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| 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 |
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