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Text File  |  2007-03-20  |  15.4 KB  |  376 lines

  1. function buildMap(map)
  2. {
  3.    var _loc3_ = map;
  4.    mapWidth = _loc3_[0].length;
  5.    mapHeight = _loc3_.length;
  6.    var _loc2_ = 0;
  7.    while(_loc2_ < mapHeight)
  8.    {
  9.       var _loc1_ = 0;
  10.       while(_loc1_ < mapWidth)
  11.       {
  12.          this.attachMovie("tile","t_" + _loc2_ + "_" + _loc1_,++d);
  13.          t = this["t_" + _loc2_ + "_" + _loc1_];
  14.          t._x = _loc1_ * size;
  15.          t._y = _loc2_ * size;
  16.          t.gotoAndStop(_loc3_[_loc2_][_loc1_]);
  17.          t.color = _loc3_[_loc2_][_loc1_];
  18.          t.state = 1;
  19.          _loc1_ = _loc1_ + 1;
  20.       }
  21.       _loc2_ = _loc2_ + 1;
  22.    }
  23.    posX = startPos[0][0];
  24.    posY = startPos[0][1];
  25. }
  26. function character(chardir)
  27. {
  28.    var _loc3_ = _root;
  29.    if(playGame)
  30.    {
  31.       if(chardir != null)
  32.       {
  33.          var dy = Math.floor((char._y + char._height) / size);
  34.          var uy = Math.floor((char._y - char._height) / size);
  35.          var lx = Math.floor((char._x - char._width) / size);
  36.          var rx = Math.floor((char._x + char._width) / size);
  37.          var _loc2_ = Math.floor(char._x / size);
  38.          var _loc1_ = Math.floor(char._y / size);
  39.          if(chardir == "up")
  40.          {
  41.             moveTile = 0;
  42.             move = 0;
  43.             if(myMap[uy][_loc2_] == 6)
  44.             {
  45.                move = 1;
  46.             }
  47.             if(myMap[uy - 1][_loc2_] == 6 and myMap[uy][_loc2_] != 1 and myMap[uy][_loc2_] != 6)
  48.             {
  49.                move = 1;
  50.                moveTile = 1;
  51.                c = myMap[uy][_loc2_];
  52.             }
  53.             if(move)
  54.             {
  55.                char._y -= size;
  56.                moves++;
  57.             }
  58.             if(moveTile)
  59.             {
  60.                myMap[uy - 1][_loc2_] = c;
  61.                myMap[uy][_loc2_] = 6;
  62.                _loc3_["t_" + (uy - 1) + "_" + _loc2_].color = c;
  63.                _loc3_["t_" + (uy - 1) + "_" + _loc2_].gotoAndStop(c);
  64.                _loc3_["t_" + uy + "_" + _loc2_].color = 6;
  65.                _loc3_["t_" + uy + "_" + _loc2_].gotoAndStop(6);
  66.             }
  67.             c = 2;
  68.             while(c < 6)
  69.             {
  70.                resetStates();
  71.                countColors(c);
  72.                c++;
  73.             }
  74.             checkWin();
  75.          }
  76.          if(chardir == "down")
  77.          {
  78.             moveTile = 0;
  79.             move = 0;
  80.             if(myMap[dy][_loc2_] == 6)
  81.             {
  82.                move = 1;
  83.             }
  84.             if(myMap[dy + 1][_loc2_] == 6 and myMap[dy][_loc2_] != 1 and myMap[dy][_loc2_] != 6)
  85.             {
  86.                move = 1;
  87.                moveTile = 1;
  88.                c = myMap[dy][_loc2_];
  89.             }
  90.             if(move)
  91.             {
  92.                char._y += size;
  93.                moves++;
  94.             }
  95.             if(moveTile)
  96.             {
  97.                myMap[dy + 1][_loc2_] = c;
  98.                myMap[dy][_loc2_] = 6;
  99.                _loc3_["t_" + (dy + 1) + "_" + _loc2_].color = c;
  100.                _loc3_["t_" + (dy + 1) + "_" + _loc2_].gotoAndStop(c);
  101.                _loc3_["t_" + dy + "_" + _loc2_].color = 6;
  102.                _loc3_["t_" + dy + "_" + _loc2_].gotoAndStop(6);
  103.             }
  104.             c = 2;
  105.             while(c < 6)
  106.             {
  107.                resetStates();
  108.                countColors(c);
  109.                c++;
  110.             }
  111.             checkWin();
  112.          }
  113.          if(chardir == "right")
  114.          {
  115.             moveTile = 0;
  116.             move = 0;
  117.             if(myMap[_loc1_][rx] == 6)
  118.             {
  119.                move = 1;
  120.             }
  121.             if(myMap[_loc1_][rx + 1] == 6 and myMap[_loc1_][rx] != 1 and myMap[_loc1_][rx] != 6)
  122.             {
  123.                move = 1;
  124.                moveTile = 1;
  125.                c = myMap[_loc1_][rx];
  126.             }
  127.             if(move)
  128.             {
  129.                char._x += size;
  130.                moves++;
  131.             }
  132.             if(moveTile)
  133.             {
  134.                myMap[_loc1_][rx + 1] = c;
  135.                myMap[_loc1_][rx] = 6;
  136.                _loc3_["t_" + _loc1_ + "_" + (rx + 1)].color = c;
  137.                _loc3_["t_" + _loc1_ + "_" + (rx + 1)].gotoAndStop(c);
  138.                _loc3_["t_" + _loc1_ + "_" + rx].color = 6;
  139.                _loc3_["t_" + _loc1_ + "_" + rx].gotoAndStop(6);
  140.             }
  141.             c = 2;
  142.             while(c < 6)
  143.             {
  144.                resetStates();
  145.                countColors(c);
  146.                c++;
  147.             }
  148.             checkWin();
  149.          }
  150.          if(chardir == "left")
  151.          {
  152.             moveTile = 0;
  153.             move = 0;
  154.             if(myMap[_loc1_][lx] == 6)
  155.             {
  156.                move = 1;
  157.             }
  158.             if(myMap[_loc1_][lx - 1] == 6 and myMap[_loc1_][lx] != 1 and myMap[_loc1_][lx] != 6)
  159.             {
  160.                move = 1;
  161.                moveTile = 1;
  162.                c = myMap[_loc1_][lx];
  163.             }
  164.             if(move)
  165.             {
  166.                char._x -= size;
  167.                moves++;
  168.             }
  169.             if(moveTile)
  170.             {
  171.                myMap[_loc1_][lx - 1] = c;
  172.                myMap[_loc1_][lx] = 6;
  173.                _loc3_["t_" + _loc1_ + "_" + (lx - 1)].color = c;
  174.                _loc3_["t_" + _loc1_ + "_" + (lx - 1)].gotoAndStop(c);
  175.                _loc3_["t_" + _loc1_ + "_" + lx].color = 6;
  176.                _loc3_["t_" + _loc1_ + "_" + lx].gotoAndStop(6);
  177.             }
  178.             c = 2;
  179.             while(c < 6)
  180.             {
  181.                resetStates();
  182.                countColors(c);
  183.                c++;
  184.             }
  185.             checkWin();
  186.          }
  187.       }
  188.    }
  189. }
  190. function findTile(y, x)
  191. {
  192.    var _loc1_ = y;
  193.    var _loc2_ = x;
  194.    var _loc3_ = _root;
  195.    var c = _loc3_["t_" + _loc1_ + "_" + _loc2_].color;
  196.    if(_loc3_["t_" + (_loc1_ - 1) + "_" + _loc2_].color == c or _loc3_["t_" + (_loc1_ + 1) + "_" + _loc2_].color == c or _loc3_["t_" + _loc1_ + "_" + (_loc2_ - 1)].color == c or _loc3_["t_" + _loc1_ + "_" + (_loc2_ + 1)].color == c)
  197.    {
  198.       _loc3_["t_" + _loc1_ + "_" + _loc2_].state = 0;
  199.       num++;
  200.       if(_loc3_["t_" + (_loc1_ - 1) + "_" + _loc2_].color == c and _loc3_["t_" + (_loc1_ - 1) + "_" + _loc2_].state)
  201.       {
  202.          findTile(_loc1_ - 1,_loc2_);
  203.       }
  204.       if(_loc3_["t_" + (_loc1_ + 1) + "_" + _loc2_].color == c and _loc3_["t_" + (_loc1_ + 1) + "_" + _loc2_].state)
  205.       {
  206.          findTile(_loc1_ + 1,_loc2_);
  207.       }
  208.       if(_loc3_["t_" + _loc1_ + "_" + (_loc2_ - 1)].color == c and _loc3_["t_" + _loc1_ + "_" + (_loc2_ - 1)].state)
  209.       {
  210.          findTile(_loc1_,_loc2_ - 1);
  211.       }
  212.       if(_loc3_["t_" + _loc1_ + "_" + (_loc2_ + 1)].color == c and _loc3_["t_" + _loc1_ + "_" + (_loc2_ + 1)].state)
  213.       {
  214.          findTile(_loc1_,_loc2_ + 1);
  215.       }
  216.    }
  217.    return num;
  218. }
  219. function countColors(col)
  220. {
  221.    var _loc3_ = _root;
  222.    var _loc2_ = 0;
  223.    loop0:
  224.    while(_loc2_ < mapHeight)
  225.    {
  226.       var _loc1_ = 0;
  227.       while(_loc1_ < mapWidth)
  228.       {
  229.          if(_loc3_["t_" + _loc2_ + "_" + _loc1_].color == col)
  230.          {
  231.             num = 0;
  232.             _loc3_["col_" + col] = findTile(_loc2_,_loc1_);
  233.             break loop0;
  234.          }
  235.          _loc1_ = _loc1_ + 1;
  236.       }
  237.       _loc2_ = _loc2_ + 1;
  238.    }
  239. }
  240. function checkWin()
  241. {
  242.    var _loc1_ = _root;
  243.    saveCurrent();
  244.    var _loc2_ = Number(_loc1_.col_2 + Number(_loc1_.col_3) + Number(_loc1_.col_4) + Number(_loc1_.col_5));
  245.    if(_loc2_ == myWin[level])
  246.    {
  247.       playGame = 0;
  248.       nextLevel.gotoAndPlay(2);
  249.    }
  250. }
  251. function resetStates()
  252. {
  253.    var _loc3_ = _root;
  254.    var _loc2_ = 0;
  255.    while(_loc2_ < mapHeight)
  256.    {
  257.       var _loc1_ = 0;
  258.       while(_loc1_ < mapWidth)
  259.       {
  260.          _loc3_["t_" + _loc2_ + "_" + _loc1_].state = 1;
  261.          _loc1_ = _loc1_ + 1;
  262.       }
  263.       _loc2_ = _loc2_ + 1;
  264.    }
  265. }
  266. function createChar(px, py)
  267. {
  268.    this.attachMovie("char","char",++d);
  269.    var _loc1_ = char.getBounds(this);
  270.    var _loc3_ = size * px + _loc1_.xMax;
  271.    var _loc2_ = size * py + _loc1_.yMax;
  272.    char._x = _loc3_;
  273.    char._y = _loc2_;
  274. }
  275. function saveCurrent()
  276. {
  277.    var _loc3_ = _root;
  278.    var _loc1_ = 0;
  279.    var _loc2_ = 0;
  280.    while(_loc2_ < mapHeight)
  281.    {
  282.       while(_loc1_ < mapWidth)
  283.       {
  284.          _loc3_["t_" + _loc2_ + "_" + _loc1_]["tmpCol" + moves] = _loc3_["t_" + _loc2_ + "_" + _loc1_].color;
  285.          _loc1_ = _loc1_ + 1;
  286.       }
  287.       _loc1_ = 0;
  288.       _loc2_ = _loc2_ + 1;
  289.    }
  290.    _loc3_["tmpCharX" + moves] = char._x;
  291.    _loc3_["tmpCharY" + moves] = char._y;
  292. }
  293. function undoMove()
  294. {
  295.    if(moves >= 1)
  296.    {
  297.       moves--;
  298.       var _loc1_ = 0;
  299.       var _loc2_ = 0;
  300.       while(_loc2_ < mapHeight)
  301.       {
  302.          while(_loc1_ < mapWidth)
  303.          {
  304.             var _loc3_ = _root["t_" + _loc2_ + "_" + _loc1_]["tmpCol" + moves];
  305.             _root["t_" + _loc2_ + "_" + _loc1_].gotoAndStop(_loc3_);
  306.             _root["t_" + _loc2_ + "_" + _loc1_].color = _loc3_;
  307.             myMap[_loc2_][_loc1_] = _loc3_;
  308.             _loc1_ = _loc1_ + 1;
  309.          }
  310.          _loc1_ = 0;
  311.          _loc2_ = _loc2_ + 1;
  312.       }
  313.       _loc1_ = _root["tmpCharX" + moves];
  314.       _loc2_ = _root["tmpCharY" + moves];
  315.       char._x = _loc1_;
  316.       char._y = _loc2_;
  317.    }
  318. }
  319. myMap1 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,1,1,1,1,6,6,6,6],[6,6,6,6,1,6,4,1,6,6,6,6],[6,6,6,6,1,4,6,1,6,6,6,6],[6,6,6,6,1,6,2,1,6,6,6,6],[6,6,6,6,1,2,6,1,6,6,6,6],[6,6,6,6,1,1,1,1,6,6,6,6]];
  320. myMap2 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,1,1,1,1,6,6,6,6],[6,6,1,1,1,6,4,1,1,1,6,6],[6,6,1,5,6,4,6,3,6,1,6,6],[6,6,1,6,5,6,2,6,3,1,6,6],[6,6,1,1,1,2,6,1,1,1,6,6],[6,6,6,6,1,1,1,1,6,6,6,6]];
  321. myMap3 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,1,1,1,1,6,6,6,6],[6,6,6,1,1,6,6,1,1,6,6,6],[6,6,1,1,6,6,4,6,1,1,6,6],[6,6,1,6,6,4,6,3,6,1,6,6],[6,6,1,6,3,6,2,6,6,1,6,6],[6,6,1,1,6,2,6,6,1,1,6,6],[6,6,6,1,1,6,6,1,1,6,6,6],[6,6,6,6,1,1,1,1,6,6,6,6]];
  322. myMap4 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,1,1,1,1,1,1,1,6,6],[6,1,1,1,6,6,6,6,6,1,6,6],[6,1,6,6,6,6,6,6,6,1,6,6],[6,1,1,3,1,1,1,6,1,1,6,6],[6,6,1,6,1,6,6,3,6,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,1,1,1,1,1,1,1,6,6]];
  323. myMap5 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,1,1,1,1,1,1,1,1,6,6],[6,6,1,6,5,6,6,6,6,1,6,6],[6,6,1,6,6,6,5,6,6,1,6,6],[6,6,1,3,6,1,1,6,1,1,6,6],[6,6,1,6,1,6,6,3,6,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,1,1,1,1,1,1,1,6,6]];
  324. myMap6 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,1,1,1,1,1,1,1,1,6,6],[6,6,1,1,6,6,4,6,6,1,6,6],[6,6,1,6,6,6,3,6,6,1,6,6],[6,6,1,3,1,4,1,6,1,1,6,6],[6,6,1,6,1,6,6,3,6,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,1,1,1,1,1,1,1,6,6]];
  325. myMap7 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,1,1,6,6],[6,1,6,6,6,4,6,6,6,1,6,6],[6,1,6,4,4,3,6,6,6,1,6,6],[6,1,6,6,6,1,1,2,1,1,6,6],[6,1,3,1,1,6,6,3,6,1,6,6],[6,1,6,6,6,6,6,6,6,1,6,6],[6,1,1,1,1,1,1,1,1,1,6,6]];
  326. myMap8 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,1,1,1,1,1,1,1,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,6,2,3,4,5,6,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,1,6,1,1,6,1,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,6,5,4,3,2,6,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,1,1,1,1,1,1,1,6,6]];
  327. myMap9 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,1,1,6,6],[6,1,6,6,1,6,1,6,6,1,6,6],[6,1,6,3,6,6,6,4,6,1,6,6],[6,1,6,6,1,5,1,6,6,1,6,6],[6,1,1,6,6,6,6,6,1,1,6,6],[6,1,6,2,1,5,1,2,6,1,6,6],[6,1,6,4,6,6,6,3,6,1,6,6],[6,1,6,6,6,1,6,6,6,1,6,6],[6,1,1,1,1,1,1,1,1,1,6,6]];
  328. myMap10 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,1,1,6,6],[6,1,6,6,6,1,6,6,6,1,6,6],[6,1,6,3,6,6,6,4,6,1,6,6],[6,1,6,6,3,5,4,6,6,1,6,6],[6,1,1,5,5,6,5,5,1,1,6,6],[6,1,6,6,4,5,3,6,6,1,6,6],[6,1,6,4,6,6,6,3,6,1,6,6],[6,1,6,6,6,1,6,6,6,1,6,6],[6,1,1,1,1,1,1,1,1,1,6,6]];
  329. myMap11 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,1,1,6,6],[6,1,6,6,6,1,6,6,6,1,6,6],[6,1,6,3,6,6,6,4,6,1,6,6],[6,1,1,6,1,6,1,6,1,1,6,6],[6,1,1,6,5,6,2,6,1,1,6,6],[6,1,6,2,1,6,1,5,6,1,6,6],[6,1,6,4,6,6,6,3,6,1,6,6],[6,1,6,6,6,1,6,6,6,1,6,6],[6,1,1,1,1,1,1,1,1,1,6,6]];
  330. myMap12 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,1,1,6,6],[6,1,6,6,6,6,6,6,6,1,6,6],[6,1,5,4,5,6,4,3,6,1,6,6],[6,1,6,6,2,2,2,6,6,1,6,6],[6,1,6,3,5,6,4,5,4,1,6,6],[6,1,6,6,6,6,6,6,6,1,6,6],[6,1,1,1,1,1,1,1,1,1,6,6]];
  331. myMap13 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,1,1,1,1,6,6,6,6,6],[6,1,1,1,6,6,1,1,1,1,6,6],[1,1,6,6,6,6,2,6,6,1,1,6],[1,3,6,6,6,2,6,2,6,6,1,6],[1,1,6,1,1,1,1,6,1,1,1,6],[6,1,3,1,6,6,3,6,6,1,6,6],[6,1,6,6,6,6,6,6,6,1,6,6],[6,1,1,1,1,1,1,1,1,1,6,6]];
  332. myMap14 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,1,1,6,6],[6,1,6,6,6,6,6,6,6,1,6,6],[6,1,6,3,5,1,2,4,6,1,6,6],[6,1,6,1,6,6,6,1,6,1,6,6],[6,1,6,2,4,1,3,5,6,1,6,6],[6,1,6,6,6,6,6,6,6,1,6,6],[6,1,1,1,1,1,1,1,1,1,6,6]];
  333. myMap15 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,1,1,1,1,1,1,1,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,6,6,1,4,5,6,1,6,6],[6,6,1,6,2,1,6,3,6,1,6,6],[6,6,1,1,6,6,6,6,1,1,6,6],[6,6,1,6,3,6,1,2,6,1,6,6],[6,6,1,6,5,4,1,6,6,1,6,6],[6,6,1,6,6,6,6,6,6,1,6,6],[6,6,1,1,1,1,1,1,1,1,6,6]];
  334. myMap16 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,1,1,1,1,1,1,1,6,6,6],[6,6,1,6,6,6,6,6,1,6,6,6],[6,6,1,2,4,3,4,4,1,6,6,6],[6,6,1,6,3,6,2,6,1,6,6,6],[6,6,1,6,5,6,4,6,1,6,6,6],[6,6,1,6,2,6,5,6,1,6,6,6],[6,6,1,1,1,1,1,1,1,6,6,6]];
  335. myMap17 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,1,1,1,1,1,1,1,1,6,6],[6,6,1,6,6,6,6,4,6,1,6,6],[6,6,1,6,3,6,4,6,6,1,6,6],[6,6,1,6,6,4,6,3,6,1,6,6],[6,6,1,6,4,6,3,6,6,1,6,6],[6,6,1,1,1,1,1,1,1,1,6,6]];
  336. myMap18 = [[6,6,6,6,6,6,6,6,6,6,6,6],[1,1,1,1,1,1,1,1,1,1,1,6],[1,6,6,6,6,6,6,6,6,6,1,6],[1,6,4,6,5,6,2,6,3,6,1,6],[1,6,6,1,1,1,1,1,6,6,1,6],[1,6,3,6,2,6,5,6,4,6,1,6],[1,6,6,6,6,6,6,6,6,6,1,6],[1,6,6,6,6,6,6,6,6,6,1,6],[1,1,1,1,1,1,1,1,1,1,1,6]];
  337. myMap19 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[1,1,1,1,1,1,1,1,1,1,1,6],[1,6,6,6,6,6,6,3,6,6,1,6],[1,4,3,4,3,4,6,6,6,6,1,6],[1,6,6,6,6,3,4,3,4,3,1,6],[1,6,6,4,6,6,6,6,6,6,1,6],[1,1,1,1,1,1,1,1,1,1,1,6]];
  338. myMap20 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,1,1,1,1,1,1,1,6,6,6],[6,6,1,6,6,6,6,6,1,6,6,6],[1,1,1,6,6,3,6,5,1,1,1,6],[1,6,6,4,6,1,2,4,6,6,1,6],[1,6,6,4,2,3,6,4,6,6,1,6],[1,1,1,5,6,5,6,6,1,1,1,6],[6,6,1,6,6,6,6,1,1,6,6,6],[6,6,1,1,1,1,1,1,1,6,6,6]];
  339. myMap21 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,1,1,1,1,1,1,1,6,6,6],[6,6,1,6,6,6,6,6,1,6,6,6],[1,1,1,6,6,3,6,4,1,1,1,6],[1,6,6,4,6,1,2,5,6,6,1,6],[1,6,6,5,2,5,6,4,6,6,1,6],[1,1,1,4,6,3,6,6,1,1,1,6],[6,6,1,6,6,6,6,1,1,6,6,6],[6,6,1,1,1,1,1,1,1,6,6,6]];
  340. myMap22 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[6,1,1,1,1,1,1,1,1,1,6,6],[6,1,6,6,6,6,6,6,6,1,6,6],[6,1,3,6,5,6,4,6,2,1,6,6],[6,1,6,3,1,5,1,2,6,1,6,6],[6,1,3,6,4,6,4,6,2,1,6,6],[6,1,6,3,6,6,6,2,6,1,6,6],[6,1,1,1,1,1,1,1,1,1,6,6]];
  341. myMap23 = [[6,6,6,6,6,6,6,6,6,6,6,6],[6,6,6,6,6,6,6,6,6,6,6,6],[1,1,1,1,1,1,1,1,1,1,1,6],[1,6,6,3,6,6,6,4,6,6,1,6],[1,3,3,4,5,2,5,5,5,5,1,6],[1,6,6,2,6,2,6,2,6,6,1,6],[1,2,6,2,6,2,6,2,6,2,1,6],[1,6,2,6,6,6,6,6,2,6,1,6],[1,1,1,1,1,1,1,1,1,1,1,6]];
  342. startPos1 = [[5,5]];
  343. startPos2 = [[5,5]];
  344. startPos3 = [[3,4]];
  345. startPos4 = [[5,7]];
  346. startPos5 = [[5,7]];
  347. startPos6 = [[5,7]];
  348. startPos7 = [[4,7]];
  349. startPos8 = [[3,2]];
  350. startPos9 = [[5,7]];
  351. startPos10 = [[5,5]];
  352. startPos11 = [[5,7]];
  353. startPos12 = [[2,7]];
  354. startPos13 = [[6,5]];
  355. startPos14 = [[5,5]];
  356. startPos15 = [[6,4]];
  357. startPos16 = [[5,3]];
  358. startPos17 = [[5,6]];
  359. startPos18 = [[5,6]];
  360. startPos19 = [[5,3]];
  361. startPos20 = [[5,2]];
  362. startPos21 = [[3,2]];
  363. startPos22 = [[5,7]];
  364. startPos23 = [[5,3]];
  365. myWin = [0,4,8,6,2,4,5,6,8,8,14,8,13,6,8,8,11,7,8,12,11,11,13,21];
  366. myMap = _root["myMap" + level];
  367. startPos = _root["startPos" + level];
  368. buildMap(myMap);
  369. createChar(posX,posY);
  370. playGame = 1;
  371. moves = 0;
  372. num = 0;
  373. d = 0;
  374. saveCurrent();
  375. stop();
  376.