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spacewanderer.swf

This is the info page for
Flash #43769

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


ActionScript [AS1/AS2]
Frame 1
function xgtl(xcoord) { switch (CURRENT_SCREEN) { case 1 : return(xcoord - SCREEN1_X); case 2 : return(xcoord - SCREEN2_X); case 3 : return(xcoord - SCREEN3_X); case 4 : return(xcoord - SCREEN4_X); case 5 : return(xcoord - SCREEN5_X); case 6 : return(xcoord - SCREEN6_X); case 7 : return(xcoord - SCREEN7_X); case 8 : return(xcoord - SCREEN8_X); case 9 : return(xcoord - SCREEN9_X); } } function ygtl(ycoord) { switch (CURRENT_SCREEN) { case 1 : return(ycoord - SCREEN1_Y); case 2 : return(ycoord - SCREEN2_Y); case 3 : return(ycoord - SCREEN3_Y); case 4 : return(ycoord - SCREEN4_Y); case 5 : return(ycoord - SCREEN5_Y); case 6 : return(ycoord - SCREEN6_Y); case 7 : return(ycoord - SCREEN7_Y); case 8 : return(ycoord - SCREEN8_Y); case 9 : return(ycoord - SCREEN9_Y); } } function updatescore() { score_display.text = SCORE; if (SCORE >= Math.pow(2, ENEMYCNT)) { levelup(); } } function levelup() { var _local1 = ENEMYCNT; ENEMYCNT = ENEMYCNT * 2; SCORE_INCREMENT = SCORE_INCREMENT * 2; RESPAWN_TIMER = RESPAWN_TIMER / 2; while (_local1++ , _local1 <= ENEMYCNT) { ENEMIES[_local1] = false; } } function earnpoints() { SCORE = SCORE + SCORE_INCREMENT; SCORE_INCREMENT = Math.floor(SCORE_INCREMENT * POINTS_BONUS); updatescore(); } function spawn() { removeMovieClip("spaceship"); var _local1 = 0; while (_local1++ , _local1 <= ENEMYCNT) { removeMovieClip("ENEMY_" + _local1); ENEMIES[_local1] = false; } STATE = STATE & 0; SAVOR_COUNTER = DEFAULT_SAVORTIME; SCORE_INCREMENT = BASE_POINTS; ENEMYCNT = STARTING_ENEMIES; LEVEL_COUNTDOWN = DIFFICULTY_TIMER; CURRENT_SCREEN = 5; THRUST_X = 0; THRUST_Y = 0; BEAM_TIMER = BEAM_TIME; RECHARGE_TIMER = RECHARGE_TIME; ENEMY_RESPAWN_TIME = DEFAULT_EN_R_TIME; RESPAWN_TIMER = ENEMY_RESPAWN_TIME; LEVEL_TIMER = RESPAWN_TIMER; SCORE = 0; updatescore(); attachMovie("hero", "spaceship", 1); X = Math.floor(Math.random() * MAPSIZE_X); Y = Math.floor(Math.random() * MAPSIZE_Y); } function destroy(enemy) { _root["ENEMY_" + enemy].gotoAndStop(2); ENEMIES[enemy] = false; earnpoints(); } function d2r(v) { return(Math.PI * (v / 180)); } function spawn_enemy() { var _local1 = 0; _local1++; while (ENEMIES[_local1]) { } if (_local1 > ENEMYCNT) { return(undefined); } removeMovieClip("ENEMY_" + _local1); var _local4 = attachMovie("badguy", "ENEMY_" + _local1, 1 + _local1); var _local3 = Math.floor(Math.random() * MAPSIZE_X); var _local2 = Math.floor(Math.random() * MAPSIZE_Y); ENEMIES_X[_local1] = _local3; ENEMIES_Y[_local1] = _local2; ENEMIES[_local1] = true; LEVEL_TIMER = RESPAWN_TIMER; } function rotate_cw() { if ((STATE & (SPAWNING | SAVOR_TIME)) == 0) { spaceship._rotation = spaceship._rotation + (((STATE & THRUSTING) == 0) ? (AGILITY) : (AGILITY * AGILITY_PENALTY)); } } function rotate_ccw() { if ((STATE & (SPAWNING | SAVOR_TIME)) == 0) { spaceship._rotation = spaceship._rotation - (((STATE & THRUSTING) == 0) ? (AGILITY) : (AGILITY * AGILITY_PENALTY)); } } function do_thrust() { if (0 == (STATE & FIRING)) { } STATE = STATE ^ THRUSTING; THRUST_Y = THRUST_Y - (Math.cos(d2r(spaceship._rotation)) * ENGINE_POWER); THRUST_X = THRUST_X + (Math.sin(d2r(spaceship._rotation)) * ENGINE_POWER); } function enemy_do_thrust(enem_number) { if (ENEMY_X[enem_number] == X) { die(); return(undefined); } _root["ENEMY_" + enem_number]._rotation = _root["ENEMY_" + enem_number]._rotation + ((Math.random * 360) * ENEMY_AGILITY); ENEMIES_Y[enem_number] = ENEMIES_Y[enem_number] + (((Math.random() * 2) - 1) * ENEMY_ENGINE_POWER); ENEMIES_X[enem_number] = ENEMIES_X[enem_number] + (((Math.random() * 2) - 1) * ENEMY_ENGINE_POWER); } function beam() { spaceship.gotoAndStop(3); var _local2 = 0; while (_local2++ , _local2 <= ENEMYCNT) { if (ENEMIES[_local2]) { if (spaceship.hitTest(_root["ENEMY_" + _local2])) { destroy(_local2); } } } } function change_room() { if (X > MAPSIZE_X) { X = X - MAPSIZE_X; } else if (X < 0) { X = X + MAPSIZE_X; } if (Y > MAPSIZE_Y) { Y = Y - MAPSIZE_Y; } else if (Y < 0) { Y = Y + MAPSIZE_Y; } if (((X - SCREEN1_X) < SCREENSIZE_X) && ((Y - SCREEN1_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 1; } else if (((X - SCREEN2_X) < SCREENSIZE_X) && ((Y - SCREEN2_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 2; } else if (((X - SCREEN3_X) < SCREENSIZE_X) && ((Y - SCREEN3_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 3; } else if (((X - SCREEN4_X) < SCREENSIZE_X) && ((Y - SCREEN4_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 4; } else if (((X - SCREEN5_X) < SCREENSIZE_X) && ((Y - SCREEN5_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 5; } else if (((X - SCREEN6_X) < SCREENSIZE_X) && ((Y - SCREEN6_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 6; } else if (((X - SCREEN7_X) < SCREENSIZE_X) && ((Y - SCREEN7_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 7; } else if (((X - SCREEN8_X) < SCREENSIZE_X) && ((Y - SCREEN8_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 8; } else if (((X - SCREEN9_X) < SCREENSIZE_X) && ((Y - SCREEN9_Y) < SCREENSIZE_Y)) { CURRENT_SCREEN = 9; } floor.gotoAndStop(CURRENT_SCREEN); } function die() { spaceship.gotoAndPlay(8); STATE = STATE | SAVOR_TIME; } function render() { change_room(); spaceship._x = xgtl(X); spaceship._y = ygtl(Y); var _local2 = 0; while (_local2++ , _local2 <= ENEMYCNT) { if (ENEMIES_X[_local2] < 0) { ENEMIES_X[_local2] = ENEMIES_X[_local2] + MAPSIZE_X; } if (ENEMIES_Y[_local2] < 0) { ENEMIES_Y[_local2] = ENEMIES_Y[_local2] + MAPSIZE_Y; } if (ENEMIES_X[_local2] > MAPSIZE_X) { ENEMIES_X[_local2] = ENEMIES_X[_local2] - MAPSIZE_X; } if (ENEMIES_X[_local2] > MAPSIZE_Y) { ENEMIES_Y[_local2] = ENEMIES_Y[_local2] - MAPSIZE_Y; } _root["ENEMY_" + _local2]._x = xgtl(ENEMIES_X[_local2]); _root["ENEMY_" + _local2]._y = ygtl(ENEMIES_Y[_local2]); } } var X = 100; var Y = 100; var DEFAULT_SAVORTIME = 120; var DIFFICULTY_TIMER = 1600; var STARTING_ENEMIES = 4; var BASE_POINTS = 10; var POINTS_BONUS = 1.2; var RECHARGE_TIME = 40; var AGILITY = 4.5; var ENGINE_POWER = 0.32; var BEAM_TIME = 30; var DEFAULT_EN_R_TIME = 100; var AGILITY_PENALTY = 0.3; var ENEMY_ENGINE_POWER = 5.5; var ENEMY_AGILITY = 0.9; var SPAWNING = 8; var RECHARGING = 1; var FIRING = 2; var SAVOR_TIME = 4; var THRUSTING = 16; var STATE = 8; var CURRENT_SCREEN = 1; var SCORE = 0; var SCORE_INCREMENT = BASE_POINTS; var LEVEL_COUNTDOWN = DIFFICULTY_TIMER; var SAVOR_COUNTER = DEFAULT_SAVORTIME; var ENEMYCNT = STARTING_ENEMIES; var ENEMIES_X = new Array(); var ENEMIES_Y = new Array(); var ENEMIES = new Array(); var THRUST_X = 0; var THRUST_Y = 0; var BEAM_TIMER = BEAM_TIME; var RECHARGE_TIMER = RECHARGE_TIME; var ENEMY_RESPAWN_TIME = DEFAULT_EN_R_TIME; var RESPAWN_TIMER = ENEMY_RESPAWN_TIME; var LEVEL_TIMER = RESPAWN_TIMER; var SCREENSIZE_X = 550; var SCREENSIZE_Y = 400; var MAPSIZE_X = 1650; var MAPSIZE_Y = 1200; var SCREEN1_X = (SCREENSIZE_X * 0); var SCREEN1_Y = (SCREENSIZE_Y * 0); var SCREEN2_X = (SCREENSIZE_X * 1); var SCREEN2_Y = (SCREENSIZE_Y * 0); var SCREEN3_X = (SCREENSIZE_X * 2); var SCREEN3_Y = (SCREENSIZE_Y * 0); var SCREEN4_X = (SCREENSIZE_X * 0); var SCREEN4_Y = (SCREENSIZE_Y * 1); var SCREEN5_X = (SCREENSIZE_X * 1); var SCREEN5_Y = (SCREENSIZE_Y * 1); var SCREEN6_X = (SCREENSIZE_X * 2); var SCREEN6_Y = (SCREENSIZE_Y * 1); var SCREEN7_X = (SCREENSIZE_X * 0); var SCREEN7_Y = (SCREENSIZE_Y * 2); var SCREEN8_X = (SCREENSIZE_X * 1); var SCREEN8_Y = (SCREENSIZE_Y * 2); var SCREEN9_X = (SCREENSIZE_X * 2); var SCREEN9_Y = (SCREENSIZE_Y * 2); stop(); onEnterFrame = function () { STATE = STATE & (~THRUSTING); if ((STATE & SPAWNING) != 0) { spawn(); } var _local2 = 0; while (_local2++ , _local2 <= ENEMYCNT) { if (ENEMIES[_local2]) { enemy_do_thrust(_local2); } } X = X + THRUST_X; Y = Y + THRUST_Y; if ((STATE & SAVOR_TIME) != 0) { if ((SAVOR_COUNTER--) <= 0) { spawn(); } } else { if ((STATE & RECHARGING) == 0) { if (0 == (STATE & FIRING)) { if (Key.isDown(32)) { STATE = STATE | FIRING; } if (Key.isDown(38)) { do_thrust(); spaceship.gotoAndStop(2); } else { spaceship.gotoAndStop(1); } _local2 = 0; while (_local2++ , _local2 <= ENEMYCNT) { if (ENEMIES[_local2]) { if (spaceship.hitTest(_root["ENEMY_" + _local2])) { die(); } } } } else if ((BEAM_TIMER--) == 0) { STATE = STATE & (~FIRING); BEAM_TIMER = BEAM_TIME; STATE = STATE | RECHARGING; spaceship.gotoAndPlay(4); } else { beam(); } if (Key.isDown(37)) { rotate_ccw(); } else if (Key.isDown(39)) { rotate_cw(); } } else if ((RECHARGE_TIMER--) == 0) { RECHARGE_TIMER = RECHARGE_TIME; STATE = STATE & (~RECHARGING); } if ((--LEVEL_TIMER) <= 0) { spawn_enemy(); } } render(); };
Symbol 21 MovieClip [hero] Frame 1
stop();
Symbol 21 MovieClip [hero] Frame 2
stop();
Symbol 21 MovieClip [hero] Frame 3
stop();
Symbol 21 MovieClip [hero] Frame 7
gotoAndPlay (4);
Symbol 21 MovieClip [hero] Frame 21
stop();
Symbol 26 MovieClip [badguy] Frame 1
stop();
Symbol 26 MovieClip [badguy] Frame 3
stop();
Symbol 36 MovieClip [Space] Frame 1
stop();
Symbol 36 MovieClip [Space] Frame 2
stop();
Symbol 36 MovieClip [Space] Frame 3
stop();
Symbol 36 MovieClip [Space] Frame 4
stop();
Symbol 36 MovieClip [Space] Frame 5
stop();
Symbol 36 MovieClip [Space] Frame 6
stop();
Symbol 36 MovieClip [Space] Frame 7
stop();
Symbol 36 MovieClip [Space] Frame 8
stop();
Symbol 36 MovieClip [Space] Frame 9
stop();

Library Items

Symbol 1 GraphicUsed by:21
Symbol 2 GraphicUsed by:21
Symbol 3 GraphicUsed by:21
Symbol 4 GraphicUsed by:21
Symbol 5 GraphicUsed by:21
Symbol 6 GraphicUsed by:21
Symbol 7 GraphicUsed by:21
Symbol 8 GraphicUsed by:21
Symbol 9 GraphicUsed by:21
Symbol 10 GraphicUsed by:21
Symbol 11 GraphicUsed by:21
Symbol 12 GraphicUsed by:21
Symbol 13 GraphicUsed by:21
Symbol 14 GraphicUsed by:21
Symbol 15 GraphicUsed by:21
Symbol 16 GraphicUsed by:21
Symbol 17 GraphicUsed by:21
Symbol 18 GraphicUsed by:21
Symbol 19 GraphicUsed by:21
Symbol 20 GraphicUsed by:21
Symbol 21 MovieClip [hero]Uses:1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Symbol 22 GraphicUsed by:23
Symbol 23 MovieClip [gold]Uses:22
Symbol 24 GraphicUsed by:26
Symbol 25 GraphicUsed by:26
Symbol 26 MovieClip [badguy]Uses:24 25
Symbol 27 GraphicUsed by:36
Symbol 28 GraphicUsed by:36
Symbol 29 GraphicUsed by:36
Symbol 30 GraphicUsed by:36
Symbol 31 GraphicUsed by:36
Symbol 32 GraphicUsed by:36
Symbol 33 GraphicUsed by:36
Symbol 34 GraphicUsed by:36
Symbol 35 GraphicUsed by:36
Symbol 36 MovieClip [Space]Uses:27 28 29 30 31 32 33 34 35Used by:Timeline
Symbol 37 FontUsed by:38
Symbol 38 EditableTextUses:37Used by:Timeline
Symbol 39 GraphicUsed by:Timeline

Instance Names

"floor"Frame 1Symbol 36 MovieClip [Space]
"score_display"Frame 1Symbol 38 EditableText

Special Tags

ExportAssets (56)Timeline Frame 1Symbol 21 as "hero"
ExportAssets (56)Timeline Frame 1Symbol 23 as "gold"
ExportAssets (56)Timeline Frame 1Symbol 26 as "badguy"
ExportAssets (56)Timeline Frame 1Symbol 36 as "Space"
ExportAssets (56)Timeline Frame 1Symbol 36 as "Space"




http://swfchan.com/9/43769/info.shtml
Created: 9/5 -2019 07:55:42 Last modified: 9/5 -2019 07:55:42 Server time: 20/04 -2024 10:56:32