) { _xscale = (_yscale = 100); clear(); if (typeof(r) == "object") { r.br = ((r.br > 2) ? (r.br - 2) : 0); r.bl = ((r.bl > 2) ? (r.bl - 2) : 0); r.tr = ((r.tr > 2) ? (r.tr - 2) : 0); r.tl = ((r.tl > 2) ? (r.tl - 2) : 0); beginFill(rectCol, a * 0.3); drawRoundRect(0, 0, w, h, r); drawRoundRect(2, 2, w - 4, h - 4, r); endFill(); r.br = ((r.br > 1) ? (r.br + 1) : 0); r.bl = ((r.bl > 1) ? (r.bl + 1) : 0); r.tr = ((r.tr > 1) ? (r.tr + 1) : 0); r.tl = ((r.tl > 1) ? (r.tl + 1) : 0); beginFill(rectCol, a * 0.3); drawRoundRect(1, 1, w - 2, h - 2, r); r.br = ((r.br > 1) ? (r.br - 1) : 0); r.bl = ((r.bl > 1) ? (r.bl - 1) : 0); r.tr = ((r.tr > 1) ? (r.tr - 1) : 0); r.tl = ((r.tl > 1) ? (r.tl - 1) : 0); drawRoundRect(2, 2, w - 4, h - 4, r); endFill(); } else { var _local5; if (r != 0) { _local5 = r - 2; } else { _local5 = 0; } beginFill(rectCol, a * 0.3); drawRoundRect(0, 0, w, h, r); drawRoundRect(2, 2, w - 4, h - 4, _local5); endFill(); beginFill(rectCol, a * 0.3); if (r != 0) { _local5 = r - 2; r = r - 1; } else { _local5 = 0; r = 0; } drawRoundRect(1, 1, w - 2, h - 2, r); drawRoundRect(2, 2, w - 4, h - 4, _local5); endFill(); } } function handleEvent(e) { if (e.type == "unload") { _visible = true; } else if (e.type == "resize") { e.target.adjustFocusRect(); } else if (e.type == "move") { e.target.adjustFocusRect(); } } static function classConstruct() { mx.core.UIComponent.prototype.drawFocus = function (focused) { var _local2 = this._parent.focus_mc; if (!focused) { _local2._visible = false; this.removeEventListener("unload", _local2); this.removeEventListener("move", _local2); this.removeEventListener("resize", _local2); } else { if (_local2 == undefined) { _local2 = this._parent.createChildAtDepth("FocusRect", mx.managers.DepthManager.kTop); _local2.tabEnabled = false; this._parent.focus_mc = _local2; } else { _local2._visible = true; } _local2.draw(this); if (_local2.getDepth() < this.getDepth()) { _local2.setDepthAbove(this); } this.addEventListener("unload", _local2); this.addEventListener("move", _local2); this.addEventListener("resize", _local2); } }; mx.core.UIComponent.prototype.adjustFocusRect = function () { var _local2 = this.getStyle("themeColor"); if (_local2 == undefined) { _local2 = 8453965 /* 0x80FF4D */; } var _local3 = this._parent.focus_mc; _local3.setSize(this.width + 4, this.height + 4, 0, 100, _local2); _local3.move(this.x - 2, this.y - 2); }; TextField.prototype.drawFocus = mx.core.UIComponent.prototype.drawFocus; TextField.prototype.adjustFocusRect = mx.core.UIComponent.prototype.adjustFocusRect; mx.skins.halo.FocusRect.prototype.drawRoundRect = mx.skins.halo.Defaults.prototype.drawRoundRect; return(true); } static var classConstructed = classConstruct(); static var DefaultsDependency = mx.skins.halo.Defaults; static var UIComponentDependency = mx.core.UIComponent; }
Symbol 138 MovieClip [__Packages.mx.managers.OverlappedWindows] Frame 0
class mx.managers.OverlappedWindows { function OverlappedWindows () { } static function checkIdle(Void) { if (mx.managers.SystemManager.idleFrames > 10) { mx.managers.SystemManager.dispatchEvent({type:"idle"}); } else { mx.managers.SystemManager.idleFrames++; } } static function __addEventListener(e, o, l) { if (e == "idle") { if (mx.managers.SystemManager.interval == undefined) { mx.managers.SystemManager.interval = setInterval(mx.managers.SystemManager.checkIdle, 100); } } mx.managers.SystemManager._xAddEventListener(e, o, l); } static function __removeEventListener(e, o, l) { if (e == "idle") { if (mx.managers.SystemManager._xRemoveEventListener(e, o, l) == 0) { clearInterval(mx.managers.SystemManager.interval); } } else { mx.managers.SystemManager._xRemoveEventListener(e, o, l); } } static function onMouseDown(Void) { mx.managers.SystemManager.idleFrames = 0; mx.managers.SystemManager.isMouseDown = true; var _local5 = _root; var _local3; var _local8 = _root._xmouse; var _local7 = _root._ymouse; if (mx.managers.SystemManager.form.modalWindow == undefined) { if (mx.managers.SystemManager.forms.length > 1) { var _local6 = mx.managers.SystemManager.forms.length; var _local4; _local4 = 0; while (_local4 < _local6) { var _local2 = mx.managers.SystemManager.forms[_local4]; if (_local2._visible) { if (_local2.hitTest(_local8, _local7)) { if (_local3 == undefined) { _local3 = _local2.getDepth(); _local5 = _local2; } else if (_local3 < _local2.getDepth()) { _local3 = _local2.getDepth(); _local5 = _local2; } } } _local4++; } if (_local5 != mx.managers.SystemManager.form) { mx.managers.SystemManager.activate(_local5); } } } var _local9 = mx.managers.SystemManager.form; _local9.focusManager._onMouseDown(); } static function onMouseMove(Void) { mx.managers.SystemManager.idleFrames = 0; } static function onMouseUp(Void) { mx.managers.SystemManager.isMouseDown = false; mx.managers.SystemManager.idleFrames = 0; } static function activate(f) { if (mx.managers.SystemManager.form != undefined) { if ((mx.managers.SystemManager.form != f) && (mx.managers.SystemManager.forms.length > 1)) { var _local1 = mx.managers.SystemManager.form; _local1.focusManager.deactivate(); } } mx.managers.SystemManager.form = f; f.focusManager.activate(); } static function deactivate(f) { if (mx.managers.SystemManager.form != undefined) { if ((mx.managers.SystemManager.form == f) && (mx.managers.SystemManager.forms.length > 1)) { var _local5 = mx.managers.SystemManager.form; _local5.focusManager.deactivate(); var _local3 = mx.managers.SystemManager.forms.length; var _local1; var _local2; _local1 = 0; while (_local1 < _local3) { if (mx.managers.SystemManager.forms[_local1] == f) { _local1 = _local1 + 1; while (_local1 < _local3) { if (mx.managers.SystemManager.forms[_local1]._visible == true) { _local2 = mx.managers.SystemManager.forms[_local1]; } _local1++; } mx.managers.SystemManager.form = _local2; break; } if (mx.managers.SystemManager.forms[_local1]._visible == true) { _local2 = mx.managers.SystemManager.forms[_local1]; } _local1++; } _local5 = mx.managers.SystemManager.form; _local5.focusManager.activate(); } } } static function addFocusManager(f) { mx.managers.SystemManager.forms.push(f); mx.managers.SystemManager.activate(f); } static function removeFocusManager(f) { var _local3 = mx.managers.SystemManager.forms.length; var _local1; _local1 = 0; while (_local1 < _local3) { if (mx.managers.SystemManager.forms[_local1] == f) { if (mx.managers.SystemManager.form == f) { mx.managers.SystemManager.deactivate(f); } mx.managers.SystemManager.forms.splice(_local1, 1); return(undefined); } _local1++; } } static function enableOverlappedWindows() { if (!initialized) { initialized = true; mx.managers.SystemManager.checkIdle = checkIdle; mx.managers.SystemManager.__addEventListener = __addEventListener; mx.managers.SystemManager.__removeEventListener = __removeEventListener; mx.managers.SystemManager.onMouseDown = onMouseDown; mx.managers.SystemManager.onMouseMove = onMouseMove; mx.managers.SystemManager.onMouseUp = onMouseUp; mx.managers.SystemManager.activate = activate; mx.managers.SystemManager.deactivate = deactivate; mx.managers.SystemManager.addFocusManager = addFocusManager; mx.managers.SystemManager.removeFocusManager = removeFocusManager; } } static var initialized = false; static var SystemManagerDependency = mx.managers.SystemManager; }
Symbol 139 MovieClip [__Packages.mx.styles.CSSSetStyle] Frame 0
class mx.styles.CSSSetStyle { var styleName, stylecache, _color, setColor, invalidateStyle; function CSSSetStyle () { } function _setStyle(styleProp, newValue) { this[styleProp] = newValue; if (mx.styles.StyleManager.TextStyleMap[styleProp] != undefined) { if (styleProp == "color") { if (isNaN(newValue)) { newValue = mx.styles.StyleManager.getColorName(newValue); this[styleProp] = newValue; if (newValue == undefined) { return(undefined); } } } _level0.changeTextStyleInChildren(styleProp); return(undefined); } if (mx.styles.StyleManager.isColorStyle(styleProp)) { if (isNaN(newValue)) { newValue = mx.styles.StyleManager.getColorName(newValue); this[styleProp] = newValue; if (newValue == undefined) { return(undefined); } } if (styleProp == "themeColor") { var _local7 = mx.styles.StyleManager.colorNames.haloBlue; var _local6 = mx.styles.StyleManager.colorNames.haloGreen; var _local8 = mx.styles.StyleManager.colorNames.haloOrange; var _local4 = {}; _local4[_local7] = 12188666 /* 0xB9FBFA */; _local4[_local6] = 13500353 /* 0xCDFFC1 */; _local4[_local8] = 16766319 /* 0xFFD56F */; var _local5 = {}; _local5[_local7] = 13958653 /* 0xD4FDFD */; _local5[_local6] = 14942166 /* 0xE3FFD6 */; _local5[_local8] = 16772787 /* 0xFFEEB3 */; var _local9 = _local4[newValue]; var _local10 = _local5[newValue]; if (_local9 == undefined) { _local9 = newValue; } if (_local10 == undefined) { _local10 = newValue; } setStyle("selectionColor", _local9); setStyle("rollOverColor", _local10); } _level0.changeColorStyleInChildren(styleName, styleProp, newValue); } else { if ((styleProp == "backgroundColor") && (isNaN(newValue))) { newValue = mx.styles.StyleManager.getColorName(newValue); this[styleProp] = newValue; if (newValue == undefined) { return(undefined); } } _level0.notifyStyleChangeInChildren(styleName, styleProp, newValue); } } function changeTextStyleInChildren(styleProp) { var _local4 = getTimer(); var _local5; for (_local5 in this) { var _local2 = this[_local5]; if (_local2._parent == this) { if (_local2.searchKey != _local4) { if (_local2.stylecache != undefined) { delete _local2.stylecache.tf; delete _local2.stylecache[styleProp]; } _local2.invalidateStyle(styleProp); _local2.changeTextStyleInChildren(styleProp); _local2.searchKey = _local4; } } } } function changeColorStyleInChildren(sheetName, colorStyle, newValue) { var _local6 = getTimer(); var _local7; for (_local7 in this) { var _local2 = this[_local7]; if (_local2._parent == this) { if (_local2.searchKey != _local6) { if (((_local2.getStyleName() == sheetName) || (sheetName == undefined)) || (sheetName == "_global")) { if (_local2.stylecache != undefined) { delete _local2.stylecache[colorStyle]; } if (typeof(_local2._color) == "string") { if (_local2._color == colorStyle) { var _local4 = _local2.getStyle(colorStyle); if (colorStyle == "color") { if (stylecache.tf.color != undefined) { stylecache.tf.color = _local4; } } _local2.setColor(_local4); } } else if (_local2._color[colorStyle] != undefined) { if (typeof(_local2) != "movieclip") { _local2._parent.invalidateStyle(); } else { _local2.invalidateStyle(colorStyle); } } } _local2.changeColorStyleInChildren(sheetName, colorStyle, newValue); _local2.searchKey = _local6; } } } } function notifyStyleChangeInChildren(sheetName, styleProp, newValue) { var _local5 = getTimer(); var _local6; for (_local6 in this) { var _local2 = this[_local6]; if (_local2._parent == this) { if (_local2.searchKey != _local5) { if (((_local2.styleName == sheetName) || ((_local2.styleName != undefined) && (typeof(_local2.styleName) == "movieclip"))) || (sheetName == undefined)) { if (_local2.stylecache != undefined) { delete _local2.stylecache[styleProp]; delete _local2.stylecache.tf; } delete _local2.enabledColor; _local2.invalidateStyle(styleProp); } _local2.notifyStyleChangeInChildren(sheetName, styleProp, newValue); _local2.searchKey = _local5; } } } } function setStyle(styleProp, newValue) { if (stylecache != undefined) { delete stylecache[styleProp]; delete stylecache.tf; } this[styleProp] = newValue; if (mx.styles.StyleManager.isColorStyle(styleProp)) { if (isNaN(newValue)) { newValue = mx.styles.StyleManager.getColorName(newValue); this[styleProp] = newValue; if (newValue == undefined) { return(undefined); } } if (styleProp == "themeColor") { var _local10 = mx.styles.StyleManager.colorNames.haloBlue; var _local9 = mx.styles.StyleManager.colorNames.haloGreen; var _local11 = mx.styles.StyleManager.colorNames.haloOrange; var _local6 = {}; _local6[_local10] = 12188666 /* 0xB9FBFA */; _local6[_local9] = 13500353 /* 0xCDFFC1 */; _local6[_local11] = 16766319 /* 0xFFD56F */; var _local7 = {}; _local7[_local10] = 13958653 /* 0xD4FDFD */; _local7[_local9] = 14942166 /* 0xE3FFD6 */; _local7[_local11] = 16772787 /* 0xFFEEB3 */; var _local12 = _local6[newValue]; var _local13 = _local7[newValue]; if (_local12 == undefined) { _local12 = newValue; } if (_local13 == undefined) { _local13 = newValue; } setStyle("selectionColor", _local12); setStyle("rollOverColor", _local13); } if (typeof(_color) == "string") { if (_color == styleProp) { if (styleProp == "color") { if (stylecache.tf.color != undefined) { stylecache.tf.color = newValue; } } setColor(newValue); } } else if (_color[styleProp] != undefined) { invalidateStyle(styleProp); } changeColorStyleInChildren(undefined, styleProp, newValue); } else { if ((styleProp == "backgroundColor") && (isNaN(newValue))) { newValue = mx.styles.StyleManager.getColorName(newValue); this[styleProp] = newValue; if (newValue == undefined) { return(undefined); } } invalidateStyle(styleProp); } if (mx.styles.StyleManager.isInheritingStyle(styleProp) || (styleProp == "styleName")) { var _local8; var _local5 = newValue; if (styleProp == "styleName") { _local8 = ((typeof(newValue) == "string") ? (_global.styles[newValue]) : (_local5)); _local5 = _local8.themeColor; if (_local5 != undefined) { _local8.rollOverColor = (_local8.selectionColor = _local5); } } notifyStyleChangeInChildren(undefined, styleProp, newValue); } } static function enableRunTimeCSS() { } static function classConstruct() { var _local2 = MovieClip.prototype; var _local3 = mx.styles.CSSSetStyle.prototype; mx.styles.CSSStyleDeclaration.prototype.setStyle = _local3._setStyle; _local2.changeTextStyleInChildren = _local3.changeTextStyleInChildren; _local2.changeColorStyleInChildren = _local3.changeColorStyleInChildren; _local2.notifyStyleChangeInChildren = _local3.notifyStyleChangeInChildren; _local2.setStyle = _local3.setStyle; _global.ASSetPropFlags(_local2, "changeTextStyleInChildren", 1); _global.ASSetPropFlags(_local2, "changeColorStyleInChildren", 1); _global.ASSetPropFlags(_local2, "notifyStyleChangeInChildren", 1); _global.ASSetPropFlags(_local2, "setStyle", 1); var _local4 = TextField.prototype; _local4.setStyle = _local2.setStyle; _local4.changeTextStyleInChildren = _local3.changeTextStyleInChildren; return(true); } static var classConstructed = classConstruct(); static var CSSStyleDeclarationDependency = mx.styles.CSSStyleDeclaration; }
Symbol 140 MovieClip [__Packages.mx.core.ext.UIComponentExtensions] Frame 0
class mx.core.ext.UIComponentExtensions { function UIComponentExtensions () { } static function Extensions() { if (bExtended == true) { return(true); } bExtended = true; TextField.prototype.setFocus = function () { Selection.setFocus(this); }; TextField.prototype.onSetFocus = function (oldFocus) { if (this.tabEnabled != false) { if (this.getFocusManager().bDrawFocus) { this.drawFocus(true); } } }; TextField.prototype.onKillFocus = function (oldFocus) { if (this.tabEnabled != false) { this.drawFocus(false); } }; TextField.prototype.drawFocus = mx.core.UIComponent.prototype.drawFocus; TextField.prototype.getFocusManager = mx.core.UIComponent.prototype.getFocusManager; mx.managers.OverlappedWindows.enableOverlappedWindows(); mx.styles.CSSSetStyle.enableRunTimeCSS(); mx.managers.FocusManager.enableFocusManagement(); } static var bExtended = false; static var UIComponentExtended = Extensions(); static var UIComponentDependency = mx.core.UIComponent; static var FocusManagerDependency = mx.managers.FocusManager; static var OverlappedWindowsDependency = mx.managers.OverlappedWindows; }
Symbol 141 MovieClip [__Packages.mx.skins.RectBorder] Frame 0
class mx.skins.RectBorder extends mx.skins.Border { var __width, __height, offset, __borderMetrics; function RectBorder () { super(); } function get width() { return(__width); } function get height() { return(__height); } function init(Void) { super.init(); } function draw(Void) { size(); } function getBorderMetrics(Void) { var _local2 = offset; if (__borderMetrics == undefined) { __borderMetrics = {left:_local2, top:_local2, right:_local2, bottom:_local2}; } else { __borderMetrics.left = _local2; __borderMetrics.top = _local2; __borderMetrics.right = _local2; __borderMetrics.bottom = _local2; } return(__borderMetrics); } function get borderMetrics() { return(getBorderMetrics()); } function drawBorder(Void) { } function size(Void) { drawBorder(); } function setColor(Void) { drawBorder(); } static var symbolName = "RectBorder"; static var symbolOwner = mx.skins.RectBorder; static var version = "2.0.2.126"; var className = "RectBorder"; var borderStyleName = "borderStyle"; var borderColorName = "borderColor"; var shadowColorName = "shadowColor"; var highlightColorName = "highlightColor"; var buttonColorName = "buttonColor"; var backgroundColorName = "backgroundColor"; }
Symbol 142 MovieClip [__Packages.mx.skins.halo.RectBorder] Frame 0
class mx.skins.halo.RectBorder extends mx.skins.RectBorder { var offset, getStyle, borderStyleName, __borderMetrics, className, borderColorName, backgroundColorName, shadowColorName, highlightColorName, buttonColorName, __get__width, __get__height, clear, _color, drawRoundRect, beginFill, drawRect, endFill; function RectBorder () { super(); } function init(Void) { borderWidths.default = 3; super.init(); } function getBorderMetrics(Void) { if (offset == undefined) { var _local3 = getStyle(borderStyleName); offset = borderWidths[_local3]; } if ((getStyle(borderStyleName) == "default") || (getStyle(borderStyleName) == "alert")) { __borderMetrics = {left:3, top:1, right:3, bottom:3}; return(__borderMetrics); } return(super.getBorderMetrics()); } function drawBorder(Void) { var _local6 = _global.styles[className]; if (_local6 == undefined) { _local6 = _global.styles.RectBorder; } var _local5 = getStyle(borderStyleName); var _local7 = getStyle(borderColorName); if (_local7 == undefined) { _local7 = _local6[borderColorName]; } var _local8 = getStyle(backgroundColorName); if (_local8 == undefined) { _local8 = _local6[backgroundColorName]; } var _local16 = getStyle("backgroundImage"); if (_local5 != "none") { var _local14 = getStyle(shadowColorName); if (_local14 == undefined) { _local14 = _local6[shadowColorName]; } var _local13 = getStyle(highlightColorName); if (_local13 == undefined) { _local13 = _local6[highlightColorName]; } var _local12 = getStyle(buttonColorName); if (_local12 == undefined) { _local12 = _local6[buttonColorName]; } var _local11 = getStyle(borderCapColorName); if (_local11 == undefined) { _local11 = _local6[borderCapColorName]; } var _local10 = getStyle(shadowCapColorName); if (_local10 == undefined) { _local10 = _local6[shadowCapColorName]; } } offset = borderWidths[_local5]; var _local9 = offset; var _local3 = __get__width(); var _local4 = __get__height(); clear(); _color = undefined; if (_local5 == "none") { } else if (_local5 == "inset") { _color = colorList; draw3dBorder(_local11, _local12, _local7, _local13, _local14, _local10); } else if (_local5 == "outset") { _color = colorList; draw3dBorder(_local11, _local7, _local12, _local14, _local13, _local10); } else if (_local5 == "alert") { var _local15 = getStyle("themeColor"); drawRoundRect(0, 5, _local3, _local4 - 5, 5, 6184542, 10); drawRoundRect(1, 4, _local3 - 2, _local4 - 5, 4, [6184542, 6184542], 10, 0, "radial"); drawRoundRect(2, 0, _local3 - 4, _local4 - 2, 3, [0, 14342874], 100, 0, "radial"); drawRoundRect(2, 0, _local3 - 4, _local4 - 2, 3, _local15, 50); drawRoundRect(3, 1, _local3 - 6, _local4 - 4, 2, 16777215, 100); } else if (_local5 == "default") { drawRoundRect(0, 5, _local3, _local4 - 5, {tl:5, tr:5, br:0, bl:0}, 6184542, 10); drawRoundRect(1, 4, _local3 - 2, _local4 - 5, {tl:4, tr:4, br:0, bl:0}, [6184542, 6184542], 10, 0, "radial"); drawRoundRect(2, 0, _local3 - 4, _local4 - 2, {tl:3, tr:3, br:0, bl:0}, [12897484, 11844796], 100, 0, "radial"); drawRoundRect(3, 1, _local3 - 6, _local4 - 4, {tl:2, tr:2, br:0, bl:0}, 16777215, 100); } else if (_local5 == "dropDown") { drawRoundRect(0, 0, _local3 + 1, _local4, {tl:4, tr:0, br:0, bl:4}, [13290186, 7895160], 100, -10, "linear"); drawRoundRect(1, 1, _local3 - 1, _local4 - 2, {tl:3, tr:0, br:0, bl:3}, 16777215, 100); } else if (_local5 == "menuBorder") { var _local15 = getStyle("themeColor"); drawRoundRect(4, 4, _local3 - 2, _local4 - 3, 0, [6184542, 6184542], 10, 0, "radial"); drawRoundRect(4, 4, _local3 - 1, _local4 - 2, 0, 6184542, 10); drawRoundRect(0, 0, _local3 + 1, _local4, 0, [0, 14342874], 100, 250, "linear"); drawRoundRect(0, 0, _local3 + 1, _local4, 0, _local15, 50); drawRoundRect(2, 2, _local3 - 3, _local4 - 4, 0, 16777215, 100); } else if (_local5 == "comboNonEdit") { } else { beginFill(_local7); drawRect(0, 0, _local3, _local4); drawRect(1, 1, _local3 - 1, _local4 - 1); endFill(); _color = borderColorName; } if (_local8 != undefined) { beginFill(_local8); drawRect(_local9, _local9, __get__width() - _local9, __get__height() - _local9); endFill(); } } function draw3dBorder(c1, c2, c3, c4, c5, c6) { var _local3 = __get__width(); var _local2 = __get__height(); beginFill(c1); drawRect(0, 0, _local3, _local2); drawRect(1, 0, _local3 - 1, _local2); endFill(); beginFill(c2); drawRect(1, 0, _local3 - 1, 1); endFill(); beginFill(c3); drawRect(1, _local2 - 1, _local3 - 1, _local2); endFill(); beginFill(c4); drawRect(1, 1, _local3 - 1, 2); endFill(); beginFill(c5); drawRect(1, _local2 - 2, _local3 - 1, _local2 - 1); endFill(); beginFill(c6); drawRect(1, 2, _local3 - 1, _local2 - 2); drawRect(2, 2, _local3 - 2, _local2 - 2); endFill(); } static function classConstruct() { mx.core.ext.UIObjectExtensions.Extensions(); _global.styles.rectBorderClass = mx.skins.halo.RectBorder; _global.skinRegistry.RectBorder = true; return(true); } static var symbolName = "RectBorder"; static var symbolOwner = mx.skins.halo.RectBorder; static var version = "2.0.2.126"; var borderCapColorName = "borderCapColor"; var shadowCapColorName = "shadowCapColor"; var colorList = {highlightColor:0, borderColor:0, buttonColor:0, shadowColor:0, borderCapColor:0, shadowCapColor:0}; var borderWidths = {none:0, solid:1, inset:2, outset:2, alert:3, dropDown:2, menuBorder:2, comboNonEdit:2}; static var classConstructed = classConstruct(); static var UIObjectExtensionsDependency = mx.core.ext.UIObjectExtensions; }
Symbol 143 MovieClip [__Packages.mx.skins.halo.ButtonSkin] Frame 0
class mx.skins.halo.ButtonSkin extends mx.skins.RectBorder { var __get__width, __get__height, getStyle, _parent, clear, drawRoundRect, __get__x, __get__y; function ButtonSkin () { super(); } function init() { super.init(); } function size() { drawHaloRect(__get__width(), __get__height()); } function drawHaloRect(w, h) { var _local6 = getStyle("borderStyle"); var _local4 = getStyle("themeColor"); var _local5 = _parent.emphasized; clear(); switch (_local6) { case "falseup" : if (_local5) { drawRoundRect(__get__x(), __get__y(), w, h, 5, 9542041, 100); drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 75); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16777215], 85, 0, "radial"); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial"); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, _local4, 75); drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100); drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, 16316664, 100); } else { drawRoundRect(0, 0, w, h, 5, 9542041, 100); drawRoundRect(1, 1, w - 2, h - 2, 4, [13291985, 16250871], 100, 0, "radial"); drawRoundRect(2, 2, w - 4, h - 4, 3, [9542041, 13818586], 100, 0, "radial"); drawRoundRect(3, 3, w - 6, h - 6, 2, 16777215, 100); drawRoundRect(3, 4, w - 6, h - 7, 2, 16316664, 100); } break; case "falsedown" : drawRoundRect(__get__x(), __get__y(), w, h, 5, 9542041, 100); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16579836], 100, 0, "radial"); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, _local4, 50); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial"); drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 40); drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100); drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, _local4, 20); break; case "falserollover" : drawRoundRect(__get__x(), __get__y(), w, h, 5, 9542041, 100); drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 50); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16777215], 100, 0, "radial"); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial"); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, _local4, 50); drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100); drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, 16316664, 100); break; case "falsedisabled" : drawRoundRect(0, 0, w, h, 5, 13159628, 100); drawRoundRect(1, 1, w - 2, h - 2, 4, 15921906, 100); drawRoundRect(2, 2, w - 4, h - 4, 3, 13949401, 100); drawRoundRect(3, 3, w - 6, h - 6, 2, 15921906, 100); break; case "trueup" : drawRoundRect(__get__x(), __get__y(), w, h, 5, 10066329, 100); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16579836], 100, 0, "radial"); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, _local4, 50); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial"); drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 40); drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100); drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, 16250871, 100); break; case "truedown" : drawRoundRect(__get__x(), __get__y(), w, h, 5, 10066329, 100); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16579836], 100, 0, "radial"); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, _local4, 50); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial"); drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 40); drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100); drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, _local4, 20); break; case "truerollover" : drawRoundRect(__get__x(), __get__y(), w, h, 5, 9542041, 100); drawRoundRect(__get__x(), __get__y(), w, h, 5, _local4, 50); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, [3355443, 16777215], 100, 0, "radial"); drawRoundRect(__get__x() + 1, __get__y() + 1, w - 2, h - 2, 4, _local4, 40); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, [0, 14342874], 100, 0, "radial"); drawRoundRect(__get__x() + 2, __get__y() + 2, w - 4, h - 4, 3, _local4, 40); drawRoundRect(__get__x() + 3, __get__y() + 3, w - 6, h - 6, 2, 16777215, 100); drawRoundRect(__get__x() + 3, __get__y() + 4, w - 6, h - 7, 2, 16316664, 100); break; case "truedisabled" : drawRoundRect(0, 0, w, h, 5, 13159628, 100); drawRoundRect(1, 1, w - 2, h - 2, 4, 15921906, 100); drawRoundRect(2, 2, w - 4, h - 4, 3, 13949401, 100); drawRoundRect(3, 3, w - 6, h - 6, 2, 15921906, 100); } } static function classConstruct() { mx.core.ext.UIObjectExtensions.Extensions(); _global.skinRegistry.ButtonSkin = true; return(true); } static var symbolName = "ButtonSkin"; static var symbolOwner = mx.skins.halo.ButtonSkin; var className = "ButtonSkin"; var backgroundColorName = "buttonColor"; static var classConstructed = classConstruct(); static var UIObjectExtensionsDependency = mx.core.ext.UIObjectExtensions; }
Symbol 144 MovieClip [__Packages.mx.controls.HScrollBar] Frame 0
class mx.controls.HScrollBar extends mx.controls.scrollClasses.ScrollBar { var _minHeight, _minWidth, _xscale, _rotation, __width, scrollIt; function HScrollBar () { super(); } function getMinWidth(Void) { return(_minHeight); } function getMinHeight(Void) { return(_minWidth); } function init(Void) { super.init(); _xscale = -100; _rotation = -90; } function get virtualHeight() { return(__width); } function isScrollBarKey(k) { if (k == 37) { scrollIt("Line", -1); return(true); } if (k == 39) { scrollIt("Line", 1); return(true); } return(super.isScrollBarKey(k)); } static var symbolName = "HScrollBar"; static var symbolOwner = mx.core.UIComponent; static var version = "2.0.2.126"; var className = "HScrollBar"; var minusMode = "Left"; var plusMode = "Right"; var minMode = "AtLeft"; var maxMode = "AtRight"; }
Symbol 145 MovieClip [__Packages.mx.core.View] Frame 0
class mx.core.View extends mx.core.UIComponent { var tabChildren, tabEnabled, boundingBox_mc, border_mc, __get__width, __get__height, __tabIndex, depth, createObject, createClassObject, loadExternal, destroyObject, createClassChildAtDepth, doLater; function View () { super(); } function init() { super.init(); tabChildren = true; tabEnabled = false; boundingBox_mc._visible = false; boundingBox_mc._width = (boundingBox_mc._height = 0); } function size() { border_mc.move(0, 0); border_mc.setSize(__get__width(), __get__height()); doLayout(); } function draw() { size(); } function get numChildren() { var _local3 = childNameBase; var _local2 = 0; while (true) { if (this[_local3 + _local2] == undefined) { return(_local2); } _local2++; } } function get tabIndex() { return((tabEnabled ? (__tabIndex) : undefined)); } function addLayoutObject(object) { } function createChild(className, instanceName, initProps) { if (depth == undefined) { depth = 1; } var _local2; if (typeof(className) == "string") { _local2 = createObject(className, instanceName, depth++, initProps); } else { _local2 = createClassObject(className, instanceName, depth++, initProps); } if (_local2 == undefined) { _local2 = loadExternal(className, _loadExternalClass, instanceName, depth++, initProps); } else { this[childNameBase + numChildren] = _local2; _local2._complete = true; childLoaded(_local2); } addLayoutObject(_local2); return(_local2); } function getChildAt(childIndex) { return(this[childNameBase + childIndex]); } function destroyChildAt(childIndex) { if (!((childIndex >= 0) && (childIndex < numChildren))) { return(undefined); } var _local4 = childNameBase + childIndex; var _local6 = numChildren; var _local3; for (_local3 in this) { if (_local3 == _local4) { _local4 = ""; destroyObject(_local3); break; } } var _local2 = Number(childIndex); while (_local2 < (_local6 - 1)) { this[childNameBase + _local2] = this[childNameBase + (_local2 + 1)]; _local2++; } delete this[childNameBase + (_local6 - 1)]; depth--; } function initLayout() { if (!hasBeenLayedOut) { doLayout(); } } function doLayout() { hasBeenLayedOut = true; } function createChildren() { if (border_mc == undefined) { border_mc = createClassChildAtDepth(_global.styles.rectBorderClass, mx.managers.DepthManager.kBottom, {styleName:this}); } doLater(this, "initLayout"); } function convertToUIObject(obj) { } function childLoaded(obj) { convertToUIObject(obj); } static function extension() { mx.core.ExternalContent.enableExternalContent(); } static var symbolName = "View"; static var symbolOwner = mx.core.View; static var version = "2.0.2.126"; var className = "View"; static var childNameBase = "_child"; var hasBeenLayedOut = false; var _loadExternalClass = "UIComponent"; }
Symbol 146 MovieClip [__Packages.mx.core.ScrollView] Frame 0
class mx.core.ScrollView extends mx.core.View { var __width, hScroller, vScroller, __maxHPosition, propsInited, scrollAreaChanged, specialHScrollCase, createObject, viewableColumns, __height, oldRndUp, viewableRows, __viewMetrics, owner, enabled, border_mc, __get__width, __get__height, invLayout, mask_mc, _parent, dispatchEvent; function ScrollView () { super(); } function getHScrollPolicy(Void) { return(__hScrollPolicy); } function setHScrollPolicy(policy) { __hScrollPolicy = policy.toLowerCase(); if (__width == undefined) { return(undefined); } setScrollProperties(numberOfCols, columnWidth, rowC, rowH, heightPadding, widthPadding); } function get hScrollPolicy() { return(getHScrollPolicy()); } function set hScrollPolicy(policy) { setHScrollPolicy(policy); //return(hScrollPolicy); } function getVScrollPolicy(Void) { return(__vScrollPolicy); } function setVScrollPolicy(policy) { __vScrollPolicy = policy.toLowerCase(); if (__width == undefined) { return(undefined); } setScrollProperties(numberOfCols, columnWidth, rowC, rowH, heightPadding, widthPadding); } function get vScrollPolicy() { return(getVScrollPolicy()); } function set vScrollPolicy(policy) { setVScrollPolicy(policy); //return(vScrollPolicy); } function get hPosition() { return(getHPosition()); } function set hPosition(pos) { setHPosition(pos); //return(hPosition); } function getHPosition(Void) { return(__hPosition); } function setHPosition(pos) { hScroller.__set__scrollPosition(pos); __hPosition = pos; } function get vPosition() { return(getVPosition()); } function set vPosition(pos) { setVPosition(pos); //return(vPosition); } function getVPosition(Void) { return(__vPosition); } function setVPosition(pos) { vScroller.__set__scrollPosition(pos); __vPosition = pos; } function get maxVPosition() { var _local2 = vScroller.maxPos; return(((_local2 == undefined) ? 0 : (_local2))); } function get maxHPosition() { return(getMaxHPosition()); } function set maxHPosition(pos) { setMaxHPosition(pos); //return(maxHPosition); } function getMaxHPosition(Void) { if (__maxHPosition != undefined) { return(__maxHPosition); } var _local2 = hScroller.maxPos; return(((_local2 == undefined) ? 0 : (_local2))); } function setMaxHPosition(pos) { __maxHPosition = pos; } function setScrollProperties(colCount, colWidth, rwCount, rwHeight, hPadding, wPadding) { var _local3 = getViewMetrics(); if (hPadding == undefined) { hPadding = 0; } if (wPadding == undefined) { wPadding = 0; } propsInited = true; delete scrollAreaChanged; heightPadding = hPadding; widthPadding = wPadding; if (colWidth == 0) { colWidth = 1; } if (rwHeight == 0) { rwHeight = 1; } var _local5 = Math.ceil((((__width - _local3.left) - _local3.right) - widthPadding) / colWidth); if ((__hScrollPolicy == "on") || ((_local5 < colCount) && (__hScrollPolicy == "auto"))) { if ((hScroller == undefined) || (specialHScrollCase)) { delete specialHScrollCase; hScroller = createObject("HScrollBar", "hSB", 1001); hScroller.__set__lineScrollSize(20); hScroller.scrollHandler = scrollProxy; hScroller.__set__scrollPosition(__hPosition); scrollAreaChanged = true; } if ((((numberOfCols != colCount) || (columnWidth != colWidth)) || (viewableColumns != _local5)) || (scrollAreaChanged)) { hScroller.setScrollProperties(_local5, 0, colCount - _local5); viewableColumns = _local5; numberOfCols = colCount; columnWidth = colWidth; } } else if (((__hScrollPolicy == "auto") || (__hScrollPolicy == "off")) && (hScroller != undefined)) { hScroller.removeMovieClip(); delete hScroller; scrollAreaChanged = true; } if (heightPadding == undefined) { heightPadding = 0; } var _local4 = Math.ceil((((__height - _local3.top) - _local3.bottom) - heightPadding) / rwHeight); var _local8 = (((__height - _local3.top) - _local3.bottom) % rwHeight) != 0; if ((__vScrollPolicy == "on") || ((_local4 < (rwCount + _local8)) && (__vScrollPolicy == "auto"))) { if (vScroller == undefined) { vScroller = createObject("VScrollBar", "vSB", 1002); vScroller.scrollHandler = scrollProxy; vScroller.__set__scrollPosition(__vPosition); scrollAreaChanged = true; rowH = 0; } if ((((rowC != rwCount) || (rowH != rwHeight)) || ((viewableRows + _local8) != (_local4 + oldRndUp))) || (scrollAreaChanged)) { vScroller.setScrollProperties(_local4, 0, (rwCount - _local4) + _local8); viewableRows = _local4; rowC = rwCount; rowH = rwHeight; oldRndUp = _local8; } } else if (((__vScrollPolicy == "auto") || (__vScrollPolicy == "off")) && (vScroller != undefined)) { vScroller.removeMovieClip(); delete vScroller; scrollAreaChanged = true; } numberOfCols = colCount; columnWidth = colWidth; if (scrollAreaChanged) { doLayout(); var _local2 = __viewMetrics; var _local12 = ((owner != undefined) ? (owner) : this); _local12.layoutContent(_local2.left, _local2.top, ((columnWidth * numberOfCols) - _local2.left) - _local2.right, rowC * rowH, (__width - _local2.left) - _local2.right, (__height - _local2.top) - _local2.bottom); } if (!enabled) { setEnabled(false); } } function getViewMetrics(Void) { var _local2 = __viewMetrics; var _local3 = border_mc.__get__borderMetrics(); _local2.left = _local3.left; _local2.right = _local3.right; if (vScroller != undefined) { _local2.right = _local2.right + vScroller.minWidth; } _local2.top = _local3.top; if ((hScroller == undefined) && ((__hScrollPolicy == "on") || (__hScrollPolicy == true))) { hScroller = createObject("FHScrollBar", "hSB", 1001); specialHScrollCase = true; } _local2.bottom = _local3.bottom; if (hScroller != undefined) { _local2.bottom = _local2.bottom + hScroller.minHeight; } return(_local2); } function doLayout(Void) { var _local10 = __get__width(); var _local8 = __get__height(); delete invLayout; var _local3 = (__viewMetrics = getViewMetrics()); var _local2 = _local3.left; var _local9 = _local3.right; var _local5 = _local3.top; var _local11 = _local3.bottom; var _local7 = hScroller; var _local6 = vScroller; _local7.setSize((_local10 - _local2) - _local9, _local7.minHeight + 0); _local7.move(_local2, _local8 - _local11); _local6.setSize(_local6.minWidth + 0, (_local8 - _local5) - _local11); _local6.move(_local10 - _local9, _local5); var _local4 = mask_mc; _local4._width = (_local10 - _local2) - _local9; _local4._height = (_local8 - _local5) - _local11; _local4._x = _local2; _local4._y = _local5; } function createChild(id, name, props) { var _local2 = super.createChild(id, name, props); return(_local2); } function init(Void) { super.init(); __viewMetrics = new Object(); if (_global.__SVMouseWheelManager == undefined) { var _local4 = (_global.__SVMouseWheelManager = new Object()); _local4.onMouseWheel = __onMouseWheel; Mouse.addListener(_local4); } } function __onMouseWheel(delta, scrollTarget) { var _local4 = scrollTarget; var _local1; while (_local4 != undefined) { if (_local4 instanceof mx.core.ScrollView) { _local1 = _local4; } _local4 = _local4._parent; } if (_local1 != undefined) { _local4 = ((delta <= 0) ? 1 : -1); var _local2 = _local1.vScroller.lineScrollSize; if (_local2 == undefined) { _local2 = 0; } _local2 = Math.max(Math.abs(delta), _local2); var _local3 = _local1.vPosition + (_local2 * _local4); _local1.vPosition = Math.max(0, Math.min(_local3, _local1.maxVPosition)); _local1.dispatchEvent({type:"scroll", direction:"vertical", position:_local1.vPosition}); } } function createChildren(Void) { super.createChildren(); if (mask_mc == undefined) { mask_mc = createObject("BoundingBox", "mask_mc", MASK_DEPTH); } mask_mc._visible = false; } function invalidate(Void) { super.invalidate(); } function draw(Void) { size(); } function size(Void) { super.size(); } function scrollProxy(docObj) { _parent.onScroll(docObj); } function onScroll(docObj) { var _local3 = docObj.target; var _local2 = _local3.scrollPosition; if (_local3 == vScroller) { var _local4 = "vertical"; var _local5 = "__vPosition"; } else { var _local4 = "horizontal"; var _local5 = "__hPosition"; } this[_local5] = _local2; dispatchEvent({type:"scroll", direction:_local4, position:_local2}); } function setEnabled(v) { vScroller.enabled = (hScroller.enabled = v); } function childLoaded(obj) { super.childLoaded(obj); obj.setMask(mask_mc); } static var symbolName = "ScrollView"; static var symbolOwner = mx.core.ScrollView; static var version = "2.0.2.126"; var className = "ScrollView"; var __vScrollPolicy = "auto"; var __hScrollPolicy = "off"; var __vPosition = 0; var __hPosition = 0; var numberOfCols = 0; var rowC = 0; var columnWidth = 1; var rowH = 0; var heightPadding = 0; var widthPadding = 0; var MASK_DEPTH = 10000; }
Symbol 147 MovieClip [__Packages.mx.containers.ScrollPane] Frame 0
class mx.containers.ScrollPane extends mx.core.ScrollView { var _total, _loaded, destroyChildAt, createChild, __scrollContent, spContentHolder, hScroller, vScroller, __get__hScrollPolicy, __vScrollPolicy, __get__vScrollPolicy, tabEnabled, keyDown, mask_mc, hPosition, __get__maxHPosition, vPosition, __get__maxVPosition, __hPosition, __vPosition, invalidate; function ScrollPane () { super(); } function getBytesTotal() { return(_total); } function getBytesLoaded() { return(_loaded); } function set contentPath(scrollableContent) { if (!initializing) { if (scrollableContent == undefined) { destroyChildAt(0); } else { if (this[mx.core.View.childNameBase + 0] != undefined) { destroyChildAt(0); } createChild(scrollableContent, "spContentHolder"); } } __scrollContent = scrollableContent; //return(contentPath); } function get contentPath() { return(__scrollContent); } function get content() { return(spContentHolder); } function setHPosition(position) { if ((position <= hScroller.maxPos) && (position >= hScroller.minPos)) { super.setHPosition(position); spContentHolder._x = -position; } } function setVPosition(position) { if ((position <= vScroller.maxPos) && (position >= vScroller.minPos)) { super.setVPosition(position); spContentHolder._y = -position; } } function get vLineScrollSize() { return(__vLineScrollSize); } function set vLineScrollSize(vLineSize) { __vLineScrollSize = vLineSize; vScroller.__set__lineScrollSize(vLineSize); //return(vLineScrollSize); } function get hLineScrollSize() { return(__hLineScrollSize); } function set hLineScrollSize(hLineSize) { __hLineScrollSize = hLineSize; hScroller.__set__lineScrollSize(hLineSize); //return(hLineScrollSize); } function get vPageScrollSize() { return(__vPageScrollSize); } function set vPageScrollSize(vPageSize) { __vPageScrollSize = vPageSize; vScroller.__set__pageScrollSize(vPageSize); //return(vPageScrollSize); } function get hPageScrollSize() { return(__hPageScrollSize); } function set hPageScrollSize(hPageSize) { __hPageScrollSize = hPageSize; hScroller.__set__pageScrollSize(hPageSize); //return(hPageScrollSize); } function set hScrollPolicy(policy) { __hScrollPolicy = policy.toLowerCase(); setScrollProperties(spContentHolder._width, 1, spContentHolder._height, 1); //return(__get__hScrollPolicy()); } function set vScrollPolicy(policy) { __vScrollPolicy = policy.toLowerCase(); setScrollProperties(spContentHolder._width, 1, spContentHolder._height, 1); //return(__get__vScrollPolicy()); } function get scrollDrag() { return(__scrollDrag); } function set scrollDrag(s) { __scrollDrag = s; if (__scrollDrag) { spContentHolder.useHandCursor = true; spContentHolder.onPress = function () { this._parent.startDragLoop(); }; spContentHolder.tabEnabled = false; spContentHolder.onRelease = (spContentHolder.onReleaseOutside = function () { delete this.onMouseMove; }); __scrollDrag = true; } else { delete spContentHolder.onPress; spContentHolder.tabEnabled = false; spContentHolder.tabChildren = true; spContentHolder.useHandCursor = false; __scrollDrag = false; } //return(scrollDrag); } function init(Void) { super.init(); tabEnabled = true; keyDown = _onKeyDown; } function createChildren(Void) { super.createChildren(); mask_mc._visible = false; initializing = false; if ((__scrollContent != undefined) && (__scrollContent != "")) { contentPath = (__scrollContent); } } function size(Void) { super.size(); setScrollProperties(spContentHolder._width, 1, spContentHolder._height, 1); hPosition = Math.min(hPosition, __get__maxHPosition()); vPosition = Math.min(vPosition, __get__maxVPosition()); } function setScrollProperties(columnCount, columnWidth, rowCount, rowHeight) { super.setScrollProperties(columnCount, columnWidth, rowCount, rowHeight); hScroller.__set__lineScrollSize(__hLineScrollSize); hScroller.__set__pageScrollSize(__hPageScrollSize); vScroller.__set__lineScrollSize(__vLineScrollSize); vScroller.__set__pageScrollSize(__vPageScrollSize); } function onScroll(scrollEvent) { spContentHolder._x = -__hPosition; spContentHolder._y = -__vPosition; super.onScroll(scrollEvent); } function childLoaded(obj) { super.childLoaded(obj); onComplete(); } function onComplete(Void) { setScrollProperties(spContentHolder._width, 1, spContentHolder._height, 1); hPosition = 0; vPosition = 0; scrollDrag = (__scrollDrag); invalidate(); } function startDragLoop(Void) { spContentHolder.lastX = spContentHolder._xmouse; spContentHolder.lastY = spContentHolder._ymouse; spContentHolder.onMouseMove = function () { var _local5 = this.lastX - this._xmouse; var _local4 = this.lastY - this._ymouse; _local5 = _local5 + this._parent.hPosition; _local4 = _local4 + this._parent.vPosition; var _local3 = this._parent.getViewMetrics(); var _local7 = (this._parent.__height - _local3.top) - _local3.bottom; var _local6 = (this._parent.__width - _local3.left) - _local3.right; this._parent.__hPosition = Math.max(0, Math.min(_local5, this._width - _local6)); this._parent.__vPosition = Math.max(0, Math.min(_local4, this._height - _local7)); this._parent.hScroller.scrollPosition = this._parent.__hPosition; this._x = -this._parent.hPosition; this._parent.vScroller.scrollPosition = this._parent.__vPosition; this._y = -this._parent.vPosition; super.dispatchEvent({type:"scroll"}); }; } function dispatchEvent(o) { o.target = this; _total = o.total; _loaded = o.current; super.dispatchEvent(o); } function refreshPane(Void) { contentPath = (__scrollContent); } function _onKeyDown(e) { if (((hScroller != undefined) && (__hPosition <= hScroller.maxPos)) && (__hPosition >= hScroller.minPos)) { if (e.code == 37) { hPosition = hPosition - hLineScrollSize; } else if (e.code == 39) { hPosition = hPosition + hLineScrollSize; } } if (((vScroller != undefined) && (__vPosition <= vScroller.maxPos)) && (__vPosition >= vScroller.minPos)) { if (e.code == 33) { vPosition = vPosition - vPageScrollSize; } else if (e.code == 34) { vPosition = vPosition + vPageScrollSize; } if (e.code == 40) { vPosition = vPosition + vLineScrollSize; } else if (e.code == 38) { vPosition = vPosition - vLineScrollSize; } } if (e.code == 36) { vPosition = vScroller.minPos; } else if (e.code == 35) { vPosition = vScroller.maxPos; } } static var symbolName = "ScrollPane"; static var symbolOwner = mx.containers.ScrollPane; var className = "ScrollPane"; static var version = "2.0.2.126"; var __hScrollPolicy = "auto"; var __scrollDrag = false; var __vLineScrollSize = 5; var __hLineScrollSize = 5; var __vPageScrollSize = 20; var __hPageScrollSize = 20; var clipParameters = {contentPath:1, scrollDrag:1, hScrollPolicy:1, vScrollPolicy:1, vLineScrollSize:1, hLineScrollSize:1, vPageScrollSize:1, hPageScrollSize:1}; static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.containers.ScrollPane.prototype.clipParameters, mx.core.ScrollView.prototype.clipParameters); var initializing = true; }
Symbol 151 MovieClip [__Packages.mx.core.ExternalContent] Frame 0
class mx.core.ExternalContent { var createObject, numChildren, prepList, doLater, loadList, dispatchEvent, loadedList, childLoaded; function ExternalContent () { } function loadExternal(url, placeholderClassName, instanceName, depth, initProps) { var _local2; _local2 = createObject(placeholderClassName, instanceName, depth, initProps); this[mx.core.View.childNameBase + numChildren] = _local2; if (prepList == undefined) { prepList = new Object(); } prepList[instanceName] = {obj:_local2, url:url, complete:false, initProps:initProps}; prepareToLoadMovie(_local2); return(_local2); } function prepareToLoadMovie(obj) { obj.unloadMovie(); doLater(this, "waitForUnload"); } function waitForUnload() { var _local3; for (_local3 in prepList) { var _local2 = prepList[_local3]; if (_local2.obj.getBytesTotal() == 0) { if (loadList == undefined) { loadList = new Object(); } loadList[_local3] = _local2; _local2.obj.loadMovie(_local2.url); delete prepList[_local3]; doLater(this, "checkLoadProgress"); } else { doLater(this, "waitForUnload"); } } } function checkLoadProgress() { var _local8 = false; var _local3; for (_local3 in loadList) { var _local2 = loadList[_local3]; _local2.loaded = _local2.obj.getBytesLoaded(); _local2.total = _local2.obj.getBytesTotal(); if (_local2.total > 0) { _local2.obj._visible = false; dispatchEvent({type:"progress", target:_local2.obj, current:_local2.loaded, total:_local2.total}); if (_local2.loaded == _local2.total) { if (loadedList == undefined) { loadedList = new Object(); } loadedList[_local3] = _local2; delete loadList[_local3]; doLater(this, "contentLoaded"); } } else if (_local2.total == -1) { if (_local2.failedOnce != undefined) { _local2.failedOnce++; if (_local2.failedOnce > 3) { dispatchEvent({type:"complete", target:_local2.obj, current:_local2.loaded, total:_local2.total}); delete loadList[_local3]; } } else { _local2.failedOnce = 0; } } _local8 = true; } if (_local8) { doLater(this, "checkLoadProgress"); } } function contentLoaded() { var _local4; for (_local4 in loadedList) { var _local2 = loadedList[_local4]; _local2.obj._visible = true; _local2.obj._complete = true; var _local3; for (_local3 in _local2.initProps) { _local2.obj[_local3] = _local2.initProps[_local3]; } childLoaded(_local2.obj); dispatchEvent({type:"complete", target:_local2.obj, current:_local2.loaded, total:_local2.total}); delete loadedList[_local4]; } } function convertToUIObject(obj) { if (obj.setSize == undefined) { var _local2 = mx.core.UIObject.prototype; obj.addProperty("width", _local2.__get__width, null); obj.addProperty("height", _local2.__get__height, null); obj.addProperty("left", _local2.__get__left, null); obj.addProperty("x", _local2.__get__x, null); obj.addProperty("top", _local2.__get__top, null); obj.addProperty("y", _local2.__get__y, null); obj.addProperty("right", _local2.__get__right, null); obj.addProperty("bottom", _local2.__get__bottom, null); obj.addProperty("visible", _local2.__get__visible, _local2.__set__visible); obj.move = mx.core.UIObject.prototype.move; obj.setSize = mx.core.UIObject.prototype.setSize; obj.size = mx.core.UIObject.prototype.size; mx.events.UIEventDispatcher.initialize(obj); } } static function enableExternalContent() { } static function classConstruct() { var _local1 = mx.core.View.prototype; var _local2 = mx.core.ExternalContent.prototype; _local1.loadExternal = _local2.loadExternal; _local1.prepareToLoadMovie = _local2.prepareToLoadMovie; _local1.waitForUnload = _local2.waitForUnload; _local1.checkLoadProgress = _local2.checkLoadProgress; _local1.contentLoaded = _local2.contentLoaded; _local1.convertToUIObject = _local2.convertToUIObject; return(true); } static var classConstructed = classConstruct(); static var ViewDependency = mx.core.View; }
Symbol 152 MovieClip [__Packages.mx.controls.TextInput] Frame 0
class mx.controls.TextInput extends mx.core.UIComponent { var owner, enterListener, label, tabChildren, tabEnabled, focusTextField, _color, _parent, border_mc, createClassObject, dispatchValueChangedEvent, __get__width, __get__height, tfx, tfy, tfw, tfh, getStyle, bind, updateModel, _getTextFormat, enabled; function TextInput () { super(); } function addEventListener(event, handler) { if (event == "enter") { addEnterEvents(); } super.addEventListener(event, handler); } function enterOnKeyDown() { if (Key.getAscii() == 13) { owner.dispatchEvent({type:"enter"}); } } function addEnterEvents() { if (enterListener == undefined) { enterListener = new Object(); enterListener.owner = this; enterListener.onKeyDown = enterOnKeyDown; } } function init(Void) { super.init(); label.styleName = this; tabChildren = true; tabEnabled = false; focusTextField = label; _color = mx.core.UIObject.textColorList; label.onSetFocus = function () { this._parent.onSetFocus(); }; label.onKillFocus = function (n) { this._parent.onKillFocus(n); }; label.drawFocus = function (b) { this._parent.drawFocus(b); }; label.onChanged = onLabelChanged; } function setFocus() { Selection.setFocus(label); } function onLabelChanged(Void) { _parent.dispatchEvent({type:"change"}); _parent.dispatchValueChangedEvent(text); } function createChildren(Void) { super.createChildren(); if (border_mc == undefined) { createClassObject(_global.styles.rectBorderClass, "border_mc", 0, {styleName:this}); } border_mc.swapDepths(label); label.autoSize = "none"; } function get html() { return(getHtml()); } function set html(value) { setHtml(value); //return(html); } function getHtml() { return(label.html); } function setHtml(value) { if (value != label.html) { label.html = value; } } function get text() { return(getText()); } function set text(t) { setText(t); //return(text); } function getText() { if (initializing) { return(initText); } if (label.html == true) { return(label.htmlText); } return(label.text); } function setText(t) { if (initializing) { initText = t; } else { var _local2 = label; if (_local2.html == true) { _local2.htmlText = t; } else { _local2.text = t; } } dispatchValueChangedEvent(t); } function size(Void) { border_mc.setSize(__get__width(), __get__height()); var _local2 = border_mc.__get__borderMetrics(); var _local6 = _local2.left + _local2.right; var _local3 = _local2.top + _local2.bottom; var _local5 = _local2.left; var _local4 = _local2.top; tfx = _local5; tfy = _local4; tfw = __get__width() - _local6; tfh = __get__height() - _local3; label.move(tfx, tfy); label.setSize(tfw, tfh + 1); } function setEnabled(enable) { label.type = (((__editable == true) || (enable == false)) ? "input" : "dynamic"); label.selectable = enable; var _local2 = getStyle((enable ? "color" : "disabledColor")); if (_local2 == undefined) { _local2 = (enable ? 0 : 8947848); } setColor(_local2); } function setColor(col) { label.textColor = col; } function onKillFocus(newFocus) { if (enterListener != undefined) { Key.removeListener(enterListener); } if (bind != undefined) { updateModel(text); } super.onKillFocus(newFocus); } function onSetFocus(oldFocus) { var f = Selection.getFocus(); var o = eval (f); if (o != label) { Selection.setFocus(label); return(undefined); } if (enterListener != undefined) { Key.addListener(enterListener); } super.onSetFocus(oldFocus); } function draw(Void) { var _local2 = label; var _local4 = getText(); if (initializing) { initializing = false; delete initText; } var _local3 = _getTextFormat(); _local2.embedFonts = _local3.embedFonts == true; if (_local3 != undefined) { _local2.setTextFormat(_local3); _local2.setNewTextFormat(_local3); } _local2.multiline = false; _local2.wordWrap = false; if (_local2.html == true) { _local2.setTextFormat(_local3); _local2.htmlText = _local4; } else { _local2.text = _local4; } _local2.type = (((__editable == true) || (enabled == false)) ? "input" : "dynamic"); size(); } function setEditable(s) { __editable = s; label.type = (s ? "input" : "dynamic"); } function get maxChars() { return(label.maxChars); } function set maxChars(w) { label.maxChars = w; //return(maxChars); } function get length() { return(label.length); } function get restrict() { return(label.restrict); } function set restrict(w) { label.restrict = ((w == "") ? null : (w)); //return(restrict); } function get hPosition() { return(label.hscroll); } function set hPosition(w) { label.hscroll = w; //return(hPosition); } function get maxHPosition() { return(label.maxhscroll); } function get editable() { return(__editable); } function set editable(w) { setEditable(w); //return(editable); } function get password() { return(label.password); } function set password(w) { label.password = w; //return(password); } function get tabIndex() { return(label.tabIndex); } function set tabIndex(w) { label.tabIndex = w; //return(tabIndex); } function set _accProps(val) { label._accProps = val; //return(_accProps); } function get _accProps() { return(label._accProps); } static var symbolName = "TextInput"; static var symbolOwner = mx.controls.TextInput; static var version = "2.0.2.126"; var className = "TextInput"; var initializing = true; var clipParameters = {text:1, editable:1, password:1, maxChars:1, restrict:1}; static var mergedClipParameters = mx.core.UIObject.mergeClipParameters(mx.controls.TextInput.prototype.clipParameters, mx.core.UIComponent.prototype.clipParameters); var _maxWidth = mx.core.UIComponent.kStretch; var __editable = true; var initText = ""; }
Symbol 195 MovieClip Frame 1
_root.stop(); onMouseDown = function () { getURL ("http://www.flashrage.com", "_blank"); };
Symbol 195 MovieClip Frame 89
stop(); _root.play();
Symbol 207 MovieClip Frame 1
stop();
Symbol 207 MovieClip Frame 6
stop();
Symbol 207 MovieClip Frame 7
stop();
Symbol 211 MovieClip Frame 1
stop();
Symbol 211 MovieClip Frame 6
stop();
Symbol 211 MovieClip Frame 7
stop();
Symbol 215 MovieClip Frame 1
stop();
Symbol 215 MovieClip Frame 6
stop();
Symbol 215 MovieClip Frame 7
stop();
Symbol 219 MovieClip Frame 1
stop();
Symbol 219 MovieClip Frame 6
stop();
Symbol 219 MovieClip Frame 7
stop();
Symbol 223 MovieClip Frame 1
stop();
Symbol 223 MovieClip Frame 6
stop();
Symbol 223 MovieClip Frame 7
stop();
Symbol 227 MovieClip Frame 1
stop();
Symbol 227 MovieClip Frame 6
stop();
Symbol 227 MovieClip Frame 7
stop();
Instance of Symbol 207 MovieClip in Symbol 228 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track1 = new Sound(); track1.attachSound("Music1"); track1.start(0, 9999999); }
Instance of Symbol 211 MovieClip in Symbol 228 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track5 = new Sound(); track5.attachSound("Music5"); track5.start(0, 9999999); }
Instance of Symbol 215 MovieClip in Symbol 228 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); }
Instance of Symbol 219 MovieClip in Symbol 228 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track2 = new Sound(); track2.attachSound("Music2"); track2.start(0, 9999999); }
Instance of Symbol 223 MovieClip in Symbol 228 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); stopAllSounds(); track3 = new Sound(); track3.attachSound("Music3"); track3.start(0, 9999999); }
Instance of Symbol 227 MovieClip in Symbol 228 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track4 = new Sound(); track4.attachSound("Music4"); track4.start(0, 9999999); }
Symbol 231 MovieClip Frame 1
stop();
Symbol 231 MovieClip Frame 5
stop();
Symbol 231 MovieClip Frame 6
stop();
Symbol 236 MovieClip Frame 1
stop();
Symbol 236 MovieClip Frame 5
stop();
Symbol 236 MovieClip Frame 6
stop();
Symbol 239 MovieClip Frame 1
stop();
Symbol 239 MovieClip Frame 5
stop();
Symbol 239 MovieClip Frame 6
stop();
Symbol 246 MovieClip Frame 1
stop();
Symbol 246 MovieClip Frame 5
stop();
Symbol 246 MovieClip Frame 6
stop();
Symbol 255 MovieClip Frame 1
stop();
Symbol 255 MovieClip Frame 5
stop();
Symbol 255 MovieClip Frame 6
stop();
Symbol 259 MovieClip Frame 1
stop();
Symbol 259 MovieClip Frame 5
stop();
Symbol 259 MovieClip Frame 6
stop();
Symbol 262 MovieClip Frame 1
stop();
Symbol 262 MovieClip Frame 5
stop();
Symbol 262 MovieClip Frame 6
stop();
Symbol 268 MovieClip Frame 1
stop();
Symbol 268 MovieClip Frame 5
stop();
Symbol 268 MovieClip Frame 6
stop();
Symbol 274 Button
on (press) { _root.gotoAndStop("Parts1", "FLStudio"); }
Symbol 275 MovieClip Frame 1
stop();
Symbol 275 MovieClip Frame 5
stop();
Symbol 275 MovieClip Frame 6
stop();
Symbol 281 MovieClip Frame 1
stop();
Symbol 281 MovieClip Frame 5
stop();
Symbol 281 MovieClip Frame 6
stop();
Symbol 284 MovieClip Frame 1
stop();
Symbol 284 MovieClip Frame 5
stop();
Symbol 284 MovieClip Frame 6
stop();
Symbol 295 Button
on (press) { _root.gotoAndStop(31); }
Symbol 298 Button
on (press) { _root.gotoAndStop(31); }
Symbol 303 MovieClip Frame 1
stop();
Symbol 303 MovieClip Frame 6
stop();
Symbol 303 MovieClip Frame 7
stop();
Symbol 307 MovieClip Frame 1
stop();
Symbol 307 MovieClip Frame 6
stop();
Symbol 307 MovieClip Frame 7
stop();
Symbol 311 MovieClip Frame 1
stop();
Symbol 311 MovieClip Frame 6
stop();
Symbol 311 MovieClip Frame 7
stop();
Symbol 315 MovieClip Frame 1
stop();
Symbol 315 MovieClip Frame 6
stop();
Symbol 315 MovieClip Frame 7
stop();
Symbol 319 MovieClip Frame 1
stop();
Symbol 319 MovieClip Frame 6
stop();
Symbol 319 MovieClip Frame 7
stop();
Symbol 323 MovieClip Frame 1
stop();
Symbol 323 MovieClip Frame 6
stop();
Symbol 323 MovieClip Frame 7
stop();
Instance of Symbol 303 MovieClip in Symbol 324 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track1 = new Sound(); track1.attachSound("Music1"); track1.start(0, 9999999); }
Instance of Symbol 307 MovieClip in Symbol 324 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track5 = new Sound(); track5.attachSound("Music5"); track5.start(0, 9999999); }
Instance of Symbol 311 MovieClip in Symbol 324 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); }
Instance of Symbol 315 MovieClip in Symbol 324 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track2 = new Sound(); track2.attachSound("Music2"); track2.start(0, 9999999); }
Instance of Symbol 319 MovieClip in Symbol 324 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); stopAllSounds(); track3 = new Sound(); track3.attachSound("Music3"); track3.start(0, 9999999); }
Instance of Symbol 323 MovieClip in Symbol 324 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track4 = new Sound(); track4.attachSound("Music4"); track4.start(0, 9999999); }
Symbol 329 Button
on (release) { gotoAndStop ("loadMovie"); }
Symbol 333 Button
on (release) { gotoAndStop ("FActions"); }
Symbol 336 Button
on (release) { gotoAndStop ("clipEvents"); }
Symbol 339 Button
on (release) { gotoAndStop ("Variables"); }
Symbol 342 Button
on (release) { gotoAndStop (43); }
Symbol 345 Button
on (release) { gotoAndStop ("basicmath"); }
Symbol 348 Button
on (release) { gotoAndStop ("mic"); }
Symbol 351 Button
on (release) { gotoAndStop ("Clock"); }
Symbol 355 Button
on (release) { gotoAndStop ("topdown"); }
Symbol 358 Button
on (release) { gotoAndStop ("searchengine"); }
Symbol 361 Button
on (release) { gotoAndStop ("paypal"); }
Symbol 364 Button
on (release) { gotoAndStop ("SimpleRPG"); }
Symbol 371 Button
on (press) { _root.gotoAndStop(31); }
Symbol 374 Button
on (press) { _root.gotoAndStop(31); }
Symbol 379 MovieClip Frame 1
stop();
Symbol 379 MovieClip Frame 6
stop();
Symbol 379 MovieClip Frame 7
stop();
Symbol 383 MovieClip Frame 1
stop();
Symbol 383 MovieClip Frame 6
stop();
Symbol 383 MovieClip Frame 7
stop();
Symbol 387 MovieClip Frame 1
stop();
Symbol 387 MovieClip Frame 6
stop();
Symbol 387 MovieClip Frame 7
stop();
Symbol 391 MovieClip Frame 1
stop();
Symbol 391 MovieClip Frame 6
stop();
Symbol 391 MovieClip Frame 7
stop();
Symbol 395 MovieClip Frame 1
stop();
Symbol 395 MovieClip Frame 6
stop();
Symbol 395 MovieClip Frame 7
stop();
Symbol 399 MovieClip Frame 1
stop();
Symbol 399 MovieClip Frame 6
stop();
Symbol 399 MovieClip Frame 7
stop();
Instance of Symbol 379 MovieClip in Symbol 400 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track1 = new Sound(); track1.attachSound("Music1"); track1.start(0, 9999999); }
Instance of Symbol 383 MovieClip in Symbol 400 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track5 = new Sound(); track5.attachSound("Music5"); track5.start(0, 9999999); }
Instance of Symbol 387 MovieClip in Symbol 400 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); }
Instance of Symbol 391 MovieClip in Symbol 400 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track2 = new Sound(); track2.attachSound("Music2"); track2.start(0, 9999999); }
Instance of Symbol 395 MovieClip in Symbol 400 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); stopAllSounds(); track3 = new Sound(); track3.attachSound("Music3"); track3.start(0, 9999999); }
Instance of Symbol 399 MovieClip in Symbol 400 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track4 = new Sound(); track4.attachSound("Music4"); track4.start(0, 9999999); }
Symbol 403 Button
on (release) { gotoAndStop ("Arrays"); }
Symbol 406 Button
on (release) { gotoAndStop ("intervals"); }
Symbol 409 Button
on (release) { gotoAndStop ("Platformer1"); }
Symbol 412 Button
on (release) { gotoAndStop ("MoreMath"); }
Symbol 415 Button
on (release) { gotoAndStop ("functions"); }
Symbol 418 Button
on (release) { gotoAndStop ("sound"); }
Symbol 421 Button
on (release) { gotoAndStop ("rgb"); }
Symbol 424 Button
on (release) { gotoAndStop ("cursors"); }
Symbol 428 Button
on (release) { gotoAndStop ("duplicateMC"); }
Symbol 431 Button
on (release) { gotoAndStop ("hitTests"); }
Symbol 434 Button
on (release) { gotoAndStop ("random"); }
Symbol 437 Button
on (release) { gotoAndStop ("txtfollow"); }
Symbol 444 Button
on (press) { _root.gotoAndStop(31); }
Symbol 447 Button
on (press) { _root.gotoAndStop(31); }
Symbol 452 MovieClip Frame 1
stop();
Symbol 452 MovieClip Frame 6
stop();
Symbol 452 MovieClip Frame 7
stop();
Symbol 456 MovieClip Frame 1
stop();
Symbol 456 MovieClip Frame 6
stop();
Symbol 456 MovieClip Frame 7
stop();
Symbol 460 MovieClip Frame 1
stop();
Symbol 460 MovieClip Frame 6
stop();
Symbol 460 MovieClip Frame 7
stop();
Symbol 464 MovieClip Frame 1
stop();
Symbol 464 MovieClip Frame 6
stop();
Symbol 464 MovieClip Frame 7
stop();
Symbol 468 MovieClip Frame 1
stop();
Symbol 468 MovieClip Frame 6
stop();
Symbol 468 MovieClip Frame 7
stop();
Symbol 472 MovieClip Frame 1
stop();
Symbol 472 MovieClip Frame 6
stop();
Symbol 472 MovieClip Frame 7
stop();
Instance of Symbol 452 MovieClip in Symbol 473 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track1 = new Sound(); track1.attachSound("Music1"); track1.start(0, 9999999); }
Instance of Symbol 456 MovieClip in Symbol 473 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track5 = new Sound(); track5.attachSound("Music5"); track5.start(0, 9999999); }
Instance of Symbol 460 MovieClip in Symbol 473 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); }
Instance of Symbol 464 MovieClip in Symbol 473 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track2 = new Sound(); track2.attachSound("Music2"); track2.start(0, 9999999); }
Instance of Symbol 468 MovieClip in Symbol 473 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); stopAllSounds(); track3 = new Sound(); track3.attachSound("Music3"); track3.start(0, 9999999); }
Instance of Symbol 472 MovieClip in Symbol 473 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track4 = new Sound(); track4.attachSound("Music4"); track4.start(0, 9999999); }
Symbol 476 Button
on (release) { gotoAndStop ("bg"); }
Symbol 479 Button
on (release) { gotoAndStop ("faces"); }
Symbol 482 Button
on (release) { gotoAndStop ("Filters"); }
Symbol 487 Button
on (release) { gotoAndStop ("lipsync"); }
Symbol 490 Button
on (release) { gotoAndStop ("shapetween"); }
Symbol 493 Button
on (release) { gotoAndStop ("motiontut"); }
Symbol 496 Button
on (release) { gotoAndStop ("explosions"); }
Symbol 499 Button
on (release) { gotoAndStop ("bgobjects"); }
Symbol 502 Button
on (release) { gotoAndStop ("Ray"); }
Symbol 506 Button
on (release) { gotoAndStop ("Buttons"); }
Symbol 509 Button
on (release) { gotoAndStop ("fireuber"); }
Symbol 513 Button
on (release) { gotoAndStop ("firefilters"); }
Symbol 516 Button
on (release) { gotoAndStop ("bodies"); }
Symbol 521 Button
on (press) { _root.gotoAndStop(31); }
Symbol 524 Button
on (press) { _root.gotoAndStop(31); }
Symbol 527 Button
on (release) { gotoAndStop ("3D"); }
Symbol 530 Button
on (release) { gotoAndStop ("drawingapi"); }
Symbol 533 Button
on (release) { gotoAndStop ("bitmapData"); }
Symbol 536 Button
on (release) { gotoAndStop ("components"); }
Symbol 539 Button
on (release) { gotoAndStop ("binary"); }
Symbol 542 Button
on (release) { gotoAndStop ("perlin"); }
Symbol 546 Button
on (release) { gotoAndStop ("TBP"); }
Symbol 551 Button
on (release) { gotoAndStop ("trig"); }
Symbol 554 Button
on (release) { gotoAndStop ("Worms"); }
Symbol 561 Button
on (press) { _root.gotoAndStop(31); }
Symbol 564 Button
on (press) { _root.gotoAndStop(31); }
Symbol 569 MovieClip Frame 1
stop();
Symbol 569 MovieClip Frame 6
stop();
Symbol 569 MovieClip Frame 7
stop();
Symbol 573 MovieClip Frame 1
stop();
Symbol 573 MovieClip Frame 6
stop();
Symbol 573 MovieClip Frame 7
stop();
Symbol 577 MovieClip Frame 1
stop();
Symbol 577 MovieClip Frame 6
stop();
Symbol 577 MovieClip Frame 7
stop();
Symbol 581 MovieClip Frame 1
stop();
Symbol 581 MovieClip Frame 6
stop();
Symbol 581 MovieClip Frame 7
stop();
Symbol 585 MovieClip Frame 1
stop();
Symbol 585 MovieClip Frame 6
stop();
Symbol 585 MovieClip Frame 7
stop();
Symbol 589 MovieClip Frame 1
stop();
Symbol 589 MovieClip Frame 6
stop();
Symbol 589 MovieClip Frame 7
stop();
Instance of Symbol 569 MovieClip in Symbol 590 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track1 = new Sound(); track1.attachSound("Music1"); track1.start(0, 9999999); }
Instance of Symbol 573 MovieClip in Symbol 590 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track5 = new Sound(); track5.attachSound("Music5"); track5.start(0, 9999999); }
Instance of Symbol 577 MovieClip in Symbol 590 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); }
Instance of Symbol 581 MovieClip in Symbol 590 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track2 = new Sound(); track2.attachSound("Music2"); track2.start(0, 9999999); }
Instance of Symbol 585 MovieClip in Symbol 590 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); stopAllSounds(); track3 = new Sound(); track3.attachSound("Music3"); track3.start(0, 9999999); }
Instance of Symbol 589 MovieClip in Symbol 590 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track4 = new Sound(); track4.attachSound("Music4"); track4.start(0, 9999999); }
Symbol 593 Button
on (release) { gotoAndStop ("compression"); }
Symbol 597 Button
on (release) { gotoAndStop ("startingout"); }
Symbol 600 Button
on (release) { getURL ("http://www.freewebs.com/pyro111/flafiles.htm", "_blank"); }
Symbol 603 Button
on (release) { getURL ("http://calyptica.proboards107.com/index.cgi?board=tutsupport", "_blank"); }
Symbol 606 Button
on (release) { getURL ("http://www.newgrounds.com/collection/flashtutorials.html", "_blank"); }
Symbol 609 Button
on (release) { getURL ("http://www.newgrounds.com/bbs/forum.php?id=2", "_blank"); }
Symbol 616 Button
on (press) { _root.gotoAndStop(31); }
Symbol 619 Button
on (press) { _root.gotoAndStop(31); }
Symbol 625 Button
on (release) { gotoAndStop ("photoshop1"); }
Symbol 628 Button
on (release) { gotoAndStop ("photoshop2"); }
Symbol 631 Button
on (release) { gotoAndStop ("Photoshop3"); }
Symbol 634 Button
on (release) { gotoAndStop ("ps4"); }
Symbol 641 Button
on (press) { _root.gotoAndStop(31); }
Symbol 644 Button
on (press) { _root.gotoAndStop(31); }
Symbol 649 MovieClip Frame 1
stop();
Symbol 649 MovieClip Frame 6
stop();
Symbol 649 MovieClip Frame 7
stop();
Symbol 653 MovieClip Frame 1
stop();
Symbol 653 MovieClip Frame 6
stop();
Symbol 653 MovieClip Frame 7
stop();
Symbol 657 MovieClip Frame 1
stop();
Symbol 657 MovieClip Frame 6
stop();
Symbol 657 MovieClip Frame 7
stop();
Symbol 661 MovieClip Frame 1
stop();
Symbol 661 MovieClip Frame 6
stop();
Symbol 661 MovieClip Frame 7
stop();
Symbol 665 MovieClip Frame 1
stop();
Symbol 665 MovieClip Frame 6
stop();
Symbol 665 MovieClip Frame 7
stop();
Symbol 669 MovieClip Frame 1
stop();
Symbol 669 MovieClip Frame 6
stop();
Symbol 669 MovieClip Frame 7
stop();
Instance of Symbol 649 MovieClip in Symbol 670 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track1 = new Sound(); track1.attachSound("Music1"); track1.start(0, 9999999); }
Instance of Symbol 653 MovieClip in Symbol 670 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track5 = new Sound(); track5.attachSound("Music5"); track5.start(0, 9999999); }
Instance of Symbol 657 MovieClip in Symbol 670 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); }
Instance of Symbol 661 MovieClip in Symbol 670 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track2 = new Sound(); track2.attachSound("Music2"); track2.start(0, 9999999); }
Instance of Symbol 665 MovieClip in Symbol 670 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); stopAllSounds(); track3 = new Sound(); track3.attachSound("Music3"); track3.start(0, 9999999); }
Instance of Symbol 669 MovieClip in Symbol 670 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track4 = new Sound(); track4.attachSound("Music4"); track4.start(0, 9999999); }
Symbol 690 Button
on (press) { gotoAndStop ("AB"); }
Symbol 709 Button
on (press) { gotoAndStop ("DB"); }
Symbol 727 Button
on (press) { getURL ("http://denvish.net/ulf/1160840712_ChazSig.jpg", "_blank"); }
Symbol 732 Button
on (press) { getURL ("http://denvish.net/ulf/1160840248_SigTEST.jpg", "_blank"); }
Symbol 737 Button
on (press) { getURL ("http://denvish.net/ulf/1160840908_Sig.jpg", "_blank"); }
Symbol 742 Button
on (press) { _root.nextFrame(); }
Symbol 748 Button
on (press) { getURL ("http://denvish.net/ulf/1160932124_cmp_TutCollabWallpaper(1280 x 960).jpg", "_blank"); }
Symbol 750 Button
on (press) { getURL ("http://denvish.net/ulf/1160932088_cmp_TutCollabJPG(1024 x 768).jpg", "_blank"); }
Symbol 752 Button
on (press) { getURL ("http://denvish.net/ulf/1160932061_cmp_TutCollabJPG(800 x 600).jpg", "_blank"); }
Symbol 753 Button
on (press) { getURL ("http://denvish.net/ulf/1160929698_BG1 - 1280X960.jpg", "_blank"); }
Symbol 754 Button
on (press) { getURL ("http://denvish.net/ulf/1160929627_BG1 - 1024x768.jpg", "_blank"); }
Symbol 755 Button
on (press) { getURL ("http://denvish.net/ulf/1160929588_BG1%20-%20800x600.jpg", "_blank"); }
Symbol 756 Button
on (press) { getURL ("http://denvish.net/ulf/1160929891_BG2 - 1280X960.jpg", "_blank"); }
Symbol 757 Button
on (press) { getURL ("http://denvish.net/ulf/1160929783_BG2 - 1024x768.jpg", "_blank"); }
Symbol 758 Button
on (press) { getURL ("http://denvish.net/ulf/1160929758_BG2%20-%20800x600.jpg", "_blank"); }
Symbol 760 Button
on (press) { getURL ("http://denvish.net/ulf/1160929537_1024-768.jpg", "_blank"); }
Symbol 761 Button
on (press) { getURL ("http://denvish.net/ulf/1160929507_800-600.jpg", "_blank"); }
Symbol 765 Button
on (press) { getURL ("http://denvish.net/ulf/1160932088_cmp_TutCollabJPG(1024 x 768).jpg", "_blank"); }
Symbol 768 Button
on (press) { getURL ("http://denvish.net/ulf/1157792008_BG1 - 1024x768.jpg", "_blank"); }
Symbol 771 Button
on (press) { getURL ("http://denvish.net/ulf/1158436599_BG2 - 1024x768.jpg", "_blank"); }
Symbol 774 Button
on (press) { getURL ("http://denvish.net/ulf/1159017518_1024-768.jpg", "_blank"); }
Symbol 775 Button
on (press) { _root.prevFrame(); }
Symbol 778 Button
on (press) { getURL ("http://www.deviantart.com/deviation/40575930/", "_blank"); }
Symbol 779 Button
on (press) { getURL ("http://denvish.net/ulf/1160930351_tutcollab06wt2.jpg", "_blank"); }
Symbol 782 Button
on (press) { getURL ("http://img59.imageshack.us/img59/9710/omfgsimpletutcol06ml9.jpg", "_blank"); }
Symbol 785 Button
on (press) { getURL ("http://www.deviantart.com/deviation/40575930/", "_blank"); }
Symbol 788 Button
on (press) { getURL ("http://denvish.net/ulf/1160930351_tutcollab06wt2.jpg", "_blank"); }
Symbol 791 Button
on (press) { getURL ("http://img59.imageshack.us/img59/9710/omfgsimpletutcol06ml9.jpg", "_blank"); }
Symbol 794 Button
on (press) { getURL ("http://denvish.net/ulf/1160930394_WallpaperMulti.jpg", "_blank"); }
Symbol 796 Button
on (press) { getURL ("http://denvish.net/ulf/1160930394_WallpaperMulti.jpg", "_blank"); }
Symbol 801 Button
on (press) { nextFrame(); }
Symbol 812 Button
on (press) { prevFrame(); }
Symbol 839 Button
on (press) { getURL ("http://cmproductions.co.nr", "_blank"); }
Symbol 855 Button
on (press) { getURL ("http://www.dannyisonfire.com", "_blank"); }
Symbol 867 Button
on (press) { getURL ("http://calyptica.com", "_blank"); }
Symbol 882 Button
on (press) { getURL ("http://www.theorangeday.com", "_blank"); }
Symbol 901 MovieClip Frame 1
stop();
Symbol 908 Button
on (press) { _root.gotoAndStop(31); }
Symbol 911 Button
on (press) { _root.gotoAndStop(31); }
Symbol 916 MovieClip Frame 1
stop();
Symbol 916 MovieClip Frame 6
stop();
Symbol 916 MovieClip Frame 7
stop();
Symbol 920 MovieClip Frame 1
stop();
Symbol 920 MovieClip Frame 6
stop();
Symbol 920 MovieClip Frame 7
stop();
Symbol 924 MovieClip Frame 1
stop();
Symbol 924 MovieClip Frame 6
stop();
Symbol 924 MovieClip Frame 7
stop();
Symbol 928 MovieClip Frame 1
stop();
Symbol 928 MovieClip Frame 6
stop();
Symbol 928 MovieClip Frame 7
stop();
Symbol 932 MovieClip Frame 1
stop();
Symbol 932 MovieClip Frame 6
stop();
Symbol 932 MovieClip Frame 7
stop();
Symbol 936 MovieClip Frame 1
stop();
Symbol 936 MovieClip Frame 6
stop();
Symbol 936 MovieClip Frame 7
stop();
Instance of Symbol 916 MovieClip in Symbol 937 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track1 = new Sound(); track1.attachSound("Music1"); track1.start(0, 9999999); }
Instance of Symbol 920 MovieClip in Symbol 937 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track5 = new Sound(); track5.attachSound("Music5"); track5.start(0, 9999999); }
Instance of Symbol 924 MovieClip in Symbol 937 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); }
Instance of Symbol 928 MovieClip in Symbol 937 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track2 = new Sound(); track2.attachSound("Music2"); track2.start(0, 9999999); }
Instance of Symbol 932 MovieClip in Symbol 937 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (press) { gotoAndPlay ("hit"); stopAllSounds(); track3 = new Sound(); track3.attachSound("Music3"); track3.start(0, 9999999); }
Instance of Symbol 936 MovieClip in Symbol 937 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); stopAllSounds(); track4 = new Sound(); track4.attachSound("Music4"); track4.start(0, 9999999); }
Symbol 941 Button
on (press) { gotoAndStop ("swift1"); }
Symbol 951 MovieClip Frame 1
stop();
Symbol 951 MovieClip Frame 5
stop();
Symbol 951 MovieClip Frame 6
stop();
Symbol 955 MovieClip Frame 1
stop();
Symbol 955 MovieClip Frame 6
stop();
Symbol 955 MovieClip Frame 7
stop();
Symbol 964 MovieClip Frame 1
stop();
Symbol 964 MovieClip Frame 5
stop();
Symbol 964 MovieClip Frame 6
stop();
Symbol 1009 MovieClip Frame 1
authorname = "blanblan"; stop();
Instance of Symbol 951 MovieClip in Symbol 1009 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 1009 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndPlay("Menu"); }
Symbol 1009 MovieClip Frame 2
stop();
Instance of Symbol 964 MovieClip in Symbol 1009 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1009 MovieClip Frame 3
stop();
Symbol 1009 MovieClip Frame 4
stop();
Symbol 1009 MovieClip Frame 5
stop();
Symbol 1009 MovieClip Frame 6
stop();
Symbol 1009 MovieClip Frame 7
stop();
Symbol 1009 MovieClip Frame 8
stop();
Symbol 1009 MovieClip Frame 9
stop();
Symbol 1015 Button
on (release) { gotoAndStop ("hand"); }
Symbol 1017 Button
on (release) { gotoAndStop ("digital"); }
Symbol 1044 MovieClip Frame 1
stop();
Instance of Symbol 951 MovieClip in Symbol 1044 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 1044 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 1044 MovieClip Frame 2
stop();
Instance of Symbol 964 MovieClip in Symbol 1044 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1044 MovieClip Frame 3
stop();
Instance of Symbol 1031 MovieClip "clock" in Symbol 1044 MovieClip Frame 3
onClipEvent (enterFrame) { nug10_date = new Date(); nug10_hours = nug10_date.getHours(); nug10_minutes = nug10_date.getMinutes(); nug10_seconds = nug10_date.getSeconds(); hour._rotation = (1 / (12 / (nug10_hours + (nug10_minutes / 60)))) * 360; minute._rotation = (1 / (60 / nug10_minutes)) * 360; second._rotation = (1 / (60 / nug10_seconds)) * 360; }
Symbol 1044 MovieClip Frame 4
stop(); onEnterFrame = function () { var _local2 = new Date(); nug10_hours = _local2.getHours(); nug10_minutes = _local2.getMinutes(); nug10_seconds = _local2.getSeconds(); if (nug10_seconds < 10) { nug10_seconds = "0" + nug10_seconds; } if (nug10_minutes < 10) { nug10_minutes = "0" + nug10_minutes; } if (nug10_hours > 12) { nug10_hours = nug10_hours - 12; } _root.disp = (((nug10_hours + ":") + nug10_minutes) + ":") + nug10_seconds; var _local3 = new Date(); nug10_hours2 = _local2.getHours(); nug10_minutes2 = _local2.getMinutes(); nug10_seconds2 = _local2.getSeconds(); if (nug10_seconds2 < 10) { nug10_seconds2 = "0" + nug10_seconds2; } if (nug10_minutes2 < 10) { nug10_minutes2 = "0" + nug10_minutes2; } _root.disp2 = (((nug10_hours2 + ":") + nug10_minutes2) + ":") + nug10_seconds2; };
Symbol 1044 MovieClip Frame 5
stop();
Symbol 1051 MovieClip Frame 1
stop();
Symbol 1051 MovieClip Frame 5
stop();
Symbol 1051 MovieClip Frame 6
stop();
Symbol 1055 MovieClip Frame 1
stop();
Symbol 1055 MovieClip Frame 6
stop();
Symbol 1055 MovieClip Frame 7
stop();
Symbol 1063 MovieClip Frame 1
stop();
Symbol 1063 MovieClip Frame 5
stop();
Symbol 1063 MovieClip Frame 6
stop();
Symbol 1094 MovieClip Frame 1
authorname = "JD77"; stop();
Instance of Symbol 1051 MovieClip in Symbol 1094 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 1094 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1063 MovieClip in Symbol 1094 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1101 MovieClip Frame 1
stop();
Symbol 1101 MovieClip Frame 5
stop();
Symbol 1101 MovieClip Frame 6
stop();
Symbol 1105 MovieClip Frame 1
stop();
Symbol 1105 MovieClip Frame 6
stop();
Symbol 1105 MovieClip Frame 7
stop();
Symbol 1121 MovieClip Frame 1
stop();
Symbol 1121 MovieClip Frame 5
stop();
Symbol 1121 MovieClip Frame 6
stop();
Symbol 1184 MovieClip Frame 1
authorname = "P0seSSeD"; stop();
Instance of Symbol 1101 MovieClip in Symbol 1184 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 1184 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1121 MovieClip in Symbol 1184 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1184 MovieClip Frame 6
authorname = "P0seSSeD"; stop();
Symbol 1235 MovieClip Frame 1
stop(); authorname = "West-end-pro";
Instance of Symbol 951 MovieClip in Symbol 1235 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 1235 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 1235 MovieClip Frame 2
stop(); stop();
Instance of Symbol 964 MovieClip in Symbol 1235 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1235 MovieClip Frame 3
authorname = "West-end-pro";
Symbol 1235 MovieClip Frame 4
stop();
Symbol 1235 MovieClip Frame 5
stop(); stop();
Symbol 1235 MovieClip Frame 6
authorname = "West-end-pro";
Symbol 1235 MovieClip Frame 7
stop();
Symbol 1235 MovieClip Frame 8
stop(); stop();
Symbol 1235 MovieClip Frame 9
stop(); stop();
Symbol 1235 MovieClip Frame 10
stop();
Symbol 1235 MovieClip Frame 11
stop();
Symbol 1235 MovieClip Frame 12
stop();
Symbol 1235 MovieClip Frame 13
stop();
Symbol 1235 MovieClip Frame 14
stop();
Symbol 1242 MovieClip Frame 1
stop();
Symbol 1242 MovieClip Frame 5
stop();
Symbol 1242 MovieClip Frame 6
stop();
Symbol 1246 MovieClip Frame 1
stop();
Symbol 1246 MovieClip Frame 6
stop();
Symbol 1246 MovieClip Frame 7
stop();
Symbol 1252 MovieClip Frame 1
stop();
Symbol 1252 MovieClip Frame 5
stop();
Symbol 1252 MovieClip Frame 6
stop();
Symbol 1320 MovieClip Frame 1
stop(); authorname = "West-End-Pro";
Instance of Symbol 1242 MovieClip in Symbol 1320 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 1320 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 1320 MovieClip Frame 2
stop();
Instance of Symbol 1252 MovieClip in Symbol 1320 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1320 MovieClip Frame 3
stop();
Symbol 1320 MovieClip Frame 4
authorname = "West-end-pro";
Symbol 1320 MovieClip Frame 5
stop();
Symbol 1320 MovieClip Frame 6
stop();
Symbol 1320 MovieClip Frame 7
stop();
Symbol 1320 MovieClip Frame 8
stop();
Symbol 1320 MovieClip Frame 9
stop();
Symbol 1320 MovieClip Frame 10
stop();
Symbol 1320 MovieClip Frame 11
stop();
Symbol 1320 MovieClip Frame 12
stop();
Symbol 1320 MovieClip Frame 13
stop();
Symbol 1320 MovieClip Frame 14
stop();
Symbol 1320 MovieClip Frame 15
stop();
Symbol 1320 MovieClip Frame 16
stop();
Symbol 1337 Button
on (release) { getURL ("http://denvish.net/ulf/1154873108_Super_Smash_Bros.php", "_blank"); }
Symbol 1388 MovieClip Frame 1
authorname = "pyromaniac"; ttle = 21; frame.text = "1/" + ttle; stop();
Instance of Symbol 1242 MovieClip in Symbol 1388 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 1388 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndPlay("Menu"); }
Instance of Symbol 199 MovieClip in Symbol 1388 MovieClip Frame 1
on (release) { _parent.gotoAndStop(3); } on (rollOver) { _alpha = 100; } on (rollOut) { _alpha = 50; } onClipEvent (load) { _alpha = 50; }
Instance of Symbol 199 MovieClip in Symbol 1388 MovieClip Frame 1
on (release) { _parent.gotoAndStop(7); } on (rollOver) { _alpha = 100; } on (rollOut) { _alpha = 50; } onClipEvent (load) { _alpha = 50; }
Instance of Symbol 199 MovieClip in Symbol 1388 MovieClip Frame 1
on (release) { _parent.gotoAndStop(10); } on (rollOver) { _alpha = 100; } on (rollOut) { _alpha = 50; } onClipEvent (load) { _alpha = 50; }
Instance of Symbol 199 MovieClip in Symbol 1388 MovieClip Frame 1
on (release) { _parent.gotoAndStop(18); } on (rollOver) { _alpha = 100; } on (rollOut) { _alpha = 50; } onClipEvent (load) { _alpha = 50; }
Instance of Symbol 199 MovieClip in Symbol 1388 MovieClip Frame 1
on (release) { _parent.gotoAndStop(19); } on (rollOver) { _alpha = 100; } on (rollOut) { _alpha = 50; } onClipEvent (load) { _alpha = 50; }
Instance of Symbol 199 MovieClip in Symbol 1388 MovieClip Frame 1
on (release) { _parent.gotoAndStop(20); } on (rollOver) { _alpha = 100; } on (rollOut) { _alpha = 50; } onClipEvent (load) { _alpha = 50; }
Instance of Symbol 199 MovieClip in Symbol 1388 MovieClip Frame 1
on (release) { _parent.gotoAndStop(21); } on (rollOver) { _alpha = 100; } on (rollOut) { _alpha = 50; } onClipEvent (load) { _alpha = 50; }
Symbol 1388 MovieClip Frame 2
frame.text = "2/" + ttle;
Instance of Symbol 1252 MovieClip in Symbol 1388 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1388 MovieClip Frame 3
frame.text = "3/" + ttle;
Symbol 1388 MovieClip Frame 4
frame.text = "4/" + ttle;
Symbol 1388 MovieClip Frame 5
frame.text = "5/" + ttle;
Symbol 1388 MovieClip Frame 6
frame.text = "6/" + ttle;
Symbol 1388 MovieClip Frame 7
frame.text = "7/" + ttle;
Symbol 1388 MovieClip Frame 8
frame.text = "8/" + ttle;
Symbol 1388 MovieClip Frame 9
frame.text = "9/" + ttle;
Symbol 1388 MovieClip Frame 10
frame.text = "10/" + ttle;
Symbol 1388 MovieClip Frame 11
frame.text = "11/" + ttle;
Symbol 1388 MovieClip Frame 12
frame.text = "12/" + ttle;
Symbol 1388 MovieClip Frame 13
frame.text = "13/" + ttle;
Symbol 1388 MovieClip Frame 14
frame.text = "14/" + ttle;
Symbol 1388 MovieClip Frame 15
frame.text = "15/" + ttle;
Symbol 1388 MovieClip Frame 16
frame.text = "16/" + ttle;
Symbol 1388 MovieClip Frame 17
frame.text = "17/" + ttle;
Symbol 1388 MovieClip Frame 18
frame.text = "18/" + ttle;
Symbol 1388 MovieClip Frame 19
frame.text = "19/" + ttle;
Symbol 1388 MovieClip Frame 20
frame.text = "20/" + ttle;
Symbol 1388 MovieClip Frame 21
frame.text = "21/" + ttle;
Symbol 1414 MovieClip Frame 1
stop(); authorname = "West-end-pro";
Instance of Symbol 1242 MovieClip in Symbol 1414 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 1414 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 1414 MovieClip Frame 2
Instance of Symbol 1252 MovieClip in Symbol 1414 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1414 MovieClip Frame 3
authorname = "West-end-pro";
Symbol 1414 MovieClip Frame 4
stop();
Symbol 1414 MovieClip Frame 5
authorname = "West-end-pro";
Symbol 1414 MovieClip Frame 6
stop();
Symbol 1414 MovieClip Frame 7
authorname = "West-end-pro";
Symbol 1460 Button
on (release) { getURL ("http://www.newgrounds.com/bbs/topic.php?id=295557", "_blank"); }
Symbol 1461 MovieClip Frame 1
authorname = "pyromaniac"; stop();
Instance of Symbol 1051 MovieClip in Symbol 1461 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 1461 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1063 MovieClip in Symbol 1461 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1534 MovieClip Frame 1
stop();
Instance of Symbol 951 MovieClip in Symbol 1534 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 1534 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 1534 MovieClip Frame 2
authorname = "West-end-pro";
Instance of Symbol 964 MovieClip in Symbol 1534 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1534 MovieClip Frame 3
stop();
Symbol 1534 MovieClip Frame 4
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 5
stop();
Symbol 1534 MovieClip Frame 6
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 7
stop();
Symbol 1534 MovieClip Frame 8
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 9
stop();
Symbol 1534 MovieClip Frame 10
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 11
stop();
Symbol 1534 MovieClip Frame 12
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 13
stop();
Symbol 1534 MovieClip Frame 14
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 15
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 16
stop();
Symbol 1534 MovieClip Frame 17
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 18
stop();
Symbol 1534 MovieClip Frame 19
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 20
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 21
stop();
Symbol 1534 MovieClip Frame 22
authorname = "West-end-pro";
Symbol 1534 MovieClip Frame 23
stop();
Symbol 1534 MovieClip Frame 24
authorname = "West-end-pro";
Symbol 1541 MovieClip Frame 1
stop();
Symbol 1541 MovieClip Frame 5
stop();
Symbol 1541 MovieClip Frame 6
stop();
Symbol 1545 MovieClip Frame 1
stop();
Symbol 1545 MovieClip Frame 6
stop();
Symbol 1545 MovieClip Frame 7
stop();
Symbol 1552 MovieClip Frame 1
stop();
Symbol 1552 MovieClip Frame 5
stop();
Symbol 1552 MovieClip Frame 6
stop();
Symbol 1572 MovieClip Frame 1
authorname = "blanblan"; stop();
Instance of Symbol 1541 MovieClip in Symbol 1572 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1545 MovieClip in Symbol 1572 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1552 MovieClip in Symbol 1572 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1585 Button
on (release) { nextFrame(); }
Symbol 1588 Button
on (release) { prevFrame(); }
Symbol 1590 MovieClip Frame 1
stop();
Symbol 1590 MovieClip Frame 2
stop();
Symbol 1605 MovieClip Frame 1
stop(); authorname = "Chaz";
Instance of Symbol 1242 MovieClip in Symbol 1605 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 1605 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 1635 MovieClip Frame 1
stop(); authorname = "133rtweeter";
Instance of Symbol 1101 MovieClip in Symbol 1635 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 1635 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 1635 MovieClip Frame 2
stop();
Instance of Symbol 1121 MovieClip in Symbol 1635 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1635 MovieClip Frame 3
stop();
Symbol 1635 MovieClip Frame 4
stop();
Symbol 1635 MovieClip Frame 5
stop();
Symbol 1655 Button
on (release) { getURL ("http://denvish.net/ulf/1155051761_herowalkanim.fla", "_blank"); }
Symbol 1669 MovieClip Frame 1
stop();
Symbol 1686 Button
on (release) { getURL ("http://denvish.net/ulf/1155495986_perfectmovementwithhittests.fla", "_blank"); }
Symbol 1689 MovieClip Frame 1
stop(); authorname = "DrRobot";
Instance of Symbol 951 MovieClip in Symbol 1689 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 1689 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 964 MovieClip in Symbol 1689 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Instance of Symbol 1669 MovieClip in Symbol 1689 MovieClip Frame 6
onClipEvent (load) { _global.speed = 5; } onClipEvent (enterFrame) { if (Key.isDown(38)) { play(); this._parent.map._y = this._parent.map._y - (-this._parent._global.speed); _rotation = 0; } if (Key.isDown(40)) { play(); this._parent.map._y = this._parent.map._y - this._parent._global.speed; _rotation = 180; } if (Key.isDown(37)) { play(); this._parent.map._x = this._parent.map._x - (-this._parent._global.speed); _rotation = 270; } if (Key.isDown(39)) { play(); this._parent.map._x = this._parent.map._x - this._parent._global.speed; _rotation = 90; } if (Key.isDown(38)) { if (Key.isDown(39)) { _rotation = 45; } } if (Key.isDown(40)) { if (Key.isDown(39)) { _rotation = 135; } } if (Key.isDown(37)) { if (Key.isDown(40)) { _rotation = 225; } } if (Key.isDown(38)) { if (Key.isDown(37)) { _rotation = 315; } } }
Symbol 1735 MovieClip Frame 1
stop(); authorname = "West-End-Pro";
Instance of Symbol 1242 MovieClip in Symbol 1735 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 1735 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 1735 MovieClip Frame 2
stop();
Instance of Symbol 1252 MovieClip in Symbol 1735 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 1735 MovieClip Frame 3
stop();
Symbol 1735 MovieClip Frame 4
stop();
Symbol 1735 MovieClip Frame 5
stop();
Symbol 1735 MovieClip Frame 6
stop();
Symbol 1735 MovieClip Frame 7
stop();
Symbol 1735 MovieClip Frame 8
stop();
Symbol 1735 MovieClip Frame 9
stop();
Symbol 1735 MovieClip Frame 10
stop();
Symbol 1735 MovieClip Frame 11
stop();
Instance of Symbol 1790 MovieClip in Symbol 1792 MovieClip Frame 1
onClipEvent (load) { this.startDrag(true); }
Symbol 1912 MovieClip Frame 1
stop();
Instance of Symbol 1242 MovieClip in Symbol 1912 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 1912 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1883 MovieClip in Symbol 1912 MovieClip Frame 24
onClipEvent (load) { once = true; this.startDrag(true); track2x = this._x; track2y = this._y; var scream = new Sound(this); yells = new Array("DEF1_dis1", "DEF1_dis2", "DEF1_dis3"); } onClipEvent (enterFrame) { track1x = this._x; track1y = this._y; if ((Math.abs(Math.sqrt(Math.pow(track2x - track1x, 2) + Math.pow(track2y - track1y, 2))) >= 30) and (once == true)) { scream.attachSound(yells[random(yells.length)]); scream.start(); once = false; } track2x = this._x; track2y = this._y; scream.onSoundComplete = function () { once = true; }; }
Symbol 1912 MovieClip Frame 25
q = 0; onEnterFrame = function () { if (this._currentframe == 25) { q++; bundle.attachMovie("DEF1_MT", "DEF1_MT" + q, q); spa = bundle["DEF1_MT" + q]; spa._x = _root._xmouse; spa._y = _root._ymouse; } };
Symbol 1912 MovieClip Frame 30
onEnterFrame = function () { if (this._currentframe == 30) { q++; bundle.attachMovie("DEF1_cur", "DEF1_cur" + q, q); spa3 = bundle["DEF1_cur" + q]; spa3._x = (Math.random() * 700) - 20; spa3._y = (Math.random() * 500) - 20; spa3.onEnterFrame = function () { if ((Math.abs(this._x - _root._xmouse) > 5) and (Math.abs(this._y - _root._ymouse) > 5)) { this._x = this._x - ((this._x - _root._xmouse) / 20); this._y = this._y - ((this._y - _root._ymouse) / 20); this._xscale = this._x - _root._xmouse; this._yscale = (this._y - _root._ymouse) / 4; } else { this.removeMovieClip(); } }; } };
Symbol 1971 MovieClip Frame 1
authorname = "Posessed"; stop();
Instance of Symbol 1101 MovieClip in Symbol 1971 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 1971 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1121 MovieClip in Symbol 1971 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2001 Button
on (release) { getURL ("http://www.newgrounds.com/bbs/topic.php?id=297593", "_blank"); }
Symbol 2002 MovieClip Frame 1
stop();
Instance of Symbol 1242 MovieClip in Symbol 2002 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 2002 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1252 MovieClip in Symbol 2002 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2020 MovieClip Frame 1
stop(); authorname = "Chaz";
Instance of Symbol 1242 MovieClip in Symbol 2020 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 2020 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2020 MovieClip Frame 2
stop();
Symbol 2020 MovieClip Frame 3
stop();
Symbol 2020 MovieClip Frame 4
stop();
Symbol 2040 MovieClip Frame 1
stop();
Symbol 2040 MovieClip Frame 17
stop();
Symbol 2045 Button
on (release) { _root.gotoAndStop("cmp_example"); }
Symbol 2052 MovieClip Frame 1
stop();
Symbol 2052 MovieClip Frame 18
stop();
Symbol 2116 Button
on (release) { getURL ("http://www.kirupa.com/developer/actionscript/microphone.htm", "_blank"); }
Symbol 2126 MovieClip Frame 1
stop();
Instance of Symbol 951 MovieClip in Symbol 2126 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 2126 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2126 MovieClip Frame 2
stop();
Instance of Symbol 2029 MovieClip "micBar" in Symbol 2126 MovieClip Frame 2
onClipEvent (enterFrame) { mic = Microphone.get(); this.attachAudio(mic); mic.setUseEchoSuppression(false); _xscale = mic.activityLevel; _parent.percentText = mic.activityLevel + "%"; }
Instance of Symbol 964 MovieClip in Symbol 2126 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Instance of Symbol 955 MovieClip in Symbol 2126 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2126 MovieClip Frame 3
stop();
Instance of Symbol 2040 MovieClip in Symbol 2126 MovieClip Frame 3
onClipEvent (load) { mapSize = 0; } on (release) { mapSize++; if (mapSize >= 2) { this.gotoAndPlay(18); mapSize = 0; } else { this.gotoAndPlay(2); } }
Symbol 2126 MovieClip Frame 4
stop();
Instance of Symbol 2052 MovieClip in Symbol 2126 MovieClip Frame 4
onClipEvent (load) { mapSize = 0; } on (release) { mapSize++; if (mapSize >= 2) { this.gotoAndPlay(18); mapSize = 0; } else { this.gotoAndPlay(2); } }
Symbol 2126 MovieClip Frame 5
stop();
Symbol 2126 MovieClip Frame 6
stop();
Symbol 2126 MovieClip Frame 7
stop();
Symbol 2126 MovieClip Frame 8
stop();
Symbol 2126 MovieClip Frame 9
stop();
Symbol 2126 MovieClip Frame 10
stop();
Symbol 2126 MovieClip Frame 11
stop();
Symbol 2126 MovieClip Frame 12
stop();
Symbol 2126 MovieClip Frame 13
stop();
Symbol 2126 MovieClip Frame 14
stop();
Symbol 2331 MovieClip Frame 1
authorname = "-dELta-"; stop();
Instance of Symbol 1051 MovieClip in Symbol 2331 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 2331 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2331 MovieClip Frame 2
stop();
Instance of Symbol 1063 MovieClip in Symbol 2331 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Instance of Symbol 2135 MovieClip in Symbol 2331 MovieClip Frame 2
on (press) { _parent.gotoAndPlay("3d_basic"); }
Instance of Symbol 2137 MovieClip in Symbol 2331 MovieClip Frame 2
on (press) { _parent.gotoAndPlay("3d_mediate"); }
Instance of Symbol 2139 MovieClip in Symbol 2331 MovieClip Frame 2
on (press) { _parent.gotoAndPlay("3d_adv"); }
Symbol 2331 MovieClip Frame 3
stop();
Symbol 2331 MovieClip Frame 4
stop();
Symbol 2331 MovieClip Frame 5
stop();
Symbol 2331 MovieClip Frame 6
stop();
Symbol 2331 MovieClip Frame 7
stop();
Symbol 2331 MovieClip Frame 9
stop();
Symbol 2331 MovieClip Frame 19
var vertex = [[-50, -50, -50], [-50, 50, -50], [50, 50, -50], [50, -50, -50], [-50, -50, 50], [-50, 50, 50], [50, 50, 50], [50, -50, 50]]; stop(); var polys = [{vert:[0, 1, 2, 3], col:16711680, m:draw.createEmptyMovieClip("m0", 0)}, {vert:[0, 4, 5, 1], col:65280, m:draw.createEmptyMovieClip("m1", 1)}, {vert:[1, 5, 6, 2], col:255, m:draw.createEmptyMovieClip("m2", 2)}, {vert:[3, 2, 6, 7], col:16711935, m:draw.createEmptyMovieClip("m3", 3)}, {vert:[7, 6, 5, 4], col:65535, m:draw.createEmptyMovieClip("m4", 4)}, {vert:[4, 0, 3, 7], col:16776960, m:draw.createEmptyMovieClip("m5", 5)}]; onEnterFrame = function () { var _local13 = (-(_xmouse - 300)) / 1000; var _local12 = (-(_ymouse - 220)) / 1000; var _local8 = Math.sin(_local12); var _local11 = Math.sin(_local13); var _local10 = Math.cos(_local12); var _local9 = Math.cos(_local13); var _local3 = new Array(vertex.length); var _local6 = 0; while (_local6 < vertex.length) { var _local1 = vertex[_local6]; var _local5 = (_local1[1] * _local10) - (_local8 * _local1[2]); _local1[2] = (_local1[1] * _local8) + (_local10 * _local1[2]); _local1[1] = _local5; _local5 = (_local1[0] * _local9) + (_local11 * _local1[2]); _local1[2] = (_local1[2] * _local9) - (_local11 * _local1[0]); _local1[0] = _local5; vertex[_local6] = _local1; _local5 = 500 / (_local1[2] + 500); _local3[_local6] = [300 + (_local1[0] * _local5), 220 - (_local1[1] * _local5), _local1[2]]; _local6++; } _local6 = 0; while (_local6 < polys.length) { var _local1 = polys[_local6]; var _local4 = draw["m" + _local6]; _local4.clear(); _local4.lineStyle(1, _local1.col, 100); _local4.beginFill(_local1.col, 100); _local4.moveTo(_local3[_local1.vert[0]][0], _local3[_local1.vert[0]][1]); var _local7 = _local3[_local1.vert[0]][2]; var _local2 = 1; while (_local2 < _local1.vert.length) { _local4.lineTo(_local3[_local1.vert[_local2]][0], _local3[_local1.vert[_local2]][1]); _local7 = _local7 + _local3[_local1.vert[_local2]][2]; _local2++; } _local4.lineTo(_local3[_local1.vert[0]][0], _local3[_local1.vert[0]][1]); _local4.endFill(); _local4.swapDepths(1000 - ((_local7 / _local1.vert.length) * 10)); _local6++; } };
Symbol 2331 MovieClip Frame 29
var vertex = [[-50, -50, -50], [-50, 50, -50], [50, 50, -50], [50, -50, -50], [-50, -50, 50], [-50, 50, 50], [50, 50, 50], [50, -50, 50]]; var polys = [{vert:[0, 1, 2, 3], col:16711680, m:draw.createEmptyMovieClip("m0", 0)}, {vert:[0, 4, 5, 1], col:65280, m:draw.createEmptyMovieClip("m1", 1)}, {vert:[1, 5, 6, 2], col:255, m:draw.createEmptyMovieClip("m2", 2)}, {vert:[3, 2, 6, 7], col:16711935, m:draw.createEmptyMovieClip("m3", 3)}, {vert:[7, 6, 5, 4], col:65535, m:draw.createEmptyMovieClip("m4", 4)}, {vert:[4, 0, 3, 7], col:16776960, m:draw.createEmptyMovieClip("m5", 5)}]; var i = 0; while (i < polys.length) { var v0 = vertex[polys[i].vert[0]]; var v1 = vertex[polys[i].vert[1]]; var v2 = vertex[polys[i].vert[2]]; var s1 = [v1[0] - v0[0], v1[1] - v0[1], v1[2] - v0[2]]; var s2 = [v2[0] - v0[0], v2[1] - v0[1], v2[2] - v0[2]]; var n = {}; n.x = (s2[1] * s1[2]) - (s2[2] * s1[1]); n.y = (s2[2] * s1[0]) - (s2[0] * s1[2]); n.z = (s2[0] * s1[1]) - (s2[1] * s1[0]); var d = (1 / Math.sqrt(((n.x * n.x) + (n.y * n.y)) + (n.z * n.z))); n.x = n.x * d; n.y = n.y * d; n.z = n.z * d; trace([n.x, n.y, n.z]); polys[i].n = n; i++; } stop(); var back = false; var dd = false; onEnterFrame = function () { if (Key.isDown(32) && (!dd)) { dd = true; back = !back; } else if (!Key.isDown(32)) { dd = false; } var _local13 = (-(_xmouse - 300)) / 1000; var _local12 = (-(_ymouse - 280)) / 1000; var _local8 = Math.sin(_local12); var _local11 = Math.sin(_local13); var _local10 = Math.cos(_local12); var _local9 = Math.cos(_local13); var _local3 = new Array(vertex.length); var _local4 = 0; while (_local4 < (vertex.length + polys.length)) { if (_local4 < vertex.length) { var _local1 = vertex[_local4]; var _local6 = (_local1[1] * _local10) - (_local8 * _local1[2]); _local1[2] = (_local1[1] * _local8) + (_local10 * _local1[2]); _local1[1] = _local6; _local6 = (_local1[0] * _local9) + (_local11 * _local1[2]); _local1[2] = (_local1[2] * _local9) - (_local11 * _local1[0]); _local1[0] = _local6; vertex[_local4] = _local1; _local6 = 500 / (_local1[2] + 500); _local3[_local4] = [300 + (_local1[0] * _local6), 280 - (_local1[1] * _local6), _local1[2]]; } else { var _local2 = _local4 - vertex.length; var _local1 = polys[_local2].n; var _local6 = (_local1.y * _local10) - (_local8 * _local1.z); _local1.z = (_local1.y * _local8) + (_local10 * _local1.z); _local1.y = _local6; _local6 = (_local1.x * _local9) + (_local11 * _local1.z); _local1.z = (_local1.z * _local9) - (_local11 * _local1.x); _local1.x = _local6; polys[_local2].n = _local1; } _local4++; } _local4 = 0; for ( ; _local4 < polys.length ; _local4++) { var _local1 = polys[_local4]; var _local5 = draw["m" + _local4]; _local5.clear(); if (back) { if ((((polys[_local4].n.x * vertex[polys[_local4].vert[0]][0]) + (polys[_local4].n.y * vertex[polys[_local4].vert[0]][1])) + (polys[_local4].n.z * (500 + vertex[polys[_local4].vert[0]][2]))) <= 0) { continue; } } else { _local5.lineStyle(1, _local1.col, 100); _local5.beginFill(_local1.col, 50); _local5.moveTo(_local3[_local1.vert[0]][0], _local3[_local1.vert[0]][1]); var _local7 = _local3[_local1.vert[0]][2]; var _local2 = 1; while (_local2 < _local1.vert.length) { _local5.lineTo(_local3[_local1.vert[_local2]][0], _local3[_local1.vert[_local2]][1]); _local7 = _local7 + _local3[_local1.vert[_local2]][2]; _local2++; } _local5.lineTo(_local3[_local1.vert[0]][0], _local3[_local1.vert[0]][1]); _local5.endFill(); _local5.swapDepths(1000 - ((_local7 / _local1.vert.length) * 10)); } } };
Symbol 2331 MovieClip Frame 30
stop();
Symbol 2331 MovieClip Frame 35
var vertex = [[-50, -50, -50], [-50, 50, -50], [50, 50, -50], [50, -50, -50], [-50, -50, 50], [-50, 50, 50], [50, 50, 50], [50, -50, 50]]; var polys = [{vert:[0, 1, 2, 3], colr:255, colg:0, colb:0, m:draw.createEmptyMovieClip("m0", 0)}, {vert:[0, 4, 5, 1], colr:0, colg:255, colb:0, m:draw.createEmptyMovieClip("m1", 1)}, {vert:[1, 5, 6, 2], colr:0, colg:0, colb:255, m:draw.createEmptyMovieClip("m2", 2)}, {vert:[3, 2, 6, 7], colr:255, colg:0, colb:255, m:draw.createEmptyMovieClip("m3", 3)}, {vert:[7, 6, 5, 4], colr:0, colg:255, colb:255, m:draw.createEmptyMovieClip("m4", 4)}, {vert:[4, 0, 3, 7], colr:255, colg:255, colb:0, m:draw.createEmptyMovieClip("m5", 5)}]; var i = 0; while (i < polys.length) { var v0 = vertex[polys[i].vert[0]]; var v1 = vertex[polys[i].vert[1]]; var v2 = vertex[polys[i].vert[2]]; var s1 = [v1[0] - v0[0], v1[1] - v0[1], v1[2] - v0[2]]; var s2 = [v2[0] - v0[0], v2[1] - v0[1], v2[2] - v0[2]]; var n = {}; n.x = (s2[1] * s1[2]) - (s2[2] * s1[1]); n.y = (s2[2] * s1[0]) - (s2[0] * s1[2]); n.z = (s2[0] * s1[1]) - (s2[1] * s1[0]); var d = (-1 / Math.sqrt(((n.x * n.x) + (n.y * n.y)) + (n.z * n.z))); n.x = n.x * d; n.y = n.y * d; n.z = n.z * d; polys[i].n = n; var vv = [0, 0, 0]; var j = 0; while (j < polys[i].vert.length) { var t = vertex[polys[i].vert[j]]; vv[0] = vv[0] + t[0]; vv[1] = vv[1] + t[1]; vv[2] = vv[2] + t[2]; j++; } vv[0] = vv[0] / polys[i].vert.length; vv[1] = vv[1] / polys[i].vert.length; vv[2] = vv[2] / polys[i].vert.length; polys[i].mid = {x:vv[0], y:vv[1], z:vv[2]}; i++; } stop(); var back = false; var dd = false; var lig = 0; var dirt = [0.666666666666667, 0.333333333333333, 0.666666666666667]; var poit = [100, 200, -100]; onEnterFrame = function () { if (Key.isDown(32) && (!dd)) { dd = true; lig++; if (lig > 2) { lig = 0; } type = ((lig == 0) ? "Directional" : (((lig == 1) ? "Point-ave. for each vertex" : "Point-using midpoint of polygon"))); } else if (!Key.isDown(32)) { dd = false; } var _local22 = (-(_xmouse - 300)) / 1000; var _local21 = (-(_ymouse - 280)) / 1000; var _local10 = Math.sin(_local21); var _local13 = Math.sin(_local22); var _local12 = Math.cos(_local21); var _local11 = Math.cos(_local22); var _local5 = new Array(vertex.length); var _local1 = 0; while (_local1 < (vertex.length + polys.length)) { if (_local1 < vertex.length) { var _local3 = vertex[_local1]; var _local15 = (_local3[1] * _local12) - (_local10 * _local3[2]); _local3[2] = (_local3[1] * _local10) + (_local12 * _local3[2]); _local3[1] = _local15; _local15 = (_local3[0] * _local11) + (_local13 * _local3[2]); _local3[2] = (_local3[2] * _local11) - (_local13 * _local3[0]); _local3[0] = _local15; vertex[_local1] = _local3; _local15 = 500 / (_local3[2] + 500); _local5[_local1] = [300 + (_local3[0] * _local15), 280 - (_local3[1] * _local15), _local3[2]]; } else { var _local4 = _local1 - vertex.length; var _local3 = polys[_local4].n; var _local15 = (_local3.y * _local12) - (_local10 * _local3.z); _local3.z = (_local3.y * _local10) + (_local12 * _local3.z); _local3.y = _local15; _local15 = (_local3.x * _local11) + (_local13 * _local3.z); _local3.z = (_local3.z * _local11) - (_local13 * _local3.x); _local3.x = _local15; polys[_local4].n = _local3; _local3 = polys[_local4].mid; _local15 = (_local3.y * _local12) - (_local10 * _local3.z); _local3.z = (_local3.y * _local10) + (_local12 * _local3.z); _local3.y = _local15; _local15 = (_local3.x * _local11) + (_local13 * _local3.z); _local3.z = (_local3.z * _local11) - (_local13 * _local3.x); _local3.x = _local15; polys[_local4].mid = _local3; } _local1++; } _local1 = 0; while (_local1 < polys.length) { var _local3 = polys[_local1]; var _local7 = draw["m" + _local1]; _local7.clear(); if ((((polys[_local1].n.x * vertex[polys[_local1].vert[0]][0]) + (polys[_local1].n.y * vertex[polys[_local1].vert[0]][1])) + (polys[_local1].n.z * (500 + vertex[polys[_local1].vert[0]][2]))) >= 0) { } else { var _local19 = polys[_local1].colr; var _local20 = polys[_local1].colg; var _local18 = polys[_local1].colb; var _local6; if (lig == 0) { _local6 = -(((dirt[0] * polys[_local1].n.x) + (dirt[1] * polys[_local1].n.y)) + (dirt[2] * polys[_local1].n.z)); } else if (lig == 2) { var _local2 = [poit[0] - polys[_local1].mid.x, poit[1] - polys[_local1].mid.y, poit[2] - polys[_local1].mid.z]; var _local14 = 1 / Math.sqrt(((_local2[0] * _local2[0]) + (_local2[1] * _local2[1])) + (_local2[2] * _local2[2])); _local6 = (((_local2[0] * polys[_local1].n.x) + (_local2[1] * polys[_local1].n.y)) + (_local2[2] * polys[_local1].n.z)) * _local14; } else if (lig == 1) { _local6 = 0; var _local9 = 0; while (_local9 < polys[_local1].vert.length) { var _local8 = vertex[polys[_local1].vert[_local9]]; var _local2 = [poit[0] - _local8[0], poit[1] - _local8[1], poit[2] - _local8[2]]; var _local14 = 1 / Math.sqrt(((_local2[0] * _local2[0]) + (_local2[1] * _local2[1])) + (_local2[2] * _local2[2])); _local6 = _local6 + ((((_local2[0] * polys[_local1].n.x) + (_local2[1] * polys[_local1].n.y)) + (_local2[2] * polys[_local1].n.z)) * _local14); _local9++; } _local6 = _local6 / polys[_local1].vert.length; } if (_local6 < 0) { _local6 = 0; } var _local17 = (((_local19 * _local6) << 16) | ((_local20 * _local6) << 8)) | (_local18 * _local6); _local7.lineStyle(1, _local17, 100); _local7.beginFill(_local17, 100); _local7.moveTo(_local5[_local3.vert[0]][0], _local5[_local3.vert[0]][1]); var _local16 = _local5[_local3.vert[0]][2]; var _local4 = 1; while (_local4 < _local3.vert.length) { _local7.lineTo(_local5[_local3.vert[_local4]][0], _local5[_local3.vert[_local4]][1]); _local16 = _local16 + _local5[_local3.vert[_local4]][2]; _local4++; } _local7.lineTo(_local5[_local3.vert[0]][0], _local5[_local3.vert[0]][1]); _local7.endFill(); _local7.swapDepths(1000 - ((_local16 / _local3.vert.length) * 10)); } _local1++; } };
Symbol 2331 MovieClip Frame 39
var pt = new Array(15); var i = 0; while (i < 15) { pt[i] = {}; pt[i].m = draws[i]; pt[i].x = (Math.random() * 600) - 300; pt[i].y = 0; pt[i].z = ((Math.random() * 100) - 50) + (i * 100); i++; } var camera = {}; camera.x = 0; camera.y = 0; camera.z = -100; var ax = [1, 0, 0, 0, 1, 0, 0, 0, 1]; var yrot = 0.04; var s = Math.sin(yrot); var c = Math.cos(yrot); draws.setMask(mask); onEnterFrame = function () { if (Key.isDown(37)) { ax = [(ax[0] * c) + (ax[6] * s), (ax[1] * c) + (ax[7] * s), (ax[2] * c) + (ax[8] * s), ax[3], ax[4], ax[5], ((-ax[0]) * s) + (ax[6] * c), ((-ax[1]) * s) + (ax[7] * c), ((-ax[2]) * s) + (ax[8] * c)]; } if (Key.isDown(39)) { ax = [(ax[0] * c) + (ax[6] * (-s)), (ax[1] * c) + (ax[7] * (-s)), (ax[2] * c) + (ax[8] * (-s)), ax[3], ax[4], ax[5], (ax[0] * s) + (ax[6] * c), (ax[1] * s) + (ax[7] * c), (ax[2] * s) + (ax[8] * c)]; } if (Key.isDown(38)) { camera.x = camera.x + (10 * ax[6]); camera.y = camera.y + (10 * ax[7]); camera.z = camera.z + (10 * ax[8]); } if (Key.isDown(40)) { camera.x = camera.x - (10 * ax[6]); camera.y = camera.y - (10 * ax[7]); camera.z = camera.z - (10 * ax[8]); } var _local4 = 0; while (_local4 < 15) { var _local2 = pt[_local4]; var _local1 = [_local2.x - camera.x, _local2.y - camera.y, _local2.z - camera.z]; _local1 = [((_local1[0] * ax[0]) + (_local1[1] * ax[1])) + (_local1[2] * ax[2]), ((_local1[0] * ax[3]) + (_local1[1] * ax[4])) + (_local1[2] * ax[5]), ((_local1[0] * ax[6]) + (_local1[1] * ax[7])) + (_local1[2] * ax[8])]; if (_local1[2] < 10) { _local2.m._alpha = 0; } else { var _local3 = 500 / _local1[2]; _local1[0] = (_local1[0] * _local3) + 300; _local1[1] = 320 - (_local1[1] * _local3); _local2.m._x = _local1[0]; _local2.m._y = _local1[1]; _local2.m._xscale = (_local2.m._yscale = _local3 * 100); _local2.m.swapDepths(1000 - (_local1[2] * 10)); _local2.m._alpha = 100 - ((_local1[2] - 500) / 6); } _local4++; } };
Symbol 2335 Button
on (release) { gotoAndStop ("bg"); }
Symbol 2337 Button
on (release) { gotoAndStop ("not"); }
Symbol 2340 Button
on (release) { gotoAndStop ("examp"); }
Symbol 2343 Button
on (release) { nextFrame(); }
Symbol 2411 MovieClip Frame 1
stop();
Instance of Symbol 1101 MovieClip in Symbol 2411 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 2411 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2411 MovieClip Frame 2
stop();
Instance of Symbol 1121 MovieClip in Symbol 2411 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2411 MovieClip Frame 3
stop();
Symbol 2411 MovieClip Frame 4
stop();
Symbol 2411 MovieClip Frame 5
stop();
Symbol 2411 MovieClip Frame 6
stop();
Symbol 2411 MovieClip Frame 7
stop();
Symbol 2411 MovieClip Frame 8
stop();
Symbol 2411 MovieClip Frame 9
stop();
Symbol 2411 MovieClip Frame 10
stop();
Symbol 2411 MovieClip Frame 11
stop();
Symbol 2411 MovieClip Frame 12
stop();
Symbol 2411 MovieClip Frame 13
stop();
Symbol 2411 MovieClip Frame 14
stop();
Symbol 2411 MovieClip Frame 15
stop();
Symbol 2437 Button
on (press) { getURL ("http://denvish.net/ulf/1155801878_Example%20tween.fla", "_blank"); }
Symbol 2463 Button
on (press) { getURL ("http://denvish.net/ulf/1156493042_Example.fla", "blank"); }
Symbol 2465 MovieClip Frame 1
stop();
Instance of Symbol 1101 MovieClip in Symbol 2465 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 2465 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2465 MovieClip Frame 2
stop();
Instance of Symbol 1121 MovieClip in Symbol 2465 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2465 MovieClip Frame 3
stop();
Symbol 2465 MovieClip Frame 4
stop();
Symbol 2465 MovieClip Frame 5
stop();
Symbol 2465 MovieClip Frame 6
stop();
Symbol 2465 MovieClip Frame 7
stop();
Symbol 2465 MovieClip Frame 8
stop();
Symbol 2465 MovieClip Frame 9
stop();
Symbol 2465 MovieClip Frame 10
stop();
Symbol 2465 MovieClip Frame 11
stop();
Symbol 2465 MovieClip Frame 12
stop();
Symbol 2465 MovieClip Frame 13
stop();
Symbol 2465 MovieClip Frame 14
stop();
Symbol 2510 MovieClip Frame 1
stop();
Instance of Symbol 1101 MovieClip in Symbol 2510 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 2510 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2510 MovieClip Frame 2
stop();
Instance of Symbol 1121 MovieClip in Symbol 2510 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2510 MovieClip Frame 3
stop();
Symbol 2510 MovieClip Frame 4
stop();
Symbol 2510 MovieClip Frame 5
stop();
Symbol 2510 MovieClip Frame 6
stop();
Symbol 2510 MovieClip Frame 7
stop();
Symbol 2510 MovieClip Frame 8
stop();
Symbol 2510 MovieClip Frame 9
stop();
Symbol 2510 MovieClip Frame 10
stop();
Symbol 2510 MovieClip Frame 11
stop();
Symbol 2530 MovieClip Frame 1
authorname = "DannyIsOnFire"; stop();
Instance of Symbol 951 MovieClip in Symbol 2530 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 2530 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 2516 MovieClip in Symbol 2530 MovieClip Frame 1
on (release) { getURL ("https://www.paypal.com/xclick/business=danny@dannyisonfire.com&item_name=Donation", "_blank"); }
Symbol 2530 MovieClip Frame 2
authorname = "DannyIsOnFire";
Instance of Symbol 964 MovieClip in Symbol 2530 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2530 MovieClip Frame 3
authorname = "DannyIsOnFire";
Symbol 2530 MovieClip Frame 4
authorname = "DannyIsOnFire";
Symbol 2530 MovieClip Frame 5
authorname = "DannyIsOnFire";
Symbol 2530 MovieClip Frame 6
authorname = "DannyIsOnFire";
Symbol 2547 MovieClip Frame 1
authorname = "DannyIsOnFire"; stop();
Instance of Symbol 951 MovieClip in Symbol 2547 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 2547 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 57 MovieClip [Button] in Symbol 2547 MovieClip Frame 1
//component parameters onClipEvent (construct) { icon = ""; label = "Search"; labelPlacement = "left"; selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; } on (release) { getURL ("http://www.google.com/search?hl=en&q=" + _parent.terms.text, "_blank"); }
Symbol 2547 MovieClip Frame 2
authorname = "DannyIsOnFire";
Instance of Symbol 964 MovieClip in Symbol 2547 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2547 MovieClip Frame 3
authorname = "DannyIsOnFire";
Symbol 2547 MovieClip Frame 4
authorname = "DannyIsOnFire";
Symbol 2547 MovieClip Frame 5
authorname = "DannyIsOnFire";
Symbol 2547 MovieClip Frame 6
authorname = "DannyIsOnFire";
Instance of Symbol 57 MovieClip [Button] in Symbol 2547 MovieClip Frame 6
//component parameters onClipEvent (construct) { icon = ""; label = "Search"; labelPlacement = "left"; selected = false; toggle = false; enabled = true; visible = true; minHeight = 0; minWidth = 0; } on (release) { getURL ("http://www.google.com/search?hl=en&q=" + _parent.terms.text, "_blank"); }
Symbol 2562 Button
on (release) { gotoAndStop ("trees"); }
Symbol 2564 Button
on (release) { gotoAndStop ("trash cans"); }
Symbol 2566 Button
on (release) { gotoAndStop ("menu"); }
Symbol 2581 MovieClip Frame 1
authorname = "blanblan"; stop();
Instance of Symbol 1101 MovieClip in Symbol 2581 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 2581 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1121 MovieClip in Symbol 2581 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2628 MovieClip Frame 1
authorname = "LesPaulPlayer"; stop();
Instance of Symbol 1051 MovieClip in Symbol 2628 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 2628 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1063 MovieClip in Symbol 2628 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2628 MovieClip Frame 14
var bc = 1000; onMouseDown = function () { bc++; if (bc > 1100) { bc = 1000; } duplicateMovieClip ("bullet", "b" + bc, bc); };
Instance of Symbol 2624 MovieClip in Symbol 2628 MovieClip Frame 15
onClipEvent (load) { spd = 0; } onClipEvent (enterFrame) { if (_rotation > 180) { _y = (_y + (spd * Math.cos((Math.PI/180) * _rotation))); _x = (_x - (spd * Math.sin((Math.PI/180) * _rotation))); } else { _y = (_y - (spd * Math.cos((Math.PI/180) * _rotation))); _x = (_x + (spd * Math.sin((Math.PI/180) * _rotation))); } if (Key.isDown(39)) { _rotation = (_rotation + 5); } if (Key.isDown(37)) { _rotation = (_rotation - 5); } if (Key.isDown(32) && (spd < 15)) { spd++; } if (!Key.isDown(32)) { spd = spd * 0.6; } }
Symbol 2645 MovieClip Frame 1
stop();
Instance of Symbol 1101 MovieClip in Symbol 2645 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 2645 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2645 MovieClip Frame 2
stop();
Instance of Symbol 1121 MovieClip in Symbol 2645 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2645 MovieClip Frame 3
stop();
Symbol 2645 MovieClip Frame 4
stop();
Symbol 2645 MovieClip Frame 5
stop();
Symbol 2645 MovieClip Frame 6
if (_currentframe == 6) { i = 1; alpha = 1; maxlight = 20; while (i <= maxlight) { duplicateMovieClip ("ray", "ray" + i, 800 - i); Set(undefined, undefined); this["ray" + i]._xscale = (this["ray" + i]._yscale = this["ray" + (i - 1)]._xscale + (i * alpha)); this["ray" + i]._alpha = 10 - (i * 0.01); i = i + 1; } ray0._visible = false; stop(); }
Symbol 2687 MovieClip Frame 1
authorname = "pyromaniac"; stop();
Instance of Symbol 951 MovieClip in Symbol 2687 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 2687 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 964 MovieClip in Symbol 2687 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2709 MovieClip Frame 9
stop();
Symbol 2731 MovieClip Frame 8
stop();
Symbol 2740 MovieClip Frame 1
authorname = "Capt*in Chu"; stop(); stop();
Instance of Symbol 1101 MovieClip in Symbol 2740 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 2740 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2740 MovieClip Frame 2
stop();
Instance of Symbol 1121 MovieClip in Symbol 2740 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2740 MovieClip Frame 3
stop();
Symbol 2740 MovieClip Frame 4
stop();
Symbol 2740 MovieClip Frame 5
stop();
Symbol 2740 MovieClip Frame 6
stop();
Symbol 2789 MovieClip Frame 1
stop();
Instance of Symbol 1101 MovieClip in Symbol 2789 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 2789 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2789 MovieClip Frame 2
stop();
Instance of Symbol 1121 MovieClip in Symbol 2789 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2789 MovieClip Frame 3
stop();
Symbol 2789 MovieClip Frame 4
stop();
Symbol 2789 MovieClip Frame 5
stop();
Symbol 2807 MovieClip Frame 1
authorname = "Capt*in Chu"; stop(); stop();
Instance of Symbol 1101 MovieClip in Symbol 2807 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 2807 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 2807 MovieClip Frame 2
stop();
Instance of Symbol 1121 MovieClip in Symbol 2807 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2807 MovieClip Frame 3
stop();
Symbol 2807 MovieClip Frame 4
stop();
Symbol 2807 MovieClip Frame 5
stop();
Symbol 2807 MovieClip Frame 6
stop();
Symbol 2807 MovieClip Frame 7
stop();
Symbol 2831 MovieClip Frame 1
stop();
Instance of Symbol 1051 MovieClip in Symbol 2831 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 2831 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1063 MovieClip in Symbol 2831 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2875 MovieClip Frame 1
authorname = "pyromaniac"; stop();
Instance of Symbol 1242 MovieClip in Symbol 2875 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 2875 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1252 MovieClip in Symbol 2875 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2922 Button
on (release) { getURL ("http://www.newgrounds.com/bbs/topic.php?id=296755", "_blank"); }
Symbol 2923 MovieClip Frame 1
authorname = "pyromaniac"; stop();
Instance of Symbol 1242 MovieClip in Symbol 2923 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 2923 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1252 MovieClip in Symbol 2923 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Instance of Symbol 2886 MovieClip in Symbol 2923 MovieClip Frame 3
onClipEvent (load) { var spd = 10; } onClipEvent (enterFrame) { if (_parent.green.hitTest(this)) { _parent.text_hold.text = "Touching"; } else { _parent.text_hold.text = "--------------"; } if (Key.isDown(39)) { _x = (_x + spd); } if (Key.isDown(37)) { _x = (_x - spd); } if (Key.isDown(38)) { _y = (_y - spd); } if (Key.isDown(40)) { _y = (_y + spd); } }
Instance of Symbol 2907 MovieClip in Symbol 2923 MovieClip Frame 9
onClipEvent (enterFrame) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { _parent.text_hold.text = "Touching"; } else { _parent.text_hold.text = "--------------"; } }
Symbol 2931 Button
on (release) { getURL ("http://denvish.net/ulf/1157937447_Tile%20Based%20Game.php", "_blank"); }
Symbol 2960 MovieClip Frame 1
authorname = "Pyromaniac"; stop();
Instance of Symbol 1051 MovieClip in Symbol 2960 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 2960 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1063 MovieClip in Symbol 2960 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 2970 MovieClip Frame 1
stop();
Symbol 2970 MovieClip Frame 2
stop();
Symbol 3002 Button
on (release) { prevFrame(); }
Symbol 3003 MovieClip Frame 1
totalmoney = 0; life = 100; stop();
Instance of Symbol 2988 MovieClip "player" in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (Key.isDown(38)) { this._y = this._y - 8; } if (Key.isDown(40)) { this._y = this._y + 8; } if (Key.isDown(37)) { this._x = this._x - 8; } if (Key.isDown(39)) { this._x = this._x + 8; } if (_parent.life <= 0) { _parent.gotoAndStop(2); } }
Instance of Symbol 2970 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { this.gotoAndPlay(2); _parent.totalmoney = _parent.totalmoney + 1; } }
Instance of Symbol 2990 MovieClip "lifebar" in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { _width = _parent.life; }
Instance of Symbol 2981 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { _parent.life = _parent.life - 1; } }
Instance of Symbol 2970 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { this.gotoAndPlay(2); _parent.totalmoney = _parent.totalmoney + 1; } }
Instance of Symbol 2970 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { this.gotoAndPlay(2); _parent.totalmoney = _parent.totalmoney + 1; } }
Instance of Symbol 2981 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { _parent.life = _parent.life - 1; } }
Instance of Symbol 2995 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { _parent.player._x = _parent.player._x - 8; } }
Instance of Symbol 2995 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { _parent.player._x = _parent.player._x + 8; } }
Instance of Symbol 2995 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { _parent.player._y = _parent.player._y - 8; } }
Instance of Symbol 2995 MovieClip in Symbol 3003 MovieClip Frame 1
onClipEvent (enterFrame) { if (this.hitTest(_parent.player)) { _parent.player._y = _parent.player._y + 8; } }
Symbol 3003 MovieClip Frame 2
stop();
Instance of Symbol 2995 MovieClip in Symbol 3003 MovieClip Frame 2
onClipEvent (enterFrame) { if (this.hitTest(_root.myversion.player)) { _root.myversion.player.x = _root.myversion.player.x - 1; } }
Symbol 3004 MovieClip Frame 1
authorname = "-Saza-"; stop();
Instance of Symbol 951 MovieClip in Symbol 3004 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 3004 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 3004 MovieClip Frame 2
stop();
Instance of Symbol 964 MovieClip in Symbol 3004 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3004 MovieClip Frame 3
stop();
Instance of Symbol 2970 MovieClip "money" in Symbol 3004 MovieClip Frame 3
onClipEvent (enterFrame) { if (this.hitTest(_root.player)) { this.gotoAndPlay(2); _root.totalmoney = _root.totalmoney + 1; } }
Symbol 3004 MovieClip Frame 4
stop();
Symbol 3004 MovieClip Frame 5
stop();
Symbol 3004 MovieClip Frame 6
stop();
Symbol 3004 MovieClip Frame 7
stop();
Instance of Symbol 2981 MovieClip in Symbol 3004 MovieClip Frame 7
onClipEvent (enterFrame) { if (this.hitTest(_root.player)) { _root.life = _root.life - 1; } }
Symbol 3004 MovieClip Frame 8
stop();
Symbol 3004 MovieClip Frame 9
stop();
Symbol 3004 MovieClip Frame 10
stop();
Symbol 3035 MovieClip Frame 1
authorname = "Re2deemer"; stop();
Instance of Symbol 951 MovieClip in Symbol 3035 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 3035 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 964 MovieClip in Symbol 3035 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3053 MovieClip Frame 1
authorname = "LesPaulPlayer"; stop();
Instance of Symbol 1242 MovieClip in Symbol 3053 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 3053 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1252 MovieClip in Symbol 3053 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3053 MovieClip Frame 8
onEnterFrame = function () { sr = (("Math.sqrt(" + number.text) + ")=") + Math.sqrt(number.text); rnd = (("Math.round(" + number.text) + ")=") + Math.round(number.text); ceil = (("Math.ceil(" + number.text) + ")=") + Math.ceil(number.text); flr = (("Math.floor(" + number.text) + ")=") + Math.floor(number.text); }; onMouseDown = function () { rndm = ((("random(" + number.text) + ")=") + random(number.text)) + " (click to change)"; };
Symbol 3076 MovieClip Frame 1
stop();
Symbol 3076 MovieClip Frame 2
stop();
Symbol 3085 MovieClip Frame 1
stop(); authorname = "Chaz";
Instance of Symbol 1242 MovieClip in Symbol 3085 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 3085 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1252 MovieClip in Symbol 3085 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Instance of Symbol 3076 MovieClip in Symbol 3085 MovieClip Frame 4
on (release) { play(); }
Symbol 3115 MovieClip Frame 1
stop();
Instance of Symbol 951 MovieClip in Symbol 3115 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 955 MovieClip in Symbol 3115 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 3115 MovieClip Frame 2
stop();
Instance of Symbol 964 MovieClip in Symbol 3115 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3115 MovieClip Frame 3
stop();
Symbol 3115 MovieClip Frame 4
stop();
Symbol 3115 MovieClip Frame 5
stop();
Symbol 3115 MovieClip Frame 6
stop();
Symbol 3115 MovieClip Frame 7
stop();
Symbol 3115 MovieClip Frame 8
stop();
Symbol 3159 Button
on (press) { hello._x = (Math.random() * 600) - 300; hello._y = (Math.random() * 500) - 250; }
Symbol 3191 MovieClip Frame 1
stop();
Symbol 3192 Button
on (press) { meh.gotoAndStop(Math.round(Math.random() * 10)); }
Symbol 3200 Button
on (press) { meh = new Array(1, 3, 5, 8); hello.gotoAndStop(meh[random(4)]); }
Symbol 3209 Button
on (press) { meh = new Array("West", "end", "pro", "collab"); hello = meh[random(4)]; }
Symbol 3212 MovieClip Frame 1
stop();
Instance of Symbol 1242 MovieClip in Symbol 3212 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 3212 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 3212 MovieClip Frame 2
stop();
Instance of Symbol 1252 MovieClip in Symbol 3212 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3212 MovieClip Frame 3
stop();
Symbol 3212 MovieClip Frame 4
stop();
Symbol 3212 MovieClip Frame 5
stop();
Symbol 3212 MovieClip Frame 6
stop();
Symbol 3212 MovieClip Frame 7
stop();
Symbol 3212 MovieClip Frame 8
stop();
Symbol 3212 MovieClip Frame 9
stop();
Symbol 3212 MovieClip Frame 10
stop();
Symbol 3212 MovieClip Frame 11
stop();
Symbol 3212 MovieClip Frame 12
stop();
Symbol 3212 MovieClip Frame 13
stop();
Symbol 3212 MovieClip Frame 14
stop();
Symbol 3212 MovieClip Frame 15
stop();
Symbol 3212 MovieClip Frame 16
stop();
Symbol 3212 MovieClip Frame 17
stop();
Symbol 3228 MovieClip Frame 1
authorname = "DannyIsOnFire"; stop();
Instance of Symbol 1541 MovieClip in Symbol 3228 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1545 MovieClip in Symbol 3228 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 3228 MovieClip Frame 2
authorname = "DannyIsOnFire";
Instance of Symbol 1552 MovieClip in Symbol 3228 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3228 MovieClip Frame 3
authorname = "DannyIsOnFire";
Symbol 3228 MovieClip Frame 4
authorname = "DannyIsOnFire";
Symbol 3228 MovieClip Frame 5
authorname = "DannyIsOnFire";
Symbol 3228 MovieClip Frame 6
authorname = "DannyIsOnFire";
Symbol 3228 MovieClip Frame 7
authorname = "DannyIsOnFire";
Symbol 3228 MovieClip Frame 8
authorname = "DannyIsOnFire";
Symbol 3228 MovieClip Frame 9
authorname = "DannyIsOnFire";
Symbol 3263 MovieClip Frame 1
authorname = "Pyromaniac"; stop();
Instance of Symbol 1242 MovieClip in Symbol 3263 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 3263 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1252 MovieClip in Symbol 3263 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3263 MovieClip Frame 6
var box = new Color("box"); color.text = "000000"; box.setRGB("0x" + color.text); _root.onMouseDown = function () { box.setRGB("0x" + color.text); };
Instance of Symbol 155 MovieClip [TextInput] "color" in Symbol 3263 MovieClip Frame 6
//component parameters onClipEvent (construct) { editable = true; password = false; text = ""; maxChars = null; restrict = ""; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 3270 MovieClip Frame 1
stop();
Symbol 3270 MovieClip Frame 5
stop();
Symbol 3270 MovieClip Frame 6
stop();
Symbol 3274 MovieClip Frame 1
stop();
Symbol 3274 MovieClip Frame 6
stop();
Symbol 3274 MovieClip Frame 7
stop();
Symbol 3281 Button
on (release) { getURL ("http://www.erain.com/downloads/trials/InfoRequest.asp?d=20", "_blank"); }
Symbol 3285 MovieClip Frame 1
stop();
Symbol 3285 MovieClip Frame 5
stop();
Symbol 3285 MovieClip Frame 6
stop();
Symbol 3309 MovieClip Frame 1
authorname = "CM Productions"; stop();
Instance of Symbol 3270 MovieClip in Symbol 3309 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 3274 MovieClip in Symbol 3309 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 3285 MovieClip in Symbol 3309 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3335 MovieClip Frame 1
stop(); authorname = "LesPaulPlayer"; var color = 16777215; var alpha = 0.8; var blurX = 35; var blurY = 35; var strength = 2; var quality = 5; var inner = true; var knockout = false; var filter = (new flash.filters.GlowFilter(color, alpha, blurX, blurY, strength, quality, inner, knockout)); var filterArray = new Array(); filterArray.push(filter); var bmp = (new flash.display.BitmapData(300, 200, false, 0)); bmp.perlinNoise(300, 200, 6, 13, true, true, 1, true, null); createEmptyMovieClip("mc", getNextHighestDepth()); mc.attachBitmap(bmp, 4); mc._x = 150; mc._y = 170; mc.filters = filterArray; mc._alpha = 75;
Instance of Symbol 1051 MovieClip in Symbol 3335 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 3335 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 3335 MovieClip Frame 2
mc.removeMovieClip();
Instance of Symbol 1063 MovieClip in Symbol 3335 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3335 MovieClip Frame 3
bmp = new flash.display.BitmapData(500, 100, false, 0); createEmptyMovieClip("mc", getNextHighestDepth()); bmp.noise(5, 12, 255, 7, true); mc.attachBitmap(bmp, getNextHighestDepth()); mc._x = 50; mc._y = 320; mc.onRelease = function () { bmp.noise(5, 0, 255, 7, 0); };
Symbol 3335 MovieClip Frame 5
mc.removeMovieClip();
Symbol 3339 Button
on (release) { gotoAndStop (2); }
Symbol 3340 Button
on (release) { gotoAndStop (6); }
Symbol 3341 Button
on (release) { gotoAndStop (8); }
Symbol 3371 MovieClip Frame 1
authorname = "LesPaulPlayer"; stop();
Instance of Symbol 1051 MovieClip in Symbol 3371 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 3371 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1063 MovieClip in Symbol 3371 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3393 MovieClip Frame 1
stop(); authorname = "LesPaulPlayer";
Instance of Symbol 1051 MovieClip in Symbol 3393 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 3393 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1063 MovieClip in Symbol 3393 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3407 MovieClip Frame 1
function stringToMovieClips(string) { var _local2 = new Array(); a = 0; while (a < string.length) { createEmptyMovieClip("mc_" + a, a); this["mc_" + a].createTextField("my_txt_" + a, a + 1000, 0, 0, 300, 100); this["mc_" + a]["my_txt_" + a].selectable = false; this["mc_" + a]["my_txt_" + a].text = string.charAt(a); a++; } onEnterFrame = function () { a = 0; while (a < string.length) { this["mc_" + a]._y = this["mc_" + a]._y + ((this._ymouse - this["mc_" + a]._y) / (a + 1)); this["mc_" + a]._x = this["mc_" + a]._x + (((this._xmouse - this["mc_" + a]._x) + (a * 10)) / (a + 1)); a++; } }; } stop(); authorname = "LesPaulPlayer"; var string1 = ("Made by " + authorname); stringToMovieClips(string1);
Instance of Symbol 1242 MovieClip in Symbol 3407 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 3407 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 3407 MovieClip Frame 2
string = "Made by LesPaulPlayer"; a = 0; while (a < string.length) { _root["mc_" + a].removeMovieClip(); a++; }
Instance of Symbol 1252 MovieClip in Symbol 3407 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3413 Button
on (release) { gotoAndStop ("outline"); }
Symbol 3415 Button
on (release) { gotoAndStop ("ears"); }
Symbol 3417 Button
on (release) { gotoAndStop ("nose"); }
Symbol 3419 Button
on (release) { gotoAndStop ("mouth"); }
Symbol 3421 Button
on (release) { gotoAndStop ("shading"); }
Symbol 3424 Button
on (release) { gotoAndStop ("examples"); }
Symbol 3426 Button
on (release) { gotoAndStop ("eyes"); }
Symbol 3428 Button
on (release) { gotoAndStop ("features"); }
Symbol 3509 MovieClip Frame 1
stop();
Symbol 3512 MovieClip Frame 1
stop();
Symbol 3512 MovieClip Frame 10
stop();
Symbol 3521 MovieClip Frame 1
stop();
Symbol 3524 MovieClip Frame 1
stop();
Instance of Symbol 1101 MovieClip in Symbol 3524 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 3524 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1121 MovieClip in Symbol 3524 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Instance of Symbol 3509 MovieClip "Nug8_face" in Symbol 3524 MovieClip Frame 26
onClipEvent (load) { Nug8_presstime = 0; Nug8_frame = 1; } onClipEvent (enterFrame) { if (_root.cstatus == 1) { if (_parent.Nug8_gil.Nug8_slice._currentframe == 19) { play(); _parent.Nug8_hand.nextFrame(); } if (_parent.Nug8_gil.Nug8_slice._currentframe == 10) { Nug8_presstime = 0; Nug8_frame = 3; _parent.Nug8_arrow.gotoAndStop(3); if (Key.isDown(32)) { Nug8_presstime++; if (Nug8_presstime == 1) { _parent.Nug8_gil.Nug8_slice.play(); _parent.Nug8_gil.Nug8_slice.Nug8_pull2.play(); _parent.Nug8_arrow.Nug8_space.play(); } } } else if (_parent.Nug8_gil.Nug8_slice._currentframe <= 9) { if (Nug8_frame == 1) { _parent.Nug8_arrow.gotoAndStop(1); if (Key.isDown(39)) { Nug8_presstime++; if (Nug8_presstime == 1) { _parent.Nug8_arrow.gotoAndStop(2); _parent.Nug8_gil.Nug8_slice.Nug8_pull.play(); _parent.Nug8_gil.Nug8_slice.nextFrame(); Nug8_frame = 2; } } else { Nug8_presstime = 0; } } } if (Nug8_frame == 2) { _parent.Nug8_arrow.gotoAndStop(2); if (Key.isDown(37)) { Nug8_presstime++; if (Nug8_presstime == 1) { _parent.Nug8_arrow.gotoAndStop(1); _parent.Nug8_gil.Nug8_slice.Nug8_pull.play(); _parent.Nug8_gil.Nug8_slice.nextFrame(); Nug8_frame = 1; } } else { Nug8_presstime = 0; } } } }
Symbol 3604 MovieClip Frame 1
authorname = "Penboy"; stop();
Instance of Symbol 1101 MovieClip in Symbol 3604 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1105 MovieClip in Symbol 3604 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Instance of Symbol 1121 MovieClip in Symbol 3604 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3618 MovieClip Frame 1
stop();
Instance of Symbol 1242 MovieClip in Symbol 3618 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1246 MovieClip in Symbol 3618 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 3618 MovieClip Frame 2
stop();
Instance of Symbol 1252 MovieClip in Symbol 3618 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.prevFrame(); }
Symbol 3618 MovieClip Frame 3
stop();
Symbol 3618 MovieClip Frame 4
stop();
Symbol 3673 MovieClip Frame 1
authorname = "dELtaluca"; stop(); com_flash.onRelease = function () { gotoAndPlay ("coms_flash"); }; com_xml.onRelease = function () { gotoAndPlay ("comp_xml"); };
Instance of Symbol 1051 MovieClip in Symbol 3673 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); this._parent.nextFrame(); }
Instance of Symbol 1055 MovieClip in Symbol 3673 MovieClip Frame 1
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); _root.gotoAndStop("Menu"); }
Symbol 3673 MovieClip Frame 2
stop();
Instance of Symbol 1063 MovieClip in Symbol 3673 MovieClip Frame 2
on (rollOver, dragOver) { gotoAndPlay ("rollon"); } on (releaseOutside, rollOut) { gotoAndPlay ("rolloff"); } on (release) { gotoAndPlay ("hit"); onEnterFrame = null; this._parent.prevFrame(); }
Instance of Symbol 150 MovieClip [ScrollPane] in Symbol 3673 MovieClip Frame 10
//component parameters onClipEvent (construct) { contentPath = "tex"; hLineScrollSize = 5; hPageScrollSize = 20; hScrollPolicy = "auto"; scrollDrag = false; vLineScrollSize = 5; vPageScrollSize = 20; vScrollPolicy = "auto"; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Instance of Symbol 150 MovieClip [ScrollPane] in Symbol 3673 MovieClip Frame 18
//component parameters onClipEvent (construct) { contentPath = "tex2"; hLineScrollSize = 5; hPageScrollSize = 20; hScrollPolicy = "auto"; scrollDrag = false; vLineScrollSize = 5; vPageScrollSize = 20; vScrollPolicy = "auto"; enabled = true; visible = true; minHeight = 0; minWidth = 0; }
Symbol 3673 MovieClip Frame 21
stop();

Library Items

Symbol 1 Sound [Music1]
Symbol 2 Sound [Music2]
Symbol 3 Sound [Music3]
Symbol 4 Sound [Music4]
Symbol 5 Sound [Music5]
Symbol 6 Sound [DEF1_dis3]
Symbol 7 Sound [DEF1_dis2]
Symbol 8 Sound [DEF1_dis1]
Symbol 9 Sound [creak]
Symbol 10 Sound [smash]
Symbol 11 GraphicUsed by:14 195 1015 1017 1337 1460 1655 1686 2001 2135 2137 2139 2335 2347 2362 3339 3340 3341 3413 3415 3417 3419 3421 3426 3428 3624
Symbol 12 FontUsed by:13 15 978 988 990 994 999 1001 1003 1033 1036 1058 1059 1070 1071 1072 1076 1078 1080 1083 1085 1087 1089 1331 1341 1345 1350 1358 1361 1363 1365 1367 1370 1372 1375 1377 1381 1422 1427 1439 1443 1445 1448 1452 1455 1560 1561 1562 1609 1610 1611 1612 1613 1614 1615 1656 1657 1659 1663 1664 1674 1675 1676 1677 1680 1682 1683 1698 1703 1707 1773 1818 1822 1825 1827 1829 1839 1860 1869 1874 1880 1893 1902 1977 1978 1982 1983 1984 1989 1992 1994 1995 2047 2055 2058 2059 2060 2061 2063 2064 2065 2066 2067 2070 2071 2072 2074 2075 2077 2079 2081 2082 2084 2086 2087 2088 2090 2091 2092 2093 2094 2096 2097 2098 2100 2101 2102 2103 2104 2107 2109 2110 2111 2112 2120 2164 2165 2169 2172 2211 2212 2214 2218 2220 2222 2232 2233 2247 2250 2252 2253 2254 2255 2258 2260 2268 2270 2273 2274 2275 2276 2277 2278 2284 2286 2287 2290 2292 2293 2294 2295 2299 2302 2311 2313 2314 2316 2317 2319 2526 2529 2626 2636 2652 2653 2654 2657 2660 2663 2666 2669 2672 2675 2678 2681 2684 2839 2842 2845 2848 2851 2854 2856 2867 2871 2893 2899 2900 2901 2911 2914 2915 2935 2941 2957 2958 2967 2973 2976 2977 2985 3013 3014 3021 3022 3025 3031 3032 3033 3237 3238 3240 3241 3244 3251 3258 3260 3629 3631 3634 3636 3638 3641 3646 3651 3652 3654 3656 3657 3658 3661 3665 3667 3668
Symbol 13 TextUses:12Used by:14
Symbol 14 MovieClip [tex]Uses:11 13
Symbol 15 TextUses:12Used by:16
Symbol 16 MovieClip [tex2]Uses:15
Symbol 17 GraphicUsed by:18
Symbol 18 MovieClip [DEF1_cur]Uses:17
Symbol 19 FontUsed by:20 240 241 242 243 244 247 248 249 250 251 252 253 256 257 260 263 264 265 266 269 270 271 272 276 277 278 279 282 352 353 354 356 357 359 360 362 363 425 474 475 483 488 489 491 492 494 495 497 498 500 501 504 505 507 508 511 512 514 515 531 532 540 541 547 549 550 552 553 594 595 596 598 599 601 602 604 605 607 608 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 710 711 712 713 714 715 716 717 718 719 720 721 722 744 745 746 747 749 751 759 762 777 780 781 795 797 802 803 804 805 806 810 813 814 815 816 817 818 819 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 840 841 842 843 844 845 846 847 848 849 850 851 852 856 857 858 859 860 861 862 863 864 868 869 870 871 875 876 877 878 879 883 884 885 886 889 890 891 892 893 894 895 896 897 898 899 900 938 939 940 957 1014 1016 1018 1020 1032 1034 1035 1038 1042 1043 1056 1057 1064 1065 1068 1069 1073 1075 1077 1079 1081 1082 1084 1086 1088 1090 1091 1092 1093 1106 1107 1110 1113 1114 1115 1116 1117 1122 1143 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1166 1167 1168 1169 1170 1173 1174 1175 1181 1182 1183 1188 1189 1191 1196 1200 1204 1206 1208 1217 1222 1226 1229 1233 1234 1247 1248 1254 1255 1256 1258 1259 1261 1263 1264 1270 1271 1273 1274 1275 1276 1279 1280 1281 1285 1286 1287 1291 1292 1300 1301 1302 1308 1314 1319 1321 1325 1329 1332 1338 1344 1348 1356 1359 1378 1380 1382 1384 1392 1393 1395 1399 1404 1408 1413 1418 1420 1425 1428 1430 1433 1437 1441 1450 1453 1457 1462 1465 1466 1467 1468 1470 1473 1476 1479 1482 1485 1488 1491 1494 1497 1500 1503 1506 1509 1512 1515 1518 1521 1524 1527 1530 1532 1533 1535 1546 1573 1606 1608 1626 1629 1632 1634 1636 1639 1640 1641 1644 1658 1660 1661 1662 1670 1671 1672 1673 1679 1681 1684 1685 1687 1688 1690 1693 1694 1695 1712 1720 1729 1734 1736 1738 1758 1763 1765 1772 1777 1778 1779 1780 1781 1785 1795 1800 1810 1815 1820 1837 1842 1881 1885 1886 1887 1891 1892 1896 1897 1901 1905 1906 1907 1909 1910 1911 1913 1916 1917 1924 1925 1926 1928 1930 1931 1934 1935 1939 1940 1946 1947 1962 1963 1964 1965 1966 1967 1968 1969 1970 1972 1975 1979 1987 1990 1993 1996 1999 2003 2021 2023 2026 2031 2033 2034 2044 2046 2053 2057 2062 2069 2076 2085 2095 2105 2115 2117 2122 2125 2127 2130 2131 2134 2136 2138 2141 2174 2175 2225 2256 2282 2332 2334 2336 2338 2339 2341 2342 2345 2348 2349 2351 2352 2353 2355 2356 2357 2358 2360 2363 2364 2367 2368 2371 2372 2374 2381 2382 2384 2385 2386 2387 2388 2391 2392 2398 2412 2415 2416 2417 2418 2424 2425 2426 2428 2429 2430 2433 2434 2438 2442 2464 2466 2469 2480 2482 2483 2485 2486 2488 2489 2492 2494 2497 2498 2499 2500 2501 2504 2507 2508 2511 2517 2520 2525 2526 2528 2529 2531 2537 2539 2540 2543 2544 2546 2548 2561 2563 2565 2582 2585 2587 2588 2589 2590 2591 2592 2593 2594 2596 2597 2598 2599 2600 2601 2602 2603 2605 2607 2608 2609 2610 2612 2617 2618 2619 2620 2621 2625 2627 2629 2632 2633 2634 2635 2637 2638 2646 2649 2655 2658 2661 2664 2667 2670 2673 2676 2679 2682 2685 2688 2691 2695 2696 2710 2732 2736 2741 2743 2744 2745 2746 2768 2772 2773 2781 2782 2783 2784 2785 2786 2787 2788 2790 2793 2794 2795 2799 2803 2804 2805 2806 2808 2832 2876 2879 2884 2888 2903 2909 2916 2924 2927 2929 2961 3005 3036 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3054 3086 3089 3092 3097 3101 3103 3106 3111 3113 3116 3118 3120 3125 3128 3155 3156 3164 3167 3171 3175 3179 3193 3196 3199 3201 3204 3210 3213 3216 3217 3218 3219 3220 3221 3222 3226 3227 3229 3232 3234 3248 3256 3261 3264 3275 3276 3277 3278 3279 3286 3287 3288 3291 3293 3296 3298 3299 3300 3301 3302 3303 3304 3307 3308 3310 3313 3314 3315 3316 3319 3320 3323 3324 3326 3327 3328 3329 3330 3333 3334 3336 3342 3343 3344 3347 3351 3355 3357 3359 3362 3365 3368 3369 3370 3372 3375 3376 3377 3378 3381 3389 3392 3394 3397 3398 3402 3405 3406 3408 3411 3412 3414 3416 3418 3420 3423 3425 3427 3430 3431 3433 3434 3435 3436 3440 3442 3444 3446 3447 3448 3450 3451 3452 3453 3454 3459 3460 3461 3462 3465 3467 3469 3474 3475 3476 3478 3480 3481 3483 3485 3486 3487 3489 3490 3491 3492 3494 3496 3498 3499 3525 3527 3528 3531 3533 3535 3536 3539 3540 3541 3542 3545 3546 3547 3548 3549 3552 3553 3554 3555 3556 3557 3558 3559 3561 3562 3563 3564 3565 3566 3569 3571 3572 3573 3574 3575 3577 3578 3579 3580 3583 3584 3585 3587 3588 3589 3590 3591 3593 3594 3596 3597 3598 3599 3600 3602 3603 3605 3619 3621 3642 3672
Symbol 20 EditableTextUses:19Used by:21
Symbol 21 MovieClip [EffectItem]Uses:20
Symbol 22 GraphicUsed by:23
Symbol 23 MovieClipUses:22Used by:24
Symbol 24 MovieClip [DEF1_MT]Uses:23Used by:1912
Symbol 29 GraphicUsed by:30
Symbol 30 MovieClip [BoundingBox]Uses:29Used by:49 53 57 116 117 118 148 149 150
Symbol 31 GraphicUsed by:32
Symbol 32 MovieClip [BrdrShdw]Uses:31Used by:35 40 41
Symbol 33 GraphicUsed by:34
Symbol 34 MovieClip [BrdrFace]Uses:33Used by:35 40 41
Symbol 35 MovieClip [SimpleButtonDown]Uses:32 34Used by:53
Symbol 36 GraphicUsed by:37
Symbol 37 MovieClip [BrdrBlk]Uses:36Used by:40 41
Symbol 38 GraphicUsed by:39
Symbol 39 MovieClip [BrdrHilght]Uses:38Used by:40 41
Symbol 40 MovieClip [SimpleButtonIn]Uses:37 39 32 34Used by:53
Symbol 41 MovieClip [SimpleButtonUp]Uses:37 34 32 39Used by:53
Symbol 42 MovieClip [Defaults]Used by:44
Symbol 43 MovieClip [UIObjectExtensions]Used by:44
Symbol 44 MovieClip [UIObject]Uses:42 43Used by:50 52 54
Symbol 45 GraphicUsed by:47
Symbol 46 GraphicUsed by:47
Symbol 47 ButtonUses:45 46Used by:50
Symbol 48 MovieClipUsed by:50
Symbol 49 MovieClip [FocusRect]Uses:30Used by:50
Symbol 50 MovieClip [FocusManager]Uses:47 48 49 44Used by:52
Symbol 51 MovieClip [UIComponentExtensions]Used by:52
Symbol 52 MovieClip [UIComponent]Uses:44 50 51Used by:53 148 155
Symbol 53 MovieClip [SimpleButton]Uses:30 35 40 41 52Used by:57 116 117
Symbol 54 MovieClip [Border]Uses:44Used by:55 57
Symbol 55 MovieClip [RectBorder]Uses:54Used by:57 148 155
Symbol 56 MovieClip [ButtonSkin]Used by:57
Symbol 57 MovieClip [Button]Uses:30 53 54 55 56Used by:116 117 2547
Symbol 58 MovieClip [CustomBorder]Used by:116 117
Symbol 59 GraphicUsed by:61 97 98 99 102 103 108
Symbol 60 GraphicUsed by:61 97 98 102 103 108
Symbol 61 MovieClip [ScrollTrack]Uses:59 60Used by:68 73 74 75 109 110 111 112 113 114
Symbol 62 GraphicUsed by:68 73 74 75 109 110 111 112
Symbol 63 GraphicUsed by:68 73 74 75 109 110 111 112
Symbol 64 GraphicUsed by:68 73 74 75 109 110 111 112
Symbol 65 GraphicUsed by:68 73 74 75 109 110 111 112
Symbol 66 GraphicUsed by:68 73 74 75 109 110 111 112
Symbol 67 GraphicUsed by:68 73 74 75
Symbol 68 MovieClip [ScrollDownArrowDisabled]Uses:61 62 63 64 65 66 67Used by:115
Symbol 69 GraphicUsed by:70
Symbol 70 MovieClip [ScrollThemeColor1]Uses:69Used by:73 74 110 111
Symbol 71 GraphicUsed by:72
Symbol 72 MovieClip [ScrollThemeColor2]Uses:71Used by:73 110
Symbol 73 MovieClip [ScrollDownArrowDown]Uses:61 62 70 63 64 65 66 72 67Used by:115
Symbol 74 MovieClip [ScrollDownArrowOver]Uses:61 62 70 63 64 65 66 67Used by:115
Symbol 75 MovieClip [ScrollDownArrowUp]Uses:61 62 63 64 65 66 67Used by:115
Symbol 76 GraphicUsed by:81 86 87 88 104 105 106 107
Symbol 77 GraphicUsed by:81 86 87 88 104 105 106 107
Symbol 78 GraphicUsed by:81 86 87 88 104 105 106 107
Symbol 79 GraphicUsed by:81 86 87 88 104 105 106 107
Symbol 80 GraphicUsed by:81 86 87 88 104 105 106 107
Symbol 81 MovieClip [ScrollThumbBottomDisabled]Uses:76 77 78 79 80Used by:115
Symbol 82 GraphicUsed by:83
Symbol 83 MovieClip [ThumbThemeColor1]Uses:82Used by:86 87 105 106
Symbol 84 GraphicUsed by:85
Symbol 85 MovieClip [ThumbThemeColor3]Uses:84Used by:86 105
Symbol 86 MovieClip [ScrollThumbBottomDown]Uses:76 83 77 78 79 85 80Used by:115
Symbol 87 MovieClip [ScrollThumbBottomOver]Uses:76 83 77 78 79 80Used by:115
Symbol 88 MovieClip [ScrollThumbBottomUp]Uses:76 77 78 79 80Used by:115
Symbol 89 GraphicUsed by:90 93 94 95
Symbol 90 MovieClip [ScrollThumbGripDisabled]Uses:89Used by:115
Symbol 91 GraphicUsed by:92
Symbol 92 MovieClip [ThumbThemeColor2]Uses:91Used by:93 94 97 98 102
Symbol 93 MovieClip [ScrollThumbGripDown]Uses:92 89Used by:115
Symbol 94 MovieClip [ScrollThumbGripOver]Uses:92 89Used by:115
Symbol 95 MovieClip [ScrollThumbGripUp]Uses:89Used by:115
Symbol 96 GraphicUsed by:97 98 102 103
Symbol 97 MovieClip [ScrollThumbMiddleDisabled]Uses:59 96 92 60Used by:115
Symbol 98 MovieClip [ScrollThumbMiddleDown]Uses:59 92 96 60Used by:115
Symbol 99 MovieClipUses:59Used by:102
Symbol 100 GraphicUsed by:101 109 110 111 112
Symbol 101 MovieClipUses:100Used by:102
Symbol 102 MovieClip [ScrollThumbMiddleOver]Uses:59 92 96 99 101 60Used by:115
Symbol 103 MovieClip [ScrollThumbMiddleUp]Uses:59 96 60Used by:115
Symbol 104 MovieClip [ScrollThumbTopDisabled]Uses:76 77 78 79 80Used by:115
Symbol 105 MovieClip [ScrollThumbTopDown]Uses:76 83 77 78 79 85 80Used by:115
Symbol 106 MovieClip [ScrollThumbTopOver]Uses:76 83 77 78 79 80Used by:115
Symbol 107 MovieClip [ScrollThumbTopUp]Uses:76 77 78 79 80Used by:115
Symbol 108 MovieClip [ScrollTrackDisabled]Uses:59 60Used by:115
Symbol 109 MovieClip [ScrollUpArrowDisabled]Uses:61 62 63 64 65 66 100Used by:115
Symbol 110 MovieClip [ScrollUpArrowDown]Uses:61 62 70 63 64 65 66 72 100Used by:115
Symbol 111 MovieClip [ScrollUpArrowOver]Uses:61 62 70 63 64 100 65 66Used by:115
Symbol 112 MovieClip [ScrollUpArrowUp]Uses:61 62 63 64 65 66 100Used by:115
Symbol 113 MovieClip [BtnDownArrow]Uses:61Used by:115
Symbol 114 MovieClip [BtnUpArrow]Uses:61Used by:115
Symbol 115 MovieClip [ScrollBarAssets]Uses:68 73 74 75 81 86 87 88 90 93 94 95 97 98 102 103 104 105 106 107 108 109 110 111 112 113 114Used by:116 117
Symbol 116 MovieClip [VScrollBar]Uses:30 57 53 58 115Used by:118 149
Symbol 117 MovieClip [HScrollBar]Uses:30 57 53 58 115Used by:118 149
Symbol 118 MovieClip [UIScrollBar]Uses:30 116 117
Symbol 148 MovieClip [View]Uses:30 52 55Used by:149
Symbol 149 MovieClip [ScrollView]Uses:30 117 116 148Used by:150
Symbol 150 MovieClip [ScrollPane]Uses:30 149Used by:3673
Symbol 153 FontUsed by:154
Symbol 154 EditableTextUses:153Used by:155
Symbol 155 MovieClip [TextInput]Uses:154 55 52Used by:3263
Symbol 156 BitmapUsed by:157
Symbol 157 GraphicUses:156Used by:Timeline
Symbol 158 GraphicUsed by:159
Symbol 159 MovieClipUses:158Used by:Timeline
Symbol 160 GraphicUsed by:167
Symbol 161 ShapeTweeningUsed by:164
Symbol 162 ShapeTweeningUsed by:164
Symbol 163 GraphicUsed by:164
Symbol 164 MovieClipUses:161 162 163Used by:167
Symbol 165 GraphicUsed by:167
Symbol 166 GraphicUsed by:167
Symbol 167 MovieClipUses:160 164 165 166Used by:Timeline
Symbol 168 MovieClipUsed by:Timeline
Symbol 169 GraphicUsed by:Timeline
Symbol 25 MovieClip [__Packages.mx.core.UIObject]
Symbol 26 MovieClip [__Packages.mx.core.UIComponent]
Symbol 27 MovieClip [__Packages.mx.controls.scrollClasses.ScrollBar]
Symbol 28 MovieClip [__Packages.mx.controls.UIScrollBar]
Symbol 119 MovieClip [__Packages.mx.skins.SkinElement]
Symbol 120 MovieClip [__Packages.mx.styles.CSSTextStyles]
Symbol 121 MovieClip [__Packages.mx.styles.StyleManager]
Symbol 122 MovieClip [__Packages.mx.styles.CSSStyleDeclaration]
Symbol 123 MovieClip [__Packages.mx.skins.Border]
Symbol 124 MovieClip [__Packages.mx.skins.CustomBorder]
Symbol 125 MovieClip [__Packages.mx.controls.scrollClasses.ScrollThumb]
Symbol 126 MovieClip [__Packages.mx.controls.SimpleButton]
Symbol 127 MovieClip [__Packages.mx.controls.VScrollBar]
Symbol 128 MovieClip [__Packages.mx.controls.Button]
Symbol 129 MovieClip [__Packages.mx.events.EventDispatcher]
Symbol 130 MovieClip [__Packages.mx.events.UIEventDispatcher]
Symbol 131 MovieClip [__Packages.mx.skins.ColoredSkinElement]
Symbol 132 MovieClip [__Packages.mx.core.ext.UIObjectExtensions]
Symbol 133 MovieClip [__Packages.mx.skins.halo.Defaults]
Symbol 134 MovieClip [__Packages.mx.managers.DepthManager]
Symbol 135 MovieClip [__Packages.mx.managers.SystemManager]
Symbol 136 MovieClip [__Packages.mx.managers.FocusManager]
Symbol 137 MovieClip [__Packages.mx.skins.halo.FocusRect]
Symbol 138 MovieClip [__Packages.mx.managers.OverlappedWindows]
Symbol 139 MovieClip [__Packages.mx.styles.CSSSetStyle]
Symbol 140 MovieClip [__Packages.mx.core.ext.UIComponentExtensions]
Symbol 141 MovieClip [__Packages.mx.skins.RectBorder]
Symbol 142 MovieClip [__Packages.mx.skins.halo.RectBorder]
Symbol 143 MovieClip [__Packages.mx.skins.halo.ButtonSkin]
Symbol 144 MovieClip [__Packages.mx.controls.HScrollBar]
Symbol 145 MovieClip [__Packages.mx.core.View]
Symbol 146 MovieClip [__Packages.mx.core.ScrollView]
Symbol 147 MovieClip [__Packages.mx.containers.ScrollPane]
Symbol 151 MovieClip [__Packages.mx.core.ExternalContent]
Symbol 152 MovieClip [__Packages.mx.controls.TextInput]
Symbol 170 GraphicUsed by:171
Symbol 171 MovieClipUses:170Used by:195
Symbol 172 GraphicUsed by:173
Symbol 173 MovieClipUses:172Used by:195
Symbol 174 GraphicUsed by:175
Symbol 175 MovieClipUses:174Used by:195
Symbol 176 GraphicUsed by:177
Symbol 177 MovieClipUses:176Used by:178 195
Symbol 178 MovieClipUses:177Used by:195
Symbol 179 ShapeTweeningUsed by:195
Symbol 180 GraphicUsed by:195
Symbol 181 GraphicUsed by:182
Symbol 182 MovieClipUses:181Used by:195
Symbol 183 GraphicUsed by:184
Symbol 184 MovieClipUses:183Used by:195
Symbol 185 GraphicUsed by:186
Symbol 186 MovieClipUses:185Used by:195
Symbol 187 GraphicUsed by:188
Symbol 188 MovieClipUses:187Used by:195
Symbol 189 GraphicUsed by:190
Symbol 190 MovieClipUses:189Used by:195
Symbol 191 GraphicUsed by:192
Symbol 192 MovieClipUses:191Used by:194 195
Symbol 193 GraphicUsed by:194
Symbol 194 MovieClipUses:193 192Used by:195
Symbol 195 MovieClipUses:11 171 173 175 177 178 179 180 182 184 186 188 190 192 194 SS1Used by:Timeline
Symbol 196 GraphicUsed by:197
Symbol 197 MovieClipUses:196Used by:Timeline
Symbol 198 GraphicUsed by:199
Symbol 199 MovieClipUses:198Used by:1388  Timeline
Symbol 200 GraphicUsed by:228
Symbol 201 GraphicUsed by:207
Symbol 202 GraphicUsed by:207 211 215 219 223 227 303 307 311 315 319 323 379 383 387 391 395 399 452 456 460 464 468 472 569 573 577 581 585 589 649 653 657 661 665 669 916 920 924 928 932 936 955 1055 1105 1246 1545 3274
Symbol 203 ShapeTweeningUsed by:207
Symbol 204 GraphicUsed by:207 211 215 219 223 227 303 307 311 315 319 323 379 383 387 391 395 399 452 456 460 464 468 472 569 573 577 581 585 589 649 653 657 661 665 669 916 920 924 928 932 936 955 1055 1105 1246 1545 3274
Symbol 205 GraphicUsed by:207 211 215 219 223 227 303 307 311 315 319 323 379 383 387 391 395 399 452 456 460 464 468 472 569 573 577 581 585 589 649 653 657 661 665 669 916 920 924 928 932 936 955 1055 1105 1246 1545 3274
Symbol 206 ShapeTweeningUsed by:207
Symbol 207 MovieClipUses:201 202 203 204 205 206Used by:228
Symbol 208 GraphicUsed by:211
Symbol 209 ShapeTweeningUsed by:211
Symbol 210 ShapeTweeningUsed by:211
Symbol 211 MovieClipUses:208 202 209 204 205 210Used by:228
Symbol 212 GraphicUsed by:215
Symbol 213 ShapeTweeningUsed by:215
Symbol 214 ShapeTweeningUsed by:215
Symbol 215 MovieClipUses:212 202 213 204 205 214Used by:228
Symbol 216 GraphicUsed by:219
Symbol 217 ShapeTweeningUsed by:219
Symbol 218 ShapeTweeningUsed by:219
Symbol 219 MovieClipUses:216 202 217 204 205 218Used by:228
Symbol 220 GraphicUsed by:223
Symbol 221 ShapeTweeningUsed by:223
Symbol 222 ShapeTweeningUsed by:223
Symbol 223 MovieClipUses:220 202 221 204 205 222Used by:228
Symbol 224 GraphicUsed by:227
Symbol 225 ShapeTweeningUsed by:227
Symbol 226 ShapeTweeningUsed by:227
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Symbol 3604 MovieClipUses:3527 3528 3529 3530 1101 1105 3531 3533 3534 1121 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551 3552 3553 3554 3555 3556 3557 3558 3559 3560 3561 3562 3563 3564 3565 3566 3567 3568 3569 3570 3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594 3595 3596 3597 3598 3599 3600 3601 3602 3603Used by:Timeline
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Symbol 3606 MovieClipUses:3605Used by:Timeline
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Symbol 3610 MovieClipUses:3609Used by:3618
Symbol 3611 FontUsed by:3360 3361 3612 3613
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Symbol 3615 GraphicUsed by:3618
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Symbol 3672 EditableTextUses:19 229 237 1192 1219 1260 1265Used by:3673
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Streaming Sound 1Used by:Symbol 195 MovieClip

Instance Names

"loader"Frame 5Symbol 167 MovieClip
"cursortut"Frame 58Symbol 1912 MovieClip
"b"Symbol 35 MovieClip [SimpleButtonDown] Frame 1Symbol 32 MovieClip [BrdrShdw]
"face"Symbol 35 MovieClip [SimpleButtonDown] Frame 1Symbol 34 MovieClip [BrdrFace]
"b"Symbol 40 MovieClip [SimpleButtonIn] Frame 1Symbol 37 MovieClip [BrdrBlk]
"it"Symbol 40 MovieClip [SimpleButtonIn] Frame 1Symbol 39 MovieClip [BrdrHilght]
"g"Symbol 40 MovieClip [SimpleButtonIn] Frame 1Symbol 32 MovieClip [BrdrShdw]
"face"Symbol 40 MovieClip [SimpleButtonIn] Frame 1Symbol 34 MovieClip [BrdrFace]
"ob"Symbol 41 MovieClip [SimpleButtonUp] Frame 1Symbol 37 MovieClip [BrdrBlk]
"ol"Symbol 41 MovieClip [SimpleButtonUp] Frame 1Symbol 34 MovieClip [BrdrFace]
"ib"Symbol 41 MovieClip [SimpleButtonUp] Frame 1Symbol 32 MovieClip [BrdrShdw]
"il"Symbol 41 MovieClip [SimpleButtonUp] Frame 1Symbol 39 MovieClip [BrdrHilght]
"face"Symbol 41 MovieClip [SimpleButtonUp] Frame 1Symbol 34 MovieClip [BrdrFace]
"boundingBox_mc"Symbol 49 MovieClip [FocusRect] Frame 1Symbol 30 MovieClip [BoundingBox]
"tabCapture"Symbol 50 MovieClip [FocusManager] Frame 1Symbol 47 Button
"boundingBox_mc"Symbol 53 MovieClip [SimpleButton] Frame 1Symbol 30 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 57 MovieClip [Button] Frame 1Symbol 30 MovieClip [BoundingBox]
"dfs"Symbol 113 MovieClip [BtnDownArrow] Frame 1Symbol 61 MovieClip [ScrollTrack]
"dfs"Symbol 114 MovieClip [BtnUpArrow] Frame 1Symbol 61 MovieClip [ScrollTrack]
"boundingBox_mc"Symbol 116 MovieClip [VScrollBar] Frame 1Symbol 30 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 117 MovieClip [HScrollBar] Frame 1Symbol 30 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 118 MovieClip [UIScrollBar] Frame 1Symbol 30 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 148 MovieClip [View] Frame 1Symbol 30 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 149 MovieClip [ScrollView] Frame 1Symbol 30 MovieClip [BoundingBox]
"boundingBox_mc"Symbol 150 MovieClip [ScrollPane] Frame 1Symbol 30 MovieClip [BoundingBox]
"label"Symbol 155 MovieClip [TextInput] Frame 1Symbol 154 EditableText
"hour"Symbol 1031 MovieClip Frame 1Symbol 1025 MovieClip
"minute"Symbol 1031 MovieClip Frame 1Symbol 1027 MovieClip
"second"Symbol 1031 MovieClip Frame 1Symbol 1029 MovieClip
"clock"Symbol 1044 MovieClip Frame 3Symbol 1031 MovieClip
"frame"Symbol 1388 MovieClip Frame 1Symbol 1324 EditableText
"map"Symbol 1689 MovieClip Frame 6Symbol 1666 MovieClip
"bundle"Symbol 1912 MovieClip Frame 25Symbol 1888 MovieClip
"bundle"Symbol 1912 MovieClip Frame 30Symbol 1888 MovieClip
"micBar"Symbol 2126 MovieClip Frame 2Symbol 2029 MovieClip
"draw"Symbol 2328 MovieClip Frame 1Symbol 2241 MovieClip
"0"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"2"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"6"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"3"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"5"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"4"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"1"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"7"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"9"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"10"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"11"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"13"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"12"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"8"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"14"Symbol 2328 MovieClip Frame 1Symbol 2327 MovieClip
"draw"Symbol 2331 MovieClip Frame 19Symbol 2241 MovieClip
"draw"Symbol 2331 MovieClip Frame 29Symbol 2241 MovieClip
"draw"Symbol 2331 MovieClip Frame 35Symbol 2241 MovieClip
"mask"Symbol 2331 MovieClip Frame 39Symbol 2324 MovieClip
"draws"Symbol 2331 MovieClip Frame 39Symbol 2328 MovieClip
"terms"Symbol 2547 MovieClip Frame 1Symbol 2536 EditableText
"terms"Symbol 2547 MovieClip Frame 6Symbol 2545 EditableText
"ray"Symbol 2645 MovieClip Frame 6Symbol 2643 MovieClip
"green"Symbol 2923 MovieClip Frame 3Symbol 2886 MovieClip
"text_hold"Symbol 2923 MovieClip Frame 3Symbol 2887 EditableText
"text_hold"Symbol 2923 MovieClip Frame 9Symbol 2908 EditableText
"player"Symbol 3003 MovieClip Frame 1Symbol 2988 MovieClip
"lifebar"Symbol 3003 MovieClip Frame 1Symbol 2990 MovieClip
"InstanceName_0"Symbol 3004 MovieClip Frame 2Symbol 2967 EditableText
"money"Symbol 3004 MovieClip Frame 3Symbol 2970 MovieClip
"InstanceName_0"Symbol 3004 MovieClip Frame 4Symbol 2973 EditableText
"InstanceName_0"Symbol 3004 MovieClip Frame 6Symbol 2976 EditableText
"InstanceName_0"Symbol 3004 MovieClip Frame 6Symbol 2977 EditableText
"InstanceName_0"Symbol 3004 MovieClip Frame 7Symbol 2979 EditableText
"InstanceName_0"Symbol 3004 MovieClip Frame 10Symbol 2985 EditableText
"myversion"Symbol 3004 MovieClip Frame 10Symbol 3003 MovieClip
"number"Symbol 3053 MovieClip Frame 8Symbol 3046 EditableText
"hello"Symbol 3212 MovieClip Frame 5Symbol 3161 MovieClip
"meh"Symbol 3212 MovieClip Frame 11Symbol 3191 MovieClip
"hello"Symbol 3212 MovieClip Frame 14Symbol 3191 MovieClip
"box"Symbol 3263 MovieClip Frame 6Symbol 3247 MovieClip
"color"Symbol 3263 MovieClip Frame 6Symbol 155 MovieClip [TextInput]
"Nug9_ball"Symbol 3518 MovieClip Frame 1Symbol 3517 MovieClip
"Nug9_ball1"Symbol 3521 MovieClip Frame 1Symbol 3518 MovieClip
"Nug9_ear1"Symbol 3523 MovieClip Frame 1Symbol 3512 MovieClip
"Nug9_ear"Symbol 3523 MovieClip Frame 1Symbol 3512 MovieClip
"Nug9_eye"Symbol 3523 MovieClip Frame 1Symbol 3521 MovieClip
"Nug8_face"Symbol 3524 MovieClip Frame 26Symbol 3509 MovieClip
"com_flash"Symbol 3673 MovieClip Frame 1Symbol 3624 MovieClip
"com_xml"Symbol 3673 MovieClip Frame 1Symbol 3624 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.
ExportAssets (56)Timeline Frame 1Symbol 1 as "Music1"
ExportAssets (56)Timeline Frame 1Symbol 2 as "Music2"
ExportAssets (56)Timeline Frame 1Symbol 3 as "Music3"
ExportAssets (56)Timeline Frame 1Symbol 4 as "Music4"
ExportAssets (56)Timeline Frame 1Symbol 5 as "Music5"
ExportAssets (56)Timeline Frame 1Symbol 6 as "DEF1_dis3"
ExportAssets (56)Timeline Frame 1Symbol 7 as "DEF1_dis2"
ExportAssets (56)Timeline Frame 1Symbol 8 as "DEF1_dis1"
ExportAssets (56)Timeline Frame 1Symbol 9 as "creak"
ExportAssets (56)Timeline Frame 1Symbol 10 as "smash"
ExportAssets (56)Timeline Frame 1Symbol 14 as "tex"
ExportAssets (56)Timeline Frame 1Symbol 16 as "tex2"
ExportAssets (56)Timeline Frame 1Symbol 18 as "DEF1_cur"
ExportAssets (56)Timeline Frame 1Symbol 21 as "EffectItem"
ExportAssets (56)Timeline Frame 1Symbol 24 as "DEF1_MT"
ExportAssets (56)Timeline Frame 1Symbol 30 as "BoundingBox"
ExportAssets (56)Timeline Frame 1Symbol 32 as "BrdrShdw"
ExportAssets (56)Timeline Frame 1Symbol 34 as "BrdrFace"
ExportAssets (56)Timeline Frame 1Symbol 35 as "SimpleButtonDown"
ExportAssets (56)Timeline Frame 1Symbol 37 as "BrdrBlk"
ExportAssets (56)Timeline Frame 1Symbol 39 as "BrdrHilght"
ExportAssets (56)Timeline Frame 1Symbol 40 as "SimpleButtonIn"
ExportAssets (56)Timeline Frame 1Symbol 41 as "SimpleButtonUp"
ExportAssets (56)Timeline Frame 1Symbol 42 as "Defaults"
ExportAssets (56)Timeline Frame 1Symbol 43 as "UIObjectExtensions"
ExportAssets (56)Timeline Frame 1Symbol 44 as "UIObject"
ExportAssets (56)Timeline Frame 1Symbol 49 as "FocusRect"
ExportAssets (56)Timeline Frame 1Symbol 50 as "FocusManager"
ExportAssets (56)Timeline Frame 1Symbol 51 as "UIComponentExtensions"
ExportAssets (56)Timeline Frame 1Symbol 52 as "UIComponent"
ExportAssets (56)Timeline Frame 1Symbol 53 as "SimpleButton"
ExportAssets (56)Timeline Frame 1Symbol 54 as "Border"
ExportAssets (56)Timeline Frame 1Symbol 55 as "RectBorder"
ExportAssets (56)Timeline Frame 1Symbol 56 as "ButtonSkin"
ExportAssets (56)Timeline Frame 1Symbol 57 as "Button"
ExportAssets (56)Timeline Frame 1Symbol 58 as "CustomBorder"
ExportAssets (56)Timeline Frame 1Symbol 61 as "ScrollTrack"
ExportAssets (56)Timeline Frame 1Symbol 68 as "ScrollDownArrowDisabled"
ExportAssets (56)Timeline Frame 1Symbol 70 as "ScrollThemeColor1"
ExportAssets (56)Timeline Frame 1Symbol 72 as "ScrollThemeColor2"
ExportAssets (56)Timeline Frame 1Symbol 73 as "ScrollDownArrowDown"
ExportAssets (56)Timeline Frame 1Symbol 74 as "ScrollDownArrowOver"
ExportAssets (56)Timeline Frame 1Symbol 75 as "ScrollDownArrowUp"
ExportAssets (56)Timeline Frame 1Symbol 81 as "ScrollThumbBottomDisabled"
ExportAssets (56)Timeline Frame 1Symbol 83 as "ThumbThemeColor1"
ExportAssets (56)Timeline Frame 1Symbol 85 as "ThumbThemeColor3"
ExportAssets (56)Timeline Frame 1Symbol 86 as "ScrollThumbBottomDown"
ExportAssets (56)Timeline Frame 1Symbol 87 as "ScrollThumbBottomOver"
ExportAssets (56)Timeline Frame 1Symbol 88 as "ScrollThumbBottomUp"
ExportAssets (56)Timeline Frame 1Symbol 90 as "ScrollThumbGripDisabled"
ExportAssets (56)Timeline Frame 1Symbol 92 as "ThumbThemeColor2"
ExportAssets (56)Timeline Frame 1Symbol 93 as "ScrollThumbGripDown"
ExportAssets (56)Timeline Frame 1Symbol 94 as "ScrollThumbGripOver"
ExportAssets (56)Timeline Frame 1Symbol 95 as "ScrollThumbGripUp"
ExportAssets (56)Timeline Frame 1Symbol 97 as "ScrollThumbMiddleDisabled"
ExportAssets (56)Timeline Frame 1Symbol 98 as "ScrollThumbMiddleDown"
ExportAssets (56)Timeline Frame 1Symbol 102 as "ScrollThumbMiddleOver"
ExportAssets (56)Timeline Frame 1Symbol 103 as "ScrollThumbMiddleUp"
ExportAssets (56)Timeline Frame 1Symbol 104 as "ScrollThumbTopDisabled"
ExportAssets (56)Timeline Frame 1Symbol 105 as "ScrollThumbTopDown"
ExportAssets (56)Timeline Frame 1Symbol 106 as "ScrollThumbTopOver"
ExportAssets (56)Timeline Frame 1Symbol 107 as "ScrollThumbTopUp"
ExportAssets (56)Timeline Frame 1Symbol 108 as "ScrollTrackDisabled"
ExportAssets (56)Timeline Frame 1Symbol 109 as "ScrollUpArrowDisabled"
ExportAssets (56)Timeline Frame 1Symbol 110 as "ScrollUpArrowDown"
ExportAssets (56)Timeline Frame 1Symbol 111 as "ScrollUpArrowOver"
ExportAssets (56)Timeline Frame 1Symbol 112 as "ScrollUpArrowUp"
ExportAssets (56)Timeline Frame 1Symbol 113 as "BtnDownArrow"
ExportAssets (56)Timeline Frame 1Symbol 114 as "BtnUpArrow"
ExportAssets (56)Timeline Frame 1Symbol 115 as "ScrollBarAssets"
ExportAssets (56)Timeline Frame 1Symbol 116 as "VScrollBar"
ExportAssets (56)Timeline Frame 1Symbol 117 as "HScrollBar"
ExportAssets (56)Timeline Frame 1Symbol 118 as "UIScrollBar"
ExportAssets (56)Timeline Frame 1Symbol 148 as "View"
ExportAssets (56)Timeline Frame 1Symbol 149 as "ScrollView"
ExportAssets (56)Timeline Frame 1Symbol 150 as "ScrollPane"
ExportAssets (56)Timeline Frame 1Symbol 155 as "TextInput"
ExportAssets (56)Timeline Frame 1Symbol 25 as "__Packages.mx.core.UIObject"
ExportAssets (56)Timeline Frame 1Symbol 26 as "__Packages.mx.core.UIComponent"
ExportAssets (56)Timeline Frame 1Symbol 27 as "__Packages.mx.controls.scrollClasses.ScrollBar"
ExportAssets (56)Timeline Frame 1Symbol 28 as "__Packages.mx.controls.UIScrollBar"
ExportAssets (56)Timeline Frame 1Symbol 119 as "__Packages.mx.skins.SkinElement"
ExportAssets (56)Timeline Frame 1Symbol 120 as "__Packages.mx.styles.CSSTextStyles"
ExportAssets (56)Timeline Frame 1Symbol 121 as "__Packages.mx.styles.StyleManager"
ExportAssets (56)Timeline Frame 1Symbol 122 as "__Packages.mx.styles.CSSStyleDeclaration"
ExportAssets (56)Timeline Frame 1Symbol 123 as "__Packages.mx.skins.Border"
ExportAssets (56)Timeline Frame 1Symbol 124 as "__Packages.mx.skins.CustomBorder"
ExportAssets (56)Timeline Frame 1Symbol 125 as "__Packages.mx.controls.scrollClasses.ScrollThumb"
ExportAssets (56)Timeline Frame 1Symbol 126 as "__Packages.mx.controls.SimpleButton"
ExportAssets (56)Timeline Frame 1Symbol 127 as "__Packages.mx.controls.VScrollBar"
ExportAssets (56)Timeline Frame 1Symbol 128 as "__Packages.mx.controls.Button"
ExportAssets (56)Timeline Frame 1Symbol 129 as "__Packages.mx.events.EventDispatcher"
ExportAssets (56)Timeline Frame 1Symbol 130 as "__Packages.mx.events.UIEventDispatcher"
ExportAssets (56)Timeline Frame 1Symbol 131 as "__Packages.mx.skins.ColoredSkinElement"
ExportAssets (56)Timeline Frame 1Symbol 132 as "__Packages.mx.core.ext.UIObjectExtensions"
ExportAssets (56)Timeline Frame 1Symbol 133 as "__Packages.mx.skins.halo.Defaults"
ExportAssets (56)Timeline Frame 1Symbol 134 as "__Packages.mx.managers.DepthManager"
ExportAssets (56)Timeline Frame 1Symbol 135 as "__Packages.mx.managers.SystemManager"
ExportAssets (56)Timeline Frame 1Symbol 136 as "__Packages.mx.managers.FocusManager"
ExportAssets (56)Timeline Frame 1Symbol 137 as "__Packages.mx.skins.halo.FocusRect"
ExportAssets (56)Timeline Frame 1Symbol 138 as "__Packages.mx.managers.OverlappedWindows"
ExportAssets (56)Timeline Frame 1Symbol 139 as "__Packages.mx.styles.CSSSetStyle"
ExportAssets (56)Timeline Frame 1Symbol 140 as "__Packages.mx.core.ext.UIComponentExtensions"
ExportAssets (56)Timeline Frame 1Symbol 141 as "__Packages.mx.skins.RectBorder"
ExportAssets (56)Timeline Frame 1Symbol 142 as "__Packages.mx.skins.halo.RectBorder"
ExportAssets (56)Timeline Frame 1Symbol 143 as "__Packages.mx.skins.halo.ButtonSkin"
ExportAssets (56)Timeline Frame 1Symbol 144 as "__Packages.mx.controls.HScrollBar"
ExportAssets (56)Timeline Frame 1Symbol 145 as "__Packages.mx.core.View"
ExportAssets (56)Timeline Frame 1Symbol 146 as "__Packages.mx.core.ScrollView"
ExportAssets (56)Timeline Frame 1Symbol 147 as "__Packages.mx.containers.ScrollPane"
ExportAssets (56)Timeline Frame 1Symbol 151 as "__Packages.mx.core.ExternalContent"
ExportAssets (56)Timeline Frame 1Symbol 152 as "__Packages.mx.controls.TextInput"

Labels

"basic"Frame 32
"intermediate"Frame 33
"arty"Frame 34
"advanced"Frame 35
"other"Frame 36
"photoshop"Frame 37
"extras"Frame 38
"DB"Frame 39
"AB"Frame 41
"swift"Frame 42
"SimpleButtons"Frame 43
"Clock"Frame 44
"bitmapData"Frame 45
"Filters"Frame 46
"Variables"Frame 47
"Arrays"Frame 48
"Platformer1"Frame 49
"intervals"Frame 50
"drawingapi"Frame 51
"basicmath"Frame 52
"compression"Frame 53
"photoshop1"Frame 54
"lipsync"Frame 55
"topdown"Frame 56
"Sound"Frame 57
"cursors"Frame 58
"shapetween"Frame 59
"functions"Frame 60
"photoshop2"Frame 61
"mic"Frame 62
"3D"Frame 63
"bg"Frame 64
"motiontut"Frame 65
"explosions"Frame 66
"paypal"Frame 67
"searchengine"Frame 68
"bgobjects"Frame 69
"trig"Frame 70
"Ray"Frame 71
"clipEvents"Frame 72
"fireuber"Frame 73
"firefilters"Frame 74
"Buttons"Frame 75
"FLStudio"Frame 76
"duplicateMC"Frame 77
"hitTests"Frame 78
"TBP"Frame 79
"SimpleRPG"Frame 80
"FActions"Frame 81
"MoreMath"Frame 82
"Photoshop3"Frame 83
"loadMovie"Frame 84
"random"Frame 85
"startingout"Frame 86
"rgb"Frame 87
"swift1"Frame 88
"perlin"Frame 89
"binary"Frame 90
"Worms"Frame 91
"txtfollow"Frame 92
"faces"Frame 93
"bodies"Frame 94
"ps4"Frame 95
"components"Frame 96
"Menu"Frame 97
"none"Symbol 207 MovieClip Frame 1
"rollon"Symbol 207 MovieClip Frame 2
"hit"Symbol 207 MovieClip Frame 7
"rolloff"Symbol 207 MovieClip Frame 8
"none"Symbol 211 MovieClip Frame 1
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authornameSymbol 1187 EditableText"Author = Your Alias will go here"
authornameSymbol 1238 EditableText"Author = Your Alias will go here"
authornameSymbol 1323 EditableText"Your Alias Goes Here"
authornameSymbol 1391 EditableText"Author = Your Alias will go here"
authornameSymbol 1417 EditableText"Author = Your Alias will go here"
authornameSymbol 1537 EditableText"Author = Your Alias will go here"
authornameSymbol 1575 EditableText"Author = Your Alias will go here"
authornameSymbol 1623 EditableText"Author = Your Alias will go here"
authornameSymbol 1638 EditableText"Your Author Name Here "
authornameSymbol 1692 EditableText"Author = Your Alias will go here"
authornameSymbol 1915 EditableText"Author = Your Alias will go here"
authornameSymbol 2010 EditableText"Author = Your Alias will go here"
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authornameSymbol 2533 EditableText"Author = Your Alias will go here"
authornameSymbol 2648 EditableText"Author = Your Alias will go here"
authornameSymbol 2690 EditableText"Author = Your Alias will go here"
authornameSymbol 2834 EditableText"Author = Your Alias will go here"
authornameSymbol 2878 EditableText"Author = Your Alias will go here"
authornameSymbol 2926 EditableText"Author = Your Alias will go here"
authornameSymbol 2963 EditableText"Author = Your Alias will go here"
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authornameSymbol 3038 EditableText"Author = Your Alias will go here"
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ceilSymbol 3050 EditableText""
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authornameSymbol 3056 EditableText"Author "
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authornameSymbol 3231 EditableText"Author = Your Alias will go here"
authornameSymbol 3266 EditableText"CM Productions"
authornameSymbol 3312 EditableText"Author = Your Alias will go here"
authornameSymbol 3338 EditableText"Author = Your Alias will go here"
authornameSymbol 3374 EditableText"Author = Your Alias will go here"
authornameSymbol 3396 EditableText"Author = Your Alias will go here"
authornameSymbol 3530 EditableText"Author = Your Alias will go here"




http://swfchan.com/8/37479/info.shtml
Created: 14/5 -2019 05:12:09 Last modified: 14/5 -2019 05:12:09 Server time: 22/12 -2024 17:51:49