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- FlashGame Source -.swf

This is the info page for
Flash #38090

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


Text
>>>

>>>

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 2
stop();
Frame 4
stop();
Instance of Symbol 359 MovieClip "minituts" in Frame 4
onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { startDrag (this); } } onClipEvent (mouseUp) { stopDrag(); }
Instance of Symbol 365 MovieClip in Frame 4
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; } }
Frame 5
stop();
Frame 6
stop();
Frame 7
_root.howitworks.gotoAndStop(1); stop();
Instance of Symbol 505 MovieClip "2" in Frame 7
onClipEvent (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 7
onClipEvent (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 8
onClipEvent (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 9
onClipEvent (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 18
onClipEvent (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 19
stop();
Instance of Symbol 505 MovieClip "1" in Frame 19
onClipEvent (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 20
stop();
Instance of Symbol 505 MovieClip "1" in Frame 20
onClipEvent (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 40
stop();
Symbol 75 Button
on (press) { _root.play(); }
Symbol 76 MovieClip Frame 1
function 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 53
Symbol 205 MovieClip Frame 11
stop();
Symbol 209 MovieClip Frame 9
stop();
Symbol 210 MovieClip Frame 10
stop();
Symbol 229 MovieClip Frame 314
_root.play();
Symbol 234 Button
on (release) { nextFrame(); }
Symbol 244 MovieClip Frame 1
_root.stop();
Instance of Symbol 238 MovieClip in Symbol 244 MovieClip Frame 1
onClipEvent (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 Button
on (release) { play(); }
Symbol 281 Button
on (release) { prevFrame(); }
Symbol 298 MovieClip Frame 1
stop();
Symbol 298 MovieClip Frame 2
stop();
Symbol 298 MovieClip Frame 3
stop();
Symbol 298 MovieClip Frame 4
stop();
Symbol 298 MovieClip Frame 5
stop();
Symbol 298 MovieClip Frame 6
stop();
Symbol 298 MovieClip Frame 7
stop();
Symbol 306 Button
on (release) { nextFrame(); }
Symbol 312 Button
on (release) { gotoAndStop (6); }
Symbol 314 Button
on (release) { gotoAndStop (1); }
Symbol 359 MovieClip Frame 1
stop();
Symbol 359 MovieClip Frame 2
stop();
Symbol 359 MovieClip Frame 3
stop();
Symbol 359 MovieClip Frame 4
stop();
Symbol 359 MovieClip Frame 5
stop();
Symbol 359 MovieClip Frame 6
stop();
Symbol 359 MovieClip Frame 7
stop();
Symbol 359 MovieClip Frame 8
stop();
Symbol 359 MovieClip Frame 9
stop();
Symbol 359 MovieClip Frame 10
stop();
Symbol 359 MovieClip Frame 11
stop();
Symbol 359 MovieClip Frame 12
stop();
Symbol 359 MovieClip Frame 13
stop();
Symbol 359 MovieClip Frame 14
stop();
Symbol 359 MovieClip Frame 15
stop();
Symbol 359 MovieClip Frame 16
stop();
Symbol 365 MovieClip Frame 1
stop();
Symbol 365 MovieClip Frame 2
stop();
Symbol 367 Button
on (release) { prevFrame(); }
Symbol 368 Button
on (release) { nextFrame(); }
Symbol 371 Button
on (release) { gotoAndStop (3); }
Symbol 376 Button
on (release) { _root.gotoAndStop(7); }
Symbol 377 Button
on (release) { _root.gotoAndStop(10); }
Symbol 378 Button
on (release) { _root.gotoAndStop(13); }
Symbol 379 Button
on (release) { _root.gotoAndStop(16); }
Symbol 380 Button
on (release) { _root.gotoAndStop(17); }
Symbol 381 Button
on (release) { _root.gotoAndStop(9); }
Symbol 382 Button
on (release) { _root.gotoAndStop(11); }
Symbol 383 Button
on (release) { _root.gotoAndStop(15); }
Symbol 384 Button
on (release) { _root.gotoAndStop(14); }
Symbol 385 Button
on (release) { _root.gotoAndStop(12); }
Symbol 386 Button
on (release) { _root.gotoAndStop(8); }
Symbol 390 Button
on (release) { prevFrame(); }
Symbol 395 Button
on (release) { _root.minituts.gotoAndStop(11); }
Symbol 396 Button
on (release) { _root.minituts.gotoAndStop(13); }
Symbol 397 Button
on (release) { _root.minituts.gotoAndStop(12); }
Symbol 398 Button
on (release) { _root.minituts.gotoAndStop(10); }
Symbol 399 Button
on (release) { _root.minituts.gotoAndStop(2); }
Symbol 400 Button
on (release) { _root.minituts.gotoAndStop(7); }
Symbol 401 Button
on (release) { _root.minituts.gotoAndStop(5); }
Symbol 402 Button
on (release) { _root.minituts.gotoAndStop(6); }
Symbol 403 Button
on (release) { _root.minituts.gotoAndStop(4); }
Symbol 404 Button
on (release) { _root.minituts.gotoAndStop(8); }
Symbol 405 Button
on (release) { _root.minituts.gotoAndStop(3); }
Symbol 406 Button
on (release) { _root.minituts.gotoAndStop(14); }
Symbol 407 Button
on (release) { _root.minituts.gotoAndStop(9); }
Symbol 408 Button
on (release) { _root.minituts.gotoAndStop(15); }
Symbol 409 Button
on (release) { _root.minituts.gotoAndStop(16); }
Symbol 415 Button
on (release) { _root.gotoAndStop(18); }
Symbol 416 Button
on (release) { _root.gotoAndStop(20); }
Symbol 417 Button
on (release) { _root.gotoAndStop(19); }
Symbol 418 MovieClip Frame 1
stop();
Symbol 418 MovieClip Frame 2
stop();
Symbol 418 MovieClip Frame 3
stop();
Symbol 419 Button
on (release) { prevFrame(); }
Symbol 420 Button
on (release) { gotoAndStop (4); }
Symbol 426 Button
on (press) { getURL ("http://www.newgrounds.com/bbs/topic.php?id=229808&page=9999", _blank); }
Symbol 427 Button
on (press) { getURL ("http://www.actionscript.org/", _blank); }
Symbol 428 Button
on (press) { getURL ("http://www.flashkit.com/", _blank); }
Symbol 488 MovieClip Frame 1
stop();
Symbol 488 MovieClip Frame 2
stop();
Symbol 490 Button
on (release) { if (_root.howitworks._currentframe != 1) { _root.howitworks.prevFrame(); } else { _root.howitworks.gotoAndStop(3); } }
Symbol 491 Button
on (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 1
stop();
Symbol 516 MovieClip Frame 2
stop();
Symbol 531 MovieClip Frame 1
stop();
Symbol 531 MovieClip Frame 2
stop();
Instance of Symbol 513 MovieClip in Symbol 531 MovieClip Frame 2
onClipEvent (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 2
onClipEvent (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 3
stop();
Symbol 538 Button
on (release) { _root.gotoAndStop(5); }
Symbol 543 Button
on (release) { play(); }
Symbol 551 MovieClip Frame 1
stop();
Symbol 551 MovieClip Frame 26
stop();
Symbol 577 MovieClip Frame 1
stop();
Symbol 577 MovieClip Frame 2
stop();
Symbol 577 MovieClip Frame 3
stop();
Symbol 582 Button
on (release) { _root.example.number = Math.random() * 100; }
Symbol 586 Button
on (release) { _root.example.number2 = Math.round(Math.random() * 100); }
Symbol 591 MovieClip Frame 1
stop();
Symbol 591 MovieClip Frame 2
stop();
Symbol 591 MovieClip Frame 3
stop();
Symbol 613 MovieClip Frame 1
stop();
Symbol 613 MovieClip Frame 2
stop();
Symbol 613 MovieClip Frame 3
stop();
Symbol 616 Button
on (release) { _root.example.num = _root.example.num + 1; }
Symbol 620 Button
on (release) { _root.example.word3 = (_root.example.word1 + " ") + _root.example.word2; }
Symbol 622 Button
on (release) { _root.example.num = _root.example.num + 5; }
Symbol 632 MovieClip Frame 1
stop();
Symbol 632 MovieClip Frame 2
stop();
Instance of Symbol 513 MovieClip in Symbol 632 MovieClip Frame 2
onClipEvent (load) { _root.example.num = 0; }
Symbol 632 MovieClip Frame 3
stop();
Symbol 649 MovieClip Frame 1
stop();
Symbol 649 MovieClip Frame 2
stop();
Symbol 649 MovieClip Frame 3
stop();
Symbol 651 Button
on (press) { _root.example.result1.gotoAndStop(2); }
Symbol 657 Button
on (release) { _root.example.result2.gotoAndStop(2); }
Symbol 658 Button
on (rollOver) { _root.example.result3.gotoAndStop(2); }
Symbol 659 Button
on (releaseOutside) { _root.example.result4.gotoAndStop(2); }
Symbol 661 Button
on (dragOut) { _root.example.result5.gotoAndStop(2); }
Symbol 663 Button
on (rollOut) { _root.example.result6.gotoAndStop(2); }
Symbol 666 Button
on (release) { i = 1; while (i < 7) { _root.example["result" + i].gotoAndStop(1); i++; } }
Symbol 670 MovieClip Frame 1
stop();
Symbol 670 MovieClip Frame 2
stop();
Symbol 670 MovieClip Frame 3
stop();
Symbol 692 MovieClip Frame 1
stop();
Symbol 692 MovieClip Frame 2
stop();
Symbol 692 MovieClip Frame 3
stop();
Instance of Symbol 693 MovieClip "bar" in Symbol 696 MovieClip Frame 1
onClipEvent (enterFrame) { _width = ((_parent._parent.lives / 3) * 120); }
Symbol 701 Button
on (release) { if (lives > 0) { lives = lives - 1; } }
Symbol 702 Button
on (release) { if (lives < 3) { lives = lives + 1; } }
Symbol 704 MovieClip Frame 1
lives = 3; onEnterFrame = function () { if (lives > 3) { lives = 3; } else if (lives < 0) { lives = 0; } };
Instance of Symbol 699 MovieClip in Symbol 704 MovieClip Frame 1
onClipEvent (enterFrame) { gotoAndStop(4 - _parent.lives); }
Symbol 712 MovieClip Frame 1
stop();
Symbol 712 MovieClip Frame 2
stop();
Symbol 712 MovieClip Frame 3
stop();
Symbol 731 MovieClip Frame 1
stop();
Symbol 731 MovieClip Frame 2
stop();
Symbol 731 MovieClip Frame 3
stop();
Symbol 732 Button
on (press) { getURL ("http://www.newgrounds.com/portal/view/364411", _blank); }
Symbol 736 MovieClip Frame 1
stop();
Symbol 736 MovieClip Frame 2
stop();
Symbol 736 MovieClip Frame 3
stop();
Symbol 751 MovieClip Frame 1
stop();
Symbol 751 MovieClip Frame 2
stop();
Symbol 751 MovieClip Frame 3
stop();
Symbol 755 MovieClip Frame 1
stop();
Symbol 755 MovieClip Frame 2
stop();
Symbol 755 MovieClip Frame 3
stop();
Symbol 771 MovieClip Frame 1
stop();
Symbol 771 MovieClip Frame 2
stop();
Symbol 771 MovieClip Frame 3
stop();
Symbol 781 MovieClip Frame 1
stop();
Symbol 781 MovieClip Frame 2
stop();
Instance of Symbol 513 MovieClip in Symbol 781 MovieClip Frame 2
onClipEvent (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 3
stop();
Symbol 792 MovieClip Frame 1
stop();
Symbol 792 MovieClip Frame 2
stop();
Symbol 792 MovieClip Frame 3
stop();
Symbol 796 MovieClip Frame 1
stop();
Symbol 796 MovieClip Frame 2
stop();
Symbol 796 MovieClip Frame 3
stop();
Symbol 808 MovieClip Frame 1
stop();
Symbol 808 MovieClip Frame 2
stop();
Symbol 808 MovieClip Frame 3
stop();
Symbol 809 Button
on (press) { getURL ("http://www.newgrounds.com/portal/view/364840", _blank); }
Symbol 811 MovieClip Frame 1
stop();
Symbol 811 MovieClip Frame 2
stop();
Symbol 811 MovieClip Frame 3
stop();
Symbol 830 MovieClip Frame 1
stop();
Symbol 830 MovieClip Frame 2
stop();
Symbol 830 MovieClip Frame 3
stop();
Symbol 832 Button
on (release) { i = 0; while (i <= 5) { this["d" + i]._x = this["d" + i]._x + 5; i++; } }
Symbol 833 Button
on (release) { i = 0; while (i <= 5) { this["d" + i]._x = this["d" + i]._x - 5; i++; } }
Symbol 836 MovieClip Frame 1
stop();
Symbol 836 MovieClip Frame 2
stop();
Symbol 836 MovieClip Frame 3
stop();
Symbol 854 Button
on (release) { _root.scroll1.walls.gotoAndStop(1); }
Symbol 855 MovieClip Frame 1
stop();
Symbol 855 MovieClip Frame 2
stop();
Symbol 855 MovieClip Frame 3
stop();
Instance of Symbol 859 MovieClip in Symbol 861 MovieClip Frame 1
onClipEvent (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 Button
on (press) { getURL ("http://media.putfile.com/Platform-Game", _blank); }
Symbol 868 MovieClip Frame 1
spd = 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 Button
on (press) { getURL ("http://media.putfile.com/First-Person-Shooter-Example", _blank); }
Symbol 875 MovieClip Frame 1
stop();

Library Items

Symbol 1 GraphicUsed by:Timeline
Symbol 2 GraphicUsed by:76
Symbol 3 GraphicUsed by:76
Symbol 4 GraphicUsed by:5 76
Symbol 5 MovieClipUses:4Used by:76
Symbol 6 GraphicUsed by:8
Symbol 7 GraphicUsed by:8
Symbol 8 MovieClipUses:6 7Used by:76
Symbol 9 GraphicUsed by:76
Symbol 10 GraphicUsed by:76
Symbol 11 GraphicUsed by:18 63
Symbol 12 GraphicUsed by:18 63
Symbol 13 GraphicUsed by:18 63
Symbol 14 GraphicUsed by:18 63
Symbol 15 GraphicUsed by:18 63
Symbol 16 GraphicUsed by:18 63
Symbol 17 GraphicUsed by:18 63
Symbol 18 MovieClipUses:11 12 13 14 15 16 17Used by:76
Symbol 19 GraphicUsed by:61
Symbol 20 GraphicUsed by:25
Symbol 21 GraphicUsed by:25
Symbol 22 GraphicUsed by:25
Symbol 23 GraphicUsed by:25
Symbol 24 GraphicUsed by:25
Symbol 25 MovieClipUses:20 21 22 23 24Used by:61
Symbol 26 GraphicUsed by:61
Symbol 27 GraphicUsed by:28
Symbol 28 MovieClipUses:27Used by:61
Symbol 29 GraphicUsed by:30
Symbol 30 MovieClipUses:29Used by:60 61
Symbol 31 GraphicUsed by:61
Symbol 32 GraphicUsed by:61
Symbol 33 GraphicUsed by:61
Symbol 34 GraphicUsed by:35
Symbol 35 MovieClipUses:34Used by:56
Symbol 36 GraphicUsed by:40
Symbol 37 GraphicUsed by:40
Symbol 38 GraphicUsed by:39
Symbol 39 MovieClipUses:38Used by:40 43
Symbol 40 MovieClipUses:36 37 39Used by:54
Symbol 41 GraphicUsed by:43
Symbol 42 GraphicUsed by:43
Symbol 43 MovieClipUses:41 42 39Used by:54
Symbol 44 GraphicUsed by:47
Symbol 45 GraphicUsed by:47 50
Symbol 46 GraphicUsed by:47
Symbol 47 MovieClipUses:44 45 46Used by:51
Symbol 48 GraphicUsed by:50
Symbol 49 GraphicUsed by:50
Symbol 50 MovieClipUses:48 45 49Used by:51
Symbol 51 MovieClipUses:47 50Used by:54
Symbol 52 GraphicUsed by:53
Symbol 53 MovieClipUses:52Used by:54
Symbol 54 MovieClipUses:40 43 51 53Used by:55
Symbol 55 MovieClipUses:54Used by:56
Symbol 56 MovieClipUses:35 55Used by:61
Symbol 57 GraphicUsed by:58
Symbol 58 MovieClipUses:57Used by:61
Symbol 59 GraphicUsed by:60
Symbol 60 MovieClipUses:59 30Used by:61
Symbol 61 MovieClipUses:19 25 26 28 30 31 32 33 56 58 60Used by:76
Symbol 62 GraphicUsed by:63
Symbol 63 MovieClipUses:11 12 13 14 15 16 17 62Used by:76
Symbol 64 ShapeTweeningUsed by:76
Symbol 65 ShapeTweeningUsed by:76
Symbol 66 GraphicUsed by:76
Symbol 67 GraphicUsed by:76
Symbol 68 GraphicUsed by:75
Symbol 69 GraphicUsed by:75
Symbol 70 GraphicUsed by:75
Symbol 71 GraphicUsed by:75
Symbol 72 GraphicUsed by:75
Symbol 73 GraphicUsed by:75
Symbol 74 GraphicUsed by:75
Symbol 75 ButtonUses:68 69 70 71 72 73 74Used by:76
Symbol 76 MovieClipUses:2 3 5 8 9 10 18 61 4 63 64 65 66 67 75Used by:Timeline
Symbol 77 GraphicUsed by:Timeline
Symbol 78 GraphicUsed by:79
Symbol 79 MovieClipUses:78Used by:80 246
Symbol 80 MovieClipUses:79Used by:Timeline
Symbol 81 GraphicUsed by:82
Symbol 82 MovieClipUses:81Used by:91
Symbol 83 GraphicUsed by:84
Symbol 84 MovieClipUses:83Used by:91
Symbol 85 GraphicUsed by:86
Symbol 86 MovieClipUses:85Used by:91
Symbol 87 GraphicUsed by:88
Symbol 88 MovieClipUses:87Used by:91
Symbol 89 GraphicUsed by:90
Symbol 90 MovieClipUses:89Used by:91
Symbol 91 MovieClipUses:82 84 86 88 90Used by:223 225
Symbol 92 GraphicUsed by:93
Symbol 93 MovieClipUses:92Used by:225
Symbol 94 GraphicUsed by:225
Symbol 95 GraphicUsed by:99
Symbol 96 GraphicUsed by:97
Symbol 97 MovieClipUses:96Used by:99
Symbol 98 GraphicUsed by:99
Symbol 99 MovieClipUses:95 97 98Used by:225
Symbol 100 GraphicUsed by:225
Symbol 101 GraphicUsed by:225
Symbol 102 GraphicUsed by:225
Symbol 103 GraphicUsed by:225
Symbol 104 GraphicUsed by:225
Symbol 105 GraphicUsed by:225
Symbol 106 GraphicUsed by:225
Symbol 107 GraphicUsed by:225
Symbol 108 GraphicUsed by:225
Symbol 109 GraphicUsed by:225
Symbol 110 GraphicUsed by:225
Symbol 111 GraphicUsed by:225
Symbol 112 GraphicUsed by:225
Symbol 113 GraphicUsed by:225
Symbol 114 GraphicUsed by:225
Symbol 115 GraphicUsed by:225
Symbol 116 GraphicUsed by:225
Symbol 117 GraphicUsed by:225
Symbol 118 GraphicUsed by:225
Symbol 119 GraphicUsed by:225
Symbol 120 GraphicUsed by:225
Symbol 121 GraphicUsed by:225
Symbol 122 GraphicUsed by:225
Symbol 123 GraphicUsed by:225
Symbol 124 GraphicUsed by:225
Symbol 125 GraphicUsed by:225
Symbol 126 GraphicUsed by:225
Symbol 127 GraphicUsed by:225
Symbol 128 GraphicUsed by:225
Symbol 129 GraphicUsed by:225
Symbol 130 GraphicUsed by:225
Symbol 131 GraphicUsed by:225
Symbol 132 GraphicUsed by:225
Symbol 133 GraphicUsed by:225
Symbol 134 GraphicUsed by:225
Symbol 135 GraphicUsed by:225
Symbol 136 GraphicUsed by:225
Symbol 137 GraphicUsed by:225
Symbol 138 GraphicUsed by:225
Symbol 139 GraphicUsed by:225
Symbol 140 GraphicUsed by:225
Symbol 141 GraphicUsed by:225
Symbol 142 GraphicUsed by:225
Symbol 143 GraphicUsed by:225
Symbol 144 GraphicUsed by:225
Symbol 145 GraphicUsed by:225
Symbol 146 GraphicUsed by:225
Symbol 147 GraphicUsed by:225
Symbol 148 GraphicUsed by:225
Symbol 149 GraphicUsed by:225
Symbol 150 GraphicUsed by:225
Symbol 151 GraphicUsed by:225
Symbol 152 GraphicUsed by:225
Symbol 153 GraphicUsed by:225
Symbol 154 GraphicUsed by:225
Symbol 155 GraphicUsed by:225
Symbol 156 GraphicUsed by:225
Symbol 157 GraphicUsed by:225
Symbol 158 GraphicUsed by:225
Symbol 159 GraphicUsed by:225
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Symbol 696 MovieClipUses:693 695Used by:704
Symbol 697 GraphicUsed by:698 701 702
Symbol 698 MovieClipUses:697Used by:699
Symbol 699 MovieClipUses:698Used by:704
Symbol 700 EditableTextUses:239Used by:704
Symbol 701 ButtonUses:697Used by:704
Symbol 702 ButtonUses:697Used by:704
Symbol 703 GraphicUsed by:704
Symbol 704 MovieClipUses:696 699 700 701 702 703Used by:712
Symbol 705 TextUses:239Used by:712
Symbol 706 GraphicUsed by:712
Symbol 707 EditableTextUses:239Used by:712
Symbol 708 EditableTextUses:239Used by:712
Symbol 709 EditableTextUses:239Used by:712
Symbol 710 TextUses:239Used by:712
Symbol 711 TextUses:239Used by:712
Symbol 712 MovieClipUses:509 704 705 706 707 708 709 710 711Used by:Timeline
Symbol 713 TextUses:258Used by:714
Symbol 714 MovieClipUses:713Used by:Timeline
Symbol 715 TextUses:258Used by:716
Symbol 716 MovieClipUses:715Used by:Timeline
Symbol 717 TextUses:258Used by:718
Symbol 718 MovieClipUses:717 443 446Used by:Timeline
Symbol 719 GraphicUsed by:731
Symbol 720 TextUses:258Used by:731
Symbol 721 TextUses:258Used by:731
Symbol 722 GraphicUsed by:731
Symbol 723 GraphicUsed by:731
Symbol 724 GraphicUsed by:731
Symbol 725 TextUses:258Used by:731
Symbol 726 FontUsed by:727 825
Symbol 727 TextUses:258 726Used by:731
Symbol 728 TextUses:258Used by:731
Symbol 729 TextUses:258Used by:731
Symbol 730 TextUses:258Used by:731
Symbol 731 MovieClipUses:719 720 721 722 458 459 723 461 463 724 465 443 446 451 725 727 728 729 730Used by:Timeline
Symbol 732 ButtonUses:425 424Used by:736
Symbol 733 TextUses:258Used by:736 811 868 875
Symbol 734 TextUses:258Used by:736
Symbol 735 TextUses:258Used by:736 811
Symbol 736 MovieClipUses:509 732 733 734 735Used by:Timeline
Symbol 737 TextUses:258Used by:738
Symbol 738 MovieClipUses:737Used by:Timeline
Symbol 739 TextUses:258Used by:740
Symbol 740 MovieClipUses:739Used by:Timeline
Symbol 741 TextUses:258Used by:742
Symbol 742 MovieClipUses:444 741 443 446 450Used by:Timeline
Symbol 743 GraphicUsed by:751
Symbol 744 TextUses:258Used by:751
Symbol 745 TextUses:258Used by:751
Symbol 746 GraphicUsed by:751
Symbol 747 GraphicUsed by:751
Symbol 748 TextUses:258Used by:751
Symbol 749 TextUses:258Used by:751
Symbol 750 TextUses:258Used by:751
Symbol 751 MovieClipUses:743 744 745 746 458 459 747 461 443 446 748 749 750Used by:Timeline
Symbol 752 TextUses:258Used by:755
Symbol 753 TextUses:258Used by:755
Symbol 754 EditableTextUses:258Used by:755
Symbol 755 MovieClipUses:509 752 302 753 754Used by:Timeline
Symbol 756 TextUses:258Used by:757
Symbol 757 MovieClipUses:756Used by:Timeline
Symbol 758 TextUses:258Used by:759
Symbol 759 MovieClipUses:758Used by:Timeline
Symbol 760 TextUses:258Used by:761
Symbol 761 MovieClipUses:760 443Used by:Timeline
Symbol 762 GraphicUsed by:771
Symbol 763 TextUses:258Used by:771
Symbol 764 TextUses:258Used by:771
Symbol 765 GraphicUsed by:771
Symbol 766 TextUses:258Used by:771
Symbol 767 TextUses:258Used by:771
Symbol 768 TextUses:258Used by:771
Symbol 769 TextUses:258Used by:771
Symbol 770 TextUses:258Used by:771
Symbol 771 MovieClipUses:762 763 764 765 458 459 443 766 767 768 769 770Used by:Timeline
Symbol 772 TextUses:493Used by:781
Symbol 773 GraphicUsed by:781
Symbol 774 TextUses:258Used by:781
Symbol 775 TextUses:493Used by:781
Symbol 776 GraphicUsed by:781
Symbol 777 TextUses:258Used by:781
Symbol 778 GraphicUsed by:781
Symbol 779 EditableTextUses:528Used by:781
Symbol 780 EditableTextUses:528Used by:781
Symbol 781 MovieClipUses:509 772 773 521 523 513 774 775 776 777 778 779 780Used by:Timeline
Symbol 782 TextUses:258Used by:783
Symbol 783 MovieClipUses:782Used by:Timeline
Symbol 784 TextUses:258Used by:785
Symbol 785 MovieClipUses:784Used by:Timeline
Symbol 786 TextUses:258Used by:787
Symbol 787 MovieClipUses:786 443Used by:Timeline
Symbol 788 GraphicUsed by:792
Symbol 789 TextUses:258Used by:792
Symbol 790 TextUses:258Used by:792
Symbol 791 TextUses:258Used by:792
Symbol 792 MovieClipUses:788 789 790 791Used by:Timeline
Symbol 793 TextUses:258Used by:796
Symbol 794 TextUses:258Used by:796
Symbol 795 EditableTextUses:258Used by:796
Symbol 796 MovieClipUses:509 793 794 302 795Used by:Timeline
Symbol 797 TextUses:258Used by:798
Symbol 798 MovieClipUses:797Used by:Timeline
Symbol 799 TextUses:258Used by:800
Symbol 800 MovieClipUses:799Used by:Timeline
Symbol 801 TextUses:258Used by:802
Symbol 802 MovieClipUses:801 443Used by:Timeline
Symbol 803 GraphicUsed by:808
Symbol 804 TextUses:258Used by:808
Symbol 805 TextUses:258Used by:808
Symbol 806 TextUses:258Used by:808
Symbol 807 TextUses:258Used by:808
Symbol 808 MovieClipUses:803 804 805 806 807Used by:Timeline
Symbol 809 ButtonUses:425 424Used by:811
Symbol 810 TextUses:258Used by:811
Symbol 811 MovieClipUses:509 809 733 810 735Used by:Timeline
Symbol 812 TextUses:258Used by:813
Symbol 813 MovieClipUses:812Used by:Timeline
Symbol 814 TextUses:258Used by:815
Symbol 815 MovieClipUses:814Used by:Timeline
Symbol 816 GraphicUsed by:820
Symbol 817 TextUses:258Used by:820
Symbol 818 TextUses:258Used by:820
Symbol 819 TextUses:258Used by:820
Symbol 820 MovieClipUses:816 817 443 818 819Used by:Timeline
Symbol 821 GraphicUsed by:830
Symbol 822 TextUses:258Used by:830
Symbol 823 TextUses:258Used by:830
Symbol 824 FontUsed by:825
Symbol 825 TextUses:258 726 824Used by:830
Symbol 826 GraphicUsed by:830
Symbol 827 GraphicUsed by:830
Symbol 828 GraphicUsed by:830
Symbol 829 TextUses:258Used by:830
Symbol 830 MovieClipUses:821 822 823 825 826 458 459 827 461 828 465 443 446 451 829Used by:Timeline
Symbol 831 GraphicUsed by:832 833
Symbol 832 ButtonUses:831Used by:834
Symbol 833 ButtonUses:831Used by:834
Symbol 834 MovieClipUses:238 832 833Used by:836
Symbol 835 EditableTextUses:528Used by:836
Symbol 836 MovieClipUses:509 834 302 835Used by:Timeline
Symbol 837 TextUses:258Used by:838
Symbol 838 MovieClipUses:837Used by:Timeline
Symbol 839 GraphicUsed by:Timeline
Symbol 840 GraphicUsed by:861
Symbol 841 TextUses:258Used by:861
Symbol 842 GraphicUsed by:843
Symbol 843 MovieClipUses:842Used by:861
Symbol 844 GraphicUsed by:846
Symbol 845 TextUses:258Used by:846
Symbol 846 MovieClipUses:844 845Used by:855
Symbol 847 GraphicUsed by:855
Symbol 848 GraphicUsed by:849
Symbol 849 MovieClipUses:848Used by:855
Symbol 850 GraphicUsed by:851
Symbol 851 MovieClipUses:850Used by:852
Symbol 852 MovieClipUses:851Used by:855
Symbol 853 TextUses:258Used by:855
Symbol 854 ButtonUses:425 424Used by:855
Symbol 855 MovieClipUses:846 847 849 852 853 665 854Used by:861
Symbol 856 GraphicUsed by:857
Symbol 857 MovieClipUses:856Used by:861
Symbol 858 GraphicUsed by:859
Symbol 859 MovieClipUses:858Used by:861
Symbol 860 TextUses:258Used by:861
Symbol 861 MovieClipUses:840 841 843 855 857 859 860Used by:Timeline
Symbol 862 GraphicUsed by:863
Symbol 863 MovieClipUses:862Used by:Timeline
Symbol 864 TextUses:258Used by:Timeline
Symbol 865 TextUses:258Used by:868
Symbol 866 ButtonUses:425 424Used by:868
Symbol 867 GraphicUsed by:868
Symbol 868 MovieClipUses:302 865 866 733 867Used by:Timeline
Symbol 869 TextUses:258Used by:Timeline
Symbol 870 GraphicUsed by:875
Symbol 871 TextUses:258Used by:875
Symbol 872 TextUses:258Used by:875
Symbol 873 ButtonUses:425 424Used by:875
Symbol 874 TextUses:258Used by:875
Symbol 875 MovieClipUses:870 871 872 873 733 874Used by:Timeline
Symbol 876 TextUses:258Used by:Timeline
Streaming Sound 1Used by:Symbol 225 MovieClip
Streaming Sound 2Used by:Symbol 243 MovieClip
Streaming Sound 3Used by:Symbol 361 MovieClip

Instance Names

"minituts"Frame 4Symbol 359 MovieClip
"music"Frame 4Symbol 361 MovieClip
"scroll1"Frame 7Symbol 448 MovieClip
"scroll2"Frame 7Symbol 454 MovieClip
"scroll3"Frame 7Symbol 488 MovieClip
"howitworks"Frame 7Symbol 501 MovieClip
"scrollbar2"Frame 7Symbol 503 MovieClip
"2"Frame 7Symbol 505 MovieClip
"scrollbar3"Frame 7Symbol 507 MovieClip
"3"Frame 7Symbol 505 MovieClip
"example"Frame 7Symbol 531 MovieClip
"scroll2"Frame 8Symbol 556 MovieClip
"scroll3"Frame 8Symbol 577 MovieClip
"scrollbar3"Frame 8Symbol 507 MovieClip
"3"Frame 8Symbol 505 MovieClip
"example"Frame 8Symbol 591 MovieClip
"scroll3"Frame 9Symbol 613 MovieClip
"2"Frame 9Symbol 505 MovieClip
"example"Frame 9Symbol 632 MovieClip
"scroll3"Frame 10Symbol 649 MovieClip
"example"Frame 10Symbol 670 MovieClip
"scroll3"Frame 11Symbol 692 MovieClip
"example"Frame 11Symbol 712 MovieClip
"scroll3"Frame 12Symbol 731 MovieClip
"example"Frame 12Symbol 736 MovieClip
"scroll3"Frame 13Symbol 751 MovieClip
"example"Frame 13Symbol 755 MovieClip
"scroll3"Frame 14Symbol 771 MovieClip
"example"Frame 14Symbol 781 MovieClip
"scroll3"Frame 15Symbol 792 MovieClip
"example"Frame 15Symbol 796 MovieClip
"scroll3"Frame 16Symbol 808 MovieClip
"example"Frame 16Symbol 811 MovieClip
"scroll3"Frame 17Symbol 830 MovieClip
"example"Frame 17Symbol 836 MovieClip
"scroll1"Frame 18Symbol 861 MovieClip
"scrollbar1"Frame 18Symbol 507 MovieClip
"1"Frame 18Symbol 505 MovieClip
"scroll1"Frame 19Symbol 868 MovieClip
"1"Frame 19Symbol 505 MovieClip
"scroll1"Frame 20Symbol 875 MovieClip
"1"Frame 20Symbol 505 MovieClip
"mc3"Symbol 51 MovieClip Frame 1Symbol 47 MovieClip
"mc0"Symbol 51 MovieClip Frame 1Symbol 47 MovieClip
"mc2"Symbol 51 MovieClip Frame 1Symbol 50 MovieClip
"mc1"Symbol 51 MovieClip Frame 1Symbol 50 MovieClip
"mc2"Symbol 54 MovieClip Frame 1Symbol 40 MovieClip
"mc1"Symbol 54 MovieClip Frame 1Symbol 43 MovieClip
"mc0"Symbol 54 MovieClip Frame 1Symbol 51 MovieClip
"mc0"Symbol 55 MovieClip Frame 1Symbol 54 MovieClip
"mc1"Symbol 56 MovieClip Frame 1Symbol 35 MovieClip
"mc0"Symbol 56 MovieClip Frame 1Symbol 55 MovieClip
"mc0"Symbol 60 MovieClip Frame 1Symbol 30 MovieClip
"mc1"Symbol 61 MovieClip Frame 1Symbol 28 MovieClip
"mc0"Symbol 61 MovieClip Frame 1Symbol 30 MovieClip
"mc4"Symbol 61 MovieClip Frame 1Symbol 56 MovieClip
"mc2"Symbol 61 MovieClip Frame 1Symbol 58 MovieClip
"mc5"Symbol 61 MovieClip Frame 1Symbol 60 MovieClip
"bar"Symbol 76 MovieClip Frame 1Symbol 5 MovieClip
"bargfx"Symbol 76 MovieClip Frame 1Symbol 8 MovieClip
"tank"Symbol 76 MovieClip Frame 1Symbol 61 MovieClip
"bargfx"Symbol 76 MovieClip Frame 2Symbol 8 MovieClip
"sprinkles"Symbol 238 MovieClip Frame 1Symbol 237 MovieClip
"thing"Symbol 244 MovieClip Frame 1Symbol 242 MovieClip
"square"Symbol 531 MovieClip Frame 2Symbol 511 MovieClip
"result"Symbol 531 MovieClip Frame 2Symbol 516 MovieClip
"wall1"Symbol 531 MovieClip Frame 2Symbol 521 MovieClip
"wall2"Symbol 531 MovieClip Frame 2Symbol 521 MovieClip
"char"Symbol 531 MovieClip Frame 2Symbol 523 MovieClip
"result1"Symbol 670 MovieClip Frame 2Symbol 516 MovieClip
"result2"Symbol 670 MovieClip Frame 2Symbol 516 MovieClip
"result3"Symbol 670 MovieClip Frame 2Symbol 516 MovieClip
"result4"Symbol 670 MovieClip Frame 2Symbol 516 MovieClip
"result5"Symbol 670 MovieClip Frame 2Symbol 516 MovieClip
"result6"Symbol 670 MovieClip Frame 2Symbol 516 MovieClip
"bar"Symbol 696 MovieClip Frame 1Symbol 693 MovieClip
"wall1"Symbol 781 MovieClip Frame 2Symbol 521 MovieClip
"wall2"Symbol 781 MovieClip Frame 2Symbol 521 MovieClip
"char"Symbol 781 MovieClip Frame 2Symbol 523 MovieClip
"wall3"Symbol 781 MovieClip Frame 2Symbol 521 MovieClip
"wall4"Symbol 781 MovieClip Frame 2Symbol 521 MovieClip
"char2"Symbol 781 MovieClip Frame 2Symbol 523 MovieClip
"d1"Symbol 834 MovieClip Frame 1Symbol 238 MovieClip
"d4"Symbol 834 MovieClip Frame 1Symbol 238 MovieClip
"d3"Symbol 834 MovieClip Frame 1Symbol 238 MovieClip
"d5"Symbol 834 MovieClip Frame 1Symbol 238 MovieClip
"d2"Symbol 834 MovieClip Frame 1Symbol 238 MovieClip
"area"Symbol 861 MovieClip Frame 1Symbol 843 MovieClip
"walls"Symbol 861 MovieClip Frame 1Symbol 855 MovieClip
"start"Symbol 861 MovieClip Frame 1Symbol 857 MovieClip
"end"Symbol 861 MovieClip Frame 1Symbol 857 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access 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

numberSymbol 583 EditableText""
number2Symbol 587 EditableText""
numSymbol 617 EditableText"0"
word1Symbol 621 EditableText"What is"
word2Symbol 625 EditableText"love?"
word3Symbol 628 EditableText""
livesSymbol 700 EditableText""




http://swfchan.com/8/38090/info.shtml
Created: 13/5 -2019 14:11:41 Last modified: 13/5 -2019 14:11:41 Server time: 09/05 -2024 05:41:06