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- on exitFrame me
- global readySetGoDelay, playerPosition, playerData, riverOffset, playerThrottle, pDrift, pSpeed, scrollingSpeed, driftLoc, splashData, splashCycle, splashRateDelay, playerTotalScore, playerLevelScore
- if pDrift > 0 then
- pSpeed = pSpeed - 0.10000000000000001
- else
- pSpeed = pSpeed + 0.10000000000000001
- end if
- pDrift = pDrift + pSpeed
- driftLoc = point(0, 0)
- playerPosition = integer(pDrift)
- playerData[2] = point(2000, 3000)
- drawShore()
- set the loc of sprite 87 to (playerData[2] / 10) + point(riverOffset, 0)
- if splashRateDelay <= 2 then
- splashRateDelay = splashRateDelay + 1
- else
- splashRateDelay = splashRateDelay - 1
- splashCycle = splashCycle + 1
- if splashCycle > count(splashData) then
- splashCycle = 1
- end if
- splashData[splashCycle][1] = 0
- shipAngle = 0
- playerThrottle = 0
- locY = cos(shipAngle * PI / 180) * -(-550)
- locX = sin(shipAngle * PI / 180) * -550
- splashData[splashCycle][2] = playerData[2] + point(locX, locY - 300)
- end if
- repeat with whichSplash = 1 to count(splashData)
- if splashData[whichSplash][1] >= 20 then
- set the loc of sprite (130 + whichSplash) to point(-50, -50)
- else
- splashData[whichSplash][2] = splashData[whichSplash][2] + point(0, playerThrottle)
- splashData[whichSplash][1] = splashData[whichSplash][1] + 1
- set the member of sprite (130 + whichSplash) to "splash " & string(splashData[whichSplash][1] / 4)
- sprite(130 + whichSplash).flipH = random(2) - 1
- sprite(130 + whichSplash).locZ = 55 - splashData[whichSplash][1]
- set the loc of sprite (130 + whichSplash) to (splashData[whichSplash][2] / 10) + point(riverOffset, 0)
- end if
- set the loc of sprite (130 + whichSplash) to point(-50, -50)
- end repeat
- finalScore = playerTotalScore + playerLevelScore
- if finalScore < 10 then
- set the member of sprite 217 to "Digit empty"
- set the member of sprite 218 to "Digit empty"
- set the member of sprite 219 to "Digit empty"
- set the member of sprite 220 to "Digit " & string(char 1 of string(finalScore))
- else
- if finalScore < 100 then
- set the member of sprite 217 to "Digit empty"
- set the member of sprite 218 to "Digit empty"
- set the member of sprite 219 to "Digit " & string(char 1 of string(finalScore))
- set the member of sprite 220 to "Digit " & string(char 2 of string(finalScore))
- else
- if finalScore < 1000 then
- set the member of sprite 217 to "Digit empty"
- set the member of sprite 218 to "Digit " & string(char 1 of string(finalScore))
- set the member of sprite 219 to "Digit " & string(char 2 of string(finalScore))
- set the member of sprite 220 to "Digit " & string(char 3 of string(finalScore))
- else
- if finalScore < 10000 then
- set the member of sprite 217 to "Digit " & string(char 1 of string(finalScore))
- set the member of sprite 218 to "Digit " & string(char 2 of string(finalScore))
- set the member of sprite 219 to "Digit " & string(char 3 of string(finalScore))
- set the member of sprite 220 to "Digit " & string(char 4 of string(finalScore))
- end if
- end if
- end if
- end if
- sprite(700).visible = 0
- if sprite(214).playing = 0 then
- go(12)
- else
- go(the frame)
- end if
- end
-