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- property MySprite, MyMem, MyType, MyH, MyV, MyStatus, MySpeed
- global MyFlip
-
- on new me, spr, tList, Side
- MySprite = spr + 20
- MyType = #Stone
- MyMem = getAt(tList, 1)
- if MyMem = 174 then
- sprite(MySprite).locZ = 10
- else
- sprite(MySprite).locZ = 5
- end if
- if Side = #right then
- MyH = (spr * (235 + random(30))) + 640
- else
- if Side = #left then
- MyH = 0 - (spr * (235 + random(30)))
- end if
- end if
- MyV = getAt(tList, 2)
- MyStatus = #normal
- sprite(MySprite).member = member(MyMem, 1)
- sprite(MySprite).loc = point(MyH, MyV)
- sprite(MySprite).flipH = MyFlip
- return me
- end
-
- on Update me
- global Scrolling, Direction, MaaierSpr, MaaierMem, MaaierStatus, TinusSpr, TinusMem, TinusStatus, TinusOnsterf, GrasSpr
- MyH = MyH + Scrolling
- if MyStatus = #normal then
- if sprite MySprite intersects MaaierSpr and (TinusStatus = #normal) and (TinusOnsterf = 0) then
- puppetSound(1, 108 + random(3))
- TinusMem = 25
- MaaierStatus = #stuk
- TinusStatus = #FrontDrop
- updateStage()
- sprite(MaaierSpr).visible = 0
- sprite(GrasSpr).visible = 0
- MyStatus = #GetOut
- TinusOnsterf = 100
- end if
- end if
- if (MySprite = 50) and (MyH < -60) and (Direction = #right) and (MyStatus = #normal) then
- MyStatus = #OutScreen
- TinusStatus = #OutScreenRight
- Scrolling = 0
- else
- if (MySprite = 50) and (MyH > 700) and (Direction = #left) and (MyStatus = #normal) then
- MyStatus = #OutScreen
- TinusStatus = #OutScreenLeft
- Scrolling = 0
- end if
- end if
- if (MyH < 700) and (MyH > -60) then
- sprite(MySprite).member = member(MyMem, 1)
- sprite(MySprite).loc = point(MyH, MyV)
- sprite(MySprite).flipH = MyFlip
- end if
- end
-
- on stepFrame me
- Update(me)
- end
-