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CPicLayerџџ CPicFrameџџ CPicSpriteџџџџ char€€џџџ?џџ€€џџџџ char€€џџџ?џџ€€џџџџ charџџ CPicShape€€.™џs€0Џџ€§@€€џџџ?џџ€€џџџџ char €€€џџА)™џs€0Џџ€§@€€џџџ?џџ€€Layer 1џџџџO€џџ€€џџCPicPageџџ CPicLayerџџ CPicFrame€€џџџџџѓNВ§œ0dћ0dћ0œџџџ?џџ€€Layer 1џџџџO€џџ€€џџCPicPageџџ CPicLayerџџ CPicFrameџџCPicText€€(џџџŒ пƒ@textШ_sans™™™џ€€џџџ?џџ€€Layer 1џџџџO€џџ€€џџCPicPageџџ CPicLayerџџ CPicFrame€€™Ьџ™™™џѓXАЈ§0АX0PћX0PћЈ§џџџ?џџ€€€ fffџ™™™џЬЬЬџѓАААЈ§0pў№TћVа€џ№§џгpў€ў№PћЈ§№0АXгpў€џ€3ЌЊ§PћЈ§0PћXџџџ?џџ€€€џџџ?џџ€€Layer 1џџџџO€џџ€€1џџџџO€џџџCPicPageџџ CPicLayerџџ CPicFrame€€џџџ?џџ€€Layer 1џџџџO€џџ€€€€Layer 1џџџџO€џџџџCPicPageџџ CPicLayerџџ CPicFrameџџ CPicShape€€,Ьџp€АЈ§0АX0PћX0PћЈ§€€џџџ?џџ€€Layer 1џџџџO€џџ€€€€Layer 1џџџџO€џџ€€џџCPicPageџџ CPicLayerџџ CPicFrameџџ CPicSprite˜˜џџџџ textoint( _parent.getBytesLoaded()/1000) add " KBYTES OF " add int(_parent.getBytesTotal() /1000) add " LOADED ..."4 _parent.getBytesTotal() == _parent.getBytesLoaded())_parent.gotoAndStop(2)€€џџџ?џџ€џџ CPicButton€€ ^` џџџџ ‚ 3 џџCPicText€€ђџC=–Gф€ TextField1Ш_sans™™™џCLICK HERE TO START€€џџџ?џџ€€йћџџ џџџйћџџ џџџџџџџ ) _root.work() controller€€џџџ?џџ€€assetsџџџџOџOџ€€€€џџџ?џџ allowscalefalseshowmenufalse€€€џџџ?џџ€€€џџџ?џџ9 allowscalefalse allowscalefalseour map is 2-dimensional arraymyMap1џŒ[[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]#declare game object that holds infogame@{tileW:30, visx:5, visy:7, centerx:90, centery:82, currentMap:1} general tilegame.TileClassfunction () { }!game.TileClass.prototype.walkablefalsegame.TileClass.prototype.frame20 walkable tile game.Tile0function () { }game.Tile0.prototype.__proto__game.TileClass.prototypegame.Tile0.prototype.walkabletruegame.Tile0.prototype.frame1 wall tile game.Tile1function () { }game.Tile1.prototype.__proto__game.TileClass.prototypegame.Tile1.prototype.frame2non-existing tile game.Tile4function () { }game.Tile4.prototype.__proto__game.TileClass.prototypeCdeclare char object, xtile and ytile are tile where chars center ischar1{xtile:12, ytile:7, speed:3, width:16, height:16}building the world%buildMapmap.attach empty mc to hold all the tiles and char)&_root.attachMovie("empty", "tiles", 1)(attach empty mc to hold background tiles)+_root.tiles.attachMovie("empty", "back", 0)%find number of half the visible tiles game.halfvisxint(game.visx/2) game.halfvisy game.visy' ob = charcalculate starting positionob.xob.xtile*game.tileWob.yob.ytile*game.tileW$calculate position in isometric viewob.xiso ob.x-ob.yob.yiso (ob.x+ob.y)/2declare clip in the game object game.clip _root.tiles game.clip._xgame.centerx-ob.xiso game.clip._ygame.centery-ob.yisoloop to place tiles on stage,var y = -game.halfvisyy=0 and xtile>=0 and ytile<=map.length-1 and xtile<=map[0].length-1 make new tile object in the game game[name]$new game["Tile"+map[ytile][xtile]]()make new empty tile object game[name]new game.Tile4()"if tile is walkable, put it behindgame[name].walkable'clip = game.clip.back'clip = game.clipcalculate depthgame[name].depth@(ytile+xtile)*game.tileW/2*300+(xtile-ytile)*game.tileW+1+100000attach tile mc and place it)6clip.attachMovie("tile", name_noiso, game[name].depth)%assign tile movie clip to tile objectgame[name].clipclip[name_noiso]#make new non-iso object in the gamegame["noiso_"+y+"_"+x]U{clip:game[name].clip, parentclip:clip, x:noisox, y:noisoy, xtile:xtile, ytile:ytile}game[name].clip._xnoisoxgame[name].clip._ynoisoysend tile mc to correct frame)-game[name].clip.gotoAndStop(game[name].frame)--add the frame above everything)(_root.attachMovie("frame", "frame", 100)calculate depth ob.depthshift(game.tileW-ob.height)/2ob.depth,(ob.yiso-ob.depthshift)*300+ob.xiso+1+100000add the character mc)/game.clip.attachMovie("char", "char", ob.depth)declare clip in the game objectob.clipgame.clip.char place char mc ob.clip._xob.xiso ob.clip._yob.yiso)ob.clip.gotoAndStop(ob.frame)add scrolling countersob.xstepob.xisoob.ystepob.yiso ob.xtilecount0 ob.ytilecount0&% changeTilexold, yold, x, y, mapname of old tile movie clip'&nameold = game["noiso_"+yold+"_"+xold]nameold.x == undefined("find x coordinate in non-iso space'!noisox = nameold.x+x*game.tileW*2"find y coordinate in non-iso space'!noisoy = nameold.y+y*game.tileW/2,convert coordinates from isometric to normal'ytile = ((2*noisoy-noisox)/2)'xtile = (noisox+ytile)find which tile it isytileMath.round(ytile/game.tileW)xtileMath.round(xtile/game.tileW)name of new tile object'name = "t_"+ytile+"_"+xtile check if tile is on the map areaHytile>=0 and xtile>=0 and ytile<=map.length-1 and xtile<=map[0].length-1 make new tile object in the game game[name]$new game["Tile"+map[ytile][xtile]]()make new empty tile object game[name]new game.Tile4()"if tile is walkable, put it behindgame[name].walkable'clip = game.clip.back'clip = game.clipname of new tile movie clip'$namenew = "t_"+(yold+y)+"_"+(xold+x)where old movie clip was placed'oldclip = nameold.parentclipcalculate depthgame[name].depth@(ytile+xtile)*game.tileW/2*300+(xtile-ytile)*game.tileW+1+100000oldclip != clipattach tile mc and place it)3clip.attachMovie("tile", namenew, game[name].depth)delete old movie clip)nameold.clip.removeMovieClip()rename movie clipnameold.clip._namenamenew change depth)*clip[namenew].swapDepths(game[name].depth)%assign tile movie clip to tile objectgame[name].clip clip[namenew]#make new non-iso object in the game$game["noiso_"+(yold+y)+"_"+(xold+x)]U{clip:game[name].clip, parentclip:clip, x:noisox, y:noisoy, xtile:xtile, ytile:ytile}game[name].clip._xnoisoxgame[name].clip._ynoisoysend tile mc to correct frame)-game[name].clip.gotoAndStop(game[name].frame)delete old tile object$*game["t_"+nameold.ytile+"_"+nameold.xtile]delete old non-iso object$game["noiso_"+yold+"_"+xold]&% getMyCornersx, y, obfind corner pointsob.downY&Math.floor((y+ob.height-1)/game.tileW)ob.upYMath.floor((y)/game.tileW)ob.leftXMath.floor((x)/game.tileW) ob.rightX%Math.floor((x+ob.width-1)/game.tileW)check if they are walls ob.upleft'game["t_"+ob.upY+"_"+ob.leftX].walkable ob.downleft)game["t_"+ob.downY+"_"+ob.leftX].walkable ob.upright(game["t_"+ob.upY+"_"+ob.rightX].walkable ob.downright*game["t_"+ob.downY+"_"+ob.rightX].walkable&%moveCharob, dirx, diryvertical movementwhere are our edges?)first we look for y movement, so x is old)*getMyCorners(ob.x, ob.y+ob.speed*diry, ob),move got dammit... and check for collisions.going up diry == -1ob.upleft and ob.uprightno wall in the way, move on)ob.y += ob.speed*diry&hit the wall, place char near the wallob.yob.ytile*game.tileW if going down diry == 1ob.downleft and ob.downright)ob.y += ob.speed*diryob.y!(ob.ytile+1)*game.tileW-ob.heighthorisontal movement&changing x with speed and taking old y)*getMyCorners(ob.x+ob.speed*dirx, ob.y, ob) if going left dirx == -1ob.downleft and ob.upleft)ob.x += ob.speed*dirxob.xob.xtile*game.tileWif going right dirx == 1ob.upright and ob.downright)ob.x += ob.speed*dirxob.x (ob.xtile+1)*game.tileW-ob.width$calculate position in isometric viewob.xisoint(ob.x-ob.y)ob.yisoint((ob.x+ob.y)/2)update char position ob.clip._xob.xiso ob.clip._yob.yisoface the direction)"ob.clip.gotoAndStop(dirx+diry*2+3)(calculate the tile where chars center isob.xtileMath.round(ob.x/game.tileW)ob.ytileMath.round(ob.y/game.tileW)calculate depthob.depth.(ob.yiso-ob.depthshift)*300+(ob.xiso)+1+100000)ob.clip.swapDepths(ob.depth)scroll the background game.clip._xgame.centerx-ob.xiso game.clip._ygame.centery-ob.yiso2check if we have to move rows and columns of tileshero is moving leftob.xstep>ob.xiso&find column to move from right to left'"xold 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