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/ Champak 26 (Anniversary Edition) / Volume 26 [Anniversary Edition] - JOGO DISK .iso / Fight / battleinmegaville.swf / scripts / frame_2023 / DoAction.as
Text File  |  2006-09-05  |  3KB  |  91 lines

  1. _root.enterFrame = function()
  2. {
  3.    spriteIndex = 0;
  4.    while(spriteIndex < _spriteInstances)
  5.    {
  6.       k = 0;
  7.       while(k < KEYSPERPLAYER)
  8.       {
  9.          if(!keyWasDown[spriteIndex][k] && Key.isDown(keyCode[spriteIndex][k]))
  10.          {
  11.             updateKeyCombo(spriteIndex,k);
  12.          }
  13.          else if(_numPlayers == 1 && _singlePlayerDualControlsEnabled && !keyWasDown[spriteIndex][k] && Key.isDown(keyCode[spriteIndex + 1][k]))
  14.          {
  15.             updateKeyCombo(spriteIndex,k);
  16.          }
  17.          k++;
  18.       }
  19.       updateKeyCombo(spriteIndex,null);
  20.       onLeft = Key.isDown(keyCode[spriteIndex][KEYINDEX_LEFT]);
  21.       onRight = Key.isDown(keyCode[spriteIndex][KEYINDEX_RIGHT]);
  22.       onUp = Key.isDown(keyCode[spriteIndex][KEYINDEX_UP]);
  23.       onDown = Key.isDown(keyCode[spriteIndex][KEYINDEX_DOWN]);
  24.       onA = Key.isDown(keyCode[spriteIndex][KEYINDEX_A]);
  25.       onB = Key.isDown(keyCode[spriteIndex][KEYINDEX_B]);
  26.       if(_numPlayers == 1 && _singlePlayerDualControlsEnabled)
  27.       {
  28.          onLeft = onLeft || Key.isDown(keyCode[1][KEYINDEX_LEFT]);
  29.          onRight = onRight || Key.isDown(keyCode[1][KEYINDEX_RIGHT]);
  30.          onUp = onUp || Key.isDown(keyCode[1][KEYINDEX_UP]);
  31.          onDown = onDown || Key.isDown(keyCode[1][KEYINDEX_DOWN]);
  32.          onA = onA || Key.isDown(keyCode[1][KEYINDEX_A]);
  33.          onB = onB || Key.isDown(keyCode[1][KEYINDEX_B]);
  34.       }
  35.       newLeft = !keyWasDown[spriteIndex][KEYINDEX_LEFT] && onLeft;
  36.       newRight = !keyWasDown[spriteIndex][KEYINDEX_RIGHT] && onRight;
  37.       newUp = !keyWasDown[spriteIndex][KEYINDEX_UP] && onUp;
  38.       newDown = !keyWasDown[spriteIndex][KEYINDEX_DOWN] && onDown;
  39.       newA = !keyWasDown[spriteIndex][KEYINDEX_A] && onA;
  40.       newB = !keyWasDown[spriteIndex][KEYINDEX_B] && onB;
  41.       keyWasDown[spriteIndex][KEYINDEX_LEFT] = onLeft;
  42.       keyWasDown[spriteIndex][KEYINDEX_RIGHT] = onRight;
  43.       keyWasDown[spriteIndex][KEYINDEX_UP] = onUp;
  44.       keyWasDown[spriteIndex][KEYINDEX_DOWN] = onDown;
  45.       keyWasDown[spriteIndex][KEYINDEX_A] = onA;
  46.       keyWasDown[spriteIndex][KEYINDEX_B] = onB;
  47.       keyWasDown[spriteIndex][KEYINDEX_L] = onL;
  48.       keyWasDown[spriteIndex][KEYINDEX_R] = onR;
  49.       if((newA || newB) && !ai && thisSprite._state == STATE_COMBO1)
  50.       {
  51.          if(!bufferedCombo2[spriteIndex])
  52.          {
  53.             if(newA)
  54.             {
  55.                bufferedCombo2[spriteIndex] = KEYINDEX_A;
  56.             }
  57.             else
  58.             {
  59.                bufferedCombo2[spriteIndex] = KEYINDEX_B;
  60.             }
  61.          }
  62.          else if(!bufferedCombo3[spriteIndex])
  63.          {
  64.             if(newA)
  65.             {
  66.                bufferedCombo3[spriteIndex] = KEYINDEX_A;
  67.             }
  68.             else
  69.             {
  70.                bufferedCombo3[spriteIndex] = KEYINDEX_B;
  71.             }
  72.          }
  73.       }
  74.       else if((newA || newB) && !ai && thisSprite._state == STATE_COMBO2)
  75.       {
  76.          if(!bufferedCombo3[spriteIndex])
  77.          {
  78.             if(newA)
  79.             {
  80.                bufferedCombo3[spriteIndex] = KEYINDEX_A;
  81.             }
  82.             else
  83.             {
  84.                bufferedCombo3[spriteIndex] = KEYINDEX_B;
  85.             }
  86.          }
  87.       }
  88.       spriteIndex++;
  89.    }
  90. };
  91.