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/ Champak 26 (Anniversary Edition) / Volume 26 [Anniversary Edition] - JOGO DISK .iso / Fight / battleinmegaville.swf / scripts / frame_1893 / DoAction.as
Text File  |  2006-09-05  |  5KB  |  143 lines

  1. bg0._visible = true;
  2. spriteIndex = 0;
  3. while(spriteIndex < 2)
  4. {
  5.    onLeft = Key.isDown(keyCode[spriteIndex][KEYINDEX_LEFT]);
  6.    onRight = Key.isDown(keyCode[spriteIndex][KEYINDEX_RIGHT]);
  7.    onUp = Key.isDown(keyCode[spriteIndex][KEYINDEX_UP]);
  8.    onDown = Key.isDown(keyCode[spriteIndex][KEYINDEX_DOWN]);
  9.    onA = Key.isDown(keyCode[spriteIndex][KEYINDEX_A]);
  10.    onB = Key.isDown(keyCode[spriteIndex][KEYINDEX_B]);
  11.    if(_numPlayers == 1 && _singlePlayerDualControlsEnabled)
  12.    {
  13.       onLeft = onLeft || Key.isDown(keyCode[1 - spriteIndex][KEYINDEX_LEFT]);
  14.       onRight = onRight || Key.isDown(keyCode[1 - spriteIndex][KEYINDEX_RIGHT]);
  15.       onUp = onUp || Key.isDown(keyCode[1 - spriteIndex][KEYINDEX_UP]);
  16.       onDown = onDown || Key.isDown(keyCode[1 - spriteIndex][KEYINDEX_DOWN]);
  17.       onA = onA || Key.isDown(keyCode[1 - spriteIndex][KEYINDEX_A]);
  18.       onB = onB || Key.isDown(keyCode[1 - spriteIndex][KEYINDEX_B]);
  19.    }
  20.    newLeft = !keyWasDown[spriteIndex][KEYINDEX_LEFT] && onLeft;
  21.    newRight = !keyWasDown[spriteIndex][KEYINDEX_RIGHT] && onRight;
  22.    newUp = !keyWasDown[spriteIndex][KEYINDEX_UP] && onUp;
  23.    newDown = !keyWasDown[spriteIndex][KEYINDEX_DOWN] && onDown;
  24.    newA = !keyWasDown[spriteIndex][KEYINDEX_A] && onA;
  25.    newB = !keyWasDown[spriteIndex][KEYINDEX_B] && onB;
  26.    keyWasDown[spriteIndex][KEYINDEX_LEFT] = onLeft;
  27.    keyWasDown[spriteIndex][KEYINDEX_RIGHT] = onRight;
  28.    keyWasDown[spriteIndex][KEYINDEX_UP] = onUp;
  29.    keyWasDown[spriteIndex][KEYINDEX_DOWN] = onDown;
  30.    keyWasDown[spriteIndex][KEYINDEX_A] = onA;
  31.    keyWasDown[spriteIndex][KEYINDEX_B] = onB;
  32.    keyWasDown[spriteIndex][KEYINDEX_L] = onL;
  33.    keyWasDown[spriteIndex][KEYINDEX_R] = onR;
  34.    if(eval("sel" + spriteIndex)._visible)
  35.    {
  36.       if(newLeft)
  37.       {
  38.          selectX[spriteIndex]--;
  39.          if(selectX[spriteIndex] < 0)
  40.          {
  41.             selectX[spriteIndex] = 2;
  42.          }
  43.       }
  44.       else if(newRight)
  45.       {
  46.          selectX[spriteIndex]++;
  47.          if(selectX[spriteIndex] > 2)
  48.          {
  49.             selectX[spriteIndex] = 0;
  50.          }
  51.       }
  52.       else if(newUp)
  53.       {
  54.          selectY[spriteIndex]--;
  55.          if(selectY[spriteIndex] < 0)
  56.          {
  57.             selectY[spriteIndex] = 1;
  58.          }
  59.       }
  60.       else if(newDown)
  61.       {
  62.          selectY[spriteIndex]++;
  63.          if(selectY[spriteIndex] > 1)
  64.          {
  65.             selectY[spriteIndex] = 0;
  66.          }
  67.       }
  68.       else if(newA || newB)
  69.       {
  70.          eval("sel" + spriteIndex)._visible = false;
  71.          eval("sel" + spriteIndex).gotoAndPlay("selected");
  72.          if(spriteIndex == 0 && _numPlayers == 1 && _gameMode == MODE_VERSUS)
  73.          {
  74.             sel1._visible = true;
  75.             keyWasDown[1][KEYINDEX_A] = true;
  76.             keyWasDown[1][KEYINDEX_B] = true;
  77.          }
  78.          else if(!sel0._visible && !sel1._visible)
  79.          {
  80.             if(_gameMode == MODE_STORY && _storylevel == 0)
  81.             {
  82.                gotoAndPlay(1371);
  83.             }
  84.             else
  85.             {
  86.                gotoAndPlay(1895);
  87.             }
  88.          }
  89.       }
  90.       if(newLeft || newRight || newUp || newDown)
  91.       {
  92.          eval("sel" + spriteIndex).gotoAndPlay("move");
  93.       }
  94.       if(selectY[spriteIndex] == 1)
  95.       {
  96.          if(selectX[spriteIndex] == 0)
  97.          {
  98.             spriteName[spriteIndex] = NAME_BLOSSOM;
  99.          }
  100.          else if(selectX[spriteIndex] == 1)
  101.          {
  102.             spriteName[spriteIndex] = NAME_BUBBLES;
  103.          }
  104.          else if(selectX[spriteIndex] == 2)
  105.          {
  106.             spriteName[spriteIndex] = NAME_BUTTERCUP;
  107.          }
  108.       }
  109.       else if(selectY[spriteIndex] == 0)
  110.       {
  111.          if(selectX[spriteIndex] == 0)
  112.          {
  113.             spriteName[spriteIndex] = NAME_ROWDY;
  114.          }
  115.          else if(selectX[spriteIndex] == 1)
  116.          {
  117.             spriteName[spriteIndex] = NAME_BELL;
  118.             if(Key.isDown(keyCode[spriteIndex][KEYINDEX_DOWN]) && _shiraunlock)
  119.             {
  120.                spriteName[spriteIndex] = NAME_SHIRABELL;
  121.             }
  122.             else if(spriteIndex == 1 && Key.isDown(keyCode[spriteIndex][KEYINDEX_UP]) && _zimunlock)
  123.             {
  124.                spriteName[spriteIndex] = NAME_ZIM;
  125.             }
  126.          }
  127.          else if(selectX[spriteIndex] == 2)
  128.          {
  129.             spriteName[spriteIndex] = NAME_DEXTER;
  130.          }
  131.       }
  132.    }
  133.    spriteIndex++;
  134. }
  135. name0 = SPRITE_NAME[spriteName[0]];
  136. bg0.gotoAndStop(spriteName[0] + 1);
  137. if(_numPlayers > 1 || sel1._visible)
  138. {
  139.    bg1._visible = true;
  140.    name1 = SPRITE_NAME[spriteName[1]];
  141.    bg1.gotoAndStop(spriteName[1] + 1);
  142. }
  143.