1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-12-25 19:19:43 +01:00
VVVVVV/mobile_version/src/includes/input.as

1903 lines
65 KiB
ActionScript
Raw Normal View History

2020-01-01 21:29:24 +01:00
public function recordinput(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
//record your input and add it to the record string
//Keys are:
//0 - nothing
//1 - left
//2 - right
//3 - left+right
//4 - flip
//5 - left+flip
//6 - right+flip
//7 - left+right+flip
//8 - Map/teleport
if (!game.recordinit) {
//Init recording
game.recordinit = true;
game.combomode = false; game.comboaction = "x"; game.combolen = 0;
game.currentaction = "x";
}
game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false;
if (key.isDown(Keyboard.LEFT)) game.press_left = true;
if (key.isDown(Keyboard.RIGHT)) game.press_right = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(Keyboard.UP) || key.isDown(Keyboard.DOWN)) game.press_action = true;
if (key.isDown(Keyboard.ENTER) || key.isDown(Keyboard.BACK)) game.press_map = true;
if (game.press_map) {
game.currentaction = "8";
}else{
if (game.press_left) {
if (game.press_right) {
if (game.press_action) { game.currentaction = "7";
}else { game.currentaction = "3";
}
}else {
if (game.press_action) { game.currentaction = "5";
}else { game.currentaction = "1";
}
}
}else {
if (game.press_right) {
if (game.press_action) { game.currentaction = "6";
}else { game.currentaction = "2";
}
}else {
if (game.press_action) { game.currentaction = "4";
}else { game.currentaction = "0";
}
}
}
}
if (game.comboaction != game.currentaction) {
//we're doing something different, output and move on
if (game.comboaction == "x") {
//init
game.recordstring += String(game.savex) + "," + String(game.savey) + ","
+String(game.saverx) + "," + String(game.savery) +"," + String(game.savegc) + ",";
}else{
game.recordstring += String(game.combolen+1) + "," + game.comboaction + ",";
}
game.combolen = 1;
game.comboaction = game.currentaction;
}else {
//add to the combo!
game.combolen++;
}
if (game.currentaction == "8") {
//teleporter - we can't combo this!
game.recordstring += "1," + game.currentaction + ",";
}
gameinput(key, dwgfx, game, map, obj, help, music);
}
public function titleinput(key:KeyPoll, dwgfx:dwgraphicsclass, map:mapclass, game:gameclass, obj:entityclass, help:helpclass, music:musicclass):void {
game.inittouchpoints(key);
game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false;
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70) && !game.fullscreentoggleheld) {
//Toggle fullscreen
game.fullscreentoggleheld = true;
if (game.fullscreen) {game.fullscreen = false;
}else {game.fullscreen = true;}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70)) {
game.fullscreentoggleheld = true;
}else {
game.fullscreentoggleheld = false;
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70)) {
game.fullscreentoggleheld = true;
}else {
game.fullscreentoggleheld = false;
}
if (dwgfx.flipmode) {
if (key.isDown(Keyboard.LEFT) || key.isDown(Keyboard.DOWN) || key.isDown(65) || key.isDown(83)) game.press_left = true;
if (key.isDown(Keyboard.RIGHT) || key.isDown(Keyboard.UP) || key.isDown(68) || key.isDown(87)) game.press_right = true;
}else{
if (key.isDown(Keyboard.LEFT) || key.isDown(Keyboard.UP) || key.isDown(65) || key.isDown(87)) game.press_left = true;
if (key.isDown(Keyboard.RIGHT) || key.isDown(Keyboard.DOWN) || key.isDown(68) || key.isDown(83)) game.press_right = true;
}
if (key.isDown(90) || key.isDown(32) || key.isDown(86)) game.press_action = true;
//|| key.isDown(Keyboard.UP) || key.isDown(Keyboard.DOWN)) game.press_action = true; //on menus, up and down don't work as action
if (key.isDown(Keyboard.ENTER) || key.isDown(Keyboard.BACK)) game.press_map = true;
game.gettouchpoints_mainmenu(key, dwgfx);
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
if (!game.jumpheld && dwgfx.fademode==0) {
if (game.press_action || game.press_left || game.press_right || game.press_map){
game.jumpheld = true;
}
/*
if (game.press_left) {
game.mainmenu--;
}else if (game.press_right) {
game.mainmenu++;
}
if (game.mainmenu < 0) game.mainmenu = 2;
if (game.mainmenu > 2 ) game.mainmenu = 0;
*/
/*
if (game.press_action) {
if (!game.menustart) {
game.menustart = true;
music.play(6);
music.playef(18, 10);
game.screenshake = 10;
game.flashlight = 5;
}else{
if(game.mainmenu==0){
dwgfx.fademode = 2;
}else if (game.mainmenu == 1) {
if (game.telesummary != "") {
dwgfx.fademode = 2;
}
}else if (game.mainmenu == 2) {
if (game.quicksummary != "") {
dwgfx.fademode = 2;
}
}
}
}
*/
if (key.isDown(27) && game.currentmenuname != "youwannaquit" && game.menustart) {
music.playef(11, 10);
game.previousmenuname = game.currentmenuname;
game.createmenu("youwannaquit");
map.nexttowercolour();
}
if(game.menustart){
if (game.press_left) {
game.currentmenuoption--;
}else if (game.press_right) {
game.currentmenuoption++;
}
}
if (game.currentmenuoption < 0) game.currentmenuoption = game.nummenuoptions-1;
if (game.currentmenuoption >= game.nummenuoptions ) game.currentmenuoption = 0;
if (game.press_action) {
if (!game.menustart) {
game.menustart = true;
music.play(6);
music.playef(18, 10);
game.screenshake = 10;
game.flashlight = 5;
map.colstate = 10;
map.nexttowercolour();
game.loadstats(map, dwgfx);
if (game.slowdown == 0) game.slowdown = 30;
//stage.frameRate = game.slowdown;
}else{
if (game.currentmenuname == "mainmenu") {
if (game.mobilemenu) {
if (game.currentmenuoption == 0) {
//Play
if (game.telesummary == "" && game.quicksummary == "") {
//No saves exist, just start a new game
game.mainmenu = 0; dwgfx.fademode = 2;
}else {
//Bring you to the normal playmenu
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
}else if (game.currentmenuoption == 1) {
/*
//Bring you to the normal playmenu
music.playef(11, 10);
game.createmenu("playerworlds");
map.nexttowercolour();
*/
music.playef(11, 10);
game.levelpage=0;
editor.getDirectoryData();
game.loadcustomlevelstats(); //Should only load a file if it's needed
game.createmenu("levellist");
map.nexttowercolour();
/*}else if (game.currentmenuoption == 2) {
//Options
music.playef(11, 10);
game.createmenu("supergravitron");
map.nexttowercolour();*/
}else if (game.currentmenuoption == 2) {
//Credits
music.playef(11, 10);
game.createmenu("options");
map.nexttowercolour();
}else if (game.currentmenuoption == 3) {
//Credits
music.playef(11, 10);
game.createmenu("credits");
map.nexttowercolour();
}else if (game.currentmenuoption == 4) {
//More games (external link)
music.playef(11, 10);
var distractionware_link:URLRequest = new URLRequest( "http://distractionware.com/games/ios/" );
//var distractionware_link:URLRequest = new URLRequest( "http://distractionware.com/games/android/" );
navigateToURL( distractionware_link, "_blank" );
}
}else{
if (game.currentmenuoption == 0) {
//Play
if (game.telesummary == "" && game.quicksummary == "") {
//No saves exist, just start a new game
game.mainmenu = 0; dwgfx.fademode = 2;
}else {
//Bring you to the normal playmenu
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
/*}else if (game.currentmenuoption == 1) {
//Options
music.playef(11, 10);
game.createmenu("graphicoptions");
map.nexttowercolour();
*/
}else if (game.currentmenuoption == 1){
//Bring you to the normal playmenu
music.playef(11, 10);
game.createmenu("playerworlds");
map.nexttowercolour();
}else if (game.currentmenuoption == 2) {
//Options
//Options
music.playef(11, 10);
game.createmenu("graphicoptions");
map.nexttowercolour();
}else if (game.currentmenuoption == 3) {
//Options
//Options
music.playef(11, 10);
game.createmenu("options");
map.nexttowercolour();
}else if (game.currentmenuoption == 4) {
//Credits
//Credits
music.playef(11, 10);
game.createmenu("credits");
map.nexttowercolour();
}/*else if (game.currentmenuoption == 4) {
//bye!
music.playef(2, 10);
game.mainmenu = 100; dwgfx.fademode = 2;
}*/
}
}else if(game.currentmenuname=="levellist"){
if(game.currentmenuoption==game.nummenuoptions-1){
//go back to menu
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}else if(game.currentmenuoption==game.nummenuoptions-2){
//next page
music.playef(11, 10);
if((game.levelpage*3)+3>=editor.ListOfMetaData.length){
game.levelpage=0;
}else{
game.levelpage++;
}
game.createmenu("levellist");
game.currentmenuoption=game.nummenuoptions-2;
map.nexttowercolour();
}else{
//Ok, launch the level!
//PLAY CUSTOM LEVEL HOOK
music.playef(11, 10);
game.playcustomlevel = (game.levelpage * 3) + game.currentmenuoption;
game.customleveltitle = editor.ListOfMetaData[game.playcustomlevel].title;
game.customlevelfilename = editor.ListOfMetaData[game.playcustomlevel].filename;
//DETERMINE IF THERE'S A SAVED GAME HERE
/*
TiXmlDocument doc((game.saveFilePath+editor.ListOfMetaData[game.playcustomlevel].filename+".vvv").c_str());
if (!doc.LoadFile()){
*/
if (game.customcookieexists[game.playcustomlevel]) {
music.playef(11, 10);
game.createmenu("quickloadlevel");
map.nexttowercolour();
}else {
game.showloadingnotice = true;
game.mainmenu = 22;
dwgfx.fademode = 2;
}
//}else{
// music.playef(11, 10);
// game.createmenu("quickloadlevel");
// map.nexttowercolour();
//}
}
}else if(game.currentmenuname=="quickloadlevel"){
if (game.currentmenuoption == 0) {//continue save
game.showloadingnotice = true;
game.mainmenu = 23;
dwgfx.fademode = 2;
}else if (game.currentmenuoption == 1) {
game.showloadingnotice = true;
game.mainmenu = 22;
dwgfx.fademode = 2;
}else if(game.currentmenuoption==2){
music.playef(11, 10);
game.levelpage=0;
game.createmenu("levellist");
map.nexttowercolour();
}
}else if(game.currentmenuname=="playerworlds"){
if(game.currentmenuoption==0){
music.playef(11, 10);
game.levelpage=0;
editor.getDirectoryData();
game.loadcustomlevelstats(); //Should only load a file if it's needed
game.createmenu("levellist");
map.nexttowercolour();
}else if(game.currentmenuoption==1){
//LEVEL EDITOR HOOK
music.playef(11, 10);
game.mainmenu = 20;
dwgfx.fademode = 2;
editor.filename="";
}else if(game.currentmenuoption==2){
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if(game.currentmenuname=="errornostart"){
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}else if (game.currentmenuname == "graphicoptions") {
if (game.advanced_mode) {
if (game.currentmenuoption == 0) {
//toggle fullscreen
music.playef(11, 10);
if (game.fullscreen) {game.fullscreen = false;
}else {game.fullscreen = true;}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
game.createmenu("graphicoptions");
}else if (game.currentmenuoption == 1) {
//enable acceleration: if in fullscreen, go back to window first
music.playef(11, 10);
game.advanced_mode = false;
if (game.fullscreen) {
game.fullscreen = false;
updategraphicsmode(game, dwgfx);
game.fullscreen = true;
}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
game.createmenu("graphicoptions");
game.currentmenuoption = 1;
}else if (game.currentmenuoption == 2) {
//change scaling mode
music.playef(11, 10);
game.advanced_scaling = (game.advanced_scaling + 1) % 5;
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
game.createmenu("graphicoptions");
game.currentmenuoption = 2;
}else if (game.currentmenuoption == 3) {
//change smoothing
music.playef(11, 10);
game.advanced_smoothing = !game.advanced_smoothing;
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
game.createmenu("graphicoptions");
game.currentmenuoption = 3;
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else{
if (game.currentmenuoption == 0) {
//toggle fullscreen
music.playef(11, 10);
if (game.fullscreen) {game.fullscreen = false;
}else {game.fullscreen = true;}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
game.createmenu("graphicoptions");
}else if (game.currentmenuoption == 1) {
//disable acceleration: if in fullscreen, go back to window first
music.playef(11, 10);
game.advanced_mode = true;
if (game.fullscreen) {
game.fullscreen = false;
updategraphicsmode(game, dwgfx);
game.fullscreen = true;
}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
game.createmenu("graphicoptions");
game.currentmenuoption = 1;
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}
}else if (game.currentmenuname == "youwannaquit") {
if (game.currentmenuoption == 0) {
//bye!
music.playef(2, 10);
game.mainmenu = 100; dwgfx.fademode = 2;
}else{
music.playef(11, 10);
game.createmenu(game.previousmenuname);
map.nexttowercolour();
}
}else if (game.currentmenuname == "setinvincibility") {
if (game.currentmenuoption == 0) {
//back
music.playef(11, 10);
game.createmenu("accessibility");
game.currentmenuoption = 2;
map.nexttowercolour();
}else {
map.invincibility = !map.invincibility;
game.deletequick(); game.deletetele();
game.savestats(map, dwgfx);
music.playef(11, 10);
game.createmenu("accessibility");
game.currentmenuoption = 2;
map.nexttowercolour();
}
}else if (game.currentmenuname == "setslowdown1") {
if (game.currentmenuoption == 0) {
//back
music.playef(11, 10);
game.createmenu("accessibility");
game.currentmenuoption = 3;
map.nexttowercolour();
}else {
//change game speed
game.deletequick(); game.deletetele();
game.createmenu("setslowdown2");
map.nexttowercolour();
music.playef(11, 10);
}
}else if (game.currentmenuname == "setslowdown2") {
if (game.currentmenuoption == 0) {
//back
//stage.frameRate = 30;
game.slowdown = 30;
game.savestats(map, dwgfx);
music.playef(11, 10);
game.createmenu("accessibility");
game.currentmenuoption = 3;
map.nexttowercolour();
}else if (game.currentmenuoption == 1) {
//stage.frameRate = 24;
game.slowdown = 24;
game.savestats(map, dwgfx);
music.playef(11, 10);
game.createmenu("accessibility");
game.currentmenuoption = 3;
map.nexttowercolour();
}else if (game.currentmenuoption == 2) {
//stage.frameRate = 18;
game.slowdown = 18;
game.savestats(map, dwgfx);
music.playef(11, 10);
game.createmenu("accessibility");
game.currentmenuoption = 3;
map.nexttowercolour();
}else if (game.currentmenuoption == 3) {
//stage.frameRate = 12;
game.slowdown = 12;
game.savestats(map, dwgfx);
music.playef(11, 10);
game.createmenu("accessibility");
game.currentmenuoption = 3;
map.nexttowercolour();
}
}else if (game.currentmenuname == "accessibility") {
if (game.currentmenuoption == 0) {
//disable animated backgrounds
game.colourblindmode = !game.colourblindmode;
game.savestats(map, dwgfx);
map.tdrawback = true;
music.playef(11, 10);
}else if (game.currentmenuoption == 1) {
//disable screeneffects
game.noflashingmode = !game.noflashingmode;
game.savestats(map, dwgfx);
if (!game.noflashingmode) {
music.playef(18, 10); game.screenshake = 10; game.flashlight = 5;
}
/*}else if (game.currentmenuoption == 2) {
//invincibility
if (!map.invincibility) {
game.createmenu("setinvincibility");
map.nexttowercolour();
}else {
map.invincibility = !map.invincibility;
}
music.playef(11, 10);
}else if (game.currentmenuoption == 3) {
//change game speed
game.createmenu("setslowdown1");
map.nexttowercolour();
music.playef(11, 10);
*/
}else if (game.currentmenuoption == 2) {
//back
music.playef(11, 10);
game.createmenu("options");
map.nexttowercolour();
}else{
//Can't do yet! play sad sound
music.playef(2, 10);
}
}else if (game.currentmenuname == "options") {
if (game.currentmenuoption == 0) {
//accessibility options
music.playef(11, 10);
game.createmenu("accessibility");
map.nexttowercolour();
}else if (game.currentmenuoption == 1) {
//unlock play options
music.playef(11, 10);
game.createmenu("unlockmenu");
map.nexttowercolour();
}else if (game.currentmenuoption == 2) {
//clear data menu
music.playef(11, 10);
game.createmenu("cleardatamenu");
map.nexttowercolour();
}else if (game.currentmenuoption == 3) {
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}else{
//Can't do yet! play sad sound
music.playef(2, 10);
}
}else if (game.currentmenuname == "unlockmenutrials") {
if (game.currentmenuoption == 0) { //unlock 1
if (game.unlock[9]) {
game.unlock[9] = false; game.unlocknotify[9] = false;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 0;
}else{
game.unlock[9] = true; game.unlocknotify[9] = true;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 0;
}
}else if (game.currentmenuoption == 1) { //unlock 2
if (game.unlock[10]) {
game.unlock[10] = false; game.unlocknotify[10] = false;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 1;
}else{
game.unlock[10] = true; game.unlocknotify[10] = true;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 1;
}
}else if (game.currentmenuoption == 2) { //unlock 3
if (game.unlock[11]) {
game.unlock[11] = false; game.unlocknotify[11] = false;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 2;
}else{
game.unlock[11] = true; game.unlocknotify[11] = true;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 2;
}
}else if (game.currentmenuoption == 3) { //unlock 4
if (game.unlock[12]) {
game.unlock[12] = false; game.unlocknotify[12] = false;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 3;
}else{
game.unlock[12] = true; game.unlocknotify[12] = true;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 3;
}
}else if (game.currentmenuoption == 4) { //unlock 5
if (game.unlock[13]) {
game.unlock[13] = false; game.unlocknotify[13] = false;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 4;
}else{
game.unlock[13] = true; game.unlocknotify[13] = true;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 4;
}
}else if (game.currentmenuoption == 5) { //unlock 6
if (game.unlock[14]) {
game.unlock[14] = false; game.unlocknotify[14] = false;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 5;
}else{
game.unlock[14] = true; game.unlocknotify[14] = true;
music.playef(11, 10); game.savestats(map, dwgfx); game.createmenu("unlockmenutrials"); game.currentmenuoption = 5;
}
}else if (game.currentmenuoption == 6) { //back
//back
music.playef(11, 10);
game.createmenu("unlockmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "unlockmenu") {
if (game.currentmenuoption == 0) {
//unlock time trials seperately...
music.playef(11, 10);
game.createmenu("unlockmenutrials");
map.nexttowercolour();
}else if (game.currentmenuoption == 1) {
//unlock intermissions
if (game.unlock[16]) {
music.playef(11, 10);
game.unlock[16] = false; game.unlocknotify[16] = false;
game.unlock[6] = false; game.unlock[7] = false;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 1;
}else{
music.playef(11, 10);
game.unlock[16] = true; game.unlocknotify[16] = true;
game.unlock[6] = true; game.unlock[7] = true;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 1;
}
}else if (game.currentmenuoption == 2) {
//unlock no death mode
if (game.unlock[17]) {
music.playef(11, 10);
game.unlock[17] = false; game.unlocknotify[17] = false;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 2;
}else{
music.playef(11, 10);
game.unlock[17] = true; game.unlocknotify[17] = true;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 2;
}
}else if (game.currentmenuoption == 3) {
//unlock flip mode
if (game.unlock[18]) {
music.playef(11, 10);
game.unlock[18] = false; game.unlocknotify[18] = false;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 3;
}else{
music.playef(11, 10);
game.unlock[18] = true; game.unlocknotify[18] = true;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 3;
}
}else if (game.currentmenuoption == 4) {
//unlock jukebox
if (game.stat_trinkets == 20) {
music.playef(11, 10);
game.stat_trinkets = 0;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 4;
}else{
music.playef(11, 10);
game.stat_trinkets = 20;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 4;
}
}else if (game.currentmenuoption == 5) {
//unlock secret lab
if (game.unlock[8]) {
music.playef(11, 10);
game.unlock[8] = false; game.unlocknotify[8] = false;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 5;
}else {
music.playef(11, 10);
game.unlock[8] = true; game.unlocknotify[8] = true;
game.savestats(map, dwgfx);
game.createmenu("unlockmenu"); game.currentmenuoption = 5;
}
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits") {
if (game.currentmenuoption == 0) {
//next page
music.playef(11, 10);
game.createmenu("credits2");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits2") {
if (game.currentmenuoption == 0) {
//next page
music.playef(11, 10);
game.createmenu("credits3");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits3") {
if (game.currentmenuoption == 0) {
//next page
music.playef(11, 10);
game.createmenu("credits4");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits4") {
if (game.currentmenuoption == 0) {
//next page
music.playef(11, 10);
game.createmenu("credits5");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits5") {
if (game.currentmenuoption == 0) {
//next page
music.playef(11, 10);
game.createmenu("credits6");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits6") {
if (game.currentmenuoption == 0) {
//next page
music.playef(11, 10);
game.createmenu("credits7");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits7") {
if (game.currentmenuoption == 0) {
//next page
music.playef(11, 10);
game.createmenu("credits8");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits8") {
if (game.currentmenuoption == 0) {
//next page
music.playef(11, 10);
game.createmenu("credits9");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "credits9") {
if (game.currentmenuoption == 0) {
//first page
music.playef(11, 10);
game.createmenu("credits");
map.nexttowercolour();
}else{
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
music.niceplay(6);
}
}else if (game.currentmenuname == "play") {
if (game.currentmenuoption == 0) {
//continue
//right, this depends on what saves you've got
if (game.telesummary == "") {
//You at least have a quicksave, or you couldn't have gotten here
game.mainmenu = 2; dwgfx.fademode = 2;
}else if (game.quicksummary == "") {
//You at least have a telesave, or you couldn't have gotten here
game.mainmenu = 1; dwgfx.fademode = 2;
}else {
//go to a menu!
/*
music.playef(11, 10);
game.loadsummary(map, help); //Prepare save slots to display
game.createmenu("continue");
map.settowercolour(3);
*/
game.mainmenu = 2; dwgfx.fademode = 2;
}
}else if (game.currentmenuoption == 1) {
//play modes
music.playef(11, 10);
game.createmenu("playmodes");
map.nexttowercolour();
}else if (game.currentmenuoption == 2) {
//newgame
music.playef(11, 10);
game.createmenu("newgamewarning");
map.nexttowercolour();
}else if (game.currentmenuoption == 3) {
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "playsecretlab") {
//as above, except with an extra option...
if (game.currentmenuoption == 0) {
//continue
//right, this depends on what saves you've got
if (game.telesummary == "") {
//You at least have a quicksave, or you couldn't have gotten here
game.mainmenu = 2; dwgfx.fademode = 2;
}else if (game.quicksummary == "") {
//You at least have a telesave, or you couldn't have gotten here
game.mainmenu = 1; dwgfx.fademode = 2;
}else {
//go to a menu!
/*
music.playef(11, 10);
game.loadsummary(map, help); //Prepare save slots to display
game.createmenu("continue");
map.settowercolour(3);
*/
game.mainmenu = 2; dwgfx.fademode = 2;
}
}else if (game.currentmenuoption == 1) {
game.mainmenu = 11; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 2) {
//play modes
music.playef(11, 10);
game.createmenu("playmodes");
map.nexttowercolour();
}else if (game.currentmenuoption == 3) {
//newgame
music.playef(11, 10);
game.createmenu("newgamewarning");
map.nexttowercolour();
}else if (game.currentmenuoption == 4) {
//back
music.playef(11, 10);
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "newgamewarning") {
if (game.currentmenuoption == 0) {
//yep
game.mainmenu = 0; dwgfx.fademode = 2;
game.deletequick(); game.deletetele();
}else{
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
}else if (game.currentmenuname == "cleardatamenu") {
if (game.currentmenuoption == 0) {
//back
music.playef(11, 10);
game.createmenu("options");
map.nexttowercolour();
}else{
//yep
music.playef(23, 10);
game.deletequick(); game.deletetele();
game.deletestats(map, dwgfx);
game.flashlight = 5; game.screenshake = 15;
game.createmenu("mainmenu");
map.nexttowercolour();
}
}else if (game.currentmenuname == "flipmode_mobile") {
if (game.currentmenuoption == 0 && game.unlock[18]) { //enable/disable flip mode
music.playef(18, 10); game.screenshake = 10; game.flashlight = 5;
dwgfx.setflipmode = !dwgfx.setflipmode;
game.savemystats = true;
}else if (game.currentmenuoption == 1) {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}else{
//Can't do yet! play sad sound
music.playef(2, 10);
}
}else if (game.currentmenuname == "playmodes") {
if (game.currentmenuoption == 0 && game.slowdown == 30 && !map.invincibility) { //go to the time trial menu
music.playef(11, 10);
game.createmenu("timetrials");
map.nexttowercolour();
}else if (game.currentmenuoption == 1 && game.unlock[16]) {
//intermission mode menu
music.playef(11, 10);
game.createmenu("intermissionmenu");
map.nexttowercolour();
}else if (game.currentmenuoption == 2 && game.unlock[17] && game.slowdown == 30 && !map.invincibility) { //start a game in no death mode
music.playef(11, 10);
game.createmenu("startnodeathmode");
map.nexttowercolour();
}else if (game.currentmenuoption == 3 && game.unlock[18]) { //enable/disable flip mode
music.playef(11, 10);
game.createmenu("flipmode_mobile");
map.nexttowercolour();
}else if (game.currentmenuoption == 4) {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}else{
//Can't do yet! play sad sound
music.playef(2, 10);
}
}else if (game.currentmenuname == "startnodeathmode") {
if (game.currentmenuoption == 0) { //start no death mode, disabling cutscenes
game.mainmenu = 10; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 1) {
game.mainmenu = 9; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 2) {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
}else if (game.currentmenuname == "continue") {
if (game.currentmenuoption == 0) {
game.mainmenu = 1; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 1) {
game.mainmenu = 2; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 2) {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
}else if (game.currentmenuname == "intermissionmenu") {
if (game.currentmenuoption == 0) {
music.playef(11, 10);
music.play(6);
game.createmenu("playint1");
map.nexttowercolour();
}else if (game.currentmenuoption == 1) {
music.playef(11, 10);
music.play(6);
game.createmenu("playint2");
map.nexttowercolour();
}else if (game.currentmenuoption == 2) {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
}else if (game.currentmenuname == "playint1") {
if (game.currentmenuoption == 0) {
game.mainmenu = 12; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 1) {
game.mainmenu = 13; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 2) {
game.mainmenu = 14; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 3) {
game.mainmenu = 15; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 4) {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
}else if (game.currentmenuname == "playint2") {
if (game.currentmenuoption == 0) {
game.mainmenu = 16; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 1) {
game.mainmenu = 17; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 2) {
game.mainmenu = 18; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 3) {
game.mainmenu = 19; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 4) {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
}else if (game.currentmenuname == "gameover2") {
//back
music.playef(11, 10);
music.play(6);
game.createmenu("mainmenu");
map.nexttowercolour();
}else if (game.currentmenuname == "unlocktimetrials" || game.currentmenuname == "unlocktimetrial") {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}else if (game.currentmenuname == "unlocknodeathmode" || game.currentmenuname == "unlockintermission"
|| game.currentmenuname == "unlockflipmode") {
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}else if (game.currentmenuname == "timetrials") {
if (game.currentmenuoption == 0 && game.unlock[9]) { //space station 1
game.mainmenu = 3; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 1 && game.unlock[10]) { //lab
game.mainmenu = 4; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 2 && game.unlock[11]) { //tower
game.mainmenu = 5; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 3 && game.unlock[12]) { //station 2
game.mainmenu = 6; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 4 && game.unlock[13]) { //warp
game.mainmenu = 7; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 5 && game.unlock[14]) { //final
game.mainmenu = 8; dwgfx.fademode = 2;
}else if (game.currentmenuoption == 6) { //go to the time trial menu
//back
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}else {
//Can't do yet! play sad sound
music.playef(2, 10);
}
}else if (game.currentmenuname == "timetrialcomplete3") {
if (game.currentmenuoption == 1) {
//back
music.playef(11, 10);
music.play(6);
game.createmenu("play");
map.nexttowercolour();
}else if (game.currentmenuoption == 0) {
//duplicate the above based on given time trial level!
if (game.timetriallevel == 0) { //space station 1
game.mainmenu = 3; dwgfx.fademode = 2;
}else if (game.timetriallevel == 1) { //lab
game.mainmenu = 4; dwgfx.fademode = 2;
}else if (game.timetriallevel == 2) { //tower
game.mainmenu = 5; dwgfx.fademode = 2;
}else if (game.timetriallevel == 3) { //station 2
game.mainmenu = 6; dwgfx.fademode = 2;
}else if (game.timetriallevel == 4) { //warp
game.mainmenu = 7; dwgfx.fademode = 2;
}else if (game.timetriallevel == 5) { //final
game.mainmenu = 8; dwgfx.fademode = 2;
}
}
}else if (game.currentmenuname == "gamecompletecontinue" || game.currentmenuname == "nodeathmodecomplete2") {
if (game.currentmenuoption == 0) {
music.play(6);
music.playef(11, 10);
game.createmenu("play");
map.nexttowercolour();
}
}
}
}
}
if (dwgfx.fademode == 1) script.startgamemode(game.mainmenu, key, dwgfx, game, map, obj, help, music);
}
public function gameinput(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
game.inittouchpoints(key);
if(!script.running){
game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false;
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70) && !game.fullscreentoggleheld) {
//Toggle fullscreen
game.fullscreentoggleheld = true;
if (game.fullscreen) {game.fullscreen = false;
}else {game.fullscreen = true;}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70)) {
game.fullscreentoggleheld = true;
}else {
game.fullscreentoggleheld = false;
}
if (game.recording == 2 && !game.playbackfinished) {
//playback!
//record your input and add it to the record string
//Keys are:
//0 - nothing
//1 - left
//2 - right
//3 - left+right
//4 - flip
//5 - left+flip
//6 - right+flip
//7 - left+right+flip
//8 - Map/teleport
if (!game.recordinit) {
//Init recording
game.recordinit = true;
game.combomode = false;
game.playmove = game.playback[game.playbackpos+1]; game.playcombo = game.playback[game.playbackpos];
}
if (game.playcombo <= 0) {
//move on to the next action
game.playbackpos += 2;
game.playmove = game.playback[game.playbackpos + 1]; game.playcombo = game.playback[game.playbackpos];
if (game.playcombo > 1) game.playcombo--;
}
if (game.playcombo >= 1) {
game.playcombo--;
if (game.playmove == 1 || game.playmove == 3 || game.playmove == 5 || game.playmove == 7){
game.press_left = true;
}
if (game.playmove == 2 || game.playmove == 3 || game.playmove == 6 || game.playmove == 7){
game.press_right = true;
}
if (game.playmove == 4 || game.playmove == 5 || game.playmove == 6 || game.playmove == 7){
game.press_action = true;
}
if (game.playmove == 8){
game.press_map = true;
//game.playbackfinished = true;
trace("finished!");
}
}
}else {
if(!script.running){
if (key.isDown(Keyboard.LEFT) || key.isDown(65)) game.press_left = true;
if (key.isDown(Keyboard.RIGHT) || key.isDown(68)) game.press_right = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(Keyboard.UP) || key.isDown(Keyboard.DOWN) || key.isDown(87) || key.isDown(83)) game.press_action = true;
if (key.isDown(Keyboard.ENTER) || key.isDown(Keyboard.BACK)) game.press_map = true;
game.gettouchpoints(key, dwgfx);
}
}
if (game.advancetext) {
if (game.pausescript) {
game.press_action = false;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(Keyboard.UP) || key.isDown(Keyboard.DOWN) || key.isDown(87) || key.isDown(83)) game.press_action = true;
//Iterate through touch points, find buttons that are being pressed
switch(game.controlstyle) {
case 0:
if (key.touchPoints > 0) {
game.press_action = true;
}
/*for (i = 0; i < key.touchPoints; i++) {
//if (key.touchid[i] != key.controlstick) {
game.press_action = true;
//}
}*/
break;
//To do: make these better
case 1:
if (key.touchPoints > 0) {
game.press_action = true;
}
break;
case 2:
if (key.touchPoints > 0) {
game.press_action = true;
}
break;
}
}
if (game.press_action && !game.jumpheld) {
if (game.pausescript) {
game.pausescript = false; game.hascontrol = true;
game.jumpheld = true;
}else{
game.state++;
game.jumpheld = true;
}
}
}
if (!game.press_map) game.mapheld = false;
/*
if (key.isDown("1".charCodeAt(0))) {
dwgfx.screen.width = 640;
dwgfx.screen.height = 480;
setstage(640,480);
}
if (key.isDown("2".charCodeAt(0))) {
dwgfx.screen.width = 960;
dwgfx.screen.height = 720;
setstage(960,720);
}
if (key.isDown("3".charCodeAt(0))) {
dwgfx.screen.width = 1280;
dwgfx.screen.height = 960;
setstage(1280,960);
}
*/
/*game.test = true;
game.teststring = String(game.inertia);
if (key.isDown("1".charCodeAt(0))) game.inertia = 0.5;
if (key.isDown("2".charCodeAt(0))) game.inertia = 0.6;
if (key.isDown("3".charCodeAt(0))) game.inertia = 0.7;
if (key.isDown("4".charCodeAt(0))) game.inertia = 0.8;
if (key.isDown("5".charCodeAt(0))) game.inertia = 0.9;
if (key.isDown("6".charCodeAt(0))) game.inertia = 1;
if (key.isDown("7".charCodeAt(0))) game.inertia = 1.1;
if (key.isDown("8".charCodeAt(0))) game.inertia = 1.2;
if (key.isDown("9".charCodeAt(0))) game.inertia = 1.3;
if (key.isDown("0".charCodeAt(0))) game.inertia = 1.4;*/
if(!game.mobilemenu){
if (game.intimetrial && dwgfx.fademode == 1 && game.quickrestartkludge) {
//restart the time trial
game.quickrestartkludge = false;
script.startgamemode(game.timetriallevel + 3, key, dwgfx, game, map, obj, help, music);
game.deathseq = -1;
game.completestop = false;
}
}
//Entity type 0 is player controled
for (i = 0; i < obj.nentity; i++) {
if (obj.entities[i].rule == 0) {
if (game.hascontrol && game.deathseq == -1 && game.lifeseq <= 5) {
/*
if (key.isDown(8)) {
script.load("returntohub");
}
*/
/*
if (key.isDown(27)) {
game.state = 0;
dwgfx.textboxremove();
map.tdrawback = true;
music.haltdasmusik();
game.gamestate = TITLEMODE;
}
*/
if (game.press_map && !game.mapheld) {
game.mapheld = true;
if (game.activetele && game.readytotele > 20 && !game.intimetrial) {
if(!dwgfx.flipmode) obj.flags[73] = 1; //Flip mode test
if(int(Math.abs(obj.entities[i].vx))<=1 && int(obj.entities[i].vy)==0){
//wait! space station 2 debug thingy
if (game.teleportscript != "") {
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
music.fadeout(); //Uncomment this when it's working!
i = obj.getplayer(); obj.entities[i].colour = 102;
i = obj.getteleporter();
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
//which teleporter script do we use? it depends on the companion!
game.state = 4000; game.statedelay = 0;
}else if (game.companion == 0) {
//Alright, normal teleporting
game.gamestate = 5;
dwgfx.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) dwgfx.menuoffset -= 10;
dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false);
dwgfx.resumegamemode = false;
game.useteleporter = true;
game.initteleportermode(map);
}else {
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
music.fadeout(); //Uncomment this when it's working!
i = obj.getplayer(); obj.entities[i].colour = 102;
i = obj.getcompanion(game.companion); if(i>-1) obj.entities[i].colour = 102;
i = obj.getteleporter();
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
//which teleporter script do we use? it depends on the companion!
game.state = 3000; game.statedelay = 0;
}
}
}else if (game.activeactivity > -1) {
if(int(Math.abs(obj.entities[i].vx))<=1 && int(obj.entities[i].vy)==0){
script.load(obj.blocks[game.activeactivity].script);
obj.removeblock(game.activeactivity);
}
}else if (game.swnmode == 1 && game.swngame == 1) {
//quitting the super gravitron
game.mapheld = true;
//Quit menu, same conditions as in game menu
game.gamestate = MAPMODE;
game.gamesaved = false; dwgfx.resumegamemode = false;
game.menupage = 20; // The Map Page
dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false);
dwgfx.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) dwgfx.menuoffset -= 10;
}else if (game.intimetrial && dwgfx.fademode == 0) {
if (game.mobilemenu) {
//Quit menu in time trial 12345
game.mapheld = true;
//Quit menu, same conditions as in game menu
game.gamestate = MAPMODE;
game.gamesaved = false; dwgfx.resumegamemode = false;
game.menupage = 10; // The Map Page
dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false);
dwgfx.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) dwgfx.menuoffset -= 10;
}else{
//Quick restart of time trial
script.hardreset(key, dwgfx, game, map, obj, help, music);
if (dwgfx.setflipmode) dwgfx.flipmode = true;
dwgfx.fademode = 2; game.completestop = true;
music.fadeout(); game.intimetrial = true;
game.quickrestartkludge = true;
}
}else if (dwgfx.fademode==0){
//Normal map screen, do transition later
game.gamestate = MAPMODE;
map.cursordelay = 0; map.cursorstate = 0;
game.gamesaved = false; dwgfx.resumegamemode = false;
game.menupage = 0; // The Map Page
dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false);
dwgfx.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) dwgfx.menuoffset -= 10;
}
}
if (key.isDown(27) && (!map.custommode || map.custommodeforreal)) {
game.mapheld = true;
//Quit menu, same conditions as in game menu
game.gamestate = MAPMODE;
game.gamesaved = false; dwgfx.resumegamemode = false;
game.menupage = 10; // The Map Page
dwgfx.menubuffer.copyPixels(dwgfx.screenbuffer, dwgfx.screenbuffer.rect, dwgfx.tl, null, null, false);
dwgfx.menuoffset = 240; //actually this should count the roomname
if (map.extrarow) dwgfx.menuoffset -= 10;
}
if (key.isDown("R".charCodeAt(0)) && game.deathseq<=0 && map.invincibility) {
game.deathseq = 30;
}
if (game.press_left) {game.tapleft++;
}else { if (game.tapleft <= 4 && game.tapleft > 0) {if (obj.entities[i].vx < 0) obj.entities[i].vx = 0;}game.tapleft = 0; }
if (game.press_right) {game.tapright++;
}else { if (game.tapright <= 4 && game.tapright > 0) {if (obj.entities[i].vx > 0) obj.entities[i].vx = 0;}game.tapright = 0;}
if(game.press_left){
//obj.entities[i].vx = -4;
obj.entities[i].ax = -3;
obj.entities[i].dir = 0;
}else if (game.press_right){
//obj.entities[i].vx = 4;
obj.entities[i].ax = 3;
obj.entities[i].dir = 1;
}else{
//obj.entities[i].vx = 0;
}
if (!game.press_action) {
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld) {
game.jumppressed = 5;
game.jumpheld = true;
}
if (game.jumppressed > 0) {
game.jumppressed--;
if (obj.entities[i].onground>0 && game.gravitycontrol == 0) {
game.gravitycontrol = 1;
obj.entities[i].vy = -4; obj.entities[i].ay = -3;
music.playef(0, 10);
game.jumppressed = 0;
game.totalflips++;
}
if (obj.entities[i].onroof>0 && game.gravitycontrol == 1) {
game.gravitycontrol = 0;
obj.entities[i].vy = 4; obj.entities[i].ay = 3;
music.playef(1, 10);
game.jumppressed = 0;
game.totalflips++;
}
}
}else {
//Simple detection of keypresses outside player control, will probably scrap this (expand on
//advance text function)
if (!game.press_action) {
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld) {
game.jumppressed = 5;
game.jumpheld = true;
}
}
}
}
}
public function mapinput(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
game.inittouchpoints(key);
game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false;
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70) && !game.fullscreentoggleheld) {
//Toggle fullscreen
game.fullscreentoggleheld = true;
if (game.fullscreen) {game.fullscreen = false;
}else {game.fullscreen = true;}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70)) {
game.fullscreentoggleheld = true;
}else {
game.fullscreentoggleheld = false;
}
if(dwgfx.menuoffset==0){
if (dwgfx.flipmode) {
if (key.isDown(Keyboard.LEFT) || key.isDown(Keyboard.DOWN) || key.isDown(65) || key.isDown(83)) game.press_left = true;
if (key.isDown(Keyboard.RIGHT) || key.isDown(Keyboard.UP) || key.isDown(68) || key.isDown(87)) game.press_right = true;
}else{
if (key.isDown(Keyboard.LEFT) || key.isDown(Keyboard.UP) || key.isDown(65) || key.isDown(87)) game.press_left = true;
if (key.isDown(Keyboard.RIGHT) || key.isDown(Keyboard.DOWN) || key.isDown(68) || key.isDown(83)) game.press_right = true;
}
if (key.isDown(90) || key.isDown(32) || key.isDown(86)) game.press_action = true;
if (game.menupage < 9) {
if (key.isDown(Keyboard.ENTER) || key.isDown(Keyboard.BACK)) game.press_map = true;
if (key.isDown(27)) { game.mapheld = true; game.menupage = 10; }
}else{
if (key.isDown(Keyboard.ENTER) || key.isDown(27)) game.press_map = true;
if (key.isDown(Keyboard.BACK)) game.press_map = true;
}
game.gettouchpoints_gamemenu(key, obj, music, dwgfx);
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map && !key.isDown(27)) game.mapheld = false;
}else {
game.mapheld = true; game.jumpheld = true;
}
/*
if (key.isDown(Keyboard.T)) {
game.menupage = 30;
}
*/
if (!game.mapheld) {
if (game.mobilemenu) {
if (game.press_map) {
//Normal map screen, do transition later
dwgfx.resumegamemode = true;
}
}else{
if (game.press_map && ((game.menupage < 10) || game.menupage == 30)) {
//Normal map screen, do transition later
dwgfx.resumegamemode = true;
}
}
}
if (dwgfx.fademode == 1) {
dwgfx.menubuffer.fillRect(dwgfx.menubuffer.rect, 0x000000);
dwgfx.resumegamemode = true;
obj.removeallblocks();
game.menukludge = false;
if (game.menupage >= 20) {
game.state = 96; game.statedelay = 0;
}else{
game.state = 80; game.statedelay = 0;
}
}
if (!game.jumpheld) {
if (game.press_action || game.press_left || game.press_right || game.press_map){
game.jumpheld = true;
}
if (game.press_left) {
game.menupage--;
}else if (game.press_right) {
game.menupage++;
}
if (game.menupage == 1 && obj.flags[67] == 1 && game.press_action && !game.insecretlab) {
//Warp back to the ship
dwgfx.resumegamemode = true;
game.teleport_to_x = 2;
game.teleport_to_y = 11;
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
i = obj.getplayer(); obj.entities[i].colour = 102;
//which teleporter script do we use? it depends on the companion!
game.state = 4000; game.statedelay = 0;
}
if (game.mobilemenu) {
if (game.menupage == 3 && game.press_action) {
//quit to menu
if (dwgfx.fademode == 0) {
if (game.intimetrial || game.insecretlab || game.nodeathmode) game.menukludge = true;
script.hardreset(key, dwgfx, game, map, obj, help, music);
if(dwgfx.setflipmode) dwgfx.flipmode = true;
dwgfx.fademode = 2;
music.fadeout();
}
}
}else{
if (game.menupage == 3 && !game.gamesaved && game.press_action && !game.intimetrial
&& !game.nodeathmode && !game.insecretlab && !game.inintermission) {
game.flashlight = 5;
game.screenshake = 10;
music.playef(18, 10);
game.gamesaved = true;
game.savetime = game.timestring(help); game.savearea = map.currentarea(map.area(game.roomx, game.roomy));
game.savetrinkets = game.trinkets;
if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111) game.savearea = "The Ship";
if(map.custommodeforreal){
game.customsavequick(editor.ListOfMetaData[game.playcustomlevel].file_num, map, obj, music, help);
}else{
game.savequick(map, obj, music, help);
}
}
}
if (game.mobilemenu) {
if (game.menupage == 20 && game.press_action) {
//quit to menu
if (dwgfx.fademode == 0) {
game.swnmode = false;
dwgfx.fademode = 2;
music.fadeout();
}
}
if (game.menupage == 10 && game.press_action) {
//return to game
if (dwgfx.fademode == 0) {
if (game.intimetrial || game.insecretlab || game.nodeathmode) game.menukludge = true;
script.hardreset(key, dwgfx, game, map, obj, help, music);
if(dwgfx.setflipmode) dwgfx.flipmode = true;
dwgfx.fademode = 2;
music.fadeout();
}
}
}else{
if (game.menupage == 20 && game.press_action) {
//return to game
dwgfx.resumegamemode = true;
}
if (game.menupage == 21 && game.press_action) {
//quit to menu
if (dwgfx.fademode == 0) {
game.swnmode = false;
dwgfx.fademode = 2;
music.fadeout();
}
}
if (game.menupage == 10 && game.press_action) {
//return to game
dwgfx.resumegamemode = true;
}
if (game.menupage == 11 && game.press_action) {
//quit to menu
if (dwgfx.fademode == 0) {
if (game.intimetrial || game.insecretlab || game.nodeathmode) game.menukludge = true;
script.hardreset(key, dwgfx, game, map, obj, help, music);
if(dwgfx.setflipmode) dwgfx.flipmode = true;
dwgfx.fademode = 2;
music.fadeout();
}
}
}
if (game.menupage < 0) game.menupage = 3;
if (game.menupage > 3 && game.menupage < 9) game.menupage = 0;
if (game.menupage == 9) game.menupage = 11;
if (game.menupage == 12) game.menupage = 10;
if (game.menupage == 19) game.menupage = 21;
if (game.menupage == 22) game.menupage = 20;
}
}
public function teleporterinput(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
game.inittouchpoints(key);
game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false;
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70) && !game.fullscreentoggleheld) {
//Toggle fullscreen
game.fullscreentoggleheld = true;
if (game.fullscreen) {game.fullscreen = false;
}else {game.fullscreen = true;}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70)) {
game.fullscreentoggleheld = true;
}else {
game.fullscreentoggleheld = false;
}
if(dwgfx.menuoffset==0){
if (key.isDown(Keyboard.LEFT)|| key.isDown(65)) game.press_left = true;
if (key.isDown(Keyboard.RIGHT) || key.isDown(68)) game.press_right = true;
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(Keyboard.UP) || key.isDown(Keyboard.DOWN)|| key.isDown(87)|| key.isDown(83)) game.press_action = true;
if (key.isDown(Keyboard.ENTER) || key.isDown(Keyboard.BACK)) game.press_map = true;
game.gettouchpoints_teleportmenu(key, music, dwgfx);
//In the menu system, all keypresses are single taps rather than holds. Therefore this test has to be done for all presses
if (!game.press_action && !game.press_left && !game.press_right) game.jumpheld = false;
if (!game.press_map) game.mapheld = false;
}else {
game.mapheld = true; game.jumpheld = true;
}
if (!game.jumpheld) {
if (game.press_action || game.press_left || game.press_right || game.press_map){
game.jumpheld = true;
}
if (game.press_left) {
game.teleport_to_teleporter--;
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.numteleporters - 1;
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
while (map.explored[tempx + (20 * tempy)] == 0) {
game.teleport_to_teleporter--;
if (game.teleport_to_teleporter < 0) game.teleport_to_teleporter = map.numteleporters - 1;
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
}
}else if (game.press_right) {
game.teleport_to_teleporter++;
if (game.teleport_to_teleporter >= map.numteleporters) game.teleport_to_teleporter = 0;
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
while (map.explored[tempx + (20 * tempy)] == 0) {
game.teleport_to_teleporter++;
if (game.teleport_to_teleporter >= map.numteleporters) game.teleport_to_teleporter = 0;
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
}
}
if (game.press_map) {
tempx = map.teleporters[game.teleport_to_teleporter].x;
tempy = map.teleporters[game.teleport_to_teleporter].y;
if (game.roomx == tempx + 100 && game.roomy == tempy + 100) {
//cancel!
dwgfx.resumegamemode = true;
}else {
//teleport
dwgfx.resumegamemode = true;
game.teleport_to_x = tempx;
game.teleport_to_y = tempy;
//trace(game.recordstring);
//We're teleporting! Yey!
game.activetele = false;
game.hascontrol = false;
i = obj.getplayer(); obj.entities[i].colour = 102;
i = obj.getteleporter();
obj.entities[i].tile = 6;
obj.entities[i].colour = 102;
//which teleporter script do we use? it depends on the companion!
game.state = 4000; game.statedelay = 0;
}
}
}
}
public function gamecompleteinput(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
game.inittouchpoints(key);
game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false;
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70) && !game.fullscreentoggleheld) {
//Toggle fullscreen
game.fullscreentoggleheld = true;
if (game.fullscreen) {game.fullscreen = false;
}else {game.fullscreen = true;}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70)) {
game.fullscreentoggleheld = true;
}else {
game.fullscreentoggleheld = false;
}
game.gettouchpoints_gamecomplete(key, music, dwgfx);
if (game.press_action) {
game.creditposition -= 6;
if (game.creditposition <= -1650) {
if(dwgfx.fademode==0){
dwgfx.fademode = 2;
}
game.creditposition = -1650;
}else {
map.bypos += 6; map.bscroll = +6;
}
game.press_action = true;
}
if (key.isDown(Keyboard.ENTER) || key.isDown(Keyboard.BACK)) game.press_map = true;
//if (key.isDown(27)) { game.mapheld = true; game.menupage = 10; }
if (!game.mapheld) {
if(game.press_map){
//Return to game
if(dwgfx.fademode==0){
dwgfx.fademode = 2;
}
}
}
}
public function gamecompleteinput2(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
game.inittouchpoints(key);
game.press_left = false; game.press_right = false; game.press_action = false; game.press_map = false;
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70) && !game.fullscreentoggleheld) {
//Toggle fullscreen
game.fullscreentoggleheld = true;
if (game.fullscreen) {game.fullscreen = false;
}else {game.fullscreen = true;}
updategraphicsmode(game, dwgfx);
game.savestats(map, dwgfx);
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70)) {
game.fullscreentoggleheld = true;
}else {
game.fullscreentoggleheld = false;
}
if ((key.isDown(15) || key.isDown(17)) && key.isDown(70)) {
game.fullscreentoggleheld = true;
}else {
game.fullscreentoggleheld = false;
}
game.gettouchpoints_gamecomplete(key, music, dwgfx);
if (game.press_action) {
game.creditposx++;
if (game.creditposy >= 30) {
if(dwgfx.fademode==0){
dwgfx.fademode = 2; music.fadeout();
}
}
game.press_action = true;
}
if (key.isDown(Keyboard.ENTER) || key.isDown(Keyboard.BACK)) game.press_map = true;
//if (key.isDown(27)) { game.mapheld = true; game.menupage = 10; }
if (!game.mapheld) {
if(game.press_map){
//Return to game
if(dwgfx.fademode==0){
dwgfx.fademode = 2; music.fadeout();
}
}
}
}
public function controltutorialinput(key:KeyPoll, dwgfx:dwgraphicsclass, game:gameclass, map:mapclass,
obj:entityclass, help:helpclass, music:musicclass):void {
if (game.controltutorialstate >= 13) {
if (key.isDown(90) || key.isDown(32) || key.isDown(86)
|| key.isDown(Keyboard.UP) || key.isDown(Keyboard.DOWN)) game.press_action = true;
game.gettouchpoints_controltutorial(key, music, dwgfx);
if (game.press_action) {
game.gamestate = game.GAMEMODE;
}
}
}