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- property pTargetX, pTargetY, pEneTimeStart, pEneTimeStart2, pShootMeter, pShootMeter1, pShootMeter2, pShootMeter3, pThePointX, pThePointY, pPointTimer, chopperFrame
- global gCurrentLevel, gSelectedSprite, gBombList, gPlayer3, gPlayer1Points, gPlayer2Points, gPlayer3Points, gPlayer4Points, gEnemy1, gEnemy2, gEnemy3, gPath, gInfluence, gTotalScore, gThePad, gFlagSeised, pThePoint, doChopper
-
- on new
- init_ParticleConstants()
- init_Particles()
- doChopper = 0
- gThePad = 4
- sprite(20).visible = 1
- sprite(66).locZ = 50
- pPointTimer = the ticks
- pThePoint = 66
- gPlayer1Points = 0
- gPlayer2Points = 0
- gPlayer3Points = 0
- gPlayer4Points = 0
- member("Player1Points").text = string(gPlayer1Points)
- member("Player2Points").text = string(gPlayer2Points)
- member("Player3Points").text = string(gPlayer3Points)
- member("Player4Points").text = string(gPlayer4Points)
- gFlagSeised = 0
- pShootMeter = 120
- pShootMeter1 = 120
- pShootMeter2 = 120
- pShootMeter3 = 120
- sprite(67).width = pShootMeter
- pGettingSickOfUsingTimersForEverything = the ticks
- pCheezeHasBeenMoved = 1
- pEneTimeStart = the ticks
- pEneTimeStart2 = the ticks
- pSpace = 0
- pConfusing = 0
- gBombList = []
- gSelectedSprite = 0
- sprite(16).blend = 0
- gCurrentLevel = gCurrentLevel + 1
- newLevel(gCurrentLevel)
- gPlayer3 = new(script("AntScript"), 1, 0, 3, 100, 70, "wheel1", 52)
- gEnemy1 = new(script("EnemyScript"), 1, 4, 3, 70, 370, "wheel2", 54)
- gEnemy2 = new(script("EnemyScript"), 1, 4, 3, 550, 400, "wheel3", 55)
- gEnemy3 = new(script("EnemyScript"), 1, 4, 3, 520, 50, "wheel4", 56)
- gSelectedSprite = 52
- doTitle()
- doChopper = 0
- chopperFrame = 1
- end
-
- on exitFrame me
- gPlayer3.moveAnt()
- if pShootMeter <= 120 then
- pShootMeter = pShootMeter + 2
- if pShootMeter < 30 then
- sprite(255).member = "power1"
- else
- if pShootMeter < 60 then
- sprite(255).member = "power2"
- else
- if pShootMeter < 90 then
- sprite(255).member = "power3"
- else
- sprite(255).member = "power4"
- end if
- end if
- end if
- end if
- doInput()
- repeat with counter = 1 to count(gBombList)
- gBombList[counter].updateBomb()
- end repeat
- gEnemy1.updateAnt()
- gEnemy2.updateAnt()
- gEnemy3.updateAnt()
- checkColisions()
- if doChopper = 1 then
- doChopperAnimation()
- end if
- moveParticles()
- go(the frame)
- end
-
- on doInput
- if keyPressed(123) then
- gPlayer3.setAngle(gPlayer3.pAngle + 8)
- else
- if keyPressed(124) then
- gPlayer3.setAngle(gPlayer3.pAngle - 8)
- end if
- end if
- if keyPressed(126) then
- gPlayer3.setSpeed(gPlayer3.pMovementSpeed + 0.29999999999999999)
- else
- gPlayer3.setSpeed(gPlayer3.pMovementSpeed - 0.29999999999999999)
- end if
- if keyPressed(125) then
- gPlayer3.setSpeed(gPlayer3.pMovementSpeed - 1)
- end if
- if (the mouseDown = 1) and (pShootMeter >= 120) then
- if not (gPlayer3.pState = 6) then
- pShootMeter = 10
- sprite(67).width = pShootMeter
- gPlayer3.startBombThrow()
- end if
- end if
- end
-
- on newLevel theLevel
- gTotalHealth = 150
- sprite(281).visible = 0
- sprite(282).visible = 0
- end
-
- on doTitle
- sprite(285).puppet = 1
- sprite(285).member = "title10"
- sprite(285).loc = point(290, 220)
- sprite(285).blend = 0
- aTimer = the ticks
- repeat while sprite(285).blend <= 80
- if (aTimer + 2) < the ticks then
- aTimer = the ticks
- sprite(285).blend = sprite(285).blend + 20
- updateStage()
- end if
- end repeat
- sprite(285).blend = 100
- aTimer = the ticks
- repeat while (aTimer + 60) > the ticks
- end repeat
- aTimer = the ticks
- repeat while sprite(285).blend >= 20
- if (aTimer + 2) < the ticks then
- aTimer = the ticks
- sprite(285).blend = sprite(285).blend - 20
- updateStage()
- end if
- end repeat
- sprite(285).blend = 0
- sprite(285).puppet = 0
- end
-
- on checkColisions
- if gFlagSeised = 0 then
- if sprite(52).intersects(20) and not (gPlayer3.pState = 6) then
- puppetSound(4, "pick up")
- gFlagSeised = 1
- gPlayer3.pIsHoldingObject = 1
- gEnemy1.pHoldingFlag = 0
- gEnemy2.pHoldingFlag = 0
- gEnemy3.pHoldingFlag = 0
- end if
- if sprite(54).intersects(20) and (gEnemy1.stundTime >= 120) then
- puppetSound(4, "pick up")
- gFlagSeised = 1
- gPlayer3.pIsHoldingObject = 0
- gEnemy1.pHoldingFlag = 1
- gEnemy2.pHoldingFlag = 0
- gEnemy3.pHoldingFlag = 0
- end if
- if sprite(55).intersects(20) and (gEnemy2.stundTime >= 120) then
- puppetSound(4, "pick up")
- gFlagSeised = 1
- gPlayer3.pIsHoldingObject = 0
- gEnemy1.pHoldingFlag = 0
- gEnemy2.pHoldingFlag = 1
- gEnemy3.pHoldingFlag = 0
- end if
- if sprite(56).intersects(20) and (gEnemy3.stundTime >= 120) then
- puppetSound(4, "pick up")
- gFlagSeised = 1
- gPlayer3.pIsHoldingObject = 0
- gEnemy1.pHoldingFlag = 0
- gEnemy2.pHoldingFlag = 0
- gEnemy3.pHoldingFlag = 1
- end if
- end if
- if sprite(52).intersects(pThePoint) and (gPlayer3.pIsHoldingObject = 1) then
- puppetSound(1, "player score")
- gPlayer1Points = gPlayer1Points + 1
- member("Player1Points").text = string(gPlayer1Points)
- gPlayer3.pIsHoldingObject = 0
- doChopper = 1
- sprite(76).loc = sprite(20).loc
- gFlagSeised = 0
- pThePoint = 300
- updateStage()
- end if
- if sprite(54).intersects(pThePoint) and (gEnemy1.pHoldingFlag = 1) then
- puppetSound(1, "enemy score")
- gPlayer2Points = gPlayer2Points + 1
- member("Player2Points").text = string(gPlayer2Points)
- gEnemy1.pHoldingFlag = 0
- doChopper = 1
- sprite(76).loc = sprite(20).loc
- gFlagSeised = 0
- pThePoint = 300
- updateStage()
- end if
- if sprite(55).intersects(pThePoint) and (gEnemy2.pHoldingFlag = 1) then
- puppetSound(1, "enemy score")
- gPlayer3Points = gPlayer3Points + 1
- member("Player3Points").text = string(gPlayer3Points)
- gEnemy2.pHoldingFlag = 0
- doChopper = 1
- sprite(76).loc = sprite(20).loc
- gFlagSeised = 0
- pThePoint = 300
- updateStage()
- end if
- if sprite(56).intersects(pThePoint) and (gEnemy3.pHoldingFlag = 1) then
- puppetSound(1, "enemy score")
- gPlayer4Points = gPlayer4Points + 1
- member("Player4Points").text = string(gPlayer4Points)
- gEnemy3.pHoldingFlag = 0
- doChopper = 1
- sprite(76).loc = sprite(20).loc
- gFlagSeised = 0
- pThePoint = 300
- updateStage()
- end if
- end
-
- on setTarget guyId
- if gPlayer3.pIsHoldingObject = 1 then
- pTargetX = gPlayer3.pPositionX
- pTargetY = gPlayer3.pPositionY
- else
- if gEnemy1.pIsHoldingObject = 1 then
- pTargetX = gEnemy1.pPositionX
- pTargetY = gEnemy1.pPositionY
- else
- if gEnemy2.pIsHoldingObject = 1 then
- pTargetX = gEnemy2.pPositionX
- pTargetY = gEnemy2.pPositionY
- else
- if gEnemy3.pIsHoldingObject = 1 then
- pTargetX = gEnemy3.pPositionX
- pTargetY = gEnemy3.pPositionY
- else
- pTargetX = -1
- pTargetY = -1
- end if
- end if
- end if
- end if
- end
-
- on getNextPoint
- case random(4) of
- 1:
- sprite(66).locH = 508
- sprite(66).locV = 87
- gThePad = 1
- 2:
- sprite(66).locH = 518
- sprite(66).locV = 410
- gThePad = 2
- 3:
- sprite(66).locH = 262
- sprite(66).locV = 404
- gThePad = 3
- 4:
- sprite(66).locH = 29
- sprite(66).locV = 185
- gThePad = 4
- end case
- updateStage()
- pThePointX = sprite(66).locH / 20
- pThePointY = sprite(66).locV / 20
- return 66
- end
-
- on doChopperAnimation
- chopperFrame = chopperFrame + 1
- sprite(76).member = "chopper" & string(chopperFrame)
- if chopperFrame < 20 then
- sprite(76).loc = point(sprite(20).locH, sprite(20).locV)
- end if
- if chopperFrame > 30 then
- sprite(20).visible = 0
- if gPlayer1Points >= 10 then
- sprite(76).loc = point(800, 800)
- member("Win/Lose").text = "You Win!"
- member("Player1Score").text = "Player 1:" && string(gPlayer1Points)
- member("Player2Score").text = "Player 2:" && string(gPlayer2Points)
- member("Player3Score").text = "Player 3:" && string(gPlayer3Points)
- member("Player4Score").text = "Player 4:" && string(gPlayer4Points)
- puppetSound(5, "win10")
- go(19)
- end if
- if gPlayer2Points >= 10 then
- sprite(76).loc = point(800, 800)
- member("Win/Lose").text = "Try Again"
- member("Player1Score").text = "Player 1:" && string(gPlayer1Points)
- member("Player2Score").text = "Player 2:" && string(gPlayer2Points)
- member("Player3Score").text = "Player 3:" && string(gPlayer3Points)
- member("Player4Score").text = "Player 4:" && string(gPlayer4Points)
- puppetSound(5, "lose")
- go(19)
- end if
- if gPlayer3Points >= 10 then
- sprite(76).loc = point(800, 800)
- member("Win/Lose").text = "Try Again"
- member("Player1Score").text = "Player 1:" && string(gPlayer1Points)
- member("Player2Score").text = "Player 2:" && string(gPlayer2Points)
- member("Player3Score").text = "Player 3:" && string(gPlayer3Points)
- member("Player4Score").text = "Player 4:" && string(gPlayer4Points)
- puppetSound(5, "lose")
- go(19)
- end if
- if gPlayer4Points >= 10 then
- sprite(76).loc = point(800, 800)
- member("Win/Lose").text = "Try Again"
- member("Player1Score").text = "Player 1:" && string(gPlayer1Points)
- member("Player2Score").text = "Player 2:" && string(gPlayer2Points)
- member("Player3Score").text = "Player 3:" && string(gPlayer3Points)
- member("Player4Score").text = "Player 4:" && string(gPlayer4Points)
- puppetSound(5, "lose")
- go(19)
- end if
- end if
- if chopperFrame >= 59 then
- gPlayer3.pIsHoldingObject = 0
- gEnemy1.pHoldingFlag = 0
- gEnemy2.pHoldingFlag = 0
- gEnemy3.pHoldingFlag = 0
- gFlagSeised = 0
- sprite(20).visible = 1
- sprite(76).member = "chopper0"
- sprite(20).loc = point(197, 65)
- sprite(20).blend = 100
- doChopper = 0
- chopperFrame = 1
- updateStage()
- pThePoint = 66
- getNextPoint()
- end if
- end
-