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VVVVVV/mobile_version/src/entityclass.as
Misa be2d2e1e2a Fix 1x1 quicksand collision optimization not working
We need to replace an "or" with an "and".

My best guess for this oversight happening was because of the weird
ordering. The code originally did "temp < 30" first and "temp > -30"
second instead of the other way around. With the weird ordering, it
becomes more natural to insert an "or" instead of an "and". So I swapped
around the ordering just for good measure.

This is also fixed in the mobile version.
2020-05-13 08:16:34 -04:00

4022 lines
140 KiB
ActionScript

package {
import bigroom.input.KeyPoll;
import flash.display.*;
import flash.geom.*;
import flash.events.*;
import flash.net.*;
public class entityclass extends Sprite {
static public var BLOCK:Number = 0;
static public var TRIGGER:Number = 1;
static public var DAMAGE:Number = 2;
static public var DIRECTIONAL:Number = 3;
static public var SAFE:Number = 4;
static public var ACTIVITY:Number = 5;
public var opt_useblock:Boolean;
public var opt_usetrigger:Boolean;
public var opt_usedamage:Boolean;
public var opt_usedirectional:Boolean;
public var opt_usesafe:Boolean;
public var opt_useactivity:Boolean;
public function init():void {
nentity = 0;
nblocks = 0;
temprect = new Rectangle();
temprect2 = new Rectangle();
colpoint1 = new Point; colpoint2 = new Point;
skipdirblocks = false;
customplatformtile=0;
platformtile = 0; vertplatforms = false; horplatforms = false;
nearelephant = false;
upsetmode = false; upset = 0;
trophytext = 0 ; trophytype = 0;
altstates = 0;
for (var i:int = 0; i < 6; i++) {
customcrewmoods.push(1);
}
for (i = 0; i < 100; i++) {
var t:int = 0; flags.push(t);
}
for (i = 0; i < 500; i++) {
var block:blockclass = new blockclass;
blocks.push(block);
}
for (var z:Number = 0; z < 200; z++) {
var entity:entclass = new entclass;
entities.push(entity);
}
for (i = 0; i < 20; i++) {
var lcross:entclass = new entclass;
linecrosskludge.push(lcross);
collect.push(new int);
customcollect.push(new int(0));
}
nlinecrosskludge = 0;
}
public function resetallflags():void {
for (var i:Number = 0; i < 100; i++) {
flags[i] = 0;
}
}
public function resetflags():void {
for (var i:Number = 0; i < 100; i++) {
if (flags[i] == 2) flags[i] = 0;
}
}
public function confirmflags():void {
for (var i:Number = 0; i < 100; i++) {
if (flags[i] == 2) flags[i] = 1;
}
}
public function changecollect(t:int, s:int):void {
collect[t] = s;
}
public function changecustomcollect(t:int, s:int):void {
customcollect[t] = s;
}
public function changeflag(t:int, s:int):void {
flags[t] = s;
}
public function fatal_top():void { createblock(DAMAGE, -8, -8, 384, 16); }
public function fatal_bottom():void { createblock(DAMAGE, -8, 224, 384, 16); }
public function fatal_left():void { createblock(DAMAGE, -8, -8, 16, 260); }
public function fatal_right():void { createblock(DAMAGE, 312, -8, 16, 260); }
public function setblockcolour(t:int, col:String):void {
if (col == "cyan") { blocks[t].r = 164; blocks[t].g = 164; blocks[t].b = 255;
}else if (col == "red") { blocks[t].r = 255; blocks[t].g = 60; blocks[t].b = 60;
}else if (col == "green") { blocks[t].r = 144; blocks[t].g = 255; blocks[t].b = 144;
}else if (col == "yellow") { blocks[t].r = 255; blocks[t].g = 255; blocks[t].b = 134;
}else if (col == "blue") { blocks[t].r = 95; blocks[t].g = 95; blocks[t].b = 255;
}else if (col == "purple") { blocks[t].r = 255; blocks[t].g = 134; blocks[t].b = 255;
}else if (col == "white") { blocks[t].r = 244; blocks[t].g = 244; blocks[t].b = 244;
}else if (col == "gray") { blocks[t].r = 174; blocks[t].g = 174; blocks[t].b = 174;
}else if (col == "orange") { blocks[t].r = 255; blocks[t].g = 130; blocks[t].b = 20;
}else {
//use a gray
blocks[t].r = 174; blocks[t].g = 174; blocks[t].b = 174;
}
}
public function swncolour(t:int):int {
//given colour t, return colour in setcol
if (t == 0) return 11;
if (t == 1) return 6;
if (t == 2) return 8;
if (t == 3) return 12;
if (t == 4) return 9;
if (t == 5) return 7;
return 0;
}
public function swnenemiescol(t:int):void {
//change the colour of all SWN enemies to the current one
for (i = 0; i < nentity; i++) {
if (entities[i].active) {
if (entities[i].type == 23) {
entities[i].colour = swncolour(t);
}
}
}
}
public function gravcreate(game:gameclass, ypos:int, dir:int, xoff:int = 0, yoff:int = 0):void {
if (dir == 0) {
createentity(game, -150 - xoff, 58 + (ypos * 20)+yoff, 23, 0, 0);
}else{
createentity(game, 320+150 + xoff, 58 + (ypos * 20)+yoff, 23, 1, 0);
}
}
public function generateswnwave(game:gameclass, help:helpclass, t:int):void {
//generate a wave for the SWN game
if(game.swndelay<=0){
if (t == 0) { //game 0, survive for 30 seconds
switch(game.swnstate) {
case 0:
//Decide on a wave here
//default case
game.swnstate = 1; game.swndelay = 5;
if (game.swntimer <= 150) { //less than 5 seconds
game.swnstate = 9; game.swndelay = 8;
}else if (game.swntimer <= 300) { //less than 10 seconds
game.swnstate = 6; game.swndelay = 12;
}else if (game.swntimer <= 360) { //less than 12 seconds
game.swnstate = 5+game.swnstate2; game.swndelay = 15;
}else if (game.swntimer <= 420) { //less than 14 seconds
game.swnstate = 7+game.swnstate2; game.swndelay = 15;
}else if (game.swntimer <= 480) { //less than 16 seconds
game.swnstate = 5+game.swnstate2; game.swndelay = 15;
}else if (game.swntimer <= 540) { //less than 18 seconds
game.swnstate = 7+game.swnstate2; game.swndelay = 15;
}else if (game.swntimer <= 600) { //less than 20 seconds
game.swnstate = 5+game.swnstate2; game.swndelay = 15;
}else if (game.swntimer <= 900) { //less than 30 seconds
game.swnstate = 4; game.swndelay = 20;
}else if (game.swntimer <= 1050) { //less than 35 seconds
game.swnstate = 3; game.swndelay = 10;
}else if (game.swntimer <= 1200) { //less than 40 seconds
game.swnstate = 3; game.swndelay = 20;
}else if (game.swntimer <= 1500) { //less than 50 seconds
game.swnstate = 2; game.swndelay = 10;
}else if (game.swntimer <= 1650) { //less than 55 seconds
game.swnstate = 1; game.swndelay = 15;
}else if (game.swntimer <= 1800) { //less than 60 seconds
game.swnstate = 1; game.swndelay = 25;
}
if (game.deathcounts - game.swndeaths > 7) game.swndelay += 2;
if (game.deathcounts - game.swndeaths > 15) game.swndelay += 2;
if (game.deathcounts - game.swndeaths > 25) game.swndelay += 4;
break;
case 1:
createentity(game, -150, 58 + (int(Math.random() * 6) * 20), 23, 0, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
break;
case 2:
if(game.swnstate3==0){
game.swnstate2++;
if (game.swnstate2 >= 6) {
game.swnstate3 = 1;
game.swnstate2--;
}
}else {
game.swnstate2--;
if (game.swnstate2 < 0) {
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(game, -150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
break;
case 3:
createentity(game, 320+150, 58 + (int(Math.random() * 6) * 20), 23, 1, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
break;
case 4:
//left and right compliments
game.swnstate2 = int(Math.random() * 6);
createentity(game, -150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(game, 320+150, 58 + ((5-game.swnstate2) * 20), 23, 1, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 5:
//Top and bottom
createentity(game, -150, 58, 23, 0, 0);
createentity(game, -150, 58 + (5 * 20), 23, 0, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
game.swnstate2 = 1;
break;
case 6:
//Middle
createentity(game, -150, 58 + (2 * 20), 23, 0, 0);
createentity(game, -150, 58 + (3 * 20), 23, 0, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 7:
//Top and bottom
createentity(game, 320+150, 58, 23, 1, 0);
createentity(game, 320+150, 58 + (5 * 20), 23, 1, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
game.swnstate2 = 1;
break;
case 8:
//Middle
createentity(game, 320+150, 58 + (2 * 20), 23, 1, 0);
createentity(game, 320+150, 58 + (3 * 20), 23, 1, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
game.swnstate2 = 0;
break;
case 9:
if(game.swnstate3==0){
game.swnstate2++;
if (game.swnstate2 >= 6) {
game.swnstate3 = 1;
game.swnstate2--;
}
}else {
game.swnstate2--;
if (game.swnstate2 < 0) {
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(game, 320 + 150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
game.swnstate = 0; game.swndelay = 0; //return to decision state
break;
}
}else if (t == 1) {
//Game 2, super gravitron
switch(game.swnstate) {
case 0:
//Choose either simple or filler
game.swnstate2 = 0; game.swnstate3 = 0; game.swnstate4 = 0;
game.swnstate2 = int(Math.random() * 100);
if (game.swnstate2 < 25) {
//simple
game.swnstate = 2; game.swndelay = 0;
}else {
//filler
game.swnstate = 4; game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 1:
//complex chain
game.swnstate2 = int(Math.random() * 8);
if (game.swnstate2 == 0) { game.swnstate = 10; game.swndelay = 0;
}else if (game.swnstate2 == 1) { game.swnstate = 12; game.swndelay = 0;
}else if (game.swnstate2 == 2) { game.swnstate = 14; game.swndelay = 0;
}else if (game.swnstate2 == 3) { game.swnstate = 20; game.swndelay = 0;
}else if (game.swnstate2 == 4) { game.swnstate = 21; game.swndelay = 0;
}else if (game.swnstate2 == 5) { game.swnstate = 22; game.swndelay = 0;
}else if (game.swnstate2 == 6) { game.swnstate = 22; game.swndelay = 0;
}else if (game.swnstate2 == 7) { game.swnstate = 14; game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 2:
//simple chain
game.swnstate2 = int(Math.random() * 6);
if (game.swnstate2 == 0) { game.swnstate = 23; game.swndelay = 0;
}else if (game.swnstate2 == 1) { game.swnstate = 24; game.swndelay = 0;
}else if (game.swnstate2 == 2) { game.swnstate = 25; game.swndelay = 0;
}else if (game.swnstate2 == 3) { game.swnstate = 26; game.swndelay = 0;
}else if (game.swnstate2 == 4) { game.swnstate = 27; game.swndelay = 0;
}else if (game.swnstate2 == 5) { game.swnstate = 14; game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 3:
//Choose a major action
game.swnstate2 = int(Math.random() * 100);
if (game.swnstate2 < 25) {
//complex
game.swnstate = 1; game.swndelay = 0;
}else {
//simple
game.swnstate = 2; game.swndelay = 0;
}
break;
case 4:
//filler chain
game.swnstate2 = int(Math.random() * 6);
if (game.swnstate2 == 0) { game.swnstate = 28; game.swndelay = 0;
}else if (game.swnstate2 == 1) { game.swnstate = 29; game.swndelay = 0;
}else if (game.swnstate2 == 2) { game.swnstate = 28; game.swndelay = 0;
}else if (game.swnstate2 == 3) { game.swnstate = 29; game.swndelay = 0;
}else if (game.swnstate2 == 4) { game.swnstate = 30; game.swndelay = 0;
}else if (game.swnstate2 == 5) { game.swnstate = 31; game.swndelay = 0;
}
game.swnstate2 = 0;
break;
case 10:
gravcreate(game, 0, 0);
gravcreate(game, 1, 0);
gravcreate(game, 2, 0);
game.swnstate++; game.swndelay = 10; //return to decision state
break;
case 11:
gravcreate(game, 3, 0);
gravcreate(game, 4, 0);
gravcreate(game, 5, 0);
game.swnstate2++;
if(game.swnstate2==3){
game.swnstate = 0; game.swndelay = 30; //return to decision state
}else {
game.swnstate--; game.swndelay = 10; //return to decision state
}
break;
case 12:
gravcreate(game, 0, 1);
gravcreate(game, 1, 1);
gravcreate(game, 2, 1);
game.swnstate++; game.swndelay = 10; //return to decision state
break;
case 13:
gravcreate(game, 3, 1);
gravcreate(game, 4, 1);
gravcreate(game, 5, 1);
game.swnstate2++;
if(game.swnstate2==3){
game.swnstate = 0; game.swndelay = 30; //return to decision state
}else {
game.swnstate--; game.swndelay = 10; //return to decision state
}
break;
case 14:
gravcreate(game, 0, 0, 0);
gravcreate(game, 5, 1, 0);
game.swnstate++; game.swndelay = 20; //return to decision state
break;
case 15:
gravcreate(game, 1, 0);
gravcreate(game, 4, 1);
game.swnstate++; game.swndelay = 20; //return to decision state
break;
case 16:
gravcreate(game, 2, 0);
gravcreate(game, 3, 1);
game.swnstate++; game.swndelay = 20; //return to decision state
break;
case 17:
gravcreate(game, 3, 0);
gravcreate(game, 2, 1);
game.swnstate++; game.swndelay = 20; //return to decision state
break;
case 18:
gravcreate(game, 4, 0);
gravcreate(game, 1, 1);
game.swnstate++; game.swndelay = 20; //return to decision state
break;
case 19:
gravcreate(game, 5, 0);
gravcreate(game, 0, 1);
game.swnstate=0; game.swndelay = 20; //return to decision state
break;
case 20:
game.swnstate4++;
if(game.swnstate3==0){
game.swnstate2++;
if (game.swnstate2 >= 6) {
game.swnstate3 = 1;
game.swnstate2--;
}
}else {
game.swnstate2--;
if (game.swnstate2 < 0) {
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(game, -150, 58 + (int(game.swnstate2) * 20), 23, 0, 0);
if(game.swnstate4<=6){
game.swnstate = 20; game.swndelay = 10; //return to decision state
}else {
game.swnstate = 0; game.swndelay = 10; //return to decision state
}
break;
case 21:
game.swnstate4++;
if(game.swnstate3==0){
game.swnstate2++;
if (game.swnstate2 >= 6) {
game.swnstate3 = 1;
game.swnstate2--;
}
}else {
game.swnstate2--;
if (game.swnstate2 < 0) {
game.swnstate3 = 0;
game.swnstate2++;
}
}
createentity(game, 320+150, 58 + (int(game.swnstate2) * 20), 23, 1, 0);
if(game.swnstate4<=6){
game.swnstate = 21; game.swndelay = 10; //return to decision state
}else {
game.swnstate = 0; game.swndelay = 10; //return to decision state
}
break;
case 22:
game.swnstate4++;
//left and right compliments
game.swnstate2 = int(Math.random() * 6);
createentity(game, -150, 58 + (game.swnstate2 * 20), 23, 0, 0);
createentity(game, 320 + 150, 58 + ((5 - game.swnstate2) * 20), 23, 1, 0);
if(game.swnstate4<=12){
game.swnstate = 22; game.swndelay = 18; //return to decision state
}else {
game.swnstate = 0; game.swndelay = 18; //return to decision state
}
game.swnstate2 = 0;
break;
case 23:
gravcreate(game, 1, 0);
gravcreate(game, 2, 0, 15);
gravcreate(game, 2, 0, -15);
gravcreate(game, 3, 0, 15);
gravcreate(game, 3, 0, -15);
gravcreate(game, 4, 0);
game.swnstate = 0; game.swndelay = 15; //return to decision state
break;
case 24:
gravcreate(game, 1, 1);
gravcreate(game, 2, 1, 15);
gravcreate(game, 2, 1, -15);
gravcreate(game, 3, 1, 15);
gravcreate(game, 3, 1, -15);
gravcreate(game, 4, 1);
game.swnstate = 0; game.swndelay = 15; //return to decision state
break;
case 25:
gravcreate(game, 0, 0);
gravcreate(game, 1, 1,0,10);
gravcreate(game, 4, 1,0,-10);
gravcreate(game, 5, 0);
game.swnstate = 0; game.swndelay = 20; //return to decision state
break;
case 26:
gravcreate(game, 0, 1, 0);
gravcreate(game, 1, 1, 10);
gravcreate(game, 4, 1, 40);
gravcreate(game, 5, 1, 50);
game.swnstate = 0; game.swndelay = 20; //return to decision state
break;
case 27:
gravcreate(game, 0, 0, 0);
gravcreate(game, 1, 0, 10);
gravcreate(game, 4, 0, 40);
gravcreate(game, 5, 0, 50);
game.swnstate = 0; game.swndelay = 20; //return to decision state
break;
case 28:
game.swnstate4++;
game.swnstate2 = int(Math.random() * 6);
createentity(game, -150, 58 + (game.swnstate2 * 20), 23, 0, 0);
if(game.swnstate4<=6){
game.swnstate = 28; game.swndelay = 8; //return to decision state
}else {
game.swnstate = 3; game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 29:
game.swnstate4++;
game.swnstate2 = int(Math.random() * 6);
gravcreate(game, game.swnstate2, 1);
if(game.swnstate4<=6){
game.swnstate = 29; game.swndelay = 8; //return to decision state
}else {
game.swnstate = 3; game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 30:
game.swnstate4++;
game.swnstate2 = int(Math.random() * 3);
gravcreate(game, game.swnstate2, 0);
gravcreate(game, 5-game.swnstate2, 0);
if(game.swnstate4<=2){
game.swnstate = 30; game.swndelay = 14; //return to decision state
}else {
game.swnstate = 3; game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
case 31:
game.swnstate4++;
game.swnstate2 = int(Math.random() * 3);
gravcreate(game, game.swnstate2, 1);
gravcreate(game, 5-game.swnstate2, 1);
if(game.swnstate4<=2){
game.swnstate = 31; game.swndelay = 14; //return to decision state
}else {
game.swnstate = 3; game.swndelay = 15; //return to decision state
}
game.swnstate2 = 0;
break;
}
}
}else {
game.swndelay--;
}
}
public function createblock(t:int, xp:int=0, yp:int=0, w:int=0, h:int=0, trig:int=0):void{
if(nblocks == 0) {
//If there are no active blocks, Z=0;
k = 0; nblocks++;
}else {
i = 0; k = -1;
while (i < nblocks) {
if (!blocks[i].active) {
k = i; i = nblocks;
}
i++;
}
if (k == -1) {
k = nblocks;
nblocks++;
}
}
blocks[k].clear();
blocks[k].active = true;
switch(t) {
case BLOCK: //Block
blocks[k].type = BLOCK;
blocks[k].xp = xp;
blocks[k].yp = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
opt_useblock = true;
break;
case TRIGGER: //Trigger
blocks[k].type = TRIGGER;
blocks[k].x = xp;
blocks[k].y = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
blocks[k].trigger = trig;
opt_usetrigger = true;
break;
case DAMAGE: //Damage
blocks[k].type = DAMAGE;
blocks[k].x = xp;
blocks[k].y = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
opt_usedamage = true;
break;
case DIRECTIONAL: //Directional
blocks[k].type = DIRECTIONAL;
blocks[k].x = xp;
blocks[k].y = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
blocks[k].trigger = trig;
opt_usedirectional = true;
break;
case SAFE: //Safe block
blocks[k].type = SAFE;
blocks[k].xp = xp;
blocks[k].yp = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
opt_usesafe = true;
break;
case ACTIVITY: //Activity Zone
blocks[k].type = ACTIVITY;
blocks[k].x = xp;
blocks[k].y = yp;
blocks[k].wp = w;
blocks[k].hp = h;
blocks[k].rectset(xp, yp, w, h);
opt_useactivity = true;
//Ok, each and every activity zone in the game is initilised here. "Trig" in this case is a variable that
//assigns all the details.
switch(trig) {
case 0: //testing zone
blocks[k].prompt = "Press ENTER to explode";
if(mobilemenus) blocks[k].prompt = "Explode";
blocks[k].script = "intro";
setblockcolour(k, "orange");
trig=1;
break;
case 1:
blocks[k].prompt = "Press ENTER to talk to Violet";
if(mobilemenus) blocks[k].prompt = "Talk to Violet";
blocks[k].script = "talkpurple";
setblockcolour(k, "purple");
trig=0;
break;
case 2:
blocks[k].prompt = "Press ENTER to talk to Vitellary";
if(mobilemenus) blocks[k].prompt = "Talk to Vitellary";
blocks[k].script = "talkyellow";
setblockcolour(k, "yellow");
trig=0;
break;
case 3:
blocks[k].prompt = "Press ENTER to talk to Vermilion";
if(mobilemenus) blocks[k].prompt = "Talk to Vermilion";
blocks[k].script = "talkred";
setblockcolour(k, "red");
trig=0;
break;
case 4:
blocks[k].prompt = "Press ENTER to talk to Verdigris";
if(mobilemenus) blocks[k].prompt = "Talk to Verdigris";
blocks[k].script = "talkgreen";
setblockcolour(k, "green");
trig=0;
break;
case 5:
blocks[k].prompt = "Press ENTER to talk to Victoria";
if(mobilemenus) blocks[k].prompt = "Talk to Victoria";
blocks[k].script = "talkblue";
setblockcolour(k, "blue");
trig=0;
break;
case 6:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_station_1";
setblockcolour(k, "orange");
trig=0;
break;
case 7:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_outside_1";
setblockcolour(k, "orange");
trig=0;
break;
case 8:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_outside_2";
setblockcolour(k, "orange");
trig=0;
break;
case 9:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_outside_3";
setblockcolour(k, "orange");
trig=0;
break;
case 10:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_outside_4";
setblockcolour(k, "orange");
trig=0;
break;
case 11:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_outside_5";
setblockcolour(k, "orange");
trig=0;
break;
case 12:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_outside_6";
setblockcolour(k, "orange");
trig=0;
break;
case 13:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_finallevel";
setblockcolour(k, "orange");
trig=0;
break;
case 14:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_station_2";
setblockcolour(k, "orange");
trig=0;
break;
case 15:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_station_3";
setblockcolour(k, "orange");
trig=0;
break;
case 16:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_station_4";
setblockcolour(k, "orange");
trig=0;
break;
case 17:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_warp_1";
setblockcolour(k, "orange");
trig=0;
break;
case 18:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_warp_2";
setblockcolour(k, "orange");
trig=0;
break;
case 19:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_lab_1";
setblockcolour(k, "orange");
trig=0;
break;
case 20:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_lab_2";
setblockcolour(k, "orange");
trig=0;
break;
case 21:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_secretlab";
setblockcolour(k, "orange");
trig=0;
break;
case 22:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_shipcomputer";
setblockcolour(k, "orange");
trig=0;
break;
case 23:
blocks[k].prompt = "Press ENTER to activate terminals";
if(mobilemenus) blocks[k].prompt = "Activate terminals";
blocks[k].script = "terminal_radio";
setblockcolour(k, "orange");
trig=0;
break;
case 24:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "terminal_jukebox";
setblockcolour(k, "orange");
trig=0;
break;
case 25:
blocks[k].prompt = "Passion for Exploring";
blocks[k].script = "terminal_juke1";
setblockcolour(k, "orange");
trig=0;
break;
case 26:
blocks[k].prompt = "Pushing Onwards";
blocks[k].script = "terminal_juke2";
setblockcolour(k, "orange");
trig=0;
break;
case 27:
blocks[k].prompt = "Positive Force";
blocks[k].script = "terminal_juke3";
setblockcolour(k, "orange");
trig=0;
break;
case 28:
blocks[k].prompt = "Presenting VVVVVV";
blocks[k].script = "terminal_juke4";
setblockcolour(k, "orange");
trig=0;
break;
case 29:
blocks[k].prompt = "Potential for Anything";
blocks[k].script = "terminal_juke5";
setblockcolour(k, "orange");
trig=0;
break;
case 30:
blocks[k].prompt = "Predestined Fate";
blocks[k].script = "terminal_juke6";
setblockcolour(k, "orange");
trig=0;
break;
case 31:
blocks[k].prompt = "Pipe Dream";
blocks[k].script = "terminal_juke7";
setblockcolour(k, "orange");
trig=0;
break;
case 32:
blocks[k].prompt = "Popular Potpourri";
blocks[k].script = "terminal_juke8";
setblockcolour(k, "orange");
trig=0;
break;
case 33:
blocks[k].prompt = "Pressure Cooker";
blocks[k].script = "terminal_juke9";
setblockcolour(k, "orange");
trig=0;
break;
case 34:
blocks[k].prompt = "ecroF evitisoP";
blocks[k].script = "terminal_juke10";
setblockcolour(k, "orange");
trig=0;
break;
case 35:
blocks[k].prompt = "Press ENTER to activate terminal";
if(mobilemenus) blocks[k].prompt = "Activate terminal";
blocks[k].script = "custom_"+customscript;
setblockcolour(k, "orange");
trig=0;
break;
}
break;
}
}
public function removeallblocks():void{
for(i=0; i<nblocks; i++) blocks[i].clear();
nblocks=0;
}
public function removeblock(t:int):void {
blocks[t].clear();
}
public function removeblockat(x:int, y:int):void{
for (i = 0; i < nblocks; i++) {
if(blocks[i].xp == int(x) && blocks[i].yp == int(y)) removeblock(i);
}
}
public function removetrigger(t:int):void{
for(i=0; i<nblocks; i++){
if(blocks[i].type == TRIGGER) {
if (blocks[i].trigger == t) {
blocks[i].active = false;
removeblock(i);
}
}
}
}
public function copylinecross(t:int):void {
//Copy entity t into the first free linecrosskludge entity
linecrosskludge[nlinecrosskludge].clear();
linecrosskludge[nlinecrosskludge].xp = entities[t].xp;
linecrosskludge[nlinecrosskludge].yp = entities[t].yp;
linecrosskludge[nlinecrosskludge].w = entities[t].w;
linecrosskludge[nlinecrosskludge].onentity = entities[t].onentity;
linecrosskludge[nlinecrosskludge].state = entities[t].state;
linecrosskludge[nlinecrosskludge].life = entities[t].life;
nlinecrosskludge++;
}
public function revertlinecross(t:int, s:int):void {
//Restore entity t info from linecrossing s
entities[t].onentity = linecrosskludge[s].onentity;
entities[t].state = linecrosskludge[s].state;
entities[t].life = linecrosskludge[s].life;
}
public function gridmatch(p1:int, p2:int, p3:int, p4:int, p11:int, p21:int, p31:int, p41:int):Boolean {
if (p1 == p11 && p2 == p21 && p3 == p31 && p4 == p41) return true;
return false;
}
public function crewcolour(t:int):int {
//Return the colour of the indexed crewmate
switch(t) {
case 0: return 0; break;
case 1: return 20; break;
case 2: return 14; break;
case 3: return 15; break;
case 4: return 13; break;
case 5: return 16; break;
}
return 0;
}
public function setenemyroom(t:int, rx:int, ry:int):void {
//Simple function to initilise simple enemies
rx -= 100; ry -= 100;
switch(rn(rx, ry)) {
//Space Station 1
case rn(12, 3): //Security Drone
entities[t].tile = 36; entities[t].colour = 8; entities[t].animate = 1;
break;
case rn(13, 3): //Wavelengths
entities[t].tile = 32; entities[t].colour = 7; entities[t].animate = 1;
entities[t].w = 32;
break;
case rn(15, 3): //Traffic
entities[t].tile = 28; entities[t].colour = 6; entities[t].animate = 1;
entities[t].w = 22; entities[t].h = 32;
break;
case rn(12, 5): //The Yes Men
entities[t].tile = 40; entities[t].colour = 9; entities[t].animate = 1;
entities[t].w = 20; entities[t].h = 20;
break;
case rn(13, 6): //Hunchbacked Guards
entities[t].tile = 44; entities[t].colour = 8; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 20;
break;
case rn(13, 4): //Communication Station
entities[t].harmful = false;
if (entities[t].xp == 256) {
//transmittor
entities[t].tile = 104; entities[t].colour = 4; entities[t].animate = 7;
entities[t].w = 16; entities[t].h = 16;
entities[t].xp -= 24; entities[t].yp -= 16;
}else {
//radar dish
entities[t].tile =124; entities[t].colour = 4; entities[t].animate = 6;
entities[t].w = 32; entities[t].h = 32; entities[t].cx = 4; entities[t].size = 9;
entities[t].xp -= 4; entities[t].yp -= 32;
}
break;
//The Lab
case rn(4, 0):
entities[t].tile = 78; entities[t].colour = 7; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(2, 0):
entities[t].tile = 88; entities[t].colour = 11; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
//Space Station 2
case rn(14, 11): entities[t].colour = 17; break; //Lies
case rn(16, 11): entities[t].colour = 8; break; //Lies
case rn(13, 10): entities[t].colour = 11; break; //Factory
case rn(13, 9): entities[t].colour = 9; break; //Factory
case rn(13, 8): entities[t].colour = 8; break; //Factory
case rn(11, 13): //Truth
entities[t].tile = 64; entities[t].colour = 7; entities[t].animate = 100;
entities[t].w = 44; entities[t].h = 10; entities[t].size = 10;
break;
case rn(17, 7): //Brass sent us under the top
entities[t].tile =82; entities[t].colour = 8; entities[t].animate = 5;
entities[t].w = 28; entities[t].h = 32; entities[t].cx = 4;
break;
case rn(10, 7): // (deception)
entities[t].tile = 92; entities[t].colour = 6; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(14, 13): // (chose poorly)
entities[t].tile = 56; entities[t].colour = 6; entities[t].animate = 1;
entities[t].w = 15; entities[t].h = 24;
break;
case rn(13, 12): // (backsliders)
entities[t].tile = 164; entities[t].colour = 7; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(14, 8): // (wheel of fortune room)
entities[t].tile = 116; entities[t].colour = 12; entities[t].animate = 1;
entities[t].w = 32; entities[t].h = 32;
break;
case rn(16, 9): // (seeing dollar signs)
entities[t].tile = 68; entities[t].colour = 7; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(16, 7): // (tomb of mad carew)
entities[t].tile = 106; entities[t].colour = 7; entities[t].animate = 2;
entities[t].w = 24; entities[t].h = 25;
break;
//Warp Zone
case rn(15, 2): // (numbers)
entities[t].tile = 100; entities[t].colour = 6; entities[t].animate = 1;
entities[t].w = 32; entities[t].h = 14; entities[t].yp += 1;
break;
case rn(16, 2): // (Manequins)
entities[t].tile = 52; entities[t].colour = 7; entities[t].animate = 5;
entities[t].w = 16; entities[t].h = 25; entities[t].yp -= 4;
break;
case rn(18, 0): // (Obey)
entities[t].tile = 51; entities[t].colour = 11; entities[t].animate = 100;
entities[t].w = 30; entities[t].h = 14;
break;
case rn(19, 1): // Ascending and Descending
entities[t].tile = 48; entities[t].colour = 9; entities[t].animate = 5;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(19, 2): // Shockwave Rider
entities[t].tile = 176; entities[t].colour = 6; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(18, 3): // Mind the gap
entities[t].tile = 168; entities[t].colour = 7; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(17, 3): // Edge Games
if (entities[t].yp ==96) {
entities[t].tile = 160; entities[t].colour = 8; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
}else {
entities[t].tile = 156; entities[t].colour = 8; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
}
break;
case rn(16, 0): // I love you
entities[t].tile = 112; entities[t].colour = 8; entities[t].animate = 5;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(14, 2): // That's why I have to kill you
entities[t].tile = 114; entities[t].colour = 6; entities[t].animate = 5;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(18, 2): // Thinking with Portals
//depends on direction
if (entities[t].xp ==88) {
entities[t].tile = 54+12; entities[t].colour = 12; entities[t].animate = 100;
entities[t].w = 60; entities[t].h = 16; entities[t].size = 10;
}else{
entities[t].tile = 54; entities[t].colour = 12; entities[t].animate = 100;
entities[t].w = 60; entities[t].h = 16; entities[t].size = 10;
}
break;
//Final level
case rn(50-100, 53-100): //The Yes Men
entities[t].tile = 40; entities[t].colour = 9; entities[t].animate = 1;
entities[t].w = 20; entities[t].h = 20;
break;
case rn(48-100, 51-100): //Wavelengths
entities[t].tile = 32; entities[t].colour = 7; entities[t].animate = 1;
entities[t].w = 32;
break;
case rn(43-100,52-100): // Ascending and Descending
entities[t].tile = 48; entities[t].colour = 9; entities[t].animate = 5;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(46-100,51-100): //kids his age
entities[t].tile = 88; entities[t].colour = 11; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(43-100,51-100): // Mind the gap
entities[t].tile = 168; entities[t].colour = 7; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(44-100,51-100): // vertigo?
entities[t].tile = 172; entities[t].colour = 7; entities[t].animate = 100;
entities[t].w = 32; entities[t].h = 32;
break;
case rn(44-100,52-100): // (backsliders)
entities[t].tile = 164; entities[t].colour = 7; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(43-100, 56-100): //Intermission 1
entities[t].tile = 88; entities[t].colour = 21; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
case rn(45-100, 56-100): //Intermission 1
entities[t].tile = 88; entities[t].colour = 21; entities[t].animate = 1;
entities[t].w = 16; entities[t].h = 16;
break;
//The elephant
case rn(11, 9): case rn(12, 9): case rn(11, 8): case rn(12, 8):
entities[t].tile = 0; entities[t].colour = 102; entities[t].animate = 0;
entities[t].w = 464; entities[t].h = 320; entities[t].size = 11;
entities[t].harmful = false;
break;
}
}
public function setenemy(t:int, r:int):void {
switch(t) {
case 0:
//lies emitter
if(entities[r].para==0){
entities[r].tile = 60; entities[r].animate = 2;
entities[r].colour = 6; entities[r].behave = 10;
entities[r].w = 32; entities[r].h = 32;
entities[r].x1 = -200;
}else if (entities[r].para == 1) {
entities[r].yp += 10;
entities[r].tile = 63; entities[r].animate = 100; //LIES
entities[r].colour = 6;
entities[r].behave = 11; entities[r].para = 9; //destroyed when outside
entities[r].x1 = -200; entities[r].x2 = 400;
entities[r].w = 26; entities[r].h = 10;
entities[r].cx = 1; entities[r].cy = 1;
}else if (entities[r].para == 2) {
entities[r].tile = 62; entities[r].animate = 100;
entities[r].colour = 6; entities[r].behave = -1;
entities[r].w = 32; entities[r].h = 32;
}
break;
case 1:
//FACTORY emitter
if(entities[r].para==0){
entities[r].tile = 72; entities[r].animate = 3; entities[r].size = 9;
entities[r].colour = 6; entities[r].behave = 12;
entities[r].w = 64; entities[r].h = 40;
entities[r].cx = 0; entities[r].cy = 24;
}else if (entities[r].para == 1) {
entities[r].xp += 4; entities[r].yp -= 4;
entities[r].tile = 76; entities[r].animate = 100; // Clouds
entities[r].colour = 6;
entities[r].behave = 13; entities[r].para = -6; //destroyed when outside
entities[r].x2 = 400;
entities[r].w = 32; entities[r].h = 12;
entities[r].cx = 0; entities[r].cy = 6;
}else if (entities[r].para == 2) {
entities[r].tile = 77; entities[r].animate = 100;
entities[r].colour = 6; entities[r].behave = -1;
entities[r].w = 32; entities[r].h = 16;
}
break;
default:
break;
}
}
public function rn(rx:int, ry:int):int {
return rx + (ry * 100);
}
public function settreadmillcolour(t:int, rx:int, ry:int):void {
rx -= 100; ry -= 100;
rx += 50 - 12; ry += 50 - 14; //Space Station
entities[t].tile = 20; //default as blue
switch(rn(rx, ry)) {
case rn(52, 48): entities[t].tile = 791; break; //Cyan
case rn(49, 47): entities[t].tile = 24; break; //Yellow
case rn(56, 44): entities[t].tile = 24; break; //Yellow
case rn(54, 49): entities[t].tile = 24; break; //Yellow
case rn(49, 49): entities[t].tile = 36; break; //Green
case rn(55, 44): entities[t].tile = 36; break; //Green
case rn(54, 43): entities[t].tile = 36; break; //Green
case rn(53, 49): entities[t].tile = 36; break; //Green
case rn(54, 45): entities[t].tile = 711; break; //Green (special)
case rn(51, 48): entities[t].tile = 711; break; //Green (special)
case rn(50, 49): entities[t].tile = 28; break; //Purple
case rn(54, 44): entities[t].tile = 28; break; //Purple
case rn(49, 42): entities[t].tile = 28; break; //Purple
case rn(55, 43): entities[t].tile = 28; break; //Purple
case rn(54, 47): entities[t].tile = 28; break; //Purple
case rn(53, 48): entities[t].tile = 28; break; //Purple
case rn(51, 47): entities[t].tile = 32; break; //Red
case rn(52, 49): entities[t].tile = 32; break; //Red
case rn(48, 43): entities[t].tile = 32; break; //Red
case rn(55, 47): entities[t].tile = 32; break; //Red
case rn(54, 48): entities[t].tile = 32; break; //Red
}
}
public function createentity(game:gameclass, xp:Number, yp:Number, t:int, vx:Number = 0, vy:Number = 0,
p1:int = 0, p2:int = 0, p3:int = 320, p4:int = 240 ):void {
//Find the first inactive case z that we can use to index the new entity
if (nentity == 0) {
//If there are no active entities, Z=0;
k = 0; nentity++;
}else {
i = 0; k = -1;
while (i < nentity) {
if (!entities[i].active) {
k = i; i = nentity;
}
i++;
}
if (k == -1) {
k = nentity;
nentity++;
}
}
//Size 0 is a sprite
//Size 1 is a tile
//Beyond that are special cases (to do)
//Size 2 is a moving platform of width 4 (32)
//Size 3 is apparently a "bug chunky pixel"
//Size 4 is a coin/small pickup
//Size 5 is a horizontal line, 6 is vertical
//Rule 0 is the playable character
//Rule 1 is anything harmful
//Rule 2 is anything decorative (no collisions)
//Rule 3 is anything that results in an entity to entity collision and state change
//Rule 4 is a horizontal line, 5 is vertical
//Rule 6 is a crew member
//trace("creating entity type ", t, xp, yp);
entities[k].clear();
entities[k].active = true;
entities[k].type = t;
switch(t) {
case 0: //Player
entities[k].rule = 0; //Playable character
entities[k].tile = 0; entities[k].colour = 0;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cx = 6; entities[k].cy = 2;
entities[k].w = 12; entities[k].h = 21;
entities[k].dir = 1;
if(vx==1) entities[k].invis = true;
entities[k].gravity = true;
break;
case 1: //Simple enemy, bouncing off the walls
entities[k].rule = 1;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].behave = vx; entities[k].para = vy;
entities[k].w = 16; entities[k].h = 16;
entities[k].cx = 0; entities[k].cy = 0;
entities[k].x1 = p1; entities[k].y1 = p2;
entities[k].x2 = p3; entities[k].y2 = p4;
entities[k].harmful = true;
//Exact appearance depends entirely on location, assigned here:
/*
}else if (game.roomx == 50 && game.roomy == 52) {
entities[k].tile = 48; entities[k].colour = 6;
entities[k].w = 32; entities[k].h = 27;
entities[k].animate = 1;
//ok, for space station 2
*/
entities[k].tile = 24;
entities[k].animate = 0;
entities[k].colour = 8;
if (game.roomy == 111 && (game.roomx >= 113 && game.roomx <= 117)) {
setenemy(0, k);
setenemyroom(k, game.roomx, game.roomy); //For colour
}else if (game.roomx == 113 && (game.roomy <= 110 && game.roomy >= 108)) {
setenemy(1, k);
setenemyroom(k, game.roomx, game.roomy); //For colour
}else if (game.roomx == 113 && game.roomy == 107) {
//MAVVERRRICK
entities[k].tile = 96; entities[k].colour = 6; entities[k].size = 9;
entities[k].w = 64; entities[k].h = 44;
entities[k].animate = 4;
}else {
setenemyroom(k, game.roomx, game.roomy);
}
//}else{*/
/*
entities[k].tile = 24;
entities[k].animate = 0;
entities[k].colour = 8;
//for warpzone:
if (game.roomx == 51 && game.roomy == 51) entities[k].colour = 6;
if (game.roomx == 52 && game.roomy == 51) entities[k].colour = 7;
if (game.roomx == 54 && game.roomy == 49) entities[k].colour = 11;
if (game.roomx == 55 && game.roomy == 50) entities[k].colour = 9;
if (game.roomx == 55 && game.roomy == 51) entities[k].colour = 6;
if (game.roomx == 54 && game.roomy == 51) entities[k].colour = 12;
if (game.roomx == 54 && game.roomy == 52) entities[k].colour = 7;
if (game.roomx == 53 && game.roomy == 52) entities[k].colour = 8;
if (game.roomx == 51 && game.roomy == 52) entities[k].colour = 6;
if (game.roomx == 52 && game.roomy == 49) entities[k].colour = 8;
//}
*/
break;
case 2: //A moving platform
entities[k].rule = 2; entities[k].type = 1;
entities[k].size = 2; entities[k].tile = 1;
if (customplatformtile > 0){
entities[k].tile = customplatformtile;
}else if (platformtile > 0) {
entities[k].tile = platformtile;
}else{
//appearance again depends on location
if (gridmatch(p1, p2, p3, p4, 100, 70, 320, 160)) entities[k].tile = 616;
if (gridmatch(p1, p2, p3, p4, 72, 0, 248, 240)) entities[k].tile = 610;
if (gridmatch(p1, p2, p3, p4, -20, 0, 320, 240)) entities[k].tile = 413;
if (gridmatch(p1, p2, p3, p4, -96, -72, 400, 312)) entities[k].tile = 26;
if (gridmatch(p1, p2, p3, p4, -32, -40, 352, 264)) entities[k].tile = 27;
}
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 32; entities[k].h = 8;
if (vx <= 1) vertplatforms = true;
if (vx >= 2 && vx <= 5) horplatforms = true;
if (vx == 14 || vx == 15) horplatforms = true; //special case for last part of Space Station
if (vx >= 6 && vx <= 7) vertplatforms = true;
if (vx >= 10 && vx <= 11) {
//Double sized threadmills
entities[k].w = 64; entities[k].h = 8;
vx -= 2; entities[k].size = 8;
}
entities[k].behave = vx; entities[k].para = vy;
if (vx >= 8 && vx <= 9) {
horplatforms = true; //threadmill!
entities[k].animate = 10;
if(customplatformtile>0){
entities[k].tile = customplatformtile+4;
if (vx == 8) entities[k].tile += 4;
if (vx == 9) entities[k].animate = 11;
}else{
settreadmillcolour(k, game.roomx, game.roomy);
if (vx == 8) entities[k].tile += 40;
if (vx == 9) entities[k].animate = 11;
}
}else {
entities[k].animate = 100;
}
entities[k].x1 = p1; entities[k].y1 = p2;
entities[k].x2 = p3; entities[k].y2 = p4;
entities[k].isplatform = true;
createblock(0, xp, yp, 32, 8);
break;
case 3: //Disappearing platforms
entities[k].rule = 3; entities[k].type = 2;
entities[k].size = 2;
entities[k].tile = 2;
//appearance again depends on location
if(customplatformtile>0){
entities[k].tile=customplatformtile;
}else if (vx > 0) {
entities[k].tile = int(vx);
}else{
if(game.roomx==49 && game.roomy==52) entities[k].tile = 18;
if (game.roomx == 50 && game.roomy == 52) entities[k].tile = 22;
}
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cy = -1;
entities[k].w = 32; entities[k].h = 10;
entities[k].behave = vx; entities[k].para = vy;
entities[k].onentity = 1;
entities[k].animate = 100;
createblock(0, xp, yp, 32, 8);
break;
case 4: //Breakable blocks
entities[k].rule = 6; entities[k].type = 3;
entities[k].size = 1;
entities[k].tile = 10;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cy = -1;
entities[k].w = 8; entities[k].h = 10;
entities[k].behave = vx; entities[k].para = vy;
entities[k].onentity = 1;
entities[k].animate = 100;
createblock(0, xp, yp, 8, 8);
break;
case 5: //Gravity Tokens
entities[k].rule = 3; entities[k].type = 4;
entities[k].size = 0; entities[k].tile = 11;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].behave = vx; entities[k].para = vy;
entities[k].onentity = 1;
entities[k].animate = 100;
break;
case 6: //Decorative particles
entities[k].rule = 2; entities[k].type = 5; //Particles
entities[k].colour = 1; entities[k].size = 3;
entities[k].xp = xp;
entities[k].yp = yp;
entities[k].vx = vx;
entities[k].vy = vy;
entities[k].life = 12;
break;
case 7: //Decorative particles
entities[k].rule = 2; entities[k].type = 5; //Particles
entities[k].colour = 2; entities[k].size = 3;
entities[k].xp = xp;
entities[k].yp = yp;
entities[k].vx = vx;
entities[k].vy = vy;
entities[k].life = 12;
break;
case 8: //Small collectibles
entities[k].rule = 3; entities[k].type = 6;
entities[k].size = 4; entities[k].tile = 48;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 8; entities[k].h = 8;
entities[k].onentity = 1;
entities[k].animate = 100;
//Check if it's already been collected
entities[k].para = vx;
if (collect[vx] == 1) entities[k].active = false;
break;
case 9: //Something Shiny
entities[k].rule = 3; entities[k].type = 7;
entities[k].size = 0; entities[k].tile = 22;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].colour = 3;
entities[k].onentity = 1;
entities[k].animate = 100;
//Check if it's already been collected
entities[k].para = vx;
if (collect[vx] == 1) entities[k].active = false;
break;
case 10: //Savepoint
entities[k].rule = 3; entities[k].type = 8;
entities[k].size = 0; entities[k].tile = 20 + vx;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].colour = 4;
entities[k].onentity = 1;
entities[k].animate = 100;
entities[k].para = vy;
if (game.savepoint == vy) {
entities[k].colour = 5;
entities[k].onentity = 0;
}
if (game.nodeathmode) {
entities[k].active = false;
}
break;
case 11: //Horizontal Gravity Line
entities[k].rule = 4; entities[k].type = 9;
entities[k].size = 5; entities[k].life = 0;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = vx; entities[k].h = 1;
entities[k].onentity = 1;
break;
case 12: //Vertical Gravity Line
entities[k].rule = 5; entities[k].type = 10;
entities[k].size = 6; entities[k].life = 0;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 1; entities[k].h = vx;
//entities[k].colour = 0;
entities[k].onentity = 1;
break;
case 13: //Warp token
entities[k].rule = 3; entities[k].type = 11;
entities[k].size = 0; entities[k].tile = 18;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].colour = 10;
entities[k].onentity = 1;
entities[k].animate = 2;
//Added in port, hope it doesn't break anything
entities[k].behave = vx;
entities[k].para = vy;
break;
case 14: // Teleporter
entities[k].rule = 3; entities[k].type = 100;
entities[k].size = 7; entities[k].tile = 1; //inactive
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 96; entities[k].h = 96;
entities[k].colour = 100;
entities[k].onentity = 1;
entities[k].animate = 100;
entities[k].para = vy;
//we'll init it's activeness here later
/*if (game.savepoint == vy) {
entities[k].colour = 5;
entities[k].onentity = 0;
}*/
break;
case 15: // Crew Member (warp zone)
entities[k].rule = 6; entities[k].type = 12; //A special case!
entities[k].tile = 144; entities[k].colour = 13; //144 for sad :(
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cx = 6; entities[k].cy = 2;
entities[k].w = 12; entities[k].h = 21;
entities[k].dir = 0;
entities[k].state = vx;
entities[k].gravity = true;
break;
case 16: // Crew Member, upside down (space station)
entities[k].rule = 7; entities[k].type = 12; //A special case!
entities[k].tile = 144+6; entities[k].colour = 14; //144 for sad (upside down+12):(
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cx = 6; entities[k].cy = 2;
entities[k].w = 12; entities[k].h = 21;
entities[k].dir = 1;
entities[k].state = vx;
entities[k].gravity = true;
break;
case 17: // Crew Member (Lab)
entities[k].rule = 6; entities[k].type = 12; //A special case!
entities[k].tile = 144; entities[k].colour = 16; //144 for sad :(
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cx = 6; entities[k].cy = 2;
entities[k].w = 12; entities[k].h = 21;
entities[k].dir = 1;
entities[k].state = vx;
entities[k].gravity = true;
break;
case 18: // Crew Member (Ship)
//This is the scriping crewmember
entities[k].rule = 6; entities[k].type = 12; //A special case!
entities[k].colour = vx;
if (vy == 0) {
entities[k].tile = 0;
}else {
entities[k].tile = 144;
}
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cx = 6; entities[k].cy = 2;
entities[k].w = 12; entities[k].h = 21;
entities[k].dir = 0;
entities[k].state = p1;
entities[k].para = p2;
if (p1 == 17) {
entities[k].dir = p2;
}
entities[k].gravity = true;
break;
case 19: // Crew Member (Ship) More tests!
entities[k].rule = 6; entities[k].type = 12; //A special case!
entities[k].tile = 0; entities[k].colour = 6; //54 for sad :(
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cx = 6; entities[k].cy = 2;
entities[k].w = 12; entities[k].h = 21;
entities[k].dir = 1;
entities[k].state = vx;
entities[k].gravity = true;
break;
case 20: //Terminal
entities[k].rule = 3; entities[k].type = 13;
entities[k].size = 0; entities[k].tile = 16 + vx;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].colour = 4;
entities[k].onentity = 1;
entities[k].animate = 100;
entities[k].para = vy;
/*if (game.savepoint == vy) {
entities[k].colour = 5;
entities[k].onentity = 0;
}*/
break;
case 21: //as above, except doesn't highlight
entities[k].rule = 3; entities[k].type = 13;
entities[k].size = 0; entities[k].tile = 16 + vx;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].colour = 4;
entities[k].onentity = 0;
entities[k].animate = 100;
entities[k].para = vy;
/*if (game.savepoint == vy) {
entities[k].colour = 5;
entities[k].onentity = 0;
}*/
break;
case 22: //Fake trinkets, only appear if you've collected them
entities[k].rule = 3; entities[k].type = 7;
entities[k].size = 0; entities[k].tile = 22;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].colour = 3;
entities[k].onentity = 0;
entities[k].animate = 100;
//Check if it's already been collected
entities[k].para = vx;
if (collect[vx] == 0) entities[k].active = false;
break;
case 23: //SWN Enemies
//Given a different behavior, these enemies are especially for SWN mode and disappear outside the screen.
entities[k].rule = 1; entities[k].type = 23;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].behave = vx; entities[k].para = vy;
entities[k].w = 16; entities[k].h = 16;
entities[k].cx = 0; entities[k].cy = 0;
entities[k].x1 = -2000; entities[k].y1 = -100;
entities[k].x2 = 5200; entities[k].y2 = 340;
entities[k].harmful = true;
//initilise tiles here based on behavior
entities[k].size = 12; //don't wrap around
entities[k].colour = 21;
entities[k].tile = 78; //default case
entities[k].animate = 1;
if (game.swngame == 1) {
//set colour based on current state
entities[k].colour = swncolour(game.swncolstate);
}
break;
case 24: // Super Crew Member
//This special crewmember is way more advanced than the usual kind, and can interact with game objects
entities[k].rule = 6; entities[k].type = 14; //A special case!
entities[k].colour = vx;
if(vx==16){
//victoria is sad!
if (vy == 2) vy = 1;
}else {
if (vy == 2) vy = 0;
}
if (vy == 0) {
entities[k].tile = 0;
}else {
entities[k].tile = 144;
}
entities[k].xp = xp; entities[k].yp = yp;
entities[k].cx = 6; entities[k].cy = 2;
entities[k].w = 12; entities[k].h = 21;
entities[k].dir = 1;
entities[k].x1 = -2000; entities[k].y1 = -100;
entities[k].x2 = 5200; entities[k].y2 = 340;
entities[k].state = p1;
entities[k].para = p2;
if (p1 == 17) {
entities[k].dir = p2;
}
entities[k].gravity = true;
break;
case 25: //Trophies
entities[k].rule = 3; entities[k].type = 15;
entities[k].size = 0;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].colour = 4;
entities[k].onentity = 1;
entities[k].animate = 100;
entities[k].para = vy;
//Decide tile here based on given achievement: both whether you have them and what they are
//default is just a trophy base:
entities[k].tile = 180 + vx;
switch(vy) {
case 1: if(game.bestrank[0]>=3) { entities[k].tile = 184 + vx; entities[k].colour = 31;} break;
case 2: if(game.bestrank[1]>=3) { entities[k].tile = 186 + vx; entities[k].colour = 35;} break;
case 3: if(game.bestrank[2]>=3) { entities[k].tile = 184 + vx; entities[k].colour = 33;} break;
case 4: if(game.bestrank[3]>=3) { entities[k].tile = 184 + vx; entities[k].colour = 32;} break;
case 5: if(game.bestrank[4]>=3) { entities[k].tile = 184 + vx; entities[k].colour = 34;} break;
case 6: if(game.bestrank[5]>=3) { entities[k].tile = 184 + vx; entities[k].colour = 30;} break;
case 7:
if(game.unlock[5]){
entities[k].tile = 188 + vx;
entities[k].colour = 37;
entities[k].h += 3;
}
break;
case 8:
if(game.unlock[19]){
entities[k].tile = 188 + vx;
entities[k].colour = 37;
entities[k].h += 3;
}
break;
case 9:
if (game.bestgamedeaths > -1) {
if (game.bestgamedeaths <= 50) {
entities[k].tile = 182 + vx; entities[k].colour = 40;
}
}
break;
case 10:
if (game.bestgamedeaths > -1) {
if (game.bestgamedeaths <= 100) {
entities[k].tile = 182 + vx; entities[k].colour = 36;
}
}
break;
case 11:
if (game.bestgamedeaths > -1) {
if (game.bestgamedeaths <= 250) {
entities[k].tile = 182 + vx; entities[k].colour = 38;
}
}
break;
case 12:
if (game.bestgamedeaths > -1) {
if (game.bestgamedeaths <= 500) {
entities[k].tile = 182 + vx; entities[k].colour = 39;
}
}
break;
case 13: if(game.swnbestrank>=1) { entities[k].tile = 182 + vx; entities[k].colour = 39;} break;
case 14: if(game.swnbestrank>=2) { entities[k].tile = 182 + vx; entities[k].colour = 39;} break;
case 15: if(game.swnbestrank>=3) { entities[k].tile = 182 + vx; entities[k].colour = 39;} break;
case 16: if(game.swnbestrank>=4) { entities[k].tile = 182 + vx; entities[k].colour = 38;} break;
case 17: if(game.swnbestrank>=5) { entities[k].tile = 182 + vx; entities[k].colour = 36;} break;
case 18: if(game.swnbestrank>=6) { entities[k].tile = 182 + vx; entities[k].colour = 40;} break;
case 19:
if(game.unlock[20]){
entities[k].tile = 3; entities[k].colour = 102;
entities[k].size = 13;
entities[k].xp -= 64; entities[k].yp -= 128;
}
break;
}
break;
case 26: //Epilogue super warp token
entities[k].rule = 3; entities[k].type = 11;
entities[k].size = 0; entities[k].tile = 18;
entities[k].xp = xp; entities[k].yp = yp;
entities[k].w = 16; entities[k].h = 16;
entities[k].colour = 3;
entities[k].onentity = 0;
entities[k].animate = 100;
entities[k].para = vy;
entities[k].size = 13;
break;
case 51: //Vertical Warp Line
entities[k].rule = 5;
entities[k].type = 51;
entities[k].size = 6;
entities[k].life = 0;
entities[k].xp = xp;
entities[k].yp = yp;
entities[k].w = 1;
entities[k].h = vx;
//entities[k].colour = 0;
entities[k].onentity = 1;
entities[k].invis=true;
break;
case 52: //Vertical Warp Line
entities[k].rule = 5;
entities[k].type = 52;
entities[k].size = 6;
entities[k].life = 0;
entities[k].xp = xp;
entities[k].yp = yp;
entities[k].w = 1;
entities[k].h = vx;
//entities[k].colour = 0;
entities[k].onentity = 1;
entities[k].invis=true;
break;
case 53: //Horizontal Warp Line
entities[k].rule = 7;
entities[k].type = 53;
entities[k].size = 5;
entities[k].life = 0;
entities[k].xp = xp;
entities[k].yp = yp;
entities[k].w = vx;
entities[k].h = 1;
entities[k].onentity = 1;
entities[k].invis=true;
break;
case 54: //Horizontal Warp Line
entities[k].rule = 7;
entities[k].type = 54;
entities[k].size = 5;
entities[k].life = 0;
entities[k].xp = xp;
entities[k].yp = yp;
entities[k].w = vx;
entities[k].h = 1;
entities[k].onentity = 1;
entities[k].invis=true;
break;
case 55: // Crew Member (custom, collectable)
//1 - position in array
//2 - colour
entities[k].rule = 3;
entities[k].type = 55;
if(customcrewmoods[int(vy)]==1){
entities[k].tile = 144;
}else{
entities[k].tile = 0;
}
entities[k].colour = crewcolour(int(vy));
entities[k].xp = xp;
entities[k].yp = yp;
entities[k].cx = 6;
entities[k].cy = 2;
entities[k].w = 12;
entities[k].h = 21;
entities[k].dir = 0;
entities[k].state = 0;
entities[k].onentity = 1;
//entities[k].state = vx;
entities[k].gravity = true;
//Check if it's already been collected
entities[k].para = vx;
if (customcollect[vx] == 1) entities[k].active = false;
break;
case 56: //Custom enemy
entities[k].rule = 1;
entities[k].type = 1;
entities[k].xp = xp;
entities[k].yp = yp;
entities[k].behave = vx;
entities[k].para = vy;
entities[k].w = 16;
entities[k].h = 16;
entities[k].cx = 0;
entities[k].cy = 0;
entities[k].x1 = p1;
entities[k].y1 = p2;
entities[k].x2 = p3;
entities[k].y2 = p4;
entities[k].harmful = true;
switch(customenemy){
case 0: setenemyroom(k, 4+100, 0+100); break;
case 1: setenemyroom(k, 2+100, 0+100); break;
case 2: setenemyroom(k, 12+100, 3+100); break;
case 3: setenemyroom(k, 13+100, 12+100); break;
case 4: setenemyroom(k, 16+100, 9+100); break;
case 5: setenemyroom(k, 19+100, 1+100); break;
case 6: setenemyroom(k, 19+100, 2+100); break;
case 7: setenemyroom(k, 18+100, 3+100); break;
case 8: setenemyroom(k, 16+100, 0+100); break;
case 9: setenemyroom(k, 14+100, 2+100); break;
default: setenemyroom(k, 4+100, 0+100); break;
}
//Set colour based on room tile
//Set custom colours
if(customplatformtile>0){
var entcol:int = (customplatformtile / 12);
switch(entcol){
//RED
case 3: case 7: case 12: case 23: case 28:
case 34: case 42: case 48: case 58:
entities[k].colour = 6; break;
//GREEN
case 5: case 9: case 22: case 25: case 29:
case 31: case 38: case 46: case 52: case 53:
entities[k].colour = 7; break;
//BLUE
case 1: case 6: case 14: case 27: case 33:
case 44: case 50: case 57:
entities[k].colour = 12; break;
//YELLOW
case 4: case 17: case 24: case 30: case 37:
case 45: case 51: case 55:
entities[k].colour = 9; break;
//PURPLE
case 2: case 11: case 15: case 19: case 32:
case 36: case 49:
entities[k].colour = 20; break;
//CYAN
case 8: case 10: case 13: case 18: case 26:
case 35: case 41: case 47: case 54:
entities[k].colour = 11; break;
//PINK
case 16: case 20: case 39: case 43: case 56:
entities[k].colour = 8; break;
//ORANGE
case 21: case 40:
entities[k].colour = 17; break;
default:
entities[k].colour = 6;
break;
}
}
break;
}
}
public function updateentities(i:int, help:helpclass, game:gameclass, music:musicclass):Boolean {
if(entities[i].active){
if(entities[i].statedelay<=0){
switch(entities[i].type) {
case 0: //Player
if (entities[i].state == 0) {
}
break;
case 1: //Movement behaviors
//Enemies can have a number of different behaviors:
switch(entities[i].behave) {
case 0: //Bounce, Start moving down
if (entities[i].state == 0) { //Init
entities[i].state = 3; updateentities(i, help, game, music);
}else if (entities[i].state == 1) {
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}else if (entities[i].state == 2) {
entities[i].vy = -entities[i].para; entities[i].onwall = 3; entities[i].state = 1;
}else if (entities[i].state == 3) {
entities[i].vy = entities[i].para; entities[i].onwall = 2; entities[i].state = 1; }
break;
case 1: //Bounce, Start moving up
if (entities[i].state == 0) { //Init
entities[i].state = 2; updateentities(i, help, game, music);
}else if (entities[i].state == 1) {
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}else if (entities[i].state == 2) {
entities[i].vy = -entities[i].para; entities[i].onwall = 3; entities[i].state = 1;
}else if (entities[i].state == 3) {
entities[i].vy = entities[i].para; entities[i].onwall = 2; entities[i].state = 1; }
break;
case 2: //Bounce, Start moving left
if (entities[i].state == 0) { //Init
entities[i].state = 3; updateentities(i, help, game, music);
}else if (entities[i].state == 1) {
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}else if (entities[i].state == 2) {
entities[i].vx = entities[i].para; entities[i].onwall = 3; entities[i].state = 1;
}else if (entities[i].state == 3) {
entities[i].vx = -entities[i].para; entities[i].onwall = 2; entities[i].state = 1; }
break;
case 3: //Bounce, Start moving right
if (entities[i].state == 0) { //Init
entities[i].state = 3; updateentities(i, help, game, music);
}else if (entities[i].state == 1) {
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}else if (entities[i].state == 2) {
entities[i].vx = -entities[i].para; entities[i].onwall = 3; entities[i].state = 1;
}else if (entities[i].state == 3) {
entities[i].vx = entities[i].para; entities[i].onwall = 2; entities[i].state = 1; }
break;
case 4: //Always move left
if (entities[i].state == 0) { //Init
entities[i].vx = entities[i].para;
}
break;
case 5: //Always move right
if (entities[i].state == 0) { //Init
entities[i].vx = entities[i].para;
entities[i].state = 1
entities[i].onwall = 2;
}else if (entities[i].state == 2) {
entities[i].vx = 0; entities[i].onwall = 0;
entities[i].xp -= entities[i].para;
entities[i].statedelay=8; entities[i].state=0;
}
break;
case 6: //Always move up
if (entities[i].state == 0) { //Init
entities[i].vy = entities[i].para;
entities[i].state = 1;
entities[i].onwall = 2;
}else if (entities[i].state == 2) {
entities[i].vy = -entities[i].para; entities[i].onwall = 0;
entities[i].yp -= entities[i].para;
entities[i].statedelay=8; entities[i].state=0;
}
break;
case 7: //Always move down
if (entities[i].state == 0) { //Init
entities[i].vx = entities[i].para;
}
break;
case 8: case 9:
//Threadmill: don't move, just impart velocity
if (entities[i].state == 0) { //Init
entities[i].vx = 0;
entities[i].state = 1;
entities[i].onwall = 0;
}
break;
case 10:
//Emitter: shoot an enemy every so often
if (entities[i].state == 0) {
createentity(game, entities[i].xp+28, entities[i].yp, 1, 10, 1);
entities[i].state = 1; entities[i].statedelay = 12;
}else if (entities[i].state == 1) {
entities[i].state = 0;
}
break;
case 11: //Always move right, destroy when outside screen
if (entities[i].state == 0) { //Init
entities[i].vx = entities[i].para;
entities[i].state = 1
}else if (entities[i].state == 1) {
if (entities[i].xp >= 335) entities[i].active = false;
if (game.roomx == 117) {
if (entities[i].xp >= (33*8)-32) entities[i].active = false;
//collector for LIES
}
}
break;
case 12:
//Emitter: shoot an enemy every so often (up)
if (entities[i].state == 0) {
createentity(game, entities[i].xp, entities[i].yp, 1, 12, 1);
entities[i].state = 1; entities[i].statedelay = 16;
}else if (entities[i].state == 1) {
entities[i].state = 0;
}
break;
case 13: //Always move up, destroy when outside screen
if (entities[i].state == 0) { //Init
entities[i].vy = entities[i].para;
entities[i].state = 1
}else if (entities[i].state == 1) {
if (entities[i].yp <= -60) entities[i].active = false;
if (game.roomy == 108) {
if (entities[i].yp <= 60) entities[i].active = false;
//collector for factory
}
}
break;
case 14: //Very special hack: as two, but doesn't move in specific circumstances
if (entities[i].state == 0) { //Init
for (j = 0; j < nentity; j++) {
if (entities[j].type == 2 && entities[j].state==3 && entities[j].xp==entities[i].xp-32) {
entities[i].state = 3; updateentities(i, help, game, music);
}
}
}else if (entities[i].state == 1) {
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}else if (entities[i].state == 2) {
entities[i].vx = entities[i].para; entities[i].onwall = 3; entities[i].state = 1;
}else if (entities[i].state == 3) {
entities[i].vx = -entities[i].para; entities[i].onwall = 2; entities[i].state = 1; }
break;
case 15: //As above, but for 3!
if (entities[i].state == 0) { //Init
for (j = 0; j < nentity; j++) {
if (entities[j].type == 2 && entities[j].state==3 && entities[j].xp==entities[i].xp+32) {
entities[i].state = 3; updateentities(i, help, game, music);
}
}
}else if (entities[i].state == 1) {
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}else if (entities[i].state == 2) {
entities[i].vx = -entities[i].para; entities[i].onwall = 3; entities[i].state = 1;
}else if (entities[i].state == 3) {
entities[i].vx = entities[i].para; entities[i].onwall = 2; entities[i].state = 1; }
break;
case 16: //MAVERICK BUS FOLLOWS HIS OWN RULES
if (entities[i].state == 0) { //Init
//first, y position
if (entities[getplayer()].yp > 14 * 8) {
entities[i].tile = 120;
entities[i].yp = (28*8)-62;
}else {
entities[i].tile = 96;
entities[i].yp = 24;
}
//now, x position
if (entities[getplayer()].xp > 20 * 8) {
//approach from the left
entities[i].xp = -64;
entities[i].state = 2; updateentities(i, help, game, music); //right
}else {
//approach from the left
entities[i].xp = 320;
entities[i].state = 3; updateentities(i, help, game, music); //left
}
}else if (entities[i].state == 1) {
if (entities[i].outside()) entities[i].state = entities[i].onwall;
}else if (entities[i].state == 2) {
entities[i].vx = entities[i].para; entities[i].onwall = 3; entities[i].state = 1;
}else if (entities[i].state == 3) {
entities[i].vx = -entities[i].para; entities[i].onwall = 2; entities[i].state = 1; }
break;
case 17: //Special for ASCII Snake (left)
if (entities[i].state == 0) { //Init
entities[i].statedelay = 6; entities[i].xp -= entities[i].para;
}
break;
case 18: //Special for ASCII Snake (right)
if (entities[i].state == 0) { //Init
entities[i].statedelay = 6; entities[i].xp += entities[i].para;
}
break;
}
break;
case 2: //Disappearing platforms
//wait for collision
if (entities[i].state == 1) {
entities[i].life = 12;
entities[i].state = 2; entities[i].onentity = 0;
music.playef(7,10);
}else if (entities[i].state == 2) {
entities[i].life--;
if (entities[i].life % 3 == 0) entities[i].tile++;
if (entities[i].life <= 0) {
removeblockat(entities[i].xp, entities[i].yp);
entities[i].state = 3;// = false;
entities[i].invis = true;
}
}else if (entities[i].state == 3) {
//wait until recharged!
}else if (entities[i].state == 4) {
//restart!
createblock(0, entities[i].xp, entities[i].yp, 32, 8);
entities[i].state = 4;
entities[i].invis = false;
entities[i].tile--;
entities[i].state++; entities[i].onentity = 1;
}else if (entities[i].state == 5) {
entities[i].life+=3;
if (entities[i].life % 3 == 0) entities[i].tile--;
if (entities[i].life >= 12) {
entities[i].life = 12;
entities[i].state = 0;
entities[i].tile++;
}
}
break;
case 3: //Breakable blocks
//Only counts if vy of player entity is non zero
if (entities[i].state == 1) {
j = getplayer();
//if (entities[j].vy > 0.5 && (entities[j].yp+entities[j].h<=entities[i].yp+6)) {
entities[i].life = 4;
entities[i].state = 2; entities[i].onentity = 0;
music.playef(6,10);
/*}else if (entities[j].vy <= -0.5 && (entities[j].yp>=entities[i].yp+2)) {
entities[i].life = 4;
entities[i].state = 2; entities[i].onentity = 0;
}else {
entities[i].state = 0;
}*/
}else if (entities[i].state == 2) {
entities[i].life--;
entities[i].tile++;
if (entities[i].life <= 0) {
removeblockat(entities[i].xp, entities[i].yp);
entities[i].active = false;
}
}
break;
case 4: //Gravity token
//wait for collision
if (entities[i].state == 1) {
entities[i].active = false;
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
}
break;
case 5: //Particle sprays
if (entities[i].state == 0) {
entities[i].life--;
if (entities[i].life < 0) entities[i].active = false;
}
break;
case 6: //Small pickup
//wait for collision
if (entities[i].state == 1) {
game.coins++;
music.playef(4,10);
collect[entities[i].para] = 1;
entities[i].active = false;
}
break;
case 7: //Found a trinket
//wait for collision
if (entities[i].state == 1) {
game.trinkets++;
if (game.intimetrial) {
collect[entities[i].para] = 1;
music.playef(25,10);
}else{
game.state = 1000;
//music.haltdasmusik();
music.silencedasmusik();
music.playef(3,10);
collect[entities[i].para] = 1;
if (game.trinkets > game.stat_trinkets) {
game.stat_trinkets = game.trinkets;
}
}
entities[i].active = false;
}
break;
case 8: //Savepoints
//wait for collision
if (entities[i].state == 1) {
//First, deactivate all other savepoints
for (j = 0; j < nentity; j++) {
if (entities[j].type == 8 && entities[j].active) {
entities[j].colour = 4; entities[j].onentity = 1;
}
}
entities[i].colour = 5;
entities[i].onentity = 0;
game.savepoint = entities[i].para;
music.playef(5,10);
game.savex = entities[i].xp - 4;
if (entities[i].tile == 20) {
game.savey = entities[i].yp - 1;
game.savegc = 1;
}else if (entities[i].tile == 21) {
game.savey = entities[i].yp-8;
game.savegc = 0;
}
game.saverx = game.roomx; game.savery = game.roomy;
game.savedir = entities[getplayer()].dir;
entities[i].state = 0;
if(!game.mobilequicksave_thisroom){
game.autoquicksave = true;
game.mobilequicksave_thisroom = true;
}
}
break;
case 9: //Gravity Lines
if (entities[i].state == 1) {
entities[i].life--;
entities[i].onentity = 0;
if (entities[i].life <= 0) {
entities[i].state = 0;
entities[i].onentity = 1;
}
}
break;
case 10: //Vertical gravity Lines
if (entities[i].state == 1) {
entities[i].onentity = 3;
entities[i].state = 2;
music.playef(8,10);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
game.totalflips++;
temp = getplayer();
if (game.gravitycontrol == 0) {
if (entities[temp].vy < 3) entities[temp].vy = 3;
}else {
if (entities[temp].vy > -3) entities[temp].vy = -3;
}
}else if (entities[i].state == 2) {
entities[i].life--;
if (entities[i].life <= 0) {
entities[i].state = 0;
entities[i].onentity = 1;
}
}else if (entities[i].state == 3) {
entities[i].state = 2; entities[i].life = 4;
entities[i].onentity = 3;
}else if (entities[i].state == 4) {
//Special case for room initilisations: As state one, except without the reversal
entities[i].onentity = 3;
entities[i].state = 2;
}
break;
case 11: //Warp point
//wait for collision
if (entities[i].state == 1) {
//Depending on the room the warp point is in, teleport to a new location!
entities[i].onentity = 0;
//play a sound or somefink
music.playef(10);
game.teleport = true;
game.edteleportent = i;
//for the multiple room:
if (int(entities[i].xp) == 12*8) game.teleportxpos = 1;
if (int(entities[i].xp) == 5*8) game.teleportxpos = 2;
if (int(entities[i].xp) == 28*8) game.teleportxpos = 3;
if (int(entities[i].xp) == 21*8) game.teleportxpos = 4;
}
break;
case 12: //Crew member
//Somewhat complex AI: exactly what they do depends on room, location, state etc
//At state 0, do nothing at all.
if (entities[i].state == 1) {
//happy!
if (entities[k].rule == 6) entities[k].tile = 0;
if (entities[k].rule == 7) entities[k].tile = 6;
//Stay close to the hero!
j = getplayer();
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
//Special rules:
if (game.roomx == 110 && game.roomy == 105) {
if (entities[i].xp < 155) { if (entities[i].ax < 0) entities[i].ax = 0; }
}
}else if (entities[i].state == 2) {
//Basic rules, don't change expression
j = getplayer();
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
}else if (entities[i].state == 10) {
//Everything from 10 on is for cutscenes
//Basic rules, don't change expression
j = getplayer();
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
}else if (entities[i].state == 11) {
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
j=getcrewman(1); //purple
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
}else if (entities[i].state == 12) {
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
j=getcrewman(2); //yellow
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
}else if (entities[i].state == 13) {
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
j=getcrewman(3); //red
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
}else if (entities[i].state == 14) {
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
j=getcrewman(4); //green
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
}else if (entities[i].state == 15) {
//11-15 means to follow a specific character, in crew order (cyan, purple, yellow, red, green, blue)
j=getcrewman(5); //blue
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
}else if (entities[i].state == 16) {
//Follow a position: given an x coordinate, seek it out.
if (entities[i].para > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[i].para < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[i].para > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[i].para < entities[i].xp - 45) { entities[i].ax = -3; }
}else if (entities[i].state == 17) {
//stand still
}else if (entities[i].state == 18) {
//Stand still and face the player
j = getplayer();
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
}else if (entities[i].state == 19) {
//Walk right off the screen after time t
if (entities[i].para <= 0) {
entities[i].dir = 1;
entities[i].ax = 3;
}else {
entities[i].para--;
}
}else if (entities[i].state == 20) {
//Panic! For briefing script
if (entities[i].life == 0) {
//walk left for a bit
entities[i].ax = 0;
if (40 > entities[i].xp + 5) { entities[i].dir = 1;
}else if (40 < entities[i].xp - 5) { entities[i].dir = 0; }
if (40 > entities[i].xp + 45) { entities[i].ax = 3;
}else if (40 < entities[i].xp - 45) { entities[i].ax = -3; }
if (entities[i].ax == 0) { entities[i].life = 1; entities[i].para = 30;}
}else if (entities[i].life == 1) {
//Stand around for a bit
entities[i].para--;
if (entities[i].para <= 0) {
entities[i].life++;
}
}else if (entities[i].life == 2) {
//walk right for a bit
entities[i].ax = 0;
if (280 > entities[i].xp + 5) { entities[i].dir = 1;
}else if (280 < entities[i].xp - 5) { entities[i].dir = 0; }
if (280 > entities[i].xp + 45) { entities[i].ax = 3;
}else if (280 < entities[i].xp - 45) { entities[i].ax = -3; }
if (entities[i].ax == 0) { entities[i].life = 3; entities[i].para = 30;}
}else if (entities[i].life == 3) {
//Stand around for a bit
entities[i].para--;
if (entities[i].para <= 0) {
entities[i].life=0;
}
}
}
break;
case 13: //Terminals (very similar to savepoints)
//wait for collision
if (entities[i].state == 1) {
entities[i].colour = 5;
entities[i].onentity = 0;
music.playef(17,10);
entities[i].state = 0;
}
break;
case 14: //Super Crew member
//Actually needs less complex AI than the scripting crewmember
if (entities[i].state == 0) {
//follow player, but only if he's on the floor!
j = getplayer();
if(entities[j].onground>0){
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp>15 && entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
if (entities[j].xp > entities[i].xp + 45) { entities[i].ax = 3;
}else if (entities[j].xp < entities[i].xp - 45) { entities[i].ax = -3; }
if (entities[i].ax < 0 && entities[i].xp < 60) {
entities[i].ax = 0;
}
}else {
if (entities[j].xp > entities[i].xp + 5) { entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) { entities[i].dir = 0; }
entities[i].ax = 0;
}
if (entities[i].xp > 240) {
entities[i].ax = 3; entities[i].dir = 1;
}
if (entities[i].xp >= 310) {
game.scmprogress++;
entities[i].active = false;
}
}
break;
case 15: //Trophy
//wait for collision
if (entities[i].state == 1) {
trophytext+=2; if (trophytext > 30) trophytext = 30;
trophytype = entities[i].para;
entities[i].state = 0;
}
break;
case 23:
//swn game!
switch(entities[i].behave) {
case 0:
if (entities[i].state == 0) { //Init
entities[i].vx = 7;
if (entities[i].xp > 320) entities[i].active = false;
}
break;
case 1:
if (entities[i].state == 0) { //Init
entities[i].vx = -7;
if (entities[i].xp <-20) entities[i].active = false;
}
break;
}
break;
case 51: //Vertical warp line
if (entities[i].state == 2){
var j:int = getplayer();
if(entities[j].xp<=307){
customwarpmodevon=false;
entities[i].state = 0;
}
}else if (entities[i].state == 1){
entities[i].state = 2;
entities[i].statedelay = 2;
entities[i].onentity = 1;
customwarpmodevon=true;
}
break;
case 52: //Vertical warp line
if (entities[i].state == 2){
j = getplayer();
if(entities[j].xp<=307){
customwarpmodevon=false;
entities[i].state = 0;
}
}else if (entities[i].state == 1){
entities[i].state = 2;
entities[i].statedelay = 2;
entities[i].onentity = 1;
customwarpmodevon=true;
}
break;
case 53: //Warp lines Horizonal
if (entities[i].state == 2){
customwarpmodehon=false;
entities[i].state = 0;
}else if (entities[i].state == 1){
entities[i].state = 2;
entities[i].statedelay = 2;
entities[i].onentity = 1;
customwarpmodehon=true;
}
break;
case 54: //Warp lines Horizonal
////if (entities[i].state != 0) {
//trace("entity 54 is still here! ", i, ": state = ", entities[i].state, String(int(Math.random()*100)), entities[i].active);
////}
if (entities[i].state == 2){
customwarpmodehon=false;
entities[i].state = 0;
}else if (entities[i].state == 1){
entities[i].state = 2;
entities[i].statedelay = 2;
entities[i].onentity = 1;
customwarpmodehon=true;
}
break;
case 55: //Collectable crewmate
//wait for collision
if (entities[i].state == 0){
//Basic rules, don't change expression
j = getplayer();
if (entities[j].xp > entities[i].xp + 5){
entities[i].dir = 1;
}else if (entities[j].xp < entities[i].xp - 5) {
entities[i].dir = 0;
}
}else if (entities[i].state == 1){
game.crewmates++;
if (game.intimetrial){
customcollect[entities[i].para] = 1;
music.playef(27,10);
}else{
game.state = 1010;
//music.haltdasmusik();
if(music.currentsong!=-1) music.silencedasmusik();
music.playef(27,10);
customcollect[entities[i].para] = 1;
}
entities[i].active = false;
}
break;
case 100: //The teleporter
if (entities[i].state == 1) {
//if inactive, activate!
if (entities[i].tile == 1) {
music.playef(18, 10);
entities[i].onentity = 0;
entities[i].tile = 2;
entities[i].colour = 101;
if(!game.intimetrial && !game.nodeathmode){
game.state = 2000; game.statedelay = 0;
}
game.activetele = true;
game.teleblock.x = entities[i].xp - 32; game.teleblock.y = entities[i].yp - 32;
game.teleblock.width = 160; game.teleblock.height = 160;
//Alright, let's set this as our savepoint too
//First, deactivate all other savepoints
for (j = 0; j < nentity; j++) {
if (entities[j].type == 8 && entities[j].active) {
entities[j].colour = 4; entities[j].onentity = 1;
}
}
game.savepoint = entities[i].para;
game.savex = entities[i].xp + 44;
game.savey = entities[i].yp + 44;
game.savegc = 0;
game.saverx = game.roomx; game.savery = game.roomy;
game.savedir = entities[getplayer()].dir;
entities[i].state = 0;
if(!game.mobilequicksave_thisroom){
game.autoquicksave = true;
game.mobilequicksave_thisroom = true;
}
}
entities[i].state = 0;
}else if (entities[i].state == 2) {
//Initilise the teleporter without changing the game state or playing sound
entities[i].onentity = 0;
entities[i].tile = 6;
entities[i].colour = 102;
game.activetele = true;
game.teleblock.x = entities[i].xp - 32; game.teleblock.y = entities[i].yp - 32;
game.teleblock.width = 160; game.teleblock.height = 160;
entities[i].state = 0;
}
break;
}
}else {
entities[i].statedelay--;
if (entities[i].statedelay < 0) entities[i].statedelay = 0;
}
}
return true;
}
public function animateentities(i:int, game:gameclass, help:helpclass):void {
if(entities[i].active){
if(entities[i].statedelay<=0){
switch(entities[i].type) {
case 0:
entities[i].framedelay--;
if(entities[i].dir==1){
entities[i].drawframe=entities[i].tile;
}else{
entities[i].drawframe=entities[i].tile+3;
}
if(entities[i].onground>0 || entities[i].onroof>0){
if(int(entities[i].vx)!=0){
//Walking
if(entities[i].framedelay<=0){
entities[i].framedelay=4;
entities[i].walkingframe++;
}
if (entities[i].walkingframe >=2) entities[i].walkingframe=0;
entities[i].drawframe += entities[i].walkingframe + 1;
}
if (entities[i].onroof > 0) entities[i].drawframe += 6;
}else {
entities[i].drawframe ++;
if (game.gravitycontrol == 1) {
entities[i].drawframe += 6;
}
}
if (game.deathseq > -1) {
entities[i].drawframe=13;
if (entities[i].dir == 1) entities[i].drawframe = 12;
if (game.gravitycontrol == 1) entities[i].drawframe += 2;
}
break;
case 1: case 23:
//Variable animation
switch(entities[i].animate) {
case 0:
//Simple oscilation
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 8;
if(entities[i].actionframe==0){
entities[i].walkingframe++;
if (entities[i].walkingframe == 4) {
entities[i].walkingframe = 2;
entities[i].actionframe = 1;
}
}else {
entities[i].walkingframe--;
if (entities[i].walkingframe == -1) {
entities[i].walkingframe = 1;
entities[i].actionframe = 0;
}
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
break;
case 1:
//Simple Loop
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 8;
entities[i].walkingframe++;
if (entities[i].walkingframe == 4) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
break;
case 2:
//Simpler Loop (just two frames)
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 2;
entities[i].walkingframe++;
if (entities[i].walkingframe == 2) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
break;
case 3:
//Simpler Loop (just two frames, but double sized)
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 2;
entities[i].walkingframe++;
if (entities[i].walkingframe == 2) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += (entities[i].walkingframe*2);
break;
case 4:
//Simpler Loop (just two frames, but double sized) (as above but slower)
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 6;
entities[i].walkingframe++;
if (entities[i].walkingframe == 2) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += (entities[i].walkingframe*2);
break;
case 5:
//Simpler Loop (just two frames) (slower)
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 6;
entities[i].walkingframe++;
if (entities[i].walkingframe == 2) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
break;
case 6:
//Normal Loop (four frames, double sized)
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 4;
entities[i].walkingframe++;
if (entities[i].walkingframe == 4) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += (entities[i].walkingframe*2);
break;
case 7:
//Simpler Loop (just two frames) (slower) (with directions!)
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 6;
entities[i].walkingframe++;
if (entities[i].walkingframe == 2) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
if (entities[i].vx > 0) entities[i].drawframe += 2;
break;
case 10:
//Threadmill left
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 3;//(6-entities[i].para);
entities[i].walkingframe--;
if (entities[i].walkingframe == -1) {
entities[i].walkingframe = 3;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
break;
case 11:
//Threadmill right
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 3;//(6-entities[i].para);
entities[i].walkingframe++;
if (entities[i].walkingframe == 4) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
break;
case 100:
//Simple case for no animation (platforms, etc)
entities[i].drawframe = entities[i].tile;
break;
default:
entities[i].drawframe = entities[i].tile;
break;
}
break;
case 11:
entities[i].drawframe = entities[i].tile;
if(entities[i].animate==2) {
//Simpler Loop (just two frames)
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 10;
entities[i].walkingframe++;
if (entities[i].walkingframe == 2) {
entities[i].walkingframe = 0;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
}
break;
case 12: case 55: case 14: //Crew member! Very similar to hero
entities[i].framedelay--;
if(entities[i].dir==1){
entities[i].drawframe=entities[i].tile;
}else{
entities[i].drawframe=entities[i].tile+3;
}
if(entities[i].onground>0 || entities[i].onroof>0){
if(entities[i].vx!=0){
//Walking
if(entities[i].framedelay<=0){
entities[i].framedelay=4;
entities[i].walkingframe++;
}
if (entities[i].walkingframe >=2) entities[i].walkingframe=0;
entities[i].drawframe += entities[i].walkingframe + 1;
}
//if (entities[i].onroof > 0) entities[i].drawframe += 6;
}else {
entities[i].drawframe ++;
//if (game.gravitycontrol == 1) {
// entities[i].drawframe += 6;
//}
}
if (game.deathseq > -1) {
entities[i].drawframe=13;
if (entities[i].dir == 1) entities[i].drawframe = 12;
if (entities[i].rule == 7) entities[i].drawframe += 2;
//if (game.gravitycontrol == 1) entities[i].drawframe += 2;
}
break;
case 100: //the teleporter!
if (entities[i].tile == 1) {
//it's inactive
entities[i].drawframe = entities[i].tile;
}else if (entities[i].tile == 2){
entities[i].drawframe = entities[i].tile;
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 1;
entities[i].walkingframe = int(Math.random() * 6);
if (entities[i].walkingframe >= 4) {
entities[i].walkingframe = -1;
entities[i].framedelay = 4;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
}else if (entities[i].tile == 6) {
//faster!
entities[i].drawframe = entities[i].tile;
entities[i].framedelay--;
if(entities[i].framedelay<=0){
entities[i].framedelay = 2;
entities[i].walkingframe = int(Math.random() * 6);
if (entities[i].walkingframe >= 4) {
entities[i].walkingframe = -5;
entities[i].framedelay = 4;
}
}
entities[i].drawframe = entities[i].tile;
entities[i].drawframe += entities[i].walkingframe;
}
break;
default:
entities[i].drawframe = entities[i].tile;
break;
}
}else {
//entities[i].statedelay--;
if (entities[i].statedelay < 0) entities[i].statedelay = 0;
}
}
}
public function gettype(t:int):Boolean {
//Returns true is there is an entity of type t onscreen
for (var i:int = 0; i < nentity; i++) {
if(entities[i].type==t){
return true;
}
}
return false;
}
public function getcompanion(t:int):int {
//Returns the index of the companion with rule t
for (var i:int = 0; i < nentity; i++) {
if(entities[i].rule==6 || entities[i].rule==7){
return i;
}
}
return -1;
}
public function getplayer():int {
//Returns the index of the first player entity
for (var i:int = 0; i < nentity; i++) {
if (entities[i].type == 0) {
return i;
}
}
return -1;
}
public function getscm():int {
//Returns the supercrewmate
for (var i:int = 0; i < nentity; i++) {
if(entities[i].type==14){
return i;
}
}
return 0;
}
public function getlineat(t:int):int {
//Get the entity which is a horizontal line at height t (for SWN game)
for (var i:int = 0; i < nentity; i++) {
if (entities[i].size == 5) {
if (entities[i].yp == t) {
return i;
}
}
}
return 0;
}
public function getcrewman(t:int):int {
//Returns the index of the crewman with colour index given by t
if (t == 0) t = 0;
if (t == 1) t = 20;
if (t == 2) t = 14;
if (t == 3) t = 15;
if (t == 4) t = 13;
if (t == 5) t = 16;
for (var i:int = 0; i < nentity; i++) {
if (entities[i].rule == 6 || entities[i].rule == 7) {
if(entities[i].colour==t){
return i;
}
}
}
return 0;
}
public function getcustomcrewman(t:int):int {
//Returns the index of the crewman with colour index given by t
if (t == 0) t = 0;
if (t == 1) t = 20;
if (t == 2) t = 14;
if (t == 3) t = 15;
if (t == 4) t = 13;
if (t == 5) t = 16;
for (var i:int = 0; i < nentity; i++){
if (entities[i].type == 55){
if(entities[i].colour==t){
return i;
}
}
}
return 0;
}
public function getteleporter():int {
for (var i:int = 0; i < nentity; i++) {
if(entities[i].type==100 && entities[i].active){
return i;
}
}
return -1;
}
public function rectset(xi:int, yi:int, wi:int, hi:int):void {
temprect.x = xi; temprect.y = yi; temprect.width = wi; temprect.height = hi;
}
public function rect2set(xi:int, yi:int, wi:int, hi:int):void {
temprect2.x = xi; temprect2.y = yi; temprect2.width = wi; temprect2.height = hi;
}
public function entitycollide(a:int, b:int):Boolean {
//Do entities a and b collide?
tempx = entities[a].xp + entities[a].cx; tempy = entities[a].yp + entities[a].cy;
tempw = entities[a].w; temph = entities[a].h;
rectset(tempx, tempy, tempw, temph);
tempx = entities[b].xp + entities[b].cx; tempy = entities[b].yp + entities[b].cy;
tempw = entities[b].w; temph = entities[b].h;
rect2set(tempx, tempy, tempw, temph);
if (temprect.intersects(temprect2)) return true;
return false;
}
public function checkdirectional(t:int):Boolean{
//Returns true if player entity (rule 0) moving in dir t through directional block
if(opt_usedirectional){
i = getplayer();
if (i > -1) {
if(entities[i].rule==0){
tempx = entities[i].xp + entities[i].cx; tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w; temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (j = 0; j < nblocks; j++) {
if (blocks[j].type == DIRECTIONAL && blocks[j].active){
if(blocks[j].rect.intersects(temprect)) {
return true;
}
}
}
}
}
}
return false;
}
public function checkdamage():Boolean{
//Returns true if player entity (rule 0) collides with a damagepoint
if(opt_usedamage){
i = getplayer();
if (i > -1) {
if(entities[i].rule==0){
tempx = entities[i].xp + entities[i].cx; tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w; temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (j=0; j<nblocks; j++){
if (blocks[j].type == DAMAGE && blocks[j].active){
if(blocks[j].rect.intersects(temprect)) {
return true;
}
}
}
}
}
}
return false;
}
public function scmcheckdamage():Boolean{
//Returns true if supercrewmate collides with a damagepoint
for(i = 0; i < nentity; i++) {
if(entities[i].type==14){
tempx = entities[i].xp + entities[i].cx; tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w; temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (j=0; j<nblocks; j++){
if (blocks[j].type == DAMAGE && blocks[j].active){
if(blocks[j].rect.intersects(temprect)) {
return true;
}
}
}
}
}
return false;
}
public function settemprect(t:int):void {
//setup entity t in temprect
tempx = entities[t].xp + entities[t].cx; tempy = entities[t].yp + entities[t].cy;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
}
public function checktrigger():int{
//Returns an int player entity (rule 0) collides with a trigger
if (opt_usetrigger) {
i = getplayer();
if (i > -1) {
if(entities[i].rule==0){
tempx = entities[i].xp + entities[i].cx; tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w; temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (j=0; j<nblocks; j++){
if (blocks[j].type == TRIGGER && blocks[j].active){
if (blocks[j].rect.intersects(temprect)) {
activetrigger = blocks[j].trigger;
return blocks[j].trigger;
}
}
}
}
}
}
return -1;
}
public function checkactivity():int{
//Returns an int player entity (rule 0) collides with an activity
if(opt_useactivity){
i = getplayer();
if(i>-1){
if(entities[i].rule==0){
tempx = entities[i].xp + entities[i].cx; tempy = entities[i].yp + entities[i].cy;
tempw = entities[i].w; temph = entities[i].h;
rectset(tempx, tempy, tempw, temph);
for (j=0; j<nblocks; j++){
if (blocks[j].type == ACTIVITY && blocks[j].active){
if (blocks[j].rect.intersects(temprect)) {
return j;
}
}
}
}
}
}
return -1;
}
public function getgridpoint(t:int):int {
t = (t - (t % 8)) / 8;
return t;
}
public function cblocks(t:int):Boolean {
tempx = entities[t].xp + entities[t].cx; tempy = entities[t].yp + entities[t].cy;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
return checkblocks();
}
public function checkplatform():Boolean {
//Return true if rectset intersects a moving platform, setups px & py to the platform x & y
for (i = 0; i < nblocks; i++) {
if (blocks[i].active) {
if (blocks[i].type == BLOCK){
if (blocks[i].rect.intersects(temprect)) {
px = blocks[i].xp; py = blocks[i].yp;
return true;
}
}
}
}
return false;
}
public function checkblocks():Boolean {
for (i = 0; i < nblocks; i++) {
if (blocks[i].active) {
if (!skipdirblocks) {
if (blocks[i].type == DIRECTIONAL) {
if (dy > 0 && blocks[i].trigger == 0) if (blocks[i].rect.intersects(temprect)) return true;
if (dy <= 0 && blocks[i].trigger == 1) if (blocks[i].rect.intersects(temprect)) return true;
if (dx > 0 && blocks[i].trigger == 2) if (blocks[i].rect.intersects(temprect)) return true;
if (dx <= 0 && blocks[i].trigger == 3) if (blocks[i].rect.intersects(temprect)) return true;
}
}
if (blocks[i].type == BLOCK){
if (blocks[i].rect.intersects(temprect)) {
return true;
}
}
if (blocks[i].type == SAFE) {
if(dr==1){
if (blocks[i].rect.intersects(temprect)) {
return true;
}
}
}
}
}
return false;
}
public function checktowerspikes(t:int, map:mapclass):Boolean {
tempx = entities[t].xp + entities[t].cx; tempy = entities[t].yp + entities[t].cy;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
tempx = getgridpoint(temprect.x); tempy = getgridpoint(temprect.y);
tempw = getgridpoint(temprect.x + temprect.width - 1); temph = getgridpoint(temprect.y + temprect.height - 1);
if (map.spikecollide(tempx, tempy)) return true;
if (map.spikecollide(tempw, tempy)) return true;
if (map.spikecollide(tempx, temph)) return true;
if (map.spikecollide(tempw, temph)) return true;
if (temprect.height >= 12) {
tpy1 = getgridpoint(temprect.y + 6);
if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
if (temprect.height >= 18) {
tpy1 = getgridpoint(temprect.y + 12);
if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
if (temprect.height >= 24) {
tpy1 = getgridpoint(temprect.y + 18);
if (map.spikecollide(tempx, tpy1)) return true;
if (map.spikecollide(tempw, tpy1)) return true;
}
}
}
if (temprect.width >= 12) {
tpx1 = getgridpoint(temprect.x + 6);
if (map.collide(tpx1, tempy)) return true;
if (map.collide(tpx1, temph)) return true;
}
return false;
}
public function checkwall(map:mapclass):Boolean{
//Returns true if entity setup in temprect collides with a wall
//used for proper collision functions; you can't just, like, call it
//whenever you feel like it and expect a response
//
//that won't work at all
if(skipblocks){
if (checkblocks()) return true;
}
tempx = getgridpoint(temprect.x); tempy = getgridpoint(temprect.y);
tempw = getgridpoint(temprect.x + temprect.width - 1); temph = getgridpoint(temprect.y + temprect.height - 1);
if (map.collide(tempx, tempy)) return true;
if (map.collide(tempw, tempy)) return true;
if (map.collide(tempx, temph)) return true;
if (map.collide(tempw, temph)) return true;
if (temprect.height >= 12) {
tpy1 = getgridpoint(temprect.y + 6);
if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
if (temprect.height >= 18) {
tpy1 = getgridpoint(temprect.y + 12);
if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
if (temprect.height >= 24) {
tpy1 = getgridpoint(temprect.y + 18);
if (map.collide(tempx, tpy1)) return true;
if (map.collide(tempw, tpy1)) return true;
}
}
}
if (temprect.width >= 12) {
tpx1 = getgridpoint(temprect.x + 6);
if (map.collide(tpx1, tempy)) return true;
if (map.collide(tpx1, temph)) return true;
}
return false;
}
public function hplatformat():Number {
//Returns first entity of horizontal platform at (px, py), -1000 otherwise.
for (i = 0; i < nentity; i++) {
if (entities[i].active) {
if (entities[i].rule == 2) {
if (entities[i].behave >= 2) {
if (entities[i].xp == px && entities[i].yp == py) {
if (entities[i].behave == 8) { //threadmill!
return entities[i].para;
}else if(entities[i].behave == 9) { //threadmill!
return -entities[i].para;
}else{
return entities[i].vx;
}
}
}
}
}
}
return -1000;
}
public function yline(a:int, b:int):int {
if (a < b) return -1;
return 1;
}
public function entityhlinecollide(t:int, l:int):Boolean {
//Returns true is entity t collided with the horizontal line l.
if(entities[t].xp + entities[t].cx+entities[t].w>=entities[l].xp){
if(entities[t].xp + entities[t].cx<=entities[l].xp+entities[l].w){
linetemp = 0;
linetemp += yline(entities[t].yp, entities[l].yp);
linetemp += yline(entities[t].yp + entities[t].h, entities[l].yp);
linetemp += yline(entities[t].oldyp, entities[l].yp);
linetemp += yline(entities[t].oldyp + entities[t].h, entities[l].yp);
if (linetemp > -4 && linetemp < 4) return true;
return false;
}
}
return false;
}
public function entityvlinecollide(t:int, l:int):Boolean {
//Returns true is entity t collided with the vertical line l.
if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp){
if(entities[t].yp + entities[t].cy<=entities[l].yp+entities[l].h){
linetemp = 0;
linetemp += yline(entities[t].xp + entities[t].cx+1, entities[l].xp);
linetemp += yline(entities[t].xp + entities[t].cx+1 + entities[t].w, entities[l].xp);
linetemp += yline(entities[t].oldxp + entities[t].cx+1, entities[l].xp);
linetemp += yline(entities[t].oldxp + entities[t].cx+1 + entities[t].w, entities[l].xp);
if (linetemp > -4 && linetemp < 4) return true;
return false;
}
}
return false;
}
public function entitywarphlinecollide(t:int, l:int):Boolean {
//Returns true is entity t collided with the horizontal line l.
if(entities[t].xp + entities[t].cx+entities[t].w>=entities[l].xp){
if(entities[t].xp + entities[t].cx<=entities[l].xp+entities[l].w){
linetemp = 0;
if (entities[l].yp < 120) {
//Top line
if (entities[t].vy < 0) {
if (entities[t].yp < entities[l].yp + 10) linetemp++;
if (entities[t].yp + entities[t].h < entities[l].yp + 10) linetemp++;
if (entities[t].oldyp < entities[l].yp + 10) linetemp++;
if (entities[t].oldyp + entities[t].h < entities[l].yp + 10) linetemp++;
}
if (linetemp > 0) return true;
return false;
}else {
//Bottom line
if (entities[t].vy > 0) {
if (entities[t].yp > entities[l].yp - 10) linetemp++;
if (entities[t].yp + entities[t].h > entities[l].yp - 10) linetemp++;
if (entities[t].oldyp > entities[l].yp - 10) linetemp++;
if (entities[t].oldyp + entities[t].h > entities[l].yp - 10) linetemp++;
}
if (linetemp > 0) return true;
return false;
}
}
}
return false;
}
public function entitywarpvlinecollide(t:int, l:int):Boolean {
//Returns true is entity t collided with the vertical warp line l.
if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp){
if (entities[t].yp + entities[t].cy <= entities[l].yp + entities[l].h) {
linetemp = 0;
if (entities[l].xp < 160) {
//Left hand line
if (entities[t].xp + entities[t].cx + 1 < entities[l].xp + 10) linetemp++;
if (entities[t].xp + entities[t].cx+1 + entities[t].w < entities[l].xp + 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 < entities[l].xp + 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 + entities[t].w < entities[l].xp + 10) linetemp++;
if (linetemp > 0) return true;
return false;
}else {
//Right hand line
if (entities[t].xp + entities[t].cx + 1 > entities[l].xp - 10) linetemp++;
if (entities[t].xp + entities[t].cx+1 + entities[t].w > entities[l].xp - 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 > entities[l].xp - 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 + entities[t].w > entities[l].xp - 10) linetemp++;
if (linetemp > 0) return true;
return false;
}
}
}
return false;
}
public function entitycollideplatformroof(map:mapclass, t:int):Number{
tempx = entities[t].xp + entities[t].cx; tempy = entities[t].yp + entities[t].cy -1;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkplatform()) {
//px and py now contain an x y coordinate for a platform, find it
return hplatformat();
}
return -1000;
}
public function entitycollideplatformfloor(map:mapclass, t:int):Number{
tempx = entities[t].xp + entities[t].cx; tempy = entities[t].yp + entities[t].cy + 1;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkplatform()) {
//px and py now contain an x y coordinate for a platform, find it
return hplatformat();
}
return -1000;
}
public function entitycollidefloor(map:mapclass, t:int):Boolean{
//see? like here, for example!
tempx = entities[t].xp + entities[t].cx; tempy = entities[t].yp + entities[t].cy + 1;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkwall(map)) return true;
return false;
}
public function entitycollideroof(map:mapclass, t:int):Boolean{
//and here!
tempx = entities[t].xp + entities[t].cx; tempy = entities[t].yp + entities[t].cy - 1;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (checkwall(map)) return true;
return false;
}
public function testwallsx(t:int, map:mapclass, tx:int, ty:int):Boolean{
tempx = tx + entities[t].cx; tempy = ty + entities[t].cy;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (entities[t].rule < 2) { skipblocks = true; } else { skipblocks = false; }
if (entities[t].type == 14) skipblocks = true;
dx = 0; dy = 0; if (entities[t].rule == 0) dx = entities[t].vx;
dr = entities[t].rule;
//Ok, now we check walls
if (checkwall(map)) {
if (entities[t].vx > 1) {
entities[t].vx--;
entities[t].newxp = int(entities[t].xp + entities[t].vx);
return testwallsx(t, map, entities[t].newxp, entities[t].yp);
}else if (entities[t].vx < -1) {
entities[t].vx++;
entities[t].newxp = int(entities[t].xp + entities[t].vx);
return testwallsx(t, map, entities[t].newxp, entities[t].yp);
}else {
entities[t].vx=0;
return false;
}
}
return true;
}
public function testwallsy(t:int, map:mapclass, tx:int, ty:int):Boolean {
tempx = tx + entities[t].cx; tempy = ty + entities[t].cy;
tempw = entities[t].w; temph = entities[t].h;
rectset(tempx, tempy, tempw, temph);
if (entities[t].rule < 2) { skipblocks = true; } else { skipblocks = false; }
if (entities[t].type == 14) skipblocks = true;
dx = 0; dy = 0; if (entities[t].rule == 0) dy = entities[t].vy;
dr = entities[t].rule;
//Ok, now we check walls
if (checkwall(map)) {
if (entities[t].vy > 1) {
entities[t].vy--;
entities[t].newyp = int(entities[t].yp + entities[t].vy);
return testwallsy(t, map, entities[t].xp, entities[t].newyp);
}else if (entities[t].vy < -1) {
entities[t].vy++;
entities[t].newyp = int(entities[t].yp + entities[t].vy);
return testwallsy(t, map, entities[t].xp, entities[t].newyp);
}else {
entities[t].vy=0;
return false;
}
}
return true;
}
public function fixfriction(t:int, xfix:Number, xrate:Number, yrate:Number):void{
if (entities[t].vx > xfix) entities[t].vx -= xrate;
if (entities[t].vx < xfix) entities[t].vx += xrate;
if (entities[t].vy > 0) entities[t].vy -= yrate;
if (entities[t].vy < 0) entities[t].vy += yrate;
if (entities[t].vy > 10) entities[t].vy = 10;
if (entities[t].vy < -10) entities[t].vy = -10;
if (entities[t].vx > 6) entities[t].vx = 6;
if (entities[t].vx < -6) entities[t].vx = -6;
if (Math.abs(entities[t].vx-xfix) <= xrate) entities[t].vx = xfix;
if (Math.abs(entities[t].vy) <= yrate) entities[t].vy = 0;
}
public function applyfriction(t:int, xrate:Number, yrate:Number):void{
if (entities[t].vx > 0) entities[t].vx -= xrate;
if (entities[t].vx < 0) entities[t].vx += xrate;
if (entities[t].vy > 0) entities[t].vy -= yrate;
if (entities[t].vy < 0) entities[t].vy += yrate;
if (entities[t].vy > 10) entities[t].vy = 10;
if (entities[t].vy < -10) entities[t].vy = -10;
if (entities[t].vx > 6) entities[t].vx = 6;
if (entities[t].vx < -6) entities[t].vx = -6;
if (Math.abs(entities[t].vx) <= xrate) entities[t].vx = 0;
if (Math.abs(entities[t].vy) <= yrate) entities[t].vy = 0;
}
public function cleanup():void {
i = nentity - 1; while (i >= 0 && !entities[i].active) { nentity--; i--; }
i = nblocks - 1; while (i >= 0 && !blocks[i].active) { nblocks--; i--; }
}
public function updateentitylogic(t:int, game:gameclass):void {
entities[t].oldxp = entities[t].xp; entities[t].oldyp = entities[t].yp;
entities[t].vx = entities[t].vx + entities[t].ax;
entities[t].vy = entities[t].vy + entities[t].ay;
entities[t].ax = 0;
if (entities[t].gravity) {
if (entities[t].rule == 0) {
if(game.gravitycontrol==0){
entities[t].ay = 3;
}else {
entities[t].ay = -3;
}
}else if (entities[t].rule == 7) {
entities[t].ay = -3;
}else {
entities[t].ay = 3;
}
applyfriction(t, game.inertia, 0.25);
}
entities[t].newxp = entities[t].xp + entities[t].vx;
entities[t].newyp = entities[t].yp + entities[t].vy;
}
public function entitymapcollision(t:int, map:mapclass):void {
if (testwallsx(t, map, entities[t].newxp, entities[t].yp)) {
entities[t].xp = entities[t].newxp;
}else {
if (entities[t].onwall > 0) entities[t].state = entities[t].onwall;
if (entities[t].onxwall > 0) entities[t].state = entities[t].onxwall;
}
if (testwallsy(t, map, entities[t].xp, entities[t].newyp)) {
entities[t].yp = entities[t].newyp;
}else {
if (entities[t].onwall > 0) entities[t].state = entities[t].onwall;
if (entities[t].onywall > 0) entities[t].state = entities[t].onywall;
entities[t].jumpframe = 0;
}
}
public function movingplatformfix(t:int, map:mapclass):void{
//If this intersects the player, then we move the player along it
j = getplayer();
if (entitycollide(t, j)) {
//ok, bollox, let's make sure
entities[j].yp = entities[j].yp + entities[j].vy;
if (entitycollide(t, j)) {
entities[j].yp = entities[j].yp - entities[j].vy;
entities[j].vy = entities[t].vy;
entities[j].newyp = entities[j].yp + entities[j].vy;
if (testwallsy(j, map, entities[j].xp, entities[j].newyp)) {
if (entities[t].vy > 0) {
entities[j].yp = entities[t].yp + entities[t].h;
entities[j].vy = 0;
entities[j].onroof = 1;
}else {
entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
entities[j].vy = 0;
entities[j].onground = 1;
}
}else {
entities[t].state = entities[t].onwall;
}
}
}
}
public function scmmovingplatformfix(t:int, map:mapclass):void{
//If this intersects the SuperCrewMate, then we move them along it
j = getscm();
if (entitycollide(t, j)) {
//ok, bollox, let's make sure
entities[j].yp = entities[j].yp + entities[j].vy;
if (entitycollide(t, j)) {
entities[j].yp = entities[j].yp - entities[j].vy;
entities[j].vy = entities[t].vy;
entities[j].newyp = entities[j].yp + entities[j].vy;
if (testwallsy(j, map, entities[j].xp, entities[j].newyp)) {
if (entities[t].vy > 0) {
entities[j].yp = entities[t].yp + entities[t].h;
entities[j].vy = 0;
//entities[j].onroof = true;
}else {
entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
entities[j].vy = 0;
//entities[j].onground = true;
}
}else {
entities[t].state = entities[t].onwall;
}
}
}
}
public function hormovingplatformfix(t:int, map:mapclass):void{
//If this intersects the player, then we move the player along it
//for horizontal platforms, this is simplier
createblock(0, entities[t].xp, entities[t].yp, entities[t].w, entities[t].h);
/*j = getplayer();
if (entitycollide(t, j)) {
//ok, bollox, let's make sure
entities[j].yp = entities[j].yp + entities[j].vy;
if (entitycollide(t, j)) {
//entities[t].state = entities[t].onwall;
}
}*/
}
public function customwarplinecheck(i:int):void {
//Turns on obj.customwarpmodevon and obj.customwarpmodehon if player collides
//with warp lines
if (entities[i].active) {
//We test entity to entity
for (j = 0; j < nentity; j++) {
if (entities[j].active && i != j) {//Active
if (entities[i].rule == 0 && entities[j].rule == 5) { //Player vs vertical line!
if (entities[j].type == 51 || entities[j].type == 52) {
if (entitywarpvlinecollide(i, j)) {
customwarpmodevon = true;
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 7){ //Player vs horizontal WARP line
if (entities[j].type == 53 || entities[j].type == 54) {
if (entitywarphlinecollide(i, j)) {
customwarpmodehon = true;
}
}
}
}
}
}
}
public function entitycollisioncheck(dwgfx:dwgraphicsclass, game:gameclass, map:mapclass, music:musicclass):void {
i = getplayer();
if (entities[i].active) {
//We test entity to entity
for (j = 0; j < nentity; j++) {
if (entities[j].active && i != j) {//Active
if (entities[i].rule == 0 && entities[j].rule == 1 && entities[j].harmful) {
//player i hits enemy or enemy bullet j
if (entitycollide(i, j) && !map.invincibility) {
if (entities[i].size == 0 && (entities[j].size == 0 || entities[j].size == 12)) {
//They're both sprites, so do a per pixel collision
colpoint1.x = entities[i].xp; colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp; colpoint2.y = entities[j].yp;
if (dwgfx.flipmode) {
if (dwgfx.flipsprites[entities[i].drawframe].hitTest(
colpoint1, 1, dwgfx.flipsprites[entities[j].drawframe], colpoint2, 1)) {
//Do the collision stuff
game.deathseq = 30;
}
}else{
if (dwgfx.sprites[entities[i].drawframe].hitTest(
colpoint1, 1, dwgfx.sprites[entities[j].drawframe], colpoint2, 1)) {
//Do the collision stuff
game.deathseq = 30;
}
}
}else {
//Ok, then we just assume a normal bounding box collision
game.deathseq = 30;
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 2) { //Moving platforms
if (entitycollide(i, j)) removeblockat(entities[j].xp, entities[j].yp);
}
if (entities[i].rule == 0 && entities[j].rule == 3) { //Entity to entity
if(entities[j].onentity>0){
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
if (entities[i].rule == 0 && entities[j].rule == 4) { //Player vs horizontal line!
if(game.deathseq==-1){
//Here we compare the player's old position versus his new one versus the line.
//All points either be above or below it. Otherwise, there was a collision this frame.
if (entities[j].onentity > 0) {
if (entityhlinecollide(i, j)) {
music.playef(8,10);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
game.totalflips++;
if (game.gravitycontrol == 0) {
if (entities[i].vy < 1) entities[i].vy = 1;
}else {
if (entities[i].vy > -1) entities[i].vy = -1;
}
entities[j].state = entities[j].onentity;
entities[j].life = 6;
}
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 5) { //Player vs vertical line!
if(game.deathseq==-1){
if(entities[j].onentity>0){
if (entityvlinecollide(i, j)) {
entities[j].state = entities[j].onentity;
entities[j].life = 4;
}
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 6) { //Player versus crumbly blocks! Special case
if (entities[j].onentity > 0) {
//ok; only check the actual collision if they're in a close proximity
temp = entities[i].yp - entities[j].yp;
if (temp > -30 && temp < 30) {
temp = entities[i].xp - entities[j].xp;
if (temp > -30 && temp < 30) {
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
}
}
/*
if (entities[i].rule == 0 && entities[j].rule == 7){ //Player vs horizontal WARP line
if (game.deathseq == -1) {
if (entities[j].onentity > 0) {
if (entityhlinecollide(i, j)) {
entities[j].state = entities[j].onentity;
entities[j].life = 4;
}
}
}
}
*/
}
}
}
if (game.supercrewmate) {
//some extra collisions
for (i = 0; i < nentity; i++) {
if (entities[i].active) {
for (j = 0; j < nentity; j++) {
if (entities[j].active && i != j) {//Active
if (entities[i].type == 14) { //i is the supercrewmate
if (entities[j].rule == 1 && entities[j].harmful) {//j is a harmful enemy
//player i hits enemy or enemy bullet j
if (entitycollide(i, j) && !map.invincibility) {
if (entities[i].size == 0 && entities[j].size == 0) {
//They're both sprites, so do a per pixel collision
colpoint1.x = entities[i].xp; colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp; colpoint2.y = entities[j].yp;
if (dwgfx.flipmode) {
if (dwgfx.flipsprites[entities[i].drawframe].hitTest(
colpoint1, 1, dwgfx.flipsprites[entities[j].drawframe], colpoint2, 1)) {
//Do the collision stuff
game.deathseq = 30; game.scmhurt = true;
}
}else{
if (dwgfx.sprites[entities[i].drawframe].hitTest(
colpoint1, 1, dwgfx.sprites[entities[j].drawframe], colpoint2, 1)) {
//Do the collision stuff
game.deathseq = 30; game.scmhurt = true;
}
}
}else {
//Ok, then we just assume a normal bounding box collision
game.deathseq = 30; game.scmhurt = true;
}
}
}
if (entities[j].rule == 2) { //Moving platforms
if (entitycollide(i, j)) removeblockat(entities[j].xp, entities[j].yp);
}
if (entities[j].type == 8 && entities[j].rule == 3) { //Entity to entity (well, checkpoints anyway!)
if(entities[j].onentity>0){
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
}
}
}
}
}
}
//can't have the player being stuck...
j = getplayer();
skipdirblocks = true;
if (!testwallsx(j, map, entities[j].xp, entities[j].yp)) {
//Let's try to get out...
if (entities[j].rule == 0) {
if(game.gravitycontrol==0){
entities[j].yp -= 3;
}else {
entities[j].yp += 3;
}
}
}
skipdirblocks = false;
//Can't have the supercrewmate getting stuck either!
if (game.supercrewmate) {
j = getscm();
skipdirblocks = true;
if (!testwallsx(j, map, entities[j].xp, entities[j].yp)) {
//Let's try to get out...
if(game.gravitycontrol==0){
entities[j].yp -= 3;
}else {
entities[j].yp += 3;
}
}
skipdirblocks = false;
}
//Is the player colliding with any damageblocks?
if (checkdamage() && !map.invincibility) {
//usual player dead stuff
game.deathseq = 30;
}
//how about the supercrewmate?
if (game.supercrewmate) {
if (scmcheckdamage() && !map.invincibility) {
//usual player dead stuff
game.scmhurt = true;
game.deathseq = 30;
}
}
activetrigger = -1;
if (checktrigger() > -1) {
game.state = activetrigger;
game.statedelay = 0;
}
}
public var nentity:int;
public var entities:Vector.<entclass> = new Vector.<entclass>;
public var linecrosskludge:Vector.<entclass> = new Vector.<entclass>;
public var nlinecrosskludge:int;
public var colpoint1:Point, colpoint2:Point;
public var tempx:int, tempy:int, tempw:int, temph:int, temp:int, temp2:int;
public var tpx1:int, tpy1:int, tpx2:int, tpy2:int;
public var temprect:Rectangle, temprect2:Rectangle;
public var i:int, j:int, k:int;// z:int;
public var dx:int, dy:int, dr:int;
public var px:int, py:int, linetemp:int;
public var activetrigger:int;
public var blocks:Vector.<blockclass> = new Vector.<blockclass>;
public var flags:Array = new Array;
public var collect:Array = new Array;
public var customcollect:Array = new Array;
public var nblocks:int;
public var skipblocks:Boolean, skipdirblocks:Boolean;
public var platformtile:int;
public var vertplatforms:Boolean, horplatforms:Boolean;
// :(
public var nearelephant:Boolean;
public var upsetmode:Boolean, upset:int;
//Trophy Text
public var trophytext:int, trophytype:int;
//Secret lab scripts
public var altstates:int;
//Custom stuff
public var customenemy:int;
public var customplatformtile:int;
public var customwarpmode:Boolean, customwarpmodevon:Boolean, customwarpmodehon:Boolean;
public var customscript:String;
public var customcrewmoods:Array = new Array();
public var mobilemenus:Boolean = true;
}
}