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DefineSprite_347
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frame_55
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DoAction.as
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Text File
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2006-03-21
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3KB
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143 lines
function hitPlatforms()
{
var i;
var y;
var x;
i = 0;
while(i < _root.maxPlatforms)
{
platform = eval("_root.platform" + i);
y = _Y + vertical;
x = _X + horizontal;
if(_Y < platform._y && y >= platform._y && platform.hitTest(x,platform._y) == true)
{
_Y = platform._y;
falling = false;
vertical = 0;
return undefined;
}
i++;
}
platform = null;
return undefined;
}
function render()
{
var _loc1_ = _root;
var _loc2_ = undefined;
var y;
var _loc0_ = null;
_loc2_ = y = 0;
if(Key.isDown(39) == true)
{
if(_loc1_.player._x <= 630)
{
_loc2_ = hforce;
_loc1_.mountain._x -= 1;
_loc1_.kakteen._x -= 1.5;
_loc1_.fallschirm._x -= 2;
_loc1_.fallschirm2._x -= 2;
_loc1_.kaktus._x -= 7;
_loc1_.gitarre._x -= 8;
_loc1_.player.player2.gotoAndPlay("run");
}
}
if(Key.isDown(37) == true)
{
if(_loc1_.player._x >= 50)
{
_loc2_ = hforce * -1;
_loc1_.mountain._x += 1;
_loc1_.kakteen._x += 1.5;
_loc1_.fallschirm._x += 2;
_loc1_.fallschirm2._x += 2;
_loc1_.kaktus._x += 7;
_loc1_.gitarre._x += 8;
_loc1_.player.player2.gotoAndPlay("runleft");
}
}
if(Key.isDown(65))
{
if(_loc1_.bazooka == 1 && _loc1_.mg == 1)
{
if(_loc1_.player.player2.ri == 2)
{
_loc1_.player.boxrechts.play();
}
else if(_loc1_.player.player2.ri == 1)
{
_loc1_.player.boxlinks.play();
}
}
else if(_loc1_.bazooka == 2)
{
_loc1_.goodschuss.play();
}
else if(_loc1_.mg == 2)
{
_loc1_.mgfire.play();
}
}
if(Key.isDown(17) == true)
{
_loc1_.player.player2.kanone.gotoAndPlay(2);
}
if(Math.abs(horizontal) < Math.abs(_loc2_))
{
horizontal = _loc2_;
}
else
{
horizontal *= friction;
if(Math.abs(horizontal) < 1)
{
horizontal = 0;
}
}
if(vertical == 0 && Key.isDown(38) == true)
{
vertical = vforce * -1;
horizontal += platform.velocity;
platform = null;
rising = true;
_loc1_.player.player2.player4.gotoAndPlay("jump");
}
if(rising == true)
{
vertical *= gravity;
if(Math.abs(vertical) < 1)
{
vertical = Math.abs(vertical);
falling = true;
rising = false;
}
}
if(falling == true)
{
vertical *= accel;
hitPlatforms();
}
lastX = _X;
lastY = _Y;
_Y = _Y + vertical;
_X = _X + horizontal + platform.velocity;
if(platform != null && platform.hitTest(_X,platform._y,true) == false)
{
vertical = 2;
falling = true;
}
}
vforce = x;
hforce = y;
horizontal = 0;
vertical = 5;
friction = 0.8;
gravity = 0.5;
accel = 1.7;
rising = false;
falling = true;
lastX = _X;
lastY = _Y;
platform = null;
stop();