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- property spriteNum, pMyAngle, h, v
- global gMissileDirection, gMissileSpeed, gLocH, gLocV, gkount, gMissileActive, gBaseRotation, gTempRot, gExplosionTime, gEPuppet, gPoints, gLevel, gPause, gBigBang, p_lockParticles
-
- on beginSprite me
- gMissileSpeed = 4
- gMissileDirection = 0.0
- gLocH = 290
- gLocV = 320
- gMissileActive = 0
- sprite(me.spriteNum).visible = 1
- end
-
- on exitFrame me
- if gPause = 0 then
- missileInput(me)
- missileParams(me)
- missileCollision(me)
- enemyMovement()
- if gMissileActive = 1 then
- gMissileSpeed = 4
- sprite(10).rotation = gTempRot
- if (gTempRot > 1) and (gTempRot < 90) then
- gTempRot = gTempRot - 1
- else
- if (gTempRot > -90) and (gTempRot < 0) then
- gTempRot = gTempRot + 1
- else
- gTempRot = 0
- end if
- end if
- missileFly()
- else
- sprite(me.spriteNum).visible = 0
- sprite(me.spriteNum).locH = sprite(10).locH
- sprite(me.spriteNum).locV = sprite(10).locV
- gLocH = sprite(10).locH
- gLocV = sprite(10).locV
- p_lockParticles = 0
- gMissileSpeed = 55
- end if
- end if
- EnemyCollision()
- moveParticles()
- end
-
- on missileInput me
- if the mouseDown then
- if gMissileActive = 0 then
- puppetSound(1, "missileSound")
- gTempRot = sprite(me.spriteNum).rotation
- gBaseRotation = gTempRot
- missileFly()
- p_lockParticles = 1
- sprite(me.spriteNum).visible = 1
- gMissileActive = 1
- end if
- end if
- end
-
- on missileParams me
- if sprite(me.spriteNum).locV <= 0 then
- gMissileActive = 0
- end if
- gMissileDirection = gBaseRotation
- sprite(me.spriteNum).rotation = gBaseRotation
- if sprite(me.spriteNum).rotation > 60 then
- sprite(me.spriteNum).rotation = 60
- end if
- if sprite(me.spriteNum).rotation < -60 then
- sprite(me.spriteNum).rotation = -60
- end if
- if gMissileDirection > 60 then
- gMissileDirection = 60
- end if
- if gMissileDirection < -60 then
- gMissileDirection = -60
- end if
- if gLevel = 1 then
- if gPoints >= 1000 then
- gPause = 1
- sprite(19).visible = 1
- sprite(20).visible = 1
- sprite(24).visible = 1
- sprite(25).visible = 1
- sprite(26).visible = 1
- puppetSound(5, "levelcompleteSound")
- repeat with gkount = 300 to 325
- sprite(gkount).visible = 0
- end repeat
- member("levelScoreText01").text = "Level Score:" && string(gPoints)
- member("levelScoreText02").text = "Level Score:" && string(gPoints)
- repeat with gkount = 30 to gEPuppet
- sprite(gkount).puppet = 0
- end repeat
- cursor(-1)
- go(7)
- end if
- else
- if gLevel = 2 then
- if gPoints >= 2200 then
- gPause = 1
- sprite(19).visible = 1
- sprite(20).visible = 1
- sprite(24).visible = 1
- sprite(25).visible = 1
- sprite(26).visible = 1
- puppetSound(5, "levelcompleteSound")
- repeat with gkount = 300 to 325
- sprite(gkount).visible = 0
- end repeat
- member("levelScoreText01").text = "Level Score:" && string(gPoints)
- member("levelScoreText02").text = "Level Score:" && string(gPoints)
- repeat with gkount = 30 to gEPuppet
- sprite(gkount).puppet = 0
- end repeat
- cursor(-1)
- go(17)
- end if
- else
- if gLevel = 3 then
- if gPoints >= 3500 then
- gPause = 1
- sprite(19).visible = 1
- sprite(20).visible = 1
- sprite(24).visible = 1
- sprite(25).visible = 1
- sprite(26).visible = 1
- puppetSound(5, "levelcompleteSound")
- repeat with gkount = 300 to 325
- sprite(gkount).visible = 0
- end repeat
- member("levelScoreText01").text = "Level Score:" && string(gPoints)
- member("levelScoreText02").text = "Level Score:" && string(gPoints)
- repeat with gkount = 30 to gEPuppet
- sprite(gkount).puppet = 0
- end repeat
- cursor(-1)
- go(27)
- end if
- else
- if gLevel = 4 then
- if gPoints >= 5000 then
- gPause = 1
- sprite(19).visible = 1
- sprite(20).visible = 1
- sprite(24).visible = 1
- sprite(25).visible = 1
- sprite(26).visible = 1
- puppetSound(5, "levelcompleteSound")
- repeat with gkount = 300 to 325
- sprite(gkount).visible = 0
- end repeat
- member("levelScoreText01").text = "Level Score:" && string(gPoints)
- member("levelScoreText02").text = "Level Score:" && string(gPoints)
- repeat with gkount = 30 to gEPuppet
- sprite(gkount).puppet = 0
- end repeat
- cursor(-1)
- go(37)
- end if
- else
- if gLevel = 5 then
- if gPoints >= 6500 then
- gPause = 1
- sprite(19).visible = 1
- sprite(20).visible = 1
- sprite(21).visible = 1
- sprite(22).visible = 1
- sprite(23).visible = 1
- sprite(24).visible = 1
- sprite(25).visible = 1
- sprite(26).visible = 1
- puppetSound(5, "youwin")
- repeat with gkount = 300 to 325
- sprite(gkount).visible = 0
- end repeat
- member("levelScoreText01").text = "Total Score:" && string(gPoints)
- member("levelScoreText02").text = "Total Score:" && string(gPoints)
- repeat with gkount = 30 to gEPuppet
- sprite(gkount).puppet = 0
- end repeat
- cursor(-1)
- go(47)
- end if
- end if
- end if
- end if
- end if
- end if
- end
-
- on missileCollision me
- if sprite(me.spriteNum).intersects(1) then
- missileFlyBackH()
- end if
- repeat with gkount = 30 to gEPuppet
- if sprite(gkount).intersects(me.spriteNum) then
- puppetSound(2, "kaboom")
- gMissileActive = 0
- gExplosionTime = 1
- sprite(18).locH = sprite(15).locH
- sprite(18).locV = sprite(15).locV
- sprite(18).visible = 1
- sprite(15).locH = sprite(10).locH
- sprite(15).locV = sprite(10).locV
- gLocH = sprite(10).locH
- gLocV = sprite(10).locV
- gMissileSpeed = 55
- sprite(18).member = "SmallExplodeframe 01"
- sprite(gkount).puppet = 0
- gPoints = gPoints + 50
- member("ScoreText").text = string(gPoints)
- next repeat
- end if
- gExplosionTime = gExplosionTime + 1
- if gExplosionTime < 10 then
- sprite(18).member = "SmallExplodeframe 0" & gExplosionTime
- else
- sprite(18).member = "SmallExplodeframe " & gExplosionTime
- end if
- if gExplosionTime >= 22 then
- sprite(18).visible = 0
- gExplosionTime = 1
- end if
- end repeat
- end
-