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- on exitFrame me
- global anchorViewPoint, rumbleOffset, playerScore, locksOpened, maxLocks, lockedOffReigon, playerlevel, portalIndex, playerHealth, levelScore, bossIntro, thoughtBaloonVisible, playerLocData, playerViewpoint, paralaxBgData, animDelay, animNumber, monsterHitArea, playerInventory, viewChangerooRecord, screenTileSize, lastTimerCheck, totalFrames, hitIndicatorDelay, hitIndicatorLength, bubbleData, killOnlyOnce
- rumbleOffset = point(0, 0)
- playerViewpoint = point(600, 25)
- anchorViewPoint = point(600, 25)
- initializeterrainSet()
- initializeConstants()
- initializeScreen()
- initializeMonsters()
- initializePickups()
- initializeplayer()
- initializeBossMonster()
- init_ParticleConstants()
- init_Particles()
- playerHealth = 3
- levelScore = 0
- member("Score Display").text = string(playerScore)
- playerlevel = playerlevel + 1
- repeat with wBulb = 1 to 3
- if wBulb <= playerHealth then
- set the member of sprite (410 + wBulb) to "Health Bulb On"
- next repeat
- end if
- sprite(410 + wBulb).visible = "Health Bulb Off"
- end repeat
- repeat with wBossBit = 20 to 27
- sprite(wBossBit).visible = 0
- end repeat
- bossIntro = 0
- thoughtBaloonVisible = 0
- locksOpened = 0
- repeat with wBGsprite = 1 to 5
- set the locV of sprite (wBGsprite + 10) to 440
- end repeat
- case playerlevel of
- 1:
- loadLevel(1)
- playerLocData[3] = point(1000, 350)
- portalIndex = []
- curLoc = (point(147, 4.5) * 50) - 25
- add(portalIndex, rect(curLoc[1] - 25, curLoc[2] - 25, curLoc[1] + 25, curLoc[2] + 25))
- playerLocData[3] = point(350, 400)
- playerLocData[7] = #R
- set the member of sprite 10 to "BG sunSky"
- paralaxBgData = []
- repeat with wBG = 1 to 30
- add(paralaxBgData, random(2))
- end repeat
- updateParalaxBG()
- addMonster(9, (point(53, 5) * 50) - 25, [point(4, 4), 10, 0, 0], 2)
- addMonster(9, (point(80, 9) * 50) - 25, [point(4, 4), 10, 0, 0], 2)
- addMonster(1, (point(32, 6) * 50) - 25, [point(6, 0), point(0, 120), point(0, 0), 0])
- addMonster(4, (point(24, 5) * 50) - 25, [point(4, 4), point(0, 120), point(0, 0), 0], 2)
- addMonster(4, (point(38, 3) * 50) - 25, [point(4, 4), point(0, 120), point(0, 0), 0], 2)
- addMonster(4, (point(114, 8) * 50) - 25, [point(4, 4), point(0, 120), point(0, 0), 0], 2)
- addMonster(4, (point(121, 8) * 50) - 25, [point(4, 4), point(0, 120), point(0, 0), 0], 2)
- addMonster(4, (point(51, 5) * 50) - 25, [point(4, 4), point(0, 120), point(0, 0), 0], 2)
- addMonster(4, (point(63, 7) * 50) - 25, [point(4, 4), point(0, 120), point(0, 0), 0], 2)
- addMonster(4, (point(67, 5) * 50) - 25, [point(4, 4), point(0, 120), point(0, 0), 0], 2)
- addMonster(4, (point(71, 3) * 50) - 25, [point(4, 4), point(0, 120), point(0, 0), 0], 2)
- addMonster(1, (point(106, 1) * 50) - 25, [point(-6, 0), point(0, 120), point(0, 0), 0])
- addMonster(1, (point(106, 2) * 50) - 25, [point(-6, 0), point(0, 120), point(0, 0), 0])
- addMonster(1, (point(106, 3) * 50) - 25, [point(-6, 0), point(0, 120), point(0, 0), 0])
- addMonster(1, (point(106, 4) * 50) - 25, [point(-6, 0), point(0, 120), point(0, 0), 0])
- 2:
- loadLevel(2)
- playerLocData[3] = point(1000, 350)
- portalIndex = []
- curLoc = (point(146, 4.5) * 50) - 25
- add(portalIndex, rect(curLoc[1] - 25, curLoc[2] - 25, curLoc[1] + 25, curLoc[2] + 25))
- playerLocData[3] = (point(8, 5) * 50) - 25
- playerLocData[7] = #L
- set the member of sprite 10 to "BG sunSky"
- paralaxBgData = []
- repeat with wBG = 1 to 30
- add(paralaxBgData, random(2))
- end repeat
- updateParalaxBG()
- addMonster(6, (point(0, 2) * 50) - 25, [0, 0])
- 3:
- loadLevel(3)
- playerLocData[3] = point(1000, 350)
- portalIndex = []
- curLoc = (point(147, 4.5) * 50) - 25
- add(portalIndex, rect(curLoc[1] - 25, curLoc[2] - 25, curLoc[1] + 25, curLoc[2] + 25))
- playerLocData[3] = (point(8, 5) * 50) - 25
- playerLocData[7] = #L
- set the member of sprite 10 to "BG nightSky"
- paralaxBgData = []
- repeat with wBG = 1 to 30
- add(paralaxBgData, random(4) + 2)
- end repeat
- updateParalaxBG()
- 4:
- loadLevel(4)
- bossIntro = 200
- portalIndex = []
- curLoc = (point(147, 4.5) * 50) - 25
- add(portalIndex, rect(curLoc[1] - 25, curLoc[2] - 25, curLoc[1] + 25, curLoc[2] + 25))
- playerLocData[3] = (point(50, 0) * 50) - 25
- playerLocData[7] = #R
- set the member of sprite 10 to "BG nightSky"
- paralaxBgData = []
- repeat with wBG = 1 to 30
- add(paralaxBgData, random(4) + 2)
- end repeat
- updateParalaxBG()
- thoughtBaloonVisible = 1
- end case
- sprite(27).visible = thoughtBaloonVisible
- animDelay = 0
- animNumber = 1
- anchorViewPoint = playerLocData[3] - point(290, 250)
- monsterHitArea = []
- member("Coin Display").text = string(playerInventory[1])
- member("Key Display").text = string(playerInventory[2])
- member("Lives Display").text = string(playerInventory[3])
- viewChangerooRecord = playerViewpoint / screenTileSize
- repositionTerrain()
- redrawTerrainPics()
- lastTimerCheck = the ticks
- totalFrames = 0
- hitIndicatorDelay = 0
- hitIndicatorLength = 0
- bubbleData = [0, 100, point(0, 0)]
- startloc = playerViewpoint + point(200, 150)
- killOnlyOnce = 1
- go(10)
- end
-