аЯрЁБс>ўџ HўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџRoot EntryџџџџџџџџpЊ|YЊrЯƒRASHАўHъДЫУ@ ContentsџџџџџџџџџџџџKr'Page 1џџџџџџџџЌ1Symbol 24 џџџџџџџџ{mJ§џџџџџџџџџџџџџџџџџџџџџџџџџџџ ўџџџўџџџ !"#$%&'()*+,-./012ўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџўџџџGILMNOPQRSTUVWXYZ[\]^ўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџRoot EntryџџџџџџџџpЊ|YЊrЯƒRASH@ИштДЫУ@ Contentsџџџџ3г'Page 1џџџџџџџџџџџџЌ1Symbol 24џџџџџџџџџџџџ{mџџџџџџџџ§џџџўџџџ ўџџџўџџџ !"#$%&'()*+,-./012ўџџџ456789:;<=>?@ABCDEFўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџSymbol 3 џџџџwпSymbol 1џџџџџџџџџџџџkѕSymbol 4џџџџџџџџџџџџeQSymbol 5џџџџ` Symbol 11џџџџџџџџџџџџOSymbol 12 џџџџ9ISymbol 13џџџџџџџџџџџџ1іSymbol 14 џџџџISymbol 15џџџџџџџџџџџџISymbol 23 џџџџ?џџџџџџџџџџџџџџџџџџџџџџџџўџџџ ўџџџ !"#$%&'()*+,-./0ўџџџ2345678ўџџџ:;<=>?@ABCDEFGHIJKLMNўџџџPQRSTUVWXYZ[\]^_ўџџџabcdўџџџfghijўџџџlmnopqrstuvўџџџxyzўџџџ|}~€џџCPicPageџџ CPicLayerџџ CPicFrame€€ ™fџг d00dpўPћd03pў03pўd3Ј§џџџ?џџ€€Layer 1џџџџO€џџ€€џџCPicPageџџ CPicLayerџџ CPicFrameџџ CPicSpriteџџџџ charџџ CPicShape€€@‚ёjџџџ ЬџѓŽрќ–0 j €€€@‚ё– ЬџѓŽрќ–0 j€€џџџ?џџ€€џџџџ char €€€@‚ёjџџџ ЬџѓŽрќ–0 j €€€@‚ё–ЈџџџЬџѓŽрќ–0 j€€џџџ?џџ€€џџџџ char €€€@‚ёjџџџЈџџџЬџѓŽрќ–0 j €€€@‚ё– ЬџѓŽрќ–0 j€€џџџ?џџ€€Layer 1џџџџO€џџ€€џџCPicPageџџ CPicLayerџџ 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_parent.getBytesTotal() == _parent.getBytesLoaded())_parent.gotoAndStop(2)€€џџџ?џџ€џџ CPicButton€€ \V ўџџџџ ‚ 3 џџCPicText€€ђџC=–Gф€ TextField1Ш_sans™™™џCLICK HERE TO START€€џџџ?џџ€€йћџџ џџџйћџџ џџџџџџџ )_root.detectKeys() controller€€џџџ?џџ€€assetsџџџџOџOџ€€€€џџџ?џџ allowscalefalseshowmenufalse€€€џџџ?џџ€€€џџџ?џџ allowscalefalse allowscalefalseour map is 2-dimensional arraymyMap1џ[[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 2], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]myMap2œ[[1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 0, 1], [1, 0, 1, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 1, 0, 1], [3, 0, 0, 0, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1, 1]]#declare game object that holds infogameK{tileW:30, tileH:30, currentMap:1, visx:7, visy:5, centerx:120, centery:90} walkable tile game.Tile0function () { }game.Tile0.prototype.walkabletruegame.Tile0.prototype.frame1 wall tile game.Tile1function () { }game.Tile1.prototype.walkablefalsegame.Tile1.prototype.frame2door object prototype game.Doorspfunction (newmap, newcharx, newchary) { this.newmap = newmap;this.newcharx = newcharx;this.newchary = newchary;}game.Doors.prototype.walkabletruegame.Doors.prototype.frame3game.Doors.prototype.doortrue door tilesKmake those tiles from the door object passing newmap, newcharx and newchary game.Tile2function () { }game.Tile2.prototypenew game.Doors(2, 1, 4) game.Tile3function () { }game.Tile3.prototypenew game.Doors(1, 12, 10)non-existing tile game.Tile4function () { }game.Tile4.prototype.walkablefalsegame.Tile4.prototype.frame20Cdeclare char object, xtile and ytile are tile where chars center ischar{xtile:12, ytile:10, speed:4}building the world%buildMapmapsave the map size game.mapwidth map[0].lengthgame.mapheight map.length.attach empty mc to hold all the tiles and char)&_root.attachMovie("empty", "tiles", 1)%find number of half the visible tiles game.halfvisxint(game.visx/2) game.halfvisyint(game.visy/2)declare clip in the game object game.clip _root.tiles0calculate positions when hero is near the bordergame.halfvisx>char.xtile'fixx = char.xtile-game.halfvisx&char.xtile>game.mapwidth-game.halfvisx'fixx = game.mapwidth-char.xtilegame.halfvisy>char.ytile'fixy = char.ytile-game.halfvisy)char.ytile>game.mapheight-game.halfvisy-1'"fixy = game.mapheight-char.ytile-1!place clip in correct coordinates game.clip._x8game.centerx-((char.xtile-fixx)*game.tileW)-game.tileW/2 game.clip._y8game.centery-((char.ytile-fixy)*game.tileH)-game.tileH/2loop to place tiles on stage,%var y = char.ytile-game.halfvisy-fixy"y<=char.ytile+game.halfvisy+1-fixy++y,%var x = char.xtile-game.halfvisx-fixx"x<=char.xtile+game.halfvisx+1-fixx++xname of new tile'name = "t_"+y+"_"+x check if tile is on the map area8y>=0 and x>=0 and y<=map.length-1 and x<=map[0].length-1 make new tile object in the game game[name]new game["Tile"+map[y][x]]()make new empty tile object game[name]new game.Tile4()attach tile mc and place it)0game.clip.attachMovie("tile", name, 1+y*100+x*2)game.clip[name]._x(x*game.tileW)game.clip[name]._y(y*game.tileH)send tile mc to correct frame)-game.clip[name].gotoAndStop(game[name].frame)--add the frame above everything)(_root.attachMovie("frame", "frame", 100)add the character mc),game.clip.attachMovie("char", "char", 10000)declare clip in the game object char.clipgame.clip.charcalculate starting positionchar.x$(char.xtile*game.tileW)+game.tileW/2char.y$(char.ytile*game.tileW)+game.tileW/2Badd char dimensions to char object, half of clips width and height char.widthchar.clip._width/2 char.heightchar.clip._height/2 place char mc char.clip._xchar.x char.clip._ychar.y)!char.clip.gotoAndStop(char.frame) char.xstepchar.x char.ystepchar.y&% changeTilexold, yold, xnew, ynew, mapname of new tile'nameold = "t_"+yold+"_"+xold'namenew = "t_"+ynew+"_"+xnew check if tile is on the map areaDynew>=0 and xnew>=0 and ynew<=map.length-1 and xnew<=map[0].length-1 make new tile object in the game game[namenew]"new game["Tile"+map[ynew][xnew]]()game.clip[nameold]._namenamenew)3game.clip[namenew].gotoAndStop(game[namenew].frame)game.clip[namenew]._x(xnew*game.tileW)game.clip[namenew]._y(ynew*game.tileH)make new empty tile object game[namenew]new game.Tile4()game.clip[nameold]._namenamenew)3game.clip[namenew].gotoAndStop(game[namenew].frame)&% changeMapob'!name = "t_"+ob.ytile+"_"+ob.xtilegame.currentMapgame[name].newMapob.ytilegame[name].newcharyob.xtilegame[name].newcharxob.frameob.clip._currentframe)(buildMap(_root["myMap"+game.currentMap])&% getMyCornersx, y, obfind corner pointsob.downY&Math.floor((y+ob.height-1)/game.tileH)ob.upY$Math.floor((y-ob.height)/game.tileH)ob.leftX#Math.floor((x-ob.width)/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.tileH+ob.height if going down diry == 1ob.downleft and ob.downright)ob.y += ob.speed*diryob.y!(ob.ytile+1)*game.tileH-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.tileW+ob.widthif going right dirx == 1ob.upright and ob.downright)ob.x += ob.speed*dirxob.x (ob.xtile+1)*game.tileW-ob.widthupdate char position ob.clip._xob.x ob.clip._yob.yface the direction)"ob.clip.gotoAndStop(dirx+diry*2+3)(calculate the tile where chars center isob.xtileMath.floor(ob.x/game.tileW)ob.ytileMath.floor(ob.y/game.tileH)check for door:game["t_"+ob.ytile+"_"+ob.xtile].door and ob == _root.char make new map) changeMap(ob)1check if we should scroll background horisontallykob.x>(game.halfvisx)*game.tileW+game.tileW/2 and ob.x<(game.mapwidth-game.halfvisx)*game.tileW-game.tileW/2scroll the background game.clip._xgame.centerx-ob.xob.x'xold = ob.xtile+game.halfvisx+1'xnew = ob.xtile-game.halfvisx-1'@fixy = Math.round(((game.centery-ob.y)-game.clip._y)/game.tileH),%var i = ob.ytile-game.halfvisy-1+fixy i<=ob.ytile+game.halfvisy+1+fixy++i)(game.halfvisy)*game.tileH+game.tileH/2 and 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