Frame 2
function getDeep() {
deep++;
if (deep > 500) {
deep = 0;
}
return(deep);
}
debug = 0;
_global.gameDif = 2;
this.stop();
Frame 10
function updateSave(s, g) {
so.data["clearAry" + _global.gameDif][s] = g;
}
function changeScene(scene, bgm) {
if (bgm == 0) {
theSound.stop();
}
this.gotoAndStop(scene);
}
so = SharedObject.getLocal("myCas");
clearAry1 = new Array();
clearAry2 = new Array();
clearAry3 = new Array();
so.data = null;
if (so.data.clearAry1 != null) {
clearAry1 = so.data.clearAry1;
clearAry2 = so.data.clearAry2;
clearAry3 = so.data.clearAry3;
} else {
so.data.clearAry1 = new Array();
so.data.clearAry2 = new Array();
so.data.clearAry3 = new Array();
clearAry1 = (so.data.clearAry1 = [99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);
clearAry2 = (so.data.clearAry2 = [99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);
clearAry3 = (so.data.clearAry3 = [99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);
}
_root.char.removeMovieClip();
_root.area_Shot.removeMovieClip();
_root.en2.removeMovieClip();
_root.en3.removeMovieClip();
_root.en4.removeMovieClip();
_root.en5.removeMovieClip();
_root.disClear.removeMovieClip();
_root.disGameover.removeMovieClip();
theSound = new Sound();
_quality = "HIGH";
this.stop();
Frame 21
function setEnemy() {
var _local2 = _root;
i = 1;
while (i < stageAry[gameLv].length) {
var _local3 = stageAry[gameLv][i];
var _local1 = "en" + ed;
_local2.attachMovie(_local3, _local1, ed);
_local2[_local1]._x = 228;
_local2[_local1]._y = 65;
ed++;
totalEnemy = i;
i++;
}
}
function deleteShot() {
_root.attachMovie("AREA_enemyShot", "area_Shot", 9);
}
function deadEnemy() {
var _local1 = _root;
totalEnemy--;
if (totalEnemy == 0) {
_local1.char.hitMode = 0;
if (_local1.display.nFlag && (_local1.display.bFlag)) {
g = 3;
} else if (_local1.display.nFlag) {
g = 2;
} else {
g = 1;
}
if (_local1["clearAry" + gameDif][gameLv] < g) {
_local1.updateSave(gameLv, g);
}
_local1.disClear.play();
}
}
stageAry = new Array();
stageAry[1] = ["bgm02", "enemy_bit1"];
stageAry[2] = ["bgm01", "enemy_BOSSX0.5"];
stageAry[3] = ["bgm04", "enemy_BOSSX1"];
stageAry[4] = ["bgm02", "enemy_bit2", "enemy_bit2.5"];
stageAry[5] = ["bgm03", "enemy_BOSSX2"];
stageAry[6] = ["bgm02", "enemy_BOSSX1", "enemy_bit3", "enemy_bit3"];
stageAry[7] = ["bgm01", "enemy_BOSSX2.5"];
stageAry[8] = ["bgm03", "enemy_BOSSX3"];
stageAry[9] = ["bgm04", "enemy_BOSSX3.5", "enemy_bit4", "enemy_bit4"];
stageAry[10] = ["bgm05", "enemy_BOSSX4"];
ed = 2;
bgm = new Sound();
bgm.attachSound(stageAry[gameLv][0]);
bgm.start(0, 999);
_root.attachMovie("dis_CLEAR", "disClear", 6000);
_root.disClear._x = 225;
_root.disClear._y = 250;
_root.attachMovie("dis_GAMEOVER", "disGameover", 6001);
_root.disGameover._x = 225;
_root.disGameover._y = 250;
_root.attachMovie("mainChar", "char", 10);
_root.char._x = 225;
_root.char._y = 450;
_root.attachMovie("AREA_enemyShot", "area_Shot", 9);
this.setEnemy();
this.onEnterFrame = function () {
if (Key.isDown(46)) {
this.changeScene("title", 0);
this.onEnterFrame = null;
}
};
_quality = "MEDIUM";
Frame 25
this.gotoAndPlay(_currentframe - 2);
Frame 30
this.stop();
Frame 39
this.stop();
Symbol 5 MovieClip [AREA_enemyShot] Frame 1
function getDeep() {
deep++;
if (deep > 500) {
deep = 0;
}
return(deep);
}
function bom() {
_name = null;
this.gotoAndPlay("bom");
}
function deleteShot() {
_name = null;
this.gotoAndPlay("del");
}
deep = 50;
this.stop();
Symbol 5 MovieClip [AREA_enemyShot] Frame 5
speed = 300;
this.onEnterFrame = function () {
this._y = this._y - 5;
this._yscale = this._yscale - (_yscale / 3);
};
Symbol 5 MovieClip [AREA_enemyShot] Frame 15
_root.attachMovie("AREA_enemyShot", "area_Shot", 9);
Symbol 5 MovieClip [AREA_enemyShot] Frame 23
_root.attachMovie("AREA_enemyShot", "area_Shot", 9);
Symbol 7 MovieClip [enemyShot] Frame 1
this.onEnterFrame = function () {
var _local1 = this;
_local1._x = _local1._x + speedX;
_local1._y = _local1._y + speedY;
if (_local1._x < -10) {
_local1.removeMovieClip();
}
};
Instance of Symbol 9 MovieClip in Symbol 10 MovieClip [l2] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + _parent.speedX;
}
Symbol 10 MovieClip [l2] Frame 120
this.removeMovieClip();
Instance of Symbol 11 MovieClip in Symbol 12 MovieClip [b1] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + _parent.speedX;
}
Symbol 12 MovieClip [b1] Frame 120
this.removeMovieClip();
Instance of Symbol 13 MovieClip in Symbol 14 MovieClip [l1] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + _parent.speedX;
}
Symbol 14 MovieClip [l1] Frame 120
this.removeMovieClip();
Instance of Symbol 15 MovieClip in Symbol 16 MovieClip [enemyShot3] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + _parent.speedX;
}
Symbol 16 MovieClip [enemyShot3] Frame 120
this.removeMovieClip();
Instance of Symbol 17 MovieClip in Symbol 18 MovieClip [enemyShotS_10] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + 14;
}
Symbol 18 MovieClip [enemyShotS_10] Frame 70
this.removeMovieClip();
Instance of Symbol 17 MovieClip in Symbol 19 MovieClip [enemyShotS_9] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + 12;
}
Symbol 19 MovieClip [enemyShotS_9] Frame 70
this.removeMovieClip();
Instance of Symbol 17 MovieClip in Symbol 20 MovieClip [enemyShotS_8] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + 10;
}
Symbol 20 MovieClip [enemyShotS_8] Frame 90
this.removeMovieClip();
Instance of Symbol 17 MovieClip in Symbol 21 MovieClip [enemyShotS_7] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + 8;
}
Symbol 21 MovieClip [enemyShotS_7] Frame 100
this.removeMovieClip();
Instance of Symbol 17 MovieClip in Symbol 22 MovieClip [enemyShotS_6] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + 6;
}
Symbol 22 MovieClip [enemyShotS_6] Frame 110
this.removeMovieClip();
Instance of Symbol 17 MovieClip in Symbol 23 MovieClip [enemyShotS_1] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + 6;
}
Symbol 23 MovieClip [enemyShotS_1] Frame 101
this.removeMovieClip();
Instance of Symbol 24 MovieClip in Symbol 25 MovieClip [enemyShot_target1] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + _parent.speedX;
}
Symbol 25 MovieClip [enemyShot_target1] Frame 120
this.removeMovieClip();
Instance of Symbol 17 MovieClip in Symbol 26 MovieClip [enemyShot2] Frame 1
onClipEvent (enterFrame) {
this._x = this._x + _parent.speedX;
}
Symbol 26 MovieClip [enemyShot2] Frame 120
this.removeMovieClip();
Symbol 30 MovieClip [mainChar_effect] Frame 1
this.onEnterFrame = function () {
this._x = this._x + speedX;
this._y = this._y + speedY;
speedX = speedX / 1.1;
speedY = speedY + 1;
};
Symbol 30 MovieClip [mainChar_effect] Frame 30
this.removeMovieClip();
Symbol 33 MovieClip [bombMini] Frame 1
this.onEnterFrame = function () {
this._x = this._x + speedX;
this._y = this._y + speedY;
speedX = speedX / 1.5;
speedY = speedY / 1.5;
};
Symbol 33 MovieClip [bombMini] Frame 25
this.removeMovieClip();
Symbol 34 MovieClip [bomb] Frame 1
this.onEnterFrame = function () {
this._x = this._x + speedX;
this._y = this._y + speedY;
};
Symbol 34 MovieClip [bomb] Frame 20
this.removeMovieClip();
Symbol 49 Button
on (release) {
_root.changeScene("title", 0);
this.removeMovieClip();
}
Symbol 50 MovieClip [dis_GAMEOVER] Frame 1
this.stop();
Symbol 50 MovieClip [dis_GAMEOVER] Frame 34
this.stop();
Symbol 57 MovieClip Frame 1
switch (_root.eName) {
case 1 :
mes = "GOOD!";
break;
case 2 :
mes = "NICE FIGHT!";
break;
case 3 :
mes = "EXCELLENT!!";
break;
case 4 :
mes = "MIRAGE!!!";
break;
case 5 :
mes = "SUGEEEEEEEEE!!!";
}
Symbol 57 MovieClip Frame 4
this.gotoAndPlay(2);
Symbol 58 MovieClip [dis_CLEAR] Frame 1
this.stop();
Symbol 58 MovieClip [dis_CLEAR] Frame 26
this.stop();
Instance of Symbol 60 MovieClip in Symbol 61 MovieClip [r1] Frame 8
onClipEvent (enterFrame) {
this._rotation = this._rotation + _parent.rSpeed;
this._x = this._x + _parent.speedX;
}
Symbol 61 MovieClip [r1] Frame 170
this.removeMovieClip();
Symbol 63 MovieClip [dis_hpGage] Frame 1
function upDateHp(per) {
this.hp._xscale = per * 100;
}
Symbol 67 MovieClip [help] Frame 1
function getFps() {
time_count = time_count + 1;
if ((getTimer() - old_timer) >= time) {
tFps = Math.floor((time_count * 1000) / (getTimer() - old_timer));
fps = (tFps + "/") + fr;
old_timer = getTimer();
time_count = 0;
avFps = Math.floor(((avFps + tFps) / 2) * 10) / 10;
}
}
fr = 30;
time = 1000;
time_count = 0;
avFps = fr;
old_timer = getTimer();
this.onEnterFrame = function () {
this.getFps();
};
Symbol 84 MovieClip Frame 1
this.stop();
Symbol 87 MovieClip Frame 1
this.stop();
Symbol 88 MovieClip Frame 3
this.sv.play();
Symbol 88 MovieClip Frame 22
this.pc.play();
Symbol 109 Button
on (release) {
_root.gotoAndStop("title");
}
Symbol 110 MovieClip Frame 1
loadedSize = 0;
totalSize = _root.getBytesTotal();
this.onEnterFrame = function () {
var _local1 = this;
loadedSize = _root.getBytesLoaded();
if (loadedSize >= totalSize) {
_local1.gotoAndStop(10);
_local1.onEnterFrame = null;
} else {
downloadParcent = Math.round((loadedSize / totalSize) * 1000) / 10;
if (String(downloadParcent).indexOf(".", 0) == -1) {
downloadParcent = downloadParcent + ".0";
}
_local1.gage.bar._xscale = downloadParcent;
}
};
this.stop();
Symbol 117 MovieClip Frame 1
this.stop();
Symbol 126 MovieClip Frame 1
function moveAction(muki) {
if (aMode == 1) {
aMode = 0;
this.gotoAndPlay(muki);
}
}
aMode = 1;
Symbol 126 MovieClip Frame 2
_root.area_Shot.deleteShot();
Symbol 126 MovieClip Frame 54
_parent.hitMode = 1;
this._name = "c";
Symbol 126 MovieClip Frame 55
aMode = 1;
this.stop();
Symbol 126 MovieClip Frame 72
this.onEnterFrame = function () {
if (!Key.isDown(_parent.keyMoveLeft)) {
aMode = 1;
this.play();
this.onEnterFrame = null;
}
};
this.stop();
Symbol 126 MovieClip Frame 78
this.gotoAndStop("normal");
Symbol 126 MovieClip Frame 91
this.onEnterFrame = function () {
if (!Key.isDown(_parent.keyMoveRight)) {
aMode = 1;
this.play();
this.onEnterFrame = null;
}
};
this.stop();
Symbol 126 MovieClip Frame 97
this.gotoAndStop("normal");
Symbol 133 MovieClip Frame 1
theSound = new Sound(this);
this.onUnload = function () {
theSound.stop();
};
Symbol 133 MovieClip Frame 5
this.stop();
Symbol 136 MovieClip [mainChar] Frame 1
function atcEffect() {
var _local2 = _root;
var _local3 = this;
i = 0;
while (i < efNo1) {
ix = _local2.getDeep();
var _local1 = "ef" + ix;
_local2.attachMovie("mainChar_effect", _local1, ix + 1000);
_local2[_local1]._x = _local3._x;
_local2[_local1]._y = _local3._y;
_local2[_local1]._xscale = (_local2[_local1]._yscale = (Math.random() * 40) + 20);
_local2[_local1].speedX = (Math.random() * 30) - 15;
_local2[_local1].speedY = (Math.random() * 30) - 15;
i++;
}
}
function Move() {
var _local1 = this;
if (Key.isDown(keyMoveUp)) {
if (_local1._y > 0) {
_local1._y = _local1._y + (-nMove);
}
}
if (Key.isDown(KeyMoveDown)) {
if (_local1._y < 500) {
_local1._y = _local1._y + nMove;
}
}
if (Key.isDown(KeyMoveRight)) {
if (_local1._x < 450) {
_local1.c.moveAction("right");
_local1._x = _local1._x + nMove;
}
}
if (Key.isDown(KeyMoveLeft)) {
if (_local1._x > 0) {
_local1.c.moveAction("left");
_local1._x = _local1._x + (-nMove);
}
}
}
function hitCheck() {
var _local1 = this;
if (_root.area_shot.hitTest(_local1._x, _local1._y + 10, true)) {
_local1.atcEffect();
_local1.c._name = null;
lifeMode = 0;
hitMode = 0;
_local1.gotoAndPlay("hit");
}
}
efNo1 = 20;
lifeMode = 1;
hitMode = 0;
mySound = new Sound(this);
keyMoveUp = 38;
keyMoveDown = 40;
keyMoveRight = 39;
keyMoveLeft = 37;
baseMove = 6;
this.onEnterFrame = function () {
var _local1 = this;
if (lifeMode == 1) {
_local1.Move();
if (Key.isDown(90)) {
nMove = baseMove / 2;
_local1.gotoAndStop("shot");
} else {
nMove = baseMove;
_local1.gotoAndStop("normal");
}
if (Key.isDown(88)) {
_root.display.bomber();
}
if ((_currentframe < 25) && (hitMode == 1)) {
_local1.hitCheck();
}
}
};
Symbol 136 MovieClip [mainChar] Frame 5
mySound.stop();
this.stop();
Symbol 136 MovieClip [mainChar] Frame 65
if (_root.display.dead() > -1) {
lifeMode = 1;
this.gotoAndStop("normal");
} else {
this.removeMovieClip();
}
Symbol 142 MovieClip [enemy_BOSSX0.5] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + 10);
_local3.shot(_local1, _local2, x, y, kakudo - 10);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + 20);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 20);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + 40);
_local3.shot(_local1, _local2, x, y, kakudo + 20);
_local3.shot(_local1, _local2, x, y, kakudo - 20);
_local3.shot(_local1, _local2, x, y, kakudo - 40);
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + 30);
_local3.shot(_local1, _local2, x, y, kakudo + 15);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 15);
_local3.shot(_local1, _local2, x, y, kakudo - 30);
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + 45);
_local3.shot(_local1, _local2, x, y, kakudo + 30);
_local3.shot(_local1, _local2, x, y, kakudo + 15);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 15);
_local3.shot(_local1, _local2, x, y, kakudo - 30);
_local3.shot(_local1, _local2, x, y, kakudo - 45);
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
rx = rx + 0.1;
ry = ry + 0.1;
this._y = this._y + (3 * Math.sin(rx));
this._x = this._x + (5 * Math.cos(ry));
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 150 * _global.gameDif;
rx = 0;
ry = 0;
wait1 = 50 - ((_global.gameDif - 1) * 2);
wait2 = 30 - ((_global.gameDif - 1) * 2);
wait3 = 40 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
kakudo = _local1.getKakudo();
_local1.move();
_local1.hitCheck();
if (wi1 > wait1) {
_local1.shotR5(_local1.getKakudo());
wi1 = 0;
}
if (wi3 > wait3) {
_local1.shotOugi("b1", 7, 1, 0, 0);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 142 MovieClip [enemy_BOSSX0.5] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 142 MovieClip [enemy_BOSSX0.5] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 142 MovieClip [enemy_BOSSX0.5] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 142 MovieClip [enemy_BOSSX0.5] Frame 16
i = 0;
while (i < 20) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 142 MovieClip [enemy_BOSSX0.5] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 143 MovieClip [enemy_BOSSX1] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + 10);
_local3.shot(_local1, _local2, x, y, kakudo - 10);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + 20);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 20);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + 40);
_local3.shot(_local1, _local2, x, y, kakudo + 20);
_local3.shot(_local1, _local2, x, y, kakudo - 20);
_local3.shot(_local1, _local2, x, y, kakudo - 40);
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + 30);
_local3.shot(_local1, _local2, x, y, kakudo + 15);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 15);
_local3.shot(_local1, _local2, x, y, kakudo - 30);
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + 45);
_local3.shot(_local1, _local2, x, y, kakudo + 30);
_local3.shot(_local1, _local2, x, y, kakudo + 15);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 15);
_local3.shot(_local1, _local2, x, y, kakudo - 30);
_local3.shot(_local1, _local2, x, y, kakudo - 45);
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
rx = rx + 0.1;
ry = ry + 0.1;
this._y = this._y + (3 * Math.sin(rx));
this._x = this._x + (5 * Math.cos(ry));
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 250 * _global.gameDif;
rx = 0;
ry = 0;
wait1 = 50 - ((_global.gameDif - 1) * 2);
wait2 = 30 - ((_global.gameDif - 1) * 2);
wait3 = 15 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
kakudo = _local1.getKakudo();
_local1.move();
_local1.hitCheck();
if (wi1 > wait1) {
r3 = r3 + rp3;
_local1.shotOugi2("l1", 7, 10, 6, 0, 0);
_local1.shotR5(_local1.getKakudo());
wi1 = 0;
}
if (wi3 > wait3) {
r3 = r3 + rp3;
var r = ((Math.random() * 90) + 45);
_local1.shotOugi("b1", 7, 1, 0, 0);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 143 MovieClip [enemy_BOSSX1] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 143 MovieClip [enemy_BOSSX1] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 143 MovieClip [enemy_BOSSX1] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 143 MovieClip [enemy_BOSSX1] Frame 16
i = 0;
while (i < 20) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 143 MovieClip [enemy_BOSSX1] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 144 MovieClip [enemy_BOSSX2] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + 10);
_local3.shot(_local1, _local2, x, y, kakudo - 10);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + 20);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 20);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + 40);
_local3.shot(_local1, _local2, x, y, kakudo + 20);
_local3.shot(_local1, _local2, x, y, kakudo - 20);
_local3.shot(_local1, _local2, x, y, kakudo - 40);
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + 30);
_local3.shot(_local1, _local2, x, y, kakudo + 15);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 15);
_local3.shot(_local1, _local2, x, y, kakudo - 30);
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + 45);
_local3.shot(_local1, _local2, x, y, kakudo + 30);
_local3.shot(_local1, _local2, x, y, kakudo + 15);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - 15);
_local3.shot(_local1, _local2, x, y, kakudo - 30);
_local3.shot(_local1, _local2, x, y, kakudo - 45);
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
rx = rx + 0.1;
ry = ry + 0.1;
this._y = this._y + (3 * Math.sin(rx));
this._x = this._x + (5 * Math.cos(ry));
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 200 * _global.gameDif;
rx = 0;
ry = 0;
wait1 = 1 - ((_global.gameDif - 1) * 2);
wait2 = 30 - ((_global.gameDif - 1) * 2);
wait3 = 15 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
kakudo = _local1.getKakudo();
_local1.move();
_local1.hitCheck();
if (wi3 > wait3) {
r3 = r3 + rp3;
var r = ((Math.random() * 90) + 45);
_local1.shotOugi("b1", 7, 1, 0, 0);
_local1.shotOugi("b1", 3, 3, 0, 0);
_local1.shotOugi2("l1", 7, 8, 0, 0);
_local1.shotOugi2("l1", 4, 8, 0, 0);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 144 MovieClip [enemy_BOSSX2] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 144 MovieClip [enemy_BOSSX2] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 144 MovieClip [enemy_BOSSX2] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 144 MovieClip [enemy_BOSSX2] Frame 16
i = 0;
while (i < 20) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 144 MovieClip [enemy_BOSSX2] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 147 MovieClip [enemy_BOSSX2.5] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, ro, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo - ro);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 3));
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo - (ro * 3));
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotOugi3(shotType, no, ro, speed, x, y) {
var _local3 = y;
var _local1 = shotType;
var _local2 = getKakudo(x, _local3);
switch (no) {
case 1 :
this.shot(_local1, speed, x, _local3, _local2);
case 2 :
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2 - ro);
return;
case 3 :
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2);
this.shot(_local1, speed, x, _local3, _local2 - ro);
return;
case 4 :
this.shot(_local1, speed, x, _local3, _local2 + (ro * 2));
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2 - ro);
this.shot(_local1, speed, x, _local3, _local2 - (ro * 2));
return;
case 5 :
this.shot(_local1, speed, x, _local3, _local2 + (ro * 2));
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2);
this.shot(_local1, speed, x, _local3, _local2 - ro);
this.shot(_local1, speed, x, _local3, _local2 - (ro * 2));
return;
case 7 :
this.shot(_local1, speed, x, _local3, _local2 + (ro * 3));
this.shot(_local1, speed, x, _local3, _local2 + (ro * 2));
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2);
this.shot(_local1, speed, x, _local3, _local2 - ro);
this.shot(_local1, speed, x, _local3, _local2 - (ro * 2));
this.shot(_local1, speed, x, _local3, _local2 - (ro * 3));
return;
}
}
function shotRo(shotType, rSpeed, ro, speed, x, y) {
var _local2 = _root;
var _local3 = this;
var kakudo = _local3.getKakudo(x, y);
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(shotType, _local1, _local1);
_local2.area_shot[_local1]._x = _local3._x + x;
_local2.area_shot[_local1]._y = _local3._y + y;
_local2.area_shot[_local1].speedX = speed;
_local2.area_shot[_local1]._rotation = kakudo;
_local2.area_shot[_local1].rSpeed = rSpeed;
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r, x, y) {
var _local1 = r;
var _local2 = this;
var _local3 = y;
_local2.shot2("enemyShotS_6", x, _local3, _local1);
_local2.shot2("enemyShotS_7", x, _local3, _local1);
_local2.shot2("enemyShotS_8", x, _local3, _local1);
_local2.shot2("enemyShotS_9", x, _local3, _local1);
_local2.shot2("enemyShotS_10", x, _local3, _local1);
}
function move() {
rx = rx + 0.1;
ry = ry + 0.1;
this._y = this._y + (3 * Math.sin(rx));
this._x = this._x + (5 * Math.cos(ry));
}
function getKakudo(x, y) {
var _local2 = (_root.char._x - this._x) - x;
var ysa = (((_root.char._y + 10) - this._y) - y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 400 * _global.gameDif;
rx = 0;
ry = 0;
wait1 = 30 - ((_global.gameDif - 1) * 2);
wait2 = 40 - ((_global.gameDif - 1) * 2);
wait3 = 35 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
kakudo = _local1.getKakudo(0, 0);
_local1.move();
_local1.hitCheck();
if (wi1 > wait1) {
_local1.shotOugi2("l1", 7, 10, 15, 0, 0);
wi1 = 0;
}
if (wi3 > wait3) {
r3 = r3 + rp3;
_local1.shotOugi3("b1", 3, 10, 8, -40, 0);
_local1.shotOugi3("b1", 3, 10, 8, 40, 0);
wi3 = 0;
}
if (wi2 > wait2) {
_local1.shotR5(_local1.getKakudo(140, 0), 140, 0);
_local1.shotR5(_local1.getKakudo(-140, 0), -140, 0);
wi2 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 147 MovieClip [enemy_BOSSX2.5] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 147 MovieClip [enemy_BOSSX2.5] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 147 MovieClip [enemy_BOSSX2.5] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 147 MovieClip [enemy_BOSSX2.5] Frame 16
i = 0;
while (i < 20) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 147 MovieClip [enemy_BOSSX2.5] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 148 MovieClip [enemy_BOSSX3] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, ro, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo - ro);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 3));
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo - (ro * 3));
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotOugi3(shotType, no, ro, speed, x, y) {
var _local3 = y;
var _local1 = shotType;
var _local2 = getKakudo(x, _local3);
switch (no) {
case 1 :
this.shot(_local1, speed, x, _local3, _local2);
case 2 :
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2 - ro);
return;
case 3 :
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2);
this.shot(_local1, speed, x, _local3, _local2 - ro);
return;
case 4 :
this.shot(_local1, speed, x, _local3, _local2 + (ro * 2));
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2 - ro);
this.shot(_local1, speed, x, _local3, _local2 - (ro * 2));
return;
case 5 :
this.shot(_local1, speed, x, _local3, _local2 + (ro * 2));
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2);
this.shot(_local1, speed, x, _local3, _local2 - ro);
this.shot(_local1, speed, x, _local3, _local2 - (ro * 2));
return;
case 7 :
this.shot(_local1, speed, x, _local3, _local2 + (ro * 3));
this.shot(_local1, speed, x, _local3, _local2 + (ro * 2));
this.shot(_local1, speed, x, _local3, _local2 + ro);
this.shot(_local1, speed, x, _local3, _local2);
this.shot(_local1, speed, x, _local3, _local2 - ro);
this.shot(_local1, speed, x, _local3, _local2 - (ro * 2));
this.shot(_local1, speed, x, _local3, _local2 - (ro * 3));
return;
}
}
function shotRo(shotType, rSpeed, ro, speed, x, y) {
var _local2 = _root;
var _local3 = this;
var kakudo = _local3.getKakudo(x, y);
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(shotType, _local1, _local1);
_local2.area_shot[_local1]._x = _local3._x + x;
_local2.area_shot[_local1]._y = _local3._y + y;
_local2.area_shot[_local1].speedX = speed;
_local2.area_shot[_local1]._rotation = kakudo;
_local2.area_shot[_local1].rSpeed = rSpeed;
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
rx = rx + 0.1;
ry = ry + 0.1;
this._y = this._y + (3 * Math.sin(rx));
this._x = this._x + (5 * Math.cos(ry));
}
function getKakudo(x, y) {
var _local2 = (_root.char._x - this._x) - x;
var ysa = (((_root.char._y + 10) - this._y) - y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 400 * _global.gameDif;
rx = 0;
ry = 0;
wait1 = 45 - ((_global.gameDif - 1) * 2);
wait2 = 60 - ((_global.gameDif - 1) * 2);
wait3 = 10 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
kakudo = _local1.getKakudo(0, 0);
_local1.move();
_local1.hitCheck();
if (wi1 > wait1) {
_local1.shotOugi2("l1", 7, 10, 15, 0, 0);
wi1 = 0;
}
if (wi3 > wait3) {
r3 = r3 + rp3;
_local1.shotOugi3("l1", 3, 10, 14, -140, 0);
_local1.shotOugi3("l1", 3, 10, 14, 140, 0);
wi3 = 0;
}
if (wi2 > wait2) {
wi2 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 148 MovieClip [enemy_BOSSX3] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 148 MovieClip [enemy_BOSSX3] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 148 MovieClip [enemy_BOSSX3] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 148 MovieClip [enemy_BOSSX3] Frame 16
i = 0;
while (i < 20) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 148 MovieClip [enemy_BOSSX3] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 149 MovieClip [enemy_BOSSX3.5] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, ro, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo - ro);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 3));
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo - (ro * 3));
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotRo(shotType, rSpeed, ro, speed, x, y) {
var _local2 = _root;
var _local3 = this;
var kakudo = _local3.getKakudo(x, y);
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(shotType, _local1, _local1);
_local2.area_shot[_local1]._x = _local3._x + x;
_local2.area_shot[_local1]._y = _local3._y + y;
_local2.area_shot[_local1].speedX = speed;
_local2.area_shot[_local1]._rotation = kakudo;
_local2.area_shot[_local1].rSpeed = rSpeed;
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
rx = rx + 0.1;
ry = ry + 0.1;
this._y = this._y + (3 * Math.sin(rx));
this._x = this._x + (5 * Math.cos(ry));
}
function getKakudo(x, y) {
var _local2 = (_root.char._x - this._x) - x;
var ysa = (((_root.char._y + 10) - this._y) - y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 400 * _global.gameDif;
rx = 0;
ry = 0;
wait1 = 45 - ((_global.gameDif - 1) * 2);
wait2 = 60 - ((_global.gameDif - 1) * 2);
wait3 = 15 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
kakudo = _local1.getKakudo(0, 0);
_local1.move();
_local1.hitCheck();
if (wi3 > wait3) {
r3 = r3 + rp3;
_local1.shotOugi2("l1", 7, 10, 8, 0, 0);
wi3 = 0;
}
if (wi2 > wait2) {
_local1.shotRo("r1", 2, 0, 6, 0, 0);
wi2 = 0;
}
wi2++;
wi3++;
};
Symbol 149 MovieClip [enemy_BOSSX3.5] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 149 MovieClip [enemy_BOSSX3.5] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 149 MovieClip [enemy_BOSSX3.5] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 149 MovieClip [enemy_BOSSX3.5] Frame 16
i = 0;
while (i < 20) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 149 MovieClip [enemy_BOSSX3.5] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 150 MovieClip [enemy_BOSSX4] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_root["dis" + _name].upDateHp(hp / baseHp);
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, ro, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo - ro);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + (ro * 3));
_local2.shot2(_local1, x, _local3, kakudo + (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo + ro);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - ro);
_local2.shot2(_local1, x, _local3, kakudo - (ro * 2));
_local2.shot2(_local1, x, _local3, kakudo - (ro * 3));
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotRo(shotType, rSpeed, ro, speed, x, y) {
var _local2 = _root;
var _local3 = this;
var kakudo = _local3.getKakudo(x, y);
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(shotType, _local1, _local1);
_local2.area_shot[_local1]._x = _local3._x + x;
_local2.area_shot[_local1]._y = _local3._y + y;
_local2.area_shot[_local1].speedX = speed;
_local2.area_shot[_local1]._rotation = kakudo;
_local2.area_shot[_local1].rSpeed = rSpeed;
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
rx = rx + 0.1;
ry = ry + 0.1;
this._y = this._y + (3 * Math.sin(rx));
this._x = this._x + (5 * Math.cos(ry));
}
function getKakudo(x, y) {
var _local2 = (_root.char._x - this._x) - x;
var ysa = (((_root.char._y + 10) - this._y) - y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
baseHp = (hp = 400 * _global.gameDif);
rx = 0;
ry = 0;
wait1 = 45 - ((_global.gameDif - 1) * 2);
wait2 = 60 - ((_global.gameDif - 1) * 2);
wait3 = 15 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
kakudo = _local1.getKakudo(0, 0);
_local1.move();
_local1.hitCheck();
if (wi1 > wait1) {
_local1.shotOugi2("l1", 1, 0, 15, 0, 0);
wi1 = 0;
}
if (wi3 > wait3) {
r3 = r3 + rp3;
_local1.shotOugi2("l1", 5, 10, 8, 0, 0);
wi3 = 0;
}
if (wi2 > wait2) {
_local1.shotRo("r1", -2, 0, 6, -140, 0);
_local1.shotRo("r1", 2, 0, 6, 140, 0);
_local1.shotRo("r1", 2, 0, 6, 0, 0);
wi2 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 150 MovieClip [enemy_BOSSX4] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 150 MovieClip [enemy_BOSSX4] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 150 MovieClip [enemy_BOSSX4] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 150 MovieClip [enemy_BOSSX4] Frame 16
i = 0;
while (i < 20) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 150 MovieClip [enemy_BOSSX4] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 153 MovieClip [enemy_bit0.5] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_root["dis" + _name].upDateHp(hp / baseHp);
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
var _local1 = this;
_local1._x = _local1._x + ((tx - _local1._x) / ext);
_local1._y = _local1._y + ((ty - _local1._y) / ext);
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
mw = 3000;
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
baseHp = (hp = 70 * _global.gameDif);
rx = 0;
ry = 0;
ext = 5;
wait1 = 1 - ((_global.gameDif - 1) * 2);
wait2 = 30 - ((_global.gameDif - 1) * 2);
wait3 = 50 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
if (getTimer() > mwc) {
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
}
kakudo = _local1.getKakudo();
_local1._rotation = kakudo - 90;
_local1.move();
_local1.hitCheck();
if (wi2 > wait2) {
_local1.shotOugi2("l1", 2, 15, 5, 0, 0);
wi2 = 0;
}
if (wi3 > wait3) {
_local1.shotOugi2("l1", 1, 0, 9, 0, 0);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 153 MovieClip [enemy_bit0.5] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 153 MovieClip [enemy_bit0.5] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 153 MovieClip [enemy_bit0.5] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 153 MovieClip [enemy_bit0.5] Frame 16
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 153 MovieClip [enemy_bit0.5] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 154 MovieClip [enemy_bit1] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_root["dis" + _name].upDateHp(hp / baseHp);
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
var _local1 = this;
_local1._x = _local1._x + ((tx - _local1._x) / ext);
_local1._y = _local1._y + ((ty - _local1._y) / ext);
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
mw = 3000;
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
baseHp = (hp = 70 * _global.gameDif);
rx = 0;
ry = 0;
ext = 5;
wait1 = 1 - ((_global.gameDif - 1) * 2);
wait2 = 30 - ((_global.gameDif - 1) * 2);
wait3 = 50 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
if (getTimer() > mwc) {
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
}
kakudo = _local1.getKakudo();
_local1._rotation = kakudo - 90;
_local1.move();
_local1.hitCheck();
if (wi2 > wait2) {
_local1.shotOugi2("l1", 5, 15, 5, 0, 0);
wi2 = 0;
}
if (wi3 > wait3) {
_local1.shotOugi2("l1", 1, 0, 9, 0, 0);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 154 MovieClip [enemy_bit1] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 154 MovieClip [enemy_bit1] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 154 MovieClip [enemy_bit1] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 154 MovieClip [enemy_bit1] Frame 16
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 154 MovieClip [enemy_bit1] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 155 MovieClip [enemy_bit2] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
var _local1 = this;
_local1._x = _local1._x + ((tx - _local1._x) / ext);
_local1._y = _local1._y + ((ty - _local1._y) / ext);
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
mw = 3000;
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 100 * _global.gameDif;
rx = 0;
ry = 0;
ext = 5;
wait1 = 1 - ((_global.gameDif - 1) * 2);
wait2 = 10 - ((_global.gameDif - 1) * 2);
wait3 = 17 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
if (getTimer() > mwc) {
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
}
kakudo = _local1.getKakudo();
_local1._rotation = kakudo - 90;
_local1.move();
_local1.hitCheck();
if (wi3 > wait3) {
r3 = r3 + 1;
_local1.shotOugi2("l1", 1, 0, 16, 0, 0);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 155 MovieClip [enemy_bit2] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 155 MovieClip [enemy_bit2] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 155 MovieClip [enemy_bit2] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 155 MovieClip [enemy_bit2] Frame 16
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 155 MovieClip [enemy_bit2] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 156 MovieClip [enemy_bit2.5] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
var _local1 = this;
_local1._x = _local1._x + ((tx - _local1._x) / ext);
_local1._y = _local1._y + ((ty - _local1._y) / ext);
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
mw = 3000;
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 100 * _global.gameDif;
rx = 0;
ry = 0;
ext = 5;
wait1 = 1;
wait2 = 30 - ((_global.gameDif - 1) * 2);
wait3 = 40 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
if (getTimer() > mwc) {
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
}
kakudo = _local1.getKakudo();
_local1._rotation = kakudo - 90;
_local1.move();
_local1.hitCheck();
if (wi3 > wait3) {
r3 = r3 + 1;
_local1.shotOugi2("b1", 7, 10, 8, 0, 0);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 156 MovieClip [enemy_bit2.5] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 156 MovieClip [enemy_bit2.5] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 156 MovieClip [enemy_bit2.5] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 156 MovieClip [enemy_bit2.5] Frame 16
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 156 MovieClip [enemy_bit2.5] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 157 MovieClip [enemy_bit3] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
}
function move() {
var _local1 = this;
_local1._x = _local1._x + ((tx - _local1._x) / ext);
_local1._y = _local1._y + ((ty - _local1._y) / ext);
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
mw = 3000;
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 70 * _global.gameDif;
rx = 0;
ry = 0;
ext = 5;
wait1 = 1 - ((_global.gameDif - 1) * 2);
wait2 = 30 - ((_global.gameDif - 1) * 2);
wait3 = 15 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
if (getTimer() > mwc) {
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
}
kakudo = _local1.getKakudo();
_local1._rotation = kakudo - 90;
_local1.move();
_local1.hitCheck();
if (wi3 > wait3) {
_local1.shotOugi2("l1", 3, 15, 8, 0, 0);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 157 MovieClip [enemy_bit3] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 157 MovieClip [enemy_bit3] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 157 MovieClip [enemy_bit3] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 157 MovieClip [enemy_bit3] Frame 16
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 157 MovieClip [enemy_bit3] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Symbol 158 MovieClip [enemy_bit4] Frame 1
function hitCheck() {
var _local1 = this;
if (_local1.hitTest(_root.char.beam)) {
if (hp > 0) {
hp--;
_local1.play();
} else {
_local1.gotoAndPlay("dead");
}
}
}
function shotOugi(shotType, no, speed, x, y) {
var _local2 = this;
var _local3 = y;
var _local1;
if (shotType == "b1") {
switch (speed) {
case 1 :
_local1 = "enemyShotS_6";
break;
case 2 :
_local1 = "enemyShotS_7";
break;
case 3 :
_local1 = "enemyShotS_8";
break;
case 4 :
_local1 = "enemyShotS_9";
break;
case 5 :
_local1 = "enemyShotS_10";
break;
}
} else if (shotType == "l1") {
}
switch (no) {
case 2 :
_local2.shot2(_local1, x, _local3, kakudo + 10);
_local2.shot2(_local1, x, _local3, kakudo - 10);
return;
case 3 :
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 20);
return;
case 4 :
_local2.shot2(_local1, x, _local3, kakudo + 40);
_local2.shot2(_local1, x, _local3, kakudo + 20);
_local2.shot2(_local1, x, _local3, kakudo - 20);
_local2.shot2(_local1, x, _local3, kakudo - 40);
return;
case 5 :
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
return;
case 7 :
_local2.shot2(_local1, x, _local3, kakudo + 45);
_local2.shot2(_local1, x, _local3, kakudo + 30);
_local2.shot2(_local1, x, _local3, kakudo + 15);
_local2.shot2(_local1, x, _local3, kakudo);
_local2.shot2(_local1, x, _local3, kakudo - 15);
_local2.shot2(_local1, x, _local3, kakudo - 30);
_local2.shot2(_local1, x, _local3, kakudo - 45);
return;
}
}
function shotOugi2(shotType, no, ro, speed, x, y) {
var _local2 = speed;
var _local3 = this;
var _local1 = shotType;
switch (no) {
case 1 :
_local3.shot(_local1, _local2, x, y, kakudo);
case 2 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 3 :
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
return;
case 4 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 5 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
return;
case 7 :
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 3));
_local3.shot(_local1, _local2, x, y, kakudo + (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo + ro);
_local3.shot(_local1, _local2, x, y, kakudo);
_local3.shot(_local1, _local2, x, y, kakudo - ro);
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 2));
_local3.shot(_local1, _local2, x, y, kakudo - (ro * 3));
return;
}
}
function shotTarget(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = kakudo;
}
function shot(sType, s, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1].speedX = s;
_local2.area_shot[_local1]._rotation = r;
}
function shot2(sType, x, y, r) {
var _local2 = _root;
var _local1 = _parent.getDeep();
_local2.area_shot.attachMovie(sType, _local1, _local1);
_local2.area_shot[_local1]._x = this._x + x;
_local2.area_shot[_local1]._y = this._y + y;
_local2.area_shot[_local1]._rotation = r;
}
function shotR5(r) {
var _local1 = r;
var _local2 = this;
_local2.shot2("enemyShotS_6", 20, 10, _local1);
_local2.shot2("enemyShotS_7", 20, 10, _local1);
_local2.shot2("enemyShotS_8", 20, 10, _local1);
_local2.shot2("enemyShotS_9", 20, 10, _local1);
_local2.shot2("enemyShotS_10", 20, 10, _local1);
}
function move() {
var _local1 = this;
_local1._x = _local1._x + ((tx - _local1._x) / ext);
_local1._y = _local1._y + ((ty - _local1._y) / ext);
}
function getKakudo() {
var _local2 = _root.char._x - this._x;
var ysa = ((_root.char._y + 10) - this._y);
var _local1 = Math.atan2(ysa, _local2);
var _local3 = _local1 / (Math.PI/180);
return(_local3);
}
baseX = this._x;
baseY = this._y;
mw = 3000;
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
r1 = 0;
r2 = 0;
r3 = 0;
r4 = 0;
rp1 = 10;
rp2 = 10;
pr3 = 5;
wi1 = 0;
wi2 = 0;
wi3 = 0;
hp = 70 * _global.gameDif;
rx = 0;
ry = 0;
ext = 5;
wait1 = 1 - ((_global.gameDif - 1) * 2);
wait2 = 30 - ((_global.gameDif - 1) * 2);
wait3 = 60 - ((_global.gameDif - 1) * 2);
this.onEnterFrame = function () {
var _local1 = this;
if (getTimer() > mwc) {
mwc = getTimer() + mw;
tx = (Math.random() * 300) + 50;
ty = (Math.random() * 100) + 80;
}
kakudo = _local1.getKakudo();
_local1._rotation = kakudo - 90;
_local1.move();
_local1.hitCheck();
if (wi3 > wait3) {
r3 = r3 + rp3;
var r = ((Math.random() * 90) + 45);
_local1.shotR5(kakudo);
wi3 = 0;
}
wi1++;
wi2++;
wi3++;
};
Symbol 158 MovieClip [enemy_bit4] Frame 4
if (hp < 1) {
this.gotoAndPlay("dead");
} else {
this.gotoAndStop(2);
}
Symbol 158 MovieClip [enemy_bit4] Frame 10
this.onEnterFrame = function () {
this.play();
};
Symbol 158 MovieClip [enemy_bit4] Frame 11
bDeep = 1000;
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bomb", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 150)) - 75;
_parent[n]._y = (this._y + (Math.random() * 150)) - 75;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 3));
bDeep++;
i++;
}
Symbol 158 MovieClip [enemy_bit4] Frame 16
i = 0;
while (i < 5) {
var n = ("b" + bDeep);
_parent.attachMovie("bombMini", n, bDeep);
_parent[n]._x = (this._x + (Math.random() * 200)) - 100;
_parent[n]._y = (this._y + (Math.random() * 200)) - 100;
_parent[n]._yscale = (_parent[n]._xscale = 100 + (Math.random() * 30));
_parent[n].gotoAndPlay(Math.round(Math.random() * 7));
_parent[n].speedX = (Math.random() * 100) - 50;
_parent[n].speedY = (Math.random() * 100) - 50;
bDeep++;
i++;
}
Symbol 158 MovieClip [enemy_bit4] Frame 55
this.onEnterFrame = null;
_root.deadEnemy();
this.stop();
Instance of Symbol 163 MovieClip in Symbol 168 MovieClip Frame 1
onClipEvent (enterFrame) {
this._y = (Math.random() * 40) - 20;
this._x = (Math.random() * 100) - 50;
this._rotation = Math.random() * 180;
}
Instance of Symbol 163 MovieClip in Symbol 168 MovieClip Frame 1
onClipEvent (enterFrame) {
this._y = (Math.random() * 40) - 20;
this._x = (Math.random() * 100) - 50;
this._rotation = Math.random() * 180;
}
Instance of Symbol 163 MovieClip in Symbol 168 MovieClip Frame 1
onClipEvent (enterFrame) {
this._y = (Math.random() * 40) - 20;
this._x = (Math.random() * 100) - 50;
this._rotation = Math.random() * 180;
}
Instance of Symbol 163 MovieClip in Symbol 168 MovieClip Frame 1
onClipEvent (enterFrame) {
this._y = (Math.random() * 40) - 20;
this._x = (Math.random() * 100) - 50;
this._rotation = Math.random() * 180;
}
Symbol 175 Button
on (release) {
_parent.selectDif(2);
}
Symbol 178 MovieClip Frame 1
this.stop();
Symbol 180 Button
on (release) {
_parent.selectDif(1);
}
Symbol 182 MovieClip Frame 1
this.stop();
Symbol 184 Button
on (release) {
_parent.selectDif(3);
}
Symbol 186 MovieClip Frame 1
this.stop();
Instance of Symbol 192 MovieClip in Symbol 193 MovieClip Frame 1
onClipEvent (enterFrame) {
this._y = (Math.random() * 20) - 10;
}
Instance of Symbol 192 MovieClip in Symbol 193 MovieClip Frame 1
onClipEvent (enterFrame) {
this._y = (Math.random() * 20) - 10;
}
Instance of Symbol 192 MovieClip in Symbol 193 MovieClip Frame 1
onClipEvent (enterFrame) {
this._y = (Math.random() * 20) - 10;
}
Symbol 194 Button
on (release) {
_root.gameLv = 1;
_root.changeScene("game", 0);
}
Symbol 204 MovieClip Frame 1
function setMark(f) {
this.gotoAndStop(f + 1);
}
this.stop();
Symbol 207 Button
on (release) {
_root.gameLv = 2;
_root.changeScene("game", 0);
}
Symbol 210 Button
on (release) {
_root.gameLv = 3;
_root.changeScene("game", 0);
}
Symbol 213 Button
on (release) {
_root.gameLv = 4;
_root.changeScene("game", 0);
}
Symbol 216 Button
on (release) {
_root.gameLv = 5;
_root.changeScene("game", 0);
}
Symbol 219 Button
on (release) {
_root.gameLv = 6;
_root.changeScene("game", 0);
}
Symbol 222 Button
on (release) {
_root.gameLv = 7;
_root.changeScene("game", 0);
}
Symbol 225 Button
on (release) {
_root.gameLv = 8;
_root.changeScene("game", 0);
}
Symbol 228 Button
on (release) {
_root.gameLv = 9;
_root.changeScene("game", 0);
}
Symbol 231 Button
on (release) {
_root.gameLv = 10;
_root.changeScene("game", 0);
}
Symbol 232 MovieClip Frame 2
cs = 0;
i = 1;
while (i < 11) {
this["m" + i].setMark(0);
i++;
}
i = 1;
while (i < 11) {
var cd = _root["clearAry" + _global.gameDif][i];
if (cd > 0) {
cs = i;
this["m" + i].setMark(cd);
}
i++;
}
this.gotoAndStop(cs + 3);
this.stop();
Symbol 235 Button
on (release) {
_root.changeScene("credit", 1);
}
Symbol 238 Button
on (release) {
getURL ("");
}
Symbol 241 Button
on (release) {
_root.changeScene("help", 1);
}
Symbol 242 MovieClip Frame 1
function selectDif(lv) {
var _local1 = this;
var _local2 = lv;
_global.gameDif = _local2;
i = 0;
while (i < 3) {
_local1["b" + i].gotoAndStop(1);
i++;
}
_local1["b" + (_local2 - 1)].gotoAndStop(2);
_local1.ss.gotoAndPlay(1);
}
this.selectDif(_global.gameDif);
Symbol 245 MovieClip Frame 1
speed = (Math.random() * 20) + 20;
this.onEnterFrame = function () {
var _local1 = this;
_local1._y = _local1._y + speed;
if (_local1._y > 500) {
_local1._x = Math.random() * 450;
_local1._y = -_local1._height;
speed = (Math.random() * 20) + 20;
_local1._yscale = 7 * speed;
}
};
Symbol 249 MovieClip Frame 1
function dead() {
zanki--;
nFlag = 0;
if (zanki < 0) {
_root.disGameover.play();
} else {
b = 1;
this.bd._visible = 1;
this.gotoAndStop(_currentframe + 1);
}
return(zanki);
}
function bomber() {
bFlag = 0;
if (b > 0) {
_root.area_Shot.bom();
b--;
this.bd._visible = 0;
}
}
bFlag = 1;
nFlag = 1;
zanki = 3;
b = 1;
this.stop();
Symbol 253 Button
on (release) {
_root.gotoAndStop("rTitle");
}