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VVVVVV/mobile_version/src/Main.as
2020-01-08 10:37:50 -05:00

1036 lines
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42 KiB
ActionScript

package{
import flash.display.*;
import flash.geom.*;
import flash.events.*;
import flash.net.*;
import flash.media.*;
import flash.text.*;
import flash.ui.ContextMenu;
import flash.ui.ContextMenuItem;
import flash.events.ContextMenuEvent;
import flash.ui.Keyboard;
import flash.ui.Mouse;
import bigroom.input.KeyPoll;
import flash.system.fscommand;
import flash.system.Capabilities;
import flash.utils.getTimer;
import flash.utils.Timer;
//import com.mesmotronic.ane.AndroidFullScreen;
//import com.sociodox.theminer.TheMiner; //Profiler
//Real value
//[SWF(width = "1136", height = "768", frameRate = "30", backgroundColor = "#000000")] //Set the size and color of the Flash file
//Big frame for big androids!
//[SWF(width = "3000", height = "2000", frameRate = "30", backgroundColor = "#000000")] //Set the size and color of the Flash file
[SWF(frameRate = "30", backgroundColor = "#000000")] //Set the size and color of the Flash file
//iPad test
//[SWF(width = "1024", height = "768", frameRate="60", backgroundColor = "#000000")] //Set the size and color of the Flash file
//iPhone test
//[SWF(width = "480", height = "320", frameRate="30", backgroundColor = "#000000")] //Set the size and color of the Flash file
//[SWF(width = "960", height = "640", frameRate="30", backgroundColor = "#000000")] //Set the size and color of the Flash file
public class Main extends Sprite {
static public var BLOCK:Number = 0;
static public var TRIGGER:Number = 1;
static public var DAMAGE:Number = 2;
include "includes/logic.as";
include "includes/input.as";
include "includes/render.as";
public var GAMEMODE:int = 0;
public var TITLEMODE:int = 1;
public var CLICKTOSTART:int = 2;
public var FOCUSMODE:int = 3;
public var MAPMODE:int = 4;
public var TELEPORTERMODE:int = 5;
public var GAMECOMPLETE:int = 6;
public var GAMECOMPLETE2:int = 7;
public var EDITORMODE:int = 8;
public var CONTROLTUTORIALMODE:int = 9;
public function Main():void {
if (stage) gameinit();
else addEventListener(Event.ADDED_TO_STAGE, gameinit);
}
private function gameinit(e:Event = null):void {
removeEventListener(Event.ADDED_TO_STAGE, gameinit);
// entry point
var tempbmp:Bitmap;
this.mouseEnabled = false;
this.mouseChildren = false;
//Ok: quick security check to make sure it doesn't get posted about
if (sitelock()) {
key = new KeyPoll(stage);
//ANDROID SPECIFIC CODE HERE
/*
if (AndroidFullScreen.isSupported) {
if (!AndroidFullScreen.immersiveMode()){
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
device.xres = flash.system.Capabilities.screenResolutionX;
device.yres = flash.system.Capabilities.screenResolutionY;
immersivemode = false;
}else {
device.xres = stage.stageWidth;
device.yres = stage.stageHeight;
immersivemode = true;
}
}else {
*/
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
device.xres = flash.system.Capabilities.screenResolutionX;
device.yres = flash.system.Capabilities.screenResolutionY;
immersivemode = false;
//}
/*
if (immersivemode) {
stage.addEventListener(Event.RESIZE, androidresize);
}
*/
/*
trace("NOTE: REMEMBER TO FIX RESOLUTION SUPPORT BEFORE BUILDING");
device.xres = 1024;
device.yres = 768;
device.deviceresolution = device.IPAD;
*/
//Testing:Let's be an ipad
/*
device.xres = 1024;
device.yres = 768;
device.deviceresolution = device.IPAD;
*/
/*
device.xres = 480;
device.yres = 320;
device.deviceresolution = device.IPHONE;
*/
/*
device.xres = 960;
device.yres = 640;
device.deviceresolution = device.IPHONE;
*/
editor.init(); //Load in all the levels
if (device.xres < device.yres) {
//Switch them!
t = device.yres;
device.yres = device.xres;
device.xres = t;
}
if (device.yres < 768) {
device.deviceresolution = device.IPHONE;
}else {
device.deviceresolution = device.IPAD;
}
//Manually enable androids here! Mostly just changed buttons sizes
// device.deviceresolution = device.ANDROID;
//General game variables
obj.init();
help.init();
/*obj.createblock(BLOCK,20,200,128,16);
obj.createblock(BLOCK,130,170,128,16);
obj.createblock(BLOCK,240,150,128,16);
obj.createblock(BLOCK,240,20,128,16);
obj.createblock(BLOCK,130,40,128,16);
obj.createblock(BLOCK,20,60,128,16);*/
//Input
key.definestickrange(device.xres / 2, 0, 6);
SoundMixer.soundTransform = new SoundTransform(1);
music.currentsong = -1; music.musicfade = 0;//no music, no amb
music.initefchannels(); music.currentefchan = 0;
music.nicechange = -1;
music.numplays = 0;
music.musicchan.push(new music_1()); // 0: Level Complete
music.musicchan.push(new vmaintheme_hq()); // 1: VVVVVV Main Theme (Pushing Forward)
music.musicchan.push(new vtempo_hq()); // 2: VVVVVV Tempo Theme (Positive Force)
music.musicchan.push(new vpfa_hq()); // 3: Potential for Anything
music.musicchan.push(new passionforexploring()); // 4: UU Brothers Instrumental
music.musicchan.push(new souleye_intermission()); // 5: Jingle: Intermission
music.musicchan.push(new presentingvvvvvv()); // 6: Jingle: Menu Loop
music.musicchan.push(new music_2()); // 7: Jingle: Game Complete
music.musicchan.push(new configmegamix_hq()); // 8: Config Megamix
music.musicchan.push(new posreverse()); // 9: Tempo Theme, Reversed
music.musicchan.push(new poppot()); // 10: Extra
music.musicchan.push(new pipedream_hq()); // 11: Highscore
music.musicchan.push(new pressurecooker_hq()); // 12: Pressure Cooker
music.musicchan.push(new pacedenergy()); // NEW 13: Paced Energy
music.musicchan.push(new piercingthesky()); // NEW 14: Piercing the Sky
music.musicchan.push(new predestinedfateremix()); // NEW 15: Predestined Fate Remix
music.efchan.push(new ef_0());
music.efchan.push(new ef_1());
music.efchan.push(new ef_2());
music.efchan.push(new ef_3());
music.efchan.push(new ef_4());
music.efchan.push(new ef_5());
music.efchan.push(new ef_6());
music.efchan.push(new ef_7());
music.efchan.push(new ef_8());
music.efchan.push(new ef_9());
music.efchan.push(new ef_10());
music.efchan.push(new ef_11());
music.efchan.push(new ef_12());
music.efchan.push(new ef_13());
music.efchan.push(new ef_14());
music.efchan.push(new ef_15());
music.efchan.push(new ef_16());
music.efchan.push(new ef_17());
music.efchan.push(new ef_18());
music.efchan.push(new ef_19());
music.efchan.push(new ef_20());
music.efchan.push(new ef_21());
music.efchan.push(new ef_22());
music.efchan.push(new ef_23());
music.efchan.push(new ef_24());
music.efchan.push(new ef_25());
music.efchan.push(new ef_26());
music.efchan.push(new ef_27());
/*
Graphics Init
*/
//First we init the class and add its display list to the main display list
dwgfx.buttonimg.push(new BitmapData(92, 30, true, 0x00000000));
dwgfx.buttonimg.push(new BitmapData(92, 30, true, 0x00000000));
dwgfx.buttonimg.push(new BitmapData(40, 40, true, 0x00000000));
dwgfx.buttonimg.push(new BitmapData(40, 40, true, 0x00000000));
tempbmp = new im_button_0(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_1(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_2(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_3(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_4(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_5(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_6(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_7(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_8(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_9(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_10(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_11(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
tempbmp = new im_button_12(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addbutton();
dwgfx.init();
//We load all our graphics in:
tempbmp = new im_tiles(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.maketilearray();
tempbmp = new im_tiles2(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.maketile2array();
tempbmp = new im_tiles3(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.maketile3array();
tempbmp = new im_sprites(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.makespritearray();
tempbmp = new im_flipsprites(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.makeflipspritearray();
tempbmp = new im_bfont(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.makebfont();
tempbmp = new im_bfontmask(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.makebfontmask();
tempbmp = new im_teleporter(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.maketelearray();
tempbmp = new im_entcolours(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.makeentcolourarray();
//Load in the images
tempbmp = new im_image0(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 0
tempbmp = new im_image1(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 1 (this is the minimap!)
tempbmp = new im_image2(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 2
tempbmp = new im_image3(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 3
tempbmp = new im_image4(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 4
tempbmp = new im_image5(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 5
tempbmp = new im_image6(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 6
tempbmp = new im_image7(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 7
tempbmp = new im_image8(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 8
tempbmp = new im_image9(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 9
tempbmp = new im_image10(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // 10
tempbmp = new im_image1(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // Minimap
tempbmp = new im_image1(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addimage(); // Minimap
tempbmp = new im_mobileimage1(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_mobileimage2(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_mobileimage3(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_mobileimage4(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_mobileimage5(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_mobileimage6(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_mobileimage7(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_mobileimage8(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_mobileimage9(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addmobileimage();
tempbmp = new im_imgplayerlevel0(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel1(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel2(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel3(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel4(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel5(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel6(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel7(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel8(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel9(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel10(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel11(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel12(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel13(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel14(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel15(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
tempbmp = new im_imgplayerlevel16(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.addplayerlevelimage();
//Now that the graphics are loaded, init the background buffer
dwgfx.buffer=new BitmapData(320,240,false,0x000000);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
stage.quality = StageQuality.LOW;
//EXACT FIT
dwgfx.screensizemultiplier = device.yres / 240;
dwgfx.screen.width = 320 * dwgfx.screensizemultiplier;
dwgfx.screen.height = device.yres;
dwgfx.screen.x = (device.xres / 2) - (320 * dwgfx.screensizemultiplier / 2);
dwgfx.screen.y = 0;
dwgfx.initbuttonpositions();
//PIXEL PERFECT
/*
dwgfx.screensizemultiplier = int(device.yres / 240);
dwgfx.screen.width = 320 * dwgfx.screensizemultiplier;
dwgfx.screen.height = 240 * dwgfx.screensizemultiplier;
dwgfx.screenoffx = (device.xres / 2) - (320 * dwgfx.screensizemultiplier / 2);
dwgfx.screenoffy = (device.yres / 2) - (240 * dwgfx.screensizemultiplier / 2);
dwgfx.screen.x = dwgfx.screenoffx;
dwgfx.screen.y = dwgfx.screenoffy;
*/
addChild(dwgfx);
//stage.addChild(new TheMiner()); //Profiler
//Iphone orientation fix
var startOrientation:String = stage.orientation;
if (startOrientation == StageOrientation.DEFAULT || startOrientation == StageOrientation.UPSIDE_DOWN){
//stage.setOrientation(StageOrientation.ROTATED_RIGHT);
stage.setAspectRatio(StageAspectRatio.LANDSCAPE);
}else{
stage.setOrientation(startOrientation);
}
stage.addEventListener(StageOrientationEvent.ORIENTATION_CHANGING, orientationChangeListener);
game = new gameclass(dwgfx, map, obj, help, music);
map.ypos = (700-29) * 8;
map.bypos = map.ypos / 2;
map.cameramode = 0;
///Test Start:
//-- Comment this for real start
/*
gamestate = GAMEMODE;
/*map.finalmode = true; //Enable final level mode
//map.finalx = 41; map.finaly = 52; //Midpoint
//map.finalx = 48; map.finaly = 52; //Just before the tower
map.finalx = 46; map.finaly = 54; //Current
//map.finalstretch = true;
map.final_colormode = true;
map.final_mapcol = 0;
map.final_colorframe = 0;
*/
/*
game.starttest(obj, music);
obj.createentity(game, game.savex, game.savey, 0); //In this game, constant, never destroyed
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
music.play(1);
*/
//game.crewstats[1] = true;
//game.crewstats[2] = true;
//game.crewstats[3] = true;
//game.crewstats[4] = true;
//game.crewstats[5] = true;
//script.load("intro");
//crew member test
//obj.createentity(game, game.savex - 10, game.savey - 10, 14);
//game.companion = 6; //different rules for different members
//--
//Uncomment this if testing the final level
/*
map.finalmode = true; //Enable final level mode
map.finalx = 46; map.finaly = 54; //Current
//map.finalx = 41; map.finaly = 52; //Midpoint
map.final_colormode = false; map.final_mapcol = 0; map.final_colorframe = 0;
*/
//And this if after the midpoint:
/*
map.finalx = 52; map.finaly = 53; //Current
map.finalstretch = true;
map.final_colormode = true;
map.final_mapcol = 0;
map.final_colorframe = 0;
//map.background = 6;
*/
//-- Jumping right in
/*
game.gamestate = GAMEMODE;
game.starttest(obj, music);
//game.loadquick(map, obj, music);
obj.createentity(game, game.savex, game.savey, 0); //In this game, constant, never destroyed
map.gotoroom(game.saverx, game.savery, dwgfx, game, obj, music);
music.play(4);
//fscommand("quit");
game.crewstats[1] = true;
//game.crewstats[2] = true;
game.crewstats[3] = true;
game.crewstats[4] = true;
//game.crewstats[5] = true;
map.showtargets = true;
map.showteleporters = true;
//map.showtrinkets = true;
//obj.flags[34] = 1;
//obj.flags[20] = 1;
//obj.flags[67] = 1; //Game complete
for (i = 0; i < 20; i++) {
obj.collect[i] = true;
}
game.trinkets = 19; obj.collect[18] = false;
game.stat_trinkets = 20;
//obj.altstates = 1;
//initilise map info
for (j = 0; j < 20; j++) {
for (i = 0; i < 20; i++) {
map.explored[i + (j * 20)] = 1;
}
}
*/
//obj.entities[obj.getplayer()].size = 13;
//game.gamestate = 6;
//game.intimetrail = true; game.timetrialcountdown = 0;
//game.nodeathmode = true;
//dwgfx.flipmode = true;
//game.nocutscenes = true;
//map.invincibility = true;
//stage.frameRate = 24;
//game.colourblindmode = true;
//game.noflashingmode = true;
//for intermission 2 test
//game.lastsaved = 3;
/*
game.swnmode = true;
game.swngame = 2;
game.swndelay = 120;
game.swntimer = 60 * 30;
*/
//script.load("intermission_2");
//for intermission 1 test
/*
game.companion = 11;
game.supercrewmate = true;
game.scmprogress = 0;
game.scmprogress = 10;
game.lastsaved = 4;
music.play(8);
*/
//game.sfpsmode = true; //Run at 60 FPS
//stage.frameRate = 60; // doesn't work, it's a bit more complex than this - will have to do a double sized window instead...
//dwgfx.flipmode = true;
//Testing some unlock stuff
/*
game.unlock[9] = true; //Space Station Intro Time Trial
game.unlock[10] = true; //Lab Time Trial
game.unlock[11] = true; //Tower Time Trial
game.unlock[12] = true; //Space Station 2 Time Trial
game.unlock[13] = true; //Warp Zone Time Trial
game.unlock[14] = true; //Final Level Time Trial
game.unlock[17] = true; //No death mode
game.unlock[18] = true; //Flip Mode
*/
//-- Normal start, with no fancy stuff!
/*
game.gamestate = CLICKTOSTART;
dwgfx.createtextbox(" Click to Start ", 96, 107, 164, 164, 255);
dwgfx.textboxcenter();
*/
//No click to start any more! Instead go right to the menu
//INIT GRAPHIC MODE HERE
game.loadstats(map, dwgfx);
//updategraphicsmode(game, dwgfx);
game.gamestate = TITLEMODE;
game.menustart = false;
game.mainmenu = 0;
/*if (game.quicksummary != "") {
game.mainmenu = 2;
}
if (game.telesummary != "") {
game.mainmenu = 1;
}*/ //what the hell is that for
/*
game.gamestate = 6;
game.menustart = true;
map.ypos = (700-29) * 8;
map.bypos = map.ypos / 2;
map.cameramode = 0;
*/
//--Everything after this is screen recording
//ok, screenrecording here
//don't record anything (comment both next parts)
game.recording = 0;
if(game.recording==1){
trace("warning! recording input!");
}else if(game.recording==2){
trace("playing back input!");
game.recordstring = "blahblahblah";
help.toclipboard(game.recordstring);
game.initplayback();
game.playbackpos = 5;
game.savex = game.playback[0]; game.savey = game.playback[1];
game.saverx = game.playback[2]; game.savery = game.playback[3];
game.savegc = game.playback[4]; game.savedir = 1;
}
//addEventListener(Event.ENTER_FRAME, mainloop);
// start the tick-timer, which updates roughly every 4 milliseconds
_timer.addEventListener(TimerEvent.TIMER, mainloop);
_timer.start();
}else {
dwgfx.init();
addChild(dwgfx);
//We load the font in:
tempbmp = new im_bfont(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.makebfont();
tempbmp = new im_bfontmask(); dwgfx.buffer = tempbmp.bitmapData; dwgfx.makebfontmask();
//Now that the graphics are loaded, init the background buffer
dwgfx.buffer = new BitmapData(320, 240, false, 0x000000);
addEventListener(Event.ENTER_FRAME, lockedloop);
}
}
public function visit_distractionware(e:Event):void{
var distractionware_link:URLRequest = new URLRequest( "http://www.distractionware.com" );
navigateToURL( distractionware_link, "_blank" );
}
public function visit_sponsor(e:Event):void{
var sponsor_link:URLRequest = new URLRequest( "http://www.kongregate.com/?gamereferral=dontlookback" );
navigateToURL( sponsor_link, "_blank" );
}
public function visit_sponsor_logo():void{
var sponsor_link:URLRequest = new URLRequest( "http://www.kongregate.com/?gamereferral=dontlookback" );
navigateToURL( sponsor_link, "_blank" );
}
/*
public function androidresize(e:Event):void {
if (immersivemode) {
device.xres = stage.stageWidth;
device.yres = stage.stageHeight;
}else{
device.xres = flash.system.Capabilities.screenResolutionX;
device.yres = flash.system.Capabilities.screenResolutionY;
}
if (device.xres < device.yres) {
//Switch them!
t = device.yres;
device.yres = device.xres;
device.xres = t;
}
key.definestickrange(device.xres / 2, 0, 6);
dwgfx.screensizemultiplier = device.yres / 240;
dwgfx.screen.width = 320 * dwgfx.screensizemultiplier;
dwgfx.screen.height = device.yres;
dwgfx.screen.x = (device.xres / 2) - (320 * dwgfx.screensizemultiplier / 2);
dwgfx.screen.y = 0;
dwgfx.initbuttonpositions();
}
*/
public function orientationChangeListener(e:StageOrientationEvent):void{
if (e.afterOrientation == StageOrientation.DEFAULT || e.afterOrientation == StageOrientation.UPSIDE_DOWN) {
e.preventDefault();
}
}
public function lockedloop(e:Event):void {
dwgfx.backbuffer.lock();
dwgfx.bprint(5, 110, "Sorry! This game can only be", 196-help.glow, 196-help.glow, 255-help.glow, true);
dwgfx.bprint(5, 120, "played on thelettervsixtim.es", 196-help.glow, 196-help.glow, 255-help.glow, true);
dwgfx.render();
dwgfx.backbuffer.unlock();
help.updateglow();
}
public function setstage(w:int, h:int):void {
//stage.stageWidth = w;
//stage.stageHeight = h;
}
public function sitelock():Boolean {
//No preloader for Kong version
var currUrl:String = stage.loaderInfo.url.toLowerCase();
//chat.kongregate.com
if ((currUrl.indexOf("ile:///") <= 0) || (currUrl.indexOf("http") == 0)){
//if ((currUrl.indexOf("distractionware.com/games") <= 0) && (currUrl.indexOf("thelettervsixtim.es/secretarea") <= 0)){
return true;
//return false;
}else{
return true;
}
}
public function input():void {
if (!game.infocus) {
}else {
switch(game.gamestate){
case TITLEMODE:
titleinput(key, dwgfx, map, game, obj, help, music);
break;
case GAMEMODE:
if (map.towermode) {
if(game.recording==1){
recordinput(key, dwgfx, game, map, obj, help, music);
}else {
gameinput(key, dwgfx, game, map, obj, help, music);
}
}else{
if (game.recording == 1) {
recordinput(key, dwgfx, game, map, obj, help, music);
}else {
if (script.running) {
script.run(key, dwgfx, game, map, obj, help, music);
}
gameinput(key, dwgfx, game, map, obj, help, music);
}
}
break;
case CONTROLTUTORIALMODE:
controltutorialinput(key, dwgfx, game, map, obj, help, music);
break;
case MAPMODE:
if (game.recording == 1) {
//recordinput(key, dwgfx, game, map, obj, help, music); //will implement this later if it's actually needed
}else{
mapinput(key, dwgfx, game, map, obj, help, music);
}
break;
case TELEPORTERMODE:
if (game.recording == 1) {
recordinput(key, dwgfx, game, map, obj, help, music);
}else {
if(game.useteleporter) {
teleporterinput(key, dwgfx, game, map, obj, help, music);
}else {
if (script.running) {
script.run(key, dwgfx, game, map, obj, help, music);
}
gameinput(key, dwgfx, game, map, obj, help, music);
}
}
break;
case GAMECOMPLETE:
gamecompleteinput(key, dwgfx, game, map, obj, help, music);
break;
case GAMECOMPLETE2:
gamecompleteinput2(key, dwgfx, game, map, obj, help, music);
break;
case CLICKTOSTART:
if (key.click) {
dwgfx.textboxremove();
}
break;
}
//Mute button
if (key.isDown(77) && game.mutebutton<=0) {
game.mutebutton = 8; if (game.muted) { game.muted = false; }else { game.muted = true;}
}
if(game.mutebutton>0) game.mutebutton--;
}
//Stupid event listeners!
if (key.hasclicked) key.click = false;
}
public function logic():void {
if (!game.infocus) {
if (game.globalsound > 0) {
game.globalsound = 0;
SoundMixer.soundTransform = new SoundTransform(0);
}
music.processmusic();
help.updateglow();
}else {
switch(game.gamestate){
case TITLEMODE:
titlelogic(key, dwgfx, game, obj, help, music);
break;
case GAMEMODE:
if (map.towermode) {
towerlogic(key, dwgfx, game, map, obj, help, music);
}else{
gamelogic(key, dwgfx, game, map, obj, help, music);
}
break;
case MAPMODE:
maplogic(key, dwgfx, game, map, obj, help, music);
break;
case CONTROLTUTORIALMODE:
controltutoriallogic(key, dwgfx, game, map, obj, help, music);
break;
case TELEPORTERMODE:
maplogic(key, dwgfx, game, map, obj, help, music);
break;
case GAMECOMPLETE:
gamecompletelogic(key, dwgfx, game, map, obj, help, music);
break;
case GAMECOMPLETE2:
gamecompletelogic2(key, dwgfx, game, map, obj, help, music);
break;
case CLICKTOSTART:
help.updateglow();
if (dwgfx.ntextbox == 0) {
//music.play(6);
map.ypos = (700-29) * 8;
map.bypos = map.ypos / 2;
map.cameramode = 0;
game.gamestate = TITLEMODE;
}
break;
}
if (game.platform.wakeupcall > 0) {
game.platform.wakeupcall--;
if (game.platform.wakeupcall == 0) {
if(immersivemode){
//AndroidFullScreen.immersiveMode();
}
}
}
music.processmusic();
dwgfx.processfade();
game.gameclock();
dwgfx.trinketcolset = false; //Reset this in every frame, used for a new standard random colour each frame
if (game.savemystats) {
game.savemystats = false;
game.savestats(map, dwgfx);
}
if (game.muted) {
if (game.globalsound == 1) {
game.globalsound = 0; SoundMixer.soundTransform = new SoundTransform(0);
}
}
if (!game.muted && game.globalsound == 0) {
game.globalsound = 1; SoundMixer.soundTransform = new SoundTransform(1);
}
}
}
public function render():void {
if (!game.infocus) {
dwgfx.backbuffer.lock();
/*
dwgfx.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
dwgfx.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
dwgfx.bprint(5, 230, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
*/
dwgfx.render();
dwgfx.backbuffer.unlock();
}else {
switch(game.gamestate){
case TITLEMODE:
titlerender(key, dwgfx, map, game, obj, help);
break;
case GAMEMODE:
if (map.towermode) {
towerrender(key, dwgfx, game, map, obj, help);
}else{
gamerender(key, dwgfx, game, map, obj, help);
}
break;
case CONTROLTUTORIALMODE:
controltutorialrender(key, dwgfx, game, map, obj, help);
break;
case MAPMODE:
maprender(key, dwgfx, game, map, obj, help);
break;
case TELEPORTERMODE:
teleporterrender(key, dwgfx, game, map, obj, help);
break;
case GAMECOMPLETE:
gamecompleterender(key, dwgfx, game, obj, help);
break;
case GAMECOMPLETE2:
gamecompleterender2(key, dwgfx, game, obj, help);
break;
case CLICKTOSTART:
dwgfx.backbuffer.lock();
//dwgfx.bprint(5, 115, "[Click to start]", 196 - help.glow, 196 - help.glow, 255 - help.glow, true);
dwgfx.drawgui(help);
dwgfx.render();
dwgfx.backbuffer.unlock();
break;
}
}
}
public function mainloop(e:TimerEvent):void {
_current = getTimer();
if (_last < 0) _last = _current;
_delta += _current - _last;
_last = _current;
if (_delta >= _rate){
_delta %= _skip;
while (_delta >= _rate){
_delta -= _rate;
input();
logic();
if (key.hasclicked) key.click = false;
}
render();
e.updateAfterEvent();
}
}
public function setzoom(t:int, dwgfx:dwgraphicsclass):void {
/*
switch(t) {
case 1:
dwgfx.screen.width = 320;
dwgfx.screen.height = 240;
dwgfx.screen.x = (640 - 320) / 2;
dwgfx.screen.y = (480 - 240) / 2;
break;
case 2:
dwgfx.screen.width = 640;
dwgfx.screen.height = 480;
dwgfx.screen.x = 0;
dwgfx.screen.y = 0;
break;
case 3:
dwgfx.screen.width = 960;
dwgfx.screen.height = 720;
dwgfx.screen.x = (640 - 960) / 2;
dwgfx.screen.y = (480 - 720) / 2;
break;
case 4:
dwgfx.screen.width = 1280;
dwgfx.screen.height = 960;
dwgfx.screen.x = (640 - 1280) / 2;
dwgfx.screen.y = (480 - 960) / 2;
break;
}
*/
}
public function updategraphicsmode(game:gameclass, dwgfx:dwgraphicsclass):void {
/*
swfStage = stage;
if (game.advanced_mode) { //advanced graphics mode
//Screen Smooting
dwgfx.screen.smoothing = game.advanced_smoothing;
//Scaling
if(game.advanced_scaling==0){
swfStage.scaleMode = StageScaleMode.SHOW_ALL;
setzoom(2, dwgfx);
}else{
swfStage.scaleMode = StageScaleMode.NO_SCALE; //Turn Scaling off
setzoom(game.advanced_scaling, dwgfx);
}
stage.fullScreenSourceRect = null;
//Fullscreen
if (game.fullscreen) {
stage.displayState = StageDisplayState.FULL_SCREEN;
Mouse.hide();
}else {
stage.displayState = StageDisplayState.NORMAL;
Mouse.show();
}
}else{
swfStage.scaleMode = StageScaleMode.SHOW_ALL;
if (game.fullscreen) {
dwgfx.screen.smoothing = true;
stage.fullScreenSourceRect = new Rectangle(0, 0, 640, 480);
stage.displayState = StageDisplayState.FULL_SCREEN;
Mouse.hide();
}else {
dwgfx.screen.smoothing = false;
stage.displayState = StageDisplayState.NORMAL;
Mouse.show();
}
}
*/
}
// Timer information (a shout out to ChevyRay for the implementation)
public static const TARGET_FPS:Number = 30; // the fixed-FPS we want the game to run at
private var _rate:Number = 1000 / TARGET_FPS; // how long (in seconds) each frame is
private var _skip:Number = _rate * 10; // this tells us to allow a maximum of 10 frame skips
private var _last:Number = -1;
private var _current:Number = 0;
private var _delta:Number = 0;
private var _timer:Timer = new Timer(4);
public var dwgfx:dwgraphicsclass = new dwgraphicsclass();
public var music:musicclass = new musicclass();
public var help:helpclass = new helpclass();
public var map:mapclass = new mapclass();
public var game:gameclass;
public var obj:entityclass = new entityclass();
public var key:KeyPoll;
public var script:scriptclass = new scriptclass();
public var slogo:MovieClip;
public var logoposition:Matrix;
public var pixel:uint; public var pixel2:uint;
public var pi:uint, pj:uint;
public var i:int, j:int, k:int, temp:int, tempx:int, tempy:int, tempstring:String;
public var tr:int, tg:int, tb:int, t:int;
public var tvel:Number;
public var swfStage:Stage;
public var immersivemode:Boolean;
//Embedded resources:
//Graphics
[Embed(source = '../data/graphics/tiles.png')] private var im_tiles:Class;
[Embed(source = '../data/graphics/tiles2.png')] private var im_tiles2:Class;
[Embed(source = '../data/graphics/tiles3.png')] private var im_tiles3:Class;
[Embed(source = '../data/graphics/sprites.png')] private var im_sprites:Class;
[Embed(source = '../data/graphics/flipsprites.png')] private var im_flipsprites:Class;
[Embed(source = '../data/graphics/font.png')] private var im_bfont:Class;
[Embed(source = '../data/graphics/fontmask.png')] private var im_bfontmask:Class;
[Embed(source = '../data/graphics/teleporter.png')] private var im_teleporter:Class;
[Embed(source = '../data/graphics/entcolours.png')] private var im_entcolours:Class;
[Embed(source = '../data/graphics/levelcomplete.png')] private var im_image0:Class;
[Embed(source = '../data/graphics/minimap.png')] private var im_image1:Class;
[Embed(source = '../data/graphics/covered.png')] private var im_image2:Class;
[Embed(source = '../data/graphics/elephant.png')] private var im_image3:Class;
[Embed(source = '../data/graphics/gamecomplete.png')] private var im_image4:Class;
[Embed(source = '../data/graphics/fliplevelcomplete.png')] private var im_image5:Class;
[Embed(source = '../data/graphics/flipgamecomplete.png')] private var im_image6:Class;
[Embed(source = '../data/graphics/site.png')] private var im_image7:Class;
[Embed(source = '../data/graphics/site2.png')] private var im_image8:Class;
[Embed(source = '../data/graphics/site3.png')] private var im_image9:Class;
[Embed(source = '../data/graphics/ending.png')] private var im_image10:Class;
[Embed(source = '../data/graphics/controls/touchscreen.png')] private var im_mobileimage1:Class;
[Embed(source = '../data/graphics/controls/lefthand_off.png')] private var im_mobileimage2:Class;
[Embed(source = '../data/graphics/controls/lefthand_near.png')] private var im_mobileimage3:Class;
[Embed(source = '../data/graphics/controls/lefthand_far.png')] private var im_mobileimage4:Class;
[Embed(source = '../data/graphics/controls/righthand_off.png')] private var im_mobileimage5:Class;
[Embed(source = '../data/graphics/controls/righthand_near.png')] private var im_mobileimage6:Class;
[Embed(source = '../data/graphics/controls/righthand_far.png')] private var im_mobileimage7:Class;
[Embed(source = '../data/graphics/controls/arrowleft.png')] private var im_mobileimage8:Class;
[Embed(source = '../data/graphics/controls/arrowright.png')] private var im_mobileimage9:Class;
//Playerlevel images
[Embed(source = '../data/graphics/playerlevels/playerlevel_0.png')] private var im_imgplayerlevel0:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_1.png')] private var im_imgplayerlevel1:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_2.png')] private var im_imgplayerlevel2:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_3.png')] private var im_imgplayerlevel3:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_4.png')] private var im_imgplayerlevel4:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_5.png')] private var im_imgplayerlevel5:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_6.png')] private var im_imgplayerlevel6:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_7.png')] private var im_imgplayerlevel7:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_8.png')] private var im_imgplayerlevel8:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_9.png')] private var im_imgplayerlevel9:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_10.png')] private var im_imgplayerlevel10:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_11.png')] private var im_imgplayerlevel11:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_12.png')] private var im_imgplayerlevel12:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_13.png')] private var im_imgplayerlevel13:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_14.png')] private var im_imgplayerlevel14:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_15.png')] private var im_imgplayerlevel15:Class;
[Embed(source = '../data/graphics/playerlevels/playerlevel_16.png')] private var im_imgplayerlevel16:Class;
//iOS Buttons
[Embed(source = '../data/graphics/mobilebuttons/map.png')] private var im_button_0:Class;
[Embed(source = '../data/graphics/mobilebuttons/back.png')] private var im_button_1:Class;
[Embed(source = '../data/graphics/mobilebuttons/talk_1.png')] private var im_button_2:Class;
[Embed(source = '../data/graphics/mobilebuttons/talk_2.png')] private var im_button_3:Class;
[Embed(source = '../data/graphics/mobilebuttons/use_1.png')] private var im_button_4:Class;
[Embed(source = '../data/graphics/mobilebuttons/use_2.png')] private var im_button_5:Class;
[Embed(source = '../data/graphics/mobilebuttons/teleport_1.png')] private var im_button_6:Class;
[Embed(source = '../data/graphics/mobilebuttons/teleport_2.png')] private var im_button_7:Class;
[Embed(source = '../data/graphics/mobilebuttons/controls_1.png')] private var im_button_8:Class;
[Embed(source = '../data/graphics/mobilebuttons/controls_2.png')] private var im_button_9:Class;
[Embed(source = '../data/graphics/mobilebuttons/gamecenter.png')] private var im_button_10:Class;
[Embed(source = '../data/graphics/mobilebuttons/button_left.png')] private var im_button_11:Class;
[Embed(source = '../data/graphics/mobilebuttons/button_right.png')] private var im_button_12:Class;
//Music
[Embed(source = '../data/music/levelcomplete.mp3')] private var music_1:Class;
[Embed(source = '../data/music/endgame.mp3')] private var music_2:Class;
//Sound effects
[Embed(source = '../data/sounds/jump.mp3')] private var ef_0:Class;
[Embed(source = '../data/sounds/jump2.mp3')] private var ef_1:Class;
[Embed(source = '../data/sounds/hurt.mp3')] private var ef_2:Class;
[Embed(source = '../data/sounds/souleyeminijingle.mp3')] private var ef_3:Class;
[Embed(source = '../data/sounds/coin.mp3')] private var ef_4:Class;
[Embed(source = '../data/sounds/save.mp3')] private var ef_5:Class;
[Embed(source = '../data/sounds/crumble.mp3')] private var ef_6:Class;
[Embed(source = '../data/sounds/vanish.mp3')] private var ef_7:Class;
[Embed(source = '../data/sounds/blip.mp3')] private var ef_8:Class;
[Embed(source = '../data/sounds/preteleport.mp3')] private var ef_9:Class;
[Embed(source = '../data/sounds/teleport.mp3')] private var ef_10:Class;
[Embed(source = '../data/sounds/crew1.mp3')] private var ef_11:Class;
[Embed(source = '../data/sounds/crew2.mp3')] private var ef_12:Class;
[Embed(source = '../data/sounds/crew3.mp3')] private var ef_13:Class;
[Embed(source = '../data/sounds/crew4.mp3')] private var ef_14:Class;
[Embed(source = '../data/sounds/crew5.mp3')] private var ef_15:Class;
[Embed(source = '../data/sounds/crew6.mp3')] private var ef_16:Class;
[Embed(source = '../data/sounds/terminal.mp3')] private var ef_17:Class;
[Embed(source = '../data/sounds/gamesaved.mp3')] private var ef_18:Class;
[Embed(source = '../data/sounds/crashing.mp3')] private var ef_19:Class;
[Embed(source = '../data/sounds/blip2.mp3')] private var ef_20:Class;
[Embed(source = '../data/sounds/countdown.mp3')] private var ef_21:Class;
[Embed(source = '../data/sounds/go.mp3')] private var ef_22:Class;
[Embed(source = '../data/sounds/crash.mp3')] private var ef_23:Class;
[Embed(source = '../data/sounds/combine.mp3')] private var ef_24:Class;
[Embed(source = '../data/sounds/newrecord.mp3')] private var ef_25:Class;
[Embed(source = '../data/sounds/trophy.mp3')] private var ef_26:Class;
[Embed(source = '../data/sounds/rescue.mp3')] private var ef_27:Class;
}
}