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- on exitFrame me
- global spinPieChartRate, maximumPegs, pegData, holeData, spinFactor, playerlevel, totalCompleted, unfinishedSlots, homeLocations, levelTimer, panicTimer
- totalCompleted = 0
- unfinishedSlots = 0
- holeData = []
- spinPieChartRate = 0
- playerlevel = playerlevel + 1
- member("Level Display").text = "L" & string(playerlevel)
- case playerlevel of
- 1:
- ySpread = 35
- circleQnt = [4, 8, 12, 0]
- circleDist = [30, 60, 90, 0]
- repeat with wCircle = 1 to 3
- maxCircle = circleQnt[wCircle]
- maxRadius = circleDist[wCircle] * 0.84999999999999998
- aimModify = random(360 / maxCircle)
- repeat with wHole = 1 to maxCircle
- moveAim = (360 / maxCircle * wHole) + aimModify
- moveSpeed = maxRadius * the width of sprite 5 / 200
- add(holeData, [moveAim, moveSpeed, wCircle, random(360), random(16), 0])
- end repeat
- end repeat
- 2:
- ySpread = 28
- circleQnt = [2, 6, 8, 16]
- circleDist = [15, 40, 65, 95]
- repeat with wCircle = 1 to 4
- maxCircle = circleQnt[wCircle]
- maxRadius = circleDist[wCircle] * 0.84999999999999998
- aimModify = random(360 / maxCircle)
- repeat with wHole = 1 to maxCircle
- moveAim = (360 / maxCircle * wHole) + aimModify
- moveSpeed = maxRadius * the width of sprite 5 / 200
- add(holeData, [moveAim, moveSpeed, wCircle, random(360), random(16), 0])
- end repeat
- end repeat
- 3:
- ySpread = 24
- circleQnt = [5, 10, 13, 20]
- circleDist = [23, 50, 75, 100]
- repeat with wCircle = 1 to 4
- maxCircle = circleQnt[wCircle]
- maxRadius = circleDist[wCircle] * 0.84999999999999998
- aimModify = random(360 / maxCircle)
- repeat with wHole = 1 to maxCircle
- moveAim = (360 / maxCircle * wHole) + aimModify
- moveSpeed = maxRadius * the width of sprite 5 / 200
- add(holeData, [moveAim, moveSpeed, wCircle, random(360), random(16), 0])
- end repeat
- end repeat
- end case
- spinFactor = [0, 0, 0, 0]
- maximumPegs = circleQnt[1] + circleQnt[2] + circleQnt[3] + circleQnt[4]
- xLoc = -1
- yloc = 0
- repeat with wSlot = 1 to 50
- wSprite = 100 + wSlot
- set the loc of sprite wSprite to point(-50, -50)
- end repeat
- repeat with wSlot = 1 to 50
- wSprite = 30 + wSlot
- set the loc of sprite wSprite to point(-50, -50)
- end repeat
- pegData = []
- homeLocations = []
- repeat with wPeg = 1 to count(holeData)
- wSprite = 100 + wPeg
- xLoc = xLoc + 1
- if xLoc > 2 then
- xLoc = 0
- yloc = yloc + 1
- end if
- xmod = [0, 20][(yloc mod 2) + 1]
- ySpread = [45, 35, 23][playerlevel]
- ymod = [30, 25, 25][playerlevel]
- rloc = point(460, 20) + point((xLoc * 40) + xmod, (yloc * ySpread) + ymod) + point(random(5), random(5))
- add(pegData, [rloc, random(360), holeData[wPeg][5], 0])
- add(homeLocations, rloc)
- set the loc of sprite wSprite to rloc
- end repeat
- drawSlots(1)
- drawpegs()
- repeat with wVector = 1 to 4
- set the loc of sprite (10 + wVector) to the loc of sprite 5
- sprite(10 + wVector).rotation = (wVector - 2) * 90
- end repeat
- set the loc of sprite 10 to the loc of sprite 5
- drawChart(0)
- repeat with wTicker = 1 to 60
- testAim = 360 / 60 * wTicker
- locY = integer(cos(testAim * PI / 180) * -210)
- locX = integer(sin(testAim * PI / 180) * 210)
- set the loc of sprite (200 + wTicker) to the loc of sprite 5 + point(locX, locY - 2)
- sprite(200 + wTicker).locZ = 16
- set the member of sprite (200 + wTicker) to "Red Bulb"
- set the blend of sprite (200 + wTicker) to 40
- end repeat
- levelTimer = 0
- panicTimer = 11
- sprite(16).visible = 0
- member("Panic Counter").text = "10"
- end
-