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Text File  |  2011-10-17  |  81KB  |  2,095 lines

  1. function initSplash()
  2. {
  3.    attachMovie("splash","splash",0);
  4.    splash.startButton.gotoAndStop("inactive");
  5.    splash.startButton.onRollOver = splash.startButton.onDragOver = function()
  6.    {
  7.       this.gotoAndStop("active");
  8.       playSound("sound.rollover");
  9.    };
  10.    splash.startButton.onRollOut = splash.startButton.onDragOut = function()
  11.    {
  12.       this.gotoAndStop("inactive");
  13.    };
  14.    splash.startButton.onPress = function()
  15.    {
  16.       playSound("sound.onpress");
  17.    };
  18.    splash.startButton.onRelease = function()
  19.    {
  20.       playSound("sound.onrelease");
  21.       myGameObject.displayBillboard();
  22.       initSelectionScreen();
  23.       music.intro.start(0,999);
  24.    };
  25. }
  26. function initGame(numbah)
  27. {
  28.    doWhiteFlash();
  29.    levelNumber = 1;
  30.    createShadowContainer();
  31.    createHull(numbah);
  32.    initLevel();
  33.    createPowerupContainer();
  34.    createEnemyContainer();
  35.    createHUD();
  36.    createExplosionContainer();
  37.    createBackground();
  38.    createMissileContainer();
  39. }
  40. function initMusicLoops()
  41. {
  42.    createEmptyMovieClip("music",musicDepth);
  43.    music.intro = new Sound(music);
  44.    music.intro.attachSound("music.intro");
  45.    music.boss = new Sound(music);
  46.    music.boss.attachSound("music.boss");
  47.    music.level = new Sound(music);
  48.    music.level.attachSound("music.level");
  49. }
  50. function initLevel()
  51. {
  52.    theHull.alive = true;
  53.    theHull._x = Stage.width / 2;
  54.    theHull._y = 325;
  55.    playSound("sound.prepare");
  56.    music.level.start(0,999);
  57.    music.level.setVolume(60);
  58.    createBackground();
  59.    levelMap = eval("level" + levelNumber);
  60.    baddyKillCount = 0;
  61.    levelStartScore = theHull.score;
  62.    currentLevelRow = 0;
  63.    attachMovie("levelTitle","levelTitle",5001,{_x:Stage.width / 2,_y:Stage.height / 2});
  64.    levelTitle.gotoAndStop(levelNumber);
  65.    levelStartDelay = setInterval(function()
  66.    {
  67.       levelTitle.removeMovieClip();
  68.       levelParserCountdown = 18;
  69.       levelParsing = true;
  70.       clearInterval(levelStartDelay);
  71.    }
  72.    ,1000);
  73. }
  74. function endGame()
  75. {
  76.    var _loc1_ = _root;
  77.    var _loc2_ = this;
  78.    btnSubmit = "yes";
  79.    finalScore = theHull.score;
  80.    attachMovie("blackFlash","blackFlash",6002,{_alpha:0});
  81.    blackFlash.t = 0;
  82.    blackFlash.s = 0;
  83.    blackFlash.c = 100;
  84.    blackFlash.d = 30;
  85.    blackFlash.onEnterFrame = function()
  86.    {
  87.       var _loc1_ = _root;
  88.       var _loc2_ = this;
  89.       if(_loc2_.t == _loc2_.d)
  90.       {
  91.          for(wtf in _loc1_)
  92.          {
  93.             if(typeof _loc1_[wtf] == "movieclip" && _loc1_[wtf] != music && _loc1_[wtf] != theHull && _loc1_[wtf] != HUD && _loc1_[wtf] != blackFlash)
  94.             {
  95.                _loc1_[wtf].removeMovieClip();
  96.             }
  97.          }
  98.          theHull.onEnterFrame = null;
  99.          theHull._x = Stage.width / 2;
  100.          theHull._y = 325;
  101.          attachMovie("finalMoon","finalMoon",0,{y:-400});
  102.          finalMoon.attachMovie("bgTile","bgTile",0,{_y:400});
  103.          finalMoon.bgTile.gotoAndStop(7);
  104.          _loc2_.t = 0;
  105.          _loc2_.s = 100;
  106.          _loc2_.c = -100;
  107.          _loc2_.d = 60;
  108.          _loc2_.onEnterFrame = function()
  109.          {
  110.             var _loc1_ = _root;
  111.             this.t = this.t + 1;
  112.             if(this.t < this.d)
  113.             {
  114.                this._alpha = Math.linearTween(this.t,this.s,this.c,this.d);
  115.                finalMoon._y = Math.easeOutQuad(this.t,this.s,this.c,this.d) * -4;
  116.             }
  117.             if(this.t == 90)
  118.             {
  119.                this.removeMovieClip();
  120.                doWhiteFlash();
  121.                music.level.stop();
  122.                attachMovie("payoffWin","gameEnder",5000,{_x:300,_y:200});
  123.                _quality = "high";
  124.                gameEnder.playagain.gotoAndStop("inactive");
  125.                gameEnder.playagain.hitArea = gameEnder.playagain.ha;
  126.                gameEnder.playagain.onDragOver = gameEnder.playagain.onRollOver = function()
  127.                {
  128.                   this.gotoAndPlay("active");
  129.                   playSound("sound.rollover");
  130.                };
  131.                gameEnder.playagain.onDragOut = gameEnder.playagain.onRollOut = function()
  132.                {
  133.                   this.gotoAndStop("inactive");
  134.                };
  135.                gameEnder.playagain.onPress = function()
  136.                {
  137.                   playSound("sound.onpress");
  138.                };
  139.                gameEnder.playagain.onRelease = function()
  140.                {
  141.                   var _loc1_ = _root;
  142.                   playSound("sound.onrelease");
  143.                   gameEnder.removeMovieClip();
  144.                   for(wtf in _loc1_)
  145.                   {
  146.                      if(typeof _loc1_[wtf] == "movieclip" && _loc1_[wtf] != music)
  147.                      {
  148.                         _loc1_[wtf].removeMovieClip();
  149.                      }
  150.                   }
  151.                   levelNumber = 1;
  152.                   _quality = "low";
  153.                   music.intro.start(0,999);
  154.                   initSelectionScreen();
  155.                };
  156.                var scoreSubmitted;
  157.                if(_loc1_.login == "1")
  158.                {
  159.                   var tLV = new LoadVars();
  160.                   tLV.gameID = _loc1_.gameID;
  161.                   tLV.scoreID = _loc1_.sc;
  162.                   tLV.score = finalScore;
  163.                   tLV.sm = fnMD5(_loc1_.gameID + _loc1_.sc + _loc1_.sn + finalScore);
  164.                   tLV.onLoad = function()
  165.                   {
  166.                      getURL("top10.php?gameID=" + _root.gameID,"top10");
  167.                   };
  168.                   tLV.sendAndLoad("submitGameScoreProc.php",tLV,"POST");
  169.                   scoreSubmitted = "Your score has been submitted.";
  170.                }
  171.                else
  172.                {
  173.                   scoreSubmitted = "Please log in to submit the score";
  174.                }
  175.                gameEnder.winTxt.txt.text = scoreSubmitted;
  176.                trace(finalScore);
  177.                var _loc2_ = finalScore;
  178.                gameEnder.createEmptyMovieClip("score",1);
  179.                i = 6;
  180.                while(i >= 0)
  181.                {
  182.                   var _loc3_ = gameEnder.score.attachMovie("number","digit" + i,i,{_x:i * -10});
  183.                   _loc3_.gotoAndStop(Math.floor(_loc2_ / Math.pow(10,i)) + 1);
  184.                   _loc2_ %= Math.pow(10,i);
  185.                   i--;
  186.                }
  187.                gameEnder.score._x = 77;
  188.                gameEnder.score._y = -189.5;
  189.                myGameObject.callGameEventJS();
  190.             }
  191.          };
  192.       }
  193.       else if(_loc2_.t < _loc2_.d)
  194.       {
  195.          _loc2_.t = _loc2_.t + 1;
  196.          _loc2_._alpha = Math.linearTween(_loc2_.t,_loc2_.s,_loc2_.c,_loc2_.d);
  197.       }
  198.    };
  199. }
  200. function payoffAttachments()
  201. {
  202.    var _loc1_ = _root;
  203.    payoffWin.playagain.gotoAndStop("inactive");
  204.    payoffWin.playagain.hitArea = payoffWin.playagain.ha;
  205.    payoffWin.playagain.onDragOver = payoffWin.playagain.onRollOver = function()
  206.    {
  207.       this.gotoAndPlay("active");
  208.       playSound("sound.rollover");
  209.    };
  210.    payoffWin.playagain.onDragOut = payoffWin.playagain.onRollOut = function()
  211.    {
  212.       this.gotoAndStop("inactive");
  213.    };
  214.    payoffWin.playagain.onPress = function()
  215.    {
  216.       playSound("sound.onpress");
  217.    };
  218.    payoffWin.playagain.onRelease = function()
  219.    {
  220.       var _loc1_ = _root;
  221.       playSound("sound.onrelease");
  222.       payoffWin.removeMovieClip();
  223.       for(wtf in _loc1_)
  224.       {
  225.          if(typeof _loc1_[wtf] == "movieclip" && _loc1_[wtf] != music)
  226.          {
  227.             _loc1_[wtf].removeMovieClip();
  228.          }
  229.       }
  230.       levelNumber = 1;
  231.       music.intro.start(0,999);
  232.       _quality = "low";
  233.       initSelectionScreen();
  234.    };
  235.    gameScore = theHull.score;
  236.    payoffWin.createEmptyMovieClip("gameScoreDigits",1);
  237.    i = 6;
  238.    while(i >= 0)
  239.    {
  240.       var _loc2_ = payoffWin.gameScoreDigits.attachMovie("number","digit" + i,i,{_x:i * -10});
  241.       _loc2_.gotoAndStop(Math.floor(gameScore / Math.pow(10,i)) + 1);
  242.       gameScore %= Math.pow(10,i);
  243.       i--;
  244.    }
  245.    payoffWin.gameScoreDigits._x = payoffWin.gameScoreDigits._width;
  246.    payoffWin.gameScoreDigits._y = -190;
  247. }
  248. function endLevel()
  249. {
  250.    theHull.alive = false;
  251.    for(blow in enemyContainer)
  252.    {
  253.       enemyContainer[blow].myBuzz.stop();
  254.       explode(enemyContainer[blow]);
  255.    }
  256.    for(blow in misCon)
  257.    {
  258.       explode(misCon[blow]);
  259.    }
  260.    music.level.stop();
  261.    if(levelNumber == 6)
  262.    {
  263.       playSound("sound.codemodulator");
  264.    }
  265.    else
  266.    {
  267.       playSound("sound.goodjob." + (random(6) + 1));
  268.    }
  269.    music.intro.start(0,999);
  270.    levelParsing = false;
  271.    attachMovie("levelEnder","levelEnder",5001,{_x:Stage.width / 2,_y:125});
  272.    levelEnder.title.gotoAndStop(levelNumber);
  273.    levelEnder.cont.gotoAndStop("inactive");
  274.    levelEnder.cont.hitArea = levelEnder.cont.ha;
  275.    levelEnder.cont.onDragOver = levelEnder.cont.onRollOver = function()
  276.    {
  277.       this.gotoAndPlay("active");
  278.       playSound("sound.rollover");
  279.    };
  280.    levelEnder.cont.onDragOut = levelEnder.cont.onRollOut = function()
  281.    {
  282.       this.gotoAndStop("inactive");
  283.    };
  284.    levelEnder.cont.onPress = function()
  285.    {
  286.       playSound("sound.onpress");
  287.    };
  288.    levelEnder.cont.onRelease = function()
  289.    {
  290.       music.intro.stop();
  291.       stopAllSounds();
  292.       playSound("sound.onrelease");
  293.       levelNumber++;
  294.       doWhiteFlash();
  295.       initLevel();
  296.    };
  297.    levelScore = theHull.score - levelStartScore;
  298.    levelEnder.createEmptyMovieClip("levelScoreDigits",1);
  299.    i = levelScore.toString().length - 1;
  300.    while(i >= 0)
  301.    {
  302.       var _loc1_ = levelEnder.levelScoreDigits.attachMovie("bigNumber","digit" + i,i,{_x:i * -16});
  303.       _loc1_.gotoAndStop(Math.floor(levelScore / Math.pow(10,i)) + 1);
  304.       levelScore %= Math.pow(10,i);
  305.       i--;
  306.    }
  307.    levelEnder.levelScoreDigits._x = levelEnder.levelScoreDigits._width / 2 - 21;
  308.    levelEnder.levelScoreDigits._y = 112;
  309.    theHull.totalBaddyKills += baddyKillCount;
  310.    levelEnder.createEmptyMovieClip("baddyKillDigits",2);
  311.    i = baddyKillCount.toString().length - 1;
  312.    while(i >= 0)
  313.    {
  314.       _loc1_ = levelEnder.baddyKillDigits.attachMovie("bigNumber","digit" + i,i,{_x:i * -16});
  315.       _loc1_.gotoAndStop(Math.floor(baddyKillCount / Math.pow(10,i)) + 1);
  316.       baddyKillCount %= Math.pow(10,i);
  317.       i--;
  318.    }
  319.    levelEnder.baddyKillDigits._x = levelEnder.baddyKillDigits._width / 2 - 21;
  320.    levelEnder.baddyKillDigits._y = 32;
  321. }
  322. function gameOver()
  323. {
  324.    var _loc1_ = _root;
  325.    btnSubmit = "yes";
  326.    finalScore = theHull.score;
  327.    for(buzzing in enemyContainer)
  328.    {
  329.       enemyContainer[buzzing].myBuzz.stop();
  330.    }
  331.    _quality = "high";
  332.    music.level.stop();
  333.    music.boss.stop();
  334.    levelParsing = false;
  335.    baddyKillCount += theHull.totalBaddyKills;
  336.    attachMovie("payoffLose","gameEnder",5001,{_x:Stage.width / 2,_y:Stage.height / 2});
  337.    gameEnder.playagain.gotoAndStop("inactive");
  338.    gameEnder.playagain.hitArea = gameEnder.playagain.ha;
  339.    gameEnder.playagain.onDragOver = gameEnder.playagain.onRollOver = function()
  340.    {
  341.       this.gotoAndPlay("active");
  342.       playSound("sound.rollover");
  343.    };
  344.    gameEnder.playagain.onDragOut = gameEnder.playagain.onRollOut = function()
  345.    {
  346.       this.gotoAndStop("inactive");
  347.    };
  348.    gameEnder.playagain.onPress = function()
  349.    {
  350.       playSound("sound.onpress");
  351.    };
  352.    gameEnder.playagain.onRelease = function()
  353.    {
  354.       var _loc1_ = _root;
  355.       playSound("sound.onrelease");
  356.       gameEnder.removeMovieClip();
  357.       for(wtf in _loc1_)
  358.       {
  359.          if(typeof _loc1_[wtf] == "movieclip" && _loc1_[wtf] != music)
  360.          {
  361.             _loc1_[wtf].removeMovieClip();
  362.          }
  363.       }
  364.       levelNumber = 1;
  365.       _quality = "low";
  366.       music.intro.start(0,999);
  367.       initSelectionScreen();
  368.    };
  369.    gameScore = theHull.score;
  370.    var scoreSubmitted;
  371.    if(_loc1_.login == "1")
  372.    {
  373.       var tLV = new LoadVars();
  374.       tLV.gameID = _loc1_.gameID;
  375.       tLV.scoreID = _loc1_.sc;
  376.       tLV.score = finalScore;
  377.       tLV.sm = fnMD5(_loc1_.gameID + _loc1_.sc + _loc1_.sn + finalScore);
  378.       tLV.onLoad = function()
  379.       {
  380.          getURL("top10.php?gameID=" + _root.gameID,"top10");
  381.       };
  382.       tLV.sendAndLoad("submitGameScoreProc.php",tLV,"POST");
  383.       scoreSubmitted = "Your score has been submitted.";
  384.    }
  385.    else
  386.    {
  387.       scoreSubmitted = "Please log in to submit the score";
  388.    }
  389.    gameEnder.createEmptyMovieClip("gameScoreDigits",1);
  390.    i = 6;
  391.    while(i >= 0)
  392.    {
  393.       var _loc2_ = gameEnder.gameScoreDigits.attachMovie("number","digit" + i,i,{_x:i * -10});
  394.       _loc2_.gotoAndStop(Math.floor(gameScore / Math.pow(10,i)) + 1);
  395.       gameScore %= Math.pow(10,i);
  396.       i--;
  397.    }
  398.    gameEnder.gameScoreDigits._x = gameEnder.gameScoreDigits._width;
  399.    gameEnder.gameScoreDigits._y = -190;
  400.    gameEnder.txt.text = scoreSubmitted;
  401.    theHull._visible = false;
  402.    theHull.move = null;
  403.    theHull.fire = null;
  404. }
  405. function doWhiteFlash()
  406. {
  407.    var _loc1_ = this;
  408.    attachMovie("whiteFlash","whiteFlash",5002);
  409.    whiteFlash.t = 0;
  410.    whiteFlash.s = 100;
  411.    whiteFlash.c = -100;
  412.    whiteFlash.d = 5;
  413.    whiteFlash.onEnterFrame = function()
  414.    {
  415.       var _loc1_ = this;
  416.       if(_loc1_.t < _loc1_.d)
  417.       {
  418.          _loc1_.t = _loc1_.t + 1;
  419.          _loc1_._alpha = Math.easeInQuad(_loc1_.t,_loc1_.s,_loc1_.c,_loc1_.d);
  420.          if(_loc1_.t == _loc1_.d)
  421.          {
  422.             _loc1_.removeMovieClip();
  423.          }
  424.       }
  425.    };
  426. }
  427. function initInstructions()
  428. {
  429.    createEmptyMovieClip("inst",100);
  430.    inst.attachMovie("frame","frame",0,{_x:Stage.width / 2,_y:Stage.height / 2});
  431.    inst.frame.gotoAndStop(1);
  432. }
  433. function gameExecute()
  434. {
  435.    quarterize();
  436.    enemyExecute();
  437.    powerupExecute();
  438.    if(theHull.alive)
  439.    {
  440.       theHull.move();
  441.    }
  442.    if(!theHull.vulnerable && theHull.justSpawned)
  443.    {
  444.       if(theHull._visible)
  445.       {
  446.          theHull._visible = false;
  447.       }
  448.       else
  449.       {
  450.          theHull._visible = true;
  451.       }
  452.    }
  453.    bulletExecute();
  454.    theBG.scrollMe();
  455.    if(levelParsing)
  456.    {
  457.       parseLevelCounter();
  458.    }
  459. }
  460. function initSelectionScreen()
  461. {
  462.    attachMovie("selectah","selectah",200,{_x:Stage.width / 2,_y:Stage.height / 2});
  463.    createBackground();
  464.    theBG.onEnterFrame = function()
  465.    {
  466.       this.scrollMe();
  467.    };
  468. }
  469. function createShadowContainer()
  470. {
  471.    createEmptyMovieClip("shadows",shadowDepth);
  472.    shadowCount = 1;
  473. }
  474. function createBackground()
  475. {
  476.    createEmptyMovieClip("theBG",backgroundDepth);
  477.    theBG.scrollSpeed = 6;
  478.    if(levelNumber > 3 && levelNumber < 7)
  479.    {
  480.       theBG.scrollSpeed = 5;
  481.    }
  482.    if(levelNumber == 7)
  483.    {
  484.       theBG.scrollSpeed = 9;
  485.    }
  486.    theBG.attachMovie("bgTile","bgTile1",1);
  487.    theBG.bgTile1.gotoAndStop(levelNumber);
  488.    theBG.attachMovie("bgTile","bgTile2",2,{_y:-400});
  489.    theBG.bgTile2.gotoAndStop(levelNumber);
  490.    theBG.scrollMe = bgScroll;
  491. }
  492. function bgScroll()
  493. {
  494.    var _loc1_ = this;
  495.    _loc1_._y += _loc1_.scrollSpeed;
  496.    if(_loc1_._y >= 400)
  497.    {
  498.       _loc1_._y -= 400;
  499.    }
  500. }
  501. function createHull(numbah)
  502. {
  503.    createEmptyMovieClip("theHull",hullDepth);
  504.    createEmptyMovieClip("pBullets",playerBulletDepth);
  505.    pBulletsCount = 0;
  506.    theHull.gunType = "defaultGun";
  507.    theHull.upgrades = new Array(0,0,0,0,0);
  508.    theHull.upgrades[numbah - 1] = 1;
  509.    theHull.attachMovie(theHull.upgrades[0] + "" + theHull.upgrades[1] + "" + theHull.upgrades[2] + "" + theHull.upgrades[3] + "" + theHull.upgrades[4],"ship",0);
  510.    theHull.originalType = numbah;
  511.    theHull.vulnerable = true;
  512.    theHull.lives = 4;
  513.    theHull.score = 0;
  514.    theHull.totalBaddyKills = 0;
  515.    theHull.alive = true;
  516.    theHull.die = playerDeath;
  517.    theHull._x = Stage.width / 2;
  518.    theHull._y = Stage.height - theHull._height;
  519.    theHull.dir = 0;
  520.    theHull.vel = new Vector(0,0);
  521.    theHull.speed = 0;
  522.    theHull.maxSpeed = 5;
  523.    theHull.pieceCount = 0;
  524.    theHull.onEnterFrame = gameExecute;
  525.    theHull.move = hullExecute;
  526.    theHull.fire = hullFire;
  527.    theHull.firing = false;
  528.    theHull.firingCountdown;
  529.    theHull.spot1 = new Vector();
  530.    theHull.spot2 = new Vector();
  531.    theHull.spot3 = new Vector();
  532.    theHull.spot4 = new Vector();
  533.    theHull.spot5 = new Vector();
  534.    theHull.justSpawned = false;
  535.    theHull.t;
  536.    theHull.s;
  537.    theHull.c;
  538.    theHull.d;
  539.    theHull.sX;
  540.    theHull.sY;
  541.    theHull.sS;
  542.    theHull.cX;
  543.    theHull.cY;
  544.    theHull.cS;
  545.    theHull.typeToAttach;
  546.    theHull.originX;
  547.    theHull.originY;
  548.    Key.addListener(theHull);
  549.    theHull.onKeyUp = hullKeyUp;
  550.    theHull.tryingToCheat = false;
  551.    theHull.cheat = 0;
  552.    theHull.cheatCountdown = 0;
  553. }
  554. function hullKeyUp()
  555. {
  556.    var _loc1_ = Key.getCode();
  557.    if(_loc1_ == 75 && levelNumber < 7 && Key.isDown(83))
  558.    {
  559.       clearInterval(levelStartDelay);
  560.       endLevel();
  561.    }
  562.    if(_loc1_ == 49)
  563.    {
  564.       theHull.tryingToCheat = true;
  565.       theHull.cheat = 49;
  566.       theHull.cheatCountdown = 10;
  567.    }
  568.    else if(theHull.tryingToCheat)
  569.    {
  570.       if(_loc1_ < 54 && _loc1_ > 49)
  571.       {
  572.          if(_loc1_ == theHull.cheat + 1)
  573.          {
  574.             theHull.cheat = theHull.cheat + 1;
  575.             theHull.cheatCountdown = 10;
  576.          }
  577.          else
  578.          {
  579.             theHull.tryingToCheat = false;
  580.             theHull.cheat = 0;
  581.          }
  582.          if(theHull.cheat == 53)
  583.          {
  584.             bigFatCheater();
  585.             theHull.tryingToCheat = false;
  586.             theHull.cheatCountdown = 0;
  587.          }
  588.       }
  589.       if(_loc1_ == theHull.cheat + 1)
  590.       {
  591.          theHull.cheat = theHull.cheat + 1;
  592.       }
  593.    }
  594. }
  595. function hullExecute()
  596. {
  597.    var _loc1_ = this;
  598.    _loc1_.vel.reset(0,0);
  599.    if(Key.isDown(38))
  600.    {
  601.       _loc1_.vel.y -= 1;
  602.    }
  603.    if(Key.isDown(40))
  604.    {
  605.       _loc1_.vel.y += 1;
  606.    }
  607.    if(Key.isDown(37))
  608.    {
  609.       _loc1_.vel.x -= 1;
  610.    }
  611.    if(Key.isDown(39))
  612.    {
  613.       _loc1_.vel.x += 1;
  614.    }
  615.    _loc1_.vel.setLength(7);
  616.    _loc1_._x += _loc1_.vel.x;
  617.    _loc1_._y += _loc1_.vel.y;
  618.    if(_loc1_._x < 0)
  619.    {
  620.       _loc1_._x = 0;
  621.    }
  622.    else if(_loc1_._x > 600)
  623.    {
  624.       _loc1_._x = 600;
  625.    }
  626.    if(_loc1_._y > 400)
  627.    {
  628.       _loc1_._y = 400;
  629.    }
  630.    if(_loc1_._y < 0)
  631.    {
  632.       _loc1_._y = 0;
  633.    }
  634.    if(!Key.isDown(38) && !Key.isDown(40) && !Key.isDown(37) && !Key.isDown(39))
  635.    {
  636.       _loc1_.speed *= 0.75;
  637.       if(_loc1_.speed < 1)
  638.       {
  639.          _loc1_.speed = 0;
  640.       }
  641.    }
  642.    if(Key.isDown(32) && !_loc1_.firing)
  643.    {
  644.       _loc1_.fire();
  645.    }
  646.    if(_loc1_.firing)
  647.    {
  648.       _loc1_.firingCountdown = _loc1_.firingCountdown - 1;
  649.       if(_loc1_.firingCountdown <= 0)
  650.       {
  651.          _loc1_.firing = false;
  652.       }
  653.    }
  654.    if(_loc1_.vulnerable && _loc1_._x - _loc1_._width / 2 < 300)
  655.    {
  656.       if(_loc1_._y - _loc1_._height / 2 < 200)
  657.       {
  658.          var _loc2_ = 0;
  659.          while(true)
  660.          {
  661.             if(_loc2_ < Q1enemies.length)
  662.             {
  663.                if(_loc1_.ship.ha.hitTest(Q1enemies[_loc2_]._x,Q1enemies[_loc2_]._y,false))
  664.                {
  665.                   Q1enemies[_loc2_].collide();
  666.                   _loc1_.die();
  667.                   break;
  668.                }
  669.                continue;
  670.             }
  671.          }
  672.       }
  673.       if(_loc1_._y + _loc1_._height / 2 > 200)
  674.       {
  675.          _loc2_ = 0;
  676.          while(true)
  677.          {
  678.             if(_loc2_ < Q2enemies.length)
  679.             {
  680.                if(!_loc1_.ship.ha.hitTest(Q2enemies[_loc2_]._x,Q2enemies[_loc2_]._y,false))
  681.                {
  682.                   continue;
  683.                }
  684.                Q2enemies[_loc2_].collide();
  685.                _loc1_.die();
  686.             }
  687.             else
  688.             {
  689.                addr334:
  690.                if(_loc1_.vulnerable && _loc1_._x + _loc1_._width / 2 > 300)
  691.                {
  692.                   if(_loc1_._y - _loc1_._height / 2 < 200)
  693.                   {
  694.                      _loc2_ = 0;
  695.                      while(true)
  696.                      {
  697.                         if(_loc2_ >= Q3enemies.length)
  698.                         {
  699.                         }
  700.                         if(_loc1_.ship.ha.hitTest(Q3enemies[_loc2_]._x,Q3enemies[_loc2_]._y,false))
  701.                         {
  702.                            Q3enemies[_loc2_].collide();
  703.                            _loc1_.die();
  704.                         }
  705.                         _loc2_ = _loc2_ + 1;
  706.                      }
  707.                   }
  708.                   if(_loc1_._y + _loc1_._height / 2 > 200)
  709.                   {
  710.                      _loc2_ = 0;
  711.                      while(true)
  712.                      {
  713.                         if(_loc2_ >= Q4enemies.length)
  714.                         {
  715.                         }
  716.                         if(_loc1_.ship.ha.hitTest(Q4enemies[_loc2_]._x,Q4enemies[_loc2_]._y,false))
  717.                         {
  718.                            Q4enemies[_loc2_].collide();
  719.                            _loc1_.die();
  720.                         }
  721.                         _loc2_ = _loc2_ + 1;
  722.                      }
  723.                   }
  724.                }
  725.                ┬º┬ºenumerate(eBullets);
  726.                while(true)
  727.                {
  728.                   var _loc0_ = null;
  729.                   if((_loc0_ = ┬º┬ºenumeration()) != null)
  730.                   {
  731.                      teb = ┬º┬ºenum_assign();
  732.                      var _loc3_ = eBullets[teb];
  733.                      if(!(_loc1_.vulnerable && _loc1_.ship.ha.hitTest(_loc3_._x,_loc3_._y,false)))
  734.                      {
  735.                         continue;
  736.                      }
  737.                      _loc3_.removeMovieClip();
  738.                      _loc1_.die();
  739.                   }
  740.                   else if(theHull.tryingToCheat)
  741.                   {
  742.                      theHull.cheatCountdown--;
  743.                      if(theHull.cheatCountdown <= 0)
  744.                      {
  745.                         theHull.tryingToCheat = false;
  746.                         theHull.cheat = 0;
  747.                      }
  748.                   }
  749.                }
  750.             }
  751.          }
  752.       }
  753.    }
  754.    ┬º┬ºgoto(addr334);
  755. }
  756. function playerDeath()
  757. {
  758.    var _loc1_ = this;
  759.    _loc1_._visible = false;
  760.    theHull.alive = false;
  761.    explodeHull();
  762.    if(theHull.lives == 0)
  763.    {
  764.       playSound("sound.gameover." + (random(3) + 1));
  765.       attachMovie("blackFlash","blackFlash",6002,{_alpha:0});
  766.       blackFlash.t = 0;
  767.       blackFlash.s = 0;
  768.       blackFlash.c = 100;
  769.       blackFlash.d = 30;
  770.       blackFlash.onEnterFrame = function()
  771.       {
  772.          var _loc1_ = this;
  773.          _loc1_.t = _loc1_.t + 1;
  774.          if(_loc1_.t <= _loc1_.d)
  775.          {
  776.             _loc1_._alpha = Math.linearTween(_loc1_.t,_loc1_.s,_loc1_.c,_loc1_.d);
  777.          }
  778.          if(_loc1_.t == 60)
  779.          {
  780.             gameOver();
  781.             _loc1_.removeMovieClip();
  782.          }
  783.       };
  784.    }
  785.    else
  786.    {
  787.       respawnDelay = setInterval(respawnHull,500);
  788.    }
  789.    theHull.lives--;
  790.    createLives();
  791. }
  792. function explodeHull()
  793. {
  794.    var _loc2_ = this;
  795.    playSound("sound.kidsplode",(theHull._x - 300) / 3);
  796.    var _loc1_ = explosionContainer.attachMovie("explosion3","explosion" + explosionCount++,explosionCount);
  797.    _loc1_._x = theHull._x;
  798.    _loc1_._y = theHull._y;
  799.    theHull._visible = false;
  800.    _loc1_.onEnterFrame = function()
  801.    {
  802.       var _loc1_ = this;
  803.       if(_loc1_._currentframe == _loc1_._totalframes)
  804.       {
  805.          _loc1_.removeMovieClip();
  806.       }
  807.    };
  808. }
  809. function respawnHull()
  810. {
  811.    clearInterval(respawnDelay);
  812.    theHull.upgrades = new Array(0,0,0,0,0);
  813.    theHull.upgrades[theHull.originalType - 1] = 1;
  814.    theHull.attachMovie(theHull.upgrades[0] + "" + theHull.upgrades[1] + "" + theHull.upgrades[2] + "" + theHull.upgrades[3] + "" + theHull.upgrades[4],"ship",0);
  815.    theHull._visible = true;
  816.    theHull.alive = true;
  817.    theHull.vulnerable = false;
  818.    theHull.justSpawned = true;
  819.    becomeVulnerable = setInterval(function()
  820.    {
  821.       theHull.vulnerable = true;
  822.       theHull.justSpawned = false;
  823.       theHull._visible = true;
  824.       clearInterval(becomeVulnerable);
  825.    }
  826.    ,1500);
  827.    theHull._x = Stage.width / 2;
  828.    theHull._y = Stage.height - theHull._height;
  829. }
  830. function quarterize()
  831. {
  832.    enemyCount = -1;
  833.    Q1enemies = new Array();
  834.    Q2enemies = new Array();
  835.    Q3enemies = new Array();
  836.    Q4enemies = new Array();
  837.    for(te in enemyContainer)
  838.    {
  839.       enemyCount++;
  840.       var _loc1_ = enemyContainer[te];
  841.       if(_loc1_._x + _loc1_._width / 2 > 300 && _loc1_._x - _loc1_._width / 2 < 300)
  842.       {
  843.          if(_loc1_._y < 200)
  844.          {
  845.             Q1enemies.push(_loc1_);
  846.             Q3enemies.push(_loc1_);
  847.          }
  848.          else
  849.          {
  850.             Q2enemies.push(_loc1_);
  851.             Q4enemies.push(_loc1_);
  852.          }
  853.       }
  854.       else if(_loc1_._x < 300)
  855.       {
  856.          if(_loc1_._y < 200)
  857.          {
  858.             Q1enemies.push(_loc1_);
  859.          }
  860.          else
  861.          {
  862.             Q2enemies.push(_loc1_);
  863.          }
  864.       }
  865.       else if(_loc1_._y < 200)
  866.       {
  867.          Q3enemies.push(_loc1_);
  868.       }
  869.       else
  870.       {
  871.          Q4enemies.push(_loc1_);
  872.       }
  873.    }
  874.    for(tm in misCon)
  875.    {
  876.       enemyCount++;
  877.       var _loc3_ = misCon[tm];
  878.       if(_loc3_._x < 300)
  879.       {
  880.          if(_loc3_._y < 200)
  881.          {
  882.             Q1enemies.push(_loc3_);
  883.          }
  884.          else
  885.          {
  886.             Q2enemies.push(_loc3_);
  887.          }
  888.       }
  889.       else if(_loc3_._y < 200)
  890.       {
  891.          Q3enemies.push(_loc3_);
  892.       }
  893.       else
  894.       {
  895.          Q4enemies.push(_loc3_);
  896.       }
  897.    }
  898.    Q1bullets = new Array();
  899.    Q2bullets = new Array();
  900.    Q3bullets = new Array();
  901.    Q4bullets = new Array();
  902.    for(tb in pBullets)
  903.    {
  904.       var _loc2_ = pBullets[tb];
  905.       if(_loc2_._x < 300)
  906.       {
  907.          if(_loc2_._y < 200)
  908.          {
  909.             Q1bullets.push(_loc2_);
  910.          }
  911.          else
  912.          {
  913.             Q2bullets.push(_loc2_);
  914.          }
  915.       }
  916.       else if(_loc2_._y < 200)
  917.       {
  918.          Q3bullets.push(_loc2_);
  919.       }
  920.       else
  921.       {
  922.          Q4bullets.push(_loc2_);
  923.       }
  924.    }
  925. }
  926. function distance(x1, y1, x2, y2)
  927. {
  928.    return (x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2);
  929. }
  930. function fnMD5(pString)
  931. {
  932.    return fnBinaryToHex(fnMd5Proc(fnStringToBinary(pString),pString.length * 8));
  933. }
  934. function fnMd5Proc(x, len)
  935. {
  936.    x[len >> 5] |= 128 << len % 32;
  937.    x[(len + 64 >>> 9 << 4) + 14] = len;
  938.    var a = 1732584193;
  939.    var _loc3_ = -271733879;
  940.    var _loc2_ = -1732584194;
  941.    var _loc1_ = 271733878;
  942.    var i = 0;
  943.    while(i < x.length)
  944.    {
  945.       var olda = a;
  946.       var oldb = _loc3_;
  947.       var oldc = _loc2_;
  948.       var oldd = _loc1_;
  949.       a = fnFF(a,_loc3_,_loc2_,_loc1_,x[i + 0],7,-680876936);
  950.       _loc1_ = fnFF(_loc1_,a,_loc3_,_loc2_,x[i + 1],12,-389564586);
  951.       _loc2_ = fnFF(_loc2_,_loc1_,a,_loc3_,x[i + 2],17,606105819);
  952.       _loc3_ = fnFF(_loc3_,_loc2_,_loc1_,a,x[i + 3],22,-1044525330);
  953.       a = fnFF(a,_loc3_,_loc2_,_loc1_,x[i + 4],7,-176418897);
  954.       _loc1_ = fnFF(_loc1_,a,_loc3_,_loc2_,x[i + 5],12,1200080426);
  955.       _loc2_ = fnFF(_loc2_,_loc1_,a,_loc3_,x[i + 6],17,-1473231341);
  956.       _loc3_ = fnFF(_loc3_,_loc2_,_loc1_,a,x[i + 7],22,-45705983);
  957.       a = fnFF(a,_loc3_,_loc2_,_loc1_,x[i + 8],7,1770035416);
  958.       _loc1_ = fnFF(_loc1_,a,_loc3_,_loc2_,x[i + 9],12,-1958414417);
  959.       _loc2_ = fnFF(_loc2_,_loc1_,a,_loc3_,x[i + 10],17,-42063);
  960.       _loc3_ = fnFF(_loc3_,_loc2_,_loc1_,a,x[i + 11],22,-1990404162);
  961.       a = fnFF(a,_loc3_,_loc2_,_loc1_,x[i + 12],7,1804603682);
  962.       _loc1_ = fnFF(_loc1_,a,_loc3_,_loc2_,x[i + 13],12,-40341101);
  963.       _loc2_ = fnFF(_loc2_,_loc1_,a,_loc3_,x[i + 14],17,-1502002290);
  964.       _loc3_ = fnFF(_loc3_,_loc2_,_loc1_,a,x[i + 15],22,1236535329);
  965.       a = fnGG(a,_loc3_,_loc2_,_loc1_,x[i + 1],5,-165796510);
  966.       _loc1_ = fnGG(_loc1_,a,_loc3_,_loc2_,x[i + 6],9,-1069501632);
  967.       _loc2_ = fnGG(_loc2_,_loc1_,a,_loc3_,x[i + 11],14,643717713);
  968.       _loc3_ = fnGG(_loc3_,_loc2_,_loc1_,a,x[i + 0],20,-373897302);
  969.       a = fnGG(a,_loc3_,_loc2_,_loc1_,x[i + 5],5,-701558691);
  970.       _loc1_ = fnGG(_loc1_,a,_loc3_,_loc2_,x[i + 10],9,38016083);
  971.       _loc2_ = fnGG(_loc2_,_loc1_,a,_loc3_,x[i + 15],14,-660478335);
  972.       _loc3_ = fnGG(_loc3_,_loc2_,_loc1_,a,x[i + 4],20,-405537848);
  973.       a = fnGG(a,_loc3_,_loc2_,_loc1_,x[i + 9],5,568446438);
  974.       _loc1_ = fnGG(_loc1_,a,_loc3_,_loc2_,x[i + 14],9,-1019803690);
  975.       _loc2_ = fnGG(_loc2_,_loc1_,a,_loc3_,x[i + 3],14,-187363961);
  976.       _loc3_ = fnGG(_loc3_,_loc2_,_loc1_,a,x[i + 8],20,1163531501);
  977.       a = fnGG(a,_loc3_,_loc2_,_loc1_,x[i + 13],5,-1444681467);
  978.       _loc1_ = fnGG(_loc1_,a,_loc3_,_loc2_,x[i + 2],9,-51403784);
  979.       _loc2_ = fnGG(_loc2_,_loc1_,a,_loc3_,x[i + 7],14,1735328473);
  980.       _loc3_ = fnGG(_loc3_,_loc2_,_loc1_,a,x[i + 12],20,-1926607734);
  981.       a = fnHH(a,_loc3_,_loc2_,_loc1_,x[i + 5],4,-378558);
  982.       _loc1_ = fnHH(_loc1_,a,_loc3_,_loc2_,x[i + 8],11,-2022574463);
  983.       _loc2_ = fnHH(_loc2_,_loc1_,a,_loc3_,x[i + 11],16,1839030562);
  984.       _loc3_ = fnHH(_loc3_,_loc2_,_loc1_,a,x[i + 14],23,-35309556);
  985.       a = fnHH(a,_loc3_,_loc2_,_loc1_,x[i + 1],4,-1530992060);
  986.       _loc1_ = fnHH(_loc1_,a,_loc3_,_loc2_,x[i + 4],11,1272893353);
  987.       _loc2_ = fnHH(_loc2_,_loc1_,a,_loc3_,x[i + 7],16,-155497632);
  988.       _loc3_ = fnHH(_loc3_,_loc2_,_loc1_,a,x[i + 10],23,-1094730640);
  989.       a = fnHH(a,_loc3_,_loc2_,_loc1_,x[i + 13],4,681279174);
  990.       _loc1_ = fnHH(_loc1_,a,_loc3_,_loc2_,x[i + 0],11,-358537222);
  991.       _loc2_ = fnHH(_loc2_,_loc1_,a,_loc3_,x[i + 3],16,-722521979);
  992.       _loc3_ = fnHH(_loc3_,_loc2_,_loc1_,a,x[i + 6],23,76029189);
  993.       a = fnHH(a,_loc3_,_loc2_,_loc1_,x[i + 9],4,-640364487);
  994.       _loc1_ = fnHH(_loc1_,a,_loc3_,_loc2_,x[i + 12],11,-421815835);
  995.       _loc2_ = fnHH(_loc2_,_loc1_,a,_loc3_,x[i + 15],16,530742520);
  996.       _loc3_ = fnHH(_loc3_,_loc2_,_loc1_,a,x[i + 2],23,-995338651);
  997.       a = fnII(a,_loc3_,_loc2_,_loc1_,x[i + 0],6,-198630844);
  998.       _loc1_ = fnII(_loc1_,a,_loc3_,_loc2_,x[i + 7],10,1126891415);
  999.       _loc2_ = fnII(_loc2_,_loc1_,a,_loc3_,x[i + 14],15,-1416354905);
  1000.       _loc3_ = fnII(_loc3_,_loc2_,_loc1_,a,x[i + 5],21,-57434055);
  1001.       a = fnII(a,_loc3_,_loc2_,_loc1_,x[i + 12],6,1700485571);
  1002.       _loc1_ = fnII(_loc1_,a,_loc3_,_loc2_,x[i + 3],10,-1894986606);
  1003.       _loc2_ = fnII(_loc2_,_loc1_,a,_loc3_,x[i + 10],15,-1051523);
  1004.       _loc3_ = fnII(_loc3_,_loc2_,_loc1_,a,x[i + 1],21,-2054922799);
  1005.       a = fnII(a,_loc3_,_loc2_,_loc1_,x[i + 8],6,1873313359);
  1006.       _loc1_ = fnII(_loc1_,a,_loc3_,_loc2_,x[i + 15],10,-30611744);
  1007.       _loc2_ = fnII(_loc2_,_loc1_,a,_loc3_,x[i + 6],15,-1560198380);
  1008.       _loc3_ = fnII(_loc3_,_loc2_,_loc1_,a,x[i + 13],21,1309151649);
  1009.       a = fnII(a,_loc3_,_loc2_,_loc1_,x[i + 4],6,-145523070);
  1010.       _loc1_ = fnII(_loc1_,a,_loc3_,_loc2_,x[i + 11],10,-1120210379);
  1011.       _loc2_ = fnII(_loc2_,_loc1_,a,_loc3_,x[i + 2],15,718787259);
  1012.       _loc3_ = fnII(_loc3_,_loc2_,_loc1_,a,x[i + 9],21,-343485551);
  1013.       a = fnMD5Add(a,olda);
  1014.       _loc3_ = fnMD5Add(_loc3_,oldb);
  1015.       _loc2_ = fnMD5Add(_loc2_,oldc);
  1016.       _loc1_ = fnMD5Add(_loc1_,oldd);
  1017.       i += 16;
  1018.    }
  1019.    return Array(a,_loc3_,_loc2_,_loc1_);
  1020. }
  1021. function fnCMN(q, a, b, x, s, t)
  1022. {
  1023.    return fnMD5Add(fnShiftBitLeft(fnMD5Add(fnMD5Add(a,q),fnMD5Add(x,t)),s),b);
  1024. }
  1025. function fnFF(a, b, c, d, x, s, t)
  1026. {
  1027.    var _loc1_ = b;
  1028.    return fnCMN(_loc1_ & c | (~_loc1_) & d,a,_loc1_,x,s,t);
  1029. }
  1030. function fnGG(a, b, c, d, x, s, t)
  1031. {
  1032.    return fnCMN(b & d | c & (~d),a,b,x,s,t);
  1033. }
  1034. function fnHH(a, b, c, d, x, s, t)
  1035. {
  1036.    return fnCMN(b ^ c ^ d,a,b,x,s,t);
  1037. }
  1038. function fnII(a, b, c, d, x, s, t)
  1039. {
  1040.    return fnCMN(c ^ (b | ~d),a,b,x,s,t);
  1041. }
  1042. function fnMD5Add(x, y)
  1043. {
  1044.    var _loc1_ = (x & 65535) + (y & 65535);
  1045.    var _loc2_ = (x >> 16) + (y >> 16) + (_loc1_ >> 16);
  1046.    return _loc2_ << 16 | _loc1_ & 65535;
  1047. }
  1048. function fnShiftBitLeft(num, cnt)
  1049. {
  1050.    return num << cnt | num >>> 32 - cnt;
  1051. }
  1052. function fnStringToBinary(str)
  1053. {
  1054.    var _loc2_ = str;
  1055.    var _loc3_ = Array();
  1056.    var mask = 255;
  1057.    var _loc1_ = 0;
  1058.    while(_loc1_ < _loc2_.length * 8)
  1059.    {
  1060.       _loc3_[_loc1_ >> 5] |= (_loc2_.charCodeAt(_loc1_ / 8) & mask) << _loc1_ % 32;
  1061.       _loc1_ += 8;
  1062.    }
  1063.    return _loc3_;
  1064. }
  1065. function fnBinaryToHex(binarray)
  1066. {
  1067.    var _loc2_ = binarray;
  1068.    var _loc3_ = "0123456789abcdef";
  1069.    var str = "";
  1070.    var _loc1_ = 0;
  1071.    while(_loc1_ < _loc2_.length * 4)
  1072.    {
  1073.       str += _loc3_.charAt(_loc2_[_loc1_ >> 2] >> _loc1_ % 4 * 8 + 4 & 15) + _loc3_.charAt(_loc2_[_loc1_ >> 2] >> _loc1_ % 4 * 8 & 15);
  1074.       _loc1_ = _loc1_ + 1;
  1075.    }
  1076.    return str;
  1077. }
  1078. function fnFlashEncrypt(pKey, pString)
  1079. {
  1080.    var _loc3_ = pKey;
  1081.    var tResultString = "";
  1082.    var tOdd;
  1083.    var _loc1_ = undefined;
  1084.    if(_loc3_.charAt(0).charCodeAt(0) % 2 != 0)
  1085.    {
  1086.       tOdd = true;
  1087.       _loc1_ = 0;
  1088.    }
  1089.    else
  1090.    {
  1091.       tOdd = false;
  1092.       _loc1_ = _loc3_.length - 1;
  1093.    }
  1094.    var _loc2_ = 0;
  1095.    while(_loc2_ < pString.length)
  1096.    {
  1097.       var tOrd = _loc3_.charAt(_loc1_).charCodeAt(0);
  1098.       tResultString += String.fromCharCode(pString.charAt(_loc2_).charCodeAt(0) + tOrd);
  1099.       if(tOdd)
  1100.       {
  1101.          _loc1_ = _loc1_ + 1;
  1102.          if(_loc1_ == _loc3_.length)
  1103.          {
  1104.             _loc1_ = 0;
  1105.          }
  1106.       }
  1107.       else
  1108.       {
  1109.          _loc1_ = _loc1_ - 1;
  1110.          if(_loc1_ == -1)
  1111.          {
  1112.             _loc1_ = _loc3_.length - 1;
  1113.          }
  1114.       }
  1115.       _loc2_ = _loc2_ + 1;
  1116.    }
  1117.    return escape(tResultString);
  1118. }
  1119. function fnFlashDecrypt(pKey, pString)
  1120. {
  1121.    var _loc3_ = pKey;
  1122.    pString = unescape(pString);
  1123.    var tResultString = "";
  1124.    var tOdd;
  1125.    var _loc1_ = undefined;
  1126.    if(_loc3_.charAt(0).charCodeAt(0) % 2 != 0)
  1127.    {
  1128.       tOdd = true;
  1129.       _loc1_ = 0;
  1130.    }
  1131.    else
  1132.    {
  1133.       tOdd = false;
  1134.       _loc1_ = _loc3_.length - 1;
  1135.    }
  1136.    var _loc2_ = 0;
  1137.    while(_loc2_ < pString.length)
  1138.    {
  1139.       var tOrd = _loc3_.charAt(_loc1_).charCodeAt(0);
  1140.       tResultString += String.fromCharCode(pString.charAt(_loc2_).charCodeAt(0) - tOrd);
  1141.       if(tOdd)
  1142.       {
  1143.          _loc1_ = _loc1_ + 1;
  1144.          if(_loc1_ == _loc3_.length)
  1145.          {
  1146.             _loc1_ = 0;
  1147.          }
  1148.       }
  1149.       else
  1150.       {
  1151.          _loc1_ = _loc1_ - 1;
  1152.          if(_loc1_ == -1)
  1153.          {
  1154.             _loc1_ = _loc3_.length - 1;
  1155.          }
  1156.       }
  1157.       _loc2_ = _loc2_ + 1;
  1158.    }
  1159.    return tResultString;
  1160. }
  1161. Math.sinD = function(angle)
  1162. {
  1163.    return Math.sin(angle * 0.017453292519943295);
  1164. };
  1165. Math.cosD = function(angle)
  1166. {
  1167.    return Math.cos(angle * 0.017453292519943295);
  1168. };
  1169. Math.acosD = function(ratio)
  1170. {
  1171.    return Math.acos(ratio) * 57.29577951308232;
  1172. };
  1173. Math.atan2D = function(ratio)
  1174. {
  1175.    return Math.atan2(ratio) * 57.29577951308232;
  1176. };
  1177. _global.Vector = function(x, y)
  1178. {
  1179.    this.x = x;
  1180.    this.y = y;
  1181. };
  1182. Vector.prototype.toString = function()
  1183. {
  1184.    var _loc2_ = Math.round(this.x * 1000) / 1000;
  1185.    var _loc1_ = Math.round(this.y * 1000) / 1000;
  1186.    return "[" + _loc2_ + ", " + _loc1_ + "]";
  1187. };
  1188. Vector.prototype.equals = function(v)
  1189. {
  1190.    return this.x == v.x && this.y == v.y;
  1191. };
  1192. Vector.prototype.reset = function(x, y)
  1193. {
  1194.    this.constructor(x,y);
  1195. };
  1196. Vector.prototype.getClone = function()
  1197. {
  1198.    var _loc1_ = this;
  1199.    return new _loc1_.constructor(_loc1_.x,_loc1_.y);
  1200. };
  1201. Vector.prototype.plus = function(v)
  1202. {
  1203.    with(this)
  1204.    {
  1205.       x += v.x;
  1206.       y += v.y;
  1207.    }
  1208. };
  1209. Vector.prototype.plusNew = function(v)
  1210. {
  1211.    with(this)
  1212.    {
  1213.       return new constructor(x + v.x,y + v.y);
  1214.    }
  1215. };
  1216. Vector.prototype.minus = function(v)
  1217. {
  1218.    with(this)
  1219.    {
  1220.       x -= v.x;
  1221.       y -= v.y;
  1222.    }
  1223. };
  1224. Vector.prototype.minusNew = function(v)
  1225. {
  1226.    with(this)
  1227.    {
  1228.       return new constructor(x - v.x,y - v.y);
  1229.    }
  1230. };
  1231. Vector.prototype.negate = function()
  1232. {
  1233.    with(this)
  1234.    {
  1235.       x = - x;
  1236.       y = - y;
  1237.    }
  1238. };
  1239. Vector.prototype.negateNew = function(v)
  1240. {
  1241.    with(this)
  1242.    {
  1243.       return new constructor(- x,- y);
  1244.    }
  1245. };
  1246. Vector.prototype.scale = function(s)
  1247. {
  1248.    with(this)
  1249.    {
  1250.       x *= s;
  1251.       y *= s;
  1252.    }
  1253. };
  1254. Vector.prototype.scaleNew = function(s)
  1255. {
  1256.    with(this)
  1257.    {
  1258.       return new constructor(x * s,y * s);
  1259.    }
  1260. };
  1261. Vector.prototype.getLength = function()
  1262. {
  1263.    with(this)
  1264.    {
  1265.       return Math.sqrt(x * x + y * y);
  1266.    }
  1267. };
  1268. Vector.prototype.setLength = function(len)
  1269. {
  1270.    var _loc1_ = this.getLength();
  1271.    if(_loc1_)
  1272.    {
  1273.       this.scale(len / _loc1_);
  1274.    }
  1275. };
  1276. Vector.prototype.getAngle = function()
  1277. {
  1278.    return Math.atan2D(this.y,this.x);
  1279. };
  1280. Vector.prototype.setAngle = function(ang)
  1281. {
  1282.    with(this)
  1283.    {
  1284.       var r = getLength();
  1285.       x = r * Math.cosD(ang);
  1286.       y = r * Math.sinD(ang);
  1287.    }
  1288. };
  1289. Vector.prototype.rotate = function(ang)
  1290. {
  1291.    with(Math)
  1292.    {
  1293.       var ca = cosD(ang);
  1294.       var sa = sinD(ang);
  1295.    }
  1296.    with(this)
  1297.    {
  1298.       var rx = x * ca - y * sa;
  1299.       var ry = x * sa + y * ca;
  1300.       x = rx;
  1301.       y = ry;
  1302.    }
  1303. };
  1304. Vector.prototype.rotateNew = function(ang)
  1305. {
  1306.    with(this)
  1307.    {
  1308.       var v = new constructor(x,y,z);
  1309.    }
  1310.    v.rotate(ang);
  1311.    return v;
  1312. };
  1313. Vector.prototype.dot = function(v)
  1314. {
  1315.    with(this)
  1316.    {
  1317.       return x * v.x + y * v.y;
  1318.    }
  1319. };
  1320. Vector.prototype.getNormal = function()
  1321. {
  1322.    with(this)
  1323.    {
  1324.       new constructor(- y,x);
  1325.    }
  1326. };
  1327. Vector.prototype.isNormalTo = function(v)
  1328. {
  1329.    return this.dot(v) == 0;
  1330. };
  1331. Vector.prototype.angleBetween = function(v)
  1332. {
  1333.    var _loc2_ = this.dot(v);
  1334.    var _loc1_ = _loc2_ / (this.getLength() * v.getLength());
  1335.    return Math.acosD(_loc1_);
  1336. };
  1337. with(Vector.prototype)
  1338. {
  1339.    addProperty("length",getLength,setLength);
  1340.    addProperty("angle",getAngle,setAngle);
  1341. }
  1342. Math.linearTween = function(t, b, c, d)
  1343. {
  1344.    return c * t / d + b;
  1345. };
  1346. Math.easeInQuad = function(t, b, c, d)
  1347. {
  1348.    return c * (t /= d) * t + b;
  1349. };
  1350. Math.easeOutQuad = function(t, b, c, d)
  1351. {
  1352.    return (- c) * (t /= d) * (t - 2) + b;
  1353. };
  1354. Math.easeInOutQuad = function(t, b, c, d)
  1355. {
  1356.    var _loc1_ = t;
  1357.    if((_loc1_ /= d / 2) < 1)
  1358.    {
  1359.       return c / 2 * _loc1_ * _loc1_ + b;
  1360.    }
  1361.    return (- c) / 2 * ((_loc1_ = _loc1_ - 1) * (_loc1_ - 2) - 1) + b;
  1362. };
  1363. Math.easeInCubic = function(t, b, c, d)
  1364. {
  1365.    var _loc1_ = t;
  1366.    return c * (_loc1_ /= d) * _loc1_ * _loc1_ + b;
  1367. };
  1368. Math.easeOutCubic = function(t, b, c, d)
  1369. {
  1370.    var _loc1_ = t;
  1371.    return c * ((_loc1_ = _loc1_ / d - 1) * _loc1_ * _loc1_ + 1) + b;
  1372. };
  1373. Math.easeInOutCubic = function(t, b, c, d)
  1374. {
  1375.    var _loc1_ = t;
  1376.    if((_loc1_ /= d / 2) < 1)
  1377.    {
  1378.       return c / 2 * _loc1_ * _loc1_ * _loc1_ + b;
  1379.    }
  1380.    return c / 2 * ((_loc1_ -= 2) * _loc1_ * _loc1_ + 2) + b;
  1381. };
  1382. Math.easeInQuart = function(t, b, c, d)
  1383. {
  1384.    var _loc1_ = t;
  1385.    return c * (_loc1_ /= d) * _loc1_ * _loc1_ * _loc1_ + b;
  1386. };
  1387. Math.easeOutQuart = function(t, b, c, d)
  1388. {
  1389.    var _loc1_ = t;
  1390.    return (- c) * ((_loc1_ = _loc1_ / d - 1) * _loc1_ * _loc1_ * _loc1_ - 1) + b;
  1391. };
  1392. Math.easeInOutQuart = function(t, b, c, d)
  1393. {
  1394.    var _loc1_ = t;
  1395.    if((_loc1_ /= d / 2) < 1)
  1396.    {
  1397.       return c / 2 * _loc1_ * _loc1_ * _loc1_ * _loc1_ + b;
  1398.    }
  1399.    return (- c) / 2 * ((_loc1_ -= 2) * _loc1_ * _loc1_ * _loc1_ - 2) + b;
  1400. };
  1401. Math.easeInQuint = function(t, b, c, d)
  1402. {
  1403.    var _loc1_ = t;
  1404.    return c * (_loc1_ /= d) * _loc1_ * _loc1_ * _loc1_ * _loc1_ + b;
  1405. };
  1406. Math.easeOutQuint = function(t, b, c, d)
  1407. {
  1408.    var _loc1_ = t;
  1409.    return c * ((_loc1_ = _loc1_ / d - 1) * _loc1_ * _loc1_ * _loc1_ * _loc1_ + 1) + b;
  1410. };
  1411. Math.easeInOutQuint = function(t, b, c, d)
  1412. {
  1413.    var _loc1_ = t;
  1414.    if((_loc1_ /= d / 2) < 1)
  1415.    {
  1416.       return c / 2 * _loc1_ * _loc1_ * _loc1_ * _loc1_ * _loc1_ + b;
  1417.    }
  1418.    return c / 2 * ((_loc1_ -= 2) * _loc1_ * _loc1_ * _loc1_ * _loc1_ + 2) + b;
  1419. };
  1420. Math.easeInSine = function(t, b, c, d)
  1421. {
  1422.    return (- c) * Math.cos(t / d * 1.5707963267948966) + c + b;
  1423. };
  1424. Math.easeOutSine = function(t, b, c, d)
  1425. {
  1426.    return c * Math.sin(t / d * 1.5707963267948966) + b;
  1427. };
  1428. Math.easeInOutSine = function(t, b, c, d)
  1429. {
  1430.    return (- c) / 2 * (Math.cos(3.141592653589793 * t / d) - 1) + b;
  1431. };
  1432. Math.easeInExpo = function(t, b, c, d)
  1433. {
  1434.    return t != 0 ? c * Math.pow(2,10 * (t / d - 1)) + b : b;
  1435. };
  1436. Math.easeOutExpo = function(t, b, c, d)
  1437. {
  1438.    return t != d ? c * (- Math.pow(2,-10 * t / d) + 1) + b : b + c;
  1439. };
  1440. Math.easeInOutExpo = function(t, b, c, d)
  1441. {
  1442.    var _loc1_ = t;
  1443.    var _loc2_ = b;
  1444.    var _loc3_ = c;
  1445.    if(_loc1_ == 0)
  1446.    {
  1447.       return _loc2_;
  1448.    }
  1449.    if(_loc1_ == d)
  1450.    {
  1451.       return _loc2_ + _loc3_;
  1452.    }
  1453.    if((_loc1_ /= d / 2) < 1)
  1454.    {
  1455.       return _loc3_ / 2 * Math.pow(2,10 * (_loc1_ - 1)) + _loc2_;
  1456.    }
  1457.    return _loc3_ / 2 * (- Math.pow(2,-10 * (_loc1_ = _loc1_ - 1)) + 2) + _loc2_;
  1458. };
  1459. Math.easeInCirc = function(t, b, c, d)
  1460. {
  1461.    return (- c) * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
  1462. };
  1463. Math.easeOutCirc = function(t, b, c, d)
  1464. {
  1465.    var _loc1_ = t;
  1466.    return c * Math.sqrt(1 - (_loc1_ = _loc1_ / d - 1) * _loc1_) + b;
  1467. };
  1468. Math.easeInOutCirc = function(t, b, c, d)
  1469. {
  1470.    var _loc1_ = t;
  1471.    if((_loc1_ /= d / 2) < 1)
  1472.    {
  1473.       return (- c) / 2 * (Math.sqrt(1 - _loc1_ * _loc1_) - 1) + b;
  1474.    }
  1475.    return c / 2 * (Math.sqrt(1 - (_loc1_ -= 2) * _loc1_) + 1) + b;
  1476. };
  1477. Math.easeInElastic = function(t, b, c, d, a, p)
  1478. {
  1479.    var _loc1_ = p;
  1480.    var _loc2_ = t;
  1481.    var _loc3_ = c;
  1482.    if(_loc2_ == 0)
  1483.    {
  1484.       return b;
  1485.    }
  1486.    if((_loc2_ /= d) == 1)
  1487.    {
  1488.       return b + _loc3_;
  1489.    }
  1490.    if(!_loc1_)
  1491.    {
  1492.       _loc1_ = d * 0.3;
  1493.    }
  1494.    if(a < Math.abs(_loc3_))
  1495.    {
  1496.       a = _loc3_;
  1497.       var s = _loc1_ / 4;
  1498.    }
  1499.    else
  1500.    {
  1501.       var s = _loc1_ / 6.283185307179586 * Math.asin(_loc3_ / a);
  1502.    }
  1503.    return - a * Math.pow(2,10 * (_loc2_ -= 1)) * Math.sin((_loc2_ * d - s) * 6.283185307179586 / _loc1_) + b;
  1504. };
  1505. Math.easeOutElastic = function(t, b, c, d, a, p)
  1506. {
  1507.    var _loc1_ = c;
  1508.    var _loc2_ = p;
  1509.    var _loc3_ = t;
  1510.    if(_loc3_ == 0)
  1511.    {
  1512.       return b;
  1513.    }
  1514.    if((_loc3_ /= d) == 1)
  1515.    {
  1516.       return b + _loc1_;
  1517.    }
  1518.    if(!_loc2_)
  1519.    {
  1520.       _loc2_ = d * 0.3;
  1521.    }
  1522.    if(a < Math.abs(_loc1_))
  1523.    {
  1524.       a = _loc1_;
  1525.       var s = _loc2_ / 4;
  1526.    }
  1527.    else
  1528.    {
  1529.       var s = _loc2_ / 6.283185307179586 * Math.asin(_loc1_ / a);
  1530.    }
  1531.    return a * Math.pow(2,-10 * _loc3_) * Math.sin((_loc3_ * d - s) * 6.283185307179586 / _loc2_) + _loc1_ + b;
  1532. };
  1533. Math.easeInOutElastic = function(t, b, c, d, a, p)
  1534. {
  1535.    var _loc1_ = t;
  1536.    var _loc2_ = p;
  1537.    var _loc3_ = c;
  1538.    if(_loc1_ == 0)
  1539.    {
  1540.       return b;
  1541.    }
  1542.    if((_loc1_ /= d / 2) == 2)
  1543.    {
  1544.       return b + _loc3_;
  1545.    }
  1546.    if(!_loc2_)
  1547.    {
  1548.       _loc2_ = d * 0.44999999999999996;
  1549.    }
  1550.    if(a < Math.abs(_loc3_))
  1551.    {
  1552.       a = _loc3_;
  1553.       var s = _loc2_ / 4;
  1554.    }
  1555.    else
  1556.    {
  1557.       var s = _loc2_ / 6.283185307179586 * Math.asin(_loc3_ / a);
  1558.    }
  1559.    if(_loc1_ < 1)
  1560.    {
  1561.       return -0.5 * (a * Math.pow(2,10 * (_loc1_ -= 1)) * Math.sin((_loc1_ * d - s) * 6.283185307179586 / _loc2_)) + b;
  1562.    }
  1563.    return a * Math.pow(2,-10 * (_loc1_ -= 1)) * Math.sin((_loc1_ * d - s) * 6.283185307179586 / _loc2_) * 0.5 + _loc3_ + b;
  1564. };
  1565. Math.easeInBack = function(t, b, c, d, s)
  1566. {
  1567.    var _loc1_ = s;
  1568.    var _loc2_ = t;
  1569.    if(_loc1_ == undefined)
  1570.    {
  1571.       _loc1_ = 1.70158;
  1572.    }
  1573.    return c * (_loc2_ /= d) * _loc2_ * ((_loc1_ + 1) * _loc2_ - _loc1_) + b;
  1574. };
  1575. Math.easeOutBack = function(t, b, c, d, s)
  1576. {
  1577.    var _loc1_ = t;
  1578.    var _loc2_ = s;
  1579.    if(_loc2_ == undefined)
  1580.    {
  1581.       _loc2_ = 1.70158;
  1582.    }
  1583.    return c * ((_loc1_ = _loc1_ / d - 1) * _loc1_ * ((_loc2_ + 1) * _loc1_ + _loc2_) + 1) + b;
  1584. };
  1585. Math.easeInOutBack = function(t, b, c, d, s)
  1586. {
  1587.    var _loc1_ = t;
  1588.    var _loc2_ = s;
  1589.    if(_loc2_ == undefined)
  1590.    {
  1591.       _loc2_ = 1.70158;
  1592.    }
  1593.    if((_loc1_ /= d / 2) < 1)
  1594.    {
  1595.       return c / 2 * (_loc1_ * _loc1_ * (((_loc2_ *= 1.525) + 1) * _loc1_ - _loc2_)) + b;
  1596.    }
  1597.    return c / 2 * ((_loc1_ -= 2) * _loc1_ * (((_loc2_ *= 1.525) + 1) * _loc1_ + _loc2_) + 2) + b;
  1598. };
  1599. Math.easeInBounce = function(t, b, c, d)
  1600. {
  1601.    return c - Math.easeOutBounce(d - t,0,c,d) + b;
  1602. };
  1603. Math.easeOutBounce = function(t, b, c, d)
  1604. {
  1605.    var _loc1_ = t;
  1606.    var _loc2_ = c;
  1607.    var _loc3_ = b;
  1608.    if((_loc1_ /= d) < 0.36363636363636365)
  1609.    {
  1610.       return _loc2_ * (7.5625 * _loc1_ * _loc1_) + _loc3_;
  1611.    }
  1612.    if(_loc1_ < 0.7272727272727273)
  1613.    {
  1614.       return _loc2_ * (7.5625 * (_loc1_ -= 0.5454545454545454) * _loc1_ + 0.75) + _loc3_;
  1615.    }
  1616.    if(_loc1_ < 0.9090909090909091)
  1617.    {
  1618.       return _loc2_ * (7.5625 * (_loc1_ -= 0.8181818181818182) * _loc1_ + 0.9375) + _loc3_;
  1619.    }
  1620.    return _loc2_ * (7.5625 * (_loc1_ -= 0.9545454545454546) * _loc1_ + 0.984375) + _loc3_;
  1621. };
  1622. Math.easeInOutBounce = function(t, b, c, d)
  1623. {
  1624.    var _loc1_ = d;
  1625.    var _loc2_ = t;
  1626.    var _loc3_ = c;
  1627.    if(_loc2_ < _loc1_ / 2)
  1628.    {
  1629.       return Math.easeInBounce(_loc2_ * 2,0,_loc3_,_loc1_) * 0.5 + b;
  1630.    }
  1631.    return Math.easeOutBounce(_loc2_ * 2 - _loc1_,0,_loc3_,_loc1_) * 0.5 + _loc3_ * 0.5 + b;
  1632. };
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  1638. level6 = [[0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,11,0,0,0,0,11,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0],[0,0,0,0,0,0,0,0,0,24,24,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,24,0,0,24,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,24,0,0,0,0,24,0,0,0,0,0,0,0],[0,0,0,0,0,0,24,0,0,0,43,0,0,24,0,0,0,0,0,0],[0,0,0,0,0,24,0,0,0,0,0,0,0,0,24,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,13,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,28,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,13,0,0,0,0,0,0,0,13,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,7,0,0,0,0,0,7,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,42,0,0,0,0,0,0,0,0,0,0],[2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2],[2,0,0,0,0,0,0,0,0,9,0,0,0,0,0,0,0,0,0,2],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,45,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,19,0,0,0,0,19,0,0,0,19,0,0,19,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,19,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,19,0,0,0,0,0,0,19,0,0,0],[0,0,0,0,19,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,10,0,0,0,0,0,0,0,10,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,45,0,0,0,0,0,0,0,0,0,10,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,14,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,28,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,11,0,0,0,0,0,0,11,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,11,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,11,0,0,0,0,7,0,0,0,0,0,0,7,0,0,0,0,11,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,43,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,15,0,0,0,0,0,0,0,0,0,0]];
  1639. level7 = [[0,26,25,0,26,0,0,0,0,44,0,25,0,0,25,0,26,0,0,0],[0,0,25,0,0,25,0,0,0,0,0,0,0,26,0,25,0,0,0,0],[0,0,0,0,25,0,0,0,0,0,17,0,0,0,26,0,0,0,0,0],[0,0,0,0,0,0,0,16,0,0,0,0,25,0,0,0,0,0,0,0],[0,0,0,25,0,0,26,0,0,0,0,0,0,0,0,0,0,27,0,0],[0,0,0,0,0,0,0,25,0,25,0,0,0,27,25,0,0,0,0,0],[0,0,0,0,0,25,0,0,0,0,0,26,0,0,0,0,0,0,0,0],[0,0,0,25,0,0,0,0,25,0,0,0,0,0,26,0,0,0,0,0],[0,0,0,0,0,26,0,0,0,0,28,0,25,0,0,25,0,0,0,0],[0,0,0,0,0,0,26,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,27,0,0,0,25,0,0,25,0,0,27,16,17,0,0,0,0],[0,0,0,0,0,25,0,8,0,0,0,0,0,0,0,0,0,26,0,0],[0,25,0,0,0,25,27,0,0,0,0,0,25,0,0,0,0,0,0,0],[0,0,26,0,0,0,0,0,0,0,0,0,0,0,26,0,0,25,0,0],[0,0,0,0,27,0,0,25,0,0,0,0,8,0,0,0,0,0,0,0],[0,0,0,25,0,0,0,0,0,0,0,0,0,0,26,0,0,26,0,0],[0,25,0,0,0,0,0,0,0,0,27,0,25,0,0,0,26,0,25,0],[0,0,0,0,0,0,43,0,0,0,0,0,0,0,25,0,0,0,0,0],[26,0,25,0,8,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0],[0,0,26,0,0,0,0,0,0,0,0,0,25,0,0,25,0,0,26,0],[0,25,0,0,0,0,0,0,0,27,0,0,0,0,0,25,0,0,0,0],[0,0,27,0,0,0,0,0,0,0,0,0,0,25,16,17,0,25,25,0],[0,25,0,0,26,0,25,0,0,25,0,26,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,0,0],[0,25,0,0,26,0,0,0,0,0,0,25,0,0,0,0,0,0,0,0],[0,0,0,25,0,0,0,0,0,0,0,42,0,27,0,0,0,0,0,0],[0,0,0,0,16,17,0,0,0,0,0,26,0,0,0,0,0,8,0,0],[0,0,25,0,25,0,0,0,25,0,0,0,0,0,27,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,25,0,0,0,0,0,0,0,0,0,0,16,17,0,0,0,25,0,0],[0,0,0,0,0,27,0,0,0,0,0,0,0,0,0,0,0,25,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,0,0,0,0],[0,27,0,27,0,0,0,26,0,0,0,25,0,0,26,0,0,0,0,0],[0,0,0,0,0,16,17,0,0,0,0,0,0,0,0,0,25,0,0,25],[0,0,0,26,0,0,0,0,0,25,0,0,0,25,0,0,0,0,0,0],[0,26,0,0,0,0,0,0,0,0,0,0,0,0,26,0,0,0,0,26],[0,0,0,0,28,0,0,0,8,0,25,0,0,0,0,0,8,0,0,0],[0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,25,0,8,0,0,0,8,0,0,0,8,0,0,8,0,0],[0,0,0,0,0,0,0,0,0,16,17,0,25,0,0,0,25,0,0,0],[0,0,8,0,0,0,0,8,0,25,0,0,0,0,8,0,0,0,0,0],[0,0,0,25,0,0,0,0,0,0,8,0,25,0,0,0,0,8,0,0],[0,8,0,0,0,8,0,0,8,0,0,0,0,0,0,25,0,0,0,0],[25,0,0,0,0,0,0,0,0,0,25,0,8,0,0,0,0,0,0,0],[0,0,0,25,0,0,0,0,25,0,0,0,0,0,0,0,0,0,25,0],[0,0,0,0,0,25,0,0,0,0,0,25,0,0,0,25,0,0,0,0],[0,0,0,0,0,0,25,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],[0,0,0,0,0,0,0,0,0,46,0,0,0,0,0,0,0,0,0,0]];
  1640. Color.prototype.setRGBStr = function(hexStr)
  1641. {
  1642.    var _loc1_ = hexStr;
  1643.    _loc1_ = _loc1_.substr(-6,6);
  1644.    this.setRGB(parseInt(_loc1_,16));
  1645. };
  1646. Color.prototype.getRGBStr = function()
  1647. {
  1648.    var _loc1_ = this.getRGB().toString(16);
  1649.    var _loc2_ = 6 - _loc1_.length;
  1650.    while(true)
  1651.    {
  1652.       _loc2_;
  1653.       if(!_loc2_--)
  1654.       {
  1655.          break;
  1656.       }
  1657.       _loc1_ = "0" + _loc1_;
  1658.    }
  1659.    return _loc1_.toUpperCase();
  1660. };
  1661. Color.prototype.setRGB2 = function(r, g, b)
  1662. {
  1663.    this.setRGB(r << 16 | g << 8 | b);
  1664. };
  1665. Color.prototype.getRGB2 = function()
  1666. {
  1667.    var _loc1_ = this.getTransform();
  1668.    return {r:_loc1_.rb,g:_loc1_.gb,b:_loc1_.bb};
  1669. };
  1670. Color.prototype.reset = function()
  1671. {
  1672.    this.setTransform({ra:100,ga:100,ba:100,rb:0,gb:0,bb:0});
  1673. };
  1674. MovieClip.prototype.setRGB = function(col)
  1675. {
  1676.    new Color(this).setRGB(col);
  1677. };
  1678. MovieClip.prototype.getRGB = function()
  1679. {
  1680.    return new Color(this).getRGB();
  1681. };
  1682. MovieClip.prototype.setRGBStr = function(hexStr)
  1683. {
  1684.    new Color(this).setRGBStr(hexStr);
  1685. };
  1686. MovieClip.prototype.getRGBStr = function()
  1687. {
  1688.    return new Color(this).getRGBStr();
  1689. };
  1690. MovieClip.prototype.setRGB2 = function(r, g, b)
  1691. {
  1692.    new Color(this).setRGB2(r,g,b);
  1693. };
  1694. MovieClip.prototype.getRGB2 = function()
  1695. {
  1696.    return new Color(this).getRGB2();
  1697. };
  1698. MovieClip.prototype.resetColor = function()
  1699. {
  1700.    new Color(this).reset();
  1701. };
  1702. MovieClip.prototype.setColorTransform = function(trans)
  1703. {
  1704.    new Color(this).setTransform(trans);
  1705. };
  1706. MovieClip.prototype.getColorTransform = function()
  1707. {
  1708.    return new Color(this).getTransform();
  1709. };
  1710. Color.prototype.setBrightness = function(bright)
  1711. {
  1712.    var trans = this.getTransform();
  1713.    with(trans)
  1714.    {
  1715.       ra = ga = ba = 100 - Math.abs(bright);
  1716.       rb = gb = bb = bright <= 0 ? 0 : bright * 2.56;
  1717.    }
  1718.    this.setTransform(trans);
  1719. };
  1720. Color.prototype.getBrightness = function()
  1721. {
  1722.    var trans = this.getTransform();
  1723.    with(trans)
  1724.    {
  1725.       return !rb ? ra - 100 : 100 - ra;
  1726.    }
  1727. };
  1728. MovieClip.prototype.setBrightness = function(bright)
  1729. {
  1730.    new Color(this).setBrightness(bright);
  1731. };
  1732. MovieClip.prototype.getBrightness = function()
  1733. {
  1734.    return new Color(this).getBrightness();
  1735. };
  1736. Color.prototype.setBrightOffset = function(offset)
  1737. {
  1738.    var trans = this.getTransform();
  1739.    with(trans)
  1740.    {
  1741.       rb = gb = bb = offset;
  1742.    }
  1743.    this.setTransform(trans);
  1744. };
  1745. Color.prototype.getBrightOffset = function()
  1746. {
  1747.    return this.getTransform().rb;
  1748. };
  1749. MovieClip.prototype.setBrightOffset = function(offset)
  1750. {
  1751.    new Color(this).setBrightOffset(offset);
  1752. };
  1753. MovieClip.prototype.getBrightOffset = function()
  1754. {
  1755.    return new Color(this).getBrightOffset();
  1756. };
  1757. Color.prototype.setContrast = function(percent)
  1758. {
  1759.    trace("setContrast()");
  1760.    var _loc1_ = {};
  1761.    _loc1_.ra = _loc1_.ga = _loc1_.ba = percent;
  1762.    _loc1_.rb = _loc1_.gb = _loc1_.bb = 128 - 1.28 * percent;
  1763.    this.setTransform(_loc1_);
  1764. };
  1765. Color.prototype.getContrast = function()
  1766. {
  1767.    return this.getTransform().ra;
  1768. };
  1769. MovieClip.prototype.setContrast = function(percent)
  1770. {
  1771.    trace("MovieClip.setContrast()");
  1772.    new Color(this).setContrast(percent);
  1773. };
  1774. MovieClip.prototype.getContrast = function()
  1775. {
  1776.    return new Color(this).getContrast();
  1777. };
  1778. Color.prototype.setTint = function(r, g, b, percent)
  1779. {
  1780.    var _loc2_ = percent / 100;
  1781.    var _loc1_ = {rb:r * _loc2_,gb:g * _loc2_,bb:b * _loc2_};
  1782.    _loc1_.ra = _loc1_.ga = _loc1_.ba = 100 - percent;
  1783.    this.setTransform(_loc1_);
  1784. };
  1785. Color.prototype.getTint = function()
  1786. {
  1787.    var _loc2_ = this.getTransform();
  1788.    var _loc1_ = {percent:100 - _loc2_.ra};
  1789.    var _loc3_ = 100 / _loc1_.percent;
  1790.    _loc1_.r = _loc2_.rb * _loc3_;
  1791.    _loc1_.g = _loc2_.gb * _loc3_;
  1792.    _loc1_.b = _loc2_.bb * _loc3_;
  1793.    return _loc1_;
  1794. };
  1795. Color.prototype.setTint2 = function(rgb, percent)
  1796. {
  1797.    var _loc3_ = rgb;
  1798.    var r = _loc3_ >> 16;
  1799.    var g = _loc3_ >> 8 & 255;
  1800.    var b = _loc3_ & 255;
  1801.    var _loc2_ = percent / 100;
  1802.    var _loc1_ = {rb:r * _loc2_,gb:g * _loc2_,bb:b * _loc2_};
  1803.    _loc1_.ra = _loc1_.ga = _loc1_.ba = 100 - percent;
  1804.    this.setTransform(_loc1_);
  1805. };
  1806. Color.prototype.getTint2 = function()
  1807. {
  1808.    var _loc1_ = this.getTransform();
  1809.    var _loc2_ = {percent:100 - _loc1_.ra};
  1810.    var _loc3_ = 100 / _loc2_.percent;
  1811.    _loc2_.rgb = _loc1_.rb * _loc3_ << 16 | _loc1_.gb * _loc3_ << 8 | _loc1_.bb * _loc3_;
  1812.    return _loc2_;
  1813. };
  1814. MovieClip.prototype.setTint = function(r, g, b, percent)
  1815. {
  1816.    new Color(this).setTint(r,g,b,percent);
  1817. };
  1818. MovieClip.prototype.getTint = function()
  1819. {
  1820.    return new Color(this).getTint();
  1821. };
  1822. MovieClip.prototype.setTint2 = function(rgb, percent)
  1823. {
  1824.    new Color(this).setTint2(rgb,percent);
  1825. };
  1826. MovieClip.prototype.getTint2 = function()
  1827. {
  1828.    return new Color(this).getTint2();
  1829. };
  1830. Color.prototype.setTintOffset = function(r, g, b)
  1831. {
  1832.    var trans = this.getTransform();
  1833.    with(trans)
  1834.    {
  1835.       rb = r;
  1836.       gb = g;
  1837.       bb = b;
  1838.    }
  1839.    this.setTransform(trans);
  1840. };
  1841. Color.prototype.getTintOffset = function()
  1842. {
  1843.    var _loc1_ = this.getTransform();
  1844.    return {r:_loc1_.rb,g:_loc1_.gb,b:_loc1_.bb};
  1845. };
  1846. MovieClip.prototype.setTintOffset = function(r, g, b)
  1847. {
  1848.    new Color(this).setTintOffset(r,g,b,percent);
  1849. };
  1850. MovieClip.prototype.getTintOffset = function()
  1851. {
  1852.    return new Color(this).getTintOffset();
  1853. };
  1854. Color.prototype.invert = function()
  1855. {
  1856.    var trans = this.getTransform();
  1857.    with(trans)
  1858.    {
  1859.       ra = - ra;
  1860.       ga = - ga;
  1861.       ba = - ba;
  1862.       rb = 255 - rb;
  1863.       gb = 255 - gb;
  1864.       bb = 255 - bb;
  1865.    }
  1866.    this.setTransform(trans);
  1867. };
  1868. Color.prototype.setNegative = function(percent)
  1869. {
  1870.    var _loc1_ = {};
  1871.    _loc1_.ra = _loc1_.ga = _loc1_.ba = 100 - 2 * percent;
  1872.    _loc1_.rb = _loc1_.gb = _loc1_.bb = percent * 2.55;
  1873.    this.setTransform(_loc1_);
  1874. };
  1875. Color.prototype.getNegative = function()
  1876. {
  1877.    return this.getTransform().rb * 0.39215686274509803;
  1878. };
  1879. MovieClip.prototype.invertColor = function()
  1880. {
  1881.    new Color(this).invert();
  1882. };
  1883. MovieClip.prototype.setNegativeColor = function(percent)
  1884. {
  1885.    new Color(this).setNegative(percent);
  1886. };
  1887. MovieClip.prototype.getNegativeColor = function()
  1888. {
  1889.    return new Color(this).getNegative();
  1890. };
  1891. Color.prototype.setRed = function(amount)
  1892. {
  1893.    var _loc1_ = this.getTransform();
  1894.    this.setRGB(amount << 16 | _loc1_.gb << 8 | _loc1_.bb);
  1895. };
  1896. Color.prototype.getRed = function()
  1897. {
  1898.    return this.getTransform().rb;
  1899. };
  1900. Color.prototype.setGreen = function(amount)
  1901. {
  1902.    var _loc1_ = this.getTransform();
  1903.    this.setRGB(_loc1_.rb << 16 | amount << 8 | _loc1_.bb);
  1904. };
  1905. Color.prototype.getGreen = function()
  1906. {
  1907.    return this.getTransform().gb;
  1908. };
  1909. Color.prototype.setBlue = function(amount)
  1910. {
  1911.    var _loc1_ = this.getTransform();
  1912.    this.setRGB(_loc1_.rb << 16 | _loc1_.gb << 8 | amount);
  1913. };
  1914. Color.prototype.getBlue = function()
  1915. {
  1916.    return this.getTransform().bb;
  1917. };
  1918. MovieClip.prototype.setRed = function(percent)
  1919. {
  1920.    new Color(this).setRed(percent);
  1921. };
  1922. MovieClip.prototype.getRed = function()
  1923. {
  1924.    return new Color(this).getRed();
  1925. };
  1926. MovieClip.prototype.setGreen = function(percent)
  1927. {
  1928.    new Color(this).setGreen(percent);
  1929. };
  1930. MovieClip.prototype.getGreen = function()
  1931. {
  1932.    return new Color(this).getGreen();
  1933. };
  1934. MovieClip.prototype.setBlue = function(percent)
  1935. {
  1936.    new Color(this).setBlue(percent);
  1937. };
  1938. MovieClip.prototype.getBlue = function()
  1939. {
  1940.    return new Color(this).getBlue();
  1941. };
  1942. Color.prototype.setRedPercent = function(percent)
  1943. {
  1944.    var _loc1_ = this.getTransform();
  1945.    _loc1_.ra = percent;
  1946.    this.setTransform(_loc1_);
  1947. };
  1948. Color.prototype.getRedPercent = function()
  1949. {
  1950.    return this.getTransform().ra;
  1951. };
  1952. Color.prototype.setGreenPercent = function(percent)
  1953. {
  1954.    var _loc1_ = this.getTransform();
  1955.    _loc1_.ga = percent;
  1956.    this.setTransform(_loc1_);
  1957. };
  1958. Color.prototype.getGreenPercent = function()
  1959. {
  1960.    return this.getTransform().ga;
  1961. };
  1962. Color.prototype.setBluePercent = function(percent)
  1963. {
  1964.    var _loc1_ = this.getTransform();
  1965.    _loc1_.ba = percent;
  1966.    this.setTransform(_loc1_);
  1967. };
  1968. Color.prototype.getBluePercent = function()
  1969. {
  1970.    return this.getTransform().ba;
  1971. };
  1972. MovieClip.prototype.setRedPercent = function(percent)
  1973. {
  1974.    new Color(this).setRedPercent(percent);
  1975. };
  1976. MovieClip.prototype.getRedPercent = function()
  1977. {
  1978.    return new Color(this).getRedPercent();
  1979. };
  1980. MovieClip.prototype.setGreenPercent = function(percent)
  1981. {
  1982.    new Color(this).setGreenPercent(percent);
  1983. };
  1984. MovieClip.prototype.getGreenPercent = function()
  1985. {
  1986.    return new Color(this).getGreenPercent();
  1987. };
  1988. MovieClip.prototype.setBluePercent = function(percent)
  1989. {
  1990.    new Color(this).setBluePercent(percent);
  1991. };
  1992. MovieClip.prototype.getBluePercent = function()
  1993. {
  1994.    return new Color(this).getBluePercent();
  1995. };
  1996. Color.prototype.setRedOffset = function(offset)
  1997. {
  1998.    var _loc1_ = this.getTransform();
  1999.    _loc1_.rb = offset;
  2000.    this.setTransform(_loc1_);
  2001. };
  2002. Color.prototype.getRedOffset = function()
  2003. {
  2004.    return this.getTransform().rb;
  2005. };
  2006. Color.prototype.setGreenOffset = function(offset)
  2007. {
  2008.    var _loc1_ = this.getTransform();
  2009.    _loc1_.gb = offset;
  2010.    this.setTransform(_loc1_);
  2011. };
  2012. Color.prototype.getGreenOffset = function()
  2013. {
  2014.    return this.getTransform().gb;
  2015. };
  2016. Color.prototype.setBlueOffset = function(offset)
  2017. {
  2018.    var _loc1_ = this.getTransform();
  2019.    _loc1_.bb = offset;
  2020.    this.setTransform(_loc1_);
  2021. };
  2022. Color.prototype.getBlueOffset = function()
  2023. {
  2024.    return this.getTransform().bb;
  2025. };
  2026. MovieClip.prototype.setRedOffset = function(offset)
  2027. {
  2028.    new Color(this).setRedOffset(offset);
  2029. };
  2030. MovieClip.prototype.getRedOffset = function()
  2031. {
  2032.    return new Color(this).getRedOffset();
  2033. };
  2034. MovieClip.prototype.setGreenOffset = function(offset)
  2035. {
  2036.    new Color(this).setGreenOffset(offset);
  2037. };
  2038. MovieClip.prototype.getGreenOffset = function()
  2039. {
  2040.    return new Color(this).getGreenOffset();
  2041. };
  2042. MovieClip.prototype.setBlueOffset = function(offset)
  2043. {
  2044.    new Color(this).setBlueOffset(offset);
  2045. };
  2046. MovieClip.prototype.getBlueOffset = function()
  2047. {
  2048.    return new Color(this).getBlueOffset();
  2049. };
  2050. with(MovieClip.prototype)
  2051. {
  2052.    addProperty("_brightness",getBrightness,setBrightness);
  2053.    addProperty("_brightOffset",getBrightOffset,setBrightOffset);
  2054.    addProperty("_contrast",getContrast,setContrast);
  2055.    addProperty("_negativeColor",getNegativeColor,setNegativeColor);
  2056.    addProperty("_rgb",getRGB,setRGB);
  2057.    addProperty("_red",getRed,setRed);
  2058.    addProperty("_green",getGreen,setGreen);
  2059.    addProperty("_blue",getBlue,setBlue);
  2060.    addProperty("_redPercent",getRedPercent,setRedPercent);
  2061.    addProperty("_greenPercent",getGreenPercent,setGreenPercent);
  2062.    addProperty("_bluePercent",getBluePercent,setBluePercent);
  2063.    addProperty("_redOffset",getRed,setRedOffset);
  2064.    addProperty("_greenOffset",getGreen,setGreenOffset);
  2065.    addProperty("_blueOffset",getBlue,setBlueOffset);
  2066. }
  2067. ASSetPropFlags(MovieClip.prototype,null,1);
  2068. _quality = "low";
  2069. p = new Object();
  2070. hullDepth = 100;
  2071. enemyDepth = 90;
  2072. bossDepth = 91;
  2073. missileDepth = 80;
  2074. explosionDepth = 92;
  2075. playerBulletDepth = 95;
  2076. HUDDepth = 2000;
  2077. powerupDepth = 85;
  2078. eBulletDepth = 120;
  2079. backgroundDepth = 0;
  2080. shadowDepth = 1;
  2081. musicDepth = 2;
  2082. soundDepth = 10;
  2083. attractDistance = 121;
  2084. tempVect = new Vector();
  2085. tempArray = new Array();
  2086. tempBoolean = new Boolean();
  2087. baddyType = 0;
  2088. enemyCount = 0;
  2089. levelNumber = 1;
  2090. levelParsing = false;
  2091. pickedNumbuh;
  2092. initMusicLoops();
  2093. music.intro.start(0,999);
  2094. initSelectionScreen();
  2095.