Page one Page two Out of here!
on startMovie

global gScore
global gruns
global SoAndSo
global flagm
global myhandler3
global gshots
on intialise

set the puppet of sprite 1 to true
set the puppet of sprite 3 to true
--set the puppet of sprite 5 to true--cursor old
set the puppet of sprite 6 to true
set the puppet of sprite 7 to true
set the puppet of sprite 8 to true
set the puppet of sprite 9 to true
set the puppet of sprite 10 to true
set the puppet of sprite 11 to true
set the puppet of sprite 12 to true
set the puppet of sprite 29 to true--cursor new
set the puppet of sprite 30 to true--alert box
set the puppet of sprite 31 to true--alert button
set the visible of sprite 1 to false
set the visible of sprite 3 to false
--set the visible of sprite 5 to false--cursor
set the visible of sprite 30 to false--alert box
set the puppet of sprite 31 to false--alert button
set the visible of sprite 29 to false
set the visible of sprite 6 to false
set the visible of sprite 7 to false
set the visible of sprite 8 to false
set the visible of sprite 11 to false
set the puppet of sprite 10 to false
set SoAndSo to false
set the soundlevel to 5
set the loch of sprite 1 to - 30
put 512 into stagewidth
put "0" into field "score"
put "0" into gruns
put "0" into field "shots"
end

on movesprite
set the visible of sprite 1 to true
set the visible of sprite 29 to true
set the loch of sprite 1 = the loch of sprite 1 + 20
if sprite 1 intersects 6 then
set the loch of sprite 1 to - 36
set the locv of sprite 1 to ¬
random(294)+ 48
end if
updatestage
end

on myhandler
global flagm
--global flags
cursor 200
set the loch of sprite 29 = the mouseh
set the locv of sprite 29 = the mousev
if sprite 1 intersects 6 then
set the castnum of sprite 1 to 1
set flagm = 0
put flagm
--set flags = 0
--put flags
end if
updatestage
end

on myhandler2
global flag2
global flag
global flagm
cursor 200
set the loch of sprite 29 = the mouseh
set the locv of sprite 29 = the mousev
if sprite 1 intersects 9 then
set the visible of sprite 11 to false
set the castnum of sprite 1 to 2
set flag2 = 0
put flag2
set flag = 0
put flag
set flagm = 0
put flagm
end if
updatestage
end
on myhandler3
global flag2
global flag
global flagm
cursor 200
set the loch of sprite 29 = the mouseh
set the locv of sprite 29 = the mousev
if sprite 3 intersects 4 then
set the visible of sprite 11 to false
set the castnum of sprite 3 to 39
set flag2 = 0
put flag2
set flag = 0
put flag
set flagm = 0
put flagm
end if
updatestage
end

on bang
puppetsound "shot" true
if sprite 29 intersects 1 then
set the castnum of sprite 1 to 7
end if
updatestage
end

on bang2
puppetsound "shot" true
if sprite 29 intersects 1 then
set the castnum of sprite 1 to 7
end if
updatestage
end
on bang3
puppetsound "shot" true
if sprite 29 intersects 3 then
set the castnum of sprite 3 to 14
end if
updatestage
end

on movesprite2
set the visible of sprite 1 to true
set the visible of sprite 29 to true
set the loch of sprite 1 = the loch of sprite 1 + 20
if sprite 1 intersects 6 then
set the loch of sprite 1 to - 36
set the locv of sprite 1 to ¬
random(294)+ 48
end if
--updatestage
end
on movesprite3
set the visible of sprite 3 to true
set the visible of sprite 29 to true
set the loch of sprite 3 = the loch of sprite 3 - 20
if sprite 3 intersects 4 then
set the loch of sprite 3 to 512
set the locv of sprite 3 to ¬
random(294)+ 48
end if
--updatestage
end
on replay
puppetsound "I think he'll have" true
end

on stopmovie
set score to"0"
set gruns to "0"
set shots to "0"
clearglobals
end
--------------------------------
on exitFrame
global gruns
global SoAndSo
global flagm
global gscore
movesprite
myhandler
go frame 3
if sprite 1 intersects 6 then
set gruns = gruns + 1
if gruns = 20 then
go "scores"
if gscore = 0 then
set gruns = 0
cursor 0
go "start1"
end if
end if
end if
end



on mouseUp
bang
global gscore
global flagm
if sprite 29 intersects 1 and flagm = 0 then
set flagm = 1
if flagm = 1 then
set gscore = gscore + 10
put gscore into field "score"
end if
end if
updatestage
end

on mousedown
global SoAndSo
if the castnum of sprite 1 = 7 then
set SoAndSo to true
end if
end

------------------
on exitFrame
intialise
go the frame
end
-------------------
on enterFrame
global flag
global flagm
global flag2
global SoAndSo
global gruns
global gshots
cursor 0
set gruns to "0"
set gshots to "0"
if SoAndSo = true then
set the visible of sprite 30 to true
set the visible of sprite 7 to false
end if
end

on exitFrame
updatestage
go the frame
end
----------------------------
on exitFrame
global gruns
global gshots
global flag
global flag2
global flagm
movesprite2
myhandler2
go frame 10
if sprite 1 intersects 6 then
set gruns = gruns + 1
if gruns = 20 then go "scores2"
set the visible of sprite 11 to false
end if
if sprite 1 intersects 10 and flag = 0 then
set flag = 1
if flag = 1 then
set the castnum of sprite 1 to 6
puppetsound "shot" true
set the locv of sprite 11 = the locv of sprite 1
set the loch of sprite 11 = the loch of sprite 1 + 100
set the visible of sprite 11 to true
set gshots = gshots + 1
put gshots into field "shots"
else
set flag = 0
put flag
end if
end if
if gshots = 10 then
go to "gameover1"
cursor 0
set the visible of sprite 1 to false
set the visible of sprite 3 to false
set the visible of sprite 29 to false
set the visible of sprite 11 to false
updatestage
end if
updatestage
if sprite 1 intersects 12 and flag2 = 0 then
set flag2 = 1
if flag2 = 1 then
set the castnum of sprite 1 to 2
else
set flag2 = 0
put flag2
updatestage
end if
end if
end
on mouseUp
bang2
global flag2
set flag2 = 2
put flag2
global flag
set flag = 2
put flag
global flagm
global gscore
if sprite 29 intersects 1 and flagm = 0 then
set flagm = 1
if flagm = 1 then
set gscore = gscore + 20
put gscore into field "score"
end if
end if
updatestage
end
--------------------------------
on exitFrame
set the visible of sprite 1 to false
set the visible of sprite 29 to false
set the visible of sprite 7 to true
set the puppet of sprite 7 to true
updatestage
--go the frame
end
------------------

on enterFrame

end

on exitFrame
set the visible of sprite 8 to true
--set the visible of sprite 1 to true
set the puppet of sprite 8 to true
set the puppet of sprite 1 to false
--set the puppet of sprite 29 to false
set the visible of sprite 1 to false
set the visible of sprite 29 to false
updatestage

go to frame 5
end
-----------
on mouseUp
global SoAndSo
puppetsound "BASTARD" true
set SoAndSo to false
set the visible of sprite 30 to false
--set the visible of sprite 31 to false
set the puppet of sprite 31 to false
set the puppet of sprite 7 to true
set the visible of sprite 7 to true
continue
updatestage
end
--------on enterFrame
--set the locv of sprite 11 = 225
--set the loch of sprite 11 = 138
end

on exitFrame
global gruns
global gshots
global flag
global flag2
global flagm
movesprite3
myhandler3
go frame 15
--go frame 8
if sprite 3 intersects 4 then
set gruns = gruns + 1
if gruns = 20 then
cursor 0
set the visible of sprite 1 to false
set the visible of sprite 3 to false
set the visible of sprite 29 to false
set the visible of sprite 11 to false
updatestage
go "win1"
end if
end if
--set the visible of sprite 11 to false
if sprite 3 intersects 10 and flag = 0 then
set flag = 1
if flag = 1 then
set the castnum of sprite 3 to 40
puppetsound "shot" true
set the locv of sprite 11 = the locv of sprite 3
set the loch of sprite 11 = the loch of sprite 3 - 100
set the visible of sprite 11 to true
set gshots = gshots + 1
put gshots into field "shots"
else
set flag = 0
put flag
end if
end if
if gshots = 10 then
go to "gameover1"
end if
updatestage
if sprite 3 intersects 12 and flag2 = 0 then
set flag2 = 1
if flag2 = 1 then
set the castnum of sprite 3 to 39
else
set flag2 = 0
put flag2
updatestage
end if
end if
end
on mouseUp
bang3
global flag2
set flag2 = 2
put flag2
global flag
set flag = 2
put flag
global flagm
global gscore
if sprite 29 intersects 3 and flagm = 0 then
set flagm = 1
if flagm = 1 then
set gscore = gscore + 40
put gscore into field "score"
end if
end if
updatestage
end

---------------
on exitFrame
set the visible of sprite 3 to true
set the puppet of sprite 3 to true
set the puppet of sprite 29 to true
end
------
on exitFrame
starttimer
updatestage
--go frame 35
end
------
on exitFrame

if the timer < (25*60) then
go to frame 39
else
go frame 3
end if
updatestage
--go frame 36
end
-----
on mouseUp
go to frame 51
end
-------
on enterFrame
starttimer
end
on exitFrame
if the timer < (30*60) then
go to frame 39
--set the timer = 0
end if
updatestage
--go frame 36
end
-----
on exitFrame
cursor 0
set the visible of sprite 1 to false
set the visible of sprite 3 to false
set the visible of sprite 29 to false
set the visible of sprite 11 to false
updatestage
end
-----
on exitFrame
go to frame 39
end
------
on exitFrame
go frame 52
end
------
on enterFrame
startTimer
puppetsound "I think he'll have" true
updatestage
--go the frame
end

----
on enterFrame
starttimer
end
on exitFrame
cursor 0

set the visible of sprite 1 to false
set the visible of sprite 3 to false
set the visible of sprite 29 to false
set the visible of sprite 11 to false
updatestage
--go to "win1"
end
------
on exitFrame
go to frame 39
end
----
on exitFrame
--clearglobals
set the soundlevel to 2
if the timer <(5*60) then
go the frame
else
GoToNetPage("games.html")
end if
end
-----
on mouseUp
GO TO "L2"
set the visible of sprite 7 to false
set the puppet of sprite 1 to true
set the puppet of sprite 29 to true

end