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This is the info page for Flash #38090 |
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DONUTMASTER |
- FlashGame Source - |
This tutorial is designed for those who have some background experience with macromedia flash, not necessarily in ActionScripting but know the basics of symbols and panels. The whole tutorial is broken into different sections to be easy to navigate by the user. |
Click the arrow to continue. |
- FlashGame Source - |
Tutorials written and presented by : Donutmaster and Coolio-Niato |
The windows are arranged in a way so that maneuvering through them is simple. The one shown on the top right now is an example of a mini tut. These can be accessed from the tutorial index or also at any time from the sidebar of main tutorials. You can drag them as well as close them at any time. |
_rotation |
Everything in flash has a rotation property, or how much it is turned. _rotation is that variable. |
_rotation += 5; |
This will constantly rotate the movieclip by 5 degrees. |
------------------------------------------------------------ _rotation can also be editted using another variable rot = 23; _rotation = rot; this will make the _rotation equal the rot variable, which in this case is 23 |
There are three parts to a script tutorial found in FlashGame Source. This is one of them, the WHAT IS IT? section gives a quick description of what the following tutorial is about. |
The WHAT IS IT USEFUL FOR? section goes over PRACTICAL uses of the code in games and where something like it may be needed in the process of game creation. |
The last sector of the screen is the core of the tutorial. The HOW IT WORKS section explains in detail and through examples what everything does. There is a scrollbar to the right to use to see the full tutorial. To further understand the subject, we have included two buttons at the top of this last section that go into two more sections to better help the explanations; |
The EXAMPLE section provides an example of how the code can be used in the end, providing help to visual learners. And the last section......; |
The EXAMPLE SYNTAX section is for those more "Hands on" learners, it gives a script that can be copy-pasted into flash, more specifically the script of the EXAMPLE section example. Select all and CTRL - C into a flash document to further play around with the code. |
***Do not use this as a mere copy-paste code, through this you will learn next to/or nothing. This is to provide a basis for understanding of the tutorial. |
An interactive tutorial on the roots of game scripting |
Tutorial Index |
*How to Use this Tut |
More Links |
_xmouse, _ymouse |
_xmouse is the x position of the mouse, and _ymouse is the _y position of the mouse. These can be used in a number of ways. To make a movie clip to follow the mouse simply use; xpos=_root._xmouse ypos=_root._ymouse Similarly, to make an MC be in the place of a mouse, like when making a CURSOR you could place these in the cursor's actions. this._x=_root._xmouse OR this._x=xpos this._y=_root._ymouse OR this._y=ypos |
Double Slash // |
Anything typed on the same line after the //'s will not be read as code. It's purpose is to leave the scripter space to write explanations of code for themselves for later or to organize code. Simply type // onto a new line, then type stuff after it; var a = 0 // a is a variable that is used to represent speed. |
- Instance names - |
When the movie clip has an instance you can target it in the code using something like; _root.char.gotoAndStop(2) |
The instance name is a name given to a movieclip on the stage. All movieclips on the stage are just copies of the original movieclip inside the library. The instance name is edited in the properties panel when the movie clip is selected. |
_root (Directions to the stage) |
_root is often found used in relations with instance names. It can also be used seperatly. _root is the main timeline or uppermost level of location in flash. If _root changes, everything else changes because everything is in _root. To make make timeline stop on fifth frame; _root.gotoAndStop(5); To make main stage rotate; _root._rotation++ To make main stage center around a movie clip; _root._x -= (_root.cursor._x-Stage.width/2 +_root._x)/5; _root._y -= (_root.cursor._y-Stage.height/2+_root._y)/5; |
_currentframe |
_currentframe is useful often in combination with hitTests (collision detections) _currentframe is a property that shows the frame a movie clip is currently on. if(_root.char._currentframe==1){ if(Key.isDown(Key.LEFT)){ _root.char.gotoAndStop(2)) } } The above statement checks if the char MC is on the first frame and if so, and if the LEFT key is held down, the char stops on the second frame. |
trace() |
trace is a command that is used to test code for the programmer. It is seen in the output window of flash when running the file as an .SWF. To trace words, you would use trace( "the character is touching the wall") To trace numbers or variables, quotations aren't needed trace(4) trace(health) This command is useful because firstly, the trace results are seen only to the programmer, and secondly, are an easy way to test if code works the way you need it to. |
onClipEvent handlers |
There are two onClipEvents. They are the first lines used whenever you type code on a movie clip. onClipEvent(load){ This is where you would declare variables or put actions that occur only once when the frame has loaded. onClipEvent(enterFrame){ This is where you would put if and for statements, or any other commands that repeat constantly. If code does not fall in between one of these handlers in a movie clip's actions, the code will not work at all. |
_alpha |
Alpha is a property of movie clips and buttons that can be edited in flash itself under the properties panel, but it can also be edited through code. _root.char._alpha=0 This makes the char dissappear. This can be useful if you want the char to not be seen once he is dead. if(_root.char._alpha>0){ _root.char._alpha -- } This makes the char slowly fade away till you can't see him anymore. Since _alpha is on a scale of 0- 100, this code checks that the alpha is over 0 before subtracting from it. |
_name |
Property of a movie clip that is basically the instance of the movie clip. It is useful if the movie clip's instance is a number. var i= _name This makes the variable i equal to the instance name of the movie clip it's on. Very self- explanatory. |
_xscale, _yscale |
Another property of movie clips that is very useful to know. _xscale is the scale of a movie clip along the x axis, _yscale being the scale along the y axis. When this is untouched, the default _xscale and _yscale of a movie clip is 100. _xscale is also extremely useful in making health bars. if(Key.isDown(Key.RIGHT)){ _xscale = 100 } else if(Key.isDown(Key.LEFT)){ _xscale = -100 } You can also use these properties to flip a movieclip, such as a character, to make them face left/right as in the above example. |
_x, _y |
One of the most important properties to know for a flash game creator. _x is a movie clip's position along the X axis, and _y is a movie clip's position along the Y axis. if(Key.isDown(Key.RIGHT)){ _root.char._x+=speed } if(Key.isDown(Key.UP)){ _root.char._y-=speed } Remember that in flash the _y axis is inverted, the top starting at 0 and going down to the max screen height, so to move an MC up, you subtract from _y. |
Textbox types for games. |
There are three types of textboxes in flash, the ones directly aimed for games are Dynamic and Input textboxes. Dynamic textboxes can be altered using code. Input textboxes are used to recieve keyboard input from the user. To alter dynamic textboxes; _root.text = "Actionscript is fun =)" To recieve keyboard input of user in an input textbox; var text = _root.inputbox Make sure that the name of the textboxes is under VAR in the properties panel. |
Games usually don't require the context menu to be present for many reasons, the main one being cheating and right-click playing. To remove the main cheating objects of the menu simply add this code to the first frame. _root.menu = new ContextMenu(); _root.menu.hideBuiltInItems(); |
Disabling Context Menu |
Sometimes games need to be able to open a pop- up window to another site. Sometimes this is for references, high score table links, or promotion of awesome game sites like Armorgames =) The code looks like this; on (press) { getURL("http://www.armorgames.com", _blank); } First parameter is the site you want to link to, the second parameter is _blank if you want it to open in a new window or _self if you want to open it in the web browser the flash is in. |
Opening a URL |
Script Turials |
Indepth tutorials on script that is very commonly used in flash games. They include more examples and are extremely usefull. |
Buttons hitTest start/stopDrag swapDepths |
Variables for loop Health in Games Music On/Off |
duplicateMovieClip Key.isDown / Keypress Math.random/round |
Mini Tutorials |
These are a series of small lessons that include things like properties and building blocks of any flash game. |
Textbox types onClipEvent handlers Disable Context Menu Open URLs |
Properties |
_name _x,_y _xscale,_yscale _alpha _rotation _currentframe |
Other |
Instance Name _root Double Slash // trace (); _xmouse,_ymouse |
Game Tutorials |
These include tutorials on full game engines, many are based on using code taught in the Script tutorials and build on those codes. |
Mouse Avoider |
First Person Shooter |
Platform Game |
More links |
Awesome web page resources for all you're actionscript needs! |
AS MAIN |
Actionscript.org |
FlashKit |
Database of Actionscript links |
The name says it all |
Lots of written tuts, on games and animations too. |
Checks collision between: |
2 |
Two Movie Clips A Movie Clip and a point. |
Checking if an enemy touches you. Checking collision between a player and ground in a platform game. Checking collision in an FPS of the bullet and the enemy. Most games need some form of collision detection used at least once. |
3 |
4 |
if(_root.char.hitTest(_root.wall)){ |
1 |
2 |
3 |
hitTest is an if condition, either there is a collision or there isn't. |
First object's instance is placed here. |
if(_root.char.hitTest(_root.wall)){ trace ("hit") } |
Second object's instance is placed here. The order of the objects does not matter for now. |
Here, if there is a collision with object one and object two, flash outputs "hit" |
---------------------------------------- |
Normal hitTest |
Shapeflag hitTest |
if(_root.char.hitTest(_x,_y,true)){ |
4 |
The X co-ordinate of the point the collision is tested with. |
The difference between the normal hitTest and the shapeflag hitTest is that the Shapeflag tests if a movie clip collides with one point, rather than another movie clip. |
The Y co-ordinate of the point the collision is tested with. |
This last parameter is either True or False The command "true" is the one 99% used in shapeflags, and is the one needed in games. It states that if the point of (x,y) is not an empty pixel in the first movie clip, then that there is a collision. |
EXAMPLE 1 |
if(_root.square.hitTest (_root._xmouse,_root._ymouse,true)){ trace ("hit") } |
EXAMPLE 2 |
Here, if the mouse is over the square movie clip, flash traces "hit". The mouse's X co-ordinate and Y co-ordinate are found using _root._xmouse and _root._ymouse. |
What is it? |
What is it useful for? |
How it Works |
Example |
Example Syntax |
Shapeflag hitTest |
Roll the mouse over the square. |
Normal hitTest |
Arrow keys to move, collision is checked before the character moves. |
wall1 |
wall2 |
onClipEvent (enterFrame) { if (Key.isDown(Key.LEFT)) { // the ! mark represents NOT, so in this case // if the char is not in collision with the wall he moves. if (!_root.char.hitTest(_root.wall1)) { _root.example.char._x -= 5; } } if (Key.isDown(Key.RIGHT)) { if (!_root.char.hitTest(_root.wall2)) { _root.char._x += 5; } } } |
onClipEvent (enterFrame) { if (_root.square.hitTest(_root._xmouse, _root._ymouse, true)) { _root.result.gotoAndStop(2); // if there is no collision, set the result MC back to frame one. } else { _root.result.gotoAndStop(1); } } |
hitTest |
MENU |
_name _x,_y _xscale,_yscale _alpha _rotation _currentframe |
Textbox types onClipEvent handlers Disable Context Menu Opening URL |
Instance Name _root Double Slash // trace (); _xmouse,_ymouse |
Properties |
Other |
Gets a random number Rounds any decimal number |
Determining random number results for puzzle games. In tetris, next puzzle piece to fall can stop on the random number's frame, each frame being a different shape. |
Rounding scores that are decimals, making high score tables look neater and more professional. |
a = Math.random()*10 |
A variable that will store the Math.random result. |
The function processes a random number from 0 to 1. |
Over here, you multiply the result of Math.random and make a result that is not only from 0 to 1. In this statement, the *10 means that the result will now be between 0 and 10, INCLUDING decimals. |
Math.random() |
a = (Math.random()*5)+2 |
In this example, (Math.random()*5) creates a random number from 0 to 5. By adding 2 at the end, the variable "a" will now equal a random number from 2 to 7. |
Math.round() |
a = 60.758 b = Math.round (a) |
Math.round makes the number in brackets round to the closest integer. |
The number in brackets can also be a variable. In this case, Math.round would make b equal 61. |
---------------------------------------- |
In this example, a becomes a random number from 0 to 3 but is also rounded, so that only 4 results are possible for a, being 0 , 1 , 2 , and 3. |
a = Math.round(Math.random()*3) |
Random Number Generator |
Click the button to generate a random number from 0 to 100. |
Random Integer Generator |
Click the button to generate a random INTEGER from 0 to 100. |
on (release) { _root.number2 = Math.round(Math.random()*100); } |
on (release) { _root.number =Math.random()*100; } |
Math.random/ |
Math. round |
Variables are things that store information. |
Storing numbers/words/ phrases. |
Every game needs variables. |
Defining Variables |
When declaring a variable, it is usually done so in an onClipEvent(load) handler, or as a frame action. |
var num = 5; var dogs="woof"; var hitting = true; |
Variables are you friends, they're in Flash to make your life easier, so use 'em. Variables are usually a word or letters. A variable can store : |
A number, A word (by using quotations) A Boolean (true/false) |
Editing variables |
If a variable is a number, changing it is very simple. Simply type the variable you wish to change, type an equals sign, and then put what you wish to change it to. Both of the examples above do the same thing, both adding 5 to the variable num. The second one shows that by putting the function you want to perform(+,-,*,/) before the equals sign, you do not have to type as much. |
num = num+5 |
num += 5 |
To change other variables, you simply restate the variable as shown above. |
dogs = "meow"; hitting = false; |
When editing variables, the opportune places to do so is in onClipEvent(enterFrame) handlers. |
Number Adder |
Add to the variable! |
0 |
Phrase Adder |
Input two words, press the button and the phrase will be shown. |
What is |
+5 |
+1 |
love? |
+ |
= |
// Put all these actions on one movie clip. onClipEvent(load){ var phrase= " " } on (release) { // word 1 and word two are the instances of input text boxes. phrase= _root.word1+" "+_root.word2; } |
// Place these actions on the frame var num=0 //Place these actions on seperate MCs. on(release){ num +=1 } on(release){ num+=5 } |
Variables |
Buttons are one of the three symbols in flash (Movieclip, Button, and Graphic). Buttons are the ones that were made to interact with the mouse/ user. |
Frame Control |
Volume on/off |
Quality Button |
Menus for games |
5 |
Point and click adventure games. |
Button Actions |
After you draw a button and make it a button symbol, just go into the button's actions. Unlike a movieclip, which uses onClipEvent()'s for its actions, buttons use on(). There are quite a few different on()'s, each is explained here: |
on(release) { } Any actions placed inside will occur when the button is released, but only if the mouse is still touching the button on(press) { } Any actions placed inside will occur when button is pressed} on(releaseOutside) { } Any actions placed inside will occur when the button is released, regardless of mouse location on(rollOver) { } Any actions placed inside will occur when the mouse rolls over the button on(rollOut) { } Any actions placed inside will occur when the mouse rolls off the button on(dragOut) { } Any actions placed inside will occur when the button is pressed, and while still pressed the mouse rolls off the button on(release,releaseOutside) { } Any actions placed inside will occur if either release or reaseOutisde is activated. |
Press |
Button Types |
Have fun experimenting =) |
Release |
ReleaseOutside |
Rollover |
DragOut |
RollOut |
All these different types of buttons are extremely useful in various ways, see how they can help your game(s) |
RESET |
on(release){ _root.checkmark._alpha=100 } |
As mentioned before, the code within the on ( ) is totally up to you and what you need in your game. |
This is one of the easiest codes in the tut, make sure to understand code rather than copy-paste, as something as simple as this should be self-explanatory after reading the tutorial. |
Buttons |
Life is the current health of your character. There are 3 main ways to do this: as a number, as a healthbar, or as visible symbols (ex. hearts) |
All games in which you want to keep track of health/lives require the user to see them in some form. |
Number Health |
By far the easiest of the health/life displays. First, create a variable called "health". This can be created anywhere, for this example it will by on the first frame of the main timeline (_root). var health = 100; Second, create a dynamic text box on the stage. Select the box, and under the properties panel find the property "var." Type here the name of your health variable, and although it isn't needed, its location too just to be safe (in this example it would be _root.health). Modifying the health number can be done as you would modifying any other variable, with commands like; health-=5 ------------------------------------- Example 1 if(_root.char.hitTest(_root.enemy)){ if(health>0){ health-=5 } if(health<0){ health = 0 } ------------------------------------- |
Here, if the character collides with the enemy, if the current health is over 0, then health is decreased by 5. Then it also checks if health is under 0 to make it equal 0. |
HealthBar |
There are a few ways to make a health bar. Two common methods are tweening the bar and modifying the width of the bar. This will cover both: |
Tweened HealthBar |
There are a few ways to make a health bar. Two common methods are tweening the bar and modifying the width of the bar. This will cover both: First, decide on how much health you wish to have. For this example, the health will be 20. Now create a movieclip of a bar. Inside that movieclip, at frame 1 have the full bar, and at frame 21 have the bar at 0. Then create a tween so when it plays, it gets smaller and smaller till its gone. Then, place this on the movieclip's actions: onClipEvent(enterFrame) { gotoAndStop(21-_root.health); //21 is the max health+1, +1 is there because the first frame in the movie clip is frame 1, not frame 0. //change _root.health to whatever your health variable is } -------------------------------------- First, decide on how much health you wish to have. For this example, the health will be at 20. Now create a movieclip of your healthbar as you want it to appear at 100% health. Then, put this code onto the movieclip's actions. onClipEvent (load) { wid = _width; //gets original width of bar } onClipEvent (enterFrame) { _width = _root.health/20*wid; //sets width of bar to health variable divided by original health (20) multiplied by the original width of the bar. //By dividing the current health by original health, we get the health percentage. //Muliplying this by the original width gives us the accurate width of the bar. } -------------------------------------- The easiest way to do this without too much Actionscript knowledge is to create a movieclip and put however many hearts (or w/e your symbol for life is) you want on each frame. For this example lets say there is a movie clip with these pictures inside; 3 hearts on frame 1 2 hearts on frame 2 1 heart on frame 3, and no hearts on frame 4. This means that after three hits your character dies, so the health variable should be 3. Then simply put this code onto the movieclip. onClipEvent(enterFrame) { gotoAndStop(4-_root.health); //4 is max frames and maxhealth+1 } |
Modded Width HealthBar |
Visible Symbols |
--------------------------------------- And those are the THREE most common methods for life bars, always choose the style that fits you best, and fits your game best. If you only have a max of 3 lives, a lifebar is pretty useless in the game. |
This covers all three types of health in games, number health, healthbars, and pic health. Scroll down if you're looking for a specific one. |
Various Health Displays |
onClipEvent (enterFrame) { gotoAndStop(4-_parent.lives); } |
on (release) { if (lives>0) { lives -= 1; } } on (release) { if (lives<3) { lives +=1 } } |
onClipEvent (enterFrame) { _width = _parent._parent.lives/3*120; } |
LIFE COUNTER (Variable Amount) |
Health Bar Pic Health |
Health in games |
Makes a copy of a movie clip on the stage already. Puts a movie clip from the library onto the stage. |
Spawning of enemies. Appearance of powerups. |
Duplicating MC's |
duplicateMovieClip(_root.enemy, "en", _root.getNextHighestDepth()); |
The target, or the movie clip you are making a duplicate of. The new name the duplicate will have. This is so that you can change properties of the duplicate later. The new level the duplicate will be on. In this case, the duplicate will be made above every other object on the main Stage. |
duplicateMovieClip(_root.enemy, "en" +i, i) _root["en"+i]._x=10 _root["en"+i]._y=10 i++ In this example, there is a variable i. Lets say that i started at equalling 1 (var i = 1). Here, the paramters are filled as follows; The enemy MC is duplicated, the new one being assigned a name of "en" + i. If i equals 1, then the new duplicate would be called "en1". The last parameter makes the duplicate go to the level i (which right now is 1) The next two lines change the duplicate's properties, in this case _x and _y. _root["en"+i] is used to target the duplicate. What the program sees is; _root["en"+i] is the same as _root.en1 So our new duplicate is placed on the screen at (10,10). Once we are done working with this duplicate, we increase i by 1 (i++ is the same as i+=1) so that the next time we duplicate a movie clip, i then equals 2. --------------------------------------- Although it can be used for many of the same things "duplicateMovieClip" does, it is not the same, as "duplicateMovieClip" takes a movieclip that is already on the stage and duplicates it while attachMovie takes a library item and places that on the stage. All the same parameters are used as in duplicateMovieClip except that the first parameter, rather than instance name, is linkage. To use attachMovie, you must first give a movieclip in the library the proper LINKAGE. To do this, open up the library panel and then find the movieclip that you want to attach. Right click and go to linkage. Check off the boxes "Export for Actionscript" and "Export in first frame". Then, in the box labelled "Identifyer" type the linkage name you would like to use. In this example, it is "donut". |
--------------------------------------------- Example 1 |
Attaching MC's |
attachMovie(donut, "donut"+i, i) |
EXAMPLE |
In -Heart Hop- Movie Clips were duplicated on the right side and moved over to the left side at a set speed. |
No copy code available. |
duplicateMovieClip attachMovie |
Dragging is a way to make the mouse grab an object and move it, like in the way you can drag the mini tuts in this tutorial. |
Dressup games Jigsaw Puzzles Scrollbars |
Dragging Movie Clips |
startDrag(this, true); |
The target, or the movie clip you are dragging. The lockcenter. Lockcenter is whether or not the movieclip is centered on the mouse. True makes it so it is, false makes it so wherever the movieclip is when the dragging starts is where it will stay while dragging (constantly that distance from the mouse). |
--------------------------------------------- Example 1 onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag(this); } } onClipEvent (mouseUp) { stopDrag(); } |
The code above is something that you would find on a movie clip you wanted to drag when u clicked it. If there is a collision with the mouse, dragging commences. If the mouse button is released, stopDrag(); stops the user from dragging. |
A fine example of draggin is in this tutorial when you open a mini tut. If you haven't already, click the bar on the left side of the screen and click a mini tut. Their windows are draggable. |
Draggable Menu |
onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag(this); } } onClipEvent (mouseUp) { stopDrag(); } |
Dragging |
Both are methods of detecting if a key has been pressed or if the mouse is clicked. |
All types of games. where the user's input is detected. |
Key.isDown |
Key.isDown is much more used than Keypress. Key.isDown is used on movieclips or on the main timeline. if (Key.isDown("key")) { |
In the paranthesis is where you place the key that you want the actions to occur after it is pressed. However, Flash will not react if you just put "A" in the parenthesis so the actions occur when the key "A" is down. Instead, you have two options. First, Flash has included a bunch of preset keys for you. To use these, in the parenthesis just type "Key. " followed by one of the keys that Flash should be showing you once you type the first part. The other method is to use the key's code. Everykey key on the keyboard has a number code. So instead of putting "Key.isDown(Key.SPACE)" you could put "Key.isDown(32)" since 32 is the number code for the space key. |
Key.isDown is different from Keypress, although they both do the same thing. So each will have its own seperate section: |
If you would like to find the number value of any key, a simple code could be used. Just put this on the first frame of the main timeline. stop(); onEnterFrame = function () { code = Key.getCode(); //this will make the variable blah equal the keycode of any key pressed }; Then either use trace(code); or create a dynamic text box with the variable "code" to see the number code. Key.getCode(); could also be used to make a game with customizable controls. ****Also note that the right mouse button's number code is 1, and the left mouse button's number code is 2* |
Keypress |
on(keyPress"<key>") { keyPress has an ALMOST exact same effect as Key.isDown. The first difference is that you must use one of the preset keys that Flash allows you to use. You cannot use keyPress"<32>" for spacebar nor can you do keyPress<"A"> for the "A" key. The second difference is that keypress is wayy more choppy. it detects when a key is clicked, while Key.isDown detects if a key is held down. Many computers repeat keys if a key is held down, but that delay between the first and second key press is the reason for Key.isDown being the better alternative for platform games and such. |
Key.isDown |
Key.isDown checks if an arrow key is held down...... |
Keypress |
While keypress checks if an arrow key is clicked resulting in slower movement. |
onClipEvent (enterFrame) { if (Key.isDown(Key.LEFT)) { // the ! mark represents NOT, so in this case // if the char is not in collision with the wall he moves. if (!_root.char.hitTest(_root.wall1)) { _root.example.char._x -= 5; } } if (Key.isDown(Key.RIGHT)) { if (!_root.char.hitTest(_root.wall2)) { _root.char._x += 5; } } } |
on (keyPress "<Left>") { // the ! mark represents NOT, so in this case // if the char is not in collision with the wall he moves. if (!_root.char.hitTest(_root.wall1)) { _root.example.char._x -= 5; } } on (keyPress "<RIGHT>") { if (!_root.char.hitTest(_root.wall2)) { _root.char._x += 5; } } |
Key.isDown & Keypress |
A way to silence/play music. |
Letting a user have control over annoying sound content, or just sound/songs they may not like. |
Music On/Off |
In the simplest form, if you would just want to turn off all music/sounds, there is a code. stopAllSounds(); |
But this is not very useful if you want to have the sound playing again later on. A simple method of creating an on/off button would be to place the music into a movieclip, set the music to "stream", and put enough frames in the movieclip for the music to play the entire thing. Then put this movieclip onto the stage. Give this movieclip an instance name (like "music" for example). You could then use.... music.stop(); //stops the music movieclip, thus muting the music music.play(); //plays the music movieclip, thus making music audible This method is easy and requires little actionscripting. However, if you didn't want to mess with the movieclips and such, there is another way to use only actionscript to play the sound. First, import the sound into the flash library. Then, right click on the sound, and go to linkage. Check the top and bottom boxes, and then for "Identifier" give it a name (for the example this name will be "song"). Then, use the following.... blarg = new Sound(this); //creates a new sound variable blarg.attachSound("song"); //attaches the sound that you want blarg.start(0, 1); //plays the sound. The first number is normally 0, it tells flash where in the sound for it to start playing. The second number is how many times the sound should loop. Here, it will loop once. |
Music On/Off MC |
An example of a music on/off movie clip can be found at the top of this tutorial. |
onClipEvent (load) { var music = 1; } on (press) { music++; if (music == 1) { _root.music.play(); this.gotoAndStop(1); } else if (music == 2) { _root.music.stop(); this.gotoAndStop(2); music = 0; } } |
Music On/Off |
swapDepths is the only method in Flash to change the depth of a movieclip already on the stage via actionscript. |
Pseudo-3d games. |
SwapDepths |
movieclip.swapDepths(target); this.swapDepths(1000); |
In the example, the movieclip with this code will swapDepths with "1000". In other words, the movieclip will have the depth of 1000. You could also do Using this, the movieclip "fishmc" will swap, or trade, depths with the movieclip. So if originally fishmc has a depth of 10 and the other movieclip had a depth of 5, fishmc would then have a depth of 5 while this movieclip would have a depth of 10. -------------------------------------- There are a few important things to remember while working with depth: 1. Higher depths go above lower depths. So a movieclip with depth 1000 will go behind a movieclip with depth 1001, but in front of a movieclip with depth 900. 2. Negative depths are not a good idea. Anything with a negative depth will appear above other movieclips regardless of their depth (unless their depth is negative, but that shouldn't happen). Also, if the movieclip is duplicated, it cannot be removed with the removeMovieClip(); script. 3. If a movieclip that wasn't duplicated has its depth changed via actionscript, it can be removed with the removeMovieClip(); script. (Unless, of course, its has a negative depth). 4. If two movieclips ever have the same depth, the one that was there first gets deleted. The newest one to that depth keeps the depth. In other words, no two movieclips can have the same depth. 5. If a movieclip has an extremely high depth it acts like a negative depth. It can no longer be removed and appears above all other movieclips. (I believe thie highest depth is "1000000"). |
this.swapDepths(_parent.fishmc); |
In Penguin Skate, a psuedo 3D environment was created through the aid of swapDepths. |
swapDepths |
For loops are used to run a code a certain number of times, or loop that code a certain number of times. |
Initial spawning of enemies Tile-based Games (good for creating the map) Duplicated MC to duplicated MC collision detection. |
2 |
3 |
for Loop |
for (i=0 ; i<5 ; i++) { |
variable = number (starting number) The same variable is < less than <= less or equal to > more than >= more or equal to highest number. variable = variable +/- integer This is how much the variable increases by each time. ++ means it increases by 1 each time. ++ is the same as +=1 |
for (i=0;i<5;i++) { //actions here will loop 4 times //because it only loops as long if i < 5... //not if i = 5 } --------------------------------------- Example 1 In the example, the actions in the brackets will loop 5 times. So if you put... onClipEvent(load) { for(i=0;i<=5;i++) { trace("blah"); } } "Blah" should be traced 5 times. 1. For loops can be placed on the main timeline, on buttons, and on movieclips, onClipEvent(load) or onClipEvent(enterFrame), or anything else. 2. Large for loops, however, cause lag. The larger the for loops, the laggier. And if a large for loop is placed in an "onClipEvent(enterFrame)" or "onEnterFrame" Flash could possibly freeze. Smaller loops are always better than large ones. 3. If you place a for loop INSIDE another for loop, it could cause lots of lag. This is because the for loop inside the other for loop is trying loop everytime the other one's variable increases. For example... for (i=0;i<=5;i++) { for (l=0;l<=10;l++) { trace("blah"); } } In this example, "blah" will be traced 10 times everytime "i" increases. (So after "i=5" "blah" will have been traced 50 times). |
on (release) { for (i=0; i<=5; i++) { this["d"+i]._x += 5; } } on (release) { for (i=0; i<=5; i++) { this["d"+i]._x -= 5; } } |
for loop |
***Note - These scripts are not copy-pasteable for the sake of having the user spend time learning them. If you do so, it is more effective in the long run, especially in coding. The first variable is set. onClipEvent (load) { // The variable game is to show if the user has started the level yet var game = false; } The game starts off with one movie clip, a circle, that should stay in place of the mouse. All the actions are on this circle movie clip. There is also one movie clip with instance start and one with instance end. There is also a movie clip which stores the stuff the user cannot hit, instance; walls. The first frame of walls is blank, or possibly just has an arrow pointing to the start movie clip. The second frame holds all the walls and obstacles that you cannot hit. If there are moving obstacles they are in another movie clip within the second frame of walls. onClipEvent (enterFrame) { // The character's position is that of the mouse's _x = _root._xmouse; _y = _root._ymouse; // Makes the mouse invisible; Mouse.hide(); if(game==false){ // If the level has not started yet, the walls aren't seen. _root.walls.gotoAndStop(1) // If the character touches the start space and clicks with his left mouse button the level starts. if (this.hitTest(_root.start)) { if (Key.isDown(1)) { game = true; } } } // When game == true, the level is in progress if (game == true) { _root.walls.gotoAndStop(2) // If you hit the movie clip wall you lose and need to press the start movie clip again if (_root.walls.hitTest(_x, _y, true)) { game = false; } // If you hit the end movie clip, you win, you go to the next level which can be on the next frame. if (this.hitTest(_root.end)) { _root.nextFrame(); } //To make sure there is no cheating of right click and moving the cursor, this code makes the game stop if right click is pressed. if (Key.isDown(2)) { game = false; } } } To add to this mouse avoider, you could also include something along the lines of lives-=1 every time the user right clicks/hits a wall and has to restart the level. If lives reaches 0, you could send the game to a final frame with a game over screen. |
Click Start |
YOU WON! |
Mouse Avoiders are usually the first type of game new game developers experiment with. They involve precise hand-eye co-ordination and a lot of patience. Luckily, the code to make them is incredibly simple! We will be looking at how to make a game like below. |
Mouse Avoider Tutorial |
Platform games are ever on the rise and to add all the elements to a successful platform game takes a bunch of skill. This is the longest tutorial in here so if you don't have the guts, dont look! We will be creating something like the following ; |
Platformer Game Tut |
***Note - These scripts are not copy-pasteable for the sake of having the user spend time learning them. If you do so, it is more effective in the long run, especially in coding. This is placed on the frame. score = 0; //creates score varible onEnterFrame = function () { crosshair._x = _root._xmouse-_x; crosshair._y = _root._ymouse-_y; Mouse.hide(); //attaches crosshair to mouse and makes the mouse visible, making crosshair appear to be mouse }; This code is placed on each of four of the same movie clips of targets. onClipEvent (load) { dir = 1; if (dir == 1) { this.xspd = -5; } else if (dir == 2) { this.yspd = -5; } else if (dir == 3) { this.xspd = 5; } else if (dir == 4) { this.yspd = 5; } //depending on dir value, direction of mc changes spawn = false; //spawn is finiding new _x, _y value if true } onClipEvent (enterFrame) { this.dist = Math.round(Math.abs(Math.sqrt(((_parent._xmouse- this._x)*(_parent._xmouse-this._x))+((_parent._ymouse-this._y)*(_parent._ymouse- this._y))))); //dist is distance from center of target to mouse //uses distance formula this._x += this.xspd; this._y += this.yspd; //makes movieclip move based on dir variable value if (dir == 1) { if (this._x<-_parent._x-this._width) { spawn = true; } } if (dir == 2) { if (this._y<-this._height-_parent._y) { spawn = true; } } if (dir == 3) { if (this._x>Stage.width+this._width-_parent._x) { spawn = true; } } if (dir == 4) { if (this._y>Stage.height+this._height-_parent._y) { spawn = true; } } //makes movieclip reset if it goes of screen //depends on dir variable if (spawn) { if (dir == 1) { this._x = random(100)+Stage.width-_parent._x; this._y = random(Stage.height)-_parent._y; } else if (dir == 2) { this._x = random(Stage.width)-_parent._x; this._y = random(100)+Stage.height-_parent._y; } else if (dir == 3) { this._x = -(random(100))-_parent._x; this._y = random(Stage.height)-_parent._y; } else if (dir == 4) { this._x = random(Stage.width)-_parent._x; this._y = -(random(100))-_parent._y; } spawn = false; //sets spawn to false so its not constantly finding a new _x/_y position } //resets the target position //based on dir value } onClipEvent (mouseDown) { if (this.dist<=1.1) { _parent.score += 100; } else if (this.dist<=5.5) { _parent.score += 50; } else if (this.dist<=14.1) { _parent.score += 25; } else if (this.dist<=21.1) { _parent.score += 10; } else if (this.dist<=28.1) { _parent.score += 5; } |
First Person Shooters are oddly common and even more bizarrely reallys loved, the idea of blowing stuff up for fun is always of the highest degree of fun! Here is how you can make your own! |
//used to point value of click //each number (1.1, 5.5, etc) is maximum distance from center of that scoring area if (this.dist<=28.1) { spawn = true; } //if you click and hit the target, it resets } |
First Person Shooter |
ActionScript [AS1/AS2]
Frame 1_root.menu = new ContextMenu(); _root.menu.hideBuiltInItems();Frame 2stop();Frame 4stop();Instance of Symbol 359 MovieClip "minituts" in Frame 4onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } onClipEvent (mouseUp) { stopDrag(); }Instance of Symbol 365 MovieClip in Frame 4onClipEvent (load) { var music = 1; } on (press) { music++; if (music == 1) { _root.music.play(); this.gotoAndStop(1); } else if (music == 2) { _root.music.stop(); this.gotoAndStop(2); music = 0; } }Frame 5stop();Frame 6stop();Frame 7_root.howitworks.gotoAndStop(1); stop();Instance of Symbol 505 MovieClip "2" in Frame 7onClipEvent (load) { num = _name; ratio = 0; _y = _parent["scrollbar" + num]._y; } onClipEvent (enterFrame) { ratio = ((_root["scroll" + num]._height - _root["scrollbar" + num]._height) + _height) / ((-_root["scrollbar" + num]._height) + _height); _x = _parent["scrollbar" + num]._x; if (_y > ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height)) { _y = ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height); } else if (_y < _parent["scrollbar" + num]._y) { _y = _parent["scrollbar" + num]._y; } _parent["scroll" + num]._y = ((_y - _root["scrollbar" + num]._y) * ratio) + _root["scrollbar" + num]._y; } onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } onClipEvent (mouseUp) { stopDrag(); }Instance of Symbol 505 MovieClip "3" in Frame 7onClipEvent (load) { num = _name; ratio = 0; _y = _parent["scrollbar" + num]._y; } onClipEvent (enterFrame) { if (_root.howitworks._currentframe == 1) { _alpha = 100; _root["scrollbar" + num]._alpha = 100; ratio = ((_root["scroll" + num]._height - _root["scrollbar" + num]._height) + _height) / ((-_root["scrollbar" + num]._height) + _height); _x = _parent["scrollbar" + num]._x; if (_y > ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height)) { _y = ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height); } else if (_y < _parent["scrollbar" + num]._y) { _y = _parent["scrollbar" + num]._y; } _parent["scroll" + num]._y = ((_y - _root["scrollbar" + num]._y) * ratio) + _root["scrollbar" + num]._y; } else { _alpha = 75; _root["scrollbar" + num]._alpha = 75; } } onClipEvent (mouseDown) { if (_root.howitworks._currentframe == 1) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } } onClipEvent (mouseUp) { if (_root.howitworks._currentframe == 1) { stopDrag(); } }Frame 8_root.howitworks.gotoAndStop(1); stop();Instance of Symbol 505 MovieClip "3" in Frame 8onClipEvent (load) { num = _name; ratio = 0; _y = _parent["scrollbar" + num]._y; } onClipEvent (enterFrame) { if (_root.howitworks._currentframe == 1) { _alpha = 100; _root["scrollbar" + num]._alpha = 100; ratio = ((_root["scroll" + num]._height - _root["scrollbar" + num]._height) + _height) / ((-_root["scrollbar" + num]._height) + _height); _x = _parent["scrollbar" + num]._x; if (_y > ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height)) { _y = ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height); } else if (_y < _parent["scrollbar" + num]._y) { _y = _parent["scrollbar" + num]._y; } _parent["scroll" + num]._y = ((_y - _root["scrollbar" + num]._y) * ratio) + _root["scrollbar" + num]._y; } else { _alpha = 75; _root["scrollbar" + num]._alpha = 75; } } onClipEvent (mouseDown) { if (_root.howitworks._currentframe == 1) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } } onClipEvent (mouseUp) { if (_root.howitworks._currentframe == 1) { stopDrag(); } }Frame 9_root.howitworks.gotoAndStop(1); stop();Instance of Symbol 505 MovieClip "2" in Frame 9onClipEvent (load) { num = _name; ratio = 0; } onClipEvent (enterFrame) { ratio = ((_root["scroll" + num]._height - _root["scrollbar" + num]._height) + _height) / ((-_root["scrollbar" + num]._height) + _height); _x = _parent["scrollbar" + num]._x; if (_y > ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height)) { _y = ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height); } else if (_y < _parent["scrollbar" + num]._y) { _y = _parent["scrollbar" + num]._y; } _parent["scroll" + num]._y = ((_y - _root["scrollbar" + num]._y) * ratio) + _root["scrollbar" + num]._y; } onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } onClipEvent (mouseUp) { stopDrag(); }Frame 10_root.howitworks.gotoAndStop(1); stop();Frame 11_root.howitworks.gotoAndStop(1); stop();Frame 12_root.howitworks.gotoAndStop(1); stop();Frame 13_root.howitworks.gotoAndStop(1); stop();Frame 14_root.howitworks.gotoAndStop(1); stop();Frame 15_root.howitworks.gotoAndStop(1); stop();Frame 16_root.howitworks.gotoAndStop(1); stop();Frame 17_root.howitworks.gotoAndStop(1); stop();Frame 18_root.howitworks.gotoAndStop(1); stop();Instance of Symbol 505 MovieClip "1" in Frame 18onClipEvent (load) { num = _name; ratio = ((_root["scroll" + num]._height - _root["scrollbar" + num]._height) + _height) / ((-_root["scrollbar" + num]._height) + _height); _y = _parent["scrollbar" + num]._y; } onClipEvent (enterFrame) { _alpha = 100; _root["scrollbar" + num]._alpha = 100; _x = _parent["scrollbar" + num]._x; if (_y > ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height)) { _y = ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height); } else if (_y < _parent["scrollbar" + num]._y) { _y = _parent["scrollbar" + num]._y; } _parent["scroll" + num]._y = ((_y - _root["scrollbar" + num]._y) * ratio) + _root["scrollbar" + num]._y; } onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } onClipEvent (mouseUp) { stopDrag(); }Frame 19stop();Instance of Symbol 505 MovieClip "1" in Frame 19onClipEvent (load) { num = _name; ratio = ((_root["scroll" + num]._height - _root["scrollbar" + num]._height) + _height) / ((-_root["scrollbar" + num]._height) + _height); _y = _parent["scrollbar" + num]._y; start = 0; } onClipEvent (enterFrame) { if (start == 0) { start++; ratio = ((_root["scroll" + num]._height - _root["scrollbar" + num]._height) + _height) / ((-_root["scrollbar" + num]._height) + _height); } _alpha = 100; _root["scrollbar" + num]._alpha = 100; _x = _parent["scrollbar" + num]._x; if (_y > ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height)) { _y = ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height); } else if (_y < _parent["scrollbar" + num]._y) { _y = _parent["scrollbar" + num]._y; } _parent["scroll" + num]._y = ((_y - _root["scrollbar" + num]._y) * ratio) + _root["scrollbar" + num]._y; } onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } onClipEvent (mouseUp) { stopDrag(); }Frame 20stop();Instance of Symbol 505 MovieClip "1" in Frame 20onClipEvent (load) { num = _name; ratio = ((_root["scroll" + num]._height - _root["scrollbar" + num]._height) + _height) / ((-_root["scrollbar" + num]._height) + _height); _y = _parent["scrollbar" + num]._y; } onClipEvent (enterFrame) { _alpha = 100; _root["scrollbar" + num]._alpha = 100; _x = _parent["scrollbar" + num]._x; if (_y > ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height)) { _y = ((_parent["scrollbar" + num]._y + _parent["scrollbar" + num]._height) - _height); } else if (_y < _parent["scrollbar" + num]._y) { _y = _parent["scrollbar" + num]._y; } _parent["scroll" + num]._y = ((_y - _root["scrollbar" + num]._y) * ratio) + _root["scrollbar" + num]._y; } onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } onClipEvent (mouseUp) { stopDrag(); }Symbol 63 MovieClip Frame 40stop();Symbol 75 Buttonon (press) { _root.play(); }Symbol 76 MovieClip Frame 1function onEnterFrame() { if (!loaded) { var _local3 = _root.getBytesLoaded() / _root.getBytesTotal(); if (_local3 >= 1) { if (firstframe) { gotoAndStop ("loaded"); } else { play(); bar._x = initX; } loaded = true; } else { bar._x = initX + ((_local3 - 1) * bar._width); } } var _local4 = getTimer() - time; timeAccum = timeAccum + _local4; while (timeAccum >= FRAME_TIME) { var _local2 = 0; while (_local2 < timeClips.length) { if (timeClips[_local2]._currentframe < timeClips[_local2]._totalframes) { timeClips[_local2].nextFrame(); } else { timeClips[_local2].gotoAndStop(1); } _local2++; } if (loaded && (_currentframe < _totalframes)) { nextFrame(); } timeAccum = timeAccum - FRAME_TIME; } time = time + _local4; firstframe = false; } stop(); _root.stop(); var initX = bar._x; var time = getTimer(); var FRAME_TIME = 33.3333333333333; var timeAccum = 0; var firstframe = true; var loaded = false; timeClips = [bargfx, tank.mc0, tank.mc1, tank.mc2, tank.mc3, tank.mc4, tank.mc4.mc0, tank.mc4.mc1, tank.mc4.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc0.mc2, tank.mc4.mc0.mc0.mc0.mc3, tank.mc4.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc2, tank.mc5.mc0]; var i = 0; while (i < timeClips.length) { timeClips[i].stop(); i++; }Symbol 76 MovieClip Frame 53Symbol 205 MovieClip Frame 11stop();Symbol 209 MovieClip Frame 9stop();Symbol 210 MovieClip Frame 10stop();Symbol 229 MovieClip Frame 314_root.play();Symbol 234 Buttonon (release) { nextFrame(); }Symbol 244 MovieClip Frame 1_root.stop();Instance of Symbol 238 MovieClip in Symbol 244 MovieClip Frame 1onClipEvent (load) { _parent._x = (_parent._y = 0); xTarget = Stage.width / 2; yTarget = (Stage.height / 2) - 50; xSpeed = 0; ySpeed = 0; Mode = 1; Speed = 10; Stop = 1.1; blarg = getTimer(); sprinkles._visible = true; _parent.thing._alpha = 0; _parent.thing._width = Stage.width; _parent.thing._height = Stage.height; _parent.thing._x = Stage.width / 2; _parent.thing._y = Stage.height / 2; } onClipEvent (enterFrame) { if (2000 < (getTimer() - blarg)) { _parent.thing._alpha = _parent.thing._alpha + 5; if (_parent.thing._alpha >= 100) { _root.stopAllSounds(); _root.play(); } } _rotation = (_rotation + xSpeed); _x = (_x + xSpeed); _y = (_y + ySpeed); xSpeed = xSpeed + ((xTarget - _x) / Speed); ySpeed = ySpeed + ((yTarget - _y) / Speed); xSpeed = xSpeed / Stop; ySpeed = ySpeed / Stop; } onClipEvent (mouseDown) { _x = _root._xmouse; _y = _root._ymouse; }Symbol 269 Buttonon (release) { play(); }Symbol 281 Buttonon (release) { prevFrame(); }Symbol 298 MovieClip Frame 1stop();Symbol 298 MovieClip Frame 2stop();Symbol 298 MovieClip Frame 3stop();Symbol 298 MovieClip Frame 4stop();Symbol 298 MovieClip Frame 5stop();Symbol 298 MovieClip Frame 6stop();Symbol 298 MovieClip Frame 7stop();Symbol 306 Buttonon (release) { nextFrame(); }Symbol 312 Buttonon (release) { gotoAndStop (6); }Symbol 314 Buttonon (release) { gotoAndStop (1); }Symbol 359 MovieClip Frame 1stop();Symbol 359 MovieClip Frame 2stop();Symbol 359 MovieClip Frame 3stop();Symbol 359 MovieClip Frame 4stop();Symbol 359 MovieClip Frame 5stop();Symbol 359 MovieClip Frame 6stop();Symbol 359 MovieClip Frame 7stop();Symbol 359 MovieClip Frame 8stop();Symbol 359 MovieClip Frame 9stop();Symbol 359 MovieClip Frame 10stop();Symbol 359 MovieClip Frame 11stop();Symbol 359 MovieClip Frame 12stop();Symbol 359 MovieClip Frame 13stop();Symbol 359 MovieClip Frame 14stop();Symbol 359 MovieClip Frame 15stop();Symbol 359 MovieClip Frame 16stop();Symbol 365 MovieClip Frame 1stop();Symbol 365 MovieClip Frame 2stop();Symbol 367 Buttonon (release) { prevFrame(); }Symbol 368 Buttonon (release) { nextFrame(); }Symbol 371 Buttonon (release) { gotoAndStop (3); }Symbol 376 Buttonon (release) { _root.gotoAndStop(7); }Symbol 377 Buttonon (release) { _root.gotoAndStop(10); }Symbol 378 Buttonon (release) { _root.gotoAndStop(13); }Symbol 379 Buttonon (release) { _root.gotoAndStop(16); }Symbol 380 Buttonon (release) { _root.gotoAndStop(17); }Symbol 381 Buttonon (release) { _root.gotoAndStop(9); }Symbol 382 Buttonon (release) { _root.gotoAndStop(11); }Symbol 383 Buttonon (release) { _root.gotoAndStop(15); }Symbol 384 Buttonon (release) { _root.gotoAndStop(14); }Symbol 385 Buttonon (release) { _root.gotoAndStop(12); }Symbol 386 Buttonon (release) { _root.gotoAndStop(8); }Symbol 390 Buttonon (release) { prevFrame(); }Symbol 395 Buttonon (release) { _root.minituts.gotoAndStop(11); }Symbol 396 Buttonon (release) { _root.minituts.gotoAndStop(13); }Symbol 397 Buttonon (release) { _root.minituts.gotoAndStop(12); }Symbol 398 Buttonon (release) { _root.minituts.gotoAndStop(10); }Symbol 399 Buttonon (release) { _root.minituts.gotoAndStop(2); }Symbol 400 Buttonon (release) { _root.minituts.gotoAndStop(7); }Symbol 401 Buttonon (release) { _root.minituts.gotoAndStop(5); }Symbol 402 Buttonon (release) { _root.minituts.gotoAndStop(6); }Symbol 403 Buttonon (release) { _root.minituts.gotoAndStop(4); }Symbol 404 Buttonon (release) { _root.minituts.gotoAndStop(8); }Symbol 405 Buttonon (release) { _root.minituts.gotoAndStop(3); }Symbol 406 Buttonon (release) { _root.minituts.gotoAndStop(14); }Symbol 407 Buttonon (release) { _root.minituts.gotoAndStop(9); }Symbol 408 Buttonon (release) { _root.minituts.gotoAndStop(15); }Symbol 409 Buttonon (release) { _root.minituts.gotoAndStop(16); }Symbol 415 Buttonon (release) { _root.gotoAndStop(18); }Symbol 416 Buttonon (release) { _root.gotoAndStop(20); }Symbol 417 Buttonon (release) { _root.gotoAndStop(19); }Symbol 418 MovieClip Frame 1stop();Symbol 418 MovieClip Frame 2stop();Symbol 418 MovieClip Frame 3stop();Symbol 419 Buttonon (release) { prevFrame(); }Symbol 420 Buttonon (release) { gotoAndStop (4); }Symbol 426 Buttonon (press) { getURL ("http://www.newgrounds.com/bbs/topic.php?id=229808&page=9999", _blank); }Symbol 427 Buttonon (press) { getURL ("http://www.actionscript.org/", _blank); }Symbol 428 Buttonon (press) { getURL ("http://www.flashkit.com/", _blank); }Symbol 488 MovieClip Frame 1stop();Symbol 488 MovieClip Frame 2stop();Symbol 490 Buttonon (release) { if (_root.howitworks._currentframe != 1) { _root.howitworks.prevFrame(); } else { _root.howitworks.gotoAndStop(3); } }Symbol 491 Buttonon (release) { if (_root.howitworks._currentframe != 3) { _root.howitworks.nextFrame(); } else { _root.howitworks.gotoAndStop(1); } }Symbol 501 MovieClip Frame 1_root.scroll3.gotoAndStop(1); _root.example.gotoAndStop(1); stop();Symbol 501 MovieClip Frame 2_root.scroll3.gotoAndStop(2); _root.example.gotoAndStop(2); stop();Symbol 501 MovieClip Frame 3_root.scroll3.gotoAndStop(2); _root.example.gotoAndStop(3); stop();Symbol 516 MovieClip Frame 1stop();Symbol 516 MovieClip Frame 2stop();Symbol 531 MovieClip Frame 1stop();Symbol 531 MovieClip Frame 2stop();Instance of Symbol 513 MovieClip in Symbol 531 MovieClip Frame 2onClipEvent (enterFrame) { if (_root.example.square.hitTest(_root._xmouse, _root._ymouse, true)) { _root.example.result.gotoAndStop(2); } else { _root.example.result.gotoAndStop(1); } }Instance of Symbol 513 MovieClip in Symbol 531 MovieClip Frame 2onClipEvent (enterFrame) { if (Key.isDown(37)) { if (!_root.example.char.hitTest(_root.example.wall1)) { _root.example.char._x = _root.example.char._x - 5; } } if (Key.isDown(39)) { if (!_root.example.char.hitTest(_root.example.wall2)) { _root.example.char._x = _root.example.char._x + 5; } } }Symbol 531 MovieClip Frame 3stop();Symbol 538 Buttonon (release) { _root.gotoAndStop(5); }Symbol 543 Buttonon (release) { play(); }Symbol 551 MovieClip Frame 1stop();Symbol 551 MovieClip Frame 26stop();Symbol 577 MovieClip Frame 1stop();Symbol 577 MovieClip Frame 2stop();Symbol 577 MovieClip Frame 3stop();Symbol 582 Buttonon (release) { _root.example.number = Math.random() * 100; }Symbol 586 Buttonon (release) { _root.example.number2 = Math.round(Math.random() * 100); }Symbol 591 MovieClip Frame 1stop();Symbol 591 MovieClip Frame 2stop();Symbol 591 MovieClip Frame 3stop();Symbol 613 MovieClip Frame 1stop();Symbol 613 MovieClip Frame 2stop();Symbol 613 MovieClip Frame 3stop();Symbol 616 Buttonon (release) { _root.example.num = _root.example.num + 1; }Symbol 620 Buttonon (release) { _root.example.word3 = (_root.example.word1 + " ") + _root.example.word2; }Symbol 622 Buttonon (release) { _root.example.num = _root.example.num + 5; }Symbol 632 MovieClip Frame 1stop();Symbol 632 MovieClip Frame 2stop();Instance of Symbol 513 MovieClip in Symbol 632 MovieClip Frame 2onClipEvent (load) { _root.example.num = 0; }Symbol 632 MovieClip Frame 3stop();Symbol 649 MovieClip Frame 1stop();Symbol 649 MovieClip Frame 2stop();Symbol 649 MovieClip Frame 3stop();Symbol 651 Buttonon (press) { _root.example.result1.gotoAndStop(2); }Symbol 657 Buttonon (release) { _root.example.result2.gotoAndStop(2); }Symbol 658 Buttonon (rollOver) { _root.example.result3.gotoAndStop(2); }Symbol 659 Buttonon (releaseOutside) { _root.example.result4.gotoAndStop(2); }Symbol 661 Buttonon (dragOut) { _root.example.result5.gotoAndStop(2); }Symbol 663 Buttonon (rollOut) { _root.example.result6.gotoAndStop(2); }Symbol 666 Buttonon (release) { i = 1; while (i < 7) { _root.example["result" + i].gotoAndStop(1); i++; } }Symbol 670 MovieClip Frame 1stop();Symbol 670 MovieClip Frame 2stop();Symbol 670 MovieClip Frame 3stop();Symbol 692 MovieClip Frame 1stop();Symbol 692 MovieClip Frame 2stop();Symbol 692 MovieClip Frame 3stop();Instance of Symbol 693 MovieClip "bar" in Symbol 696 MovieClip Frame 1onClipEvent (enterFrame) { _width = ((_parent._parent.lives / 3) * 120); }Symbol 701 Buttonon (release) { if (lives > 0) { lives = lives - 1; } }Symbol 702 Buttonon (release) { if (lives < 3) { lives = lives + 1; } }Symbol 704 MovieClip Frame 1lives = 3; onEnterFrame = function () { if (lives > 3) { lives = 3; } else if (lives < 0) { lives = 0; } };Instance of Symbol 699 MovieClip in Symbol 704 MovieClip Frame 1onClipEvent (enterFrame) { gotoAndStop(4 - _parent.lives); }Symbol 712 MovieClip Frame 1stop();Symbol 712 MovieClip Frame 2stop();Symbol 712 MovieClip Frame 3stop();Symbol 731 MovieClip Frame 1stop();Symbol 731 MovieClip Frame 2stop();Symbol 731 MovieClip Frame 3stop();Symbol 732 Buttonon (press) { getURL ("http://www.newgrounds.com/portal/view/364411", _blank); }Symbol 736 MovieClip Frame 1stop();Symbol 736 MovieClip Frame 2stop();Symbol 736 MovieClip Frame 3stop();Symbol 751 MovieClip Frame 1stop();Symbol 751 MovieClip Frame 2stop();Symbol 751 MovieClip Frame 3stop();Symbol 755 MovieClip Frame 1stop();Symbol 755 MovieClip Frame 2stop();Symbol 755 MovieClip Frame 3stop();Symbol 771 MovieClip Frame 1stop();Symbol 771 MovieClip Frame 2stop();Symbol 771 MovieClip Frame 3stop();Symbol 781 MovieClip Frame 1stop();Symbol 781 MovieClip Frame 2stop();Instance of Symbol 513 MovieClip in Symbol 781 MovieClip Frame 2onClipEvent (enterFrame) { if (Key.isDown(37)) { if (!_root.example.char.hitTest(_root.example.wall1)) { _root.example.char._x = _root.example.char._x - 5; } } if (Key.isDown(39)) { if (!_root.example.char.hitTest(_root.example.wall2)) { _root.example.char._x = _root.example.char._x + 5; } } } on (keyPress "<Left>") { if (!_root.example.char2.hitTest(_root.example.wall3)) { _root.example.char2._x = _root.example.char2._x - 5; } } on (keyPress "<Right>") { if (!_root.example.char2.hitTest(_root.example.wall4)) { _root.example.char2._x = _root.example.char2._x + 5; } }Symbol 781 MovieClip Frame 3stop();Symbol 792 MovieClip Frame 1stop();Symbol 792 MovieClip Frame 2stop();Symbol 792 MovieClip Frame 3stop();Symbol 796 MovieClip Frame 1stop();Symbol 796 MovieClip Frame 2stop();Symbol 796 MovieClip Frame 3stop();Symbol 808 MovieClip Frame 1stop();Symbol 808 MovieClip Frame 2stop();Symbol 808 MovieClip Frame 3stop();Symbol 809 Buttonon (press) { getURL ("http://www.newgrounds.com/portal/view/364840", _blank); }Symbol 811 MovieClip Frame 1stop();Symbol 811 MovieClip Frame 2stop();Symbol 811 MovieClip Frame 3stop();Symbol 830 MovieClip Frame 1stop();Symbol 830 MovieClip Frame 2stop();Symbol 830 MovieClip Frame 3stop();Symbol 832 Buttonon (release) { i = 0; while (i <= 5) { this["d" + i]._x = this["d" + i]._x + 5; i++; } }Symbol 833 Buttonon (release) { i = 0; while (i <= 5) { this["d" + i]._x = this["d" + i]._x - 5; i++; } }Symbol 836 MovieClip Frame 1stop();Symbol 836 MovieClip Frame 2stop();Symbol 836 MovieClip Frame 3stop();Symbol 854 Buttonon (release) { _root.scroll1.walls.gotoAndStop(1); }Symbol 855 MovieClip Frame 1stop();Symbol 855 MovieClip Frame 2stop();Symbol 855 MovieClip Frame 3stop();Instance of Symbol 859 MovieClip in Symbol 861 MovieClip Frame 1onClipEvent (load) { var game = false; } onClipEvent (enterFrame) { _x = (_root._xmouse - _root.scroll1._x); _y = (_root._ymouse - _root.scroll1._y); if (_root.scroll1.area.hitTest(_root._xmouse, _root._ymouse, true)) { Mouse.hide(); _alpha = 100; } else { if (_root.scroll1.walls._currentframe == 2) { game = false; } Mouse.show(); _alpha = 0; } if (game == false) { if (_root.scroll1.walls._currentframe != 3) { _root.scroll1.walls.gotoAndStop(1); } if (_root.scroll1.walls._currentframe == 1) { if (this.hitTest(_root.scroll1.start)) { if (Key.isDown(1)) { game = true; } } } } if (game == true) { _root.scroll1.walls.gotoAndStop(2); if (_root.scroll1.walls.hitTest(_x + _parent._x, _y + _parent._y, true)) { game = false; } if (this.hitTest(_root.scroll1.end)) { _root.scroll1.walls.gotoAndStop(3); game = false; } if (Key.isDown(2)) { game = false; } } }Symbol 866 Buttonon (press) { getURL ("http://media.putfile.com/Platform-Game", _blank); }Symbol 868 MovieClip Frame 1spd = 7; jump = true; yspd = 0; xscale = dude._xscale; onEnterFrame = function () { if (Key.isDown(39)) { dude._xscale = xscale; if ((!ground.hitTest((dude._x + spd) + _x, (dude._y + _y) - 15, true)) && (!ground.hitTest((dude._x + spd) + _x, (dude._y + _y) - dude._height, true))) { dude._x = dude._x + spd; if (dude._x > (_x - 150)) { dude._x = _x - 150; ground._x = ground._x - spd; gspd = -spd; } else { gspd = 0; } } else { gspd = 0; } if ((!jump) && (yspd <= 0)) { walk = true; } } else if (Key.isDown(37)) { dude._xscale = -xscale; if ((!ground.hitTest((dude._x + _x) - spd, (dude._y + _y) - 15, true)) && (!ground.hitTest((dude._x + _x) - spd, (dude._y + _y) - dude._height, true))) { dude._x = dude._x - spd; if (dude._x < (_x - Stage.width)) { dude._x = _x - Stage.width; ground._x = ground._x + spd; gspd = spd; } else { gspd = 0; } } else { gspd = 0; } if ((!jump) && (yspd <= 0)) { walk = true; } } else { gspd = 0; walk = false; } if (walk) { dude.gotoAndStop(2); } else if (yspd > 0) { dude.gotoAndStop(3); } else { dude.gotoAndStop(1); } if (Key.isDown(32) && (!jump)) { walk = false; jump = true; yspd = 13; } if (jump) { yspd--; if (yspd <= -20) { yspd = -20; } dude._y = dude._y - yspd; } else { yspd = 0; } if (!jump) { while (ground.hitTest(dude._x + _x, (dude._y + _y) - 1, true)) { dude._y--; } } if (ground.hitTest(dude._x + _x, dude._y + _y, true)) { while (ground.hitTest(dude._x + _x, (dude._y + _y) - 1, true)) { dude._y = dude._y - 1; } jump = false; } else { jump = true; } if ((ground.hitTest(dude._x + _x, (dude._y + _y) - dude._height, true) && (jump)) && (yspd > 0)) { yspd = 0; } }; i = 0; while (i < 3) { duplicateMovieClip (enemy, "e_" + i, i * 100); _root.scroll1["e_" + i]._x = random(Stage.width); _root.scroll1["e_" + i]._y = 100; _root.scroll1["e_" + i].spd = (spd / 4) + random(4); _root.scroll1["e_" + i].xscale = _root.scroll1["e_" + i]._xscale; _root.scroll1["e_" + i].jump = true; _root.scroll1["e_" + i].onEnterFrame = function () { this._x = this._x + gspd; if (dude._x < (this._x - 5)) { this._xscale = -this.xscale; if (!ground.hitTest((this._x + _x) - this.spd, (this._y + _y) - 15, true)) { this._x = this._x - this.spd; } } else if (dude._x > (this._x + 5)) { this._xscale = this.xscale; if (!ground.hitTest((this._x + _x) + this.spd, (this._y + _y) - 15, true)) { this._x = this._x + this.spd; } } if (this.jump) { this.yspd--; if (this.yspd <= -20) { this.yspd = -20; } this._y = this._y - this.yspd; } else { this.yspd = 0; } if (ground.hitTest(this._x + _x, this._y + _y, true)) { while (ground.hitTest(dude._x + _x, (dude._y + _y) - 1, true)) { dude._y = dude._y - 1; } this.jump = false; } else { this.jump = true; } if (((this.hitTest(dude._x + _x, (dude._y + _y) + this._height, true) && (dude.hitTest(this._x + _x, (this._y + _y) - this._height, true))) && (yspd < 0)) && (this._currentframe != 2)) { this.gotoAndStop(2); yspd = 8; } }; i++; }Symbol 873 Buttonon (press) { getURL ("http://media.putfile.com/First-Person-Shooter-Example", _blank); }Symbol 875 MovieClip Frame 1stop();
Library Items
Symbol 1 Graphic | Used by:Timeline | |
Symbol 2 Graphic | Used by:76 | |
Symbol 3 Graphic | Used by:76 | |
Symbol 4 Graphic | Used by:5 76 | |
Symbol 5 MovieClip | Uses:4 | Used by:76 |
Symbol 6 Graphic | Used by:8 | |
Symbol 7 Graphic | Used by:8 | |
Symbol 8 MovieClip | Uses:6 7 | Used by:76 |
Symbol 9 Graphic | Used by:76 | |
Symbol 10 Graphic | Used by:76 | |
Symbol 11 Graphic | Used by:18 63 | |
Symbol 12 Graphic | Used by:18 63 | |
Symbol 13 Graphic | Used by:18 63 | |
Symbol 14 Graphic | Used by:18 63 | |
Symbol 15 Graphic | Used by:18 63 | |
Symbol 16 Graphic | Used by:18 63 | |
Symbol 17 Graphic | Used by:18 63 | |
Symbol 18 MovieClip | Uses:11 12 13 14 15 16 17 | Used by:76 |
Symbol 19 Graphic | Used by:61 | |
Symbol 20 Graphic | Used by:25 | |
Symbol 21 Graphic | Used by:25 | |
Symbol 22 Graphic | Used by:25 | |
Symbol 23 Graphic | Used by:25 | |
Symbol 24 Graphic | Used by:25 | |
Symbol 25 MovieClip | Uses:20 21 22 23 24 | Used by:61 |
Symbol 26 Graphic | Used by:61 | |
Symbol 27 Graphic | Used by:28 | |
Symbol 28 MovieClip | Uses:27 | Used by:61 |
Symbol 29 Graphic | Used by:30 | |
Symbol 30 MovieClip | Uses:29 | Used by:60 61 |
Symbol 31 Graphic | Used by:61 | |
Symbol 32 Graphic | Used by:61 | |
Symbol 33 Graphic | Used by:61 | |
Symbol 34 Graphic | Used by:35 | |
Symbol 35 MovieClip | Uses:34 | Used by:56 |
Symbol 36 Graphic | Used by:40 | |
Symbol 37 Graphic | Used by:40 | |
Symbol 38 Graphic | Used by:39 | |
Symbol 39 MovieClip | Uses:38 | Used by:40 43 |
Symbol 40 MovieClip | Uses:36 37 39 | Used by:54 |
Symbol 41 Graphic | Used by:43 | |
Symbol 42 Graphic | Used by:43 | |
Symbol 43 MovieClip | Uses:41 42 39 | Used by:54 |
Symbol 44 Graphic | Used by:47 | |
Symbol 45 Graphic | Used by:47 50 | |
Symbol 46 Graphic | Used by:47 | |
Symbol 47 MovieClip | Uses:44 45 46 | Used by:51 |
Symbol 48 Graphic | Used by:50 | |
Symbol 49 Graphic | Used by:50 | |
Symbol 50 MovieClip | Uses:48 45 49 | Used by:51 |
Symbol 51 MovieClip | Uses:47 50 | Used by:54 |
Symbol 52 Graphic | Used by:53 | |
Symbol 53 MovieClip | Uses:52 | Used by:54 |
Symbol 54 MovieClip | Uses:40 43 51 53 | Used by:55 |
Symbol 55 MovieClip | Uses:54 | Used by:56 |
Symbol 56 MovieClip | Uses:35 55 | Used by:61 |
Symbol 57 Graphic | Used by:58 | |
Symbol 58 MovieClip | Uses:57 | Used by:61 |
Symbol 59 Graphic | Used by:60 | |
Symbol 60 MovieClip | Uses:59 30 | Used by:61 |
Symbol 61 MovieClip | Uses:19 25 26 28 30 31 32 33 56 58 60 | Used by:76 |
Symbol 62 Graphic | Used by:63 | |
Symbol 63 MovieClip | Uses:11 12 13 14 15 16 17 62 | Used by:76 |
Symbol 64 ShapeTweening | Used by:76 | |
Symbol 65 ShapeTweening | Used by:76 | |
Symbol 66 Graphic | Used by:76 | |
Symbol 67 Graphic | Used by:76 | |
Symbol 68 Graphic | Used by:75 | |
Symbol 69 Graphic | Used by:75 | |
Symbol 70 Graphic | Used by:75 | |
Symbol 71 Graphic | Used by:75 | |
Symbol 72 Graphic | Used by:75 | |
Symbol 73 Graphic | Used by:75 | |
Symbol 74 Graphic | Used by:75 | |
Symbol 75 Button | Uses:68 69 70 71 72 73 74 | Used by:76 |
Symbol 76 MovieClip | Uses:2 3 5 8 9 10 18 61 4 63 64 65 66 67 75 | Used by:Timeline |
Symbol 77 Graphic | Used by:Timeline | |
Symbol 78 Graphic | Used by:79 | |
Symbol 79 MovieClip | Uses:78 | Used by:80 246 |
Symbol 80 MovieClip | Uses:79 | Used by:Timeline |
Symbol 81 Graphic | Used by:82 | |
Symbol 82 MovieClip | Uses:81 | Used by:91 |
Symbol 83 Graphic | Used by:84 | |
Symbol 84 MovieClip | Uses:83 | Used by:91 |
Symbol 85 Graphic | Used by:86 | |
Symbol 86 MovieClip | Uses:85 | Used by:91 |
Symbol 87 Graphic | Used by:88 | |
Symbol 88 MovieClip | Uses:87 | Used by:91 |
Symbol 89 Graphic | Used by:90 | |
Symbol 90 MovieClip | Uses:89 | Used by:91 |
Symbol 91 MovieClip | Uses:82 84 86 88 90 | Used by:223 225 |
Symbol 92 Graphic | Used by:93 | |
Symbol 93 MovieClip | Uses:92 | Used by:225 |
Symbol 94 Graphic | Used by:225 | |
Symbol 95 Graphic | Used by:99 | |
Symbol 96 Graphic | Used by:97 | |
Symbol 97 MovieClip | Uses:96 | Used by:99 |
Symbol 98 Graphic | Used by:99 | |
Symbol 99 MovieClip | Uses:95 97 98 | Used by:225 |
Symbol 100 Graphic | Used by:225 | |
Symbol 101 Graphic | Used by:225 | |
Symbol 102 Graphic | Used by:225 | |
Symbol 103 Graphic | Used by:225 | |
Symbol 104 Graphic | Used by:225 | |
Symbol 105 Graphic | Used by:225 | |
Symbol 106 Graphic | Used by:225 | |
Symbol 107 Graphic | Used by:225 | |
Symbol 108 Graphic | Used by:225 | |
Symbol 109 Graphic | Used by:225 | |
Symbol 110 Graphic | Used by:225 | |
Symbol 111 Graphic | Used by:225 | |
Symbol 112 Graphic | Used by:225 | |
Symbol 113 Graphic | Used by:225 | |
Symbol 114 Graphic | Used by:225 | |
Symbol 115 Graphic | Used by:225 | |
Symbol 116 Graphic | Used by:225 | |
Symbol 117 Graphic | Used by:225 | |
Symbol 118 Graphic | Used by:225 | |
Symbol 119 Graphic | Used by:225 | |
Symbol 120 Graphic | Used by:225 | |
Symbol 121 Graphic | Used by:225 | |
Symbol 122 Graphic | Used by:225 | |
Symbol 123 Graphic | Used by:225 | |
Symbol 124 Graphic | Used by:225 | |
Symbol 125 Graphic | Used by:225 | |
Symbol 126 Graphic | Used by:225 | |
Symbol 127 Graphic | Used by:225 | |
Symbol 128 Graphic | Used by:225 | |
Symbol 129 Graphic | Used by:225 | |
Symbol 130 Graphic | Used by:225 | |
Symbol 131 Graphic | Used by:225 | |
Symbol 132 Graphic | Used by:225 | |
Symbol 133 Graphic | Used by:225 | |
Symbol 134 Graphic | Used by:225 | |
Symbol 135 Graphic | Used by:225 | |
Symbol 136 Graphic | Used by:225 | |
Symbol 137 Graphic | Used by:225 | |
Symbol 138 Graphic | Used by:225 | |
Symbol 139 Graphic | Used by:225 | |
Symbol 140 Graphic | Used by:225 | |
Symbol 141 Graphic | Used by:225 | |
Symbol 142 Graphic | Used by:225 | |
Symbol 143 Graphic | Used by:225 | |
Symbol 144 Graphic | Used by:225 | |
Symbol 145 Graphic | Used by:225 | |
Symbol 146 Graphic | Used by:225 | |
Symbol 147 Graphic | Used by:225 | |
Symbol 148 Graphic | Used by:225 | |
Symbol 149 Graphic | Used by:225 | |
Symbol 150 Graphic | Used by:225 | |
Symbol 151 Graphic | Used by:225 | |
Symbol 152 Graphic | Used by:225 | |
Symbol 153 Graphic | Used by:225 | |
Symbol 154 Graphic | Used by:225 | |
Symbol 155 Graphic | Used by:225 | |
Symbol 156 Graphic | Used by:225 | |
Symbol 157 Graphic | Used by:225 | |
Symbol 158 Graphic | Used by:225 | |
Symbol 159 Graphic | Used by:225 | |
Symbol 160 Graphic | Used by:225 | |
Symbol 161 Graphic | Used by:225 | |
Symbol 162 Graphic | Used by:225 | |
Symbol 163 Graphic | Used by:225 | |
Symbol 164 Graphic | Used by:225 | |
Symbol 165 Graphic | Used by:225 | |
Symbol 166 Graphic | Used by:225 | |
Symbol 167 Graphic | Used by:225 | |
Symbol 168 Graphic | Used by:225 | |
Symbol 169 Graphic | Used by:225 | |
Symbol 170 Graphic | Used by:225 | |
Symbol 171 Graphic | Used by:225 | |
Symbol 172 Graphic | Used by:225 | |
Symbol 173 Graphic | Used by:225 | |
Symbol 174 Graphic | Used by:225 | |
Symbol 175 Graphic | Used by:225 | |
Symbol 176 Graphic | Used by:225 | |
Symbol 177 Graphic | Used by:225 | |
Symbol 178 Graphic | Used by:225 | |
Symbol 179 Graphic | Used by:225 | |
Symbol 180 Graphic | Used by:225 | |
Symbol 181 Graphic | Used by:225 | |
Symbol 182 Graphic | Used by:225 | |
Symbol 183 Graphic | Used by:225 | |
Symbol 184 Graphic | Used by:225 | |
Symbol 185 Graphic | Used by:225 | |
Symbol 186 Graphic | Used by:225 | |
Symbol 187 Graphic | Used by:225 | |
Symbol 188 Graphic | Used by:225 | |
Symbol 189 Graphic | Used by:225 | |
Symbol 190 Graphic | Used by:225 | |
Symbol 191 Graphic | Used by:225 | |
Symbol 192 Graphic | Used by:225 | |
Symbol 193 Graphic | Used by:225 | |
Symbol 194 Graphic | Used by:225 | |
Symbol 195 Graphic | Used by:225 | |
Symbol 196 Graphic | Used by:225 | |
Symbol 197 Graphic | Used by:225 | |
Symbol 198 Graphic | Used by:210 | |
Symbol 199 Graphic | Used by:205 | |
Symbol 200 Graphic | Used by:205 | |
Symbol 201 Graphic | Used by:205 | |
Symbol 202 Graphic | Used by:205 | |
Symbol 203 Graphic | Used by:205 | |
Symbol 204 Graphic | Used by:205 | |
Symbol 205 MovieClip | Uses:199 200 201 202 203 204 | Used by:210 |
Symbol 206 Graphic | Used by:209 | |
Symbol 207 Graphic | Used by:209 | |
Symbol 208 Graphic | Used by:209 | |
Symbol 209 MovieClip | Uses:206 207 208 | Used by:210 |
Symbol 210 MovieClip | Uses:198 205 209 | Used by:225 |
Symbol 211 Graphic | Used by:225 | |
Symbol 212 Graphic | Used by:225 | |
Symbol 213 Graphic | Used by:225 | |
Symbol 214 Graphic | Used by:225 | |
Symbol 215 Graphic | Used by:225 | |
Symbol 216 Graphic | Used by:225 | |
Symbol 217 Graphic | Used by:225 | |
Symbol 218 Graphic | Used by:225 | |
Symbol 219 Graphic | Used by:225 | |
Symbol 220 Graphic | Used by:225 | |
Symbol 221 Graphic | Used by:222 | |
Symbol 222 MovieClip | Uses:221 | Used by:223 |
Symbol 223 MovieClip | Uses:222 91 | Used by:224 225 298 |
Symbol 224 MovieClip | Uses:223 | Used by:225 229 |
Symbol 225 MovieClip | Uses:91 93 94 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 210 211 212 213 214 215 216 217 218 219 220 224 223 SS1 | Used by:229 |
Symbol 226 Graphic | Used by:229 | |
Symbol 227 Graphic | Used by:228 | |
Symbol 228 MovieClip | Uses:227 | Used by:229 |
Symbol 229 MovieClip | Uses:225 224 226 228 | Used by:Timeline |
Symbol 230 Graphic | Used by:234 | |
Symbol 231 Font | Used by:232 233 | |
Symbol 232 Text | Uses:231 | Used by:234 |
Symbol 233 Text | Uses:231 | Used by:234 |
Symbol 234 Button | Uses:230 232 233 | Used by:Timeline |
Symbol 235 Graphic | Used by:238 | |
Symbol 236 Graphic | Used by:237 | |
Symbol 237 MovieClip | Uses:236 | Used by:238 |
Symbol 238 MovieClip | Uses:235 237 | Used by:244 834 |
Symbol 239 Font | Used by:240 700 705 707 708 709 710 711 | |
Symbol 240 Text | Uses:239 | Used by:244 |
Symbol 241 Graphic | Used by:242 | |
Symbol 242 MovieClip | Uses:241 | Used by:244 |
Symbol 243 MovieClip | Uses:SS2 | Used by:244 |
Symbol 244 MovieClip | Uses:238 240 242 243 | Used by:Timeline |
Symbol 245 Graphic | Used by:246 | |
Symbol 246 MovieClip | Uses:245 79 | Used by:Timeline |
Symbol 247 Graphic | Used by:248 | |
Symbol 248 MovieClip | Uses:247 | Used by:249 |
Symbol 249 MovieClip | Uses:248 | Used by:250 |
Symbol 250 MovieClip | Uses:249 | Used by:Timeline |
Symbol 251 Graphic | Used by:252 | |
Symbol 252 MovieClip | Uses:251 | Used by:Timeline |
Symbol 253 Font | Used by:254 | |
Symbol 254 Text | Uses:253 | Used by:Timeline |
Symbol 255 Graphic | Used by:256 | |
Symbol 256 MovieClip | Uses:255 | Used by:257 |
Symbol 257 MovieClip | Uses:256 | Used by:Timeline |
Symbol 258 Font | Used by:259 260 261 262 270 275 277 278 279 280 282 285 288 291 294 297 301 304 307 310 316 317 319 320 323 324 327 328 330 331 332 334 336 337 339 340 342 343 344 346 347 348 349 350 352 354 355 357 358 369 370 372 373 374 387 388 389 391 392 393 394 410 411 412 413 414 422 423 429 430 431 432 433 434 441 445 447 449 450 452 455 459 461 465 466 467 468 469 470 471 472 473 474 479 480 481 482 483 484 485 486 487 517 524 525 526 532 534 544 545 546 547 548 552 554 555 557 561 562 563 564 565 566 567 568 571 572 575 576 579 583 585 587 589 590 592 593 595 597 598 600 601 602 603 604 605 606 608 609 610 611 612 615 617 619 621 623 624 625 626 627 628 630 631 633 635 638 639 640 641 642 643 645 646 648 650 652 653 654 655 656 660 662 664 665 667 668 669 671 673 675 677 679 680 681 682 683 685 686 687 688 689 713 715 717 720 721 725 727 728 729 730 733 734 735 737 739 741 744 745 748 749 750 752 753 754 756 758 760 763 764 766 767 768 769 770 774 777 782 784 786 789 790 791 793 794 795 797 799 801 804 805 806 807 810 812 814 817 818 819 822 823 825 829 837 841 845 853 860 864 865 869 871 872 874 876 | |
Symbol 259 Text | Uses:258 | Used by:298 |
Symbol 260 Text | Uses:258 | Used by:298 |
Symbol 261 Text | Uses:258 | Used by:298 |
Symbol 262 Text | Uses:258 | Used by:298 |
Symbol 263 Graphic | Used by:264 | |
Symbol 264 MovieClip | Uses:263 | Used by:298 |
Symbol 265 Graphic | Used by:269 281 371 390 490 491 | |
Symbol 266 Graphic | Used by:269 281 371 390 490 491 | |
Symbol 267 Graphic | Used by:269 281 371 390 490 491 | |
Symbol 268 Graphic | Used by:269 281 371 390 490 491 | |
Symbol 269 Button | Uses:265 266 267 268 | Used by:298 418 |
Symbol 270 Text | Uses:258 | Used by:298 |
Symbol 271 Graphic | Used by:298 | |
Symbol 272 Graphic | Used by:274 314 | |
Symbol 273 Graphic | Used by:274 314 | |
Symbol 274 Button | Uses:272 273 | Used by:298 |
Symbol 275 Text | Uses:258 | Used by:276 |
Symbol 276 MovieClip | Uses:275 | Used by:298 359 |
Symbol 277 Text | Uses:258 | Used by:298 359 |
Symbol 278 Text | Uses:258 | Used by:298 359 |
Symbol 279 Text | Uses:258 | Used by:298 359 |
Symbol 280 Text | Uses:258 | Used by:298 359 |
Symbol 281 Button | Uses:265 266 267 268 | Used by:298 418 |
Symbol 282 Text | Uses:258 | Used by:298 |
Symbol 283 Bitmap | Used by:284 | |
Symbol 284 Graphic | Uses:283 | Used by:298 |
Symbol 285 Text | Uses:258 | Used by:298 |
Symbol 286 Bitmap | Used by:287 | |
Symbol 287 Graphic | Uses:286 | Used by:298 |
Symbol 288 Text | Uses:258 | Used by:298 |
Symbol 289 Bitmap | Used by:290 | |
Symbol 290 Graphic | Uses:289 | Used by:298 |
Symbol 291 Text | Uses:258 | Used by:298 |
Symbol 292 Bitmap | Used by:293 | |
Symbol 293 Graphic | Uses:292 | Used by:298 |
Symbol 294 Text | Uses:258 | Used by:298 |
Symbol 295 Bitmap | Used by:296 | |
Symbol 296 Graphic | Uses:295 | Used by:298 |
Symbol 297 Text | Uses:258 | Used by:298 |
Symbol 298 MovieClip | Uses:259 260 261 262 223 264 269 270 271 274 276 277 278 279 280 281 282 284 285 287 288 290 291 293 294 296 297 | Used by:Timeline |
Symbol 299 Graphic | Used by:300 | |
Symbol 300 MovieClip | Uses:299 | Used by:Timeline |
Symbol 301 Text | Uses:258 | Used by:Timeline |
Symbol 302 Graphic | Used by:303 359 375 376 377 378 379 380 381 382 383 384 385 386 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 415 416 417 488 577 613 670 693 755 796 836 868 | |
Symbol 303 MovieClip | Uses:302 | Used by:306 309 312 366 367 368 419 420 421 |
Symbol 304 Text | Uses:258 | Used by:306 366 419 |
Symbol 305 Graphic | Used by:306 366 419 | |
Symbol 306 Button | Uses:303 304 305 | Used by:Timeline |
Symbol 307 Text | Uses:258 | Used by:309 367 420 |
Symbol 308 Graphic | Used by:309 367 420 | |
Symbol 309 Button | Uses:307 303 308 | Used by:Timeline |
Symbol 310 Text | Uses:258 | Used by:312 368 421 |
Symbol 311 Graphic | Used by:312 368 421 | |
Symbol 312 Button | Uses:310 303 311 | Used by:Timeline |
Symbol 313 Graphic | Used by:359 | |
Symbol 314 Button | Uses:272 273 | Used by:359 |
Symbol 315 Graphic | Used by:359 | |
Symbol 316 Text | Uses:258 | Used by:359 |
Symbol 317 Text | Uses:258 | Used by:359 |
Symbol 318 Graphic | Used by:359 | |
Symbol 319 Text | Uses:258 | Used by:359 |
Symbol 320 Text | Uses:258 | Used by:359 |
Symbol 321 Bitmap | Used by:322 | |
Symbol 322 Graphic | Uses:321 | Used by:359 |
Symbol 323 Text | Uses:258 | Used by:359 |
Symbol 324 Text | Uses:258 | Used by:359 |
Symbol 325 Graphic | Used by:326 | |
Symbol 326 MovieClip | Uses:325 | Used by:359 692 |
Symbol 327 Text | Uses:258 | Used by:359 |
Symbol 328 Text | Uses:258 | Used by:359 |
Symbol 329 Graphic | Used by:359 | |
Symbol 330 Text | Uses:258 | Used by:359 |
Symbol 331 Text | Uses:258 | Used by:359 |
Symbol 332 Text | Uses:258 | Used by:359 |
Symbol 333 Graphic | Used by:359 | |
Symbol 334 Text | Uses:258 | Used by:359 |
Symbol 335 Graphic | Used by:359 | |
Symbol 336 Text | Uses:258 | Used by:359 |
Symbol 337 Text | Uses:258 | Used by:359 |
Symbol 338 Graphic | Used by:359 | |
Symbol 339 Text | Uses:258 | Used by:359 |
Symbol 340 Text | Uses:258 | Used by:359 |
Symbol 341 Graphic | Used by:359 | |
Symbol 342 Text | Uses:258 | Used by:359 |
Symbol 343 Text | Uses:258 | Used by:359 |
Symbol 344 Text | Uses:258 | Used by:359 |
Symbol 345 Graphic | Used by:359 | |
Symbol 346 Text | Uses:258 | Used by:359 |
Symbol 347 Text | Uses:258 | Used by:359 |
Symbol 348 Text | Uses:258 | Used by:359 |
Symbol 349 Text | Uses:258 | Used by:359 |
Symbol 350 Text | Uses:258 | Used by:359 |
Symbol 351 Graphic | Used by:359 | |
Symbol 352 Text | Uses:258 | Used by:359 |
Symbol 353 Graphic | Used by:359 | |
Symbol 354 Text | Uses:258 | Used by:359 |
Symbol 355 Text | Uses:258 | Used by:359 |
Symbol 356 Graphic | Used by:359 | |
Symbol 357 Text | Uses:258 | Used by:359 |
Symbol 358 Text | Uses:258 | Used by:359 |
Symbol 359 MovieClip | Uses:313 276 277 278 279 280 314 315 316 317 318 319 302 320 322 323 324 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 | Used by:Timeline |
Symbol 360 Graphic | Used by:361 | |
Symbol 361 MovieClip | Uses:360 SS3 | Used by:Timeline |
Symbol 362 Graphic | Used by:Timeline | |
Symbol 363 Graphic | Used by:365 | |
Symbol 364 Graphic | Used by:365 | |
Symbol 365 MovieClip | Uses:363 364 | Used by:Timeline |
Symbol 366 Button | Uses:303 304 305 | Used by:Timeline |
Symbol 367 Button | Uses:307 303 308 | Used by:Timeline |
Symbol 368 Button | Uses:310 303 311 | Used by:Timeline |
Symbol 369 Text | Uses:258 | Used by:418 |
Symbol 370 Text | Uses:258 | Used by:418 |
Symbol 371 Button | Uses:265 266 267 268 | Used by:418 |
Symbol 372 Text | Uses:258 | Used by:418 |
Symbol 373 Text | Uses:258 | Used by:418 |
Symbol 374 Text | Uses:258 | Used by:418 |
Symbol 375 MovieClip | Uses:302 | Used by:376 377 378 379 380 381 382 383 384 385 386 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 415 416 417 |
Symbol 376 Button | Uses:375 302 | Used by:418 |
Symbol 377 Button | Uses:375 302 | Used by:418 |
Symbol 378 Button | Uses:375 302 | Used by:418 |
Symbol 379 Button | Uses:375 302 | Used by:418 |
Symbol 380 Button | Uses:375 302 | Used by:418 |
Symbol 381 Button | Uses:375 302 | Used by:418 |
Symbol 382 Button | Uses:375 302 | Used by:418 |
Symbol 383 Button | Uses:375 302 | Used by:418 |
Symbol 384 Button | Uses:375 302 | Used by:418 |
Symbol 385 Button | Uses:375 302 | Used by:418 |
Symbol 386 Button | Uses:375 302 | Used by:418 |
Symbol 387 Text | Uses:258 | Used by:418 550 551 |
Symbol 388 Text | Uses:258 | Used by:418 |
Symbol 389 Text | Uses:258 | Used by:418 |
Symbol 390 Button | Uses:265 266 267 268 | Used by:418 |
Symbol 391 Text | Uses:258 | Used by:418 |
Symbol 392 Text | Uses:258 | Used by:418 |
Symbol 393 Text | Uses:258 | Used by:418 |
Symbol 394 Text | Uses:258 | Used by:418 |
Symbol 395 Button | Uses:375 302 | Used by:418 551 |
Symbol 396 Button | Uses:375 302 | Used by:418 551 |
Symbol 397 Button | Uses:375 302 | Used by:418 551 |
Symbol 398 Button | Uses:375 302 | Used by:418 551 |
Symbol 399 Button | Uses:375 302 | Used by:418 551 |
Symbol 400 Button | Uses:375 302 | Used by:418 551 |
Symbol 401 Button | Uses:375 302 | Used by:418 551 |
Symbol 402 Button | Uses:375 302 | Used by:418 551 |
Symbol 403 Button | Uses:375 302 | Used by:418 551 |
Symbol 404 Button | Uses:375 302 | Used by:418 551 |
Symbol 405 Button | Uses:375 302 | Used by:418 551 |
Symbol 406 Button | Uses:375 302 | Used by:418 551 |
Symbol 407 Button | Uses:375 302 | Used by:418 551 |
Symbol 408 Button | Uses:375 302 | Used by:418 551 |
Symbol 409 Button | Uses:375 302 | Used by:418 551 |
Symbol 410 Text | Uses:258 | Used by:418 |
Symbol 411 Text | Uses:258 | Used by:418 |
Symbol 412 Text | Uses:258 | Used by:418 |
Symbol 413 Text | Uses:258 | Used by:418 |
Symbol 414 Text | Uses:258 | Used by:418 |
Symbol 415 Button | Uses:375 302 | Used by:418 |
Symbol 416 Button | Uses:375 302 | Used by:418 |
Symbol 417 Button | Uses:375 302 | Used by:418 |
Symbol 418 MovieClip | Uses:369 370 269 371 372 373 374 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 281 412 413 414 415 416 417 | Used by:Timeline |
Symbol 419 Button | Uses:303 304 305 | Used by:Timeline |
Symbol 420 Button | Uses:307 303 308 | Used by:Timeline |
Symbol 421 Button | Uses:310 303 311 | Used by:Timeline |
Symbol 422 Text | Uses:258 | Used by:435 |
Symbol 423 Text | Uses:258 | Used by:435 |
Symbol 424 Graphic | Used by:425 426 427 428 651 657 658 659 661 663 666 732 809 854 866 873 | |
Symbol 425 MovieClip | Uses:424 | Used by:426 427 428 651 657 658 659 661 663 666 732 809 854 866 873 |
Symbol 426 Button | Uses:425 424 | Used by:435 |
Symbol 427 Button | Uses:425 424 | Used by:435 |
Symbol 428 Button | Uses:425 424 | Used by:435 |
Symbol 429 Text | Uses:258 | Used by:435 |
Symbol 430 Text | Uses:258 | Used by:435 |
Symbol 431 Text | Uses:258 | Used by:435 |
Symbol 432 Text | Uses:258 | Used by:435 |
Symbol 433 Text | Uses:258 | Used by:435 |
Symbol 434 Text | Uses:258 | Used by:435 |
Symbol 435 MovieClip | Uses:422 423 426 427 428 429 430 431 432 433 434 | Used by:Timeline |
Symbol 436 Graphic | Used by:437 | |
Symbol 437 MovieClip | Uses:436 | Used by:Timeline |
Symbol 438 Graphic | Used by:Timeline | |
Symbol 439 Graphic | Used by:440 | |
Symbol 440 MovieClip | Uses:439 | Used by:Timeline |
Symbol 441 Text | Uses:258 | Used by:448 |
Symbol 442 Graphic | Used by:443 | |
Symbol 443 MovieClip | Uses:442 | Used by:448 454 488 553 556 577 599 613 644 676 718 731 742 751 761 771 787 802 820 830 |
Symbol 444 Graphic | Used by:446 451 453 742 | |
Symbol 445 Text | Uses:258 | Used by:446 |
Symbol 446 MovieClip | Uses:444 445 | Used by:448 454 488 553 556 577 599 613 644 718 731 742 751 830 |
Symbol 447 Text | Uses:258 | Used by:448 |
Symbol 448 MovieClip | Uses:441 443 446 447 | Used by:Timeline |
Symbol 449 Text | Uses:258 | Used by:454 |
Symbol 450 Text | Uses:258 | Used by:451 644 742 |
Symbol 451 MovieClip | Uses:444 450 | Used by:454 488 577 613 731 830 |
Symbol 452 Text | Uses:258 | Used by:453 644 |
Symbol 453 MovieClip | Uses:444 452 | Used by:454 488 |
Symbol 454 MovieClip | Uses:449 451 453 443 446 | Used by:Timeline |
Symbol 455 Text | Uses:258 | Used by:488 |
Symbol 456 Graphic | Used by:488 | |
Symbol 457 Graphic | Used by:458 | |
Symbol 458 MovieClip | Uses:457 | Used by:488 577 731 751 771 830 |
Symbol 459 Text | Uses:258 | Used by:488 577 731 751 771 830 |
Symbol 460 Graphic | Used by:488 | |
Symbol 461 Text | Uses:258 | Used by:488 577 731 751 830 |
Symbol 462 Graphic | Used by:463 | |
Symbol 463 MovieClip | Uses:462 | Used by:488 577 731 |
Symbol 464 Graphic | Used by:488 | |
Symbol 465 Text | Uses:258 | Used by:488 577 731 830 |
Symbol 466 Text | Uses:258 | Used by:488 |
Symbol 467 Text | Uses:258 | Used by:488 |
Symbol 468 Text | Uses:258 | Used by:488 |
Symbol 469 Text | Uses:258 | Used by:488 |
Symbol 470 Text | Uses:258 | Used by:488 |
Symbol 471 Text | Uses:258 | Used by:488 577 613 |
Symbol 472 Text | Uses:258 | Used by:488 |
Symbol 473 Text | Uses:258 | Used by:488 |
Symbol 474 Text | Uses:258 | Used by:488 |
Symbol 475 Graphic | Used by:488 | |
Symbol 476 Graphic | Used by:488 | |
Symbol 477 Graphic | Used by:488 | |
Symbol 478 Graphic | Used by:488 | |
Symbol 479 Text | Uses:258 | Used by:488 |
Symbol 480 Text | Uses:258 | Used by:488 |
Symbol 481 Text | Uses:258 | Used by:488 |
Symbol 482 Text | Uses:258 | Used by:488 |
Symbol 483 Text | Uses:258 | Used by:488 |
Symbol 484 Text | Uses:258 | Used by:488 577 |
Symbol 485 Text | Uses:258 | Used by:488 |
Symbol 486 Text | Uses:258 | Used by:488 577 |
Symbol 487 Text | Uses:258 | Used by:488 |
Symbol 488 MovieClip | Uses:302 455 456 458 459 460 461 463 464 465 443 466 467 446 451 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 453 484 485 486 487 | Used by:Timeline |
Symbol 489 Graphic | Used by:492 | |
Symbol 490 Button | Uses:265 266 267 268 | Used by:492 |
Symbol 491 Button | Uses:265 266 267 268 | Used by:492 |
Symbol 492 MovieClip | Uses:489 490 491 | Used by:Timeline |
Symbol 493 Font | Used by:494 496 498 499 500 514 518 578 584 614 618 772 775 | |
Symbol 494 Text | Uses:493 | Used by:495 |
Symbol 495 MovieClip | Uses:494 | Used by:Timeline |
Symbol 496 Text | Uses:493 | Used by:497 |
Symbol 497 MovieClip | Uses:496 | Used by:Timeline |
Symbol 498 Text | Uses:493 | Used by:501 |
Symbol 499 Text | Uses:493 | Used by:501 |
Symbol 500 Text | Uses:493 | Used by:501 |
Symbol 501 MovieClip | Uses:498 499 500 | Used by:Timeline |
Symbol 502 Graphic | Used by:503 | |
Symbol 503 MovieClip | Uses:502 | Used by:Timeline |
Symbol 504 Graphic | Used by:505 | |
Symbol 505 MovieClip | Uses:504 | Used by:Timeline |
Symbol 506 Graphic | Used by:507 | |
Symbol 507 MovieClip | Uses:506 | Used by:Timeline |
Symbol 508 Graphic | Used by:509 | |
Symbol 509 MovieClip | Uses:508 | Used by:531 591 632 670 712 736 755 781 796 811 836 |
Symbol 510 Graphic | Used by:511 | |
Symbol 511 MovieClip | Uses:510 | Used by:531 |
Symbol 512 Graphic | Used by:513 | |
Symbol 513 MovieClip | Uses:512 | Used by:531 632 781 |
Symbol 514 Text | Uses:493 | Used by:531 |
Symbol 515 Graphic | Used by:516 | |
Symbol 516 MovieClip | Uses:515 | Used by:531 670 |
Symbol 517 Text | Uses:258 | Used by:531 |
Symbol 518 Text | Uses:493 | Used by:531 |
Symbol 519 Graphic | Used by:531 | |
Symbol 520 Graphic | Used by:521 | |
Symbol 521 MovieClip | Uses:520 | Used by:531 781 |
Symbol 522 Graphic | Used by:523 | |
Symbol 523 MovieClip | Uses:522 | Used by:531 781 |
Symbol 524 Text | Uses:258 | Used by:531 |
Symbol 525 Text | Uses:258 | Used by:531 |
Symbol 526 Text | Uses:258 | Used by:531 |
Symbol 527 Graphic | Used by:531 | |
Symbol 528 Font | Used by:529 530 779 780 835 | |
Symbol 529 EditableText | Uses:528 | Used by:531 |
Symbol 530 EditableText | Uses:528 | Used by:531 |
Symbol 531 MovieClip | Uses:509 511 513 514 516 517 518 519 521 523 524 525 526 527 529 530 | Used by:Timeline |
Symbol 532 Text | Uses:258 | Used by:533 |
Symbol 533 MovieClip | Uses:532 | Used by:Timeline |
Symbol 534 Text | Uses:258 | Used by:536 |
Symbol 535 Graphic | Used by:536 | |
Symbol 536 MovieClip | Uses:534 535 | Used by:538 |
Symbol 537 Graphic | Used by:538 | |
Symbol 538 Button | Uses:536 537 | Used by:Timeline |
Symbol 539 Graphic | Used by:551 | |
Symbol 540 Graphic | Used by:541 | |
Symbol 541 MovieClip | Uses:540 | Used by:543 |
Symbol 542 Graphic | Used by:543 | |
Symbol 543 Button | Uses:541 542 | Used by:550 551 |
Symbol 544 Text | Uses:258 | Used by:550 551 |
Symbol 545 Text | Uses:258 | Used by:550 551 |
Symbol 546 Text | Uses:258 | Used by:550 551 |
Symbol 547 Text | Uses:258 | Used by:550 551 |
Symbol 548 Text | Uses:258 | Used by:550 551 |
Symbol 549 Graphic | Used by:550 551 | |
Symbol 550 MovieClip | Uses:549 543 544 545 546 547 548 387 | Used by:551 |
Symbol 551 MovieClip | Uses:539 543 544 545 546 547 548 387 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 550 549 | Used by:Timeline |
Symbol 552 Text | Uses:258 | Used by:553 |
Symbol 553 MovieClip | Uses:443 446 552 | Used by:Timeline |
Symbol 554 Text | Uses:258 | Used by:556 |
Symbol 555 Text | Uses:258 | Used by:556 |
Symbol 556 MovieClip | Uses:554 443 446 555 | Used by:Timeline |
Symbol 557 Text | Uses:258 | Used by:577 |
Symbol 558 Graphic | Used by:577 | |
Symbol 559 Graphic | Used by:577 | |
Symbol 560 Graphic | Used by:577 | |
Symbol 561 Text | Uses:258 | Used by:577 |
Symbol 562 Text | Uses:258 | Used by:577 |
Symbol 563 Text | Uses:258 | Used by:577 |
Symbol 564 Text | Uses:258 | Used by:577 |
Symbol 565 Text | Uses:258 | Used by:577 |
Symbol 566 Text | Uses:258 | Used by:577 |
Symbol 567 Text | Uses:258 | Used by:577 |
Symbol 568 Text | Uses:258 | Used by:577 |
Symbol 569 Graphic | Used by:577 | |
Symbol 570 Graphic | Used by:577 | |
Symbol 571 Text | Uses:258 | Used by:577 |
Symbol 572 Text | Uses:258 | Used by:577 |
Symbol 573 Font | Used by:574 | |
Symbol 574 Text | Uses:573 | Used by:577 |
Symbol 575 Text | Uses:258 | Used by:577 |
Symbol 576 Text | Uses:258 | Used by:577 |
Symbol 577 MovieClip | Uses:302 557 558 458 459 559 461 463 560 465 443 561 562 446 451 563 564 565 471 484 566 567 568 569 570 571 572 574 486 575 576 | Used by:Timeline |
Symbol 578 Text | Uses:493 | Used by:591 |
Symbol 579 Text | Uses:258 | Used by:591 |
Symbol 580 Graphic | Used by:582 586 616 620 622 | |
Symbol 581 Graphic | Used by:582 586 616 620 622 | |
Symbol 582 Button | Uses:580 581 | Used by:591 |
Symbol 583 EditableText | Uses:258 | Used by:591 |
Symbol 584 Text | Uses:493 | Used by:591 |
Symbol 585 Text | Uses:258 | Used by:591 |
Symbol 586 Button | Uses:580 581 | Used by:591 |
Symbol 587 EditableText | Uses:258 | Used by:591 |
Symbol 588 Graphic | Used by:591 | |
Symbol 589 EditableText | Uses:258 | Used by:591 |
Symbol 590 EditableText | Uses:258 | Used by:591 |
Symbol 591 MovieClip | Uses:509 578 579 582 583 584 585 586 587 588 589 590 | Used by:Timeline |
Symbol 592 Text | Uses:258 | Used by:594 |
Symbol 593 Text | Uses:258 | Used by:594 |
Symbol 594 MovieClip | Uses:592 593 | Used by:Timeline |
Symbol 595 Text | Uses:258 | Used by:596 |
Symbol 596 MovieClip | Uses:595 | Used by:Timeline |
Symbol 597 Text | Uses:258 | Used by:599 |
Symbol 598 Text | Uses:258 | Used by:599 |
Symbol 599 MovieClip | Uses:597 443 446 598 | Used by:Timeline |
Symbol 600 Text | Uses:258 | Used by:613 |
Symbol 601 Text | Uses:258 | Used by:613 |
Symbol 602 Text | Uses:258 | Used by:613 |
Symbol 603 Text | Uses:258 | Used by:613 |
Symbol 604 Text | Uses:258 | Used by:613 |
Symbol 605 Text | Uses:258 | Used by:613 |
Symbol 606 Text | Uses:258 | Used by:613 |
Symbol 607 Graphic | Used by:613 | |
Symbol 608 Text | Uses:258 | Used by:613 |
Symbol 609 Text | Uses:258 | Used by:613 |
Symbol 610 Text | Uses:258 | Used by:613 |
Symbol 611 Text | Uses:258 | Used by:613 |
Symbol 612 Text | Uses:258 | Used by:613 |
Symbol 613 MovieClip | Uses:600 601 302 602 603 604 443 446 451 605 606 607 608 609 610 611 471 612 | Used by:Timeline |
Symbol 614 Text | Uses:493 | Used by:632 |
Symbol 615 Text | Uses:258 | Used by:632 |
Symbol 616 Button | Uses:580 581 | Used by:632 |
Symbol 617 EditableText | Uses:258 | Used by:632 |
Symbol 618 Text | Uses:493 | Used by:632 |
Symbol 619 Text | Uses:258 | Used by:632 |
Symbol 620 Button | Uses:580 581 | Used by:632 |
Symbol 621 EditableText | Uses:258 | Used by:632 |
Symbol 622 Button | Uses:580 581 | Used by:632 |
Symbol 623 Text | Uses:258 | Used by:632 |
Symbol 624 Text | Uses:258 | Used by:632 |
Symbol 625 EditableText | Uses:258 | Used by:632 |
Symbol 626 EditableText | Uses:258 | Used by:632 |
Symbol 627 EditableText | Uses:258 | Used by:632 |
Symbol 628 EditableText | Uses:258 | Used by:632 |
Symbol 629 Graphic | Used by:632 | |
Symbol 630 EditableText | Uses:258 | Used by:632 |
Symbol 631 EditableText | Uses:258 | Used by:632 |
Symbol 632 MovieClip | Uses:509 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 513 629 630 631 | Used by:Timeline |
Symbol 633 Text | Uses:258 | Used by:634 |
Symbol 634 MovieClip | Uses:633 | Used by:Timeline |
Symbol 635 Text | Uses:258 | Used by:636 |
Symbol 636 MovieClip | Uses:635 | Used by:Timeline |
Symbol 637 Graphic | Used by:644 | |
Symbol 638 Text | Uses:258 | Used by:644 |
Symbol 639 Text | Uses:258 | Used by:644 |
Symbol 640 Text | Uses:258 | Used by:644 |
Symbol 641 Text | Uses:258 | Used by:644 |
Symbol 642 Text | Uses:258 | Used by:644 |
Symbol 643 Text | Uses:258 | Used by:644 |
Symbol 644 MovieClip | Uses:637 638 443 446 639 450 640 452 641 642 643 | Used by:Timeline |
Symbol 645 Text | Uses:258 | Used by:649 670 |
Symbol 646 Text | Uses:258 | Used by:649 |
Symbol 647 Graphic | Used by:649 | |
Symbol 648 Text | Uses:258 | Used by:649 |
Symbol 649 MovieClip | Uses:645 646 647 648 | Used by:Timeline |
Symbol 650 Text | Uses:258 | Used by:670 |
Symbol 651 Button | Uses:425 424 | Used by:670 |
Symbol 652 Text | Uses:258 | Used by:670 |
Symbol 653 Text | Uses:258 | Used by:670 |
Symbol 654 Text | Uses:258 | Used by:670 |
Symbol 655 Text | Uses:258 | Used by:670 |
Symbol 656 Text | Uses:258 | Used by:670 |
Symbol 657 Button | Uses:425 424 | Used by:670 |
Symbol 658 Button | Uses:425 424 | Used by:670 |
Symbol 659 Button | Uses:425 424 | Used by:670 |
Symbol 660 Text | Uses:258 | Used by:670 |
Symbol 661 Button | Uses:425 424 | Used by:670 |
Symbol 662 Text | Uses:258 | Used by:670 |
Symbol 663 Button | Uses:425 424 | Used by:670 |
Symbol 664 Text | Uses:258 | Used by:670 |
Symbol 665 Text | Uses:258 | Used by:670 855 |
Symbol 666 Button | Uses:425 424 | Used by:670 |
Symbol 667 EditableText | Uses:258 | Used by:670 |
Symbol 668 Text | Uses:258 | Used by:670 |
Symbol 669 Text | Uses:258 | Used by:670 |
Symbol 670 MovieClip | Uses:509 650 651 652 653 302 654 655 656 657 658 659 660 661 662 663 516 664 665 666 667 668 669 645 | Used by:Timeline |
Symbol 671 Text | Uses:258 | Used by:672 |
Symbol 672 MovieClip | Uses:671 | Used by:Timeline |
Symbol 673 Text | Uses:258 | Used by:674 |
Symbol 674 MovieClip | Uses:673 | Used by:Timeline |
Symbol 675 Text | Uses:258 | Used by:676 |
Symbol 676 MovieClip | Uses:675 443 | Used by:Timeline |
Symbol 677 Text | Uses:258 | Used by:692 |
Symbol 678 Graphic | Used by:692 | |
Symbol 679 Text | Uses:258 | Used by:692 |
Symbol 680 Text | Uses:258 | Used by:692 |
Symbol 681 Text | Uses:258 | Used by:692 |
Symbol 682 Text | Uses:258 | Used by:692 |
Symbol 683 Text | Uses:258 | Used by:692 |
Symbol 684 Graphic | Used by:692 | |
Symbol 685 Text | Uses:258 | Used by:692 |
Symbol 686 Text | Uses:258 | Used by:692 |
Symbol 687 Text | Uses:258 | Used by:692 |
Symbol 688 Text | Uses:258 | Used by:692 |
Symbol 689 Text | Uses:258 | Used by:692 |
Symbol 690 Bitmap | Used by:691 | |
Symbol 691 Graphic | Uses:690 | Used by:692 |
Symbol 692 MovieClip | Uses:677 678 679 680 681 682 683 684 685 686 687 688 689 691 326 | Used by:Timeline |
Symbol 693 MovieClip | Uses:302 | Used by:696 |
Symbol 694 Graphic | Used by:695 | |
Symbol 695 MovieClip | Uses:694 | Used by:696 |
Symbol 696 MovieClip | Uses:693 695 | Used by:704 |
Symbol 697 Graphic | Used by:698 701 702 | |
Symbol 698 MovieClip | Uses:697 | Used by:699 |
Symbol 699 MovieClip | Uses:698 | Used by:704 |
Symbol 700 EditableText | Uses:239 | Used by:704 |
Symbol 701 Button | Uses:697 | Used by:704 |
Symbol 702 Button | Uses:697 | Used by:704 |
Symbol 703 Graphic | Used by:704 | |
Symbol 704 MovieClip | Uses:696 699 700 701 702 703 | Used by:712 |
Symbol 705 Text | Uses:239 | Used by:712 |
Symbol 706 Graphic | Used by:712 | |
Symbol 707 EditableText | Uses:239 | Used by:712 |
Symbol 708 EditableText | Uses:239 | Used by:712 |
Symbol 709 EditableText | Uses:239 | Used by:712 |
Symbol 710 Text | Uses:239 | Used by:712 |
Symbol 711 Text | Uses:239 | Used by:712 |
Symbol 712 MovieClip | Uses:509 704 705 706 707 708 709 710 711 | Used by:Timeline |
Symbol 713 Text | Uses:258 | Used by:714 |
Symbol 714 MovieClip | Uses:713 | Used by:Timeline |
Symbol 715 Text | Uses:258 | Used by:716 |
Symbol 716 MovieClip | Uses:715 | Used by:Timeline |
Symbol 717 Text | Uses:258 | Used by:718 |
Symbol 718 MovieClip | Uses:717 443 446 | Used by:Timeline |
Symbol 719 Graphic | Used by:731 | |
Symbol 720 Text | Uses:258 | Used by:731 |
Symbol 721 Text | Uses:258 | Used by:731 |
Symbol 722 Graphic | Used by:731 | |
Symbol 723 Graphic | Used by:731 | |
Symbol 724 Graphic | Used by:731 | |
Symbol 725 Text | Uses:258 | Used by:731 |
Symbol 726 Font | Used by:727 825 | |
Symbol 727 Text | Uses:258 726 | Used by:731 |
Symbol 728 Text | Uses:258 | Used by:731 |
Symbol 729 Text | Uses:258 | Used by:731 |
Symbol 730 Text | Uses:258 | Used by:731 |
Symbol 731 MovieClip | Uses:719 720 721 722 458 459 723 461 463 724 465 443 446 451 725 727 728 729 730 | Used by:Timeline |
Symbol 732 Button | Uses:425 424 | Used by:736 |
Symbol 733 Text | Uses:258 | Used by:736 811 868 875 |
Symbol 734 Text | Uses:258 | Used by:736 |
Symbol 735 Text | Uses:258 | Used by:736 811 |
Symbol 736 MovieClip | Uses:509 732 733 734 735 | Used by:Timeline |
Symbol 737 Text | Uses:258 | Used by:738 |
Symbol 738 MovieClip | Uses:737 | Used by:Timeline |
Symbol 739 Text | Uses:258 | Used by:740 |
Symbol 740 MovieClip | Uses:739 | Used by:Timeline |
Symbol 741 Text | Uses:258 | Used by:742 |
Symbol 742 MovieClip | Uses:444 741 443 446 450 | Used by:Timeline |
Symbol 743 Graphic | Used by:751 | |
Symbol 744 Text | Uses:258 | Used by:751 |
Symbol 745 Text | Uses:258 | Used by:751 |
Symbol 746 Graphic | Used by:751 | |
Symbol 747 Graphic | Used by:751 | |
Symbol 748 Text | Uses:258 | Used by:751 |
Symbol 749 Text | Uses:258 | Used by:751 |
Symbol 750 Text | Uses:258 | Used by:751 |
Symbol 751 MovieClip | Uses:743 744 745 746 458 459 747 461 443 446 748 749 750 | Used by:Timeline |
Symbol 752 Text | Uses:258 | Used by:755 |
Symbol 753 Text | Uses:258 | Used by:755 |
Symbol 754 EditableText | Uses:258 | Used by:755 |
Symbol 755 MovieClip | Uses:509 752 302 753 754 | Used by:Timeline |
Symbol 756 Text | Uses:258 | Used by:757 |
Symbol 757 MovieClip | Uses:756 | Used by:Timeline |
Symbol 758 Text | Uses:258 | Used by:759 |
Symbol 759 MovieClip | Uses:758 | Used by:Timeline |
Symbol 760 Text | Uses:258 | Used by:761 |
Symbol 761 MovieClip | Uses:760 443 | Used by:Timeline |
Symbol 762 Graphic | Used by:771 | |
Symbol 763 Text | Uses:258 | Used by:771 |
Symbol 764 Text | Uses:258 | Used by:771 |
Symbol 765 Graphic | Used by:771 | |
Symbol 766 Text | Uses:258 | Used by:771 |
Symbol 767 Text | Uses:258 | Used by:771 |
Symbol 768 Text | Uses:258 | Used by:771 |
Symbol 769 Text | Uses:258 | Used by:771 |
Symbol 770 Text | Uses:258 | Used by:771 |
Symbol 771 MovieClip | Uses:762 763 764 765 458 459 443 766 767 768 769 770 | Used by:Timeline |
Symbol 772 Text | Uses:493 | Used by:781 |
Symbol 773 Graphic | Used by:781 | |
Symbol 774 Text | Uses:258 | Used by:781 |
Symbol 775 Text | Uses:493 | Used by:781 |
Symbol 776 Graphic | Used by:781 | |
Symbol 777 Text | Uses:258 | Used by:781 |
Symbol 778 Graphic | Used by:781 | |
Symbol 779 EditableText | Uses:528 | Used by:781 |
Symbol 780 EditableText | Uses:528 | Used by:781 |
Symbol 781 MovieClip | Uses:509 772 773 521 523 513 774 775 776 777 778 779 780 | Used by:Timeline |
Symbol 782 Text | Uses:258 | Used by:783 |
Symbol 783 MovieClip | Uses:782 | Used by:Timeline |
Symbol 784 Text | Uses:258 | Used by:785 |
Symbol 785 MovieClip | Uses:784 | Used by:Timeline |
Symbol 786 Text | Uses:258 | Used by:787 |
Symbol 787 MovieClip | Uses:786 443 | Used by:Timeline |
Symbol 788 Graphic | Used by:792 | |
Symbol 789 Text | Uses:258 | Used by:792 |
Symbol 790 Text | Uses:258 | Used by:792 |
Symbol 791 Text | Uses:258 | Used by:792 |
Symbol 792 MovieClip | Uses:788 789 790 791 | Used by:Timeline |
Symbol 793 Text | Uses:258 | Used by:796 |
Symbol 794 Text | Uses:258 | Used by:796 |
Symbol 795 EditableText | Uses:258 | Used by:796 |
Symbol 796 MovieClip | Uses:509 793 794 302 795 | Used by:Timeline |
Symbol 797 Text | Uses:258 | Used by:798 |
Symbol 798 MovieClip | Uses:797 | Used by:Timeline |
Symbol 799 Text | Uses:258 | Used by:800 |
Symbol 800 MovieClip | Uses:799 | Used by:Timeline |
Symbol 801 Text | Uses:258 | Used by:802 |
Symbol 802 MovieClip | Uses:801 443 | Used by:Timeline |
Symbol 803 Graphic | Used by:808 | |
Symbol 804 Text | Uses:258 | Used by:808 |
Symbol 805 Text | Uses:258 | Used by:808 |
Symbol 806 Text | Uses:258 | Used by:808 |
Symbol 807 Text | Uses:258 | Used by:808 |
Symbol 808 MovieClip | Uses:803 804 805 806 807 | Used by:Timeline |
Symbol 809 Button | Uses:425 424 | Used by:811 |
Symbol 810 Text | Uses:258 | Used by:811 |
Symbol 811 MovieClip | Uses:509 809 733 810 735 | Used by:Timeline |
Symbol 812 Text | Uses:258 | Used by:813 |
Symbol 813 MovieClip | Uses:812 | Used by:Timeline |
Symbol 814 Text | Uses:258 | Used by:815 |
Symbol 815 MovieClip | Uses:814 | Used by:Timeline |
Symbol 816 Graphic | Used by:820 | |
Symbol 817 Text | Uses:258 | Used by:820 |
Symbol 818 Text | Uses:258 | Used by:820 |
Symbol 819 Text | Uses:258 | Used by:820 |
Symbol 820 MovieClip | Uses:816 817 443 818 819 | Used by:Timeline |
Symbol 821 Graphic | Used by:830 | |
Symbol 822 Text | Uses:258 | Used by:830 |
Symbol 823 Text | Uses:258 | Used by:830 |
Symbol 824 Font | Used by:825 | |
Symbol 825 Text | Uses:258 726 824 | Used by:830 |
Symbol 826 Graphic | Used by:830 | |
Symbol 827 Graphic | Used by:830 | |
Symbol 828 Graphic | Used by:830 | |
Symbol 829 Text | Uses:258 | Used by:830 |
Symbol 830 MovieClip | Uses:821 822 823 825 826 458 459 827 461 828 465 443 446 451 829 | Used by:Timeline |
Symbol 831 Graphic | Used by:832 833 | |
Symbol 832 Button | Uses:831 | Used by:834 |
Symbol 833 Button | Uses:831 | Used by:834 |
Symbol 834 MovieClip | Uses:238 832 833 | Used by:836 |
Symbol 835 EditableText | Uses:528 | Used by:836 |
Symbol 836 MovieClip | Uses:509 834 302 835 | Used by:Timeline |
Symbol 837 Text | Uses:258 | Used by:838 |
Symbol 838 MovieClip | Uses:837 | Used by:Timeline |
Symbol 839 Graphic | Used by:Timeline | |
Symbol 840 Graphic | Used by:861 | |
Symbol 841 Text | Uses:258 | Used by:861 |
Symbol 842 Graphic | Used by:843 | |
Symbol 843 MovieClip | Uses:842 | Used by:861 |
Symbol 844 Graphic | Used by:846 | |
Symbol 845 Text | Uses:258 | Used by:846 |
Symbol 846 MovieClip | Uses:844 845 | Used by:855 |
Symbol 847 Graphic | Used by:855 | |
Symbol 848 Graphic | Used by:849 | |
Symbol 849 MovieClip | Uses:848 | Used by:855 |
Symbol 850 Graphic | Used by:851 | |
Symbol 851 MovieClip | Uses:850 | Used by:852 |
Symbol 852 MovieClip | Uses:851 | Used by:855 |
Symbol 853 Text | Uses:258 | Used by:855 |
Symbol 854 Button | Uses:425 424 | Used by:855 |
Symbol 855 MovieClip | Uses:846 847 849 852 853 665 854 | Used by:861 |
Symbol 856 Graphic | Used by:857 | |
Symbol 857 MovieClip | Uses:856 | Used by:861 |
Symbol 858 Graphic | Used by:859 | |
Symbol 859 MovieClip | Uses:858 | Used by:861 |
Symbol 860 Text | Uses:258 | Used by:861 |
Symbol 861 MovieClip | Uses:840 841 843 855 857 859 860 | Used by:Timeline |
Symbol 862 Graphic | Used by:863 | |
Symbol 863 MovieClip | Uses:862 | Used by:Timeline |
Symbol 864 Text | Uses:258 | Used by:Timeline |
Symbol 865 Text | Uses:258 | Used by:868 |
Symbol 866 Button | Uses:425 424 | Used by:868 |
Symbol 867 Graphic | Used by:868 | |
Symbol 868 MovieClip | Uses:302 865 866 733 867 | Used by:Timeline |
Symbol 869 Text | Uses:258 | Used by:Timeline |
Symbol 870 Graphic | Used by:875 | |
Symbol 871 Text | Uses:258 | Used by:875 |
Symbol 872 Text | Uses:258 | Used by:875 |
Symbol 873 Button | Uses:425 424 | Used by:875 |
Symbol 874 Text | Uses:258 | Used by:875 |
Symbol 875 MovieClip | Uses:870 871 872 873 733 874 | Used by:Timeline |
Symbol 876 Text | Uses:258 | Used by:Timeline |
Streaming Sound 1 | Used by:Symbol 225 MovieClip | |
Streaming Sound 2 | Used by:Symbol 243 MovieClip | |
Streaming Sound 3 | Used by:Symbol 361 MovieClip |
Instance Names
"minituts" | Frame 4 | Symbol 359 MovieClip |
"music" | Frame 4 | Symbol 361 MovieClip |
"scroll1" | Frame 7 | Symbol 448 MovieClip |
"scroll2" | Frame 7 | Symbol 454 MovieClip |
"scroll3" | Frame 7 | Symbol 488 MovieClip |
"howitworks" | Frame 7 | Symbol 501 MovieClip |
"scrollbar2" | Frame 7 | Symbol 503 MovieClip |
"2" | Frame 7 | Symbol 505 MovieClip |
"scrollbar3" | Frame 7 | Symbol 507 MovieClip |
"3" | Frame 7 | Symbol 505 MovieClip |
"example" | Frame 7 | Symbol 531 MovieClip |
"scroll2" | Frame 8 | Symbol 556 MovieClip |
"scroll3" | Frame 8 | Symbol 577 MovieClip |
"scrollbar3" | Frame 8 | Symbol 507 MovieClip |
"3" | Frame 8 | Symbol 505 MovieClip |
"example" | Frame 8 | Symbol 591 MovieClip |
"scroll3" | Frame 9 | Symbol 613 MovieClip |
"2" | Frame 9 | Symbol 505 MovieClip |
"example" | Frame 9 | Symbol 632 MovieClip |
"scroll3" | Frame 10 | Symbol 649 MovieClip |
"example" | Frame 10 | Symbol 670 MovieClip |
"scroll3" | Frame 11 | Symbol 692 MovieClip |
"example" | Frame 11 | Symbol 712 MovieClip |
"scroll3" | Frame 12 | Symbol 731 MovieClip |
"example" | Frame 12 | Symbol 736 MovieClip |
"scroll3" | Frame 13 | Symbol 751 MovieClip |
"example" | Frame 13 | Symbol 755 MovieClip |
"scroll3" | Frame 14 | Symbol 771 MovieClip |
"example" | Frame 14 | Symbol 781 MovieClip |
"scroll3" | Frame 15 | Symbol 792 MovieClip |
"example" | Frame 15 | Symbol 796 MovieClip |
"scroll3" | Frame 16 | Symbol 808 MovieClip |
"example" | Frame 16 | Symbol 811 MovieClip |
"scroll3" | Frame 17 | Symbol 830 MovieClip |
"example" | Frame 17 | Symbol 836 MovieClip |
"scroll1" | Frame 18 | Symbol 861 MovieClip |
"scrollbar1" | Frame 18 | Symbol 507 MovieClip |
"1" | Frame 18 | Symbol 505 MovieClip |
"scroll1" | Frame 19 | Symbol 868 MovieClip |
"1" | Frame 19 | Symbol 505 MovieClip |
"scroll1" | Frame 20 | Symbol 875 MovieClip |
"1" | Frame 20 | Symbol 505 MovieClip |
"mc3" | Symbol 51 MovieClip Frame 1 | Symbol 47 MovieClip |
"mc0" | Symbol 51 MovieClip Frame 1 | Symbol 47 MovieClip |
"mc2" | Symbol 51 MovieClip Frame 1 | Symbol 50 MovieClip |
"mc1" | Symbol 51 MovieClip Frame 1 | Symbol 50 MovieClip |
"mc2" | Symbol 54 MovieClip Frame 1 | Symbol 40 MovieClip |
"mc1" | Symbol 54 MovieClip Frame 1 | Symbol 43 MovieClip |
"mc0" | Symbol 54 MovieClip Frame 1 | Symbol 51 MovieClip |
"mc0" | Symbol 55 MovieClip Frame 1 | Symbol 54 MovieClip |
"mc1" | Symbol 56 MovieClip Frame 1 | Symbol 35 MovieClip |
"mc0" | Symbol 56 MovieClip Frame 1 | Symbol 55 MovieClip |
"mc0" | Symbol 60 MovieClip Frame 1 | Symbol 30 MovieClip |
"mc1" | Symbol 61 MovieClip Frame 1 | Symbol 28 MovieClip |
"mc0" | Symbol 61 MovieClip Frame 1 | Symbol 30 MovieClip |
"mc4" | Symbol 61 MovieClip Frame 1 | Symbol 56 MovieClip |
"mc2" | Symbol 61 MovieClip Frame 1 | Symbol 58 MovieClip |
"mc5" | Symbol 61 MovieClip Frame 1 | Symbol 60 MovieClip |
"bar" | Symbol 76 MovieClip Frame 1 | Symbol 5 MovieClip |
"bargfx" | Symbol 76 MovieClip Frame 1 | Symbol 8 MovieClip |
"tank" | Symbol 76 MovieClip Frame 1 | Symbol 61 MovieClip |
"bargfx" | Symbol 76 MovieClip Frame 2 | Symbol 8 MovieClip |
"sprinkles" | Symbol 238 MovieClip Frame 1 | Symbol 237 MovieClip |
"thing" | Symbol 244 MovieClip Frame 1 | Symbol 242 MovieClip |
"square" | Symbol 531 MovieClip Frame 2 | Symbol 511 MovieClip |
"result" | Symbol 531 MovieClip Frame 2 | Symbol 516 MovieClip |
"wall1" | Symbol 531 MovieClip Frame 2 | Symbol 521 MovieClip |
"wall2" | Symbol 531 MovieClip Frame 2 | Symbol 521 MovieClip |
"char" | Symbol 531 MovieClip Frame 2 | Symbol 523 MovieClip |
"result1" | Symbol 670 MovieClip Frame 2 | Symbol 516 MovieClip |
"result2" | Symbol 670 MovieClip Frame 2 | Symbol 516 MovieClip |
"result3" | Symbol 670 MovieClip Frame 2 | Symbol 516 MovieClip |
"result4" | Symbol 670 MovieClip Frame 2 | Symbol 516 MovieClip |
"result5" | Symbol 670 MovieClip Frame 2 | Symbol 516 MovieClip |
"result6" | Symbol 670 MovieClip Frame 2 | Symbol 516 MovieClip |
"bar" | Symbol 696 MovieClip Frame 1 | Symbol 693 MovieClip |
"wall1" | Symbol 781 MovieClip Frame 2 | Symbol 521 MovieClip |
"wall2" | Symbol 781 MovieClip Frame 2 | Symbol 521 MovieClip |
"char" | Symbol 781 MovieClip Frame 2 | Symbol 523 MovieClip |
"wall3" | Symbol 781 MovieClip Frame 2 | Symbol 521 MovieClip |
"wall4" | Symbol 781 MovieClip Frame 2 | Symbol 521 MovieClip |
"char2" | Symbol 781 MovieClip Frame 2 | Symbol 523 MovieClip |
"d1" | Symbol 834 MovieClip Frame 1 | Symbol 238 MovieClip |
"d4" | Symbol 834 MovieClip Frame 1 | Symbol 238 MovieClip |
"d3" | Symbol 834 MovieClip Frame 1 | Symbol 238 MovieClip |
"d5" | Symbol 834 MovieClip Frame 1 | Symbol 238 MovieClip |
"d2" | Symbol 834 MovieClip Frame 1 | Symbol 238 MovieClip |
"area" | Symbol 861 MovieClip Frame 1 | Symbol 843 MovieClip |
"walls" | Symbol 861 MovieClip Frame 1 | Symbol 855 MovieClip |
"start" | Symbol 861 MovieClip Frame 1 | Symbol 857 MovieClip |
"end" | Symbol 861 MovieClip Frame 1 | Symbol 857 MovieClip |
Special Tags
FileAttributes (69) | Timeline Frame 1 | Access local files only, Metadata not present, AS1/AS2. |
Labels
"LOAD" | Symbol 76 MovieClip Frame 1 |
"COMPLETE_STOP" | Symbol 76 MovieClip Frame 2 |
"loaded" | Symbol 76 MovieClip Frame 53 |
Dynamic Text Variables
number | Symbol 583 EditableText | "" |
number2 | Symbol 587 EditableText | "" |
num | Symbol 617 EditableText | "0" |
word1 | Symbol 621 EditableText | "What is" |
word2 | Symbol 625 EditableText | "love?" |
word3 | Symbol 628 EditableText | "" |
lives | Symbol 700 EditableText | "" |
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