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- on exitFrame
- global mnv, ppl, foes, advance, soundspath, heart, fxpath, pwr
- if getAt(mnv, 1) > 1 then
- if the keyCode > 124 then
- set the memberNum of sprite getAt(ppl, 1) to member(the memberNum of sprite getAt(ppl, 1) + 1, 2)
- if the keyCode = 126 then
- set the locV of sprite getAt(ppl, 1) to the locV of sprite getAt(ppl, 1) - 17
- else
- set the locV of sprite getAt(ppl, 1) to the locV of sprite getAt(ppl, 1) + 17
- end if
- setAt(mnv, 1, getAt(mnv, 1) - 1)
- else
- if the keyCode > 122 then
- set the memberNum of sprite getAt(ppl, 1) to member(the memberNum of sprite getAt(ppl, 1) + 1, 2)
- if sprite(getAt(ppl, 1)).flipH = 1 then
- set the locH of sprite getAt(ppl, 1) to the locH of sprite getAt(ppl, 1) - 17
- else
- set the locH of sprite getAt(ppl, 1) to the locH of sprite getAt(ppl, 1) + 17
- end if
- setAt(mnv, 1, getAt(mnv, 1) - 1)
- else
- set the memberNum of sprite getAt(ppl, 1) to member(the memberNum of sprite getAt(ppl, 1) + 1, 2)
- setAt(mnv, 1, getAt(mnv, 1) - 1)
- end if
- end if
- else
- if the memberNum of sprite getAt(ppl, 1) < 82 then
- set the member of sprite getAt(ppl, 1) to member(1, 2)
- end if
- end if
- if (random(3) = 1) and (heart > 0) then
- heart = heart - 1
- set the locH of sprite 5 to 10 + random(560)
- sprite(5).visible = 1
- else
- sprite(5).visible = 0
- end if
- if advance < 12 then
- foes3(getAt(foes, 1), getAt(ppl, 2))
- if heart < 7 then
- foes3(getAt(foes, 2), getAt(ppl, 3))
- foes3(getAt(foes, 3), getAt(ppl, 4))
- end if
- end if
- if not soundBusy(4) then
- sound playFile 4, fxpath & "psymus.aif"
- end if
- put getAt(pwr, 1) into field "power"
- if getAt(pwr, 1) <= 0 then
- go("dead")
- end if
- thrower(15, 5)
- thrower(16, 6)
- puppetSprite(31, 0)
- if (sprite(41).visible = 1) and sprite getAt(ppl, 1) intersects 41 then
- go("endstage3")
- else
- go(marker(0))
- end if
- end
-